Magic Lores - Revamp

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Magic Lores - Revamp

Post  FlyingPinkPony on Fri Jun 04, 2010 3:42 am

We have a number of Magic Lores we need to revamp. First on the list are the Lores we have characters currently using. (Fire, Tzeentch, and maybe High Magic if Forte is returning). Also I have a list of all the possible Lores to start with if anyone really wants to get creative and start on one.

Basic Lores
Fire
Metal
Heavens
Death
Shadow
Life
Light
Beasts

Specialty Lores -
High Magic
Dark Magic
Necromancy
Khemri
Ice (Kislev)
Nurgle/Slaanesh
Waaaggghhhh

other minor lores I don't care about much
Pestilens (skaven) gut magic (ogres) etc...
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Re: Magic Lores - Revamp

Post  FlyingPinkPony on Fri Jun 04, 2010 3:57 am

Let's start with Lore of Fire. How do we feel about this? I scaled back Sword of Rhun. Ideas for a high level or epic spell?


Lore of Fire

Fireball- 3 Ranks - Level 1 Spell
Requirements: None
Type: Medium ranged projectile
Spell Level: 1
Effect: 2-5/4-7/6-9 damage. For every 20/15/10 points you exceed the spellpower roll by, increase the damage by 1.

Longbolt - 1 Rank
Requirements: Fireball
Type: Passive
Effect: Increase your fireball to long range. It deals half base damage (Bonus damage is still calculated normally) at long range.

Sword of Rhun- 3 Ranks - Spell Level 2
Requirements: None
Type: Personal Spell - Sustained
Spell Level: 2
Effect: One of your melee weapons is sheathed in the flames of rhun. Attacks with this weapon deal an additional 2-3/5/7 fire damage + 1 per 40/35/30 points on your spellpower roll. You also gain an additional 1 S for every 12/10/8 points of your spellpower roll when making attacks with this weapon. This bonus damage can trigger ignite.

Rhun's Chosen- 2 Ranks
Requirements: Sword of Rhun, Ignite
Type: Passive
Effect: The chance your Sword of Rhun triggers Ignite with its fire damage increases by 10/20%. In addition to the Strength increase from Sword of Rhun the spell also increases your WS by 1 per 12/8 points of your spellpower roll.

Explosion- 3 Ranks - Spell Level 3
Requirements: 1 Spell
Type: Short Ranged spell. - Area of Effect
Spell Power: Wp
Effect: The bright wizard creates a large explosion in the targeted zone. All enemies in the zone suffer 6-8/11/14 fire damage plus 1 for every 30/25/20 points you exceed your spellpower roll by.

Eye of the Explosion - 1 Rank
Requirements: Explosion
Type: Passive
Effect: You may now cast Explosion in your current zone even if you are engaged. If you cast Explosion this way you take no damage from the attack.

Cage of Flames - 3 Ranks
Requirements: Two Other Spells
Type: Medium Ranged Spell - Sustainable
Spell Level: 4
Effect: This spell traps the target in a cage of fire. Each round they are in the cage they take a 2-6 + 1 fire damage for every 40/30/20 points you exceed your spellpower roll by. Any hit or casting rolls take a -10/15/20 penalty in the cage. If the target attempts to leave the cage by switching zones they suffer 3-10/7-12/11-14 +1 fire damage for every 20/15/10 points you exceeded your spellpower roll by.

Burnt Offering- 1 Ranks
Requirements: None
Type: Passive
Effect: The first time you miscast in an encounter you take an automatic 1 damage per spell level to roll twice on the miscast table and choose the lower result.

Fuel the Flames - 2 ranks
Requirements: None
Type: Passive
Effect: Increase your chance to cast with IF by 5/10% and increase your chance of miscasting by 3/5%.

Winds of Fire - 1 rank
Requirements: None
Type: Epic Ability
Effect: You summon the volatile Winds of Fire. Each time you or an allied wizard successfully casts a spell they gain a 5% increased chance of casting with IF.

Super Nova - 2 Ranks
Requirements: Out with a Bang 2, Overload 2
Type: Powerful Free Ability
Effect: Your chance to cast spells with Irresistible Force increases by 5/10% and your casting roll and spellpower rolls increase by 5/10 (max of 5 stacks). You lose 15% of your max W each turn.

Ignite- 2 Ranks
Requirements: None
Type: Passive
Effect: Anytime you deal fire damage to a foe they have a 5/10% chance to catch fire, dealing 1 fire damage a round for the duration of the encounter. This effect can stack.

Heart of Fire - 2 Ranks
Requirements: None
Type: Passive
Effect: You gain Fire Resistance 1/2. Every time you miscast while casting a spell from the Lore of Fire you increase your chance of casting Fire spells with Irresistible Force by 5/10% for the duration of the encounter.

Overload- 2 ranks
Requirements: Ignite 2
Type: Powerful Free Ability
Effect: Using this ability guarantees any non-Epic spell you cast is cast with Irresistible Force. However you also suffer the effects of a miscast immediately after resolving the spells effect. Roll 1/2 times on the miscast chart and select the lowest result.
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Re: Magic Lores - Revamp

Post  FlyingPinkPony on Fri Jun 04, 2010 6:19 am

Few ideas - Gonna scrap cage of fire.

Fireblast - 3 Ranks - Spell Level 4
Requirements: None
Type: Medium Ranged Projectile (AG)
Spell Level: 4
Effect: The wizard releases a concentrated stream of fire that incinerates one foe per zone up to medium range. This deals 2/5/8-12 +1 fire damage per 20/15/10 points you succeed your spellpower roll by. In addition due to the force of the blast the wizard is knocked back one zone in the opposing direction.

Conflagration of Doom - 3 Ranks - Spell Level 5
Requirements: None
Type: Medium Ranged Spell (WP) - Sustained
Spell Level: 5
Effect: At the start of the target's turn they suffer 1-2/3/4 + 1 fire damage per 30/25/20 points you succeed your spellpower roll by for three turns. At the end of their 3rd turn, or if the target is slain, they explode dealing 4-8/12/16 + 1 fire damage for every 20/15/10 points you succeed the spellpower roll by to the target and all enemies in the target's zone. If this damage slays the original target, or the target is already dead, also deal this fire damage to foes within 1 zone.


Inferno - 1 Rank - Spell Level Epic
Requirements: 3 other spells
Type: Epic Spell
Spell Level: Epic
Effect: This spell effects all zones. Enemies in those zones suffer 1 fire damage per 25 points you roll on your spellpower check. This damage is lowered by 1 each round and lasts until it reaches 0 or you are slain. In addition all enemies suffer -2X to all rolls where X is the amount of fire damage being dealt each round.
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Re: Magic Lores - Revamp

Post  FlyingPinkPony on Sat Jun 05, 2010 4:45 am

Wreath of Flame - 3 Ranks
Requirements: None
Type: Powerful Free Ability
Effect: You surround yourself in fire. If you are struck by a melee attack you deal 1 fire damage per 10 Wp to your attacker. This spell lasts 1/2/3 rounds.

I am also going to remove the Wind spells for the time being. I want to do a little revamp with them.
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Re: Magic Lores - Revamp

Post  FlyingPinkPony on Sat Jun 05, 2010 4:50 am

Lore of Fire - (34)

Fireball- 3 Ranks - Level 1 Spell
Requirements: None
Type: Medium ranged projectile
Spell Level: 1
Effect: 2-5/4-7/6-9 damage. For every 20/15/10 points you exceed the spellpower roll by, increase the damage by 1.

Longbolt - 1 Rank
Requirements: Fireball
Type: Passive
Effect: Increase your fireball to long range. It deals half base damage (Bonus damage is still calculated normally) at long range.

Sword of Rhun- 3 Ranks - Spell Level 2
Requirements: None
Type: Personal Spell - Sustained
Spell Level: 2
Effect: One of your melee weapons is sheathed in the flames of rhun. Attacks with this weapon deal an additional 2-3/5/7 fire damage + 1 per 40/35/30 points on your spellpower roll. You also gain an additional 1 S for every 12/10/8 points of your spellpower roll when making attacks with this weapon. This bonus damage can trigger ignite.

Rhun's Chosen- 2 Ranks
Requirements: Sword of Rhun, Ignite
Type: Passive
Effect: The chance your Sword of Rhun triggers Ignite with its fire damage increases by 10/20%. In addition to the Strength increase from Sword of Rhun the spell also increases your WS by 1 per 12/8 points of your spellpower roll.

Explosion- 3 Ranks - Spell Level 3
Requirements: 1 Spell
Type: Short Ranged spell. - Area of Effect
Spell Power: Wp
Effect: The bright wizard creates a large explosion in the targeted zone. All enemies in the zone suffer 6-8/11/14 fire damage plus 1 for every 30/25/20 points you exceed your spellpower roll by.

