the_ivorytower: Art from the Magic: the Gathering card. (Default)
[personal profile] the_ivorytower posting in [community profile] worldofbalance
This is basically what I want, what I shunt to other pages is up in the air.


Mage Features

Power Overwhelming – You gain the following Powers:

[Element] Bolt
Elemental Draw
Gift of [Element]
[Element] Recovery
[More Forthcoming...]

Brilliance – You add WILL to all to-hit rolls for powers that have the Magic-Keyword on them. All spells used with the Magic-Keyword gain +WILL to their effects. Should an effect double your WILL contribution, it will be listed as +[WILL x2] instead, and be considered to replace +WILL.

Elemental Attunement – Mages are attuned to one of the six Elements (Air, Earth, Fire, Ice, Life, and Death). You must pick one at Character Creation. This choice is PERMANENT. Default Mage Spells are altered by this choice and will be listed under each category. Additionally, whenever you choose your Element, your creature type gains the Elemental (Element Type) tag, and are subjected to the benefits and detriments of that element.

When you choose an Element, you gain the following effects:

Air

You gain the Elemental (Air) Creature type, and gain the Air Terrain Affinity.
You add the Damage-Keyword Elemental (Air) to your Magic-Keyword powers.
You choose 'Air' from the options on non-Damaging Magic-Keyword powers.
You take x2 Damage from Element (Earth)-Keyword attacks.
You take x0.5 Damage from Element (Death)-Keyword attacks.
You deal x2 Damage to Element (Earth)-Keyword Creatures.

Earth

You gain the Elemental (Earth) Creature type, and gain the Earth Terrain Affinity.
You add the Damage-Keyword Elemental (Earth) to your Magic-Keyword powers.
You choose 'Earth' from the options on non-Damaging Magic-Keyword powers.
You take x2 Damage from Element (Air)-Keyword attacks.
You take x0.5 Damage from Element (Fire)-Keyword attacks.
You deal x2 Damage to Element (Air)-Keyword Creatures.

Fire

You gain the Elemental (Fire) Creature type, and gain the Fire Terrain Affinity.
You add the Damage-Keyword Elemental (Fire) to your Magic-Keyword powers.
You choose 'Fire' from the options on non-Damaging Magic-Keyword powers.
You take x2 Damage from Element (Ice)-Keyword attacks.
You take x0.5 Damage from Element (Earth)-Keyword attacks.
You deal x2 Damage to Element (Ice)-Keyword Creatures.

Ice

You gain the Elemental (Ice) Creature type, and gain the Ice Terrain Affinity.
You add the Damage-Keyword Elemental (Ice) to your Magic-Keyword powers.
You choose 'Ice' from the options on non-Damaging Magic-Keyword powers.
You take x2 Damage from Element (Fire)-Keyword attacks.
You take x0.5 Damage from Element (Life)-Keyword attacks.
You deal x2 Damage to Element (Fire)-Keyword Creatures.

Life

You gain the Elemental (Life) Creature type, and gain the Life Terrain Affinity.
You add the Damage-Keyword Elemental (Life) to your Magic-Keyword powers.
You choose 'Life' from the options on non-Damaging Magic-Keyword powers.
You take x2 Damage from Element (Death)-Keyword attacks.
You take x0.5 Damage from Element (Ice)-Keyword attacks.
You deal x2 Damage to Element (Death)-Keyword Creatures.

Death

You gain the Elemental (Death) Creature type, and gain the Death Terrain Affinity.
You add the Damage-Keyword Elemental (Death) to your Magic-Keyword powers.
You choose 'Death' from the options on non-Damaging Magic-Keyword powers.
You take x2 Damage from Element (Life)-Keyword attacks.
You take x0.5 Damage from Element (Air)-Keyword attacks.
You deal x2 Damage to Element (Life)-Keyword Creatures.

Terrain Affinity – Mages gain a bonus to damage based on their Element and the Terrain they are standing on. When you choose an Element, you gain the following effect:

Air – When an Air Mage stands on PLAINS, they gain x2 damage.
Earth – When an Earth Mage stands on MOUNTAINS, they gain x2 damage.
Fire – When a Fire Mage stands on TUNDRA, they gain x2 damage.
Ice – When an Ice Mage stands on DESERT, they gain x2 damage.
Life – When a Life Mage stands on DESOLATE land, they gain x2 damage.
Death – When a Death Mage stands on ABUNDANT land, they gain x2 damage.

Mage Powers

[Element] Bolt
Ability Keyword: Active
Source Keyword: Class, Magic
Effect Keyword: Ranged.
Damage Keyword: Elemental (Type)
Other Keywords: TBD.

This spell deals [Element Damage]+WILL damage to one target.

