Spell books

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Spell books

Post by Gorlok on Mon 31 Aug - 3:45

Fire Spells Book

Tier 1 Spells

Ember: Shoots a little stream of fire at a target. The target makes a Dexterity check against your Intelligence Score. If the target succeeds, they take half damage.
Effect: None
Spell type: Free, 2AP
Level min.: 1
Damage: 1 + Int modifier Fire

Fire Ball: Shoots a giant fireball at a target. It hits targets 5 feets from the original one. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage.
Effect: Deals half the damage to adjacent targets 5 feet from the original one.
Spell type: Standard, 3AP
Level min: 2
Damage: 1d3 + Int modifier Fire

Heating up: Generate heat from your body or someone else by touching them. Can un-freeze you or the target your touching.
Effect: Remove any freezing effect from yourself.
Spell type: Free, 1AP
Level min: 1
Damage: None

Fiery Rain: The mage summons an unatural rain of fire droplets.
Effect: In a 50 feet zone targeted by the mage, a heavy rain of fire falls down for 3 turns. Anyone in the field takes 1d4 + the mage's Int modifier per turn.
Spell type: Daily, 3AP
Level min: 3
Damage: 1d4 + Int modifier Fire

Flamethrower: The mage fires a stream of fire in a cone in front of him.
Effect: Deals fire damage in a 30 feet radius in front of the mage. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage.
Spell type: Standard, 2AP
Level min: 3
Damage: 1d3 + Int modifier Fire

Control Fire: The mage's experience with fire magic allows him to extinguish or revive a fire.
Effect: You can extinguish someone who is burning, or light an extinguished fire/torch with a simple voice command.
Spell type: Free
Level min: 3
Damage: None

Shield of fire: The mage conjures a floating shield that protects him from the next attack, whatever it is.
Effect: Nulifies the next attack that hits you.
Spell type: Standard, 2AP
Level min: 3
Damage: If someone runs into the shield, 1 + Mage's Int modifier. You cannot bash someone with this shield.


Tier 2 Spells

Twin dragons: The mage summons two fiery dragons that crashes into two different targets.
Effect: Deals a heavy amount of damage to 2 targets. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage.
Spell type: Standard, 3AP
Level min: 5
Damage: 3d6 + Int modifier Fire

Flame sword: The mage conjures a fire sword to wield in battle. The sword deals 2d(The mage's intelligence modifier) on hit.
Effect: Conjures a fire sword for the mage to wield. It lasts until the fight is over.
Spell type: Standard, 3AP
Level min: 6
Damage: 2d(the mage's intelligence modifier)

Blazing glyph: The mage sets up a floor trap that, when stepped on, burns anything that was on top of it.
Effect: Sets up a 15x15 feet trap that burns anything that steps on it. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage.
Spell type: Free, 1AP
Level min: 8
Damage: 1d6 + Int modifier Fire

Fire storm: The mage sets up a raging fire storm that damages and pushes anyone caught by it.
Effect: Deals fire damage in a zone and pushes back anyone hit by 15 feet. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage and are not pushed back.
Spell type: Standard, 3AP
Level min: 8
Damage: 2d6 + Int modifier Fire


Tier 3 Spells

Meteorite: The mage summons a gigantic fire meteor and crashes it down.
Effect: Deals a heavy amount of damage to a zone of 15x15 feet. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage.
Spell type: Daily, 3AP
Level min: 10
Damage: 6d6 + Int modifier Fire

Lava falls: The mage creates a fire trap. When triggered (the mage decides hoe exactly the trap can be triggered), a stream of lava falls down on the trap (if there is no roof, the glyph creates a fake roof from were the lava can fall from).
Effect: Creates a 5x5 feet trap that, when triggered, makes lava fall down towards the trap. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage. The lava is permanent and will always stays there until it cools off and becomes solid. The lava takes 2 hours too cool down.
Spell type: Daily, 3AP
Level min: 15
Damage: 3d6 + Int modifier Fire for each turn in lava.