Eye of the Explosion - 1 Rank
Requirements: Explosion
Type: Passive
Effect: You may now cast Explosion in your current zone even if you are engaged.

Fireblast - 3 Ranks - Spell Level 4
Requirements: None
Type: Medium Ranged Projectile (AG)
Spell Level: 4
Effect: The wizard releases a concentrated stream of fire that incinerates one foe per zone up to medium range. This deals 2/5/8-12 +1 fire damage per 20/15/10 points you succeed your spellpower roll by. In addition due to the force of the blast the wizard is knocked back one zone in the opposing direction.

Conflagration of Doom - 3 Ranks - Spell Level 5
Requirements: None
Type: Medium Ranged Spell (WP) - Sustained
Spell Level: 5
Effect: At the start of the target's turn they suffer 1-2/3/4 + 1 fire damage per 30/25/20 points you succeed your spellpower roll by for three turns. At the end of their 3rd turn, or if the target is slain, they explode dealing 4-8/12/16 + 1 fire damage for every 20/15/10 points you succeed the spellpower roll by to the target and all enemies in the target's zone. If this damage slays the original target, or the target is already dead, also deal this fire damage to foes within 1 zone.

Inferno - 1 Rank - Spell Level Epic
Requirements: 3 other spells
Type: Epic Spell
Spell Level: Epic
Effect: This spell effects all zones. Enemies in those zones suffer 1 fire damage per 25 points you roll on your spellpower check. This damage is lowered by 1 each round and lasts until it reaches 0 or you are slain. In addition all enemies suffer -2X to all rolls where X is the amount of fire damage being dealt each round.

Burnt Offering- 1 Ranks
Requirements: None
Type: Passive
Effect: The first time you miscast in an encounter you take an automatic 1 damage per spell level to roll twice on the miscast table and choose the lower result.

Fuel the Flames - 2 ranks
Requirements: None
Type: Passive
Effect: Increase your chance to cast with IF by 5/10% and increase your chance of miscasting by 3/5%.

Super Nova - 2 Ranks
Requirements: Out with a Bang 2, Overload 2
Type: Powerful Free Ability
Effect: You lose 10% of your max W each turn. Each time you take damage your casting rolls and spellpower rolls increase by 5/10. This effect is cumulative.

Ignite- 2 Ranks
Requirements: None
Type: Passive
Effect: Anytime you deal fire damage to a foe they have a 5/10% chance to catch fire, dealing 1 fire damage a round for the duration of the encounter. This effect can stack.

Heart of Fire - 2 Ranks
Requirements: None
Type: Passive
Effect: You gain Fire Resistance 1/2. Every time you miscast while casting a spell from the Lore of Fire you increase your chance of casting Fire spells with Irresistible Force by 5/10% for the duration of the encounter.

Wreath of Flame - 3 Ranks
Requirements: None
Type: Powerful Free Ability
Effect: You surround yourself in fire. If you are struck by a melee attack you deal 1 fire damage per 10 Wp to your attacker. This spell lasts 1/2/3 rounds.

Overload- 2 ranks
Requirements: Ignite 2
Type: Powerful Free Ability
Effect: Using this ability guarantees any non-Epic spell you cast is cast with Irresistible Force. However you also suffer the effects of a miscast immediately after resolving the spells effect. Roll 1/2 times on the miscast chart and select the lowest result.


Last edited by FlyingPinkPony on Sat Jun 12, 2010 2:23 am; edited 1 time in total
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Re: Magic Lores - Revamp

Post  FlyingPinkPony on Sun Jun 06, 2010 7:52 am

Questions? Comments? Nothing. =(
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Re: Magic Lores - Revamp

Post  deadlychair on Wed Jun 09, 2010 11:47 am

It doesn't hurt anything, but Eye of the Explosion doesn't need to specify that you don't take damage since Explosion already says that ENEMY units take damage.

Supernova is confusing, does ability activate every turn forever automatically? I think you were trying to make it so that you use Supernova and every turn your IF and casting roll bonuses increase, but you also take the damage every turn, but it's very unclear.
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Re: Magic Lores - Revamp

Post  FlyingPinkPony on Sat Jun 12, 2010 2:23 am

Okay. Fixed Eye and simplified Supernova a bit. It should be a good deal clearer now.
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Re: Magic Lores - Revamp

Post  FlyingPinkPony on Thu Jul 08, 2010 2:43 pm

Wartide

Red Fire - 3 Ranks
Requirements: None
Type: Medium Ranged Projectile
Spell Level: 1
Effect: Deals 2-6/3-8/4-11 fire damage. This spell deals an additional 1 damage for every 20/15/10 points you succeed your spell power roll by.

Red Blade - 2 ranks
Req: Red Fire
Type: Powerful melee attack
Effect: Add an additional 1-4/3-6 fire damage to this melee attack. Roll a spellpower roll for additional damage add +1 damage for every 20/15 points you win the check by.

Mantle of Orange Flame - 3 Ranks
Requirements: None
Type: Personal Sustained Spell
Spell Level: 2
Effect: You gain DR 1 for every 20/15/10 points you roll on your spellpower check. In addition you gain a 3/6/10% ward save while the spell is active.

SpellShield - 2 Ranks
Requirements: Mantle of Orange Flame 1
Type: Passive
Effect: While Mantle of Orange Fire is active you gain Magic Resistance 10/20 and any single target spell that fails its spellpower roll against you has a 25/50% chance of being reflected onto the caster. It automatically affects the caster, but receives no additional spellpower bonuses.

Baleful Transformation - 3 Ranks - Spell Level 3
Requirements: 1 Tzeentch Spell
Type: Short Ranged Sustained Spell
Spell Level: 3
Effect: Target lowers 1/2/3 random stats (excluding W) by 20 plus an additional 5 for every 20 points you exceed your spellpower roll by. This spell lasts until it ceases to be sustained.

Siphoned Transformation - 2 Ranks
Requirements: Baleful Transformation
Type: Passive
Effect: When you successfully affect an opponent with Baleful Transformation, you gain +5/10 to the stats that are drained from your foe for the duration of the spell.

Blue Fire - 3 Rank
Requirements: Any other spell.
Type: Short Ranged Projectile
Spell Level: 4
Effect: Deals 1-4/8/12 damage plus an additional 1 for every 30/25/20 points you succeed the spellpower roll by. If this spell slays the target you immediately summon a pink horror.

Tzeentch's Fire Storm - 3 Ranks
Requirements: 2 Spells max rank
Type: Long Range - Area of Effect
Spell Level: 5
Effect: Fire Storm deals 3-5/5-7/7-9 + 1 fire damage for every 30/25/20 points you succeed your spellpower roll by to all targets in the targeted zone. Targets in adjacent zones do not suffer bonus damage but still suffer the base fire damage assuming the spellpower roll is high enough.

Denial of Fate - 1 rank
Type: Powerful Free Ability
Effect: For this turn only, instead of taking a casting penalty for each wound you have taken, gain that amount as a casting and spell power bonus.

Spell Strip - 1 Rank
Requirements: None
Type: Passive
Effect: Anytime an enemy caster miscasts while casting a spell they can no longer cast that spell for the duration of the encounter.

Stolen Knowledge - 1 Rank
Requirements: Spellstrip
Type: Passive
Effect: Whenever Spell Strip is activated you may cast the spell as though you knew it.

Warrior Wizard - 2 Ranks
Requirements: None
Type: Passive
Effect: Every time you successfully cause damage with a melee attack you gain +5/10 to casting and spellpower rolls until the end of your next turn. You may also cast ranged spells at a target currently engaging you next turn.

Gaze of Tzeentch - 2 Ranks
Requirements: None
Type: Powerful Free Ability.
Effect: The enemy caster suffers -10/20 to all casting and spellpower rolls next turn. In addition they suffer a 10/20% increased miscast chance.

Eye of Change - 1 Rank
Requirements: 3 other spells, Gaze of Tzeentch
Type: Epic Level 6 Spell
Effect: The great eye of Tzeentch watches over the battlefield warping and twisting everything in its path. At the beginning of each player's turn, roll on the table below. The caster rolls twice on this table taking the higher result, while enemies roll twice and take the lower result. Allies roll once. These effects last until the end of encounter. The spell remains active 1 round for every 30 points you scored on your spellpower roll. If you rolled less than 20 on your spellpower check, Tzeench does not favor you, and you must roll twice and select the lower result rather than the higher. Each round this spell remains active, the miscast and IF chance of all casters increases by 10%.


