Enroth Rules: Water Spells: Difference between revisions
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==Awaken== | ====Awaken==== | ||
'''Spell Points:''' 1<br/> | '''Spell Points:''' 1<br/> | ||
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This spell automatically awakens all PC/NPC’s within the party up to a maximum of four people from normal sleep. The spell also will awaken those affected by magical sleep if cast within 3 minutes/Water Magic skill lvl of the caster of being affected. Upon reaching Expertise in Water Magic, the amount per skill level is measured in hours. Mastery will increase the amount per skill level measured in days. | This spell automatically awakens all PC/NPC’s within the party up to a maximum of four people from normal sleep. The spell also will awaken those affected by magical sleep if cast within 3 minutes/Water Magic skill lvl of the caster of being affected. Upon reaching Expertise in Water Magic, the amount per skill level is measured in hours. Mastery will increase the amount per skill level measured in days. | ||
==Cold Beam== | ====Cold Beam==== | ||
'''Spell Points:''' 2<br/> | '''Spell Points:''' 2<br/> | ||
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'''Luck roll:''' None | '''Luck roll:''' None | ||
This spell casts a small beam of cold directed at one opponent within the range of the spell. This spell automatically hits that opponent and does 3-6 hp of damage. Creatures immune to normal or magical cold take no damage. Upon reaching Expertise in Water Magic, the cost of the spell drops to 1 SP and the Casting Time is reduced to 2. Mastery makes the spell free (0 SP) and further reduces the Casting Time to 1. | This spell casts a small beam of cold directed at one opponent within the range of the spell. This spell automatically hits that opponent and does 3-6 (1d4+2) hp of damage. Creatures immune to normal or magical cold take no damage. Upon reaching Expertise in Water Magic, the cost of the spell drops to 1 SP and the Casting Time is reduced to 2. Mastery makes the spell free (0 SP) and further reduces the Casting Time to 1. | ||
==Protection from Cold== | ====Protection from Cold==== | ||
'''Spell Points:''' 3<br/> | '''Spell Points:''' 3<br/> | ||
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'''Luck roll:''' None | '''Luck roll:''' None | ||
This spell affects all party members and increases their ability to resist cold. The bonus received is a percentage equal to the caster’s Water Magic level times two subtracted from any damage received. Upon reaching Expertise in Water Magic, the percentage is level times three. Mastery further increases the percentage to level times four. A percentage greater than or equal to 100% does NOT necessarily mean the PC is immune to cold, since some monster’s power lowers the protection of the spell. | This spell affects all party members and increases their ability to resist cold. The bonus received is a percentage equal to the caster’s Water Magic level times two subtracted from any damage received, rounded down with a minimum of 1 hp resisted (e.g., a 10 hp cold strike with 4% protection will provide 1 hp protection, while 20% protection will provide 2 hp protection). Upon reaching Expertise in Water Magic, the percentage is level times three. Mastery further increases the percentage to level times four. A percentage greater than or equal to 100% does NOT necessarily mean the PC is immune to cold, since some monster’s power lowers the protection of the spell. | ||
==Poison Spray== | ====Poison Spray==== | ||
'''Spell Points:''' 4<br/> | '''Spell Points:''' 4<br/> | ||
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This spell sprays 1 shot of poison an opponent directly in front of the caster. The poison will travel straight until it hits a solid object or until 30 yds + 5 yds/Water Magic skill lvl of the caster is reached. The poison does 2 dmg + 1-2 hp dmg/Water Magic skill lvl of the caster. The target gets a Luck roll to avoid the poison, and if successful, the shot misses. If the poison strikes the target, the only protection is from a Protection from Poison spell. Upon reaching Expertise in Water Magic, the caster can shoot 3 sprays and the Casting Time is reduced to 5. Mastery increases the number of sprays to 5 and further reduces the Casting Time to 3. | This spell sprays 1 shot of poison an opponent directly in front of the caster. The poison will travel straight until it hits a solid object or until 30 yds + 5 yds/Water Magic skill lvl of the caster is reached. The poison does 2 dmg + 1-2 hp dmg/Water Magic skill lvl of the caster. The target gets a Luck roll to avoid the poison, and if successful, the shot misses. If the poison strikes the target, the only protection is from a Protection from Poison spell. Upon reaching Expertise in Water Magic, the caster can shoot 3 sprays and the Casting Time is reduced to 5. Mastery increases the number of sprays to 5 and further reduces the Casting Time to 3. | ||
==Water Walk== | ====Water Walk==== | ||
'''Spell Points:''' 5<br/> | '''Spell Points:''' 5<br/> | ||
