Magic Lores (Current - but work in progress)
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Magic Lores (Current - but work in progress)
In addition to the general skills trees each character is allowed to select a single magic lore to choose from. This will take up one of your characters three tree choices however so keep that in mind when creating a character.
There are several magic lores that are complete and usable at character creation. If they are not listed under complete they cannot be used. Several of the incomplete lores I have a small foundation on so if anyone has an immense interest in one of those lores, please let me know, and we can get you a partial tree up and running quickly so you can begin play as soon as possible.
Complete:
Lore of Tzeentch- The chaos magic of change and mutation. It is an offensive lore based in subtlety.
Lore of Fire- One of the eight winds of magic. Fire is entirely an offensive tree based around dealing as much damage as quickly as possible.
High Magic - Magic of the High Elves. It is the most pure form of magic. It features a wide range of spells from incredibly powerful damaging spells to protective spells or hexes.
Mostly complete:
Lore of Khemri - Magic of the Tomb Kings. The incantations of the tomb kings focus on desert magic. It in many is similar to Necromancy.
Necromancy - The lore of the dead. It specializes in raising the corpses of the fallen to serve the wizard.
Incomplete - But could finish/start given enough interest.
The 7 other winds of magic - Light, Heaven, Shadow, Death, Beasts, Metal. Life
Lores of Nurgle and Slaanesh
Dark Magic
Skaven
There are several magic lores that are complete and usable at character creation. If they are not listed under complete they cannot be used. Several of the incomplete lores I have a small foundation on so if anyone has an immense interest in one of those lores, please let me know, and we can get you a partial tree up and running quickly so you can begin play as soon as possible.
Complete:
Lore of Tzeentch- The chaos magic of change and mutation. It is an offensive lore based in subtlety.
Lore of Fire- One of the eight winds of magic. Fire is entirely an offensive tree based around dealing as much damage as quickly as possible.
High Magic - Magic of the High Elves. It is the most pure form of magic. It features a wide range of spells from incredibly powerful damaging spells to protective spells or hexes.
Mostly complete:
Lore of Khemri - Magic of the Tomb Kings. The incantations of the tomb kings focus on desert magic. It in many is similar to Necromancy.
Necromancy - The lore of the dead. It specializes in raising the corpses of the fallen to serve the wizard.
Incomplete - But could finish/start given enough interest.
The 7 other winds of magic - Light, Heaven, Shadow, Death, Beasts, Metal. Life
Lores of Nurgle and Slaanesh
Dark Magic
Skaven
Last edited by FlyingPinkPony on Sun Jan 17, 2010 3:39 pm; edited 1 time in total
Chaos Lore of Tzeentch
Chaos Lore of Tzeentch
Red Fire - 3 Ranks
Requirements: None
Type: Medium Ranged Projectile
Spell Level: 1
Effect: Deals 2-5/3-8/4-11 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: If this attack hits you can immediately cast Red Fire rank 1/2 on the target. The casting roll automatically succeeds.
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 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 for the next 5 rounds. If a target is more than once by this spell the new version overrides the old.
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. This spell deals an additional 1/2/3 damage for every horror currently under your control. If this spell slays the target you immediately summon a 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. This spell deals bonus damage only to the initial target. Targets in adjacent zones suffer half of this 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 - 2 Ranks
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. At Rank 2, you can cast the spell as though you knew it at the same rank the target possessed.
Warrior Wizard - 2 Ranks
Requirements: None
Type: Passive
Effect: Every time you successfully cause damage with a melee attack you gain +0/10 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.
Winds of Change - 1 Rank
Requirements: Lots including Gaze of Tzeentch
Type: Epic Ability
Effect: All enemy casters gain an increased 5% miscast chance whenever they attempt to cast a spell for the duration of the encounter.
Gaze of Tzeentch - 1 Ranks
Requirements: None
Type: Passive
Effect: All enemy casters have a 5% increased miscast chance.
Last edited by FlyingPinkPony on Sun Jan 17, 2010 3:42 pm; edited 1 time in total
Similar topics
» Magic Lores - Revamp
» The Job Board - Wanted Missions
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» The Job Board - Wanted Missions
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