Post by logan9a on Jan 29, 2019 18:40:39 GMT
Fire Magic
Create fire
Casting time: 1 rnd
Range: self
Duration: 3 rounds
MP cost: 2mp
Gives a small flame, like a bic lighter in your hand. Oh the magic! Oh the mystery!
Awaken FIRE Elemental (spell template) [Credit: Freddy, Scott]
Casting time: 1 hour
Range: Appears adjacent to you, then may move up to 100m away
Duration: Until it dies or you dismiss it
MP cost: 12mp
To cast this spell, you must have some of the element available to serve as a material component. As long as the spell is active, you cannot regain the MP you spent to cast it. If you and the elemental are more than 100m apart, the spell ends as if you had dismissed it. The caster always has a rough idea ("over that way") where the elemental is.
Generic Elemental
Travel rate: 40KM/day, 80KM/day through its native element
Maneuver%; Combat move: 30%; 3/10m Through its native element, 60%; 6/20m
To hit/Damage: 30%/d8
Armor/HP: 2/10 (requires magic or opposite element to hit)
Special attacks: If out of melee range, may shoot/throw its element at 30%/d6 damage (indefinitely), range 10m.
Special defenses: Only takes damage from magical attacks and/or the opposite element.
Special abilities:
Special weaknesses: takes +4 bumps damage from the opposite element.
Description: Variable; crudely humanoid form comprised entirely of the element.
Diet: None
Lootability/Treasure: None
Where/when found: Special or placed only
Default disposition toward PC's: Neutral (unless ordered otherwise)
Other notes: Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
THE STANDARDIZED ELEMENTAL SPELL PACKET
THE LEVEL 2 SPELL
Name: Resistance to (element) [Credit: Chris, Freddy, Pete, Scott]
Casting time: 1 minute
Range: Self
Duration: Sunrise/sunset
MP cost: 4mp
If someone is using the element you have defended against to harm you, this negates the damage bump they would get from using said element. Example: If someone casts a fire damage buff on their weapon and you have cast a 'resistance to fire' on yourself, this negates that fire damage.
THE LEVEL 3 SPELL
Destroy element 1 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 2mp
Deals d6 damage to one (ELEMENT) type creature.
Destroy element 2 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 4mp
Deals d8 damage to one (ELEMENT) type creature.
Destroy element 3 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 6mp
Deals d10 damage to one (ELEMENT) type creature.
THE LEVEL 5 SPELLS
Elemental Damage (one Shot) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Entire Combat) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Day) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (one Shot) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Entire Combat) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Day) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
THE LEVEL 6 SPELLS
Elemental Weapon (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Weapon (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance your hand and any melee weapon you wield. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Weapon (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will. You enhance your hand and any melee weapon you wield. For each attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
THE LEVEL 7 SPELLS
Elemental Missile (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Missile (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Missile (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will.. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
THE LEVEL 8 SPELLS
Elemental Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Elemental Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Elemental Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Elemental Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
THE LEVEL 9 SPELLS
Basic Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Improved Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 4mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d4 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Burning Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 6mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d6 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Higher Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 8mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d8 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Maximum Damage Ball of X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 10mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d10 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
OFF BRANCH OF THE LEVEL 9 SPELL
Ball of Elemental X 2 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 2 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 3 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 3 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 4 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 4 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 5 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 5 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
DIFFERENT OFF BRANCH OF THE LEVEL 9 SPELL
Elemental Healing
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d6 HP.
Elemental Healing 2
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d8 HP.
Elemental Healing 3 (final)
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d10 HP.
Create fire
Casting time: 1 rnd
Range: self
Duration: 3 rounds
MP cost: 2mp
Gives a small flame, like a bic lighter in your hand. Oh the magic! Oh the mystery!
Awaken FIRE Elemental (spell template) [Credit: Freddy, Scott]
Casting time: 1 hour
Range: Appears adjacent to you, then may move up to 100m away
Duration: Until it dies or you dismiss it
MP cost: 12mp
To cast this spell, you must have some of the element available to serve as a material component. As long as the spell is active, you cannot regain the MP you spent to cast it. If you and the elemental are more than 100m apart, the spell ends as if you had dismissed it. The caster always has a rough idea ("over that way") where the elemental is.
Generic Elemental
Travel rate: 40KM/day, 80KM/day through its native element
Maneuver%; Combat move: 30%; 3/10m Through its native element, 60%; 6/20m
To hit/Damage: 30%/d8
Armor/HP: 2/10 (requires magic or opposite element to hit)
Special attacks: If out of melee range, may shoot/throw its element at 30%/d6 damage (indefinitely), range 10m.
Special defenses: Only takes damage from magical attacks and/or the opposite element.
Special abilities:
Special weaknesses: takes +4 bumps damage from the opposite element.
Description: Variable; crudely humanoid form comprised entirely of the element.
Diet: None
Lootability/Treasure: None
Where/when found: Special or placed only
Default disposition toward PC's: Neutral (unless ordered otherwise)
Other notes: Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
THE STANDARDIZED ELEMENTAL SPELL PACKET
THE LEVEL 2 SPELL
Name: Resistance to (element) [Credit: Chris, Freddy, Pete, Scott]
Casting time: 1 minute
Range: Self
Duration: Sunrise/sunset
MP cost: 4mp
If someone is using the element you have defended against to harm you, this negates the damage bump they would get from using said element. Example: If someone casts a fire damage buff on their weapon and you have cast a 'resistance to fire' on yourself, this negates that fire damage.
THE LEVEL 3 SPELL
Destroy element 1 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 2mp
Deals d6 damage to one (ELEMENT) type creature.
Destroy element 2 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 4mp
Deals d8 damage to one (ELEMENT) type creature.
Destroy element 3 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 6mp
Deals d10 damage to one (ELEMENT) type creature.
THE LEVEL 5 SPELLS
Elemental Damage (one Shot) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Entire Combat) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Day) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (one Shot) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Entire Combat) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Day) [credit: Alex, Pete]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
THE LEVEL 6 SPELLS
Elemental Weapon (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Weapon (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance your hand and any melee weapon you wield. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Weapon (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will. You enhance your hand and any melee weapon you wield. For each attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
THE LEVEL 7 SPELLS
Elemental Missile (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Missile (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Missile (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will.. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
THE LEVEL 8 SPELLS
Elemental Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Elemental Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Elemental Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Elemental Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
THE LEVEL 9 SPELLS
Basic Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Improved Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 4mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d4 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Burning Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 6mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d6 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Higher Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 8mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d8 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Maximum Damage Ball of X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 10mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d10 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
OFF BRANCH OF THE LEVEL 9 SPELL
Ball of Elemental X 2 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 2 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 3 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 3 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 4 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 4 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 5 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 5 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
DIFFERENT OFF BRANCH OF THE LEVEL 9 SPELL
Elemental Healing
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d6 HP.
Elemental Healing 2
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d8 HP.
Elemental Healing 3 (final)
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d10 HP.