School of Magic - Chaos: Difference between revisions

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(Created page with "The School of Fire focuses on the creation and manipulation of the flames. It is mostly fueled by the power of Cynder, the god of flames. == 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 p...")
 
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The School of Fire focuses on the creation and manipulation of the flames. It is mostly fueled by the power of Cynder, the god of flames.
The School of Chaos consists of magic resulting in usually uncontrollable outcomes.


== List of Spells ==
== List of Spells ==
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!Heavy
!Heavy
|-
|-
|0
|3
|Firebolt
|Wild Transport
|Deals 1d8 Fire Damage to the target.
|Temporarily teleports the target to a random location in the world. The target will automatically return at the end of your next turn. The target location is decided by a d20 role:
 
* 1-5: A random wheat field anywhere in the world. (Safe)
* 6-9: Somewhere in the Miku Woods. (Potential Assault by Voidtouched Creatures)
* 10-13: On the crackling Mountains. (Potential Lightning Damage from random Lightning Strikes)
* 14-17: In the middle of the Frozen Deadlands. (Guaranteed Ice Damage from freezing + freezing status effect)
* 18-19: Above the volcanos of the Molten Rocks. They will be located high in the sky falling towards the lava, but will be high enough to be teleported back before any impact. (returns panicked for 2 Turns unless Featherfall was casted or they succeed a Wisdom 20 check)
* 20: The middle of the Silent Ocean. will return instantly, but becomes horrified for 3 Turns, which can not be avoided.
 
 
Upcasting this spell as a grade 4 spell allows you to roll twice and choose the result you prefer.
|Spell-Action
|Spell-Action
|10 Meter
|20 Meter
|None
|Mixed
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|No
|No
|-
|1
|Fireshield
|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.
|Spell-Action
|Self
|1 Minute
|Yes
|Yes
|Yes
|No
|No
|No
|-
|-
|1
|0
|Fleeting Heat
|Chaos Touch
|An enemy that moves out of your melee range will be burned with a Constitution 10 check.
|The target becomes afflicted with a random psychological status effect for one turn decided by a d8 unless they succeed a Willpower 10 check:
|Preparation
 
|Self
* 1: Horrified
|None
* 2: Charmed
|No
* 3: Raging
|No
* 4: Distracted
|No
* 5: Mindless
|No
* 6: Taunted
|No
* 7: Panicked
|-
* 8: You can choose any of the status effects above.
|2
|Spell-Action / Bonus-Action
|Magmabomb
|Touch
|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.
|Bonus-Action
|10 Meter
|1 Turn
|1 Turn
|Yes
|Yes
|No
|No
|No
|No
|-
|2
|Ignite
|Deals 2d4 Fire Damage to the target. If hit, It will also burn the target for 3 turns with an Constitution 10 check.
|Spell-Action
|10 Meter
|3 Turns
|Yes
|Yes
|Yes
|No
|No
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|No
|No
|-
|-
|3
|5
|Path of Fire
|Desintegrate
|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.
|Pulverizes a target by dealing 10d8 Chaos Damage to them. If they die from this spell their body will turn to dust and can not be used for ressurections anymore.
|Spell-Action
|Spell-Action
|10 Meter
|20 Meter
|1 Minute
|Yes
|Yes
|No
|Yes
|No
|-
|4
|Fireball
|Deals 4d6 Fire Damage to any creature in a 3-meter square around the impact spot.
|Spell-Action
|10 Meter
|None
|None
|Yes
|Yes
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|No
|No
|No
|No
|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
|Yes
|No
|No
|No
|-
|-
|6
|6
|Focus Heat
|Mass Hysteria
|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.
|Select an amount of targets equal to your Magic Modifier and inflict them with the frenzy status effect for 3 turns unless they succeed a Wisdom 14 check.
|Spell-Action
|Spell-Action
|5 Meter
|20 Meter
|3 Turns
|3 Turn
|Yes
|Yes
|Yes
|Yes
|No
|No
|Yes
|No
|No
|No
|-
|-
|7
|8
|Flame Meteor
|Chaos Elementals
|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.  
|Summons two Chaos Elemental at the target location. Each will act after your turn, have two Spell-Actions and know the spell "Chaos Touch". They have 100 hitpoints and a defensive value of 16.
|Spell-Action
|Spell-Action
|20 Meter
|20 Meter
|3 Turns
|1 Minute
|Yes
|Yes
|Yes
|Yes
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|Yes
|Yes
|-
|-
|8
|2
|Cynder's Inferno
|Madness
|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.
|Inflicts the target with the frenzy status effect for 3 turns unless they succeed a Wisdom 14 check.
|Spell-Action
|Spell-Action
|20 Meter
|20 Meter
|3 Turns
|3 Turn
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|No
|Yes
|No
|}
|}
{{CategorySchools}}
{{CategorySchools}}
{{CategoryGameplay}}
{{CategoryGameplay}}

Revision as of 18:20, 31 March 2024

The School of Chaos consists of magic resulting in usually uncontrollable outcomes.

List of Spells

Grade Name Description Casting time Range Duration Focus Voice Meditate Focusing Heavy
3 Wild Transport Temporarily teleports the target to a random location in the world. The target will automatically return at the end of your next turn. The target location is decided by a d20 role:
  • 1-5: A random wheat field anywhere in the world. (Safe)
  • 6-9: Somewhere in the Miku Woods. (Potential Assault by Voidtouched Creatures)
  • 10-13: On the crackling Mountains. (Potential Lightning Damage from random Lightning Strikes)
  • 14-17: In the middle of the Frozen Deadlands. (Guaranteed Ice Damage from freezing + freezing status effect)
  • 18-19: Above the volcanos of the Molten Rocks. They will be located high in the sky falling towards the lava, but will be high enough to be teleported back before any impact. (returns panicked for 2 Turns unless Featherfall was casted or they succeed a Wisdom 20 check)
  • 20: The middle of the Silent Ocean. will return instantly, but becomes horrified for 3 Turns, which can not be avoided.


Upcasting this spell as a grade 4 spell allows you to roll twice and choose the result you prefer.

Spell-Action 20 Meter Mixed Yes Yes No No Yes
0 Chaos Touch The target becomes afflicted with a random psychological status effect for one turn decided by a d8 unless they succeed a Willpower 10 check:
  • 1: Horrified
  • 2: Charmed
  • 3: Raging
  • 4: Distracted
  • 5: Mindless
  • 6: Taunted
  • 7: Panicked
  • 8: You can choose any of the status effects above.
Spell-Action / Bonus-Action Touch 1 Turn No Yes No No No
5 Desintegrate Pulverizes a target by dealing 10d8 Chaos Damage to them. If they die from this spell their body will turn to dust and can not be used for ressurections anymore. Spell-Action 20 Meter None Yes Yes No No Yes
6 Mass Hysteria Select an amount of targets equal to your Magic Modifier and inflict them with the frenzy status effect for 3 turns unless they succeed a Wisdom 14 check. Spell-Action 20 Meter 3 Turn Yes Yes No No No
8 Chaos Elementals Summons two Chaos Elemental at the target location. Each will act after your turn, have two Spell-Actions and know the spell "Chaos Touch". They have 100 hitpoints and a defensive value of 16. Spell-Action 20 Meter 1 Minute Yes Yes No No Yes
2 Madness Inflicts the target with the frenzy status effect for 3 turns unless they succeed a Wisdom 14 check. Spell-Action 20 Meter 3 Turn Yes Yes No No No