Enroth Rules: Earth Spells: Difference between revisions

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'''Luck roll:''' Special
'''Luck roll:''' Special


This spell creates a large boulder which is launched forward in the direction the caster is facing. It will continue to roll until it strikes a creature or after two rounds. It rolls at a speed of 200 feet per round. If it strikes a wall or solid object it will bounce as if it only weighed 5 pounds. The GM will apply common sense to determine direction. It CAN bounce back towards the caster. Upon striking a creature or after the 2 round time limit, the rock explodes in a 20 foot radius causing 1d8 hp dmg/Earth Magic skill level of the caster. A successful Luck roll when the rock is rolling will cause the rock to miss the target, as the rock explodes, another successful Luck roll reduces the damage by half. Upon reaching Expertise in Earth Magic the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5.
This spell creates a large boulder which is launched forward in the direction the caster is facing. It will continue to roll until it strikes a creature or after two rounds. It rolls at a speed of 200 feet per round. If it strikes a wall or solid object it will bounce as if it only weighed 5 pounds. The GM will apply common sense to determine direction. It CAN bounce back towards the caster. Upon striking a creature or after the 2 round time limit, the rock explodes in a 20 foot radius causing 1d8 hp dmg/Earth Magic skill level of the caster. A successful Luck roll when the rock is rolling will cause the rock to miss the target, as the rock explodes, another successful Luck roll reduces the damage by half (round down). Upon reaching Expertise in Earth Magic the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5.


==Turn to Stone==
==Turn to Stone==

Revision as of 16:30, 10 June 2009

Stun

Spell Points: 1
Range: 20 yds + 5 yds/Earth Magic skill lvl
Components: V, S
Duration: 1 round/4 Earth Magic skill lvls
Casting Time: 1
Area of Effect: 1 creature
Luck roll: Special

This spell stuns one opponent within the range of the spell for 1 round per 4 Earth Magic skill levels of the caster. This spell can be resisted by a Luck roll, with Constitution hit point bonuses applying. A stunned opponent has a -4 ‘to hit’ and damage penalty, and loses half of his/her attacks. Upon reaching Expertise in Earth Magic, the opponent's Luck roll is -1 and the opponent always attacks last. Mastery will give the opponent a -3 to Luck roll and the opponent loses all attacks, but may defend himself.

Magic Arrow

Spell Points: 2
Range: 100 yds + 20 yds/Earth Magic skill lvl
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Luck roll: None

This spell creates an arrow out of magical force. This spell caster must make a ‘to hit’ roll as a Knight equal to his/her Earth Magic skill lvl plus any bonuses from dexterity. If the arrow misses its target, the arrow vanishes. If the arrow strikes its target it causes 1-6 +2 hp damage. Only creatures immune to magic or a Protection from Magic spell can resist this spell. Upon reaching Expertise in Earth Magic, the cost of the spell drops to 1 SP and the Casting Time is reduced to 2. Mastery will make the spell free (0 SP) and further reduce the Casting Time to 1.

Protection from Magic

Spell Points: 3
Range: 10 ft radius
Components: V, S
Duration: 1 hour/Earth 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 damaging magic (not including Cold, Electricity, Fire, or Poison). The bonus received is a reduction in damage equal to a percentage of the caster's Earth Magic level times two subtracted from any damage received, rounded down with a minimum of 1 hp resisted (e.g., a 10 hp magical strike with 4% protection will provide 1 hp protection, while 20% protection will provide 2 hp protection). Upon reaching Expertise in Earth Magic the percentage is level times three. Mastery gives the party a bonus of percentage equal to level times four. A percentage greater than or equal to 100% does NOT necessarily mean the PC is immune to magic, since some monster’s power lowers the protection of the spell.

Deadly Swarm

Spell Points: 4
Range: 20 yds + 10 yds/Earth Magic skill lvl of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 target
Luck roll: None

This spell summons a swarm of biting, stinging insects to bedevil a single target. The swam never misses and does 5 hp + 1-3 hp dmg/Earth Magic skill lvl of the caster. Since the damage is physical, there is very little chance for resistance. Upon reaching Expertise in Earth Magic the Casting Time is reduced to 4. Mastery further reduces the Casting Time to 3.

Stone Skin

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

This spell increases the armor class of the affected target(s) by magically hardening their skin. The affected target(s) receive a +1 bonus to their Armor Class plus an additional +1/5 Earth Magic skill levels of the caster regardless of whether armor is worn or not. The duration of the spell is 1 hour + 5 minutes/Earth Magic skill levels of the caster. Upon reaching Expertise in Earth Magic, the spell affects the entire party. Mastery increases the duration of the spell to 1 hour + 15 minutes/Earth Magic skill level of the caster.

Blades

Spell Points: 8
Range: 40 yds + 10 yds/Earth Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One target
Luck roll: ½

This spell creates a razor thin circular saw blade to appear and speed quickly to a directed target. The ability to strike this target is equal to a Knight of the caster’s Earth Magic skill level multiplied by two. (i.e. A 6th level skill attacks as a 12th level Knight). If the blade strikes, it does 1d6-1 (min 1) damage/Earth Magic skill level of the caster. A successful Luck roll allows a partial dodge and only half damage (round down). Upon reaching Expertise in Earth Magic the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5.

Stone to Flesh

Spell Points: 10
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: One target
Luck roll: None

This spell removes the stoned condition from a target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The condition can be removed if cast within 3 minutes times the Earth Magic skill level of the caster. When the caster reaches Expertise in Earth Magic, the condition can be removed if cast within 1 hour times the Earth Magic skill level of the caster. Mastery allows the caster to remove the condition if cast within 1 day times the Earth Magic skill level of the caster.

Rock Blast

Spell Points: 15
Range: up to 400 feet
Components: V, S
Duration: Until it strikes creature or 2 rounds
Casting Time: 8
Area of Effect: 20 foot radius
Luck roll: Special

This spell creates a large boulder which is launched forward in the direction the caster is facing. It will continue to roll until it strikes a creature or after two rounds. It rolls at a speed of 200 feet per round. If it strikes a wall or solid object it will bounce as if it only weighed 5 pounds. The GM will apply common sense to determine direction. It CAN bounce back towards the caster. Upon striking a creature or after the 2 round time limit, the rock explodes in a 20 foot radius causing 1d8 hp dmg/Earth Magic skill level of the caster. A successful Luck roll when the rock is rolling will cause the rock to miss the target, as the rock explodes, another successful Luck roll reduces the damage by half (round down). Upon reaching Expertise in Earth Magic the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5.

Turn to Stone

Spell Points: 20
Range: 30 feet
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: One target
Luck roll: Yes

This spell will give the target the stoned condition. A successful Luck roll will prevent the change. The Stone condition makes one impervious to harm, including a fall from a height. The duration of this spell is 5 minutes/Earth Magic skill level of the caster. Upon reaching Expertise in Earth Magic the duration of the spell increases to 1 turn/Earth Magic skill level of the caster. Mastery further increases the duration of the spell to 2 turns/Earth Magic skill level of the caster.

Death Blossom

Spell Points: 25
Range: 50 yds + 10 yds/Earth Magic skill level (minimum 50 yds)
Components: V, S
Duration: Instantaneous
Casting Time: 10
Area of Effect: Special
Luck roll: ½

This spell causes a magical stone to be thrown into the air and land at a distance. Upon landing the stone explodes in a 40 foot radius. This spell cannot be cast indoors. The damage from this explosion is 20 hp dmg +1 hp dmg/Earth Magic skill level of the caster. Upon reaching Expertise in Earth Magic the explosion radius becomes 60 feet and the Casting Time is reduced to 8. Mastery further increases the explosion radius to 80 feet and reduces the Casting Time to 7. A successful Luck roll will reduce the damage to half.

Mass Distortion

Spell Points: 30
Range: 10 feet/level of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One target
Luck roll: Yes

This spell increases the weight of the target enormously for an instant, causing severe internal damage equal to 25% +2%/Earth Magic skill level of the caster of the target’s current hit points. For example, if the caster is at 15th level skill, the percentage is 55%. If a monster has 100 hit points left, the creature loses 55 hit points. A successful Luck roll resists the initial 25% of the spell’s effects only doing the Earth Magic skill effects. Upon reaching Expertise in Earth Magic the Casting Time is reduced to 10. Mastery further reduces the casting time to 8.