Druidic Arcana

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Druidic Arcana

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Post by Tony »

Druidic Arcana

The magic of the druids is more shamanism and mysticism than it is traditional arcana. The druids of the Old World were forest- and jungle-dwellers, who lived, thrived, and died as nature's children. Their work involved that of the earth, the sun, the moon, and the stars, and the interconnections between them. Teeming with life, the various worlds of the universe all share a connection with the Lifestream and the Aether, allowing a druid's magic to be just as potent far away from their home terrain.

Druidic Arcana can only be cast by the Druidic Arcana school of magic. It deals heavily in nature- and environmental magics, as well as animal aspects and summoning.
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Level 0 Druid spells (Orisons) 10 MP to cast, 5 Spell Points
  • Create Water - The user is able to create pure, clean water out of spiritual energy, enough for (Mage Level * 2) characters to drink from.
  • Detect Magic - The user is able to use ethereal senses to find and pinpoint magical signatures within (Mage Level) Areas. Each cast lasts for 1 round/action.
  • Detect Poison - The user is able to use ethereal senses to find and pinpoint sources of airborne, foodborne, venom-type, or various other toxins within (Mage Level) Areas. Each cast lasts for 1 round/action.
  • Flare - Create a bright flash of light that disorients some targets. Inflicts -5 on target's rolls if successful. [Willpower Only]
  • Guidance - Divine presence helps guide a single target towards success. Each cast gives a target a +5 bonus for ONE action following the cast, whether it's offensive, defensive, utility, or noncombat.
  • Know Direction - This spell allows a character to regain geographical orientation by locating "north" through nearly any inclimate condition.
  • Light - The user is able to place a bright, shining light on the end of an object to make it shine like a torch. This spell is able to illuminate (Mage Level) Areas around the user. It is able to negate some low-light penalties and provide sight through some status effects.
  • Mending - Repair superficial damage to an object. Won't fix lingering effects due to damage (i.e.: spilling water on a cable and using Mending won't stop the circuit from shorting, just clean up the mess).
  • Purify Food and Drink - By putting divine blessings on food or drink, the character is able to remove toxins, dangerous magics, or other unnatural effects from enough food for (Mage Level) characters with each cast.
  • Resistance - Target gains +5 to Health Checks/Endurance Checks (vs. statuses, toxins, etc.), as well as +5 Willpower vs. mental manipulation, illusions, etc.
  • Spark - Ignites flammable objects. This can only be used on simple "fuels," such as gasoline, oil, and other readily ignitable materials.
  • Stabilize - God giveth, God taketh away; this spell reduces a character's HP/blood loss after reaching 0 HP by half, giving the character more time for the needed care to be provided.
  • Virtue - Divine protection helps buffer damage to a target; each cast of this spell gives a character an additional 500 HP for 5 rounds.
Level 1 Druid spells 20 MP to cast, 10 Spell Points
  • Air Bubble - The character is able to create a pocket of clean, safe air around his/her head and those of (Mage Level * 2) allies to allow them to breathe safely in clouds of airborne poisons or underwater for (Mage Level) rounds.
  • Alter Winds - The character is able to minorly shift and adjust existing wind currents within (Mage Level / 2) Areas. The wind can be increased or decreased, its direction can be subtly changed, and other similar adjustments, but it cannot be completely banished or created.
  • Ant Haul - The character is able to imbue a target with spiritual strength. For 5 rounds, the target is able to carry 12-Slot Weapons and triples the target's normal carrying weight for other purposes.
  • Aspect of the Falcon - The character grants a (+2 * Mage Level) bonus to a character's Perception checks.
  • Bristle - This spell sacrifices a target's physical defense in lieu of physical offensive powers instead. Reduces both physical and magical soak by -50 and adds +100 magic damage to physical attacks.
  • Call Animal - This spell calls an animal companion to the caster, as long as the animal is within (Mage Level * 2) Areas of the caster. The animal will take the most expedient and hurried route to the summoner.
  • Calm Animals - This spell has the ability to reduce the hostility of and calm up to (Mage Level) animals (not monsters).
  • Charm Animal - This spell has the ability to make one natural animal (not a monster) into his/her friend, a loyal companion and assistant for (Mage Level * 2) rounds.
  • Cloak of Shade - This spell creates a circular area of shadows around the caster and (Mage Level) targets, reducing exposure to sunlight and excessive heating effects for 5 rounds.
  • Damp Powder - This spell ruins the firing powder inside of a single target firearm's entire magazine, forcing it to be reloaded manually before the weapon can be fired again. This spell affects weapons of increasing size, at a rate of +2 Inventory Slots / Mage Level (20 Slots at Level 10)
  • Deadeye's Lore - This spell gives a character improved senses and tracking ability. When hunting or tracking a creature, the character can substitute his/her Magic roll for the Survival roll. Each roll like this consumes MP.
  • Detect Snares and Pits - This spell grants a bonus to a character's "Lockpicking" skill for the use of "Detect Traps". This allows a character to add his/her magic school bonus to the Detect Trap roll; each time this bonus is used, expends requisite MP.
  • Diagnose Disease - When cast, the character is able to quickly diagnose the symptoms of status effects for 5 rounds. This reduces First Aid rolls to cure the status by 10%.
  • Endure Elements - The character is able to safely survive in inclement weather/elements (high heat/cold, freezing rain, etc.) without passive penalties for 5 rounds/actions per cast.
  • Entangle - Tall grass, vines, tree branches, or other such medium or dense vegetation snares up to (Mage Level) targets and binds them, slowing their movements. Inflicts Mild to Terminal "Slow" status, +1 severity per 2 mage levels (Level 2 = Mild, Level 8 = Chronic, etc.)
  • Expeditious Excavation - This spell allows for the caster to move up to 1 square Area of soft earth in a single action, for digging or filling or similar purposes.
  • Faerie Fire - This spell outlines up to (Mage Level) targets in bright purplish lights, illuminating targets that would otherwise be invisible. Negates Mild and Moderate "Invisibility" status effects for 5 rounds.
  • Feather Step - This spell allows a caster and up to (Mage Level) targets to negate Mild, Moderate, and Acute "Slow" or similar penalties incurred by rough or inclimate terrain, such as thick grass or quicksand.
  • Flare Burst - Create a bright flash of light across an entire Area that disorients some targets. Inflicts -5 on up to (Mage Level * 2) targets' rolls if successful. [Magic Defense only]
  • Frostbite - This spell strikes a single target with icy energy, dealing +500 magic damage and inflicting Mild "Slow" status for 5 rounds.
  • Goodberry - This spell imbues a set of foraged, naturally occurring berries with healing power, allowing them to restore stamina in the same way field rations would.
  • Hide from Animals - This spell prevents wild animals from finding or perceiving up to (Mage Level) targets for 5 rounds.
  • Hydraulic Push - This spell creates a gout of water that strikes a single target as if loosed from a fire hydrant, dealing +500 magic damage and incurring "Knockback / Wall Rush" status at +1 Severity/2 Mage Levels (Terminal at Level 10).
  • Jump - This spell allows a subject to add his/her magic school bonus to his/her Jumping skill. Each use of this bonus spends requisite MP.