Destructive blaze: The mage unleashes all of his fire power at one target to deal massive amounts of damage. However, they cannot cast any spell next turn.
Effect: Deals a heavy amount of damage to 1 target. Next turn, you cannot cast any spell. The target makes a Dexterity check against your Intelligence Score. If the target succeeds, they take half damage.
Spell type: Daily, 3AP
Level min: 18
Damage: 4d12 + (Int modifier x2) Fire


Last edited by Gorlok on Fri 4 Sep - 3:04; edited 1 time in total
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Re: Spell books

Post by Gorlok on Fri 4 Sep - 3:02

Water Spells Book

Passive: Any amount of water bigger than a water melon around the mage can be used to cast spells instead of summoning the water itself. Therefore, if there is such amount of water near the water mage, all of his spells costs one less AP to a minimum of 1.

Tier 1 Spells

Scald: Shoots a little stream of hot water at a target. The target makes a Dexterity check against your Intelligence Score. If the target succeeds, they take half damage.
Effect: None
Spell type: Free, 2AP
Level min.: 1
Damage: 1 + Int modifier Water

Wave: Shoots a giant wall of water at a target. It hits targets 5 feets from the original one. The targets make a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage.
Effect: Deals half the damage to adjacent targets 5 feet from the original one.
Spell type: Standard, 3AP
Level min: 2
Damage: 1d3 + Int modifier Water

Purification: Purifies a small amount of water in any countainer. Cannot be bigger than a watermelon.
Effect: Remove any poison from a source of water and makes it drinkable.
Spell type: Free, 1AP
Level min: 1
Damage: None

Blood purge: The mage removes the impurities in the blood of anything that has blood.
Effect: Clears any poison/paralysis effect from any target that posseses blood.
Spell type: Standard, 3AP
Level min: 2
Damage: None

Basic Water control: The mage's experience with water allows it to move small amounts of water the way he wants.
Effect: The mage can control freely any amount of water as big as a water melon.
Spell type: Free
Level min: 1
Damage: None

Cooling off: The mage sooths down an ally or an ennemy, stopping their frenzy.
Effect: Makes anything with an intelligence score higher than 0 calm and stops any frenzy/out of control effect. (Note here, not friendly, calm.)
Spell type: Free, 2AP
Level min: 1
Damage: None

Healing Pulse: The mage's expertise with water allows him to use it in order to heal injuries.
Effect: Heals for 1d4+Int modifier
Spell type: Free, 2AP
Level min: 1
Damage: None.


Tier 2 Spells

Jet stream: The mage summons a high pressured stream of water to injure and push back a target.
Effect: Deals a heavy amount of damage to a target. The target makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage and are not pushed back. If they fail they are pushed ((1+Intelligence modifer)x5) feet. (So 5 feet for every intelligence modifier).
Spell type: Standard, 3AP
Level min: 6
Damage: 3d8 + Int modifier Water

Water Control: The mage's power is strong enough to control important bodies of water.
Effect: Freely control a body of water as big as a car.
Spell type: Free
Level min: 5
Damage: None

Healing Source: The mage heals major wounds with the power of water and patience.
Effect: Heals a target for 6d4+(2xInt Modifier)
Spell type: Standard, 3AP
Level min: 8
Damage: None

Water spear: The mage summons a pilalr of water underneath a target. The target is blasted up to 15 feet in the air.
Effect: Deals water damage to a single target and knocks him up in the air. The target makes a Dexterity check against your Intelligence Score. If the target succeeds he takes half damage from the spell but is still knocked up. While a target is knocked up, he misses a turn.
Spell type: Daily, 3AP
Level min: 8
Damage: 2d6 + Int modifier Water


Tier 3 Spells

Full water control: The mage's incredible power allows him to control considerable amounts of water in any way he wants.
Effect: The mage can move any amount of water that can be contained in a pool. (Not an olympic one, a residential one.)
Spell type: Free
Level min: 10
Damage: None

Bubble: The mage creates a huge bubble of water around himself and his allies, shielding them from any ranged threats.
Effect: Creates a 30x30 feet wide bubble that absorbs any ranged projectile or magic spell thrown at it. Also protects from any weather effect such as rain and hail, but not heat. The bubble lasts for 5 turns, or until the mage falls unconscious. Out of combat, the mage can hold the bubble for 1 hour.
Spell type: Daily, 3AP
Level min: 15
Damage: None.