1 - Gift of Chaos - The character is melting into a chaos spawn. Each time this effect is rolled it has increasing effects. The first time this is rolled they suffer -10 to all attributes, and suffer -1 to all further rolls on this table. The second time, they lose any armor and DR they possess, and lose access to any Powerful abilities they have remaining. The third time, the target is reduced to a writhing pile of flesh that scampers off into the wilderness.
2 - Deadly Mutation - The target loses 20% of its maximum W. If the target is slain by this ability it becomes a pink horror under control of the caster. Ward saves can prevent this damage.
3 - Horrors of the Warp - The target loses their action.
4 - Daemons From Within - The target suffers 1 damage (ignoring armor and DR) for every 20 points you rolled on your spellpower check as daemon try to claw their way out of the target's body. If this effect slays the target they become a blue horror under your control.
5 - Harmful Mutation - The target suffers -10 to a random stat (excluding W).
6 - No effect - The target suffers no ill effects this turn.
7 - Helpful Mutation - target gains +10 to a random stat (excluding W).
8 - Regeneration - The target heals 10% of their maximum W.
9 - Surge of Power - The target gain +20 on hit, wound, casting, and spellpower rolls this turn.
10 - Daemonic Ascension - The character is becoming a daemon prince. Each time this effect is rolled it has increasing effects. The first time this is rolled they gain a 10% ward save. The second time this rolled they gain +10 to all attributes. The third time the target is granted daemonic raven wings which allow them to shift 1 zone for free at the beginning of their turn and regenerate 10% of their maximum health each turn.



--- Interesting idea on horror summoning. I am thinking of setting the horror as one consistent minion skill. Spells and abilities that normally summon horrors or alter it in some way would instead power up the summon. More on this idea later but in brief the advantage is you could equip it with minion items. It would help bookkeeping etc. --- Anyhoot before that are there any additional ideas on the basic spells listed here. The reason Blue Fire is identified. In short the major changes above are Gaze of Tzeentch, and Red Blade. Blade got an overall buff. Gaze got altered a great deal to add more active abilities.


Last edited by FlyingPinkPony on Thu Jul 15, 2010 12:50 pm; edited 1 time in total
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Horrors

Post  FlyingPinkPony on Fri Jul 09, 2010 3:07 am

Every Tzeentch Mage gains a Horror. This horror may not be summonable immediately or it may not ever enter play but each Tzeentch mage does have a Horror as a familiar.

Stats - All default 6 +20% of your WP. W Default 6 + 20% of your W.
WS : 6
BS : 6
S : 6
T : 6
Ag : 6
Wp : 6
W : 6

Attacks - Claws - Melee. 2-5 damage.

All Horrors have a mutation Chart below. Whenever a result is rolled on the mutation chart the horror heals 20% of its maximum health.
1- Devolve - Lower all stats by 10 and lose 50% of its current W. If any stat is reduced to zero the horror dies.
2- Unstable Mutation - Gain a 10% ward save. Upon death the horror explodes roll (BS vs AG to hit, WP vs T to wound). damaging all foes in its zone damage equal to 1/2 its maximum health. Every roll increases the ward save by 5% (Max of 50%) and grants +5 to the attack and wound roll for the explosion attack.
5- Growth - Gain +10T and 2 armor. Every additional roll of this result grants an additional +5T and 1 armor.
6- Flames of Tzeentch - The horror is surrounded by magic flames gaining MR (10) and an aura that deals 2 automatic fire damage to an enemy it its zone at the end of its turn. Each additional role adds MR(5) and 1 fire damage.
7- Insert Placeholder
8- Strength - Gain +10S and claw attack gains Armor Piercing (1) and +4 maximum damage. Every additional roll grants +5S, Armor Piercing (1) and +2 maximum damage.
9- Flame Breath - Gain +5BS/WP and a short ranged attack using WP vs T for the W roll. Deals 3-8 fire damage. Each additional roll on this increases BS/WP by 5 and the range by 1 zone and the fire damage by 2-4.
10- Additional Claws - +10WS, Gain 8% critical strike chance. Each additional roll of this result further increases your WS by +5 and critical strike chance by 4%.


How this works in Play example skills -

Summon Horror - 3 Ranks
Requirements: None
Type: Powerful Ability
Effect: Summons your horror to the field in your zone or an adjacent zone. It begins play with 0/1/2 mutations of your choice on the chart above (Ignore 1's).

Horrors of the Warp - 1 Rank
Requirements: None
Type: Passive
Effect: Whenever you slay a foe with Red Fire, Red Blade, or Tzeentch's firestorm and you possess a horror on the battlefield roll once on the mutation chart.