  • Liberating Command - This spell compels a nonsentient, semi-sentient, or low-willpower creature/enemy/target to flee from the caster. Roll directly against creature's willpower and magic resistance; if successful, the target is compelled to flee from the caster upon the first available opportunity.
  • Longstrider - This spell allows a subject to roll Athletics checks on the character's Druidic Arcana step, rather than his/her Athletics step. The roll bonus remains the same. Each use of this spends requisite MP.
  • Magic Fang - This spell imbues a single weapon with additional power, adding +100 magic damage to a weapon for 5 rounds.
  • Magic Stone - For 5 rounds, the character is able to imbue the Throwing Weapons, Bows, Crossbows, and other non-firearm ranged weapons of one target with their spiritual energy, adding +100 magic damage to the character's normal damage.
  • Negate Aroma - This spell negates the natural (body odor, sweat, etc.) and artificial (perfume, deodorant, etc.) scents of up to (Mage Level) targets for 5 rounds/actions, preventing them from being tracked/detected in such ways.
  • Obscuring Mist - The user is able to conjure a thick mist in the Area they occupy. Anyone inside of it suffers from Mild "Blind" status. The mist lasts for 5 rounds.
  • Pass Without Trace - This spell allows up to (Mage Level) targets to pass over soft ground that would normally leave tracks (sand, snow, dirt, leaves, grass, etc.) without leaving them. Each time this spell is cast, allows passage of (Mage Level) Areas without trace.
  • Produce Flame - This spell produces a gout of fire that can reach up to (Mage Level) areas and deals +200 magic damage.
  • Remove Sickness - The character is able to remove Mild "Poison" status. This can only be used once every 3 rounds.
  • Restore Corpse - The character is able to restore a decomposed corpse to its original, living look for uses of identification or preservation for burial.
  • Speak with Animals - This spell allows a target to effectively and thoughtfully communicate with animals, speaking their "language" for (Mage Level) rounds/actions.
  • Summon Nature's Ally I - This spell summons a Level 1 lesser creature of Earth, Fire, Water, or Wind nature to fight for the caster for 5 rounds.
  • Touch of the Sea - This spell allows a subject to roll Swimming checks on his/her Druidic Arcana step rather than the Swimming step. The bonus remains the same. Each use of this bonus spends requisite MP.
  • Weaken Powder - This spell weakens the firing powder inside of a single target firearm's entire magazine, reducing its effectiveness to 50% for 5 rounds. This spell affects weapons of increasing size, at a rate of +2 Inventory Slots / Mage Level (20 Slots at Level 10)
Last edited by Strato on July 13th, 2023, 5:34 am, edited 1 time in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Re: Druidic Arcana

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Post by Tony »

Level 2 Druid spells 40 MP to cast, 15 Spell Points
  • Accelerate Poison - This spell increases the Severity level of a "Poison," "Disease," "Infestation," and "Plague" status effect by 1 per cast. Regardless of the new level's severity, the spell only lasts as long as its original cast dictates.
  • Animal Aspect - This spell grants a character a single Trait from the "Animal" race for (Mage Level) rounds/actions.
  • Animal Trance - This spell mesmerizes and calms (Mage Level * 2) wild animals (not monsters) into nonaggression and lethargy for (Mage Level) rounds.
  • Ant Haul, Communal - The character is able to imbue (Mage Level) targets with spiritual strength. For 5 rounds, the targets are able to carry 12- and 16-Slot Weapons and triples the targets' normal carrying weight for other purposes.
  • Aspect of the Bear - This character is able to grant a single target bear-like endurance for a short time. Inflicts Mild "Defense" status on a single target for 5 rounds.
  • Bear's Endurance - The character grants a bonus of +100 Physical Soak to a single target for 5 rounds.
  • Bull's Strength - The character grants a bonus of +20 Strength/Mage Level to a character for lifting and damage purposes (+200 at Level 10).
  • Burning Gaze - This character has a look that can kill ... literally. By locking eyes with a single target, this character can deal fire damage at up to (Mage Level) Areas away.
  • Campfire Wall - This character is able to erect a natural shelter out of dirt, foilage, and vegetation around a campfire, which will provide bonuses to resting and survival away from civilization depending on the caster's roll.
  • Cat's Grace - The character grants (+2 Dexterity Bonus/Mage Level) to a character for movement and dodging purposes (+20 at Level 10).
  • Certain Grip - This character is able to roll Acrobatics checks on his/her Druidic Arcana step rather than the Acrobatics step. The bonus remains the same. Each use of this bonus uses requisite MP.
  • Chill Metal - This character is able to place a temporary enchantment on a metal object, making any who come in contact with it suffer +400 Water-based magic damage until the enchantment wears off in 5 rounds.
  • Delay Poison - This spell prevents deadly and unique toxins or poisons, such as Phazon Poisoning, Tiberium Infection, or overly strong diseases from overtaking the body. This spell doubles the "rollover" time for these effects once; that is, if something takes 10 rounds to progress to the next level, it will take 20.
  • Eagle Eye - The character is able to create a powerful magic "sensor" up to (Mage Level / 2) Areas into the air, which has the caster's magic roll for perception checks (such as spot or search). This lasts for (Mage Level) rounds/actions.
  • Elemental Speech - This character is able to briefly communicate with Elemental-type creatures, powerful embodiments of the different elements in the universe. This does not sway their perception any, unless they appreciate the gesture of speaking in their language. Each casts lasts for (Mage Level) exchanges.
  • Endure Elements, Communal - The character and (Mage Level * 2) allies are able to safely survive in inclement weather/elements (high heat/cold, freezing rain, etc.) without passive penalties for 5 rounds/actions per cast.
  • Feast of Ashes - The character is able to imbue a single target with famishment, making him/her ravenously hungry and weakened until sustenance is acquired. Until food or nutrients are absorbed in some way, target suffers from Moderate "Feeble" status.
  • Fire Trap - This spell places a curse on a single target that, when interacted with (a box, a door, etc.), the disturber activates the trap and is dealt +400 Fire-element magic damage. This spell lasts from when it is cast to until it is activated or dispelled.
  • Flame Blade - This character is able to imbue a single non-elemental target with the ability to deal +400 Fire-element damage with non-elemental attacks and spells. Grants Mild En-Element(Fire) for 5 rounds.
  • Forest Friend - This spell allows a character to "persuade" wild plants/monsters to assist rather than hinder the caster and his/her allies. This helpful effect lasts (Mage Level) rounds/actions per cast.
  • Frigid Touch - The character is able to grant icy wielding powers to a single target for a short time. Inflicts Mild "Enwater" status on a single target for 5 rounds.
  • Frost Fall - The user is able to, by spending requisite MP, shower (Mage Level / 2) areas in real frost and snow at a rather high rate. Snow leaves footprints when passed through and inflicts Mild "Slow" status on any subjects traveling through the snowy area. The snow lasts for (Mage Level) rounds.
  • Glide - This spell allows a character and (Mage Level * 2) Allies to not take fall damage, and even move around while falling (not self-propelled flight) at 2x Running Speed as if hang-gliding. Each cast of this spell lasts for 5 rounds.
  • Gust of Wind - The character is able to form a violent spiral of hard wind that affects all targets in (Mage Level) Areas in a single direction, including upwards. This spell can make flight incredibly difficult, forcing flying creatures to beat the roll with a Flight check to avoid it. Characters on the ground avoid normally, or suffer "Off Guard" and "Knockback," +1 Severity/2 Mage Levels (Terminal & Terminal at Level 10).
  • Heat Metal - This character is able to place a temporary enchantment on a metal object, making any who come in contact with it suffer +400 Fire-based magic damage until the enchantment wears off in 5 rounds.
  • Hold Animal - This spell prevents a wild animal from moving from its place for a short time. Inflicts Chronic "Stop" status on a single target for (Mage Level) rounds.
  • Natural Rhythm - This character is able to invest additional energy into a single target's attacks for a short time. Inflicts Chronic "Offense" status on a single target for 5 rounds.
  • Pernicious Poison - This spell increases the potency of any poison drawn into the body by 1 Severity level. This effect lasts until a poison is introduced into the body, or until it is dispelled.
  • Pox Pustules - This spell creates a series of diseased pustules to appear on a single target before they burst, inflicting Acute "Disease" status on a single target until treated.
  • Purple Haze - A user is able to enshroud (Mage Level / 2) Areas in a thick surreal mist that shrouds optics and eyesight alike. The first time this Ability is used inflicts Mild "Blind" status on (Mage Level / 2) Areas, and each subsequent use raises Blind by 1 severity level (Mild to Moderate, Moderate to Acute, etc.)
  • Reduce Animal - This spell reduces a target animal in stature to Tiny 2. The effect lasts for (Mage Level) rounds.
  • Restoration, Lesser - The character is able to restore function to a damaged portion of a character's body, mind, or spirit. This spell cures Mild "Weak" and "Plague" statuses. This can only be used once every 3 rounds.
  • Scent Trail - This spell allows a character to leave a trail of his/her own scent for other allies to follow. This spell can be detected by non-allies if a perception check beats the casting roll. This spell lasts for (Mage Level) Areas before it must be recast and the scent lingers for (Mage Level) rounds.
  • Share Language - The character is able to temporarily share his/her knowledge of a known or learned language, whether through education or a successful Linguistics check. This effect is shared between (Mage Level * 2) allies for (Mage Level) hours.
  • Soften Earth and Stone - The character is able to weaken (Mage Level / 2) Areas of solid, semi-solid, or soft earth or dense stone into a pliable, near-liquid state while consciously not compromising what may be contained inside or what the earth may be supporting (this can't be used to collapse a building from the foundations or collapse a subway tunnel, etc.). This allows the ground to be moved through like water or for temporary binding of objects or characters inside of the earth once it is rehardened.
  • Spider Climb - This spell allows a character to walk and climb on parallel surfaces and remain upside down on surfaces for a short time. This effect does not add to Climbing checks, and lasts for (Mage Level) rounds per cast.
  • Stone Call - This spell summons a great hailstorm of rocks and stones from the sky to plummet down onto a single target, dealing +1000 Earth-based magic damage.
  • Summon Nature's Ally II - This spell summons a Level 2 lesser creature of Earth, Fire, Water, or Wind nature to fight for the caster for 5 rounds.
  • Tar Ball - The character is able to summon a large ball of black ichor to strike a single target, which deals +1000 magic damage and inflicts "Slow" status at +1 Severity / 2 Mage Levels.
  • Tree Shape - This spell allows a target to take on the likeness of a tree -- complete with bark, leaves, and branches -- for up to (Mage Level) rounds per cast.
  • Unshakable Chill - This spell conjures a great frost around a single target, dealing +1000 Water-element damage and "Freeze" status at +1 Severity / 2 Mage Levels.
  • Warp Wood - This spell allows a character to warp and bend wood and wood-like objects (synthetic "wood" counts) at his/her whim, expending requisite MP each time it's performed.
  • Wartrain Mount - This spell grants a boon to a mount, giving it enhanced cooperation and improving its synergy with a rider. Regardless of the rider, this mount gives a +5/Mage Level bonus to Vehicle Operation rolls when it's used, and lasts for (Mage Level * 2) rounds.
  • Web Shelter - This character is able to conjure study magical webbing in the likeness of natural shelter, providing protection from the elements and a safe resting place for the caster and allies. The webbing lasts for (Mage Level) hours.
  • Wood Shape - This spell allows a character to shape chunks of solid wood and wood-like materials into a form that suits him/her. Each time this is used, expends MP.
Level 3 Druid spells 90 MP to cast, 20 Spell Points
  • Animal Aspect, Greater - This spell grants a single target 2 Traits from the "Animal" race for (Mage Level) rounds.
  • Anthropomorphic Animal - This spell makes a single target animal bipedal and able to move around as such with no negatives. This effect lasts for (Mage Level) rounds.
  • Aqueous Orb - The character is able to form a massive ball of water that is an Area large and moves in a trail (Mage Level / 2) Areas long like a boulder before disappearing. Targets caught in the path take +600 Water-element magic damage.
  • Ash Storm - This spell conjures a storm of dark, hot ash and soot to cover an area as if it were snow. This stinging cloud of smoke, dust, ash, and tar particles covers (Mage Level / 2) Areas, lasts for (Mage Level) rounds, inflicts Mild "Slow" status, and deals caster's magic damage +600 to all targets caught in the storm.
  • Badger's Ferocity - The character is able to focus his/her spiritual energy into another's weapon. Each cast of this spell grants Mild "Sharpen" status to a single character for 1 round, whether the target hits or misses.
  • Burrow - This spell allows a target to move through soft or solid earth by digging at Running speed. This lasts for (Mage Level) rounds.
  • Burst of Nettles - This spell conjures a burst of acid-filled nettles and brambles to strike at a target, dealing +1500 Earth-element damage and inflicting "Melt" status at +1 Severity / 2 Mage Levels.
  • Call Lightning - The character is able to summon a series of blistering thunderbolts from overhead, even in cloudless skies or indoors. Call Lightning summons (Mage Level / 2) bolts of lightning that can reach up to (Mage Level) Areas away, but since lightning never strikes the same place twice, each bolt must have an independent target. In addition, each strike inflicts Acute "Off Guard" and Mild "Magnetize" status.
  • Cloak of Winds - The character is able to form a shrouding, swirling tempest of wind around up to (Mage Level) targets. This wind buffers away ranged attacks (including gunfire) with a +5/Mage Level bonus (+50 at Level 10) to Dodge checks, and any melee attacking target must pass a Reaction check, DC50 + (10 * Mage Level) (DC150 at Level 10), to succeed. A failure repels the attack away harmlessly, a success pierces the wind and the cloaked character can dodge/block/brace as normal.
  • Companion Mind Link - Allows a character to establish a mental link for commands and communication with a single friendly target animal. Only one link can be active at a time, and allows for silent communication with the animal until the link is broken.
  • Contagion - The character is able to infect a single target with a strong disease that ravages the body. Inflicts Acute "Disease" status for 5 rounds.
