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Post by logan9a on Apr 28, 2019 13:33:05 GMT
After taking a look at some of the elemental spells, it seems that we have this (above) sort of format going on with them. I'm going to leave this here for a bit in case there is to be any discussion on it but my thought is to eventually integrate this will all of the spells I deem 'elemental enough'. It won't replace other spells but will give yet more branches and shit. Discuss!
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Post by logan9a on Apr 28, 2019 14:25:35 GMT
Note - once people have had a chance to look at this and give their feedback, I'm going to go in and dig around the existing elemental spells.
I realize that new elemental spells could then easily be made with almost nothing but the stuff here however unless there are some (THINKING AT LEAST 5) unique spells to the tree, it really doesn't have much reason to exist at all.
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Post by logan9a on Apr 28, 2019 14:42:58 GMT
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.
Step up from each of these, 8MP, armor duration goes till sunup/sundown.
{Rewrite of shadow armor}
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Post by logan9a on May 4, 2019 13:38:51 GMT
Nobody has any thoughts on these standard spells?
Also, was thinking about putting in elemental healing at level 4, d6 (and a small mini chain). This would be "I use fire to heal a fire elemental". You couldn't say "I use fire to heal Bob." Bob would not like it.
Thoughts?
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Post by logan9a on May 6, 2019 13:21:10 GMT
In addition to all other specific elemental spells, these spells would be standard within the elemental tree. ‘Throw magic’ is a standardized skill and it doesn’t matter which element you are throwing - all use the same skill.
THE LEVEL 2 SPELL
Name: Resistance to (element) (Note - this spell would appear in each different 'elemental' tree giving resistance toward that 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.
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THE LEVEL 4 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
As above but d8.
Elemental Healing 3 (final)
As above but d10.
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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.
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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.
Step up from each of these, 8MP, armor duration goes till sunup/sundown.
++++
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.
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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.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on May 6, 2019 16:32:38 GMT
I think it would be more intuitive if the Elemental Healing spell came after or branched off of the Summon Elemental spell.
Also, since the Elemental Damage, Elemental Weapon, and Elemental Missile branches are all mirroring eachother, we should standardize their casting times.
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Post by logan9a on May 6, 2019 16:38:16 GMT
I think it would be more intuitive if the Elemental Healing spell came after or branched off of the Summon Elemental spell. Also, since the Elemental Damage, Elemental Weapon, and Elemental Missile branches are all mirroring eachother, we should standardize their casting times. I like the elemental healing coming off the summon elemental spell - can do. And standardized. (mostly - aside from the I need armor and the boom ball of death ones). THE LEVEL 2 SPELL Name: Resistance to (element) (Note - this spell would appear in each different 'elemental' tree giving resistance toward that 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 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 minute 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 minute 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 minute 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 minute 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 minute 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 minute 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. Step up from each of these, 8MP, armor duration goes till sunup/sundown. ++++ THE LEVEL 9 SPELLS Basic Ball of Elemental X [Credit: Freddy, Pete, Scott] Casting time: 1 round Range: Self 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: Self 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: Self 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: Self 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: Self 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: Self 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: Self 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: Self 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: Self 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. +++ BRANCH OFF THE SUMMON ELEMENTAL SPELL Elemental Healing [credit: Scott] 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 [credit: Scott] As above but d8. Elemental Healing 3 (final) As above but d10.
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Scott
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Post by Scott on May 6, 2019 17:02:08 GMT
Also (more standardization) the Elemental Damage branch should be a Self range spell like the other two branches, because it is intended for you cast it on yourself and then attack at your weapon (throwing in this case) range.
Having it read "Range: 20m" implies that you can give that Elemental Damage ability to anyone within 20m. It is a good idea to remind players how far they can throw the magic, but it should be in the description instead.
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Post by logan9a on May 6, 2019 17:29:50 GMT
Also (more standardization) the Elemental Damage branch should be a Self range spell like the other two branches, because it is intended for you cast it on yourself and then attack at your weapon (throwing in this case) range. Having it read "Range: 20m" implies that you can give that Elemental Damage ability to anyone within 20m. It is a good idea to remind players how far they can throw the magic, but it should be in the description instead. That makes sense.
