Difference between revisions of "MRPG Spell List"

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<tr><td>'''Fast Cast'''</td><td>''Minimum Level:'' '''1'''</td><td>00</td><td>''Cool Down:'' '''8'''</td></tr>
 
<tr><td>'''Fast Cast'''</td><td>''Minimum Level:'' '''1'''</td><td>00</td><td>''Cool Down:'' '''8'''</td></tr>
 
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Revision as of 18:34, 11 March 2016

Spell NameTpyes go here, separated by commasSchool
Description Goes here.
Casting SpeedMinimum Level: #[Star Rating]Cool Down: #

Schools:

  • Earth
  • Fire
  • Wind
  • Water
  • Light
  • Dark
  • Mind
  • Life
  • Death
  • Change
  • Holy

Types:

  • Physical
  • Mystical
  • Effect
  • Elemental
  • Aura

Sample:

FireballPhysicalFire

The mage raises their hands and expels a massive ball of fire. It races forward until striking a single target, then exploded in all directions, dealing 1d6 fire damage per caster level to all targets within a 25-foot radius.

Fast CastMinimum Level: 100Cool Down: 8


Ultimate OfferingEffect, MysticalDeath

Calling up the ultimate powering over life and death, the mage offers up one being as a living sacrifice to transform it's ethereal essence and very life force into a weapon, to be immediately targeted at another, dealing 1d6 damage per the sacrificed victim's hit points to the target. The sacrifice must be a Mortal being and must actually die.

Fast CastMinimum Level: 24*********Cool Down: 80, 1 Week


Master Spell List

All spells.

Gained

These are spells gained in the normal process of leveling.

Additive Gain

Additive Gain: 3, 6, 9, 12, 15, 18, 21, 23

First Progression (Level 0)
FireballPhysicalFire

The mage raises their hands and expels a massive ball of fire. It races forward until striking a single target, then explodes in all directions, dealing 1d6 fire damage per caster level to all targets within a 25-foot radius.

Fast CastMinimum Level: 100Cool Down: 8


Mind CrushEffectMind

The mage inflicts a hammer-like blow to a single target's psyche, rending thoughts asunder. Targets take 1d10 + 1d10 per rank penalty to Intelligence for the duration of combat.

Fast CastMinimum Level: 0*****Cool Down: 6


Shallow GraveEffectLight

Targets a single undead enemy and removes the 'un'. There is no damage calculation; if the target fails to resist and fails to evade they are simply destroyed. Strong undead may be immune to this effect.

Slow CastMinimum Level: 0*******Cool Down: 20


Heroic StanceWeave, EffectMind

The target is infused with a positive energy and an overwhelming sense of confidence. They receive a +1 bonus to all stats as well as +1 per the caster's level. Lasts 1 day.

WeaveMinimum Level: 000Cool Down: 6


HealEffectLife
Heals a single target for 25% of maximum hit points.
Fast Cast0 #00Cool Down: 6
Second Progression(Level 3)
Percussive ForcePhysicalLight

Deals 1d6 +2 per level Positive Damage

Fast CastMinimum Level: 3***Cool Down: 3


Mind ArmorPhysical, EffectMind

You enchant your equipped robes so they provide some level of protection, helping to deflect attacks. Each equipped piece of cloth provides +10 to DV. In addition, if the Robe is enchanted, it provides an extra +20. This spell scales, providing an extra +20 DV at Rank I, +30 at Rank II, and +50 at Rank III. Lasts 3 rounds + 1 per Rank.

WeaveMinimum Level: 300Cool Down: 1


Tunic of Iron-Weave Physical, Effect Change '
Enchants the caster's robes so that they become like a suit of armor. For the purposes of this spell, the caster uses their Physical magic proficiency in place of armor proficiency and gains the apprpriate AC and DV bonuses. Lasts 1 hour.
Weave 3 0 12
Third Progression(Level 6)
Circle of Binding Physical, Effect Mind '
Traps a single target within a magical seal. Sword attacks, spells, and other exterior effects my enter the circle, but the target traped inside is unable to reciprocate. Each round, the target may attempt to break free. Lasts for 9 + Rank rounds.
Fast Cast 6 ****** 8


Armor of Wind, Level I Mystical, Effect Light '
Bathes the target in searing light, slowing weapons and turning arrows aside. The target takes 10% less Mortal damage for the duration of the spell's effect. Lasts 6 rounds.
Weave 6 0 2


Bathe in Light Effect Light '
You gain the ability to see the hidden, invisibile monsters any anything that would hide in darkness is iluminated to you. Objects hidden by Perception checks become clear. This does not reveal invisible things. Lasts 8 rounds
Fast Cast 6 0 6


Armor of Wind, Level II Mystical, Effect Light '
Bathes the target in searing light, slowing weapons and turning arrows aside. The target takes 20% less Mortal damage for the duration of the spell's effect. Lasts 6 rounds.
Weave 9 0 2
Fourth Progression(Level 9)
Fifth Progression(Level 12)
Great HealEffectLife
Heals the entire party for 25% of maximum hit points.
Fast Cast10 #00Cool Down: 6



Armor of Wind, Level III Mystical, Effect Light '
Bathes the target in searing light, slowing weapons and turning arrows aside. The target takes 30% less Mortal damage for the duration of the spell's effect. Lasts 6 rounds.
Weave 12 0 2
Sixth Progression(Level 15)
Seventh Progression(Level 21)
Eighth Progression(Level 23)

Subtractive Gain

Subtractive Gain: 5, 10, 15, 20

First Progression(Level 0)
Underworld SwarmingEffectDark

Creates a black pit of inky black shadows across the floor. Shadowy spiders and bugs crawl out of the darkness and swarm upon anything standing in it. All enemies within the circle take -4 to all stats and loose 3 attack dice due to the distraction. Lasts 3 rounds.

Slow CastMinimum Level: 0*****Cool Down: 6


Second Progression(Level 5)
Dark magic RitualEffectDark

The mage weaves a spell of darkness around herself, cocooning and encasing her essence. Whenever the character casts a negatively-charged spell, they gain 1 additional dice when rolling on any spell in the Dark school or a Subtractive Progression. Lasts 1 day.

WeaveMinimum Level: 500Cool Down: 6, 1 Day
Third Progression(Level 10)
Fourth Progression(Level 15)
Fifth Progression(Level 20)

Learned

Send AwayEffectSchool
Description Goes here.
Casting SpeedMinimum Level: #00Cool Down: #
Ultimate OfferingEffect, MysticalDeath

Calling up the ultimate powering over life and death, the mage offers up one being as a living sacrifice to transform its ethereal essence and life force into a weapon, to be immediately targeted at another, dealing 1d6 damage per the sacrificed victim's hit points to the target. The sacrifice must be a Mortal being and must actually die.

Minimum Level: 24*********Cool Down: 80, 1 week

Granted

See Also


Old Spell Lists