Unigo Earth Spells

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Unigo Earth Spells

Postby miyuka on Tue Oct 11, 2011 6:35 pm

Common (Battle, Anywhere)

Stone Skin
Level required: 10
Class required: Earth Mage
Casting method: clomagatk
Defending method: clomagdef
Description: Earth Mage X1:

Earth Mages have a unique insight into the makeup of all matter, able to study with unparalleled precision and patience the tiniest particles and how they relate to one another; what separates sand from glass, ore from steel, rock from flesh.. and even manipulate those relationships. Looking inward, the Mage begins to alter the very makeup of their skin, even the fabric of the clothes they wear, often manifesting in plate-like growths of stone around joints and vital areas. Though skin is toughened considerably, the transformation is not complete. Wounds can still be opened, and bleed when they do.
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MECHANICS: Spell lasts 1 round per slot invested. For every 2 slots invested in casting, the Earth Mage receives +1 to both physical and magical defense, to +8 at 15 slots, as well as an additional +1 to def for every time EM is selected. This ability will also absorb 1 damage dealt to the mage as a direct result of a failed defense for every 5 slots invested. This does not include damage over time effects such as bleeds, burns, poisons, etc. Stamina cost is standard. Does not stack with other skins/defense-mod spells.

Stone Fist
level required:10
Class required: Earth Mage
Casting method: clomagatk
Defending method: clomagdef
Description: Earth Mage X1:

The Earth Mage encases one fist in hard stone, able to shape this punishing glove into a hammer-like bludgeon or hatchet-like blade of granite, near any shape the Mage can fathom. Many warriors claim their weapons are extensions of themselves, but each Earth-Mage's Stone Fist is wholly unique, and affords them a potentially powerful edge in combat.

:MECHANICS: It takes one round to cast Stone Fist with slots declared by the caster. The summoned weapon is then usable in the following round. It lasts 1 round for every 2 slots invested, to a max of 8 total. For every 3 slots invested, stone fist has a +1 attack and adds +1 damage on a successful close physical strike. The mage can also use Stone Fist for one Ranged Physical attack, but this will discard the weapon, ending the spell early. Stamina cost is standard for activation, though every attack made with the fist costs an additional 1 stamina on top of regular physical attack costs. This spell can be deactivated early if an attack round is sacrificed.

Upheaval
Level required: 11
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X1:

The Earth Mages temperament may be mild, but his skill upon the earth we all tread on is never questioned. With the use of this spell, the Earth Mage while facing his opponent can command the earth that his opponent is on to shift under their feet, rise up and then fall down upon them for heavy impacting damage as well as throwing them off balance for one round, making it difficult to gain their feet again and cast spells or swing at the earth mage.

MECHANICS: A standard ranged magical attack is made. If successful, the victim of this spell suffers a -5% reduction for every 3 slots used, to attack and defense rolls the round following as well as standard damage. If successful, two full rounds must pass before the spell can be used again on the same opponent. Stamina cost is double.

Medusa
Level required: 15
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X2:

Though turning another person into stone is a very tricky business, convincing them they're made of stone isn't as hard as some might think. Some would dismiss the notion as ludicrous, but an Earth Mage knows how it 'feels' to be a stone, and under the right circumstances can project that strange non-sensation onto others. Catching their opponents gaze with hypnotically stoic eyes, the victim of this spell will freeze in their tracks.. conscious and aware, and yet unable to escape the overpowering notion that they have been rendered statues. In order to project this mindset however, the earth Mage must adopt it.... meaning they too must remain frozen in place.

MECHANICS: A standard ranged magical attack is made against any non-blinded opponent. If successful, the victim is immediately frozen in place. The Mage can maintain this ability 1 round for every 2 slots invested to a max of 8, at an additional cost of 1 stamina per round. Neither the caster nor the victim may attack while this effect is in place, but the victim may choose to defend against the original magical attack on their turn in order to break the effect. If they successfully break the effect, they are free to act in that round at no cost. If they fail to break the effect, they suffer a loss of 4 stamina. Any attack against the opponent will also break the effect. If used on an opponent in flight, the spell also deals standard damage, and immediately grounds them.

Stone Stride (OOB only)
Level required: 15
Class required: Earth Mage
Casting method: none
Defending method: none
Description: Earth Mage X2:

By means of this spell, the Earth Mage can move himself through the earth at unnatural speed, surpassing the fastest men on foot. Upon casting this spell, the Earth Mage sinks into the ground or stone beneath his feet and can travel for miles, just how far is dependent on how well he knows the spell. While within the ground or stone, he can see and hear nothing, though he can sense that others are nearby but is unsure of whom they are. It is akin to being under a deep dark lake without a glimmer of moonlight. The Earth Mage can sense obstructions such as caverns, basements and other empty spots in the ground and can avoid them easily enough. Both immersion and surfacing out of the ground take roughly ten seconds (one post for surfacing) during which the Earth Mage is vulnerable to attack. Because of the nature of this spell, one cannot cast it once they are in combat.

