Enroth Rules: Air Spells

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Revision as of 15:47, 10 June 2009 by imported>Rgulizia (→‎Lightning Bolt)
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Wizard Eye

Spell Points: 1
Range: 0
Components: V, S
Duration: 1 hour/Air Magic skill lvl
Casting Time: 1
Area of Effect: Outdoors: 5 mile radius, Indoors: 100 yd radius
Luck roll: N/A

This spell reveals the locations of monsters and PC/NPC’s within the radius of the spell. It does NOT tell what kind of monsters or people, just numbers and location. It also reveals undead and freshly killed corpses. Opponents appear in red, civilians and non-combatants appear in green, and corpses appear in yellow in the spellcaster’s mind. It will NOT reveal who or what kind of creatures are located, nor will it reveal anything in areas not yet seen by the caster. Expertise in Air Magic will also reveal treasure, both lying around and in hidden locations. Treasure comes up in blue. Upon reaching Mastery the spell will further reveal “points of interest”.

Static Charge

Spell Points: 2
Range: 10 ft + 2 ft/Air Magic skill lvl
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Luck roll: None

This spell creates a spark of electricity to jump from the caster’s hands to a target creature within the range of this spell. The spell automatically hits and does 1d6-1 (min 1) hp of dmg. The spell causes no damage to creatures immune to normal or magical electricity. Expertise in Air Magic will reduce the cost of the spell to 1 Spell Point and lower the Casting Time to 2. Upon reaching Mastery there is no cost for casting the spell and the Casting Time reduces to 1.

Protection from Electricity

Spell Points: 3
Range: 10 ft radius
Components: V, S
Duration: 1 hour/Air Magic skill level
Casting Time: 4
Area of Effect: Entire party
Luck roll: None

This spell affects all party members and increases their ability to resist electricity. The bonus received is a percentage equal to the caster’s Air Magic skill level times two subtracted from any damage received, rounded down with a minimum of 1 hp resisted (e.g., a 10 hp electrical strike with 4% protection will provide 1 hp protection, while 20% protection will provide 2 hp protection). Expertise in Air Magic will increase the percentage protected to level times three. At Mastery the percentage is level times four. A percentage greater than or equal to 100% does NOT necessarily mean the PC is immune to electricity, since some monster’s power lowers the protection of the spell.

Sparks

Spell Points: 4
Range: From the caster
Components: V, S
Duration: 1 round
Casting Time: 6
Area of Effect: Until a target is struck or the duration is over.
Luck roll: Yes/special

This spell creates 3 small balls of lightning that bounce around until they hit something or dissipate. The balls emanate from the direction the caster is facing in an 90 degree arc (One to the diagonal left, one straight, and one diagonal right). The speed at which they move will allow the balls to travel up to 40 feet. The balls travel a would a rolling ball but never back towards the caster unless the caster moves. The GM will use the environment and common sense to coordinate movement. The balls can hit fellow party members. When a ball comes within 1 foot of a target it will explode for 2 + 1/Air Magic skill lvl electricity damage. A Luck roll can be made for EACH ball that comes too close. A successful Luck roll means it continues on. If the spark strikes a target the only protection is from a Protection from Electricity Spell. Expertise in Air Magic will allow the caster to create 5 balls and reduce the Casting Time to 4. Mastery will allow the caster to create 7 balls and further reduce the Casting Time to 3.

Feather Fall

Spell Points: 5
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Entire party
Luck roll: None

This spell slows the speed of a fall such that the party receives no damage upon landing. The spell lasts 5 minutes/Air Magic skill level of the caster. When the caster reaches Expertise in Air Magic, the duration is 1 turn/Air Magic skill level of the caster. When the caster reaches Mastery, the duration is 1 hour/Air Magic skill level of the caster.

Shield

Spell Points: 8
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One target or entire party
Luck roll: None

This spell slows all missile attacks and cuts their potential damage to half (round down). This spell does NOT protect against melee attacks or spells. The spell reduces the damage of the missile only if the missile strikes one of the protected party members. The duration of the spell is 1 hour + 5 minutes/Air Magic skill level of the caster. When the caster reaches Expertise in Air Magic, the spell affects the entire party. Upon reaching Mastery the spell’s duration increases to 1 hour + 15 minutes/Air Magic skill level of the caster.

Lightning Bolt

Spell Points: 10
Range: 40 yds + 10 yds/Air Magic skill level of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: One target
Luck roll: ½

This spell causes a lightning bolt to shoot from the caster’s hands to a single target. It always strikes and does 1d8 hp dmg/Air Magic skill level of the caster. A successful Luck roll reduces the damage by half (round down). Expertise in Air Magic reduces the Casting Time to 5, and Mastery further reduces the Casting Time to 3.

Jump

Spell Points: 15
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 10
Area of Effect: 10 foot radius
Luck roll: None

This spell launches the caster and all allies in the area of effect at a 45 degree angle in the direction the caster is facing. The spell will not cause any harm from striking a ceiling too quickly or flying back to the ground. The jump is 60 feet long and at its apex is 30 feet high. Expertise in Air Magic reduces the Casting Time to 8, and Mastery further reduces the Casting Time to 5.

Implosion

Spell Points: 20
Range: 50 yds + 10 yds/Air Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 10
Area of Effect: One target
Luck roll: ½

This spell destroys all the air around the target. This creates a thunderclap as a tremendous rush of air fills the gap. This causes 10 hp dmg + 1d10 hp dmg/Air Magic skill level of the caster. A successful Luck roll reduces the damage by half. Expertise in Air Magic reduces the Casting Time to 8, and Mastery further reduces the Casting Time to 5.

Fly

Spell Points: 25
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 8
Area of Effect: Entire party
Luck roll: None

This spell only works outdoors and gives the entire party the power of flight at a movement rate of 24”. For every five rounds of flight the caster is drained an additional 1 SP (like the 3rd level spell Water Walk). The duration of this spell is 5 minutes/Air Magic skill level of the caster. Expertise in Air Magic will increase the duration of the spell to 1 turn/Air Magic skill level of the caster. Mastery will further increase the duration of the spell to 1 hour/Air Magic skill level of the caster. The spell will suddenly end, so the caster should note the time remaining before attempting a long or high flight.

Starburst

Spell Points: 30
Range: 70 yds + 10 yds/Air Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 20 foot radius
Luck roll: ½

The most powerful air spell, this spell only works outdoors and summons 8 stars from the heavens down upon the target and a 20 foot radius around it. Each star does 20 hp dmg + 1 hp dmg/Air Magic skill level of the caster. Targets within the area of effect will be struck by 1d6 stars. When the caster reaches Expertise in Air Magic, the number of summoned stars increase to 12, targets in the area will be struck by 1d8+1 stars, and the Casting time is reduced to 10. Mastery will further increase the number of stars 16, targets in the area will be struck by 1d12 stars, and the Casting Time is further reduced to 7. A successful Luck roll for each star reduces the damage by half for that star.