So, here we come to one of the more difficult aspects of any role playing game. The magic. As it has been so far, I have a spell list with a plethora of combat-related and utility spells that I have allowed players to use.
As it has been so far, there are two general groups of magic, Int-based spells (fire, ice, lightning, arcane) and will-based spells (light and darkness). The reason I've created this division is rather simple, will-based spells, in difference from int-based spells are the kind that either requires the player to build some in-combat skill (Light magic, since it has no damaging spells), or requires the player himself to pass will checks if things go bad (dark magic).
The list of magic as it has been so far is as follows:
Fire school: Damage sets enemies ablaze, dealing damage over time
Fire bolt - basic missile - 2d6 damage + 1d6 burn, 1m aoe - 2 mana
Fire breath - cone flame - 1d6 damage + 1d6 burn, 7 meter range, 5 m width - 2 mana
Fire wall - what it sounds like- 10m width 2m height, 2d6 burn
Magma ball - rolling ball of magma, leaves burning trail, slow moving - 5 mana, 4d6 damage, 1d6 burn
Combustion - aggrevate burning on enemies - double burn damage/round, 3 mana
Flame pillar - massive pillar of flame - 5d6 damage + 1d6 burn, 4 mana
Searing touch - instantly set touch target ablaze. Great fire damage - 6d6 damage + 2d6 burn, 4 mana
Burning vengeance - incinerate target that dealt damage to you. No casttime. - 3d6 damage + 1d6 burn, 2 mana
Explosive rune - fire trap - 2 mana, 3d6 damage + 1d6 burn
Melt - melt target metal weapon, disarm + damage, destroys any non-indestructible item - bonus damage damage/item melted + 3d6 damage (core) + 2d6 burn - 10 mana
Inferno - Area of effect fire. Burns everything around the caster. Massive damage. - 7d6 damage + 2d6 burn, 10m AoE - 7 mana
Dragonfire - single target fire spell. Cannot be put out. - 10 mana, 7d6 damage + 3d6 burn, magic pen
Ice school: Damage chills enemies, slowing them
Ice blast - Basic missile - 2d6 damage, chill (target loses one action/turn) - 2 mana
Frozen armor - creates a platemail of ice on target - +4 dr, chills enemies striking the target, requires 15 str for the target to move - 4 mana + 1 mana/round
Frost wall - wall of ice. Absorbs damage and cannot be passed - up to 10 meters long, absorbs up to 50 damage - 3 mana
snapfrost - Target area is dealt cold damage - 3d6 damage, chills all targets in the area, 10m^3 zone - 5 mana
Ice prison - encapsule target in ice. Can be shattered - restricts movement and chills target - 3 mana
Frost nova - aoe damage around caster - 3d6 damage, AoE 5m around caster, all target in area gets chilled - 3 mana
frostbite - target becomes chilled and takes damage - target takes 4d6 damage and becomes chilled - 3 mana
Coldrend - aggrevate target chilled enemy, slow + damage - freezes target for 1 turn, 5d6 damage, can only activate on a chilled target - 4 mana
Blizzard - creates a snowstorm in a area around the caster, applying chill and obscuring view. Deals no damage. - 20m^2 aoe, chills all targets in area - 5 mana
Freeze solid - Target takes damage and cannot move - 6d6 damage, target is unable to make any actions for a turn, chills - 5 mana
Stasis - removes all energy in an area, instantly preventing all movement. No damage nor chill inflicted - 5 mana
Absolute zero - massive cold damage in area - 8d6 damage, 10m^2 area - 7 mana
Storm school: high damage and unpredictible
Thunderbolt - basic missile - 4d6 damage, might deviate from target - 2 mana
Chain lightning - Chain lightning that arcs between targets. Targets selected depending on proximity. FF possible. - jumps to closest target, deals 1d6 less damage per target, starts at 3d6 - 3 mana
Lightning strike- Target gets struck by lightning. Stronger outdoors. - 4d6 damage + 1d6 outdoors - 3 mana
I/O - touch. Current surges between hands, dealing massive damage if in contact with an enemy. Requires both hands. - 6d6 damage, requires touch - 4 mana
Zzap - teleports the user forwards, dealing damage to anyone it passes through - 2d6 damage - 4 mana + 1 mana/10 meters
Thunder clap - Sonic blast dealt in a cone in front of the user, disorienting + sonic damage - 2d6 damage + chance to disorient, 5m range, front arc - 3 mana
thunder head - Sonic blast at target location. Disorienting + sonic damage - 5m aoe from target location, 2d6 damage + chance to disorient - 4 mana
Ball lightning - what it sounds like - slow moving, 7d6 damage - 5 mana
Lightning storm - Lightning strikes the area repeatedly - 20m^2 aoe, lightning strike damage, 5 strikes, random targets - 7 mana
Storm's touch - The caster recovers all his mana. Usable once a day.
