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

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<td>Earth Order II</td>
 
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'''Fire Order II'''
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*Fire Burst
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<center>'''Ice II'''</center>
 
<center>'''Ice II'''</center>

Revision as of 15:56, 16 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
Magma IV
  • Magma Mimic
Ice II
  • Ice Bridge
Earth Order II

Fire Order II

  • Fire Burst
Ice II
  • Ice Beam
Earth Order III
Plasma V
  • Plasma Storm

Water Order III

  • Tidal Bore
Magma IV
  • Magma Jet
Wind Order IV Water Order IV
Earth Order V
Plasma V
  • Flare Arrow

Water Order V

  • Canyon Cut

Earth Order VI

  • Earth Spike
Fire Order VI

Wind Order VI Sky Lance

Water Order VI
Earth Order VII

Fire Order VII

  • Flare Spear

Wind Order VII

  • Wind Rush

Water Order VII

  • River Swell

Earth Order VIII

  • Earth Assault

Fire Order VIII

  • Fireball

Wind Order VIII

  • Air Blast

Water Order VIII

  • Hydrolash

Spell List

Since Exo-Mage Spells are unlocked by the Pillar, they have no ML.

Spell Logic

Mages have Physical, Mystical, and Elemental.

  • If it does damage via an elemental property(such as burning) its Elemental
  • If it does damage via a physical process(such as stabbing) its Physical
  • if it has some kind of non-damage effect(such as countering a spell) it's Effect

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: