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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