  • Cup of Dust - This spell makes a creature extremely dehydrated, reducing its effectiveness until it acquires water. This spell inflicts Moderate "Weak" status on a single target until that target acquires water of some sort.
  • Daylight - The character is able to create a temporary light that shines over (Mage Level) Areas, negating some area-wide shadow or fog effects. This effect lasts for (Mage Level) rounds.
  • Delay Poison, Communal - This spell prevents deadly and unique toxins or poisons, such as Phazon Poisoning, Tiberium Infection, or overly strong diseases from overtaking the body. This spell doubles the "rollover" time for these effects once; that is, if something takes 10 rounds to progress to the next level, it will take 20. This spell affects (Mage Level) targets.
  • Diminish Plants - This spell allows a caster to reduce (Mage Level / 2) Areas of plants in size to Tiny 2. This reduction lasts for (Mage Level) rounds.
  • Dominate Animal - This spell allows a character to mentally dominate a single wild animal for a short period of time, forcing it to obey commands given to it. Inflicts Terminal "Confuse" status on the target for 5 rounds.
  • Fungal Infestation - This character places an infection on a single target that begins to sprout fungus and wildlife for a short time. This spell deals +1500 Earth-element damage and inflicts Moderate "Infestation" status for 5 rounds.
  • Hide Campsite - This spell is able to return a disturbed portion of nature etched out to form a campsite or similar construct to its natural form, completely hiding any signs the campsite was there.
  • Hydraulic Torrent - This spell creates a gout of water that strikes shoots in one direction (Mage Level / 2) Areas as if loosed from a fire hydrant, dealing +600 magic damage and incurring "Knockback / Wall Rush" status at +1 Severity/2 Mage Levels (Terminal at Level 10) for every target caught in its path.
  • Lily Pad Stride - This spell creates large lily pads inside of standing water to allow passage. This spell covers up to (Mage Level) Areas and the pads remain standing for (Mage Level) rounds.
  • Mad Monkeys - This spell summons up to (Mage Level * 2) mischievious monkies that obey the caster's orders and receive Swarm Bonus to perform simple actions.
  • Magic Fang, Greater - This spell targets a single weapon and adds +300 magic damage when used. This effect lasts for 5 rounds.
  • Meld into Stone - The character is able to blend his/her person with a smooth face of stone, earth, or similar solid surface large enough to contain them. This effect can last for (Mage Level) rounds before the character is forced out of the face.
  • Nature's Exile - This hex curses a single target to not be able to live in nature. Berries rot in his/her hand, water dries up when brought to his/her mouth, and other such unfortunate circumstances. This spell incurs a -5/Mage Level penalty on the target's Survival checks and lasts until dispelled.
  • Neutralize Poison - This spell is able to remove poisons, toxins, and venoms from a single target, as well as prevent others from affecting it for a short time. Removes Mild, Moderate, and Acute "Poison" effects, as well as those from administered poisons, and prevents the target from being affected by them for (Mage Level) rounds.
  • Plant Growth - This effect causes normal vegetation (grasses, bushes, trees, vines, and so on) within (Mage Level) Areas to become thick and overgrown. The plants entwine to form a thicket or jungle that anyone wishing to pass must hack or force a way through. This effect causes Mild "Slow" status to all targets who attempt to pass through these Areas. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as "Entangle", the effects are raised by 1 Severity Level.
  • Poison - This spell infects a single target with a Mild "Poison" effect for (Mage Level) rounds.
  • Pup Shape - This enchantment changes one wild animal or a monster-type creature into a younger, "cuter" version of itself to make it less dangerous and potentially harmless. This enchantment lasts for (Mage Level) rounds.
  • Quench - This spell uses thick clouds of water vapor to extinguish fires. Removes all "Burning" status effects and can put out (Mage Level) Areas of natural fire with one cast.
  • Remove Disease - The character is able to remove lesser diseases and contagions ravaging a target. Removes Mild "Disease" statuses. This can only be used once every 3 rounds.
  • Shifting Sand - The character is able to turn (Mage Level / 2) Areas of soft ground/earth into shifting and churning dirt or sand, which completely erases tracks and creates difficult to pass terrain, inflicting Mild "Slow" effect on any targets that pass through the sand. In addition, any creatures trying to pass through the sandtrap must make a Reaction check, DC 50 + (10 * Mage Level) (DC150 at Level 10), to avoid losing a turn/action and being denied passage across the sand for that round. This effect lasts for (Mage Level) rounds.
  • Sleet Storm - The user is able to create a dense sleet and ice storm across (Mage Level / 2) Areas. This storm will last for (Mage Level) rounds unless dismissed and shrouds the affected areas with Acute "Blind" status.
  • Speak with Plants - This spell allows a target to speak and communicate with plants and plant-based creatures, including monsters. This spell allows for (Mage Level) rounds of communication per cast.
  • Spider Climb, Communal - This spell allows (Mage Level) characters to walk and climb on parallel surfaces and remain upside down on surfaces for a short time. This effect does not add to Climbing checks, and lasts for (Mage Level) rounds per cast.
  • Spike Growth - This spell creates dense stalagmite spikes that rise out of the ground in an Area. This deals +600 Earth-based damage to any caught in the Area and inflicts "Slow" status at +1 Severity / 2 Mage Levels until the spikes disappear in (Mage Level) rounds.
  • Spit Venom - The character is able to project venom from the mouth as much a spitting snake would. This spell strikes a single target and deals +1500 magical damage, as well as inflicts Moderate "Poison" and Mild "Blind" statuses for 5 rounds.
  • Stone Shape - The character is able to bend and naturally "chisel" stonework or pieces of solid stone or earth into many different shapes at will. The quality of the work is depending on the roll achieved, and can take many forms which will have circumstantial effects.
  • Summon Nature's Ally III - This spell summons a Level 3 lesser creature of Earth, Fire, Water, or Wind nature to fight for the caster for 5 rounds.
  • Water Breathing - The character is able to breathe underwater for a short time. This effect lasts for 5 rounds.
  • Wind Wall - The character is able to summon a buffering wall of wind stretching from one point to another. It is 1 Area tall, and any ranged attack, magic spell, or gas or similar substance that tries to pass through it must beat the caster's original roll to establish the wall to do so.
Last edited by Strato on July 15th, 2023, 5:02 pm, edited 2 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Re: Druidic Arcana

Quote

Post by Tony »

Level 4 Druid spells 160 MP to cast 30 Spell Points
  • Air Walk - The caster is able to increase the density of air to allow the caster to walk on it as one would ground. This spell allows a caster to cross empty air as if it were ground; this spell must be recast for every Area to be crossed, but the effect lasts for (Mage Level) rounds.
  • Antiplant Shell - This spell negates spells or effects that animate non-sentient plants within (Mage Level) Areas, and lasts for 5 rounds per cast.
  • Arboreal Hammer - This spell makes the branches of trees within 1 Area attack targets at will. Up to (Mage Level) trees can be enchanted with this effect, and each affected tree takes an action to strike a target in reach on the caster's turn for (Mage Level) rounds, with the user's magic roll, to each deal +800 magic damage per successful hit.