Fountain of youth: The mage uses all of his medical knowledge and water magic to greatly heal a target, restoring it completely.
Effect: Heals up completely a target for all of its missing hitpoints.
Spell type: Daily, 3AP
Level min: 18
Damage: None
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Re: Spell books

Post by Gorlok on Wed 17 Feb - 12:49

Wind Spells Book


Passive: Wind spells need alot of air in order to function properly. If the mage is in a windy weather, all of his spell do an extra 1d4 damage. However, if the mage is in a confined space (Like a deep underground cave with tight walls) all of his spells lose 2 damage and their ability to push/knock down someone if applicable.

Tier 1 Spells

Wind Blade: Shoots a blast of wind at a target. The target makes a Dexterity check against your Intelligence Score. If the target succeeds, they take half damage.
Effect: None
Spell type: Free, 2AP
Level min.: 1
Damage: 1 + Int modifier Wind

Repulsion: The mage quickly shoots a condensed blast of wind meant for keeping people away from him.
Effect: Pushes a target back by 10 feets.
Spell type: Free, 1AP
Level min: 1
Damage: None

Grace of the wind: The mage utilises the power of the wind to help him move with better agility.
Effect: Gives the mage a bonus to his Dexterity equal to his Intelligence modifier. Cannot stack.
Spell type: Standard, 1AP
Level min: 3
Damage: None

Storm: The mage summons an unatural wind storm.
Effect: In a 50 feet zone targeted by the mage, wind starts blowing alot in all directions, giving projectiles a -2 chance to hit.
Spell type: Daily, 3AP
Level min: 2
Damage: None

Send it flying: The mage makes a small object fly away from its original location.
Effect: The mage can target any object lighter than a sword to fly 15 feet away from its original location. For weapons being held, the target must make a Strength check against your Intelligence Score. If the target succeeds the check he is not disarmed.
Spell type: Free, 2AP
Level min: 3
Damage: None

Wind Shank: The mage shoots a sharp wind blast at a target's legs, making him trip
Effect: The mage fires wind to injure and trip a target. The targets makes a dexterity check against your intelligence score. If he succeeds he does not trip and only takes half the damage. If he fails however, the target falls on his back.
Spell type: Standard, 1AP
Level min: 3
Damage: 2d4 + Int Modifier Wind

Shield of wind: The mage conjures a wall of wind that protects him from the next projectile, whatever it is.
Effect: Nulifies the next projectile that hits you.
Spell type: Standard, 2AP
Level min: 1
Damage: None


Tier 2 Spells

Cyclone: The mage summons a raging tornado, sending people flying
Effect: Deals a heavy amount of damage to targets in a 5x5 feet radius. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage. If it fails, they are sent flying back 15 feets.
Spell type: Standard, 3AP
Level min: 5
Damage: 3d6 + Int modifier Wind

Wind arrow: The mage conjures a wind arrow to fire with a bow in battle.
Effect: The mage conjures a wind arrow. The arrow deals an extra 2d(The mage's intelligence modifier) on hit.
Spell type: Free, 1AP
Level min: 6
Damage: 2d(the mage's intelligence modifier)

Spring trap: The mage sets up a floor trap that, when stepped on, sends people flying.
Effect: Sets up a 5x5 feet glyph that blasts up anything that steps on it. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage. If they fail, they get knocked in the air by 15 feet and miss a turn.
Spell type: Free, 1AP
Level min: 8
Damage: 2d4 + Int modifier Wind

Windspeaker: The mage accelerates the actions of an ally for a turn.
Effect: Gives an extra 3AP to a target for his next turn only.
Spell type: Standard, 1AP
Level min: 8
Damage: none


