School of Magic - Advanced Fundamentals: Difference between revisions

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(Created page with "The School of Fundamentals is the basic foundation of every wizard. == List of Spells == {| class="wikitable sortable" |+ !Grade !Name !Description !Casting time !Range !Duration !Focus !Voice !Meditate !Focusing !Heavy |- |0 |Icy touch |Deals 1d4 Ice Damage to the target and freezes it on hit with a Constitution 8 check. |Spell-Action |Touch |None |No |No |No |No |No |- |0 |Firebolt |Deals 1d8 Fire Damage to the target. |Spell-Action |10 Meter |None |Yes |Yes |No |No |...")
 
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The School of Fundamentals is the basic foundation of every wizard.
The School of Advanced Fundamentals is the extended base of every decent wizard.


== List of Spells ==
== List of Spells ==
Line 16: Line 16:
!Heavy
!Heavy
|-
|-
|0
|2
|Icy touch
|Lower Stasis
|Deals 1d4 Ice Damage to the target and freezes it on hit with a Constitution 8 check.
|Allows you to put a humanoid creature or small beast into stasis, causing them to not be able to act or move anymore unless they succeed a Wisdom 10 check. The creature's defensive value will be 1. The creature can use any Action to make another Wisdom check to see if it can free itself from the stasis (the DC will go down by 1 after each failed attempt). Another creature can use a Help-Action to put the target out of the stasis.
|Spell-Action
|Touch
|None
|No
|No
|No
|No
|No
|-
|0
|Firebolt
|Deals 1d8 Fire Damage to the target.
|Spell-Action
|Spell-Action
|10 Meter
|10 Meter
|None
|1 Minute
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|-
|0
|Thunder Shock
|Deals 1d4 Electric Damage to the target and every other creature other than yourself within 5 meters of the target that is wet or otherwise in contact with water.
|Spell-Action
|Touch
|None
|No
|No
|No
|No
|No
|-
|0
|Telepathy
|Send a message via thoughts to a creature within range. You must know exactly where that creature is currently. The receiving creature can answer with their thoughts once.
|Spell-Action / Bonus-Action
|100 Meter
|None
|No
|No
|No
|No
|No
|-
|1
|Identify
|Investigate a magical Item and learn all its properties.
|Spell-Action
|Touch
|None
|No
|No
|No
|Yes
|Yes
|No
|No
|Yes
|-
|-
|1
|2
|Magic Vision
|Mindreading
|You can see magic in the world. Objects or creatures that are infused with magic will have to clear blue glow to them for you.
|Allows you to read the mind of your target if you succeed a Magic check equal to the target's character level + 8.
|Spell-Action
|Spell-Action
|Self
|10 Meter
|10 Minutes
|1 Minute
|No
|No
|Yes
|Yes
|No
|No
|No
|No
|-
|1
|Translate
|Your target can now comprehend any language (except animal) it is spoken to with. It can be used on Animals; however, they will not be able to answer in an understandable language.
|Spell-Action
|Touch
|10 Minutes
|Yes
|Yes
|Yes
|No
|No
|No
|No
|-
|-
|1
|3
|Arcane staff
|Polymorph
|Imbues your weapon with arcane energy, allowing you to add your Magic Modifier to your next next attack with that weapon. Instantly gain an Attack-Action after using this spell. Damage dealt with this weapon will be of the Arcane type.
|Transforms the target into a harmless creature of your choice of small to medium size, unless it succeeds a Magic 10 check. The target can still act and attack with the skill set of the creature it is transformed into. If the target's hitpoints drop to zero it will return to its old form.
|Spell-Action
|Spell-Action
|Self
|10 Meter
|1 Turn
|Yes
|Yes
|No
|No
|No
|-
|1
|Arcane Protection
|Gain resistance to Arcane Damage. Additionally, your defensive value will increase by your Magic Modifier as long as you'r wearing cloth armor or less. This spell is not considered a shield for other shield spells.
|Spell-Action / Bonus-Action
|Self
|1 Hour
|Yes
|Yes
|Yes
|No
|No
|-
|1
|Swift Feet
|Increases the target's movement speed by 2 meters. You can upcast this spell to target one more creature per grade.
|Spell-Action
|20 Meter
|1 Minute
|1 Minute
|Yes
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|-
|1
|Jump
|Increases the target's maximum jump distance by 5 meters. You can upcast this spell to target one more creature per grade.
|Spell-Action
|20 Meter
|1 Minute
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|-
|-
|1
|3
|Feather Fall
|Memory Scratch
|The target will not take any falling damage and instead will float gently to the ground. You can upcast this spell to target one more creature per grade.
|Removes the last minute of the creature's memory unless it succeeds a Wisdom 10 check. Does not work if you are in active combat with the creature.
|Spell-Action
|Spell-Action
|100 Meter
|5 Meter
|10 Minutes
|None
|Yes
|Yes
|Yes
|Yes
|Yes
|No
|No
|-
|2
|Blink
|Teleports to an unoccupied space you can see.
|Spell-Action / Bonus-Action
|15 Meter
|None
|Yes
|No
|No
|No
|No
|No
|No
|No
|-
|-
|2
|6
|Orbs of Light
|Teleportation
|Summons 3 little orbs of light that illuminate the area around them. They can be freely moved independently from each other during your turn and have the same movement speed as you. They have 1 hitpoint and a defensive value of 2.
|You and a number of allies equal to your Magic Modifier can teleport to a place you have been to within the last week, regardless of range
|Spell-Action / Bonus-Action
|1 Hour
|20 Meter
|10 Minutes
|Yes
|Yes
|Yes
|No
|No
|-
|2
|Magic Lock
|Magically seals any lock or door. It can also open locks or doors sealed by this type of spell. When locking a seal, roll a d20 and add your Magic Modifier to set the DC of the lock. When someone other than yourself tries to open the lock, they must beat or meet the DC set when you locked the seal. You can upcast this spell to try to reroll the d20 by the number of grades this spell was upcasted with. The decision to upcast can be made after a roll is made.
|Spell-Action
|Touch
|Touch
|None
|None
|Yes
|Yes
|No
|No
|No
|No
|No
|-
|3
|Flight
|Grants the Ability to fly.
|Spell-Action
|20 Meter
|1 Minute
|Yes
|Yes
|Yes
|No
|No
|No
|No
|-
|3+
|Counterspell
|It allows you to counter any spell cast during your preparation phase. A spell of a higher grade must be countered by a Counterspell upcasted to meet the grade. The spellcaster countered will still have his resources deducted if his spell got countered.
|Preparation
|Self
|None
|Yes
|Yes
|Yes
|No
|No
|No
|-
|-
|3
|6
|Arcane Portals
|Greater Portal
|Place down two magic portals, one at your feet, the other at a place of your choice in range you can see. You and everyone you allow to can freely walk through the portals without using up movement.
|You can place one side of portal anywhere within your visible range. This portal will last 1 month and can be used by anyone you want to. The portal becomes usable once you use the spell again to place the second portal anywhere else in the world.
|Spell-Action
|1 Hour
|20 Meter
|20 Meter
|10 Minutes
|1 Month
|Yes
|Yes
|Yes
|Yes
|No
|No
|Yes
|No
|No
|-
|3
|Invisibility
|Makes a creature completely invisible to the naked eye. It can still be seen by Magic Vision. After the invisible creature takes an Attack- or Spell-Action, the Invisibility ends.
|Spell-Action
|20 Meter
|1 Minute
|Yes
|Yes
|Yes
|No
|No
|No
|}
|}
[[Category:Schools of Magic]]
[[Category:Schools of Magic]]
[[Category:Gameplay]]
[[Category:Gameplay]]

Revision as of 23:42, 28 March 2024

The School of Advanced Fundamentals is the extended base of every decent wizard.

List of Spells

Grade Name Description Casting time Range Duration Focus Voice Meditate Focusing Heavy
2 Lower Stasis Allows you to put a humanoid creature or small beast into stasis, causing them to not be able to act or move anymore unless they succeed a Wisdom 10 check. The creature's defensive value will be 1. The creature can use any Action to make another Wisdom check to see if it can free itself from the stasis (the DC will go down by 1 after each failed attempt). Another creature can use a Help-Action to put the target out of the stasis. Spell-Action 10 Meter 1 Minute Yes Yes No Yes No
2 Mindreading Allows you to read the mind of your target if you succeed a Magic check equal to the target's character level + 8. Spell-Action 10 Meter 1 Minute No No No No No
3 Polymorph Transforms the target into a harmless creature of your choice of small to medium size, unless it succeeds a Magic 10 check. The target can still act and attack with the skill set of the creature it is transformed into. If the target's hitpoints drop to zero it will return to its old form. Spell-Action 10 Meter 1 Minute Yes Yes No Yes No
3 Memory Scratch Removes the last minute of the creature's memory unless it succeeds a Wisdom 10 check. Does not work if you are in active combat with the creature. Spell-Action 5 Meter None Yes Yes No No No
6 Teleportation You and a number of allies equal to your Magic Modifier can teleport to a place you have been to within the last week, regardless of range 1 Hour Touch None No No Yes No Yes
6 Greater Portal You can place one side of portal anywhere within your visible range. This portal will last 1 month and can be used by anyone you want to. The portal becomes usable once you use the spell again to place the second portal anywhere else in the world. 1 Hour 20 Meter 1 Month Yes Yes No No Yes