  • Atavism - This spell reverts an animal into a primeval, bestial form of itself for a short time. This spell places Moderate "Berserk" status on the animal for (Mage Level) rounds.
  • Blight - This spell withers non-sentient plants to death, and deals double of (magic damage +2000) against plant-type monsters.
  • Bloody Claws - This spell grants a single target the ability to inflict Bleeding damage with physical attacks. For (Mage Level) rounds, each Martial Arts-based attack the target character performs deals Moderate "Bleeding" status.
  • Command Plants - The character is able to speak to and understand plant-based creatures or monsters in a way that most others are unable to. The character can exert some extent of suggestive power over plant-based monsters and creatures, and can make Diplomacy/Intimidate checks against them as if they were normal characters. Each time this spell is cast costs MP, and affects up to (Mage Level) plant-based creatures.
  • Control Water - The character is able to control existing bodies of water with some proficiency, allowing them to expend power to mold and move water. This spell allows a character to control (Mage Level / 2) Areas of water (deep and/or wide), allowing them to part, push, lower, or raise it. This effect lasts for 5 rounds.
  • Dispel Magic - The character is able to remove the most recent Mild status effect placed on a single target. This can only be used once every 3 rounds.
  • Echolocation - The character is able to "see" within (Mage Level) areas in total darkness, or when suffering from "Blind" status up to (+1 Severity/2 Mage Levels) Severity (level 6 - Acute, Level 8 - chronic, etc.)
  • Freedom of Movement - The target is able to move easily through what would otherwise be inclement ground or objects to slow them. This effect removes Mild and Moderate "Slow" effects from a single target.
  • Giant Vermin - The character is able to turn generally small vermin -- such as spiders, centipedes, and mantises -- into giant creatures. This effect targets (Mage Level) vermin and blows them up in size, giving Giant 2 for (Mage Level) rounds.
  • Grove of Respite - This spell is able to create a small clearing of trees, grass, and a small bubbling brook of water where there wasn't previously one. Some spoiled environments won't allow this, and this must be performed on the surface of a terrestrial planet, moon, or similar (not on a spaceship). This place may serve as a resting point for others, and will last for (Mage Level * 2) hours per cast.
  • Ice Storm - The user is able to create a dense sleet and ice storm across (Mage Level/2) Areas. This storm will last for 5 rounds unless dismissed and shrouds the affected areas with Acute "Blind" status.
  • Life Bubble - The character is able to protect a group of allies from inclement environments. This spell surrounds targets with a constant and moveable shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons. In addition, the shell protects subjects from extremes of temperature as well as extremes of pressure.
  • Moonstruck - This spell reverts a target into a bestial, lycanthropic form that drops all weapons and items, sheds its armor, and grows enraged and feral. This target suffers from both Mild "Berserk" and Acute "Confuse" status for (Mage Level) rounds.
  • Obsidian Flow - This spell converts 1 Area into molten glass that cools immediately. All targets within the area must pass a flat-foot dodge check, DC50 (+15/Mage Level) (DC200 at Level 10), to avoid taking +800 magic damage and being stuck in the glass. The Area is considered rough terrain and requires an athletics check, DC50 (+15/Mage Level) (DC200 at Level 10), to pass; if the DC is failed, target is "stuck" inside until the spell wears off or the pass is made, and any rolls (EXCEPT the athletics check to escape) are rolled at -20. The spell lasts for (Mage Level) rounds.
  • Plague Carrier - The caster is able to imbue a single target with a terrible effect that spreads their misery to others, like one carrying disease to his/her friends. Deals +2000 magic damage and inflicts Moderate "Trouble" status on a single character for 5 rounds.
  • Repel Vermin - The character is able to exude a spiritual presence that makes small vermin -- such as bugs, rodents, and flies -- away. Vermin flee from the Area the caster walks in for (Mage Level) rounds per cast.
  • Ride the Waves - This spell grants a target the ability to swim at twice normal speed and grants +5/Mage Level to Swimming checks. Lasts for (Mage Level) rounds.
  • River of Wind - The character is able to create a narrow corridor of wind that courses through several Areas. The "river" is only 1 Area wide/deep, but "flows" up to (Mage Level) Areas in the direction its "current" is moving. Any targets or characters caught in the affected Areas must beat a Movement Check, DC50 + (10 * Mage Level (DC150 at Level 10)) or be swept 1 Area in the current's direction with "Knockback" and "Off Guard" +1 Severity/2 Mage Levels (Terminal & Terminal at Level 10).
  • Rusting Grasp - This spell has the ability to instantly rust metals or alloys that the user touches. This spell renders items or equipment made out of Metal, Alloy, and Radiant Metal completely unusable (not fully destroyed). Equipment can be repaired with Repair checks, the DC is equal to half the item's crafting DC, with the same amount of checkpoints available.
  • Scrying - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character cannot receive audio, but can otherwise control the scry point as if it were a camera.
  • Spike Stones - The character is able to create woeful traps of spikes that blend into the background and eject outwards when they're crossed. These traps are laid over (Mage Level) Areas, and when tripped, deal +800 magic damage. To detect the traps, a character must defeat the caster's roll with a sensory or a search roll, and any dispelling attempts must breach the roll as well. To cross the affected Areas without tripping the traps is a movement check, DC 50 + (10 / Magic Level (150 at Level 10)).
  • Summon Nature's Ally IV - This spell summons a Level 4 lesser creature of Earth, Fire, Water, or Wind nature to fight for the caster for 5 rounds.
  • Thorn Body - This spell creates a series of prickly thorns and spines along a target's body, damaging those who dare to attack them. For (Mage Level) rounds, any who attack the target character and succeed suffer half their own damage back on themselves.
  • Touch of Slime - This spell infects a single target with a parasitic green slime! This spell imbues a target with Moderate "Infested" status; the slime can be removed by scraping, freezing, burning, cutting, sunlight, or remove disease, but the attempts must beat the caster's original roll to do so. If the slime kills a creature (not just KO), it consumes the body and then dies. It cannot transfer to a creature other than the original target, and dies if separated from the original target.
  • True Form - This spell restores a a target to its natural state. Removes Mild, Moderate, and Acute "Zombie," "Transform," and polymorphing effects.
Level 5 Druid spells 250 MP to cast, 40 Spell Points
  • Air Walk, Communal - The caster is able to increase the density of air to allow the caster and a group of allies to walk on it as one would ground. This spell allows a caster and (Mage Level) allies to cross empty air as if it were ground; this spell must be recast for every Area to be crossed, but the effect lasts for (Mage Level) rounds.
  • Animal Growth - This spell grants Giant 1 to a single animal target, along with the effects of each level. These effects can be stacked per cast to a max of Giant 2.
  • Aspect of the Wolf - This spell is able to grant the hunting prowess of a wolf to a single target. Grants +5 bonus/Mage Level to Strength and Dexterity, as well as a +5/Mage Level bonus to Perception checks and survival-based tracking for (Mage Level) rounds,
  • Atonement - The character has the ability to remove the burden of misdeed from a passed or living soul to provide catharsis to the willing. A forced change in demeanor -- such as magical burdening or "alignment change" -- can be removed by this catharsis as well.
