Morality Magic
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Morality Magic
These are the spells that are considered morality magics.
- Morality Magic:
- These types of magic are based off of your morality, and as such, you must maintain your alignment in order to have access to these magics.
- Holy:
- Holy Magic requires a good alignment. Whether your power comes from a specific god, or from within your own heart, is up to you, but you must be considered good overall. Actions of evil may prevent you from using holy magic, depending on your actions.
Spell Name: Holy Light
Spell School: Holy Magic
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: This spell creates a holy light that is able to create bright light in a 30 feet radius, and dim light an additional 30 feet. Any unholy creature caught in this light will suffer from agitation, but no physical damage.
Spell Success Desc: A holy light is created by the caster, creating bright light for 30 feet, and dim light for an additional 30 feet. Any unholy creature caught in this light will suffer from agitation, but no physical damage.
Spell Fail Desc: A holy light is briefly created by the caster, but it quickly dies out.
Spell Name: Minor Smite
School: Holy Magic
Spell Modifer: 15
Spell Mana Cost: -15
Spell Description: This spell is used to smite a target, which gives the target first degree holy burns across their body. This changes to second degree if the target is considered unholy.
Spell Success Desc: The casters' target is wrapped in a holy light, which gives the target a first degree holy burn across their body. This changes to second degree if the target is considered unholy.
Spell Fail Desc: The target is wrapped in holy light, though it ends nearly instantly, leaving the target unscathed.
Spell Name: Common Cleanse
Spell School: Holy Magic
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell is used to cleanse a single common curse.
Spell Success Desc: The target is cleansed of a single common curse.
Spell Fail Desc: The spell is unable to cleanse the target, and the target feels great pain.
Spell Name: Common Blessing
School: Holy Magic
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell is used to give a target a single common blessing.
Spell Success Desc: The target is given a common blessing of the casters' choice.
Spell Fail Desc: If the target is an object, the object is broken. If the target is a person, the person feels immense pain.
Spell Name: Uncommon Cleanse
Spell School: Holy Magic
Spell Modifer: -15
Spell Mana Cost: -30
Spell Description: This spell is used to cleanse a single uncommon curse.
Spell Success Desc: The spell is able to cleanse a single uncommon curse at a time.
Spell Fail Desc: The spell is unable to cleanse the target, and the target feels great pain.
Spell Name: Uncommon Blessing
School: Holy Magic
Spell Modifer: -30
Spell Mana Cost: -40
Spell Description: This spell is used to give a target a single uncommon blessing
Spell Success Desc: The target is given a single uncommon blessing of the casters' choice.
Spell Fail Desc: If the target is an object, the object is broken beyond repair. If the target is a person, the person feels immense pain.
Spell Name: Grand Smite
School: Holy Magic
Spell Modifer: -30
Spell Mana Cost: -40
Spell Description: This spell is used to smite a target, which gives the target second degree holy burns across their body. This changes to third degree if the target is considered unholy.
Spell Success Desc: The casters' target is wrapped in a holy light, which gives the target a second degree holy burn across their body. This changes to third degree if the target is considered unholy.
Spell Fail Desc: The target is wrapped in holy light, though it ends nearly instantly, leaving the target unscathed.
- Druidism:
- Druidism requires a neutral alignment. Druids often believe in the balance of the world, sometimes this means that a druid may align themselves with holy or evil force. Perhaps the acts of good or evil are purely coincidental, and merely just helped balance the world's life and death.
Spell Name: Growth
Spell School: Druidcraft
Spell Difficulty: 30
Spell Mana Cost: -10
Spell Description: This spell rapidly grows a single plant in a nearby area. The caster can target the plant in question.
Spell Success Desc: The plant focused upon rapidly sprouts, blooming vigorously.
Spell Fail Desc: The plant withers and blackens, seemingly made ill by the spell.
Spell Name: Befriend Animal
Spell School: Druidism
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: A targeted creature is unable to take hostile actions towards the Caster. The creature can understand the Casters' words, but is unable to verbally communicate
Spell Success Desc: The targeted creature is no longer able to take hostile actions towards the Caster, and can understand the Casters' words, though cannot communicate itself."
