School of Magic - Cryo: Difference between revisions

From Tael
Jump to navigation Jump to search
(Created page with "The School of Cryo focuses on the creation and manipulation of ice. It is mostly fueled by the power of Cyrill, the god of frost. == List of Spells == {| class="wikitable sortable" |+ !Grade !Name !Description !Casting time !Range !Duration !Focus !Voice !Meditate !Focusing !Heavy |- |0 |Firebolt |Deals 1d8 Fire Damage to the target. |Spell-Action |10 Meter |None |Yes |Yes |No |No |No |- |1 |Fireshield |Gain resistance to Fire Damage. Additionally, when taking physical...")
 
mNo edit summary
Line 17: Line 17:
|-
|-
|0
|0
|Firebolt
|Icy touch
|Deals 1d8 Fire Damage to the target.
|Deals 1d4 Ice Damage to the target and freezes it on hit with a Constitution 8 check.
|Spell-Action
|Spell-Action
|10 Meter
|Touch
|None
|None
|Yes
|No
|Yes
|No
|No
|No
|No
|No
Line 29: Line 29:
|-
|-
|1
|1
|Fireshield
|Iceshield
|Gain resistance to Fire Damage. Additionally, when taking physical melee damage, the attacker will take 1d4 Fire Damage. This will override any other existing Shield.
|Gain resistance to Ice Damage. Additionally, when taking physical melee damage, the attacker will be frozen with a Constitution 8 check. This will override any other existing Shield.
|Spell-Action
|Spell-Action
|Self
|Self
Line 41: Line 41:
|-
|-
|1
|1
|Fleeting Heat
|Cold Feet
|An enemy that moves out of your melee range will be burned with a Constitution 10 check.
|Forces a creature to walk on water by freezing any surface their feet touch. Creatures submerged in water will float to the surface. If the target is unwilling to have this effect applied to them, they must succeed in a Magic 10 check. If the creature does not have any feet it will instead affect any other area that the creature usually walks or rests on.
|Spell-Action
|Touch
|10 Minutes
|Yes
|Yes
|Yes
|No
|No
|-
|1
|Drain Bodytemperature
|Drains the body temperature of any creature that walks into your melee range. With a Constitution 12 Check, the spellcaster applies the freezing effect to the target. If the freezing effect is applied successfully, the spellcaster removes any freezing effect he is affected by.
|Preparation
|Preparation
|Self
|Touch
|None
|None
|No
|No
Line 53: Line 65:
|-
|-
|2
|2
|Magmabomb
|Icerock
|Hurls a burning rock at a target location. It will explode at the beginning of your next turn, dealing 2d4 Fire Damage to anyone within a 1 Meter radius of the rock. This damage can not be avoided by a defensive check.
|Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical striking damage afterwards.
|Bonus-Action
|Spell-Action / Bonus-Action
|10 Meter
|20 Meter
|1 Turn
|None
|Yes
|Yes
|Yes
|Yes
Line 65: Line 77:
|-
|-
|2
|2
|Ignite
|Icelance
|Deals 2d4 Fire Damage to the target. If hit, It will also burn the target for 3 turns with an Constitution 10 check.
|Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical piercing damage afterwards.
|Spell-Action
|Spell-Action / Bonus-Action
|10 Meter
|20 Meter
|3 Turns
|None
|Yes
|Yes
|No
|No
|No
|-
|2
|Iceblade
|Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical slicing damage afterwards.
|Spell-Action / Bonus-Action
|20 Meter
|None
|Yes
|Yes
|Yes
|Yes
Line 77: Line 101:
|-
|-
|3
|3
|Path of Fire
|Frozen Ground
|Place a field of burning ash in a 5 Meter cube for one minute. Every Meter walked through this area will deal 1d6 Fire Damage.
|Place a field of ice in a 5 Meter cube for one minute. Every Meter walked through this area must be followed by Agility 8 check or the creature will trip, ending his turn. A tripped character must spent his Preparation to get back up again.
|Spell-Action
|Spell-Action
|10 Meter
|20 Meter
|1 Minute
|1 Minute
|Yes
|Yes
Line 89: Line 113:
|-
|-
|4
|4
|Fireball
|Sharpened Frost
|Deals 4d6 Fire Damage to any creature in a 3-meter square around the impact spot.
|The number required to deal a critical hit is reduced by your General Skill Modifier. Scoring a critical hit while this spell is active will refresh the duration. Casting this spell will instantly grant another Spell-Action.
|Spell-Action
|Spell-Action
|10 Meter
|Self
|None
|1 Minute
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|Yes
|No
|No
|-
|-
Line 113: Line 137:
|-
|-
|6
|6
|Focus Heat
|Freezing Air
|Heats up a piece of metal like a weapon, armor, or locks. A weapon will potentially be dropped with a Constitution 12 check for 3  turns each turn, an Armor will potentially heat up to cause 4d6 Damage to the wearer for the next 3 turns with a Constitution 12 Check each turn. A lock will melt to the point of being unusable and open.
|Freezes the air in a 5-meter radius around the target. Characters inside the area will always be considered the first stage of the freezing effect. Additionally, when a character starts a turn inside this effect, walks into this effect or ends his turn inside the effect will take 3d6 Ice Damage, This damage will be halved and not apply the freezing effect if they succeed a Constitution 10 check..
|Spell-Action
|Spell-Action
|5 Meter
|20 Meter
|3 Turns
|1 Minute
|Yes
|Yes
|Yes
|Yes
|No
|No
|Yes
|Yes
|No
|Yes
|-
|-
|7
|7
|Flame Meteor
|Greater Iceshield
|Sends down a burning meteor on your foes. It will hit all creatures in 5 Meter square for 6d8 Fire Damage. Any creature hit will also burn for 3 turns with an Constitution 13 check.  
|Gain immunity to Ice Damage. Additionally, when taking physical melee damage, the attacker will be frozen with a Constitution 15 check. This will override any other existing Shield.  
|Spell-Action
|Spell-Action
|20 Meter
|Self
|3 Turns
|1 Minute
|Yes
|Yes
|Yes
|Yes
|No
|No
|Yes
|No
|No
|Yes
|-
|-
|8
|8
|Cynder's Inferno
|Cyrill's Dream of Winter
|Choose up to 3 + Magic-Modifier targets. It will deal 6d8 Fire Damage to every target and will apply burning and the Focus Heat effect to every target hit for 3 turns with a Constitution 10 check. On a successful resist check, the target will still burn for 3 turns.
|Applies the frozen solid effect to every enemy within a 20-meter cube with a Constitution 15 check.
|Spell-Action
|Spell-Action
|20 Meter
|20 Meter
|3 Turns
|None
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|No
|Yes
|No
|}
|}
[[Category:Schools of Magic]]
[[Category:Schools of Magic]]
[[Category:Gameplay]]
[[Category:Gameplay]]

Revision as of 01:24, 28 March 2024

The School of Cryo focuses on the creation and manipulation of ice. It is mostly fueled by the power of Cyrill, the god of frost.

List of Spells

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
1 Iceshield Gain resistance to Ice Damage. Additionally, when taking physical melee damage, the attacker will be frozen with a Constitution 8 check. This will override any other existing Shield. Spell-Action Self 1 Minute Yes Yes No No No
1 Cold Feet Forces a creature to walk on water by freezing any surface their feet touch. Creatures submerged in water will float to the surface. If the target is unwilling to have this effect applied to them, they must succeed in a Magic 10 check. If the creature does not have any feet it will instead affect any other area that the creature usually walks or rests on. Spell-Action Touch 10 Minutes Yes Yes Yes No No
1 Drain Bodytemperature Drains the body temperature of any creature that walks into your melee range. With a Constitution 12 Check, the spellcaster applies the freezing effect to the target. If the freezing effect is applied successfully, the spellcaster removes any freezing effect he is affected by. Preparation Touch None No No No No No
2 Icerock Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical striking damage afterwards. Spell-Action / Bonus-Action 20 Meter None Yes Yes No No No
2 Icelance Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical piercing damage afterwards. Spell-Action / Bonus-Action 20 Meter None Yes Yes No No No
2 Iceblade Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical slicing damage afterwards. Spell-Action / Bonus-Action 20 Meter None Yes Yes No No No
3 Frozen Ground Place a field of ice in a 5 Meter cube for one minute. Every Meter walked through this area must be followed by Agility 8 check or the creature will trip, ending his turn. A tripped character must spent his Preparation to get back up again. Spell-Action 20 Meter 1 Minute Yes Yes No Yes No
4 Sharpened Frost The number required to deal a critical hit is reduced by your General Skill Modifier. Scoring a critical hit while this spell is active will refresh the duration. Casting this spell will instantly grant another Spell-Action. Spell-Action Self 1 Minute Yes Yes No Yes No
5 Greater Fireshield Gain immunity to Fire Damage. Additionally, when taking physical melee damage, the attacker will take 1d6 Fire Damage. This will override any other existing Shield. Spell-Action Self 1 Minute Yes Yes No No No
6 Freezing Air Freezes the air in a 5-meter radius around the target. Characters inside the area will always be considered the first stage of the freezing effect. Additionally, when a character starts a turn inside this effect, walks into this effect or ends his turn inside the effect will take 3d6 Ice Damage, This damage will be halved and not apply the freezing effect if they succeed a Constitution 10 check.. Spell-Action 20 Meter 1 Minute Yes Yes No Yes Yes
7 Greater Iceshield Gain immunity to Ice Damage. Additionally, when taking physical melee damage, the attacker will be frozen with a Constitution 15 check. This will override any other existing Shield. Spell-Action Self 1 Minute Yes Yes No Yes No
8 Cyrill's Dream of Winter Applies the frozen solid effect to every enemy within a 20-meter cube with a Constitution 15 check. Spell-Action 20 Meter None Yes Yes No No No