Difference between revisions of "MRPG Magefire"
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==Light Magefire== | ==Light Magefire== | ||
− | + | *'''Magefire:''' A jet of pure-white flame escapes the mage's hands, dealing 1d6 positive-damage per level. | |
+ | **'''Magefire, Enhanced:''' Your Magefire spell deals an additional 5 points of supplemental damage +10 points per rank. | ||
+ | ***'''Magefire Prism:''' Your Magefire spell now splits into three beams, striking either three separate targets or bending to strike a single target three times | ||
+ | ***'''Magefire Burst:''' A wave of Magefire breaks out from around you, dealing 1d6 positive damage per level +15 points of supplemental damage per rank. Range: 8 feet. | ||
+ | ****'''Magefire Burst, Enhanced:''' Your Magefire Burst spell's range is extended to sixteen feet in all directions. | ||
+ | *****'''Magfire Blast:'''' A wave of Magefire breaks out from around the target, dealing 3d6 positive damage per level +15 points of supplemental damage per rank. Range: 8 feet. | ||
+ | **'''Blinding Magefire Flash:''' An overwhelming wave of light emanates from you, blinding every target that fails the RV-check for 2d6 seconds. | ||
+ | ***'''Blinding Magefire Flash, Enhanced:''' When casting Blinding Magefire Flash, add +1 to SV for each level. | ||
+ | ****'''Hammer of Magefire:''' Slams a solid globe of magefire into the target which explodes outward, causing all enemies within the radius to be knocked down for 1d6+Rank-d6 seconds. Range: 5 feet. | ||
+ | ***'''Illumination I:''' All Positive Spells gain a +1-per-level to SV. | ||
+ | ****'''Illumination II:''' You gain a +5 resistance to all non-Positive sources of [[MRPG Damage Types|damage]] (This does not include supplemental damage). | ||
==Dark Magefire== | ==Dark Magefire== | ||
Dark Magefire deals more damage over time and specific, high-damage spells early-on. Dark magefire is also among the few techniques able to deal temporary and lasting stat-damage. | Dark Magefire deals more damage over time and specific, high-damage spells early-on. Dark magefire is also among the few techniques able to deal temporary and lasting stat-damage. | ||
+ | |||
+ | Infernation I: yes that's a word. | ||
+ | |||
+ | Basic: | ||
+ | *Dark Magic | ||
==Combine== | ==Combine== | ||
− | + | *****'''Combine:''' All spells you case deal [[MRPG Damage Types#Supplemental Damage|Supplemental]] damage instead of their usual damage-types. | |
==See Also:== | ==See Also:== | ||
*[[Mage Wars RPG]] | *[[Mage Wars RPG]] | ||
*[[MRPG Spell Trees]] | *[[MRPG Spell Trees]] | ||
+ | |||
+ | [[Category:Mage Wars RPG]] |
Latest revision as of 18:22, 20 September 2013
Magefire, despite the deceptively-based name, is a special spell-tree accessible in two sides by classes with the light and dark magic proficiencies. The Endo-Mage already has access to both sides of the tree.
The technique is not, as the name implies, fire-based, but it works around dark and light magic. Thus, it deals positive or negative damage instead of fire damage.
Light Magefire
- Magefire: A jet of pure-white flame escapes the mage's hands, dealing 1d6 positive-damage per level.
- Magefire, Enhanced: Your Magefire spell deals an additional 5 points of supplemental damage +10 points per rank.
- Magefire Prism: Your Magefire spell now splits into three beams, striking either three separate targets or bending to strike a single target three times
- Magefire Burst: A wave of Magefire breaks out from around you, dealing 1d6 positive damage per level +15 points of supplemental damage per rank. Range: 8 feet.
- Magefire Burst, Enhanced: Your Magefire Burst spell's range is extended to sixteen feet in all directions.
- Magfire Blast:' A wave of Magefire breaks out from around the target, dealing 3d6 positive damage per level +15 points of supplemental damage per rank. Range: 8 feet.
- Magefire Burst, Enhanced: Your Magefire Burst spell's range is extended to sixteen feet in all directions.
- Blinding Magefire Flash: An overwhelming wave of light emanates from you, blinding every target that fails the RV-check for 2d6 seconds.
- Blinding Magefire Flash, Enhanced: When casting Blinding Magefire Flash, add +1 to SV for each level.
- Hammer of Magefire: Slams a solid globe of magefire into the target which explodes outward, causing all enemies within the radius to be knocked down for 1d6+Rank-d6 seconds. Range: 5 feet.
- Illumination I: All Positive Spells gain a +1-per-level to SV.
- Illumination II: You gain a +5 resistance to all non-Positive sources of damage (This does not include supplemental damage).
- Blinding Magefire Flash, Enhanced: When casting Blinding Magefire Flash, add +1 to SV for each level.
- Magefire, Enhanced: Your Magefire spell deals an additional 5 points of supplemental damage +10 points per rank.
Dark Magefire
Dark Magefire deals more damage over time and specific, high-damage spells early-on. Dark magefire is also among the few techniques able to deal temporary and lasting stat-damage.
Infernation I: yes that's a word.
Basic:
- Dark Magic
Combine
- Combine: All spells you case deal Supplemental damage instead of their usual damage-types.