Elemental Magic
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Elemental Magic
- Elemental:
- Here the elements are seperated into four different categories. This is the only form of magic that does not require mastering the Arcane school, aside from Psychic Magic.
- Fire:
When drawing from an active, non-magical source, gain a +5 modifier.
Spell Name: Flametip
Spell School: Fire Element
Spell Modifier: 45
Spell Mana Cost: -5
Spell Description: The user is able to create a small fire at the tip of a pre-defined finger, similar to that of a lighter, at the tip of their finger.
Spell Success Description: A small flame emerges from the tip of the caster's finger.
Spell Failure Description:A flame envelops the caster's finger, leaving a first degree burn.
Spell Name: Quell Fire
Spell School: Fire Element
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: The user is able to diminish up to a 2 x 2 meter space of fire. Must be rerolled for larger spaces.
Spell Success Description: Up to 2x2 meters worth of the fire is quelled.
Spell Failure Description:The fire is intensified greatly, burning much more brightly.
Spell Name: Imbue Flame
Spell School: Fire Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: A spell which imbues flame into a weapon, allowing it to also burn a target when hit..
Spell Success Description: The casters weapon is imbued with flames for the next three turns, burning any target hit during this time.
Spell Failure Description:A flame envelops the handle of the casters weapon, forcing them to drop their weapon.
Spell Name: Fire Bolt
Spell School: Fire Element
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: Allows the caster to throw a fire bolt towards a specified target, which would leave 2nd degree burns upon impact.
Spell Success Description: A firebolt is casted towards the target, leaving a 2nd degree burn upon impact.
Spell Failure Description:The caster's hand explodes in fire, leaving 2nd degree burns.
Spell Name: Firewall
Spell School: Fire Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the user to create a wall of fire that is up to 8x8 meters, with 2 meters of thickness. Anyone traversing this wall would receive 3rd degree burns on unprotected flesh, 2nd degree otherwise.
Spell Success Desc: A wall of fire up to 8x8 meters with 2 meters of thickness emerges from the ground. Traversing this would cause 3rd degree burns on unprotected flesh, 2nd degree otherwise.
Spell Fail Desc: A wall of fire appears below the caster, which completely envelops the caster in the fire, causing 3rd degree burn upon unprotected flesh, and 2nd degree otherwise.
Spell Name: Sun Beam
Spell School: Fire Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the user to create a tight beam of intense fire, in a direction of their choice. It would be capable of causing third degree burns upon its target, and anyone who was within a meter of the beam would receive a second degree burn on exposed flesh.
Spell Success Desc: A tight beam of intense fire is sent towards the direction of the Casters' choice. Any victims of a direct hit would receive third degree burns, and anyone who was within a meter of the beam would receive a second degree burn on exposed flesh
Spell Fail Desc: The air would spark for a moment, before the casters hands combust, leaving their hands coated with second degree burns and unable to cast for one turn.
Spell Name: Fire Ball
Spell School: Fire Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: Allows the caster to throw a fireball towards a specified target, which would leave 2nd degree burns upon impact in a 5 meter radius
Spell Success Description: A fireball is casted towards the target, leaving a 2nd degree burn upon impact within a 5 meter radius.
Spell Failure Description:The fireball explodes on the caster, leaving all targets within a 5 meter radius with 2nd degree burns.
Spell Name: Electric Grasp
Spell School: Fire Element
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell causes the users' hand to become charged with electricity, shocking anything that the user touches.
Spell Success Desc: The caster is able to touch his victim, and causes electricity to surge throughout their body.
Spell Fail Desc: Electricity courses through the casters' hand, and ends up electrocuting themselves.
Spell Name: Electric Shock
Spell School: Fire Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the user to cast a 45 degree cone of electricity from the users hand, up to 10 feet.
Spell Success Desc: The caster sends electricity forward from their hand, in a 45 degree cone up to 10 feet.
Spell Fail Desc: The caster sends electricity forward from their hand, but it dissipates quickly, and the caster violently electrocutes themselves, causing them to be stunned for one turn.
