Difference between revisions of "Thermal Nanomagic"

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{{Basepower|name=Thermal Nanomagic|desc=Using your nanites to transfer heat around, you can cause an object to gain or lose heat. This can be done in an area(defaulting to 20 ft, double per hero point spent), or individual object(with the mass of a motorcycle, doubling per hero point). The rate of cooling or heating is about a degree every ten seconds over an area, every second on an object. Living objects cannot directly be harmed with this(aside from using this power as a mutant ability). Objects will start to return to their normal temperature if you leave the area.<br>-<br>The maximum difference of temperature, plus or minus, is fifty degrees further away from room temperature from where you started. If you were in a furnace, you could cool it to room temperature(A large swing), but could not heat it much more than it already is, reverse for a freezer.|powertype=Nanomagic, Auto Passive|target=Ally AoE Spread|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Healing|Status=100% chance of ColdAdaption at magnitude 2 for 10 rounds.<br>100% chance of HeatAdaption at magnitude 2 for 10 rounds.<br>|Upgrades=ColdAdaptionMag by 1<br>HeatAdaptionMag by 1<br>Spread by 40}}[[Category:Coldadaption inflicting base powers]][[Category:Heatadaption inflicting base powers]][[Category:Passive base power]][[Category:AoE base power]][[Category:Friendly base powers]][[Category:Nanomagic]]
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{{Basepower|name=Thermal Nanomagic|desc=Using your nanites to transfer heat around, you can cause an object to gain or lose heat. This can be done in an area(defaulting to 20 ft, double per hero point spent), or individual object(with the mass of a motorcycle, doubling per hero point). The rate of cooling or heating is about a degree every ten seconds over an area, every second on an object. Living objects cannot directly be harmed with this(aside from using this power as a mutant ability). Objects will start to return to their normal temperature if you leave the area.<br>-<br>The maximum difference of temperature, plus or minus, is fifty degrees further away from room temperature from where you started. If you were in a furnace, you could cool it to room temperature(A large swing), but could not heat it much more than it already is, reverse for a freezer.|powertype=Nanomagic, Auto Passive|target=Ally AoE Spread|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=Healing|Status=100% chance of ColdAdaption at magnitude 2 for 10 rounds.<br>100% chance of HeatAdaption at magnitude 2 for 10 rounds.<br>100% chance of FireDamageResist at magnitude 2 for 10 rounds.<br>|Upgrades=ColdAdaptionMag by 1<br>FireDamageResistMag by 1<br>HeatAdaptionMag by 1<br>Spread by 40}}[[Category:Coldadaption inflicting base powers]][[Category:Firedamageresist inflicting base powers]][[Category:Heatadaption inflicting base powers]][[Category:Passive base power]][[Category:AoE base power]][[Category:Friendly base powers]][[Category:Nanomagic]]

Revision as of 00:16, 18 August 2014

Thermal Nanomagic stats
Type Nanomagic, Auto Passive Target Ally AoE Spread
Description Using your nanites to transfer heat around, you can cause an object to gain or lose heat. This can be done in an area(defaulting to 20 ft, double per hero point spent), or individual object(with the mass of a motorcycle, doubling per hero point). The rate of cooling or heating is about a degree every ten seconds over an area, every second on an object. Living objects cannot directly be harmed with this(aside from using this power as a mutant ability). Objects will start to return to their normal temperature if you leave the area.
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The maximum difference of temperature, plus or minus, is fifty degrees further away from room temperature from where you started. If you were in a furnace, you could cool it to room temperature(A large swing), but could not heat it much more than it already is, reverse for a freezer.
Cooldown 0 Charge time 0
Energy 0 Accuracy 75%
Damage 0 Healing at level 0
Statuses
100% chance of ColdAdaption at magnitude 2 for 10 rounds.
100% chance of HeatAdaption at magnitude 2 for 10 rounds.
100% chance of FireDamageResist at magnitude 2 for 10 rounds.
Training Upgrades
ColdAdaptionMag by 1
FireDamageResistMag by 1
HeatAdaptionMag by 1
Spread by 40
Secondary Effects
Secondary Damage No damage at level 0
Secondary Type None Secondary Target None
Secondary Statuses
No Secondary Statuses

Thermal Nanomagic/Extra Notes Edit notes

Mutant powers Based on this power: