Difference between revisions of "MRPG Exo-Mage Spell List"
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Revision as of 17:10, 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
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
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.