When you choose an Element, you add the following effects:

Air Bolt – Gains Effect: Swift. Gains Damage: Air. Deals 1d8 damage.
Earth Bolt – Gains Effect: All. Gains Damage: Earth. Deals 1d12 damage. Does not affect most creatures with Type: Flying.
Fire Bolt – Gains Damage: Fire. Deals 1d12 damage.
Ice Bolt – Gains Effect: Delay. Gains Damage: Ice. Deals 1d8 damage.
Life Bolt - Gains Effect: Breaching. Gains Damage: Life. Deals 1d10 damage.
Death Bolt – Gains Effect: Draining. Gains Damage: Death. Deals 1d10 damage.

Elemental Draw
Ability Keyword: Active
Source Keyword: Class, Magic.
Effect Keyword: None.
Damage Keyword: None.
Other Keywords: None

You draw one of the six elements from the terrain, lowing its EP value and empowering yourself so that you might cast elemental spells. Drawing EP from the terrain drains it, and you may draw no more power from it than it contains. You may draw EP in the following quantities:

Minor Draw – You draw an amount of EP equal to 1d10 from the terrain you are presently on. You may not draw more than 25 EP from the terrain at any time using Minor Draw.

Moderate Draw – You draw an amount of EP equal to 3d10 from the terrain you are presently on. You may not draw more than 50 EP from the terrain at any time using Moderate Draw.

Major Draw – You draw an amount of EP equal to 5d10 from the terrain you are presently on. You may not draw more than 75 EP from the terrain at any time using Major Draw.

Gift of [Element]
Ability Keyword: Dramatic
Source Keyword: Class, Magic
Effect Keyword: None.
Damage Keyword: None.
Other Keywords: None.

This spell deals no damage, but performs one or multiple out-of-combat functions, based on Element:

Air – Air can cool (but not freeze) something hot, spread flame, and push buttons through grates that could be activated with a thrown arrow or dagger. It can lift something light, like a piece of paper, over a distance.
Earth – Earth can move soft earth, create up to three squares of earth to walk across, assuming there is no rushing water or heavy wind to push it aside, repair broken rock, and add weight to an empty container that it might be heavy enough to weigh a button down.
Fire – Fire can burn dead plant life, light hearthfires and candles, warm objects, melt ice, heat water, and so on.
Ice – Ice can freeze water, creating a limited number of blocks of ice to stand on or block paths. It can also douse fires, cool objects, and so on. When combined with Fire, Ice can also create water to nourish plants and make them grow.
Life – Life magic can kill living plants, transfer energy from one point to another, and combined with Death, complete an electrical circuit of sorts. You may use Life magic to speak to the dead.
Death – Death magic can heal dying plants and create a source of energy to power simple machines. Combined with Life, it can complete an electrical circuit of sorts. You may use Death magic to speak to non-speaking living creatures, such as animals, or in a limited fashion, plants.

[Element] Recovery
Ability Keyword: Active
Source Keyword: Class, Magic
Effect Keyword: Ranged
Damage Keyword: Healing
Other Keywords: TBD

This spell heals for 4d10 HP.

When you choose an Element, you add the following effects:

Air (Windy) – Lower the duration of any debuffs on you by (2).
Earth (Earthen) – Increase your target's Armour and M.Armour by your WILL for (3) Actions.
Fire (Flame) – Remove all BAD STATUS from the target, but they take 1d6 FIRE damage per STATUS it removes. Being immune to fire damage only removes the damage, not the effect.
Ice (Frosty) – Remove all BAD STATUS from the target, but delays next action by 2. This delay can remove someone from the round.
Life (Ghastly) – Increases the duration of buffs on you by (2).
Death (Ebullient) – Also adds Regen (3).

More Spells

[Element] I, II, III

4[Element Damage]/8[Element Damage]/12[Element Damage].

[Element] Recovery II, III

8d10/12d10.

[Element] Restore I, II, III

2d10/4d10/6d10/, all.

[Element] Barrier?

Other Spells:

Haste
Slow
Sleep
Confuse
Charm
Doom
Regen
Esuna [I would give this to Death-only mages]
Protect [honestly, I'd just remove protect and shell because of the way I changed Dodge and Resist]
Shell
Gravity

Fire – I want fire to be about big damage. Not a lot of utility, but blowing things the shit up.
Burn/Burning, Firestorm (AoE), Ultima?
Ice – I want ice to be about delaying/preventing attacks.
Freeze
Air – I want air to be about attacking quickly and getting through turns faster.
Haste, Quick, Float?
Earth – I want earth to be about hitting hard, but slowing people down, maybe, and it's got the big AoE thing going for it.
Slow, Petrify
Life – I want life to be about draining/crippling/ignoring armour.
Doom, Gravity, Poison (maybe)
Death – I want death to focus less on damage entirely and more on healing, mitigating, and cleansing.
Dia, Holy, Esuna, Regen
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Libra: The World of Balance

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