MECHANICS: Casting takes one full round (without interruption), before the Earth Mage is immersed within the earth and can begin to move deep within his element. For every time Earth Mage class is taken, the Earth Mage can travel 5 miles working his way underneath the earth. He is also able to choose not to travel, but to remain still within the ground, however while in the earth, he is unable to tell what might be taking place on the surface, or cast even the most simple of spells. Because of the nature of this magic, no one else is allowed to travel with the Earth Mage by use of this spell. If another Earth Mage casts a spell (Eruption, Gaea's Protecting Hand) on the ground where he is, he must roll a Close Magical Defense to avoid being caught up in the weave of the magic and forced to surface against his will.



Sacrificial Stones
Level required: 15
Class required: Earth Mage
Casting method: clomagatk
Defending method: clomagdef
Description: Earth Mage X2:

With dirt from the ground or sand from his pocket the Earth Mage will conjure fist-sized spheres of stone to orbit their figure like little planets. The pace of their orbit may seem languid, but that is only patience; the stones laying in wait, ready to leap into the path of incoming projectiles in a moments notice, sacrificing themselves to save their creator.

MECHANICS: A standard !clomagatk is made. For every three slots in this spell 1 stone rises to orbit the caster. Stamina cost is standard, with an additional 2 stamina for every stone summoned. The effect lasts 2 rounds for every 3 slots invested, or until all stones have been expended.Cannot be re-cast until the effect has ended. Any ranged attack, magical or physical, which is made against the caster while this effect persists has to beat the value of the above !clomagatk in order for the damage to reach the caster. Each ranged attack targeting the caster will discard/destroy one stone, whether or not that ranged attack is blocked before reaching the caster. Sacrificial stones react to AoE effects in the same way, except that all remaining stones are sacrificed against them, ending the effect. Spells that are capable of having multi targets like dust devil, chain lightning, and fire flick are treated normally, a single stone sacrificed to halt them if able, their effects proceeding as written if not. This spell has no effect on close attacks.


Quicksand
Level required: 15
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X2:

There are few experiences quite so unsettling as slowly sinking into suffocating sand, and the Earth Mage knows it. Exploiting this innate fear and the panic it often inspires, they begin to rapidly spread out the usually tight-packed particles that constitute the ground beneath their opponent or victims feet, turning once soft earth, solid stone, or even hardwood flooring into a soup of sinking sand. The roaming pit of sand is not natural and requires energy to maintain itself, but ingeniously derives that from the struggles of its victims to break free. When it runs out of energy, one even deeply sunken in the mire will be almost forcibly ejected, the ground returning to its natural state. Thus, as it is often told, the best thing to do when trapped in quicksand, is to simply hold still.

:Mechanics: A standard ranged magical attack is made. If successful, the victim will suffer a reduction of 10% to ranged attacks, and 20% to close attacks starting the following round. Each attack round the victim uses to perform any action that is not an evade or talking while the effect persists will cause this effect to stack in the next round. The effect persists 1 round for every 3 slots invested. It cannot exceed a penalty to the victim of 50% ranged, and 100% close. If two attack turns are passed on or used to evade consecutively, the effect ends early. A round in which the victim is unable to act due to other combat effects counts toward this. A successful upheaval cast on the victim will end the effect early; cannot take flight while affected.

Strength of Earth
Level required: 15
Class required: Earth Mage
Casting method: other
Defending method: none
Description: Earth Mage X2:

By means of this spell, the caster absorbs power from the Earth itself, taking on the strength to become the hard place forcing their opponents against the rocks. The Earth Mage needs to lay hands on stone of some kind in order to summon up this unnatural strength, and cannot expect it to last forever.

MECHANICS: For every slot invested, the effect persists one round. While active, the caster receives a bonus to their base STR equal to 5% for every time Earth Mage has been selected as a class. Stamina cost, rather than being based on spell slots, is equal to the amount of str gained, with the generic 1 stam to initiate casting. Focus enchants do not apply to this spell. Once per combat.

Tremor
Level required: 22
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X3

Description: Summoning a true Earthquake requires a mastery of the craft few Earth-Mages could ever hope to attain, but isolated tremors are manageable early in the training, and can be just as devastating against a lone target. Typically accompanied by a the pounding of foot or fist into the ground, the tremor will violently spill the unwary from their feet, and have them struggling to find them again in the aftershock.