Spell Name: Combust
Spell School: Fire Element
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell allows the caster to set up to a medium-sized target to be set on fire. This lasts effect lasts for 3 turns, or unless put out, causing 2nd degree burns for the first turn, and 3rd degree for the next two.
Spell Success Desc: A medium-sized target is set on fire. This effect lasts for 3 turns, or until its put out. It causes 2nd degree burns on the first turn, then 3rd degree on the next two turns.
Spell Fail Desc: The caster erupts in fire, as he would burn for the next 3 turns or until put out. It causes 2nd degree burns on the first turn, then 3rd degree on the next two turns.
Spell Name: Electric Bolt
Spell School: Fire Element
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell allows the user to cast a single bolt of lightning, up to 100 feet in length, and 10 feet in width, from the casters' hand.
Spell Success Desc: A bolt of lightning is sent forward from the casters' hand, reaching up to 100 feet in length and 10 feet in width.
Spell Fail Desc: The casters' bolt of lighting is redirected to strike against the caster, causing him severe electrical burns across his body, and to be stunned for a single turn.
Spell Name: Electric Strike
Spell School: Fire Element
Spell Modifer: -30
Spell Mana Cost: -40
Spell Description: This spell allows the caster to summon a bolt of lightning from the sky itself, and is able to target anything within the casters' visual range.
Spell Success Desc: A bolt of lightning strikes the casters' target from the sky, and electrocutes anything within a 12 foot radius of the target.
Spell Fail Desc: A bolt of lightning strikes the caster from the sky, and electrocutes anything within a 12 foot radius of the caster. Only the caster is stunned for a single turn.
Spell Name: Volcanic Rupture
Spell School: Fire Element
Spell Modifier: -30
Spell Mana Cost: -40
Spell Description: This spell creates a rupture of fire magic centered on the caster, giving anyone caught within an 5 meter radius 3rd degree physical burns, and anyone outside of that up to an additional 15 meters second degree burns. The caster is immune to this effect.
Spell Success Desc: A rupture of pure fire magic centered around the caster is created, giving anyone caught within 5 meters of the rupture will receive 3rd degree burns, and up to an additional 15 meters away, 2nd degree burns.
Spell Fail Desc: A rupture of fire magic centered around the caster is created, giving anyone within a 5 meter radius third degree burns. The rupture would then collapse inwards on itself, and give the caster 3rd degree burns, with a possibility for 4th degree.
Spell Name: Kasai's Fist
Spell School: Fire Element
Spell Modifier: -45
Spell Mana Cost: -50
Spell Description: This spell summons a meteor engulfed in flames, down upon the earth at the location of the caster's choice.
Spell Success Desc: A meteor comes down from the skies, slamming into the caster's target. Within the first 8 meters, everything is burnt with fourth degree burns. After the next 8, it would be third degree. Then for 16 meters, it would be 2nd degree burns. Anything within range to receive a burn, will be blown back proportionally with how far they were.
Spell Fail Desc: The caster erupts in a blue fire, causing severe third degree burns, and possibly even fourth.
- Water:
When drawing from a non-magical source of water, gain a +5 modifier.
Spell Name: Alter Water
Spell School: Water
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: Allows the caster to effect the temperature of a water source, allowing them to cool it down to near-freezing temperature, or to nearly boiling hot.
Spell Success Description: Allows the caster to effect the temperature of a water source, either cooling it down to near-freezing temperature or just below its boiling point.
Spell Failure Description:The water's temperature changes to the opposite of the intended effect.
Spell Name: Water Bolt
Spell School: Water
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell allows a user with a source of water to send a water bolt out, which would be as sharp as a steel blade.
Spell Success Description: A bolt of water is casted towards the target, which would leave a deep cut upon impact.
Spell Failure Description:A bolt of water is casted towards the target, but it falls apart before contact.
Spell Name: Flash Freeze
Spell School: Water
Spell Modifier 0
Spell Mana Cost -20
Spell Description: Allows the caster to instantly freeze a set of water, entrapping any creatures caught inside it. Creatures can attempt to break free after one turn.
Spell Success Description: A source of water is instantly frozen, entrapping any creatures caught inside it. Creatures can attempt to break free after one turn.
Spell Failure Description:The water evaporates entirely, being lost.
