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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