School of Magic - Volt: 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 Volt focuses on the creation and manipulation of Electricity and static charge. It is mostly fueled by the power of Voltair, the god of electricity.


== List of Spells ==
== List of Spells ==
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|-
|-
|0
|0
|Icy touch
|Thunder Shock
|Deals 1d4 Ice Damage to the target and freezes it on hit with a Constitution 8 check.
|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
|Spell-Action
|Touch
|Touch
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|-
|-
|1
|1
|Iceshield
|Lightning Bolt
|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 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
|Spell-Action
|Self
|10 Meter
|1 Minute
|None
|Yes
|Yes
|Yes
|Yes
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|-
|-
|1
|1
|Cold Feet
|Cloud Armor
|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.
|Gain resistance to Electric Damage. Additionally, everyone in your melee range will be considered wet. This will override any other existing Shield.
|Spell-Action
|Spell-Action
|Touch
|Touch
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|No
|No
|-
|-
|1
|2
|Drain Bodytemperature
|Static Shock
|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.
|Characters that move into or out of your melee range must make an Constitution 8 check or be knocked back 2 meters and fall prone. Characters will have to use all of their remaining movement to stand up again.
|Preparation
|Preparation
|Touch
|Touch
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|No
|No
|-
|-
|2
|3
|Icerock
|Thunder Strike
|Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical striking damage afterwards.
|Deals 2d8 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. The main target must succeed a Constitution 10 check or become paralyzed for 1 turn
|Spell-Action / Bonus-Action
|Spell-Action
|20 Meter
|20 Meter
|None
|1 Turn
|Yes
|Yes
|Yes
|Yes
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|No
|No
|-
|-
|2
|4
|Icelance
|Thunder Dome
|Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical piercing damage afterwards.
|Cast down a lightning cloud in a 5-meter square area. Anyone within the area must succeed a Constitution 12 check or become paralyzed for 1 turn.
|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
|Spell-Action
|20 Meter
|20 Meter
|1 Minute
|1 Turn
|Yes
|Yes
|Yes
|Yes
|No
|No
|Yes
|No
|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
|No
|-
|-
|5
|5
|Wall of Ice
|Shock Grenade
|Raises a 1-meter thick wall of ice of up to 15 meter in length for 10 turns. Any character standing in the line when the wall is created will be knocked away from the caster with a Dodging 10 check. If they instead beat a Dodging 20 check they can choose the direction they want to go. If they fail the Dodging 10 check, they instead will take 3d6 Ice Damage, but will not create an Ice wall in their spot. Each instance of the wall has 150 hitpoints, immunity to Ice Damage, Weakness to Fire Damage and is considered an unclimbable wall.
|Lobs a solid spark of lightning at a target location you can see. It will explode once instantly, and again one turn later. When it explodes, every creature in a 5-meter radius will take 3d6 Electric Damage and must succeed a Agility 10 check or become dizzy and blinded for 1 turn.
|Spell-Action
|Spell-Action
|20 Meter
|20 Meter
|1 Minute
|1 Turn
|Yes
|Yes
|Yes
|Yes
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|-
|-
|6
|6
|Freezing Air
|Conduit
|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..
|Target two characters within 5 meters of each other and connect them with a magical conduit. Every time one of them takes Electric Damage, the connected character will take the same amount of damage as well. The connection can stretch up to 50 meters, at which point it will snap and deal 3d10 Electric Damage to both characters.
|Spell-Action
|Spell-Action
|20 Meter
|20 Meter
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|No
|No
|Yes
|Yes
|Yes
|No
|-
|-
|7
|7
|Greater Iceshield
|Lightning Storm
|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.
|Places a lightning cloud over 10-meter square area. It will continously rain in this area, making every character inside wet. Additionally, at the beginning of your turn, lightning will strike every creature inside for 3d10 Electric Damage. This damage will not transfer over to nearby wet creatures!
|Spell-Action
|Spell-Action
|Self
|Self
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|No
|No
|Yes
|Yes
|No
|Yes
|-
|-
|8
|8
|Cyrill's Dream of Winter
|Overload
|Applies the frozen solid effect to every enemy within a 20-meter cube with a Constitution 15 check.
|Deals 5d10 Electric Damage to a 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
|Spell-Action
|20 Meter
|20 Meter
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|No
|No
|No
|No
|No
|Yes
|}
|}
[[Category:Schools of Magic]]
[[Category:Schools of Magic]]
[[Category:Gameplay]]
[[Category:Gameplay]]

Revision as of 21:51, 28 March 2024

The School of Volt focuses on the creation and manipulation of Electricity and static charge. It is mostly fueled by the power of Voltair, the god of electricity.

List of Spells

Grade Name Description Casting time Range Duration Focus Voice Meditate Focusing Heavy
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
1 Lightning Bolt Deals 1d8 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 10 Meter None Yes Yes No No No
1 Cloud Armor Gain resistance to Electric Damage. Additionally, everyone in your melee range will be considered wet. This will override any other existing Shield. Spell-Action Touch 10 Minutes Yes Yes Yes No No
2 Static Shock Characters that move into or out of your melee range must make an Constitution 8 check or be knocked back 2 meters and fall prone. Characters will have to use all of their remaining movement to stand up again. Preparation Touch None No No No No No
3 Thunder Strike Deals 2d8 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. The main target must succeed a Constitution 10 check or become paralyzed for 1 turn Spell-Action 20 Meter 1 Turn Yes Yes No No No
4 Thunder Dome Cast down a lightning cloud in a 5-meter square area. Anyone within the area must succeed a Constitution 12 check or become paralyzed for 1 turn. Spell-Action 20 Meter 1 Turn Yes Yes No No No
5 Shock Grenade Lobs a solid spark of lightning at a target location you can see. It will explode once instantly, and again one turn later. When it explodes, every creature in a 5-meter radius will take 3d6 Electric Damage and must succeed a Agility 10 check or become dizzy and blinded for 1 turn. Spell-Action 20 Meter 1 Turn Yes Yes No No No
6 Conduit Target two characters within 5 meters of each other and connect them with a magical conduit. Every time one of them takes Electric Damage, the connected character will take the same amount of damage as well. The connection can stretch up to 50 meters, at which point it will snap and deal 3d10 Electric Damage to both characters. Spell-Action 20 Meter 1 Minute Yes Yes No Yes No
7 Lightning Storm Places a lightning cloud over 10-meter square area. It will continously rain in this area, making every character inside wet. Additionally, at the beginning of your turn, lightning will strike every creature inside for 3d10 Electric Damage. This damage will not transfer over to nearby wet creatures! Spell-Action Self 1 Minute Yes Yes No Yes Yes
8 Overload Deals 5d10 Electric Damage to a 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 20 Meter None Yes Yes No No Yes