Difference between revisions of "MRPG Exo-Mage Spell List"

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(Tree Ideas)
(Wind Spells)
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===Wind Spells===
 
===Wind Spells===
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**Wind: doesn't actually deal Wind damage but just tries to knockdown the target. Can shove them back.
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***Big Wind: AOE-version of Wind, affects all targets in FOV.
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****Great Big Wind: throws back everything in a 360-degree ark around the caster and deals some wind-damage.
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***'''Sweep Away:''' | Fast Cast | 10 | debuff that removes Weave spells or effects on target.
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****'''Air Slice:''' | Fast Cast | 25 | deals 3d6 +1 per level Wind damage on target.
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*'''Izuna:''' | Weave | 10 | weave only on ranged weapon, the projectiles that weapon fires are cloaked in a sheath of air, and deal an additional 1d6 Wind damage on a successful hit.
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*'''Vapor Levitation I:''' | Weave | 10 A cloud of whirling fog and mist envelopes your feet, leaving you immune to knockdown(can only be case on self).
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**'''Vapor Levitation II:''' | Weave | 20 A cloud of whirling fog and mist envelopes your feet, leaving you immune to knockdown and providing a 35% boost to movement speed.(can only be case on self).
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***'''Vapor Levitation III:''' | Weave | 30 A cloud of whirling fog and mist envelopes your feet, leaving you immune to knockdown or any immobility effects, as well as providing a 50% boost to movement speed.(can only be case on self).
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****'''Vapor Levitation IV:''' | Weave | 40 A cloud of whirling fog and mist envelopes your feet, leaving you immune to knockdown, immobile, or an effect that would otherwise inhibit your movement speed, as well as providing a 100% boost to movement speed.(can only be case on self).
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====Plasma Spells(Fire and Wind)====
 
Electrical Surge
 
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.
 
*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.
 
*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.

Revision as of 20:37, 6 November 2012

The Exo-Mage spell progression is a four-sided tree system in which the branches come together, combining in different ways:

Exo-mage.jpg

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.

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


  • 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

    • 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: | Fast Cast | 10 | debuff that removes Weave spells or effects on target.


        • Air Slice: | Fast Cast | 25 | deals 3d6 +1 per level Wind damage on target.


  • Izuna: | Weave | 10 | weave only on ranged weapon, the projectiles that weapon fires are cloaked in a sheath of air, and deal an additional 1d6 Wind damage on a successful hit.


  • Vapor Levitation I: | Weave | 10 A cloud of whirling fog and mist envelopes your feet, leaving you immune to knockdown(can only be case on self).
    • Vapor Levitation II: | Weave | 20 A cloud of whirling fog and mist envelopes your feet, leaving you immune to knockdown and providing a 35% boost to movement speed.(can only be case on self).
      • Vapor Levitation III: | Weave | 30 A cloud of whirling fog and mist envelopes your feet, leaving you immune to knockdown or any immobility effects, as well as providing a 50% boost to movement speed.(can only be case on self).
        • Vapor Levitation IV: | Weave | 40 A cloud of whirling fog and mist envelopes your feet, leaving you immune to knockdown, immobile, or an effect that would otherwise inhibit your movement speed, as well as providing a 100% boost to movement speed.(can only be case on self).


Plasma Spells(Fire and Wind)

Electrical Surge

  • 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.


See Als: