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Author Topic: Mythruna RP Spells and magic  (Read 4317 times)
Rayblon
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« on: April 07, 2015, 10:07:37 AM »

This is a repository for spells that have been created. This will be updated periodically as new spells are created, so as to make it easier for the GM to calculate magic damage.

All spells are the result of manipulation or synthesis of base elemental energies. Each elemental energy has 2 specific attribute sets(primary and secondary) that denote unique behavior and different applications. Except when an inert medium must be used on an element, both elements in a spell will contribute to the damage total. The elements and their respective attributes are as follows:

Heat
Primary:
- Low enthal,
- AoE or weak direct
- 15% additional accuracy against aerial targets.
Secondary:
- High cloth and leather armor degredation,
- %50 chance to inflict punished
   - 20% chance to remove bleeding debuffs as well.
- Crits have a %50 chance to inflict inferno, frenzy, and immolated(only with light armor) debuffs.
- Repeated fire attacks may inflict heat shock; Metal armor users are significantly more vulnerable to heat shock.

Cold
Primary:
- Enthal neutral
- AoE or direct
- 15% penalty to accuracy against aerial targets.
- Decreased cost for long-duration spells.
Secondary:
- Increases durability damage to metal armor from future physical attacks.
- Ineffective against leather or furs.
- Has a base %50 chance to inflict shiver or enfeeble.
  - Has a %20 chance to inflict frostbite instead.
- Crits can inflict deliria, hoarfrost, or cold shock.
- Repeated cold attacks will inflict hypothermic.

Light
Primary:
- High enthal
- Light speed!
- Weak AoE or direct
- ineffective against high quality metal armor
- Polished armor will reflect your attack back into your face, fun!
Secondary:
- Extremely low armor penetration aside from cloth armor.
- Has a %50 chance to inflict blinded by light
  - Has a %20 chance to inflict mark of judgement as well.
- Crits can inflict bleeding, punished, or very rarely, a long-burning debuff called bloodlit.

Dark
Primary:
- Medium Enthal
- Very slow
- AoE or weak direct
- 15% debuff bonus against plate armor and leather armor
- Weak against chain armor and cloth.
Secondary:
- Has a %50 chance to inflict veil
  - Has a %20 chance to inflict silence for a turn as well.
- Crits have a chance to inflict horror, shade entropy, or very rarely, a devastating debuff called seethe.

Electricity
Primary:
- High enthal
- Extremely fast
- Small AoE or strong direct
- Extended casting costs more
- %100 accuracy against metal armor
- 30% decrease in damage/debuff likelihood when cast against metal armor(unless heat energy is the secondary).
- Base %25 chance for direct attacks to hit a second opponent for half damage, %40 if there is a metal armored opponent nearby. Reroll after every success for additional hits. If all other targets are enfeebled from electricity, the roll automatically fails.
Secondary:
- Has a %50 chance to inflict enfeeble
  - Has a %20 chance to inflict stun instead
- There is a %5 chance for it to give the target the bloodsurge status effect.
- Crits can inflict cripple or both the immolated and doom debuffs.

Gravity
Primary:
- High enthal(Enthal-neutral effectiveness)
- Medium-high speed
- AoE or direct
- Solid as direct attack; deals half its damage in blunt damage
Secondary:
- %50 chance to inflict disbalance
  - %20 chance to inflict singularity instead
- Crits can inflict cripple, enfeeble, and void entropy, or very rarely cause a nova that deals devastating AoE damage, as well as inflicting immolate, horror, silence, cripple, and enfeeble.

Life
Primary:
- Enthal neutral
- Medium speed
- Moves as directed by the user.
- Melding merges life energy's easy control with whatever the second element is.
Secondary:
- Heals target and adds to reserve energy.
- %50 chance to cleanse one debuff
- %2 chance for a healing nova to occur, giving nearby targets the regeneration buff and cleansing all debuffs.

Spirit
A mysterious energy whose nature is unknown, and whose very existence is questioned... Attempting to channel this energy can have unpredictable effects, and masters of spirit energy are rare.

Nova

A notation for spells using all of the elemental energies in tandem. No living nova users exist, but several magic creatures and artifacts exist that can use it.

- 50% chance of inflicting essence rot
- 25% of inflicting any elemental debuff with odds of 20%-50%. Reroll after every successful roll for another proc or until a pre-existing debuff is rolled.
- 5% chance to disintegrate the opponent into ambient life energy. (100+health on hit+Energy*SQRT(MGSENSE)) where energy is the opponent's excess life energy and MGSENSE is their magic sense level.

The format is as follows:
SPELL
ENTH
ELE1 ELE2 (IM?)
LVL1 LVL2
ATT1 ATT2

SPELL= Spell name. Normally an intuitive description like "frostblaze".
ENTH= Optimal enthal rating. Low enthal spells are AoEs, and high enthal spells are normally targetted. Using high enthal elements for AoEs reduces their effectiveness.
ELE= Element. 2 elements decreases damage by %20.
IM= Inert Medium. Only needed if the spell you are casting would destroy itself without a neutralizing agent. Signifies a %33 usage penalty, instead of 20%.
LVL= Minimum ELE stat needed to cast. BOTH minimums must be met or the spell WILL explode in your face. Chance of failure  at minimum level is 25% and decreases by 5% per level. The minimum chance of failure is 1%.
ATT= Attribute. When combining elements, only one element will display its' primary attributes. The other one must display its' secondary attributes.
« Last Edit: September 14, 2016, 03:59:00 PM by Rayblon » Logged

Rayblon
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« Reply #1 on: August 02, 2015, 03:43:22 AM »

Causality Barrier
Enth: ∞
Element: Anti-Nova
Lvl: ∞
Attribute: Negation

The ultimate shield, or god armor; also known as negation fields by more scholarly sources. These distortions in reality manifest themselves as transparent, isometric plates; more sides signifying stronger negation. Causality barriers negate all energy they come in contact with except natural sunlight, and are able to completely negate forces acting on them. A mace that strikes a causality barrier, for instance, will become stuck in place until the barrier moves or the barrier is destroyed. While extremely powerful, it can only be cast using artifacts and by gods. They self destruct on contact with immolative causalities.

Immolative Causality
Enth: ∞
Element: Nova
Lvl: ∞
Attribute: Propagation

Isometric plates that inflict all manner of energetic and physical forces on whatever they touch. They can pass through most solids and self destruct when they touch a causality barrier. They cannot be blocked, but they are difficult to turn when being manipulated, tending to move in straight lines. The immolative causalities briefly create afterimages that can harm enemies slightly.
« Last Edit: November 17, 2016, 11:18:04 AM by Rayblon » Logged

Rayblon
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« Reply #2 on: August 02, 2015, 03:44:27 AM »

Post reserved for even more spells. (Dear god I hope this never needs to be used)
« Last Edit: August 02, 2015, 03:50:54 AM by Rayblon » Logged

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