School of Magic - Cryo

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Revision as of 00:36, 28 March 2024 by Larame (talk | contribs) (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 |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 physical...")
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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.

List of Spells

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 physical melee damage, the attacker will take 1d4 Fire Damage. This will override any other existing Shield. Spell-Action Self 1 Minute Yes Yes No No No
1 Fleeting Heat An enemy that moves out of your melee range will be burned with a Constitution 10 check. Preparation Self None No No No No No
2 Magmabomb 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 Yes Yes 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 No No No
3 Path of Fire 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. Spell-Action 10 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 Yes Yes 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 No No No
6 Focus Heat 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. Spell-Action 5 Meter 3 Turns Yes Yes No Yes No
7 Flame Meteor 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. Spell-Action 20 Meter 3 Turns Yes Yes No No Yes
8 Cynder's Inferno 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. Spell-Action 20 Meter 3 Turns Yes Yes No No Yes