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My notes, so you can see them. Very... not inspirational.
All the leftover stuff.
Elemental Types
Casting Fire spells involves sucking the heat out of the air, so people who cast a lot of Fire magic live in cold places, like tundras.
Sub-Types: Fire, Flame, Heat, Warmth.
Casting Cold spells involves sucking the cold out of the air, so people who cast a lot of Cold magic live in hot places, like deserts.
Sub-Types: Frost, Ice, Chill, Cold
Casting Air spells involves altering weather patterns, causing a stagnation of weather, so people who cast a lot of Air magic are frequently found in places where there is very little weather, with long, drawn out seasons.
Sub-Types: Air, Wind, Lightning, Thunder
Casting Earth spells involves creating stillness, also altering weather patterns, causing extreme weather conditions, such as heavy rains and winds, so people who cast a lot of Earth magic are frequently found in places with particularly awful weather conditions that change constantly and unpredictably.
Sub-Types: Earth, Rock, Sand, Glass
Casting Life spells involves sucking the life force from others, costing Health Points, killing plants or animals, and sometimes other people, so people who frequently use Life spells live in places of devastation and desolation.
Sub-Types: Life, Siphon HP, Sacrifice Other, Weaken Body, Bestow Sickness
Casting Death spells involves sucking the sickness and death from others, removing disease and injuries, rejuvenating the sick and dying, so people who frequently use Death spells live in places that are burgeoning with life.
Sub-Types: Death, Remove Damage, Remove Sickness, Strengthen Body, Absorb Damage
Melee Weapon (1H Swordsmen)
- Strike: 1d8+Strength (0 TP)
- Power Strike: 2d8+Strength (5 TP)
- Cleaving Strike: 1d8+Strength to 1, 2, 3 targets in Melee Range. (10 TP)
- Whirlwind: 3d8+Strength (15 TP)
Melee Weapon (2H Swordsmen)
- Strike: 1d12+Strength (0 TP)
- Power Strike: 2d12+Strength (10 TP)
- Bladestorm: 1d12+Strength to 1, 2, 3 targets in Melee Range. (15 TP)
- Dragonstrike: 3d12+Strength (20 TP)
Melee Weapon (Lancer)
- Strike: 1d10+Strength (0 TP)
- Gore: 2d10+Strength (10 TP)
- Dual Strike: 2d10+Strength + 1d10+Strength (Two separate attacks) (20 TP)
- Jump: (2 Rounds) 3d10+Strength (25 TP)
Ranged Weapon (Lancer)
- Throw: 1d10+Agility (0 TP)
Ranged Weapon (Archer)
- Shot: 1d6+Agility (0 TP)
- Power Shot: 2d6+Agility (5 TP)
Special (Shields)
Special (Mounted)
What if I have each spell-casting class two types of elemental spells, their alignment and their opposite (Fire and Ice, Air and Earth, etc). You use one to build MP and the other to spend it, as if drawing it from the elements around you.
This is getting close to Dragonblooded, but what if instead of trying to do stuff with different mage classes, instead give people a Class AND an Aspect, and have that Class-Aspect combination change how the class works. Which I suppose is like Homestuck.
Template:
Ability Name
Flavour Text
Active/Passive * Innate, Ranged/Melee, Elemental (Element)/Physical, All
Cost: # EP/TP
Speed:
Effect:
AP Ability:
Passive:
Air + Shadow - Infiltrator
- spy
- steals secrets, rather than objects
- good with disguises
Ice + Warrior - Lancer
Ice + Ranged - Raider
Ice + Mage - Cryomancer
- delay
Ice + Shadow - Mirror
- mimics the attacks of others
- turns strength into weaknesses
Fire + Warrior - Gladiator
Fire + Ranged - Grenadier
- throws explosives
Fire + Mage - Pyromancer
- burn damage
Fire + Shadow - Engineer
Earth + Warrior - Knight
Earth + Ranged - Hurler
Earth + Mage - Geomancer
- higher hit die
- slow
Earth + Shadow - Earthwalker
Life + Warrior - Dark Knight
- two-handed, life stealing
Life + Ranged - Sniper
- very long range
Life + Mage - Necromancer
- raises the 'dead', creating elementals out of the left over regrets of those who died prematurely
- draining life
Life + Shadow - Assassin
- crippling attacks
Death + Warrior - Paladin
- one handed and shield
- low healing output
- very defensive
Death + Ranged - Alchemist
Death + Mage - Cleric
- one handed
- high healing output
Death + Shadow - Venomancer
- poisons people
All the leftover stuff.
Elemental Types
Casting Fire spells involves sucking the heat out of the air, so people who cast a lot of Fire magic live in cold places, like tundras.
Sub-Types: Fire, Flame, Heat, Warmth.
Casting Cold spells involves sucking the cold out of the air, so people who cast a lot of Cold magic live in hot places, like deserts.
Sub-Types: Frost, Ice, Chill, Cold
Casting Air spells involves altering weather patterns, causing a stagnation of weather, so people who cast a lot of Air magic are frequently found in places where there is very little weather, with long, drawn out seasons.
Sub-Types: Air, Wind, Lightning, Thunder
Casting Earth spells involves creating stillness, also altering weather patterns, causing extreme weather conditions, such as heavy rains and winds, so people who cast a lot of Earth magic are frequently found in places with particularly awful weather conditions that change constantly and unpredictably.
Sub-Types: Earth, Rock, Sand, Glass
Casting Life spells involves sucking the life force from others, costing Health Points, killing plants or animals, and sometimes other people, so people who frequently use Life spells live in places of devastation and desolation.
Sub-Types: Life, Siphon HP, Sacrifice Other, Weaken Body, Bestow Sickness
Casting Death spells involves sucking the sickness and death from others, removing disease and injuries, rejuvenating the sick and dying, so people who frequently use Death spells live in places that are burgeoning with life.
Sub-Types: Death, Remove Damage, Remove Sickness, Strengthen Body, Absorb Damage
Melee Weapon (1H Swordsmen)
- Strike: 1d8+Strength (0 TP)
- Power Strike: 2d8+Strength (5 TP)
- Cleaving Strike: 1d8+Strength to 1, 2, 3 targets in Melee Range. (10 TP)
- Whirlwind: 3d8+Strength (15 TP)
Melee Weapon (2H Swordsmen)
- Strike: 1d12+Strength (0 TP)
- Power Strike: 2d12+Strength (10 TP)
- Bladestorm: 1d12+Strength to 1, 2, 3 targets in Melee Range. (15 TP)
- Dragonstrike: 3d12+Strength (20 TP)
Melee Weapon (Lancer)
- Strike: 1d10+Strength (0 TP)
- Gore: 2d10+Strength (10 TP)
- Dual Strike: 2d10+Strength + 1d10+Strength (Two separate attacks) (20 TP)
- Jump: (2 Rounds) 3d10+Strength (25 TP)
Ranged Weapon (Lancer)
- Throw: 1d10+Agility (0 TP)
Ranged Weapon (Archer)
- Shot: 1d6+Agility (0 TP)
- Power Shot: 2d6+Agility (5 TP)
Special (Shields)
Special (Mounted)
What if I have each spell-casting class two types of elemental spells, their alignment and their opposite (Fire and Ice, Air and Earth, etc). You use one to build MP and the other to spend it, as if drawing it from the elements around you.
This is getting close to Dragonblooded, but what if instead of trying to do stuff with different mage classes, instead give people a Class AND an Aspect, and have that Class-Aspect combination change how the class works. Which I suppose is like Homestuck.
Template:
Ability Name
Flavour Text
Active/Passive * Innate, Ranged/Melee, Elemental (Element)/Physical, All
Cost: # EP/TP
Speed:
Effect:
AP Ability:
Passive:
Air + Shadow - Infiltrator
- spy
- steals secrets, rather than objects
- good with disguises
Ice + Warrior - Lancer
Ice + Ranged - Raider
Ice + Mage - Cryomancer
- delay
Ice + Shadow - Mirror
- mimics the attacks of others
- turns strength into weaknesses
Fire + Warrior - Gladiator
Fire + Ranged - Grenadier
- throws explosives
Fire + Mage - Pyromancer
- burn damage
Fire + Shadow - Engineer
Earth + Warrior - Knight
Earth + Ranged - Hurler
Earth + Mage - Geomancer
- higher hit die
- slow
Earth + Shadow - Earthwalker
Life + Warrior - Dark Knight
- two-handed, life stealing
Life + Ranged - Sniper
- very long range
Life + Mage - Necromancer
- raises the 'dead', creating elementals out of the left over regrets of those who died prematurely
- draining life
Life + Shadow - Assassin
- crippling attacks
Death + Warrior - Paladin
- one handed and shield
- low healing output
- very defensive
Death + Ranged - Alchemist
Death + Mage - Cleric
- one handed
- high healing output
Death + Shadow - Venomancer
- poisons people