Tier 3 Spells

Wind Blessing: The mage accelerate his whole party outside of combat.
Effect: Makes everyone in the mage's party move three times as fast as they usually do for a total of 1 hour. The effect stops when they enter combat.
Spell type: Daily
Level min: 10
Damage: None

Fly: Allows the wind mage to fly for a short amount of time.
Effect: The mage flys for (Int Mod) number of turns.
Spell type: Standard, 3AP
Level min: 15
Damage: None

Wind Blast: The mage unleashes all of his wind power at one target to deal massive amounts of damage. However, they cannot cast any spell next turn.
Effect: Deals a heavy amount of damage to 1 target. Next turn, you cannot cast any spell. The target makes a Dexterity check against your Intelligence Score. If the target succeeds, they take half damage. If they fail, they are pushed 50 feet. If they hit something before traveling the full 50 feet, they take 1d6/5feet remaining.
Spell type: Daily, 3AP
Level min: 18
Damage: 4d8 + (Int modifier x2) Wind
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Re: Spell books

Post by Gorlok on Wed 17 Feb - 14:16

Earth Spells Book

Tier 1 Spells

Boulder toss: Flings a rock at a target. The target makes a Dexterity check against your Intelligence Score. If the target succeeds, they take half damage.
Effect: None
Spell type: Free, 2AP
Level min.: 1
Damage: 1 + Int modifier Earth

Stone Edge: Spawns a bunch of pointy stone pilars underneath a target.
Effect:The target makes a Dexterity check against your Intelligence Score. If the target succeeds, they take half damage
Spell type: Standard, 3AP
Level min: 2
Damage: 1d3 + Int modifier Earth

Pillar: The earth mage makes a pillar with the ground that can be used as a cover.
Effect: Makes a 5x5 pillar made out of the ground. Cannot be made if there is no ground (Exemple: Party is on a boat.).
Spell type: Free, 3AP
Level min: 1
Damage: None

Stealth Rocks: The mage summons an abundance of pointy stones that makes the terrain hard to travel.
Effect: In a 50 feet radius at the mage's choice, many pointy stones comes out of the ground, slowing dow by half anyone who wishes to travel throught it. However, a palyer can decide to not get slowed. If they do so, they need to make a Dexterity check against the mage's Intelligence score. If they succeed they take no damage.
Speel type: Standard, 3AP
Level min: 3
Damage: 1d4 + Int modifier Earth

Pebbles: The mage fires a stream of rocks in a cone in front of him.
Effect: Deals earth damage in a 30 feet radius in front of the mage. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage.
Spell type: Standard, 2AP
Level min: 3
Damage: 1d3 + Int modifier Earth

Earth understanding: The mage's experience with earth magic allows him to repair earth and stone based items.
Effect: You can repair stone and earth based objects with a simple voice command. This does not include metal.
Spell type: Free
Level min: 3
Damage: None

Earth armor: The mage conjures an armor that protects him from the next 3 attack, whatever it is.
Effect: Reduces the next 3 attack that hits you by your Int Modifier.
Spell type: Daily, 2AP
Level min: 3
Damage: None


Tier 2 Spells

Earthquake: The ground shakes and quakes to the mage's will.
Effect: Deals a small amount of damage to everyone on the ground in a 50feet radius.
Spell type: Standard, 3AP
Level min: 5
Damage: 2d6 + Int modifier Earth

Stone Hammer: The mage conjures a Stone hammer to wield in battle.
Effect: The hammer deals 2d(The mage's intelligence modifier) on hit. It lasts until the fight is over.
Spell type: Standard, 3AP
Level min: 6
Damage: 2d(the mage's intelligence modifier)

Stabilis: The mage imprison a target in stone, preventing it from moving or being moved.
Effect: Imprison a target ins tone, preventing them from taking any action for a turn. However, they reduce any damage taken by 10 and any amount of damage higher than 10 breaks the prison.While in the prison, they cannot be pushed, knocked up or knocked down. The target makes a Dexterity check against your Intelligence Score. If the target succeeds, they do not get imprisoned.
Spell type: Free, 3AP
Level min: 8
Damage: None

