Post by Master of Chance on Aug 11, 2005 23:03:44 GMT -5
For all casting- x= your magical prowness
basically,
x for sages =magic +knowledge,
x for godblessed and kindred =magic+(luck/2)
channel- allows familiar to cast spells you know for you. Counts as using them. lasts for encounter.
Familiar- can only have one at a time. Last till dead.
God Lists:
Hazengard- God of justice.
Level 1:
Sheild of Hazengard- +1 to toughness for encounter
Blessing of Hazengard- makes sword a +1 weapon for encounter
Level 2:
Punish- Target chaotic or evil creature takes x/4 damage.
Detect Lies- Can tell if target is lying in someway. This could discover a disguise.
Level 3:
Banish-Scares away target weaker evil creature
Purify- negates poison.
Level 4:
Holy Guard-everyone in party gets +2 toughness for encounter
Sword of Hazengard- summons a +5 holy sword to your hand lasts for encounter.
Level 5:
Lightning Field- Attacks all hostile creatures in 10 foot radius. They take 2x damage.
Army of Hazengard- a thousand troops march down from the sky, dealing x damage to all hostile creatures within 30 ft.
Gargeth- God of Strength.
Level 1:
Bear strength-+1 to toughness for encounter
Warcry- All party members get +2 power on next attack.
Level 2:
Bull strength- +2 to power for encounter.
Double Team- on next successful attack, familiar hits target also.
Level 3:
Sprout Needles-Grow Porcupine like needles all over. All melee attackers take 1 damage when attacking.
Floating pedestals-lifts small pieces of the ground
and bashes target with them. x/3 damage
Level 4:
Hammer of Gorgroth- summons a +5 holy hammer to your hand lasts for encounter.
Stone Sheild-protects target from next trap. Negates that standard trap.
Level 5:
Earthquake- All creatures within 10 ft take 2x+5 damage
Roar- All nearby party members let out a booming warcry. All party memebers get +x power for encounter. Must be done when charging into combat.
Vox- God of death.
Level 1:
Cloak of Vox- +1 to toughness for encounter
Luck of Vox- +1 to luck for encounter
Level 2:
Drain- take 2 hp from target. User gains 1 hp.
Wither-causes small plants and animals to weaken in your prescence for encounter.
Level 3:
Corrupt-target lawful or good creature takes x/3 damage
poison-poisons target, deals 1 damage per round until dispelled or they reach 1hp.
Terrify-scares away weaker good creature.
Level 4:
Vile Blades-everyone in party gets +2 power for encounter.
Escape Death- For 1 round, instead of dying, stays alive at 1 hp.
Level 5:
Army of Darkness-skeletons surround the area, dealing x damage to all hostile creatures within 30 ft.
Ressurect- can bring back dead character.
Rathmel- God of trickery.
Level 1:
Luck of Rathmel- +1 to luck for encounter
Speed of Rathmel- +1 to agility for encounter
Open lock-opens simple locks
Level 2:
Set trap- sets a small spell trap. can be set to any known spell. Counts as using that spell for the day.
Disguise- Can disguise itself as another race/class/creature. The more drastic the difference the more noticable the disguise is. Basicly its almost impossible for a figian to disguise itself as an elephant or something.
Level 3:
Razorwire- causes target to trip over razor wire. They take 2 damage. If they fall(balance check) they get an additional 3 damage and are immobilized for the rest of the round
Sap Stat- Target temp loses up to x/3 points of target stat(stat can't go past 0). Caster gains those points to that stat. Lasts for encounter.(for example: Sap Power. Caster steals up to x/3 power from target...etc...)
Level 4:
Sything Blades- sends out a furry of blades in staighth line. 10ft range. all creatures take x damage.
Knife of Rathmel- summons a +5 holy knife to your hand lasts for encounter.
Level 5:
Death Trap-Builds a superior trap. Can render a whole body
Rathmel's BackStab- Magical knife flys up behind target stabbing back. Deals 2x damage.
Corelina- Goddess of Magic.
Level 1:
Sheild of Corelina- +1 to toughness for encounter
Mark of Corelina- Creates small tattoo on skin. +1 magic for encounter.
Level 2:
Mystify-Bewilders target creature for one round. Magic vs wits.
Knockback-pushes target bak 2x ft with a puff of smoke.
Level 3:
Wall of mist-surrounds caster in mist, 50% chance miss. lasts for x rounds
Short teleport-teleports caster up to 5x ft. must be valid location
Level 4:
Staff of Corelina-summons a +5 holy staff to your hand lasts for encounter.
Magic sheild-blocks x magic damage
Level 5:
Fairy swarm- Army of fairys attacks all hostile creatures within 10 ft. Take 2x damage.
