Difference between revisions of "MRPG Exo-Mage Spell List"
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− | Exo-mages may still learn spells just like Endo-Mages. These spells will have an ML. Obviously this area needs some work. | + | Exo-mages may still learn spells just like Endo-Mages. These spells will have an ML. Learned spells do not benefit from the Junction ability. Obviously this area needs some work. |
*"Fist" spells - one for each elemental type and a few dual types.(Fire-Fist, Magma Fist, etc) Basically each spell requires a melee attack(so not ranged) and does the elemental damage type as well as inflicts a status effect(knockdown, etc). | *"Fist" spells - one for each elemental type and a few dual types.(Fire-Fist, Magma Fist, etc) Basically each spell requires a melee attack(so not ranged) and does the elemental damage type as well as inflicts a status effect(knockdown, etc). |
Revision as of 17:33, 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.
Improvement Spells
These are "improved" versions of pillar spells, so to learn and use these, they must have unlocked the spell on the pillar. There is the Required spell, then spells that improve upon it.
- Flame Wave
- Wildfire: AOE duration spell, like a fixed Flame Wave
- Spell that makes the wave break into a sea of fire
- Wildfire: AOE duration spell, like a fixed Flame Wave
Learned Spells
Exo-mages may still learn spells just like Endo-Mages. These spells will have an ML. Learned spells do not benefit from the Junction ability. Obviously this area needs some work.
- "Fist" spells - one for each elemental type and a few dual types.(Fire-Fist, Magma Fist, etc) Basically each spell requires a melee attack(so not ranged) and does the elemental damage type as well as inflicts a status effect(knockdown, etc).
- Flames: low-level fire spell that does a little damage and also reduces Fire resistance. No self-respecting Exo-Mage needs this spell, but it is handy for the "special" people.
- Scorched Earth: Magma spell, deals 2d to target, 1d6 to you. Each junction points doubles this effect.
- 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.
- 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?
- Great Big Wind: throws back everything in a 360-degree ark around the caster and deals some wind-damage.
- 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.
- Sweep Away: | Fast Cast | 10 | debuff that removes Weave spells or effects 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 - some kind of plasma spell that archs between enemies
- 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.
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.
Counter-Magic
- Countermagics: Ruby, Diamond, Sapphire, and Genesis counter-magic spells. There will be a variety of these with different effects divided by progression.