Sandstorm: The mage sets up a raging sandstorm that blinds anyone caught by it.
Effect: Creates a 15x15x30 sandstorm that blinds anyone caught in it unless they have eye protection. The sandstorm lasts for 3 turns.
Spell type: Standard, 3AP
Level min: 8
Damage: None


Tier 3 Spells

Stone Slab: The mage summons a gigantic stone monolith and smashes it down.
Effect: Deals a heavy amount of damage to a zone of 15x15 feet. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds, they take half damage. If they fail, they are stunned for one turn. The monolith is 5 feet wide and stays on the battlefield after it crashes down.
Spell type: Daily, 3AP
Level min: 10
Damage: 6d4 + Int modifier Earth

Obsidiant Shield: The mage creates a dark shield that increases the mage's Armor class. The shield changes form in order to better protect its wielder.
Effect: The shield offers a 10 Armor class bonus and overides any shield the mage was previously wielding. The shield doesnt give any debuffs whatsoever. Only a earth amge can wield one. The shield lasts forever or until destroyed.
Spell type: Daily, 3AP
Level min: 15
Damage: None

Earth Worm: The mage creates a huge hole in the ground, anyone caught in the hole falls for 25 feet and take falling damage.
Effect: Creates a 10x10 hole in the ground, 25 feet deep. The targets makes a Dexterity check against your Intelligence Score. If the targets succeeds they do not fall in the hole.
Spell type: Daily, 3AP
Level min: 18
Damage: See Falling Damage.
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Re: Spell books

Post by Gorlok on Wed 17 Feb - 15:03

Darkness Spells Book

Passive: Dark mages generate a dark aura. The aura itself doesnt do anything. But some other spells are affected by it.

Tier 1 Spells

Dark ray: Shoots a ray of dark matter at a target. The target makes a Intelligence check against your Intelligence Score. If the target succeeds, it takes half damage.
Effect: None
Spell type: Free, 2AP
Level min.: 1
Damage: 1d4 + Int modifier Dark

Dark bomb: Shoots a giant dark matter ball at a target. It hits other targets 5 feets from the original one. The targets makes an Intelligence check against your Intelligence Score. If the targets succeeds, they take half damage.
Effect: Deals half the damage to adjacent targets 5 feet from the original one.
Spell type: Standard, 3AP
Level min: 2
Damage: 1d6 + Int modifier Dark

Matter up: The dark mage powers himself up at the cost of his own life.
Effect: Lose (1d4 + Mage level) hitpoints but adds (1+Magelevel)d4 damage to the next spell. Any additional matter up amde before casting a spell will affect the next spells (aka you cannot stack them on one huge spell).
Spell type: Free, 1AP
Level min: 1
Damage: None

Drain life: The mage casts a ray of dark matter that drains the life out of the target.
Effect: You recover half the damage you deal with this ability. the target must make an Intelligence check against your intelligence score.
Spell type: Standard, 3AP
Level min: 3
Damage: 1d4 + Int modifier Dark

Animate corpse: The dark mage rises a dead target to fight for him.
Effect: The dead target comes back to life with his original stats, except intelligence is at 0 and the dark mage has total control over it. the corpse lasts for the duration of the combat and has as many hitpoints it previously had. the corpse cannot be bigger than large.
Spell type: Daily, 3AP
Level min: 3
Damage: None

Sense dark matter: The mage's experience with dark matter allows him to detect it from a great distance.
Effect: The dark mage can do a "detect dark" that will reveal him if there is anything with a dark aura in a 100feet radius.
Spell type: Free
Level min: 3
Damage: None

Polarity: The dark mage knows about light magic and is prepared to face it.
Effect: Your spells are no longer nullified by Light magic. Your spells now nullifies any light spell that might come in contact. If a light mage ever casts a spell in your reach, you can immediately cancel it by casting a spell even if its not your turn.
Spell type: Passive
Level min: 3
Damage: None