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This spell allows party members to walk upon the surface of water for the duration of the spell. This spell only works outdoors. When any affected member is walking on water, the caster is drained 1 SP point every 2 turns in contact with water. The draining is not increased when more than one member is walking on water. The duration of this spell is 5 minutes/Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the duration of the spell is 1 turn/skill level of the caster. Mastery further increases the duration of the spell to 1 hour/skill level of the caster. The spell will suddenly end, so the caster must keep track of the spell's duration. | This spell allows party members to walk upon the surface of water for the duration of the spell. This spell only works outdoors. When any affected member is walking on water, the caster is drained 1 SP point every 2 turns in contact with water. The draining is not increased when more than one member is walking on water. The duration of this spell is 5 minutes/Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the duration of the spell is 1 turn/skill level of the caster. Mastery further increases the duration of the spell to 1 hour/skill level of the caster. The spell will suddenly end, so the caster must keep track of the spell's duration. | ||
==Ice Bolt== | ====Ice Bolt==== | ||
'''Spell Points:''' 8<br/> | '''Spell Points:''' 8<br/> | ||
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'''Luck roll:''' ½ | '''Luck roll:''' ½ | ||
This spell is similar to the spell Fire Bolt, but with ice created instead. If a Luck roll is successful, the affected target receives half damage. The ice bolt causes 1d6+1 dmg/Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 4. | This spell is similar to the spell Fire Bolt, but with ice created instead. If a Luck roll is successful, the affected target receives half damage (round down). The ice bolt causes 1d6+1 dmg/Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 4. | ||
==Enchant Item== | ====Enchant Item==== | ||
'''Spell Points:''' 10<br/> | '''Spell Points:''' 10<br/> | ||
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This spell attempts to give an ordinary item minor magical properties. Only high quality items can be made magical. The effect is random (powers determined by DM) and cannot be determined by the PC’s until a Identify Item check is attempted or it is identified at an appropriate vendor. Upon reaching Expertise in Water Magic, stronger enchantments can be made and the duration increases to 1 turn/Water Magic skill level of the caster. Weapons can’t be made magical until the caster reaches Mastery. The chance for the item to be successfully enchanted is 10%/skill level of the caster. If unsuccessful, the item breaks and must be repaired. The material component of this spell is the item to be enchanted. | This spell attempts to give an ordinary item minor magical properties. Only high quality items can be made magical. The effect is random (powers determined by DM) and cannot be determined by the PC’s until a Identify Item check is attempted or it is identified at an appropriate vendor. Upon reaching Expertise in Water Magic, stronger enchantments can be made and the duration increases to 1 turn/Water Magic skill level of the caster. Weapons can’t be made magical until the caster reaches Mastery. The chance for the item to be successfully enchanted is 10%/skill level of the caster. If unsuccessful, the item breaks and must be repaired. The material component of this spell is the item to be enchanted. | ||
==Acid Burst== | ====Acid Burst==== | ||
'''Spell Points:''' 15<br/> | '''Spell Points:''' 15<br/> | ||
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'''Luck roll:''' ½ | '''Luck roll:''' ½ | ||
This spell causes a spray of acid to streak out from the caster and strike a designated target. The blast never misses and does 9 hp dmg + 1d8+1 hp dmg/Water Magic skill level of the caster. A successful Luck roll reduces the damage by half. Upon reaching Expertise in Water Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5. | This spell causes a spray of acid to streak out from the caster and strike a designated target. The blast never misses and does 9 hp dmg + 1d8+1 hp dmg/Water Magic skill level of the caster. A successful Luck roll reduces the damage by half (round down). Upon reaching Expertise in Water Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5. | ||
==Town Portal== | ====Town Portal==== | ||
'''Spell Points:''' 25<br/> | '''Spell Points:''' 25<br/> | ||
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This spell will transport the entire party within the range of the spell to the last town the party has visited with a town fountain the party has drunk from. The party will have to discover which towns have town fountains in them. The spell only works outdoors and not in combat. The chance to successfully teleport is 10% times the Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the caster can also cast the spell indoors or in combat. Mastery means the caster can choose the town with a town fountain to visit. | This spell will transport the entire party within the range of the spell to the last town the party has visited with a town fountain the party has drunk from. The party will have to discover which towns have town fountains in them. The spell only works outdoors and not in combat. The chance to successfully teleport is 10% times the Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the caster can also cast the spell indoors or in combat. Mastery means the caster can choose the town with a town fountain to visit. | ||
