Muscle Spasms
Intrinsic/Hexcraft
Costs: ◆◆, ⨂ DP
Durations: 1 min, focus
Components: verbal
When you cast: Caster selects up to ⨂ creatures it can sense within 8 m. Those creatures must make Resilience(STR) checks against the caster's spellcasting DC or gain the following ability for the duration: 'Whenever this creature uses Move or Jump action it must make Acrobatics(AGI) check against the caster's spellcasting DC or be immediately knocked prone instead'. The targets can repeat the skill check at the end of each of their turns ending the condition on success. When no creatures remain affected, this spell ends. In addition the caster gains the following abilities:
While caster is focusing on the spell, it gains the following actions:
◆◆: Bone Pull. Maintains focus. One of the affected target the caster can sense within 8 m must make Toughness(WIS) check equal to the caster's spellcasting DC or move up to half of their movement speed in a straight line in the direction of caster's choice, provoking actions as with normal movement.
◆◆: Muscle Pull. Maintains focus. One of the effected creatures the caster can sense within 8 m must make Toughness(VIT) check or take ⨂d8 + caster's spellcasting trait lacerating damage. If ⨂ is 3 or more it takes half as much damage on success and the targe must make Acrobatics(AGI) check equal to the damage taken, max 40 or be knocked prone.
Focus loss penalty: The caster is knocked prone.