Tier 2 Spells

Mind Blast: The mage creates a dark matter ball and surround a target's head with it, causing devastating damage.
Effect: Deals a heavy amount of damage to 1 target. The targets makes an Intelligence check against your Intelligence Score. If the targets succeeds, they take half damage. If they fail, they get scared of the dark mage for the next 3 turns, increasing the mage's other spells Intelligence score by 4 against the same target.
Spell type: Standard, 3AP
Level min: 5
Damage: 3d8 + Int modifier Dark

Dark leash: The mage conjures a leash made of dark matter. The leash is unbreakable and only disapears if the dark mage falls unconscious or cancels his spell.
Effect: Conjures a 15+(5xInt Mod) feet dark matter rope that is unbreakable.
Spell type: Standard, 3AP
Level min: 6
Damage: None

Dark poison: The mage poisons any liquid of his choice, giving it nasty effects.
Effect: Poisons a source of liquid with the effect of your choice. For more information on what poisons you can choose go here.
Level min: 8
Damage: None

Opposites: The dark mage is used to fight against light magic, and can now detect its sworn ennemy.
Effect: The dark mage can now cast a "detect light" spell that detects any light aura in a 50 feet radius.
Spell type: Free
Level min: 8
Damage: None


Tier 3 Spells

Puppet master: The mage can now raise from the dead creatures of all size, as long as it isnt humanoid.
Effect: Makes a creature come back to life to fight for the dark mage. The creature lasts for a day and then crumbles into dust.
Spell type: Daily, 3AP
Level min: 10
Damage: None

Mind Shatter: The mage attempts to infiltrate someone's brain, causing massive pain and possibly changing the target's alignment.
Effect: Deals massive damage to a target. The targets makes an Intelligence check against your Intelligence Score. If the target succeeds he only takes half damage. If he fails, the target must roll a d100. If he rolls anything between 1 and 10, the target is affected by the dark mage and must now try to side with him. If the target cannot side with him for any reason, the target takes an additionnal 4d4 damage.
Spell type: Daily, 3AP
Level min: 15
Damage: 8d4 + Int modifier Dark

Crawlers: The mage summons a crawler to aid him in his dark arts.
Effect: Summons a crawler fully controlable by the mage. The crawler has (the mage's Intelligence score x 2) hitpoints and serves as a catalyst for the mage. He can cast spells for the mage. He has a total movement speed of 50 feet and generates a dark aura. The crawler is small and shares the same stats of the mage. The crawler stays summoned until killed. (Additional note, the crawler can claw for 1d6 dmg, but other than that only serves as eyes for the dark mage. The crawler doesnt cast spells, the dark mage casts spells throught him).
Spell type: Daily, 3AP
Level min: 18
Damage: None
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Re: Spell books

Post by Gorlok on Wed 17 Feb - 16:00

Light Spells Book

Passive: Light mages generate a light aura. The aura itself doesnt do anything. But some other spells are affected by it.

Tier 1 Spells

Light ray: Shoots a ray of light matter at a target. The target makes an Instinct check against your Instinct Score. If the target succeeds, it takes half damage.
Effect: If the target is an ally, the damage is transformed into healing.
Spell type: Free, 2AP
Level min.: 1
Damage: 1d2 + Inst modifier Light

Light flash: The light mage summons a bright flash of light matter that damages and blinds targets.
Effect: Deals damage in a 15 feat cone in front of the light mage. The targets make an Instinct check against your Instinct Score. If they succeed, they takes half damage. If they dont, they are blinded for 1 turn. If the targets are allies, the damage is transformed into healing.
Spell type: Standard, 3AP
Level min: 2
Damage: 1d4 + Inst modifier Light

