School of Magic - Enchanting: 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 | The School of Enchanting focuses on enhancing the potential of your party's armory. | ||
== List of Spells == | == List of Spells == | ||
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!Focusing | !Focusing | ||
!Heavy | !Heavy | ||
|- | |- | ||
|1 | |1 | ||
|Arcane staff | |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. | |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, unless the weapon is already imbued by another element. | ||
|Spell-Action | |Spell-Action | ||
|Self | |Self | ||
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|No | |No | ||
|- | |- | ||
| | |2 | ||
| | |Imbue Elements | ||
| | |Temporarily imbues a weapon with either Ice, Fire or Electric Damage. The weapons damage will be converted to this type of Damage. | ||
|Spell-Action | |Spell-Action | ||
|20 Meter | |20 Meter | ||
|1 Minute | |1 Minute | ||
|Yes | |Yes | ||
|Yes | |Yes | ||
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|- | |- | ||
|2 | |2 | ||
| | |Drain Elements | ||
| | |When attacked with a non Physical Attack, reduce the Damage by 50% and imbue a weapon of your choice with the element drained. | ||
| | |Preparation | ||
| | |Self | ||
| | |1 Minute | ||
|Yes | |Yes | ||
|No | |No | ||
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|No | |No | ||
|- | |- | ||
| | |4 | ||
| | |Enhance Weapon | ||
| | |Enchant a Weapon or Armor permanently with a +1 enchantment. Requires a small amount of Taelit. Only one such enhancement can be present on any weapon or armor. | ||
|1 Hour | |||
| | |||
|Touch | |Touch | ||
| | |Permanent | ||
|Yes | |Yes | ||
|Yes | |Yes | ||
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|No | |No | ||
|- | |- | ||
| | |5 | ||
| | |Enchant Weapon | ||
| | |Enchant a Weapon permanently to add 1d4 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon. | ||
| | Nachkraut: Necrotic Damage | ||
| | Crimson Butterfly wings: Fire Damage | ||
| | Winterpine resin: Ice Damage | ||
Propellertoad tongue: Wind Damage | |||
Electric Eel slime: Electric Damage | |||
Pure Water: Water Damage | |||
Scarlet Water: Psychic Damage | |||
Lunar Stone: Lunar Damage | |||
Solar Stone: Solar Damage | |||
|1 Hoour | |||
|Touch | |||
|Permanent | |||
|Yes | |Yes | ||
|Yes | |Yes | ||
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|No | |No | ||
|- | |- | ||
| | |6 | ||
| | |Enhance Weapon + | ||
| | |Enchant a Weapon or Armor permanently with a +2 enchantment. Requires a good amount of Taelit. Only one such enhancement can be present on any weapon or armor. | ||
| | |1 Hoour | ||
| | |Touch | ||
| | |Permanent | ||
|Yes | |Yes | ||
|Yes | |Yes | ||
Line 244: | Line 97: | ||
|No | |No | ||
|- | |- | ||
| | |7 | ||
| | |Enchant Weapon + | ||
| | |Enchant a Weapon permanently to add 1d8 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon. | ||
Nachkraut: Necrotic Damage | |||
Crimson Butterfly wings: Fire Damage | |||
Winterpine resin: Ice Damage | |||
Propellertoad tongue: Wind Damage | |||
Electric Eel slime: Electric Damage | |||
Pure Water: Water Damage | |||
Scarlet Water: Psychic Damage | |||
Lunar Stone: Lunar Damage | |||
Solar Stone: Solar Damage | |||
|1 Hoour | |||
|Touch | |||
|Permanent | |||
| | |||
| | |||
| | |||
|Yes | |Yes | ||
|Yes | |Yes |
Revision as of 02:45, 29 March 2024
The School of Enchanting focuses on enhancing the potential of your party's armory.
List of Spells
Grade | Name | Description | Casting time | Range | Duration | Focus | Voice | Meditate | Focusing | Heavy |
---|---|---|---|---|---|---|---|---|---|---|
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, unless the weapon is already imbued by another element. | Spell-Action | Self | 1 Turn | Yes | Yes | No | No | No |
2 | Imbue Elements | Temporarily imbues a weapon with either Ice, Fire or Electric Damage. The weapons damage will be converted to this type of Damage. | Spell-Action | 20 Meter | 1 Minute | Yes | Yes | No | No | No |
2 | Drain Elements | When attacked with a non Physical Attack, reduce the Damage by 50% and imbue a weapon of your choice with the element drained. | Preparation | Self | 1 Minute | Yes | No | No | No | No |
4 | Enhance Weapon | Enchant a Weapon or Armor permanently with a +1 enchantment. Requires a small amount of Taelit. Only one such enhancement can be present on any weapon or armor. | 1 Hour | Touch | Permanent | Yes | Yes | No | No | No |
5 | Enchant Weapon | Enchant a Weapon permanently to add 1d4 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon.
Nachkraut: Necrotic Damage Crimson Butterfly wings: Fire Damage Winterpine resin: Ice Damage Propellertoad tongue: Wind Damage Electric Eel slime: Electric Damage Pure Water: Water Damage Scarlet Water: Psychic Damage Lunar Stone: Lunar Damage Solar Stone: Solar Damage |
1 Hoour | Touch | Permanent | Yes | Yes | No | No | No |
6 | Enhance Weapon + | Enchant a Weapon or Armor permanently with a +2 enchantment. Requires a good amount of Taelit. Only one such enhancement can be present on any weapon or armor. | 1 Hoour | Touch | Permanent | Yes | Yes | No | No | No |
7 | Enchant Weapon + | Enchant a Weapon permanently to add 1d8 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon.
Nachkraut: Necrotic Damage Crimson Butterfly wings: Fire Damage Winterpine resin: Ice Damage Propellertoad tongue: Wind Damage Electric Eel slime: Electric Damage Pure Water: Water Damage Scarlet Water: Psychic Damage Lunar Stone: Lunar Damage Solar Stone: Solar Damage |
1 Hoour | Touch | Permanent | Yes | Yes | No | No | No |