Mage Cannon- Caster launches itself at target within 10 ft. Target takes 3x damage. Caster is reduced to 1hp. All hostile creatures within 5 ft of the target take x damage. Basically the caster turns into a ball of magic and unloads upon the target in a big explosion.
basically,
x for sages =magic +knowledge,
x for godblessed and kindred =magic+(luck/2)
channel- allows familiar to cast spells you know for you. Counts as using them. lasts for encounter.
Familiar- can only have one at a time. Last till dead.
God Lists:
Hazengard- God of justice.
Level 1:
Sheild of Hazengard- +1 to toughness for encounter
Blessing of Hazengard- makes sword a +1 weapon for encounter
Level 2:
Punish- Target chaotic or evil creature takes x/4 damage.
Detect Lies- Can tell if target is lying in someway. This could discover a disguise.
Level 3:
Banish-Scares away target weaker evil creature
Purify- negates poison.
Level 4:
Holy Guard-everyone in party gets +2 toughness for encounter
Sword of Hazengard- summons a +5 holy sword to your hand lasts for encounter.
Level 5:
Lightning Field- Attacks all hostile creatures in 10 foot radius. They take 2x damage.
Army of Hazengard- a thousand troops march down from the sky, dealing x damage to all hostile creatures within 30 ft.
Gargeth- God of Strength.
Level 1:
Bear strength-+1 to toughness for encounter
Warcry- All party members get +2 power on next attack.
Level 2:
Bull strength- +2 to power for encounter.
Double Team- on next successful attack, familiar hits target also.
Level 3:
Sprout Needles-Grow Porcupine like needles all over. All melee attackers take 1 damage when attacking.
Floating pedestals-lifts small pieces of the ground
and bashes target with them. x/3 damage
Level 4:
Hammer of Gorgroth- summons a +5 holy hammer to your hand lasts for encounter.
Stone Sheild-protects target from next trap. Negates that standard trap.
Level 5:
Earthquake- All creatures within 10 ft take 2x+5 damage
Roar- All nearby party members let out a booming warcry. All party memebers get +x power for encounter. Must be done when charging into combat.
Vox- God of death.
Level 1:
Cloak of Vox- +1 to toughness for encounter
Luck of Vox- +1 to luck for encounter
Level 2:
Drain- take 2 hp from target. User gains 1 hp.
Wither-causes small plants and animals to weaken in your prescence for encounter.
Level 3:
Corrupt-target lawful or good creature takes x/3 damage
poison-poisons target, deals 1 damage per round until dispelled or they reach 1hp.
Terrify-scares away weaker good creature.
Level 4:
Vile Blades-everyone in party gets +2 power for encounter.
Escape Death- For 1 round, instead of dying, stays alive at 1 hp.
Level 5:
Army of Darkness-skeletons surround the area, dealing x damage to all hostile creatures within 30 ft.
Ressurect- can bring back dead character.
Rathmel- God of trickery.
Level 1:
Luck of Rathmel- +1 to luck for encounter
Speed of Rathmel- +1 to agility for encounter
Open lock-opens simple locks
Level 2:
Set trap- sets a small spell trap. can be set to any known spell. Counts as using that spell for the day.
Disguise- Can disguise itself as another race/class/creature. The more drastic the difference the more noticable the disguise is. Basicly its almost impossible for a figian to disguise itself as an elephant or something.
Level 3:
Razorwire- causes target to trip over razor wire. They take 2 damage. If they fall(balance check) they get an additional 3 damage and are immobilized for the rest of the round
Sap Stat- Target temp loses up to x/3 points of target stat(stat can't go past 0). Caster gains those points to that stat. Lasts for encounter.(for example: Sap Power. Caster steals up to x/3 power from target...etc...)
Level 4:
Sything Blades- sends out a furry of blades in staighth line. 10ft range. all creatures take x damage.
Knife of Rathmel- summons a +5 holy knife to your hand lasts for encounter.
Level 5:
Death Trap-Builds a superior trap. Can render a whole body
Rathmel's BackStab- Magical knife flys up behind target stabbing back. Deals 2x damage.
Corelina- Goddess of Magic.
Level 1:
Sheild of Corelina- +1 to toughness for encounter
Mark of Corelina- Creates small tattoo on skin. +1 magic for encounter.
Level 2:
Mystify-Bewilders target creature for one round. Magic vs wits.
Knockback-pushes target bak 2x ft with a puff of smoke.
Level 3:
Wall of mist-surrounds caster in mist, 50% chance miss. lasts for x rounds
Short teleport-teleports caster up to 5x ft. must be valid location
Level 4:
Staff of Corelina-summons a +5 holy staff to your hand lasts for encounter.
Magic sheild-blocks x magic damage
Level 5:
Fairy swarm- Army of fairys attacks all hostile creatures within 10 ft. Take 2x damage.
Mage Cannon- Caster launches itself at target within 10 ft. Target takes 3x damage. Caster is reduced to 1hp. All hostile creatures within 5 ft of the target take x damage. Basically the caster turns into a ball of magic and unloads upon the target in a big explosion.