==Ice Blast== | ====Ice Blast==== | ||
'''Spell Points:''' 25<br/> | '''Spell Points:''' 25<br/> | ||
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'''Luck roll:''' Special | '''Luck roll:''' Special | ||
This spell will create a ball of ice that will shoot out from the caster in the direction the caster is facing and travel straight until it strikes a target or it reaches the maximum range. Upon striking a target or reaching maximum range the ice ball will explode sending 7 shards of ice in every compass point direction except directly back towards the caster. The ice shards will continue until the strike a target or reach their maximum range of 30 feet. If a shard strikes an object prior to reaching 30 feet it will ricochet until it reaches its full range. The ball itself and each shard will cause 12 hp dmg + 1-2 hp dmg/Water Magic skill level of the caster. A successful Luck roll will cause the ball to miss the intended target, and after the explosion, another successful Luck roll will reduce the damage by half. Upon reaching Expertise in Water Magic, the Casting Time is reduced to 9. Mastery further reduces the Casting Time to 7. | This spell will create a ball of ice that will shoot out from the caster in the direction the caster is facing and travel straight until it strikes a target or it reaches the maximum range. Upon striking a target or reaching maximum range the ice ball will explode sending 7 shards of ice in every compass point direction except directly back towards the caster. The ice shards will continue until the strike a target or reach their maximum range of 30 feet. If a shard strikes an object prior to reaching 30 feet it will ricochet until it reaches its full range. The ball itself and each shard will cause 12 hp dmg + 1-2 hp dmg/Water Magic skill level of the caster. A successful Luck roll will cause the ball to miss the intended target, and after the explosion, another successful Luck roll will reduce the damage by half (round down). Upon reaching Expertise in Water Magic, the Casting Time is reduced to 9. Mastery further reduces the Casting Time to 7. | ||
==Lloyd’s Beacon== | ====Lloyd’s Beacon==== | ||
'''Spell Points:''' 30<br/> | '''Spell Points:''' 30<br/> |
Latest revision as of 00:34, 9 February 2011
Awaken
Spell Points: 1
Range: 10 feet
Components: V, S
Duration: Instantaneous
Casting Time: 1
Luck roll: None
This spell automatically awakens all PC/NPC’s within the party up to a maximum of four people from normal sleep. The spell also will awaken those affected by magical sleep if cast within 3 minutes/Water Magic skill lvl of the caster of being affected. Upon reaching Expertise in Water Magic, the amount per skill level is measured in hours. Mastery will increase the amount per skill level measured in days.
Cold Beam
Spell Points: 2
Range: 50 ft + 10 ft/Water Magic skill lvl
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Luck roll: None
This spell casts a small beam of cold directed at one opponent within the range of the spell. This spell automatically hits that opponent and does 3-6 (1d4+2) hp of damage. Creatures immune to normal or magical cold take no damage. Upon reaching Expertise in Water Magic, the cost of the spell drops to 1 SP and the Casting Time is reduced to 2. Mastery makes the spell free (0 SP) and further reduces the Casting Time to 1.
Protection from Cold
Spell Points: 3
Range: 10 ft radius
Components: V, S
Duration: 1 hour/Water Magic skill level of caster
Casting Time: 4
Area of Effect: Entire party
Luck roll: None
This spell affects all party members and increases their ability to resist cold. The bonus received is a percentage equal to the caster’s Water Magic level times two subtracted from any damage received, rounded down with a minimum of 1 hp resisted (e.g., a 10 hp cold strike with 4% protection will provide 1 hp protection, while 20% protection will provide 2 hp protection). Upon reaching Expertise in Water Magic, the percentage is level times three. Mastery further increases the percentage to level times four. A percentage greater than or equal to 100% does NOT necessarily mean the PC is immune to cold, since some monster’s power lowers the protection of the spell.
Poison Spray
Spell Points: 4
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: Until strikes target
Luck roll: Yes
This spell sprays 1 shot of poison an opponent directly in front of the caster. The poison will travel straight until it hits a solid object or until 30 yds + 5 yds/Water Magic skill lvl of the caster is reached. The poison does 2 dmg + 1-2 hp dmg/Water Magic skill lvl of the caster. The target gets a Luck roll to avoid the poison, and if successful, the shot misses. If the poison strikes the target, the only protection is from a Protection from Poison spell. Upon reaching Expertise in Water Magic, the caster can shoot 3 sprays and the Casting Time is reduced to 5. Mastery increases the number of sprays to 5 and further reduces the Casting Time to 3.
