School of Magic - Fundamentals: Difference between revisions

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(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 |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...")
 
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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.
The School of Fundamentals is the basic foundation of every wizard.


== List of Spells ==
== List of Spells ==
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|No
|No
|-
|-
|1
|0
|Iceshield
|Firebolt
|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.
|Deals 1d8 Fire Damage to the target.
|Spell-Action
|Spell-Action
|Self
|10 Meter
|1 Minute
|None
|Yes
|Yes
|Yes
|Yes
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|No
|No
|-
|-
|1
|0
|Cold Feet
|Static Shock
|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.
|Deals 1d4 Electric Damage to the target, also hits every other creature within 5 meters of the target that is wet or otherwise in contact with water.
|Spell-Action
|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
|Touch
|None
|None
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|No
|No
|-
|-
|2
|1
|Icerock
|Arcane staff
|Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical striking damage afterwards.
|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.
|Spell-Action / Bonus-Action
|Spell-Action
|20 Meter
|Self
|None
|1 Turn
|Yes
|Yes
|Yes
|Yes
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|No
|No
|-
|-
|2
|1
|Icelance
|Swift Feet
|Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical piercing damage afterwards.
|Increases the target's movement speed by 2 meters. You can upcast this spell to target one more creature per grade.
|Spell-Action / Bonus-Action
|Spell-Action
|20 Meter
|20 Meter
|None
|1 Minute
|Yes
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|No
|No
|-
|-
|2
|1
|Iceblade
|Jump
|Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical slicing damage afterwards.
|Increases the target's maximum jump distance by 5 meters. You can upcast this spell to target one more creature per grade.
|Spell-Action / Bonus-Action
|Spell-Action
|20 Meter
|20 Meter
|None
|1 Minute
|Yes
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|No
|No
|-
|-
|3
|1
|Frozen Ground
|Feather Fall
|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.
|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.
|Spell-Action
|Spell-Action
|20 Meter
|100 Meter
|1 Minute
|10 Minutes
|Yes
|Yes
|Yes
|Yes
|Yes
|No
|No
|Yes
|No
|No
|-
|-
|4
|2
|Sharpened Frost
|Blink
|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.
|Teleports to an unoccupied space you can see.
|Spell-Action
|Spell-Action / Bonus-Action
|Self
|15 Meter
|1 Minute
|None
|Yes
|Yes
|Yes
|No
|No
|Yes
|No
|No
|No
|No
|-
|-
|5
|2
|Greater Fireshield
|Magic Lock
|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.
|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
|Spell-Action
|Self
|Touch
|1 Minute
|None
|Yes
|Yes
|Yes
|Yes
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|No
|No
|-
|-
|6
|3
|Freezing Air
|Flight
|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..
|Grants the Ability to fly.
|Spell-Action
|Spell-Action
|20 Meter
|20 Meter
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|Yes
|Yes
|No
|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
|No
|Yes
|No
|No
|-
|-
|8
|3
|Cyrill's Dream of Winter
|Arcane Portals
|Applies the frozen solid effect to every enemy within a 20-meter cube with a Constitution 15 check.
|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.
|Spell-Action
|Spell-Action
|20 Meter
|20 Meter
|None
|10 Minutes
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|Yes
|No
|No
|}
|}
[[Category:Schools of Magic]]
[[Category:Schools of Magic]]
[[Category:Gameplay]]
[[Category:Gameplay]]

Revision as of 20:49, 28 March 2024

The School of Fundamentals is the basic foundation of every wizard.

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
0 Firebolt Deals 1d8 Fire Damage to the target. Spell-Action 10 Meter None Yes Yes No No No
0 Static Shock Deals 1d4 Electric Damage to the target, also hits every other creature within 5 meters of the target that is wet or otherwise in contact with water. Spell-Action Touch None No No No No No
1 Arcane staff 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. Spell-Action Self 1 Turn Yes Yes No 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 Yes Yes Yes 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 No No
1 Feather Fall 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. Spell-Action 100 Meter 10 Minutes 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
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 None Yes Yes No No No
3 Flight Grants the Ability to fly. Spell-Action 20 Meter 1 Minute Yes Yes No No No
3 Arcane Portals 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. Spell-Action 20 Meter 10 Minutes Yes Yes No Yes No