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Post by logan9a on May 6, 2019 17:41:05 GMT
THE LEVEL 2 SPELL
Name: Resistance to (element) (Note - this spell would appear in each different 'elemental' tree giving resistance toward that 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 5 SPELLS
Elemental Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: Self 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 up to 20m away, 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, Scott]
Casting time: 1 minute Range: Self 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 up to 20m away, 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, Scott]
Casting time: 1 minute Range: Self 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 up to 20m away, 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, Scott]
Casting time: 1 minute Range: Self 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 up to 20m away, 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, Scott]
Casting time: 1 minute Range: Self 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 up to 20m away, 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, Scott]
Casting time: 1 minute Range: Self 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 up to 20m away, 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 minute 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 minute 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 minute 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 minute 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 minute 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 minute 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.
Step up from each of these, 8MP, armor duration goes till sunup/sundown.
++++
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.
+++
BRANCH OFF THE SUMMON ELEMENTAL SPELL
Elemental Healing [credit: Scott]
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 [credit: Scott]
As above but d8.
Elemental Healing 3 (final)
As above but d10.
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Scott
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Posts: 1,919
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Post by Scott on May 7, 2019 15:33:39 GMT
Destroy Element is in the tree image, but not listed in this thread? Does it just mirror Elemental Healing?
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Post by logan9a on May 7, 2019 19:00:36 GMT
No, would mirror this:
Extinguish Fire [Credit: Chris, Pete, Scott]
Casting time: 1 rnd Range: 10m Duration: Instantaneous MP cost: 2mp
Any one fire torch sized on down is immediately extinguished OR deals d6 damage to one Fire type creature.
Greater Extinguish Fire [Credit: Chris, Pete, Scott]
Casting time: 1 rnd Range: 10m Duration: Instantaneous MP cost: 4mp
Any one bonfire/carsized fire sized on down is immediately extinguished OR deals d8 damage to one Fire type creature.
Major Extinguish Fire (AKA Anti Freddy) [Credit: Chris, Pete, Scott]
Casting time: 1 rnd Range: 10m Duration: Instantaneous MP cost: 6mp
Any one house fire size on down is immediately extinguished OR deals d10 damage to one Fire type creature.
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Post by logan9a on May 7, 2019 19:32:46 GMT
Hence it should be:
In addition to all other specific elemental spells, these spells would be standard within the elemental tree. ‘Throw magic’ is a standardized skill and it doesn’t matter which element you are throwing - all use the same skill.
THE LEVEL 2 SPELL
Name: Resistance to (element) (Note - this spell would appear in each different 'elemental' tree giving resistance toward that 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
Any one fire torch sized on down is immediately extinguished OR deals d6 damage to one Fire type creature.
Destroy element 2 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd Range: 10m Duration: Instantaneous MP cost: 4mp
Any one bonfire/carsized fire sized on down is immediately extinguished OR deals d8 damage to one Fire type creature.
Destroy element 3 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd Range: 10m Duration: Instantaneous MP cost: 6mp
Any one house fire size on down is immediately extinguished OR deals d10 damage to one Fire type creature.
+++
THE LEVEL 4 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
As above but d8.
Elemental Healing 3 (final)
As above but d10.
+++++
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.
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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.
Step up from each of these, 8MP, armor duration goes till sunup/sundown.
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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.
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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.
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Post by Fantômas on May 7, 2019 23:01:17 GMT
You still have elemental healing listed as a lvl 4 spell as opposed to branching off summon elemental.
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Post by logan9a on May 8, 2019 7:15:30 GMT
You still have elemental healing listed as a lvl 4 spell as opposed to branching off summon elemental. Good catch: In addition to all other specific elemental spells, these spells would be standard within the elemental tree. ‘Throw magic’ is a standardized skill and it doesn’t matter which element you are throwing - all use the same skill. THE LEVEL 2 SPELL Name: Resistance to (element) (Note - this spell would appear in each different 'elemental' tree giving resistance toward that 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 Any one fire torch sized on down is immediately extinguished OR deals d6 damage to one Fire type creature. Destroy element 2 [Credit: Chris, Pete, Scott] Casting time: 1 rnd Range: 10m Duration: Instantaneous MP cost: 4mp Any one bonfire/carsized fire sized on down is immediately extinguished OR deals d8 damage to one Fire type creature. Destroy element 3 [Credit: Chris, Pete, Scott] Casting time: 1 rnd Range: 10m Duration: Instantaneous MP cost: 6mp Any one house fire size on down is immediately extinguished OR deals d10 damage to one Fire 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. Step up from each of these, 8MP, armor duration goes till sunup/sundown. ++++ 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 As above but d8. Elemental Healing 3 (final) As above but d10.
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