Difference between revisions of "MRPG Exo-Mage"
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− | == | + | ==Junction System== |
The Exo-Mage functions differently from the other mages. Since the use power gathered from around them, their abilities are much less refined. An exo-mage has a much smaller spell-list than the endo-mage, but has access to the Junction Ability. | The Exo-Mage functions differently from the other mages. Since the use power gathered from around them, their abilities are much less refined. An exo-mage has a much smaller spell-list than the endo-mage, but has access to the Junction Ability. | ||
− | Most exo-mage spells use the junction effect; they have a base power, and the mage can add power to them by junctioning into it. A mage has a number of junction points equal to his or her hit points, and may spend hit points when the junction points have been exhausted. | + | Most exo-mage spells use the junction effect; they have a base power, and the mage can add power to them by junctioning into it. A mage has a number of junction points equal to his or her hit points, and may spend hit points when the junction points have been exhausted. |
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+ | Each spell will say individually what effect junctioning has and what the cap is. | ||
+ | |||
+ | *'''Example:''' | ||
+ | |||
+ | <table border="1"><tr><td>''' Fireball ''</td><td colspan="2">'' Physical ''</td><td>'' Fire '</td></tr><tr><td colspan="4"> You lob a massive ball of all-consuming fire at a target, it then explodes outwards and deals additional damage to everything within a 25-foot radius. Deals 3d6 damage to the initial target and 1d6 to secondary targets. Each Junction adds 1d6 to both base and secondary. Junction Max 10 + level. </td></tr><tr><td>''' Fast Cast '''</td><td>'' 0 '''</td><td>'' N/A ''</td><td>'' 6 ''</td></tr></table> | ||
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+ | Each junction adds 1d6 damage, and the cap is 10 + the character's level. A level 3 character would be able to junction for a max of 13 points, adding 13d6 to the spell. | ||
+ | |||
+ | Junction Points regenerate at a rate of ( HP / 24 ) per hour. A character with 120 HP gets that many junction points, and regenerates them at a rate of 5 per hour. If a character has 0 Junction Points left they may still cast spells as normal according to normal spellcasting rules. | ||
==Exigent Moirai== | ==Exigent Moirai== |
Revision as of 20:45, 19 April 2016
The Exo-Mage is a wizard based around the four cardinal forces: Earth, Fire, Wind, and Water (See: MRPG Proficiency List).
Exo-Mages play a little differently from the other classes: they cannot 'drop' a magic-proficiency through the proficiency-trades, and all of their magical proficiencies level on their own (as opposed to the player choosing which ones to place stats in).
In addition, Exo-Mages gain nearly all of their magic through a unique spell tree.
Contents
Proficiencies
- Magic Proficiency, Physical
- Magic Proficiency, Elemental
- Magic Proficiency, Effect
- Bludgeon
- Lore and Transcription
Schools
Exo-Mages have access to the following schools of Magic:
- Earth
- Fire
- Wind
- Water
Junction System
The Exo-Mage functions differently from the other mages. Since the use power gathered from around them, their abilities are much less refined. An exo-mage has a much smaller spell-list than the endo-mage, but has access to the Junction Ability.
Most exo-mage spells use the junction effect; they have a base power, and the mage can add power to them by junctioning into it. A mage has a number of junction points equal to his or her hit points, and may spend hit points when the junction points have been exhausted.
Each spell will say individually what effect junctioning has and what the cap is.
- Example:
Fireball | Physical | Fire ' | |
You lob a massive ball of all-consuming fire at a target, it then explodes outwards and deals additional damage to everything within a 25-foot radius. Deals 3d6 damage to the initial target and 1d6 to secondary targets. Each Junction adds 1d6 to both base and secondary. Junction Max 10 + level. | |||
Fast Cast | 0 | N/A | 6 |
Each junction adds 1d6 damage, and the cap is 10 + the character's level. A level 3 character would be able to junction for a max of 13 points, adding 13d6 to the spell.
Junction Points regenerate at a rate of ( HP / 24 ) per hour. A character with 120 HP gets that many junction points, and regenerates them at a rate of 5 per hour. If a character has 0 Junction Points left they may still cast spells as normal according to normal spellcasting rules.
Exigent Moirai
- Rank I: Reset all active spell cool downs to zero.
- Rank II: On use of this ability, roll 1d20. On a 20, reset the ability. You may use it again today.
- Rank III: Ability resets on a 17-20.
- Rank II: On use of this ability, roll 1d20. On a 20, reset the ability. You may use it again today.
Activated Abilities
- Enforce
- Quiet
Pillars
- this will have to wait until the character is a bit better developed, but since pillars are replacing trees I plan on making them function a bit differently for the Exo-Mage.
- Basically, they are going to get 4 pillars, extra points, but the pillars will be bound to the spell list in unique ways
- there will also be arches forming whatever I call SLAs
Sample Pillar Table:
First Pillar | Second Pillar | Third Pillar |
Arch that spans First and Third Pillar | ||
Arch that spans the First and Second Pillar | ||
Arch that spans Second and Third Pillar | ||
Order I | Order I | Order I |
Order II | Order II | Order II |
Order III | Order III | Order III |
Order IV | Order IV | Order IV |
Order V | Order V | Order V |
Order VI | Order VI | Order VI |
Order VII | Order VII | Order VII |
Order VIII | Order VIII | Order VIII |
Order XI | Order XI | Order XI |