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Re: Magic Lores - Revamp

Post  deadlychair on Wed Aug 04, 2010 7:40 am

You could have the missing roll have something to do with wounds, as currently none of the rolls change them outside of damage from a roll of 1. This would help the explosion do more potential damage as well, rather than being a capped amount.
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Re: Magic Lores - Revamp

Post  FlyingPinkPony on Mon Aug 30, 2010 12:44 pm

Alright. Well I think this site has been dead for long enough but im going to kick it a bit and see if it twitches. I am also going to be overlooking a lot of the how the "core" mechanics of this system work. I am going to look at armor types as well for starters.

Anyhoot, lets get a draft of some of the other lores up shall we.


Lore of Shadows -

Metagame - Lore of Shadows is all about manipulation and it focuses heavily on zone control. The core mechanic here is "shadowing zones" spells have increased effects in shadowed zones and the wizard also gains some bonuses as well. It is less strictly offensive than many other lores and focuses more on trickiness.

Spells
Shroud of Shadows - 3 Ranks
Requirements: None
Type: Short Ranged Spell
Level: Spell Level 1
Effect: The allied unit target is covered in shadows. Any attempts to hit the target suffer -(10 + X) penalty where X is your spellpower roll 25/20/15 for the next 3 rounds. At the end of the duration the zone the target is in becomes "Shadowed".

Shadow Bolt - 3 Ranks
Requirements: None
Type: Medium Ranged Spell
Level: Spell Level 2
Effect: Deals 3-5/7/9 damage. Plus an additional 1 for every 25/20/15 points you beat your spellpower roll by. If this spell targets an opponent in a shadowed zone ignore any magic resistance they possess and add an additional 2/5/8 damage.

Betrayal of the Shadow
Requirements: 1 other spell max rank.
Type: Medium Ranged Spell
Level: Spell Level 3
Effect: If successful the target delivers a successful attack against itself. This attack automatically hits and wounds. Increase the weapons max damage by 1 for every 30/20/10 points you win the spellpower roll by. If the target is in a "Shadowed" zone this attack is an automatic critical strike.

Skills
Dark Presence - 1 Rank
Requirements: None
Type: Passive
Effect: The zone where you enter a battlefield is "shadowed".

Fade into Nothing - 2 Ranks
Requirements: None
Type: Passive
Effect: The first time an encounter there is a 25/50% chance any attack that would kill you instead fails. You are moved to the closest shadowed zone. If no shadowed zone exists, or the only shadowed zone is your current zone, the attack resolves as normal and you are slain.

Concealing Shadows -
Requirements: None
Type: Passive
Effect: All allied units gain a 2/5% dodge chance while in "Shadowed zones".

Summon Shadows - 1 Rank
Requirements: None
Type: Powerful Ability
Effect: The zone of your choice becomes shadowed.

Shadow Walk - 1 Rank
Requirements: Summon Shadows
Type: Powerful Free Ability
Effect: You can move to any zone that is currently shadowed.

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Re: Magic Lores - Revamp

Post  FlyingPinkPony on Mon Aug 30, 2010 4:52 pm

Lore of Heavens

Meta- A long range lore focusing in offensive spells. Unlike Fire it features no DoTs and has several utility spells.

Potent of Amun -
Requirements: None
Type: Short Ranged Spell
Level: Spell Level 1
Effect: Your targets next 1/2/3 failed rolls (basic rolls only- hit/wound/cast) are rerolled this encounter. If any of these rerolls fail the spell ends immediately.

Lightning Strike -
Requirements: None
Type: Unlimited Ranged Spell
Level: Spell Level 2
Effect: Deals 1-3/6/9 lightning damage + 1 for every 25/20/15 points you win the spellpower roll by.

//YAY BOOM BOOM numbers need some tweaking
Comet
Requirements: 3 other spells max rank.
Type: Medium Ranged Spell
Level: Epic level 6 spell
Effect: This spell summons a meteor to strike on the zone of your choice. At the end of your 3rd turns after you summon it dealing 15-25 fire damage + 1 for every 10 points you roll on your spellpower roll. Each round before you go your may move the meteor one zone until it hits.

//A little extra bonus vs armor
Lightning Rod - 2 ranks
Requirements: None
Type: Passive
Effect: Your Lightning Strike and Heaven's Wrath spells deal an additional 1/2 damage in the target is wearing armor (double if wearing heavy armor)

//Very effective vs hordes//
Foresight - 2 Ranks
Requirements: None
Type: Passive
Effect: After initiative has been calculated add +5/10 to your score for every enemy combatant going before you.

Blessed Perfection - 2 Ranks
Requirements: None
Type: Passive
Effect: Gain a 5/10% ward save while at full health.
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