Post by Glenn on Apr 12, 2018 16:24:33 GMT -5
General list for Mage types, mostly offensive magic. Spells can be learned in any order, however, one Tier must be mastered before moving to the next.
Tier 1: Requires minimum of 2 in Magic Arts, each spell is 2 exp to learn.
(Note: Elemental attack spells listed for Tier 1 can do AOE damage for half pwr. They can also do 2d6 instead of 1d6 for 1 TP)
Fire: 1d6+pwr, creates and manipulates flame for attacks. For 1 TP, can cause 1d3 burn damage for 3 turns.
Bolt: 1d6+pwr, call upon the power of lightning to strike targets. For 1 TP, can cause 'shock' damage that lowers str and pwr for -2 for 2 turns.
Ice: 1d6+pwr, use and harness ice to attack. For 1 TP, the cold can be enhanced to slow ones movements and aim, lowering a target's dexterity by -2 for 2 turns.
Wind Blades: 1d6+pwr, call upon the winds to cut and even push your enemies away. For 1 TP, can cause 1d3 of bleed damage for 3 turns
Water: 1d6+pwr, create and harness water to knock back and even cause drowning damage. For 1 TP, an extra 1d5 of damage is rolled if more force is applied.
Dark Blast: 1d6+pwr, An orb of dark magic is formed and launched to cause damage. For 1 TP, can cause temporary blindness, -2 to overall target's accuracy for 2 turns.
Tier 2: 4 levels in Magic Arts, 3 Exp to learn each spell
Elemental Spikes: Choose one of the following elements: Dark/Fire/Water/Ice/Lightning/Wind. Can channel that element through your body, and cause magic spikes based on chosen element to move out from your own body to retaliate when struck. 1d3 damage each time you are struck with a melee attack. Can be used on yourself or an ally of your choosing.
Elemental Enchant: Choose an element: Dark/Fire/Water/Ice/Lightning/Wind. You may apply that element to a comrade's weapon, letting them deal an extra 1d3 damage for 3 turns. Comrades only.
Elemental Focus: Self buff, choose an element. When using magic for that chosen element, damage and accuracy increase by +2 for 3 turns.
Shadow Clone: Creates a perfect copy of you that mirrors your movements, the magic used to confuse the enemy. If an attack is is made against you, a coin is flipped. If target fails(tails), they will hit the clone and take 1d3+pwr darkness based damage once it explodes. Clone will remain for 2 turns. Checks may be made by opponents to discern the nature of your clone.
Drain: Darkness based spell that, if it lands, will sap HP from one target for 1d5.
Osmose: Can temporarily sap one target's magical prowess and add to their own. Option of absorbing 2 Power, 2 Conduit, or one of each to add to own main stat. Effect ends after 2 turns, in which both parties stats return to normal.
Gravity: Dark based attack, 1d6+pwr. Dark tendrils move around the enemy, sending surges of dark magic to damage a target, and keep them from flying (Opponent will have to do a roll save to fly away.)
Tier 3: 6 Levels in Magic Arts, 5 Exp to learn each spell
Inferno: Pillars of flames are ignited, hitting multiple targets. 2d6+pwr, full power aoe. 2 TP to use.
Blitz: Summons a large lightning storm to strike targets. 2d6+pwr, full power aoe. 2 TP to use.
Freeze: Summons large blocks of ice around targets, having them shatter for damage. 2d6+pwr, full power aoe. 2 TP to use.
Tornado: Creates a fearsome Tornado, spinning targets around and giving them a harsh landing. 2d6+pwr, full power aoe. 2 TP to use.
Flood: Conjures a massive wave of water, harnessing the power of water to crash down on multiple enemies. 2d6+pwr, full power aoe. 2 TP to use.
Shadow Flare: Dark based attack, the area around the targets are covered in a dome of darkness, and an explosive dark flame is released, dealing damage. 2d6+pwr, full power aoe. 2 TP to use.
Tier 4: 8 levels in Magic Arts, 8 exp to learn each spell
Magic Burst: Type-less aoe damage, a barrier surrounds the caster, and uses sheer force to blast and shatter everything around him within a 20 foot radius, friend or foe. 3d6+pwr, 3 TP to use.
Flare Star: Single target spell. Combines lightning and fire to cause an explosive impact on an opponent. 2d6+pwr, causes burn for 1d3 damage, and lowers str and pwr by -2 for 2 turns. 3 Tp to use
Meteor: Summons meteorites from above to crush and burst against enemies. The meteors home in on the targets, granting +5 to accuracy. 2d5+pwr aoe, 3 TP to use.
Ultima: Fierce offensive spell, sending out a green orb to targets, then engulfing the area around them in a green dome, producing a massive explosion. Takes 1 turn to charge. 4d6+pwr, aoe. 4 TP to use.