:MECHANICS: A standard ranged magical attack is made, with any damage dealt halved. The victim is also prevented from acting in their attack round, excluding only an !evade roll, for 1 round per every 5 slots invested. Any attack against the victim will interrupt this effect. Can only be used once per combat successfully.



Common OOB

Earthen Embrace
Level Required:
Class Required: Earth Mage
Casting Method: None
Defending: None

Description: By drawing upon the power of the earth, and wrapping it around an injured person, the earth mage can channel part of the power of earth into the form so embraced by it, to allow for a small measure of healing to be gained.

Mechanics: Costs five stamina per one point of life to be healed. Can only heal up to fifteen points of life a day, no matter how many people it is used upon

Earthen Creation
Level Required:
Class Required: Earth Mage
Casting Method: None
Defending: None

Description: Using this ability, a geomancer can manipulate the earth for a limited time frame, creating household and everyday items with it, that will serve to assist the Earth mage in their tasks

Mechs: Items created by this spell last for one hour for every time the earth mage class is taken. Not able to create weapons and armor with this, or anything capable of causing physical damage to another

Earthen Clairvoyance
Level Required: 10
Class Required: Earth Mage
Casting Method: None
Defending: None
Description: Earth Mage x1

By entering a trance and pressing his or her fingers to the surface of the earth, the Geomancer can attempt to commune with the spirit of the earth, and seek out images and impressions of things that had happened, or people that had passed by the place of contact recently. The more contact that the mage has with the earth, the deeper the connection might be and the more information that could be drawn from it.

Mechs: By spending three rounds to enter the required trance, of which any disruption will destroy the concentration required, and then by touching the earth in some way, which must be at least the area of both hands, then the Geomancer can ask the spirit of the earth one question about a subject for every time they have taken the Earth Mage Class. Additionally, for each time the Earth mage class is taken, allows for further glimpses into the past, Earth Mage x1 = One week, x2 = Two weeks, x3 = One month, x4 = 3 Months, x5 = 6 Months

Unigo

Steel Skin
Level required: 15
Class required: Earth Mage
Casting method: clomagatk
Defending method: clomagdef
Description: Earth Mage X2:

Using the same almost alchemical transformation principles applied in the spell Stone Skin, the Earth Mage takes one step further from flesh and even stone, toward the earth made tempered. The Mage takes on the aspect of steel, skin graying and taking on a strange sheen, plates of dark metal swelling like fungus in patches on skin and robes. This spell can make the effort to match the Mage with a blade seem like utter folly, but rather than protect against, the altered steel the Mage has made of himself can actually attract hostile spells.

:MECHANICS:The spell lasts for one one round per slot. For every slot invested, the Mage receives +1 to physical defense, as well as an additional +1 to physical defense for every time Earth Mage has been selected for a max of +20 physical defense at 15 slots. This ability will also absorb 1 physical damage dealt to the mage as a direct result of a failed defense for every 3 slots invested. This does not include damage over time effects such as bleeds, burns, poisons, ect. Does not stack with other skins/defense-mod spells.


Crystal Skin
Level required: 20
Class required: Earth Mage
Casting method: clomagatk
Defending method: clomagdef
Description: Earth Mage X3:

Few sights are more strange or more stunning than an Earth Mage who's sacrificed the neigh indestructibility of stone and steel for the reflective purity of crystal. The skin of the Earth Mage becomes as a mirror, little crystalline castles of staggering beauty and evident delicacy often forming on the Mage's figure like frost. Hostile magic struggles not to reflect off of this form harmlessly, but crystal is brittle, leaving the Mage vulnerable to physical strikes.

Crystal Skin lasts one round per slot used in casting.. For every slot invested, the Mage receives +1 to magical defense, as well as an additional +1 to magical defense for every time Earth Mage has been selected up to a maximum of +20 magical defense. In addition, if any spell which successfully hits the caster has a lingering effect after initial damage, such as damage over time effects like burns/poisons, stam drain effects, stat de-buffs, ect., the Mage rolls a 1d2. If a 1 results, the spell effect is ignored. Does not stack with other skins/defense-mod spells.


Dust Shroud
level required: 20
Class Required: Earth Mage
casting method: clomagatk
defense method: clomagdef
Description: Earth Mage x3:

The Earth Mage excels in creating cover where there had been none before, able to turn a desperate situation into a chance for respite with focus and a few mumbled words. With this incantation a thick layer of rapidly drying mud will gradually envelop the Earth Mage's body like a cracked and fragile second skin, which is shed by a sharp burst of motion into an explosive cloud of dust. Those caught in the dust will feel eyes burn with the effort to see and lungs ache with the effort to draw breath, and those who escape it will be hard pressed to take any decisive action until its cleared.