  • Baleful Polymorph - This spell transforms a single target into another form temporarily. Imbues a target with "Transform" status, +1 severity/2 mage levels (Terminal at Level 10), and lasts for (Mage Level) rounds.
  • Blessing of the Salamander - This spell grants the regeneration and endurance of the salamander to a single target. Grants Chronic "Regen" status, 50% Fire resistance, and +5/mage level bonus to dodge checks for (Mage Level) rounds.
  • Call Lightning Storm - This spell creates a dense thunderhead in an area and begins to bombard it with lightning. For (Mage Level) rounds, all targets in this Area must roll flat-foot dodge, DC 25 + (+10/Mage Level) (DC125 at Level 10), each round or suffer magic damage +500). In addition, each strike suffered inflicts Acute "Off Guard" and Mild "Magnetize" status.
  • Commune with Nature - This spell grants a character knowledge of the surrounding terrain. This allows the character to gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. This spell has a range of (Mage Level * 2) Areas above ground and (Mage Level) Areas underground, but does not take into consideration artificial constructs, such as dungeons or towns.
  • Contagion, Greater - The character is able to infect a single target with a powerful disease that ravages the body. Inflicts Chronic "Disease" status, and Moderate "Poison" status.
  • Control Wind - The character is able to manipulate wind and air currents for better or worse. This can create wind in doldrums or calm lesser storms, and at high levels may even stop or defer raging cyclones or nightmarish winds. The character can manipulate winds within (Mage Level) Areas.
  • Death Ward - The character is able to keep a character from reaching death, letting them remain alive and breathing while help comes. This spell is cast on someone between 0 HP and his/her Death Threshold, and when cast halts their deterioration towards DT for (Mage Level) rounds.
  • Fickle Winds - A swirling cyclone of wind forms around a group of targets to protect them from projectiles attempting to get inside of it, but allows projectiles to be fired from the inside, out. This spell surrounds (Mage Level) targets with a buffering circle of wind that helps deflect projectiles and spells from reaching the targets, but allows the targets to shoot through the wall. Ranged attacks, magic spells, or gas or similar substances that try to pass through it must beat the caster's original roll to establish the wall to do so.
  • Hallow - The character is able to consecrate and bless a single Area as holy to his/her diety. This Area can be used as a safe refuge for characters and NPCs out of combat for (Mage Level) hours and will bathe its occupants in holy favor, restoring their HP and MP as if it were a legitimate rest point. Enemies who attempt to pass into the Hallowed area will have to answer to the divine directly...
  • Insect Plague - The character is able to summon a swarm of bees, locusts, and wasps to attack (Mage Level) characters. Deals non-elemental magic damage +500 and inflicts Moderate "Pain" and Acute "Poison" status effects on up to (Mage Level) characters.
  • Reprobation - The character is able to mark a single target as intolerable by his/her diety, which is recognizable by any follower of that diety. When a reprobated character is noticed by followers of the shunning diety/character, that character may suffer "hunted" traits. This effect lasts until dispelled.
  • Rest Eternal - The character has the ability to prevent a corpse, skeleton, or similar deceased creature from being revived or reanimated. This spell lasts until dispelled.
  • Snake Staff - The character is able to transform a wooden object into an ethereal serpent that has (magic damage) HP and inflicts (magic damage + 1000) HP damage with a bite, as well as Moderate "Poison" status for 5 rounds with each bite.
  • Stoneskin - The character is able to shroud (Mage Level / 2) targets in impenetrable earthen armor for a period of time. This armor actually wholly absorbs (Magic damage * 2) HP damage -- physical or magical -- before crumbling away. Any damage that is "bleed over" after the armor has lost its effectiveness is carried over onto the user as normal. However, dodging with Stoneskin active is impossible; only Bracing, Blocking, or Magic Defense is available.
  • Summon Nature's Ally V - This spell summons a Level 5 lesser creature of Earth, Fire, Water, or Wind nature to fight for the caster for 5 rounds.
  • Transmute Rock and Mud - This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) and vice versa. Any creature in the mud or stone is allowed a flat-foot dodge check, DC10 + (+10/Mage Level) (DC110 at Level 10) to escape before the area is transmuted.
  • Tree Stride - This spell effectively allows a character to "meld with" and teleport through similar types of trees, allowing for rapid transportation through forests or jungle. This spell allows a user to cross up to (Mage Level) Areas instantly, provided these Areas have at least one tree large enough to "fit" the character inside, per cast.
  • Unhallow - The character is able to declare a single Area of his/her choosing to be consecrated and blasphemed with Dark energy. Within this area, Undead-, Dark-, or Devil/Demon-type characters are granted Moderate "Regenerate" and Mild "Haste" status effects while inside of this Area. If characters or creatures are dropped below their Death Threshold while inside of this Area, they are automatically revived as thralls of the caster.
    Wall of Fire - An immobile, blazing curtain of shimmering red fire springs into existence within 5 Areas of the caster. Touching the fire deals magic damage +1000, and it lasts for (Mage Level) rounds without the caster's concentration.
  • Wall of Thorns - The character is able to conjure up a very large wall of spike-like thorns set around winding vines and creepers to block a pathway or form a wall between two points. The wall can be (Mage Level) Areas in size, has (Magic damage * 2) HP, and is considered Earth-elemental. Anything that tries to pass through the wall suffers the caster's magic damage +1000.
Last edited by Strato on July 13th, 2023, 5:44 am, edited 1 time in total.
Tony
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Re: Druidic Arcana

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Post by Tony »

Level 6 Druid spells 360 MP to cast, 60 Spell Points
  • Anti Life Shell - The character is able to form a powerful negating barrier of spiritual energy that bars all living creatures from entering it. This spell creates a buffering spiritual barrier around (Mage Level) Areas, which prevents any organism considered "living" from passing through it. When a living creature attempts to pass inside of it, they must roll their movement roll against the caster's magic roll; if they fail, they are buffered away and receive the caster's magic damage +1000. If they succeed, they are able to enter, but suffer the caster's magic damage +1000 for each round that they are inside, including after KO to rid the life from them. This spell lasts for (Mage Level) rounds.
  • Bear's Endurance, Mass - The character grants a bonus of +100 Physical Soak to up to (Mage Level * 2) (20 at Level 10) characters for up to 5 rounds.
  • Bull's Strength, Mass - The character grants a bonus of +20 Strength/Mage Level to (Mage Level * 2) (20 at Level 10) characters for lifting and damage purposes (+200 at Level 10) for 5 rounds.
  • Cat's Grace, Mass - The character grants a bonus of +20 Dexterity/Mage Level to up to (Mage Level * 2) targets for movement and dodging purposes (+200 at Level 10).
  • Dispel Magic, Greater - The character is able to remove the most recent Mild status effect placed on up to (Mage Level) targets. This can only be used once every 3 rounds.
  • Eagle Aerie - Summons a flight of giant eagles to the caster for transport! This summons (Mage Level) eagles per cast, and each eagle can carry up to 5 people (Giants count as 2 people) apiece.
