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Nov 27, 2013

Magic revisited: Defining the spells



Illusionism:
Fear* – Renders the target with fear, conjuring images of its greatest fears within its mind. The character is likely to try to run away or hide from the caster. Can be negated by passing a 4d6 will check. (perking the skill increases difficulty of saving throws by 1d6)
Charm* - Makes the target feel like the caster is the best, most handsome/beautiful creature ever to exist, and makes them want to please the caster with their every action. Often renders them immobile until given a command by the caster. Dispelled upon taking damage from any source. Can be negated by passing a 4d6 will check. (perking the skill increases difficulty of saving throws by 1d6)
Create minor illusion – allows the caster to do things such as conjure simpler illusions (shadowy shapes, whispers, imaginative daggers flying around, warp their appearance, etc.)

Create major illusion – Allows the caster to do things such as conjure advanced illusions (people who aren’t there, monsters, walls, bridges, floors, etc.)
Invisibility (self or touch) – renders the caster, or a touched target, invisible to all on-lookers.
Warp Presence (passive, can be turned on and off) – Makes the player impossible to find using any sort of divination, including sense life, etc.
Group […] – makes your basic fear and charm capable of affecting groups of targets. Mana costs scale with numbers of targets.
Decoy – makes an instant copy of yourself at your current location, and renders you invisible. The decoy can be instructed to perform simple tasks.

Mind control – completely takes over a character’s mind, twisting them to the caster’s whim.
Create grand illusion – Allows the caster to create astonishing illusions, such as making gold that can be touched and felt, or create a programmed persona that can interact vocally on its’ own. Things created with grand illusion are so real that those who interact with them believe they are real, doing things such as feeling the object’s texture, hearing it and even smelling it. Things created with Grand illusion are ultimately imagined, so that amazing sword you just found won’t actually cut that demon. Sorry.
Team […] – makes you able to render your entire party invisible and/or create illusions of them, does not require touch
Astral projection – lets you project yourself at a target location. You can see and hear everything the projection can, and you may perform weakened versions of your illusion spells through the projection.
Druidism:
Rapid growth – (may be combined with warp wood) causes a living plant to rapidly grow. Mana cost depends on amount of growth done.
Warp wood – (may be combined with rapid growth) lets the character bend living plants to its will, shaping them to whatever purpose it happens to have. Can be used to snare enemies with roots, pierce them with branches, entangle them with deadly thorns, as a few examples.
Natural regeneration* - boosts the player’s out of combat regeneration greatly. Causing him to heal 1d6 hp / minute. (If perked, it allows the effect to take place in combat as well, but only every other turn.

Bark skin – grants the target bonus HP equals to the int of the user. Bleed effects still affect the target’s core hp. Bonus HP vanish after 3 rounds. Does not improve the target’s existing state.
Feral form* – Allows the user to take on a feral form for a duration. Shape depends on user’s species. Boosts strength and endurance, and grants + dr equals to the user’s will modifier. (perked version adds a +1 to all modifiers granted.)
Natural remedies – cures the target of all poisons, diseases, etc. Boosts the natural immune system of the target.
Shield of thorns – Causes an aura of harmful energy to linger around the target, making all attacks towards him deal 1/3 of the damage dealt (before DR is applied) to be returned to the attacker. Only works in melee.
Animal communication (passive) – makes the player able to understand and talk to animals. Though the animal’s intellect must be considered, and in general commands or information given must be very simple, and lack all complex rethoric.

Greater shapeshift (passive) – increases duration of Feral form, and makes it so that you instead of getting your will modifier as bonus stats, you gain all your will (above 10) to your bonus stats.
Hyperseed – allows the user to imbue magical energies into a magical seed out of combat, that can then be tapped into for explosive effects. Exact effects depend on seed used.
Greater warp wood (passive) – makes the Warp Wood affect several different trees without any added difficulty.


Elementalism
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


Light magic
Healing* (touch) - 2d6 health returned for 2 mana (Perking the spell gives the healing an additional 1d6)
Cure – purges poisons, debuffs, diseases etc. from the target. Curses are transferred to the caster of cure. 4 mana
Rejuvination – replenishes the target’s mental rejuvenation, restoring mana and fatigue over time. Cannot be cast on the caster himself. 4 mana.

Blessing of stone skin – grants +3 DR
Blessing of the Lion – grants +1d6 damage (melee only)
Blessing of the fox – grants +3 dex
Blessing of the Jackal – grants +3 str
Blessing of the owl – grants +3 int
(all blessing last until the end of the encounter, or for 4 minutes out of combat)
Cleanse – removes all debuffs from the caster, including curses. 5 mana.


Blessing of kings – places all avalible buffs at a target
Resurrection – resurrects a dead character, moving them to 1 hp. Can only be used on the recently deceased.
Miracle – heals, cures and rejuvenates all friendly targets in the area. 10 mana.


Chaos
Rework still in progress.
Darkness
Bolt of darkness* – 1d6 damage. Damage increases by 1d6 for every debuff on the target. (if perked, the spell’s base damage is increased by 1d6)
Inflict pain* – 3d6 damage on target. (if perked, the spell also dazes the target.)
Curse of nyctophobia – increases all darkness effects on the target by 10%

Brittle bones – Reduces DR by 2
Petrification – reduces movement speed and dexterity by 2
Wither – Reduces endurance and strength by 2
Shroud of darkness – Limits sight of all players in an area
Cripple mind – reduces will and int by 2
Bad luck – decreases luck by 2

Place curse – put a permanent effect or debuff on a target. Cannot be cured.
Flesh to stone – Turn a target into stone. Eye contact required. Takes longer depending on the target’s will + end.
Soul drain – drains the target’s mana

Death
Plague strike – A melee attack that deals full weapon damage as well as applies all plagues to the target. The attack gains +1d6 per disease already on the target.
Aura of enthropy – Increases damage taken by all nearby hostiles by 2 from all effects.
Blood plague(passive) – increases all bleed effects with +1, all attacks towards the target cause 1d6 bleed. Only the highest bleed applies.

Lifesteal – steal 10% of team damage dealt the next three turns.
Bloodboil (AoE) - all targets within 5 meters take 2d6 damage. +1d6 damage per plague.
Plague of rot - Reduces the victim's end, dex and str stats by 2.
Pestilence (AoE) – if a victim of your plagues are close by, the plagues pass on to every enemy within 10 m
Turn undead – Makes a undead target with will 10 or below instantly die.
Silence of the grave – silence target for 4 turns

Mark of death – after 3 turns, target takes massive damage if beneath 30% of max hp
It Will Not Die – for 5 turns, no matter how low your HP goes, you do not die. After the 5 turns, your hp is automaticly 0, no matter what your health was before.
Precognition – allows a flash of events a few seconds into the future, allowing the user one unblockable strike, or an infallible dodge.

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