:MECHANICS: This spell takes two rounds to cast, and can be interrupted by a successful attack. On the second round, a !clomagatk is made against which all those in the combat scene, friend or foe, must defend against with a !clomagdef. !damage rolls are made, but no damage is dealt, the result of the damage roll being the % reduction to all attack rolls the victim attempts, lasting 1 attack turn for every 5 slots invested. Half the sum of that !damage roll is also subtracted from the victims Stamina. A player who successfully defends against this spell cannot attack or be attacked by the caster or any victim of the spell in the following round only. Does not stack with other % reduction spells but does not cancel them, the greater effect taking precedent.


(suggested replacement for Balance)

Stone Effigy
level required: 25
Class Required: Earth Mage
casting method: ranmagatk
defense method: ranmagdef
Description: Earth Mage x4:

Most Earth Mages are expert sculptors, able to capture in even the most crude or abstract forms the very essence of their subject. The applications of this uncanny eye are not solely artistic, as this eerie spell demonstrates. The Earth Mage casts forward a small cyclone of dust, dirt and sand, the grains of which study the form of the unfortunate 'subject' in a way the eyes cannot. That little whirlwind will seem to pass by the target and leave them unharmed, only to rapidly form a statue in their image shortly behind them. The statue is never flawless, and can often be quite rudimentary, but will always bear a striking resemblance to their subject, even in the way it moves...

:MECHANICS: A standard ranged magical attack is made, followed by a !damage roll if successful, though no damage is dealt immediately. The Stone Effigy will be active in the following round, able to attack independent of the Earth Mage, with its str, agi, and res stats equal to those of the victim, whereas int will always be 0. The Stone Effigy is only capable of close physical attacks, and goes last in every round. It will persist until it has dealt damage equal to that of the above !damage roll to its target, or until it is destroyed. It cannot deal more damage than the above !damage roll. Its attack mod, defense mod, life points, and maximum number of rounds it can endure are equal to slots invested. Only one Effigy may be active at a time, and the spell cannot be recast on the same target after landing successfully. Stamina cost is doubled.


Diamond Form
Level required: 30
Class required: Earth Mage
Casting method: other
Defending method: other
Description: Earth Mage X5:
Prerequisites: Steel Skin x 5, Crystal Skin x 5, Stone Fist x 5

The ultimate of the Earth Mage's self-transformative abilities, the caster takes on the aspect of that most rare and precious mineral; their entire figure, robes and all, taking on the glittering, refractive transparency of fine-cut diamond. Beautiful and yet often terrible to behold, this is the most complete, and the most taxing of the Mage's endeavors to become one with their Element. Maintaining it can be harrowing, and its impossible to cast or even speak in this form, but for a few moments the caster is made a Juggernaut, capable of both taking and dealing immense punishment.

MECHANICS: For every slot invested in casting, the Earth Mage receives +1 to both physical and magical defense, as well as an additional +1 for every time Earth Mage is selected. This ability will also absorb 1 damage dealt to the mage as a direct result of a failed defense for every 3 slots invested. Both the attack and damage bonus of Stone Fist is doubled while Diamond Form is active.The effect lasts 1 round for every 3 slots invested, to a max of 5 rounds, but an attack round may be sacrificed to end the effect early. Cannot cast spells or evade while active. Does not stack with other skins/defense-mod spells. Once per combat.

Unigo OOB

Stone Slumber
Level required: 12
Class required: Earth Mage
Casting method: none
Defending method: none
Description: Earth Mage X1:

By means of this spell, the caster can put himself into a state of suspended animation, turning himself to stone for preset amount of time, only able to come out of at that designated time. This spell can 'not' be cast upon another. While in this state of willing petrifaction, he cannot be harmed by any means whatsoever, but he also cannot heal himself. He is unaware of his surroundings and merely sleeps a dreamless sleep. This spell was designed by an Earth Mage who eventually used it on the verge of death, allowing him to send a Message spell to his allies before turning himself to stone and await their arrival the next day. Unfortunately, he woke to find himself surrounded by Goblins. Nevertheless, the spell remains in use today.

MECHANICS: By expending no less than his complete store of Stamina, an Earth Mage can turn himself into a sleeping statue, emerging from this Stone Slumber at a later time. For ever slot in this spell, he can sleep up to one 'year', the Earth Mage's choice as to when he comes out. So, if he has 15 slots, he can choose from 15 years down to 15 minutes. Once this time is set, nothing can remove him from his chosen slumber. While slumbering, he feels nothing, hears nothing, and sees nothing. He cannot be harmed, yet cannot heal either. He regains no Stamina, but also is unaffected by any poisons that may be in his system. In all, it is merely a reprieve and nothing more.

All questions and concerns need to go to the Spells and magic section of the OOC questions and suggestions forum
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