Calming aura: The light mage's aura regenerates him and his allies hitpoints over time
Effect: The light mage and his allies 10 feets from him regenerates (1 + the mage's level) hitpoints per turn in combat. Out of combat the healing is (1 + the mage's level) hitpoints at every 30 minutes.
Spell type: Passive
Level min: 3
Damage: None

Restore life: The mage casts a ray of light matter that heals the life out of a target.
Effect: You recover half the healing you deal with this ability. The spell heals for 1d4 + Inst modifier
Spell type: Standard, 3AP
Level min: 3
Damage: None

Banish Undead: The light mage is an expert at fighting undead creatures.
Effect: Every spell that the light mage possess does double damage to the undead.
Spell type: Passive
Level min: 1
Damage: None

Sense Light auras: The mage's experience with light matter allows him to detect it from a great distance.
Effect: The light mage can do a "detect light" that will reveal him if there is anything with a light aura in a 100 feet radius.
Spell type: Free
Level min: 3
Damage: None

Polarity: The light mage knows about dark magic and is prepared to face it.
Effect: Your spells are no longer nullified by Dark magic. Your spells now nullifies any dark spell that might come in contact. If a dark mage ever casts a spell in your reach, you can immediately cancel it by casting a spell even if its not your turn.
Spell type: Passive
Level min: 3
Damage: None


Tier 2 Spells

Mind Illumination: The mage creates a light matter ball and surround a target's head with it, causing devastating damage.
Effect: Deals a heavy amount of damage to 1 target. The target makes an Instinct check against your Instinct Score. If the target succeeds, they take half damage. If it fails, it gets blinded for 2 turns.
Spell type: Standard, 3AP
Level min: 5
Damage: 3d6 + Inst modifier Light

Divine Flight: The mage conjures wings made of light matter. The wings are strong enough to lift up to 500 pounds.
Effect: Conjures light wings that are able to lift up to 500 pounds. THey last for 2 turns in combat and 30mins out of combat.
Spell type: Standard, 3AP
Level min: 6
Damage: None

Light regeneration: The mage infuses one of his allies with light magic, causing him to regenerate hitpoints over time.
Effect: Infuses an ally of light magic. Does not work on characters with a dark aura. The target starts regenerating (1d4 + Mage's level) hitpoints per round for 5 rounds.
Spell type: Standard, 1AP
Level min: 8
Damage: None

Opposites: The light mage is used to fight against dark magic, and can now detect its sworn ennemy.
Effect: The light mage can now cast a "detect dark" spell that detects any dark aura in a 50 feet radius.
Spell type: Free
Level min: 8
Damage: None


Tier 3 Spells

Banishing ray: The light mage fires a devestating ray of light magic that annilihates any creature that is not from this plane.
Effect: Only works on entities not from the mortal plains. The target makes an Instinct check against your Instinct Score. If it succeeds it takes half damage.
Spell type: Daily, 3AP
Level min: 10
Damage: (8d8 + (3 x Inst modifier)) Light

Light's intervention: The Light mage's body glows with light power, and the releases a burst of light magic around him.
Effect: For one turn, the light age channels all of his powers. The next turn, he erupts, dealing massive damage in a zone around him. If the targets are allies, the damage is transformed into healing. The target makes an Instinct check against your Instinct Score. If it succeeds it takes half damage.
Spell type: Daily, 3AP
Level min: 15
Damage: 8d4 + Inst modifier Light

Lymies: The mage summons a limie to aid him.
Effect: Summons a lymi fully controlable by the mage. The crawler has (the mage's Instinct score x 2) hitpoints and serves as a catalyst for the mage. He can cast spells for the mage. He has a total movement speed of 50 feet and generates a light aura. The lymi is small and shares the same stats of the mage. The lymi stays summoned until killed. (Additional note, the lymi can claw for 1d6 dmg, but other than that only serves as eyes for the light mage. The lymi doesnt cast spells, the light mage casts spells throught him).
Spell type: Daily, 3AP
Level min: 18
Damage: None
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Gorlok
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Character sheet
Class: Bloodhunter
Level: 1
Hitpoints:
20/20  (20/20)

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