Spell Fail Desc: The targeted creature becomes frenzied, and attacks specifically the caster, and cannot be calmed by magical means.
Spell Name: Rapid Growth
Spell School: Druidcraft
Spell Modifer:0
Spell Mana Cost: 20
Spell Description: This spell rapidly grows plants in a five foot radius of the targeted area.
Spell Success Desc: The plants within five feet of the targeted area rapidly bloom, growing lush and thick.
Spell Fail Desc: The plants within five feet of the targeted area wither and die, the grass blackening.
Spell Name: Trees Revenge
Spell School: Druidcraft
Spell Modifer: -15
Spell Mana Cost: -30
Spell Description: A pre-selected tree will rapidly lash out with branches and other extremities to strike a target.
Spell Success Desc: Several branches from a single tree swing out towards the victim of the spell.
Spell Fail Desc: The targeted tree withers, and dies.
Spell Name: Ents' Call
Spell School: Druidism
Spell Modifier: -30
Spell Mana Cost: -40
Spell Description: Up to three targeted trees will immediately lash around the limbs of the target and begin to pull violently.
Spell Success Desc: The targeted trees nearby to the victim shoot out their branches towards the victim, pulling roughly once they were in their grip.
Spell Fail Desc: The targeted trees dies nearly instantly.
- Chaos:
- Chaos magic is based off of evil, and corruption. The more times a user draws onto chaos magic, the more their minds are corrupted, and degraded into insanity. Strong, talented individuals may be capable of resisting the corruption of Chaos, but some of the strongest practitioners have embraced the chaos.
Spell Name: Corrupted Light
Spell School: Chaos Magic
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: This spell creates a corrupted light that shines bright light in a 30 feet radius, and dim light for an additional 30 feet radius. Any holy creature caught in this light will suffer from agitation, but no physical damage.
Spell Success Desc: A corrupted light shines brightly by the caster for 30 feet, and dim light for an additional 30 feet radius. Any holy creature caught in this light will suffer from agitation, but no physical damage.
Spell Fail Desc: A corrupted light shines brightly for a brief moment by the caster, but it dissipates entirely.
Spell Name: Minor Corruption
Spell School: Chaos Magic
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell causes minor corruption within a target, giving them the minor corruption curse.
Spell Success Desc: The target receives the minor corruption curse.
Spell Fail Desc: The caster receives the minor corruption curse. If already corrupted, they lose a small portion of their sanity.
Spell Name: Chaos Bolt
Spell School: Chaos
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell sends a chaos bolt towards a targeted creature, causing 2nd degree cursed damage.
Spell Success Description: A chaos bolt is sent towards the casters target, giving the creature a 2nd degree cursed burn.
Spell Failure Description:A chaos bolt is sent towards the casters target, but it dissipates before hitting. The caster would lose a small portion of their sanity.
Spell Name: Chaos Blade
Spell School: Chaos Magic
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: A mystical blade conjured from the Chaos Realm, which can be sent towards a single target. On an even numbered roll, the blade is imbued with lightning. On an odd numbered roll, it is instead imbued with frost.
Spell Success Desc: A mystical blade is conjured from the chaos realm, which the caster can send towards a single target. On an even numbered roll, the blade is imbued with lightning. On an odd numbered roll, it is instead imbued with frost.
Spell Fail Desc: A mystical blade is conjured from the chaos realm, which the caster must send towards a hostile target. On an even numbered roll, the blade is imbued with healing magics. On an odd number roll, the blade is imbued with Arcane energy, which gives them a +8 roll bonus on their next spell cast.
Spell Name: Common Curse
Spell School: Chaos Magic
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the caster to curse a target with a Common Curse of their choosing.
Spell Success Desc: The target receives a Common Curse of the casters' choosing.
Spell Fail Desc: The caster receives a Common Curse of the Casters' choosing.
Spell Name: Hex Bolt
Spell School: Chaos Magic
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the caster to temporarily negate a Holy-Magic caster's connection with their patron deity, thereby eliminating their ability to cast Holy Spells for up to 3 turns.
Spell Success Desc: A jet of green and black goop would be flung towards a singular target. On contact the target would temporarily lose any active blessings they would have, in addition to losing the ability to cast Holy Magic for three turns.
