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The first of the Mage classes: Druid!


Druid

Description

Druids are AIR mages, and can be found primarily on the plains of Illyanol, drawing AIR from the terrain and causing it to become STABLE. When you choose Elemental Attunement: Air, you gain the following features to add to, or replace Mage Clade features:

Creature Type

Your Elemental Attunement is now to AIR. You are considered an Elemental (Air) Creature in addition to being HUMANOID. This means that you now take x2 Damage from Elemental (Earth) Magic-Keyword Powers. You take x0.5 Damage from Element (Death)-Keyword attacks.

Terrain Affinity

Air is the element of volatility, change, and rapidity. AIR attacks are weak, but are SWIFT. When you draw AIR from the terrain, you make the terrain more STABLE.

Plains are STABLE terrain. When you summon an elemental from the plains, it will be EARTH-typed. AIR Mages are most powerful when on the PLAINS. You deal x2 Damage when standing on PLAINS.

Damage

Whenever you see that a spell is altered by the Elemental Attunement Mage Power, you will make the following changes to the spell:

Add Element (Air) to the Damage-Keywords.
Add Swift to the Effect-Keywords.
Add Air to Damage Type.
Use 1d8 as the Weapon Die.
This spell now deals x2 Damage to Elemental (Earth)-Keyword Creatures.

Powers

Make the following alterations to your powers:

[Element] Bolt becomes Air Bolt, and gains the effects listed under Damage.

Gift of [Element] becomes Gift of Air, and does the following effect:

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.

[Element] Recovery becomes Windy Recovery, and gains the following effect:

Lower the duration of any debuffs on your target by (2).

Druid Powers

Air I
You smite your foes with the power of air.
Active * Class, Magic, Ranged, Swift, Elemental (Air), All
Cost: 4 EP
Speed: 10
Effect: Deal 4d8+WILL Air damage to one target.

Windy Restore
You summon the healing winds to aid your allies.
Active * Class, Magic, Ranged, Healing, All
Cost: 4 EP
Speed: 5
Effect: This spell heals for 2d10+WILL HP.

Float
Rise up, that you may be one with the skies.
Active * Class, Magic, All
Cost: 10 EP
Speed: 5
Effect: Grants the Float (6) Status.
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Libra: The World of Balance

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