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Nov 13, 2013

New setting: Magic spells

So, here is a crude sketch of the magic that will be avalible to players in the game.



Magic

Illusionism:

Fear
Charm
Create minor illusion

Create major illusion
Invisibility (self or touch)
Warp Presence
Group […] – makes your basic fear and charm capable of affecting groups 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
Create grand illusion
Team […] – makes you able to render your entire party invisible 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
Warp wood – may be combined with rapid growth
Natural regeneration

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.
Natural remedies
Shield of thorns
Animal communication (passive)

Greater shapeshift (passive) – increases duration, stat boosts, and DR gained by feral form
Hyperseed – allows the user to imbue magical energies into a magical seed out of combat, that can then be tapped into for explosive effects
Greater warp wood – allows you to warp the wood of many plants at the same time


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
Cure
Rejuvination – replenishes the target’s mental rejuvenation, restoring mana and fatigue over time

Blessing of stoneskin
Blessing of the Lion
Blessing of the panther
Blessing of the Bear
Blessing of the owl
Cleanse


Blessing of kings – places all avalible buffs at a target
Resurrection
Miracle


Chaos

Chaos missile
Chaos cone
Chaos status effect
Chaos great spell

All chaos magic works essentially in the same way. If the spell is successfully cast, roll 2d6 to determine what sort of effect it will have.
2: perfect, the spell will be excellent for the current situation.
3-6: good, the spell will be helpful. How helpfil it is depends on how low it is. Lower is better.
7-11: Bad. The spell won't be very helpful, or maybe even worsen the situation for the caster.
12: did my hair just catch fire?

I will go on to detail chaosmagic in greater detail once I know exactly what to do with it.

Darkness

Bolt of darkness
Inflict pain
Curse of nyctophobia – increases all darkness effects on the target by 10%

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

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.
Soul drain

Death

Plague strike
Aura of enthropy
Blood plague

Lifesteal
Bloodboil (AoE)
Plague of rot
Pestilence (AoE)
Turn undead
Silence of the grave – silence target

Mark of death – after a set amount of 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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