Spell Name: Water Blast
Spell School: Water Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows a user with a source of water to send a blast of water out, which has a strong concussive force behind it.
Spell Success Description: A blast of water is casted towards the target, which would leave bruises upon impact, possibly causing the target to be knocked prone.
Spell Failure Description: A blast of water is casted towards the target, but it falls apart before contact
Spell Name: Ice Spike
Spell School: Water
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: Allows the caster to instantly freeze a set of water, and launch it at incredible speeds.
Spell Success Description: A long spike made entirely of ice is sent out towards the target, able to make a deep cut, or possibly even cut through a target entirely.
Spell Fail Desc: The ice evaporates before hitting its target.
Spell Name: Ray of Frost
Spell School: Water
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: Allows the caster to send a ray of frost towards a specified target, which can cause third degree frost bite upon contact.
Spell Success Description: A frosty beam is sent forward from the casters' hand towards a specified target, which can cause third degree frost bite upon contact.
Spell Fail Description: The casters hand receives second degree frost bite.
- Earth:
When drawing from an active, non-magical earth quake, gain a +5 modifier.
Spell Name: Pebbles
Spell School: Earth Element
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: Allows the caster to send a hail of pebbles towards a specific target. These pebbles only cause small scraps and bruises.
Spell Success Description: A hail of pebbles is sent towards the casters target, causing small scraps and bruises upon impact.
Spell Failure Description:A hail of pebbles is sent towards the casters target, though it falls before getting close enough.
Spell Name: Quake
Spell School: Earth Element
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: Allows the user to create a miniature earth quake centered around the casters foot. Causes all targets within a 10 meter radius to stumble.
Spell Success Description: The caster creates a miniature earthquake centered around their foot, causing all targets within a 10 meter radius to stumble.
Spell Failure Description:the caster creates a miniature earthquake centered around their foot, however, the spell instantly ends as the caster is falls over.
Spell Name: Sand Blast
Spell School: Earth Element
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This allows the user to blast a target with sand, forcing them to either cover their eyes, or be blinded. The sand itself is coarse, but does not cause any lasting damage.
Spell Success Desc: A blast of sand is sent towards the target, forcing them to cover their eyes or be blinded. The sand itself is coarse, but doesn't cause any lasting damage.
Spell Fail Desc: A blast of sand is sent towards the target, though it falls before reaching the target.
Spell Name: Earth Bolt
Spell School: Earth Element
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell allows the user to send a stone the size of ones' hand towards a specified target.
Spell Success Desc: The caster sends a stone the size of a humanoid's hand towards a specified target.
Spell Fail Desc: The caster's hand is engulfed with stone, preventing spellcasting for a single turn.
Spell Name: Snare
Spell School: Earth Element
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell allows the caster to ensnare someone's foot within the earth, stunning them for atleast one turn. This can be easily broken by brute force.
Spell Success Desc: The caster ensnares someone's foot within the earth, stunning them for atleast one turn. This can be easily broken my brute force.
Spell Fail Desc: The earth rumbles by the target, though nothing happens.
Spell Name: Rumble
Spell School: Earth Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the user to cause the Earth to shake in a 45 degree cone. Anyone caught within this effect will fall onto the ground.
Spell Success Desc: The earth shakes violently in a 45 degree cone from the caster, causing anyone within the effect to fall onto the ground.
Spell Fail Desc: The ground shakes beneath the caster, causing the caster to fall onto the ground.
Spell Name: Accretion
Spell School: Earth Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the caster to gather a moderate portion of the earth, and fling it towards a target. The portion of earth can be no larger than a medium sized creature.
Spell Success Desc: A portion of the earth no larger than a medium sized creature would be flung towards the casters' target.
Spell Fail Desc: A portion of the earth rises from the ground, though it would erupt in arcane energy, causing small stones to fling in every direction. The caster is considered vulnerable when struck by these stones.
Spell Name: Imbue Earth
Spell School: Earth Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the caster to imbue a weapon with the earth, giving it more mass and durability. This lasts for 3 turns.
Spell Success Desc: The target weapon is imbued with the earth, giving it more mass and durability for the next 3 turns.
