Difference between revisions of "MRPG Exo-Mage Spell List"
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==Tree Ideas== | ==Tree Ideas== | ||
Kind of a scratchpad for everything I think up as I am composing this system. | Kind of a scratchpad for everything I think up as I am composing this system. | ||
+ | |||
+ | ===General Ideas=== | ||
+ | *A "chain-" spell for each type but earth. | ||
+ | *"Burst" spells for each type and supertype(Magam, plasama, etc). Skip those for which (name)-Burst sounds stupid(Landslide Burst). | ||
+ | |||
+ | ===Earth Spells=== | ||
+ | *Stone Circle: spell that repels attacks, basically just a buff adding to your DV. | ||
+ | *Seismic Spike: makes a sharp pillar of stone pop up underneath the target, deals both Earth and Mortal damage. | ||
+ | *Skin to Stone: turns the target's stone into rock, temporarily immobilizing the target. IF the timer runs out the target takes damage and becomes Injured as a result. Probably a higher-level technique? | ||
+ | |||
+ | ====Landslide Spells(Earth and Water)==== | ||
+ | *Earth, and Water: a powerful buff-spell that increases the power of all earth, water, and landslide spells. | ||
+ | |||
+ | ===Fire Spells=== | ||
+ | *Flames: low-level fire spell that does a little damage and also reduces Fire resistance. | ||
+ | |||
+ | *Fireball: well DUH. This is also going to be the most customizable and enhanceable spell. | ||
+ | |||
+ | *Wildfire: some cool effect for this. Maybe a flame-wave type deal? | ||
+ | |||
+ | *Fire Fist: fire-spell with a knock-down effect. | ||
+ | |||
+ | *Chain Fire: powerful fire-spell that allows you to hit multiple targets. The more points you put into it, the more targets it can hit. | ||
+ | |||
+ | *Burn Away: spell that removes fire-resistance. Maybe all resistance? | ||
+ | |||
+ | *Scorched Earth: well in the cardgame this makes you lose the game, the effect here should probably be slightly different. | ||
+ | |||
+ | ====Magma Spells(Earth and Fire)=== | ||
+ | |||
+ | ===Wind Spells=== | ||
+ | Electrical Surge | ||
+ | *Wind: doesn't actually deal Wind damage but just tries to knockdown the target. Can shove them back. | ||
+ | *Big Wind: AOE-version of Wind, affects all targets in FOV. | ||
+ | *Great Big Wind: throws back everything in a 360-degree ark around the caster and deals some wind-damage. | ||
+ | *Sweep Away: debuff that removes Weave spells on target. | ||
+ | |||
+ | ====Plasma Spells(Fire and Wind)==== | ||
+ | *Scorching Big Wind: Same effect as Big Wind but adds some fire damage to the mix. | ||
+ | *Great Big Scorching Wind: top-level Plasma Spell that has the same effect as Great Big Wind but adds some fire and untyped damage to the mix. | ||
+ | |||
+ | ===Water Spells=== | ||
+ | *Overflowing River: basically a simple, not very effective healing spell designed to give Exo-Mages some self-healing. | ||
+ | |||
+ | *Mist: debuff spell to remove negative magical effects on the target. '''Mage Wars RPG:''' If no friendly target is specified Mist targets the caster. '''Mage Wars PnP:''' this spell can target anyone/thing. | ||
+ | |||
+ | ====Ice Spells(Wind and Water)==== | ||
===Turning the Wheel=== | ===Turning the Wheel=== |
Revision as of 05:52, 23 July 2012
The Exo-Mage spell progression is a four-sided tree system in which the branches come together, combining in different ways:
In order to unlock one of the combination areas, the player must spend a certain number of points in each of the adjacent quadrants(E.G.: in order to unlock Magma, the player must spend points in both Fire and Earth.
Contents
Tree Ideas
Kind of a scratchpad for everything I think up as I am composing this system.
General Ideas
- A "chain-" spell for each type but earth.
- "Burst" spells for each type and supertype(Magam, plasama, etc). Skip those for which (name)-Burst sounds stupid(Landslide Burst).
Earth Spells
- Stone Circle: spell that repels attacks, basically just a buff adding to your DV.
- Seismic Spike: makes a sharp pillar of stone pop up underneath the target, deals both Earth and Mortal damage.
- Skin to Stone: turns the target's stone into rock, temporarily immobilizing the target. IF the timer runs out the target takes damage and becomes Injured as a result. Probably a higher-level technique?
Landslide Spells(Earth and Water)
- Earth, and Water: a powerful buff-spell that increases the power of all earth, water, and landslide spells.
Fire Spells
- Flames: low-level fire spell that does a little damage and also reduces Fire resistance.
- Fireball: well DUH. This is also going to be the most customizable and enhanceable spell.
- Wildfire: some cool effect for this. Maybe a flame-wave type deal?
- Fire Fist: fire-spell with a knock-down effect.
- Chain Fire: powerful fire-spell that allows you to hit multiple targets. The more points you put into it, the more targets it can hit.
- Burn Away: spell that removes fire-resistance. Maybe all resistance?
- Scorched Earth: well in the cardgame this makes you lose the game, the effect here should probably be slightly different.
=Magma Spells(Earth and Fire)
Wind Spells
Electrical Surge
- Wind: doesn't actually deal Wind damage but just tries to knockdown the target. Can shove them back.
- Big Wind: AOE-version of Wind, affects all targets in FOV.
- Great Big Wind: throws back everything in a 360-degree ark around the caster and deals some wind-damage.
- Sweep Away: debuff that removes Weave spells on target.
Plasma Spells(Fire and Wind)
- Scorching Big Wind: Same effect as Big Wind but adds some fire damage to the mix.
- Great Big Scorching Wind: top-level Plasma Spell that has the same effect as Great Big Wind but adds some fire and untyped damage to the mix.
Water Spells
- Overflowing River: basically a simple, not very effective healing spell designed to give Exo-Mages some self-healing.
- Mist: debuff spell to remove negative magical effects on the target. Mage Wars RPG: If no friendly target is specified Mist targets the caster. Mage Wars PnP: this spell can target anyone/thing.
Ice Spells(Wind and Water)
Turning the Wheel
Perhaps as an expansion or just something for later inclusion, this will be a process where by the "outer-wheel" of the spell-tree is turned, allowing the player to combine different elements. Earth and Wind instead of Earth and Water, and so-forth. Perhaps as the level-cap is extended different outer-wheels can be added with each new expansion.
Non-Tree Spells
The Exo-Mage does learn some spells through the traditional progression system(or every few levels, essentially) These include:
- Countermagics: Ruby, Diamond, Saphire, and Genisis counter-magic spells. There will be a variety of these with different effects divided by progression.