Difference between revisions of "MRPG Exo-Mage Spell List"
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[[File:Exo-mage.jpg]] | [[File: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 | + | 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. |
==Tree Ideas== | ==Tree Ideas== | ||
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===General Ideas=== | ===General Ideas=== | ||
*A "chain-" spell for each type but earth. | *A "chain-" spell for each type but earth. | ||
− | *"Burst" spells for each type and supertype(Magam, | + | *"Burst" spells for each type and supertype (Magam, plasma, etc.). Skip those for which (name)-Burst sounds stupid (like 'Landslide Burst'). |
===Earth Spells=== | ===Earth Spells=== | ||
− | ***(3 Points)'''Stone Circle:''' Surrounds the target in a | + | ***(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 II:''' Increase to 10 DV | ||
*****(1 Point)'''Stone Circle, Level III:''' Increase to 15 DV | *****(1 Point)'''Stone Circle, Level III:''' Increase to 15 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? | ||
− | ====Landslide Spells(Earth and Water)==== | + | ====Landslide Spells (Earth and Water)==== |
− | *Earth, and Water: The | + | *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=== | ===Fire Spells=== | ||
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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: well in the | + | *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 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 | + | *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 Spells=== | ||
− | + | **Wind: doesn't actually deal Wind damage but just tries to knock down the target. Can shove them back. | |
− | **Wind: doesn't actually deal Wind damage but just tries to | ||
***Big Wind: AOE-version of Wind, affects all targets in FOV. | ***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. | ****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(can only be | + | *'''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 | + | **'''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 | + | ***'''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 | + | ****'''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). |
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===Turning the Wheel=== | ===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 | + | 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== | ==Non-Tree Spells== | ||
− | The Exo-Mage does learn some spells through the traditional progression system(or every few levels, essentially) These include: | + | The Exo-Mage does learn some spells through the traditional progression system (or every few levels, essentially) These include: |
− | *Countermagics: Ruby, Diamond, | + | *Countermagics: Ruby, Diamond, Sapphire, and Genesis counter-magic spells. There will be a variety of these with different effects divided by progression. |
− | ==See | + | ==See Also:== |
*[[Mage Wars RPG]] | *[[Mage Wars RPG]] | ||
[[Category:Mage Wars RPG]] | [[Category:Mage Wars RPG]] |
Revision as of 02:25, 27 October 2014
The Exo-Mage spell progression is a four-sided tree system in which the branches come together, combining in different ways:
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.
Contents
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, 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
- (1 Point)Stone Circle, Level II: Increase to 10 DV
- (3 Points)Stone Circle: Surrounds the target in a levitating circle of protective stones, providing a +5 to 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.
- Big Wind: AOE-version of Wind, affects all targets in FOV.
- Wind: doesn't actually deal Wind damage but just tries to knock down the target. Can shove them back.
- 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).
- 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 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).
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.