Spell Fail Desc: A spark would exit the casters hands and nothing more. They are unable to cast chaos magic for three turns.
Spell Name: Hellfire
Spell School: Chaos Magic
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: A Chaos Spell that translates the raw, untamed power of the Chaos Realm into an offensive attack that deals physical burn damage, and curse damage.
Spell Success Desc: A ball of green and black chaos fire would be flung at a high velocity towards an intended target. It would violently explode, causing third degree cursed damage to anything within five meters.
Spell Fail Desc: The Hellfire would explode in the casters hands, leaving their hands covered in second degree burns, and denying them the use of Chaos spells for two turns.
Spell Name: Polaris
Spell School: Chaos
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell changes will either have a positive or negative effect, based on whether or not your roll was even or odd.
Spell Success Description: On an even-numbered roll, the targeted creature is given a +8 roll bonus on their next roll. On an odd-numbered roll, it is a -8 roll bonus on their next roll.
Spell Failure Description:On an even-numbered roll, the targeted creature is able to heal a traumatic injury. On an odd-numbered roll, a chaos-bolt is sent towards the target, causing 2nd degree cursed damage.
Spell Name: Uncommon Curse
Spell School: Chaos Magic
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell allows the cater to curse a target with an Uncommon Curse of their choosing.
Spell Success Desc: The target receives an Uncommon Curse of the casters' choosing.
Spell Fail Desc: The caster receives an Uncommon Curse of the casters' choosing.
Spell Name: Blade Maelstrom
Spell School: Chaos Magic
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: Up to 5 mystical blades are conjured from the chaos realm, which can be sent towards different targets. On an even numbered roll, the blades are imbued with... Fire, Fire, Lightning, Lightning, Chaos. On an odd numbered roll, the blades are imbued with... Frost, Frost, Water, Water, Chaos.
Spell Success Desc: Up to 5 mystical blades are conjured from the chaos realm, which can be sent towards different targets. On an even numbered roll, the blades are imbued with... Fire, Fire, Lightning, Lightning, Chaos. On an odd numbered roll, the blades are imbued with... Frost, Frost, Water, Water, Chaos.
Spell Fail Desc: Up to 5 mystical blades are conjured from the chaos realm, which are sent towards the caster. On an even numbered roll, the blades are imbued with... Fire, Fire, Lightning, Lightning, Chaos. On an odd numbered roll, the blades are imbued with... Frost, Frost, Water, Water, Chaos.
Spell Name: Chaos Gate
Spell School: Chaos Magic
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell allows the caster to summon a Chaos Gate within their immediate vicinity. This gate would allow the caster to displace themselves through the Aecerium via a magical backdoor in the Chaos Realm to a position of their choosing within 10 km. This gate can remain open for two turns before it fizzles out of existence, causing first degree magical burns to unarmored individuals within a five meter radius of the gate.
Spell Success Desc: A Chaos Gate is opened within the immediate vicinity of the caster at a position of their choosing within five meters., with the destination being able to be chosen by the caster.
Spell Fail Desc: The Chaos Gate would spawn into existence for but a moment. However, the connection between the Aecerium and the realm of Xeres would be unstable, imploding a few seconds later, giving second degree burns to all within a five meter radius. The caster cannot cast spells for the next two turns in addition to not being able to cast Chaos Gate for the remainder of the engagement.
Spell Name: Disrupt Reality
Spell School: Chaos Magic
Spell Modifier: -30
Spell Mana Cost: -40
Spell Description: This spell allows the user to disrupt reality around them within a 10 meter radius, bringing a portion of the Chaos Realm to Aecerium. The laws of the universe no longer apply in here, and the caster can change these laws at their discretion. This lasts for one turn after the caster leaves the affected area.
Spell Success Desc: Reality around the caster within a 10 meter radius begins to break apart, as the traditional laws of the universe are open to change at the caster's discretion.
Spell Fail Desc: Reality around the caster breaks apart, as a portion of the Chaos Realm is brought into Aecereium. This breaks nearly immediately, as the caster would explode in chaos energy, causing severe corruption in the caster, as well as 3rd degree chaos burns.
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