Difference between revisions of "MRPG Exo-Mage Spell List"
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==Old Stuff== | ==Old Stuff== | ||
− | + | This system is outdated and is going to be deleted, but for now I am going to mine it for useful ideas. | |
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*"Burst" spells for each type and supertype (Magam, plasma, etc.). Skip those for which (name)-Burst sounds stupid (like 'Landslide Burst'). | *"Burst" spells for each type and supertype (Magam, plasma, etc.). Skip those for which (name)-Burst sounds stupid (like 'Landslide Burst'). | ||
− | + | '''Stone Circle:''' Surrounds the target in a levitating circle of protective stones, providing a +5 to DV. | |
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*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? | ||
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*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. | *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. | ||
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*Flames: low-level fire spell that does a little damage and also reduces Fire resistance. | *Flames: low-level fire spell that does a little damage and also reduces Fire resistance. | ||
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− | *Wildfire: | + | *Wildfire: AOE duration spell, like a fixed Flame Wave |
+ | **Spell that makes the wave break into a sea of fire | ||
*Fire Fist: fire-spell with a knock-down effect. | *Fire Fist: fire-spell with a knock-down effect. | ||
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*Burn Away: spell that removes fire-resistance. Maybe all resistance? | *Burn Away: spell that removes fire-resistance. Maybe all resistance? | ||
− | *Scorched Earth: | + | *Scorched Earth: Magma spell, deals 2d to target, 1d6 to you. Each junction points doubles this effect. |
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****Great Big Wind: throws back everything in a 360-degree ark around the caster and deals some wind-damage. | ****Great Big Wind: throws back everything in a 360-degree ark around the caster and deals some wind-damage. | ||
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− | *'''Vapor Levitation I:''' | Weave | 10 A cloud of whirling fog and mist envelopes your feet, leaving you immune to knockdown | + | *'''Vapor Levitation I:''' | Weave | 10 A cloud of whirling fog and mist envelopes your feet, leaving you immune to knockdown. |
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Electrical Surge | Electrical Surge | ||
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*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. | ||
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*Overflowing River: basically a simple, not very effective healing spell designed to give Exo-Mages some self-healing. | *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. | *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. | ||
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===Turning the Wheel=== | ===Turning the Wheel=== |
Revision as of 17:16, 16 May 2016
Spell Logic
- 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
Contents
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. In order to unlock an Arch spell(a spell that spans 2 columns) the mage must have requisite points in both. Example: in order to unlock Flare Arrow, an ExoMage must have 5 points in each of Fire and Wind.
Earth | Fire | Wind | Water |
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Earth Order II
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Fire Order II
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Earth Order III |
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Water Order III
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Wind Order IV | Water Order IV | |
Earth Order V |
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Water Order V
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Earth Order VI
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Fire Order VI
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Wind Order VI
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Water Order VI |
Earth Order VII | Fire Order VII |
Wind Order VII
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Water Order VII
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Earth Order VIII
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Fire Order VIII
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Wind Order VIII
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Water Order VIII
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Spell List
Since Exo-Mage Spells are unlocked by the Pillar, they have no ML. The list will go here later.
Learned Spells
Exo_mages may still learn spells just like Endo-Mages. These are "improved" versions of pillar spells, so to learn and use these, they must have unlocked the spell on the pillar.
Old Stuff
This system is outdated and is going to be deleted, but for now I am going to mine it for useful ideas.
- "Burst" spells for each type and supertype (Magam, plasma, etc.). Skip those for which (name)-Burst sounds stupid (like 'Landslide Burst').
Stone Circle: Surrounds the target in a levitating circle of protective stones, providing a +5 to DV.
- 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?
- 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.
- Flames: low-level fire spell that does a little damage and also reduces Fire resistance.
- Wildfire: AOE duration spell, like a fixed Flame Wave
- Spell that makes the wave break into a sea of fire
- 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: Magma spell, deals 2d to target, 1d6 to you. Each junction points doubles this effect.
- 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.
Electrical Surge
- 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.
- 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.
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.