Post by Fantômas on May 26, 2019 0:56:56 GMT
Thinking this makes sense only for certain elements. eg water, air, electricity, earth
Elemental stun damage (one Shot) [credit: Alex, Pete, Scott]
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 stun damage if it strikes. If the target has a weakness to the element, the stun damage is bumped up one on the damage track. If the target has a resistance to the element, the stun damage is bumped down one on the damage track. Dex bonus (if any) applies to the stun damage.
Elemental stun damage (Entire Combat) [credit: Alex, Pete, Scott]
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 stun damage if it strikes. If the target has a weakness to the element, the stun damage is bumped up one on the damage track. If the target has a resistance to the element, the stun damage is bumped down one on the damage track. Dex bonus (if any) applies to the stun damage.
Elemental stun damage (Day) [credit: Alex, Pete, Scott]
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 stun damage if it strikes. If the target has a weakness to the element, the stun damage is bumped up one on the damage track. If the target has a resistance to the element, the stun damage is bumped down one on the damage track. Dex bonus (if any) applies to the stun damage.
Enhanced Elemental stun damage (one Shot) [credit: Alex, Pete, Scott]
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 stun damage if it strikes. If the target has a weakness to the element, the stun damage is bumped up one on the damage track. If the target has a resistance to the element, the stun damage is bumped down one on the damage track. Dex bonus (if any) applies to the stun damage.
Enhanced Elemental stun damage (Entire Combat) [credit: Alex, Pete, Scott]
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 stun damage if it strikes. If the target has a weakness to the element, the stun damage is bumped up one on the damage track. If the target has a resistance to the element, the stun damage is bumped down one on the damage track. Dex bonus (if any) applies to the stun damage.
Enhanced Elemental stun damage (Day) [credit: Alex, Pete, Scott]
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 stun damage if it strikes. If the target has a weakness to the element, the stun damage is bumped up one on the damage track. If the target has a resistance to the element, the stun damage is bumped down one on the damage track. Dex bonus (if any) applies to the stun damage.
THE LEVEL 6 SPELLS
Elemental Stun 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 to only do stun damage. For one attack move up stun damage by one place on the damage track. If the target has a weakness to the element, the stun 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 stun damage bump from this spell. Str bonus (if any) applies to the stun 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 stun damage bump against the target takes precedent, ie stun damage enhancing spells do not stack.
Elemental Stun 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 to only do stun damage. For one combat move up stun damage by one place on the damage track. If the target has a weakness to the element, the stun 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 stun damage bump from this spell. Str bonus (if any) applies to the stun 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 stun damage bump against the target takes precedent, ie stun damage enhancing spells do not stack.
Elemental Stun 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 to only do stun damage. For each attack move up stun damage by one place on the damage track. If the target has a weakness to the element, the stun 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 stun damage bump from this spell. Str bonus (if any) applies to the stun 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 stun damage bump against the target takes precedent, ie stun damage enhancing spells do not stack.
THE LEVEL 7 SPELLS
Elemental Stun 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 to only do stun damage, eg a throwing star or an arrow from a bow. For one attack move up stun damage by one place on the damage track. If the target has a weakness to the element, the stun 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 stun damage bump from this spell. Dex bonus (if any) applies to the stun 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 stun damage bump against the target takes precedent, ie stun damage enhancing spells do not stack.
Elemental Stun 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 to only do stun damage, eg a throwing star or an arrow from a bow. For one combat move up stun damage by one place on the damage track. If the target has a weakness to the element, the stun 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 stun damage bump from this spell. Dex bonus (if any) applies to the stun 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 stun damage bump against the target takes precedent, ie stun damage enhancing spells do not stack.
Elemental Stun 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 to only do stun damage, eg a throwing star or an arrow from a bow. For one attack move up stun damage by one place on the damage track. If the target has a weakness to the element, the stun 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 stun damage bump from this spell. Dex bonus (if any) applies to the stun 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 stun damage bump against the target takes precedent, ie stun damage enhancing spells do not stack.
THE LEVEL 9 SPELLS
Basic Stun 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 stun damage. If whatever is within the ball has a weakness to the element, the stun damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no stun 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 Stun 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 stun damage. If whatever is within the ball has a weakness to the element, the stun damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no stun 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 Stun 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 stun damage. If whatever is within the ball has a weakness to the element, the stun damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no stun 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 Stun 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 stun damage. If whatever is within the ball has a weakness to the element, the stun damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no stun 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 stun 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 stun damage. If whatever is within the ball has a weakness to the element, the stun damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no stun 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
Stun 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 stun damage per round. If whatever is within the ball has a weakness to the element, the stun damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no stun 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.
Stun 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 stun damage per round. If whatever is within the ball has a weakness to the element, the stun damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no stun 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.
Stun 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 stun damage per round. If whatever is within the ball has a weakness to the element, the stun damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no stun 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.
Stun 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 stun damage per round. If whatever is within the ball has a weakness to the element, the stun damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no stun 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.