Arc lightning - Lightning arcs in front of the caster. - 7d6 damage, 5m range, front arc - 5 mana
Lightning clone - creates a clone of the user. On touch, discharges massive electricity and vanishes - 1m duration, 8d6 damage - 6 mana
Arcane school: high utility
Magic missile - basic missile - 2d6 damage - 2 mana
Divination - reveals an object or person the caster has seen before and an area around it - 3 mana
Mana beam - Fires a beam of mana that deals damage to those it hit - 1d6 damage/mana - 1 to 6 mana
Teleportation - Teleports the caster anywhere it's already been. Extra charge to teleport anyone in contact with
the caster - 5 mana + 2/human sized tag-along, 20g reagent cost (diamond dust)
Mana shield - Creates an inpenetrable shield around the caster. Damage taken goes to the mana pool of the caster - 2x damage takes in cost
mana drain - Drains someone else's mana, replenishes the caster's. - 3d6 mana drained
Time dilation - Slows or speeds up time in an area around the caster. The caster can choose to be affected or not - +1 action/turn - 3 mana/turn
Magical mansion - Creates a doorway to a mystical mansion. Inside there's food and drink to feed as many as needed.
Lasts until the caster banishes it. Anyone inside when it's banished get placed just outside the mansion. - 5 mana
Phase - Phases the caster into another dimension. While phased, the caster cannot be seen, touched, detected in any
way. - 3 mana + 1/turn
Mana burn - Burns target's mana for huge damage - 1d6 damage/mana enemy had, consumes all mana
Mind controll - Puts target under caster's controll for a short while. Cannot be made to do anything the controlled
being would be opposed to doing. - 3 mana
Supercharge - Supercharges another spell.- 2x the combined spell's cost, doubles the effect of combined spell
Light school:
Heal - heals touched living creature, deals damage to undead - 1d6 heal - 1mana
Rejuvenation - Restores mana and fatigue on target living creature, if cast on self, the caster only regains fatigue - 4 mana/turn
Cure - Cures diseases, poisons and sicknesses. If cast on a cursed being, depending on curse, the curse might transfer
to the caster - 4 mana/turn
Cleanse - removes all status disables on the caster - 5 mana
Blessing of stone skin - increases the armor of target living being - 3 mana
Blessing of the panther - increases dexterity of target living being - 3 mana
Blessing of the bear - increases the strength of target living being - 3 mana
Blessing of the lion - increases the damage done by target living being in melee - 3 mana
Blessing of protection - damage dealt to target living being is divided by half, the removed half is dealt to the caster
of this spell - 3 mana
Light prison - Creates a prison of light, detaining the target. If undead, they take damage over time - 4 mana
Miracle - Heals, rejuvinates and cures all targets friendly to the caster in an area over time - removes all negative status effects +
restores 5d6 health and mana (caster does not gain mana)- 15 mana
Ressurrection - revives target being. Can only be used within minutes of dying - returns dead player to life with 1 health - 10 mana, 50g reagent cost (phoenix feather or tear of Assha)
Immortality - For a short while, the target takes no damage from anything - lasts 1 turn - 6 mana
Dark school:
Sap - 3d6 damage, causes fatigue on target - 3 mana
Curse - apply minor curse (-2 in one stat) - 3 mana
Drain life - damage target for 2d6, caster gains the damage in health - 4 mana
Miasma - AoE 20m^2, all non-caster targets are unable to breathe (damage 4d6, uncounciousness in 10 rounds) - 4mana/turn
Greater curse - apply greater curse (inquire with GM for details) - 5 mana
Mutilate - 5d6 damage + 1d6 bleed - 4 mana
Mind domination - 5 mana + 2 mana/turn
Flesh puppet - raise dead target as a mindless puppet that does whatever the caster wishes - 8 mana, lasts 5 turns
Nightmare - target is stunned for 2 turns, and takes 3d6 damage/turn, external damage cancels the spell - 5 mana
Reanimate dead - dead tagets in 20m AoE rises as undead servants to the caster - 5 mana/undead
Blood boil - living target takes 5d6 damage, bleed effects are doubled - 6 mana
Rage - target is consumed by blind rage, and goes berserk, no longer making distinctions between friends and enemies, and ignores personal risks, lasts 4 turns - 6 mana
As it is in my current version of the system, the arcane spell Teleportation has been removed due to the fact that it's somewhat abusable, but I decided to keep it on the list for the sake of completeness.
As you can see, there are three "tiers" to each of the schools of magic, these are "basic spells", "advanced spells", and "ultimate spells". While Basic spells are widely avalible to mages, and are possible for the players to have at the start of the game, advanced spells are expensive tomes only avalible at magical academies and shops. Ultimate spells, on the other hand are rare scrolls and tomes only avalible through luck, and should be considered as rewards in dungeons and ancient fortresses.
In order to learn magic, you'll first have to aquire the neccessary scroll or tome detailing it, then you need to have a good enough intellect. For basic spells, above average intellect is needed, say 14. For advanced spells, significant intellect is needed, say 16. And for ultimate spells, a vast intellect is needed, say 18.
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