Tier 1: Requires minimum of 2 in Magic Arts, each spell is 2 exp to learn.
(Note: Elemental attack spells listed for Tier 1 can do AOE damage for half pwr. They can also do 2d6 instead of 1d6 for 1 TP)
Fire: 1d6+pwr, creates and manipulates flame for attacks. For 1 TP, can cause 1d3 burn damage for 3 turns.
Bolt: 1d6+pwr, call upon the power of lightning to strike targets. For 1 TP, can cause 'shock' damage that lowers str and pwr for -2 for 2 turns.
Ice: 1d6+pwr, use and harness ice to attack. For 1 TP, the cold can be enhanced to slow ones movements and aim, lowering a target's dexterity by -2 for 2 turns.
Wind Blades: 1d6+pwr, call upon the winds to cut and even push your enemies away. For 1 TP, can cause 1d3 of bleed damage for 3 turns
Water: 1d6+pwr, create and harness water to knock back and even cause drowning damage. For 1 TP, an extra 1d5 of damage is rolled if more force is applied.
Dark Blast: 1d6+pwr, An orb of dark magic is formed and launched to cause damage. For 1 TP, can cause temporary blindness, -2 to overall target's accuracy for 2 turns.
Tier 2: 4 levels in Magic Arts, 3 Exp to learn each spell
Elemental Spikes: Choose one of the following elements: Dark/Fire/Water/Ice/Lightning/Wind. Can channel that element through your body, and cause magic spikes based on chosen element to move out from your own body to retaliate when struck. 1d3 damage each time you are struck with a melee attack. Can be used on yourself or an ally of your choosing.
Elemental Enchant: Choose an element: Dark/Fire/Water/Ice/Lightning/Wind. You may apply that element to a comrade's weapon, letting them deal an extra 1d3 damage for 3 turns. Comrades only.
Elemental Focus: Self buff, choose an element. When using magic for that chosen element, damage and accuracy increase by +2 for 3 turns.
Shadow Clone: Creates a perfect copy of you that mirrors your movements, the magic used to confuse the enemy. If an attack is is made against you, a coin is flipped. If target fails(tails), they will hit the clone and take 1d3+pwr darkness based damage once it explodes. Clone will remain for 2 turns. Checks may be made by opponents to discern the nature of your clone.
Drain: Darkness based spell that, if it lands, will sap HP from one target for 1d5.
Osmose: Can temporarily sap one target's magical prowess and add to their own. Option of absorbing 2 Power, 2 Conduit, or one of each to add to own main stat. Effect ends after 2 turns, in which both parties stats return to normal.
Gravity: Dark based attack, 1d6+pwr. Dark tendrils move around the enemy, sending surges of dark magic to damage a target, and keep them from flying (Opponent will have to do a roll save to fly away.)
Tier 3: 6 Levels in Magic Arts, 5 Exp to learn each spell
Inferno: Pillars of flames are ignited, hitting multiple targets. 2d6+pwr, full power aoe. 2 TP to use.
Blitz: Summons a large lightning storm to strike targets. 2d6+pwr, full power aoe. 2 TP to use.
Freeze: Summons large blocks of ice around targets, having them shatter for damage. 2d6+pwr, full power aoe. 2 TP to use.
Tornado: Creates a fearsome Tornado, spinning targets around and giving them a harsh landing. 2d6+pwr, full power aoe. 2 TP to use.
Flood: Conjures a massive wave of water, harnessing the power of water to crash down on multiple enemies. 2d6+pwr, full power aoe. 2 TP to use.
Shadow Flare: Dark based attack, the area around the targets are covered in a dome of darkness, and an explosive dark flame is released, dealing damage. 2d6+pwr, full power aoe. 2 TP to use.
Tier 4: 8 levels in Magic Arts, 8 exp to learn each spell
Magic Burst: Type-less aoe damage, a barrier surrounds the caster, and uses sheer force to blast and shatter everything around him within a 20 foot radius, friend or foe. 3d6+pwr, 3 TP to use.
Flare Star: Single target spell. Combines lightning and fire to cause an explosive impact on an opponent. 2d6+pwr, causes burn for 1d3 damage, and lowers str and pwr by -2 for 2 turns. 3 Tp to use
Meteor: Summons meteorites from above to crush and burst against enemies. The meteors home in on the targets, granting +5 to accuracy. 2d5+pwr aoe, 3 TP to use.
Ultima: Fierce offensive spell, sending out a green orb to targets, then engulfing the area around them in a green dome, producing a massive explosion. Takes 1 turn to charge. 4d6+pwr, aoe. 4 TP to use.