Water Walk
Spell Points: 5
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: Entire party
Luck roll: None
This spell allows party members to walk upon the surface of water for the duration of the spell. This spell only works outdoors. When any affected member is walking on water, the caster is drained 1 SP point every 2 turns in contact with water. The draining is not increased when more than one member is walking on water. The duration of this spell is 5 minutes/Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the duration of the spell is 1 turn/skill level of the caster. Mastery further increases the duration of the spell to 1 hour/skill level of the caster. The spell will suddenly end, so the caster must keep track of the spell's duration.
Ice Bolt
Spell Points: 8
Range: 40 yds + 10 yds/Water Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One target
Luck roll: ½
This spell is similar to the spell Fire Bolt, but with ice created instead. If a Luck roll is successful, the affected target receives half damage (round down). The ice bolt causes 1d6+1 dmg/Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 4.
Enchant Item
Spell Points: 10
Range: 5 feet
Components: V, S, M
Duration: 5 minutes/Water Magic skill level of caster
Casting Time: 6
Area of Effect: One item
Luck roll: Special
This spell attempts to give an ordinary item minor magical properties. Only high quality items can be made magical. The effect is random (powers determined by DM) and cannot be determined by the PC’s until a Identify Item check is attempted or it is identified at an appropriate vendor. Upon reaching Expertise in Water Magic, stronger enchantments can be made and the duration increases to 1 turn/Water Magic skill level of the caster. Weapons can’t be made magical until the caster reaches Mastery. The chance for the item to be successfully enchanted is 10%/skill level of the caster. If unsuccessful, the item breaks and must be repaired. The material component of this spell is the item to be enchanted.
Acid Burst
Spell Points: 15
Range: 20 yds + 5 yds/Water Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One target
Luck roll: ½
This spell causes a spray of acid to streak out from the caster and strike a designated target. The blast never misses and does 9 hp dmg + 1d8+1 hp dmg/Water Magic skill level of the caster. A successful Luck roll reduces the damage by half (round down). Upon reaching Expertise in Water Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5.
Town Portal
Spell Points: 25
Range: 10 feet
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: Entire party
Luck roll: Special
This spell will transport the entire party within the range of the spell to the last town the party has visited with a town fountain the party has drunk from. The party will have to discover which towns have town fountains in them. The spell only works outdoors and not in combat. The chance to successfully teleport is 10% times the Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the caster can also cast the spell indoors or in combat. Mastery means the caster can choose the town with a town fountain to visit.
Ice Blast
Spell Points: 25
Range: 30 yds + 10 yds/Water Magic skill level of caster
Components: V, S
Duration: Until target struck or 1 round
Casting Time: 1 round
Area of Effect: 30 ft radius
Luck roll: Special
This spell will create a ball of ice that will shoot out from the caster in the direction the caster is facing and travel straight until it strikes a target or it reaches the maximum range. Upon striking a target or reaching maximum range the ice ball will explode sending 7 shards of ice in every compass point direction except directly back towards the caster. The ice shards will continue until the strike a target or reach their maximum range of 30 feet. If a shard strikes an object prior to reaching 30 feet it will ricochet until it reaches its full range. The ball itself and each shard will cause 12 hp dmg + 1-2 hp dmg/Water Magic skill level of the caster. A successful Luck roll will cause the ball to miss the intended target, and after the explosion, another successful Luck roll will reduce the damage by half (round down). Upon reaching Expertise in Water Magic, the Casting Time is reduced to 9. Mastery further reduces the Casting Time to 7.
Lloyd’s Beacon
Spell Points: 30
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Luck roll: None
The most powerful water spell, this spell lets the caster place a marker in the current location. This marker, invisible and undetectable, upon a subsequent casting of Lloyd’s Beacon will allow the caster and all party members to teleport to that location. The caster can set a marker within the same spell (although the spell must be cast each time a marker is to be set). The markers last for a total of 1 hour/Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the markers will last for 1 day/skill level of the caster and the caster can set up to 3 markers within the same spell. Mastery further increases the duration of the markers to 1 week/skill level of the caster and the caster can set up to 5 markers within the same spell.