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

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'''NOTE:''' WOW, I did a TON of work on this before abandoning the tree concept entirely...
 
'''NOTE:''' WOW, I did a TON of work on this before abandoning the tree concept entirely...
 +
So begins the lengthy and challenging process of sorting through all this crap.
  
The [[MRPG Exo-Mage|Exo-Mage]] spell progression is a four-sided tree system in which the branches come together, combining in different ways:
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[[File:Exo-mage.jpg]]
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==Pillars==
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The primary role of the pillars here is to unlock the spell list. Also unlike other class Pillars, Exo-Mages max out at 8.
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<table border="1" cellpadding="10">
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<tr><td>'''Earth'''</td><td>'''Fire'''</td><td>'''Wind'''</td><td>'''Water'''</td></tr>
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<tr>
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<td>Earth Order I</td>
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<td>Fire Order I</td>
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<td>Wind Order I</td>
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<td>Water Order I</td>
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</tr>
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<tr>
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<td>Earth Order II</td>
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<td>Fire Order II</td>
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<td>Wind Order II</td>
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<td>Water Order II</td>
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</tr>
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<tr>
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<td>Earth Order III</td>
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<td>Fire Order III</td>
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<td>Wind Order III</td>
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<td>Water Order III</td>
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</tr>
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<tr>
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<td>Earth Order IV</td>
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<td>Fire Order IV</td>
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<td>Wind Order IV</td>
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<td>Water Order IV</td>
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</tr>
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<tr>
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<td>Earth Order V</td>
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<td>Fire Order V</td>
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<td>Wind Order V</td>
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<td>Water Order V</td>
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</tr>
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<tr>
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<td>Earth Order VI</td>
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<td>Fire Order VI</td>
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<td>Wind Order VI</td>
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<td>Water Order VI</td>
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</tr>
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<tr>
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<td>Earth Order VII</td>
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<td>Fire Order VII</td>
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<td>Wind Order VII</td>
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<td>Water Order VII</td>
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</tr>
  
[[File:Exo-mage.jpg]]
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<tr>
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<td>Earth Order VIII
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*Earth Spike
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</td>
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<td>Fire Order VIII
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*Fireball
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</td>
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<td>Wind Order VIII
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*Air Blast
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</td>
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<td>Water Order VIII
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*Hydrolash
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</td>
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</tr>
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</table>
  
In order to unlock one of the combination areas, the player must spend a certain number of points in each of the adjacent quadrants. For example: to unlock Magma, the player must spend points in both Fire and Earth.
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==Spell List==
  
==Tree Ideas==
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<tr><td colspan="3">
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==Old Stuff==
 
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.
  

Revision as of 17:27, 6 May 2016

NOTE: WOW, I did a TON of work on this before abandoning the tree concept entirely... So begins the lengthy and challenging process of sorting through all this crap.

Exo-mage.jpg

Pillars

The primary role of the pillars here is to unlock the spell list. Also unlike other class Pillars, Exo-Mages max out at 8.

EarthFireWindWater
Earth Order I Fire Order I Wind Order I Water Order I
Earth Order II Fire Order II Wind Order II Water Order II
Earth Order III Fire Order III Wind Order III Water Order III
Earth Order IV Fire Order IV Wind Order IV Water Order IV
Earth Order V Fire Order V Wind Order V Water Order V
Earth Order VI Fire Order VI Wind Order VI Water Order VI
Earth Order VII Fire Order VII Wind Order VII Water Order VII
Earth Order VIII
  • Earth Spike
Fire Order VIII
  • Fireball
Wind Order VIII
  • Air Blast
Water Order VIII
  • Hydrolash

Spell List

Old Stuff

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, plasma, etc.). Skip those for which (name)-Burst sounds stupid (like 'Landslide Burst').

Earth Spells

      • (3 Points)Stone Circle: Surrounds the target in a levitating 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 pinnacle of the Exo-mage's art, wherein 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 card-game 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 damage. The magma persists for 30 seconds, dealing an additional damage every 3 seconds. This spell deals earth-based damage.

Wind Spells

    • Wind: doesn't actually deal Wind damage but just tries to knock down 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 cast 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 cast 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 cast 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 cast 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, Sapphire, and Genesis counter-magic spells. There will be a variety of these with different effects divided by progression.


See Also: