School of Magic - Advanced Fundamentals: Difference between revisions
Jump to navigation
Jump to search
(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 |...") |
mNo edit summary |
||
Line 1: | Line 1: | ||
The School of Fundamentals is the | 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 | ||
|- | |- | ||
| | |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 | |Spell-Action | ||
|10 Meter | |10 Meter | ||
| | |1 Minute | ||
|Yes | |Yes | ||
|Yes | |Yes | ||
|No | |No | ||
|Yes | |Yes | ||
|No | |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 | |Spell-Action | ||
| | |10 Meter | ||
| | |1 Minute | ||
|No | |No | ||
|No | |No | ||
|No | |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 | |Spell-Action | ||
| | |10 Meter | ||
|1 Minute | |1 Minute | ||
|Yes | |Yes | ||
|Yes | |Yes | ||
|No | |No | ||
|Yes | |Yes | ||
|No | |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 | |Spell-Action | ||
| | |5 Meter | ||
| | |None | ||
|Yes | |Yes | ||
|Yes | |Yes | ||
|No | |No | ||
|No | |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 | |Touch | ||
|None | |None | ||
|No | |No | ||
|No | |No | ||
|Yes | |Yes | ||
|No | |No | ||
|Yes | |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 | |20 Meter | ||
| | |1 Month | ||
|Yes | |Yes | ||
|Yes | |Yes | ||
|No | |No | ||
|No | |No | ||
|Yes | |Yes | ||
|} | |} | ||
[[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 |