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. | ||
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+ | Trees are laid out a little differently than regular spells. I don't even know how to explain this yet... | ||
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===General Ideas=== | ===General Ideas=== | ||
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===Earth Spells=== | ===Earth Spells=== | ||
− | *Stone Circle: | + | ***(3 Points)'''Stone Circle:''' Surrounds the target in a levetating circle of protective stones, providing a +5 to DV. |
+ | ****(1 Point)'''Stone Circle, Level II:''' Increase to 10 DV | ||
+ | *****(1 Point)'''Stone Circle, Level III:''' Increase to 15 DV | ||
+ | *****(1 Point)'''Stone Circle, Level IV:''' Increase to 25 DV | ||
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*Seismic Spike: makes a sharp pillar of stone pop up underneath the target, deals both Earth and Mortal damage. | *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? | *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? |
Revision as of 18:51, 6 November 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.
Trees are laid out a little differently than regular spells. I don't even know how to explain this yet...
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
- (3 Points)Stone Circle: Surrounds the target in a levetating circle of protective stones, providing a +5 to DV.
- (1 Point)Stone Circle, Level II: Increase to 10 DV
- (1 Point)Stone Circle, Level III: Increase to 15 DV
- (1 Point)Stone Circle, Level IV: Increase to 25 DV
- (1 Point)Stone Circle, Level II: Increase to 10 DV
- (3 Points)Stone Circle: Surrounds the target in a levetating circle of protective stones, providing a +5 to 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: The pinacle of the Exo-mage's art, the wizard sheaths himself in living earth and flowing water. All spells cast by the mage are treated as Water-Type for damage calculation purposes, and all magical damage received by the mage is treated as Earth-Type. Duration: 40 minutes
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)
- Magma Burst: fire boils stone into a molten river of magma, hitting all targets within a 30 foot radius for some ridiculous amount of damage. The magma persists for 30 seconds, dealing an additional ridiculous amount of damage every 3 seconds. This spell deals earth-based damage.
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.