  • Epidemic - The character is able to infect a single target with a powerful contagion that ravages the body extremely rapidly, and is difficult to remove. Inflicts Chronic "Disease" and Terminal "Poison" status on a single target.
  • Fire Seeds - The user is able to create incendiary bombs out of hand-sized objects, which can either be thrown for +1500 magic damage like grenades (Reaction DC to avoid is (Mage Level * 25)) OR planted like proximity bombs that will deal +1500 magic damage when the Area they're planted in is crossed.
  • Ironwood - This spell allows enchanted wooden objects -- floors, doors, et cetera -- to be reinforced to have the strength of steel and metal. If an object has hit points, such as a barrier, this spell doubles its hit points.
  • Liveoak - This spell gives life and personality to a single, large tree, transforming it into a treant guardian of the woods. This spell only lasts (Mage Level) rounds, and the treant is considered an ally to the caster. Once the spell ends, the tree will take root where it stands and revert to normal.
  • Plague Storm - The character is able to infect a group of characters with a lesser disease to hinder and weaken them. Inflicts Acute "Disease" status for 5 rounds on up to (Mage Level) characters.
  • Repel Wood - This spell creates a 360 degree wave of spiritual energy that repels plant and wood-based creatures away from the caster. This also warps trees and has the ability to shatter wooden constructs with a high enough level. This spell deals +1500 magic damage and inflicts "Knockback" status, Mild severity at Level 6, +1 Severity/level after until Terminal at Level 10.
  • Sirocco - The character is able to create a searing-hot blastwave of down-draft air and project it downwards onto a single Area, affecting all targets inside. This actually deals a mix of Fire- and Wind-element magic damage +1500, and any who are struck by it suffer from Acute "Fatigue" status for 5 rounds.
  • Spellstaff - This spell allows a caster to place spells into Augmentation Slots on weapons. These spells can be used by anyone who holds the weapon regardless of magic or level, but the spell is cast with and deals the current user's magic damage. The spells stored in the staff are cast at full MP, UNLESS the using character knows the spell; it is then cast at half MP. Once a spell is placed into a weapon, it cannot be removed, altered, or exchanged in any way.
  • Summon Nature's Ally VI - This spell summons a Level 6 lesser creature of Earth, Fire, Water, or Wind nature to fight for the caster for 5 rounds.
  • Transport via Plants - This spell effectively allows a character to "meld with" and teleport through similar types of plant-life, allowing for rapid transportation through vegetated terrain. This spell allows a user to cross up to (Mage Level) Areas instantly, provided these Areas have at least one plant large enough to "fit" the character inside, per cast, whether bush, tree, or tall grass.
  • Wall of Stone - The character is able to erect a massive wall of the ground underneath him/her to fortify a place or block passage. The wall can be up to (Mage Level) Areas in dimension, and it has (Magic Damage * 10) HP. It is considered "Earth" elemental in nature.
Level 7 Druid spells 490 MP to cast, 75 Spell Points
  • Animate Plants - The character is able to give semblance of life and motion to (Mage Level / 2) plants in the area. Depending on their sizes (trees. vs. bushes), more can be animated in one action. Small enough plants receive Swarm Bonuses to complete actions, and large enough plants can be formidable or monster-like in behavior.
  • Control Weather - The character is able to manipulate local weather patterns; unless otherwise specified, this spell only works outside in actual weather-affected environment. Can turn rain to shine, shine to rain, shine to snow, et cetera. This effect lasts for (Mage Level) hours.
  • Firestorm - This spell creates a dense storm of fire and heat that occupies (Mage Level) Areas and lasts for (Mage Level) rounds. All targets in the fire suffer Mild "Heat" and Mild "Slow" status. All non-movement actions incur the Heat penalty, and each round spent inside of the storm deals the caster's magic damage +2000.
  • Heal - The character is able to heal +5000 damage to a character, restore a great amount of satmina, and remove a number of negative effects from a single target. Restores 50% of target's HP and cures Mild, Moderate, and Acute "Blind," "Confuse," "Disease," "Poison," "Silence," "Sleep," "Slow," "Stop," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses from the target. This can only be used once every 5 rounds.
  • Scouring Winds - This spell creates a sandstorm within 1 Area that lasts for (Mage Level) rounds and deals Acute "Blind" status to all targets caught within, as well as Air-element magic damage +2000.
  • Scrying, Greater - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character receives audio through the aether as well, and can otherwise control the scry point as if it were a camera.
  • Siege of Trees - This spell transforms up to (Mage Level) trees into medieval siege weapons, ranging from small catapults up to massive trebuchets. Ammunition does not have to be supplied to these trees; they will automatically load themselves with rocks and boulders in the area, digging them deep from the ground if need be. This spell lasts for (Mage Level) rounds per cast.
  • Summon Nature's Ally VII - This spell summons a Level 6 lesser creature of Earth, Fire, Water, or Wind nature to fight for the caster for 5 rounds.
  • Sunbeam - The character is able to spread out several beams of photon lasers to strike (Mage Level / 2) targets, which deal Light elemental damage +2000 and have the ability to outright dismiss Shadow-element summoned monsters or illusions if the roll defeats the caster's magic defense. This spell only has a 1 Area range.
  • Transmute Metal to Wood - This spell enables the caster to change all metal objects within (Mage Level / 2) to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. This affects Metal, Alloy, Gem, Polymer, Radiant Metal, Carbon Fiber & Ceramic, Radiant Gem, and Generation 2 Polymer weapons and equipment, as these are not COMPLETELY made of their gemstone. Weapons converted from metal to wood are halved in effectiveness (*30 becomes *15, 10000 becomes 5000, +20 becomes +10) on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 50%. Weapons changed by this spell splinter and break on a critical failure (1%, not 5%), and armor shatters on a critical failure dodge (1%, not 5%). This effect is permanent on Metal and Alloy gear, but only lasts for (Mage Level) rounds on all others due to their magical properties.
  • True Seeing - The character is able to bestow "divine sight" on a single target. This spell doubles a character's roll result when attempting to look through or discern illusion-type spells or effects. The character is also automatically able to see through shapeshifting effects
  • Vortex - This spell creates a massive whirlpool 1 Area in diameter inside of a large enough body of water. All targets that pass within 1 Area of the outside of the whirlpool (2 areas from the epicenter) must pass a Swimming/Vehicle Operation check, DC50 + (+10/Mage Level) (DC150 at Level 10) or be pulled in. Any object or creature pulled into the whirlpool suffers the caster's magic damage +1500 per round, but can make a Swimming/Vehicle Operation check, DC50 + (+20/Mage Level) (DC250 at Level 10) to escape both Areas of the whirlpool at the same time. The whirlpool lasts for (Mage Level) rounds.
  • Wind Walk - The character and his/her allies are able to take a gaseous/vaporous form in the likeness of their normal selves and are given the ability to fly at twice their running speed for a short time. This allows them to cross great distances quickly, without bonuses to maneuverability or speed save for those with Flight feats; this effect can be placed on (Mage Level) allies per cast and lasts for (Mage Level * 2) rounds.
Last edited by Strato on July 17th, 2023, 5:43 pm, edited 2 times in total.