Spell Fail Desc: Sharp ridges come from the handle of the weapon, causing the user to drop the weapon.
Spell Name: Thorn
Spell School: Earth Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows multiple tiny thorns to emerge from the ground. Traversing this terrain is considered difficult, and must be taken with extreme care, otherwise they risk cutting themselves.
Spell Success Desc: Multiple thorns emerge from the earth made of rock, making it difficult to traverse the terrain without accidentally cutting oneself.
Spell Fail Desc: Multiple thorns emerge from the Casters' body, causing severe pain at the process. These small stone thorns must be picked out individually.
Spell Name: Raise Earth
Spell School: Earth Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: Allows the caster to raise a portion of the earth.
Spell Success Description: A portion of the earth is raised upwards, where the caster designated.
Spell Failure Description:The earth would rumble in the casters' designated location, causing all targets within a 2 meter radius of the point to stumble.
Spell Name: Stone Wall
Spell School: Earth Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the user to raise a portion of the earth, creating a wall of earth which can be climbed over.
Spell Success Desc: The caster creates a wall of earth, forcing people to either move around the wall, or climb over it.
Spell Fail Desc: The earth rumbles, but nothing happens.
Spell Name: Crystal Shard
Spell School: Earth Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the user to create a crystal shard, which would be extraordinarily strong and durable. It would be no larger than a humanoid's hand
Spell Success Desc: The caster sends a strong crystal shard out towards a target. It would be no larger than a humanoid's hand.
Spell Fail Desc: The caster's hand explodes in miniature crystal shards, causing significant pain for the caster and preventing spell casting for at least a turn.
- Air:
When drawing from high-speed winds, gain a +5 modifier.
Spell Name: Air Gust
Spell School: Air Element
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: This spell allows creates a small gust of wind, capable of knocking a small object down, or pushing a medium-creature back.
Spell Success Description: A gust of wind is sent out towards a target, causing the target to stumble.
Spell Failure Description:A gust of wind is sent out towards a target, but would have no effect.
Spell Name: Deflect
Spell School: Air Element
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell allows a caster to deflect ranged based attacks, causing them to miss.
Spell Success Description: A gust of wind pushes the ranged attack away from the caster, causing it to miss.
Spell Failure Description:A gust of wind propels the ranged attack, causing it to hit accurately and painfully.
Spell Name: Flurry of Blows
Spell School: Air
Spell Modifier: +15
Spell Mana Cost: -15
Spell Description: This spell allows the caster to speed up their attack, allowing them to strike 3 entirely seperate locations in a single turn.
Spell Success Desc: The caster is able to attack 3 entirely different locations in a single turn.
Spell Fail Desc: The caster accidentally hits themselves.
Spell Name: Wind Step
Spell School: Air Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the user to automatically dodge an attack that would otherwise hit. This has no effect for AoE based attacks.
Spell Success Desc: The caster is able to automatically dodge any attack that isn't considered an AoE
Spell Fail Desc: The caster is unable to dodge any attacks.
Spell Name: Air Blast
Spell School: Air Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the user to create a blast of concussive wind, capable of knocking medium-sized creature down, or cause a large creature to stumble.
Spell Success Description: A blast of concussive wind is sent out towards the target, causing medium-sized creatures to be knocked down, or large creatures to stumble.
Spell Failure Description:A blast of concussive wind is sent out towards a target, but would have no effect.
Spell Name: Fog
Spell School: Air Element
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell creates a fog around the user, spreading up to ten meters in any given direction. Any attacks that passes through the fog loses a 10 point modifier.
Spell Success Description: A fog is created around the caster within a ten meter radius. Any attacks that pass through this fog loses a 10 point modifier.
Spell Failure Description:A fog is briefly created around the caster, though it quickly condenses around the caster, and begins to suffocate the caster for a isngle turn.
Spell Name: Levitate
Spell School: Air Element
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows a creature to levitate up to five meters off the ground for up to three turns.
Spell Success Description: The caster is able to levitate up to five meters off the ground for three turns.
Spell Failure Description:The caster begins to ascend into the sky, though the caster cannot stop. Eventually, the spell fails, causing the caster to fall from a great height.
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