Tony
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Joined: October 10th, 2008, 9:41 pm
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Re: Druidic Arcana

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Post by Tony »

Level 8 Druid spells 640 MP to cast, 100 Spell Points
  • Control Plants - The character is able to command and manipulate (Affinity Level) plant-type creatures or monsters for (Affinity Level * 2) rounds. The creatures/monsters will obey the caster happily, but will revert to natural behavior at the end of the duration.
  • Earthquake - The character is able to use spiritual energy to cause an emulation of seismic movement that stretches out a great distance from the epicenter.. This spell has the capacity to deal great damage to an environment if cast by a strong enough character. This spell deals +2500 Earth-based magic damage and Chronic "Off Guard" status against every character/creature within (Mage Level) Areas.
  • Euphoric Tranquility - A creature under the effect of this enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it.Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to be helpful to any questions, though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state. This effect lasts for (Mage Level * 2) rounds.
  • Frightful Aspect - The character is able to transform him/herself into a terrifying, Giant-sized visage of him/herself imbued with dark, otherworldly power. This transformation can have any manner of different effects depending on the character's power, and lasts for as long as the character can sustain it, up to a maximum of (Mage Level * 2) rounds.
  • Stormbolts - The character is able to conjure a powerful spiritual thunderstorm that covers a wide area and strikes foes with bolts of supernatural lightning. The storm covers (Mage Level) Areas, and all enemies within those Areas are struck by bolts of lightning that deal the caster's magic damage +2500 (Wind-Lightning element), as well as inflicts Chronic "Shock" status for 5 rounds.
  • Sunburst - The character is able to create a brilliant burst of white light as far away as (Mage Level / 2) Areas. which will spiral outwards and strike up to (Mage Level / 2) targets in that area, dealing +2500 Light-based magic damage and inflicting "Blind" status, +1 Severity/2 Mage Levels, for (Mage Level) rounds.
  • Whirlwind - The character is able to create a powerful vortex of winds in air, over ground, or water. This powerful wind system is (Mage Level / 2) Areas in diameter and can be guided on a path of (Mage Level) Areas at a rate of 1 Area per character action without concentration before dissipating. Any targets caught in the wide area of devastation of this spell must dodge or take (magic damage +1500). Any non-Giant character must also pass a Reaction check, DC 50 + (25 * Affinity Level) (DC275 at Level 10) or be swept upwards into the cyclone, which will require intervention for the character to be removed before the cyclone dissipates. Each round a target is caught in the cyclone, it takes the caster's magic damage +1500.
  • Word of Recall - The character is able to specify a "sanctuary" (such as with the Hallow or Sanctuary spells) for his/her use to allow teleportation from any place back to that sanctuary at any time. This can only be used once per cast, to one sanctuary per cast, and can take (Mage Level * 2) characters with him/her per cast.
  • Atavism, Mass - This spell allows a caster to bring out the primal force in a mundane animal, reverting it into a more powerful, raging version of itself. This affects up to (Mage Level) animals, and grants Moderate "Berserk" status for five rounds.
  • Blood Mist - This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color. Each round a creature spends in the single Area affected by the Mist suffers Mild "Berserk" status and suffers the caster's magic damage +2500 each round. The spell lasts (Mage Level) rounds.
  • Finger of Death - This spell delivers a powerful blast of spiritual energy that may outright kill lesser creatures. Deals +10000 magic damage and inflicts Moderate "Death" status on a single target.
  • Reverse Gravity - Create a bounded field that extends (Mage Level/2) areas. Within that field the ceiling is the floor and the floor is the ceiling, inverting the very nature of gravity itself in an area. This lasts for up to (Mage Level) rounds.
  • Summon Nature's Ally VIII - This spell summons a Level 8 lesser creature of Earth, Fire, Water, or Wind nature to fight for the caster for 5 rounds.
Level 9 Druid spells 810 MP to cast, 125 Spell Points
  • Polar Midnight - The character is able to shroud an Area in deep, bone-chilling Darkness. This spell descends an area rapidly towards Absolute Zero with Dark energy, dealing +3000 Dark-element magical damage and inflicting Chronic "Freeze" status to all targets in that Area.
  • Storm of Vengeance - The character is able to conjure a powerful supernatural storm of acid rain, lightning, and icy hail. This spell creates a powerful storm over (Mage Level) Areas and deals +3000 non-elemental magic damage with a barrage of acidic rain, lightning, and hail; however, this spell also inflicts Acute "Shock", Acute "Melt", and Acute "Freeze" status on all targets within the affected Areas.
  • Winds of Vengeance - The character is able to conjure a mixture of powerful winds that both help allies and hinder enemies. This spell grants a caster and up to (Mage Level) allies the ability to fly, as well as granting them each the ability to create powerful Air-element attacks with cuts or swings from their weapons; each target attacks normally, but their melee attacks are all considered ranged and Air element, regardless of nature.
  • Shambler - The character is able to mold plant matter -- living or dead -- into a near shapeless conglomeration of fearsome strength and aptitude. The Shambling Mounds are impressively fearsome creatures but are always at the beck and whim of their creator. Only 1 Shambling Mound can be created per cast, but up to (Affinity Level) can be created with enough MP.
  • Antipathy - This spell imbues an area with spiritual pressure that can ward away a specific type of creature (by race (human, elf, artificial life, etc.) or type (beast, plant, elemental, etc.)) OR by Elemental Affinity. The creature type to be warded must be specified on the cast. A matching creature will feel compelled to stay far away from that Area and not willingly return whlie the spell is active. A creature that uses Magic Defense to enter the area and beats the original caster's roll can enter the Area but suffers -200 Dexterity while doing so due to discomfort.
  • Elemental Swarm - This spell allows the caster to summon (Mage Level)'s worth of Earth, Water, Fire, and Wind in the same action. For example, a Level 9 caster may summon 1 Level 9, or a Lv. 5 and a Lv. 4, or three Lv. 3 monsters. These each last for five rounds.
  • Foresight - This spell grants the caster a powerful sixth sense in relation to itself or a target. The caster receives instantaneous warnings of impending danger or harm to the subject of the spell, and is not surprised or flat-footed for the duration of the spell. When another creature is the subject of the spell, the caster receives warnings about that creature. It is up to the caster to warn the other creature for it to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided the caster acts on the warning without delay.
  • Regenerate - This powerful rejuvenation spell can restore limbs and severe trauma damage over a short period of time. Inflicts Chronic "Regen" status on a single target and lasts for (Mage Level) rounds.
  • Summon Nature's Ally IX - This allows a caster to summon a Level 9 Earth, Wind, Fire, or Water monster for five rounds.
  • Sympathy - This spell causes one Area of space to emanate spiritual pressure that allures a particular type of creature (by race (human, elf, artificial life, etc.) or type (beast, plant, elemental, etc.)) OR by Elemental Affinity. The creature type to be enticed must be specified on the cast. Creatures of the specified kind or alignment feel elated and pleased to be in the area. The compulsion to stay in the area or touch the object is overpowering. This effect lasts for (Mage Level) rounds.
Last edited by Strato on July 13th, 2023, 5:57 am, edited 1 time in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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