Post by Yoya DuSang on Oct 17, 2014 15:57:26 GMT -8
UNLESS OTHERWISE STATED MAGIC IS INTELLIGENCE BASED.
Acidic Blast- Destroys 5 defense upon hit and 1 every round after. On skin it does 1d4 of damage every round. At 20 Int it goes to 1d6, 30 int goes to 1d8.
Blizzard- does 1d4 (20=1d6,etc.) to everyone in area every turn. Damage is negated with cold resistance or appropriate clothing.
Blast of Light - leaves you blind for 2 turns.
Darkness Falls - you are unable to see for 5 turns. Effect is negated with night vision ability or gear.
Earthquake- lowers dex by 1d4(1d6,1d8) for everyone in area for 5 turns. 25% chance of being hit by debris in city or town, 5% in for forest, 0% for open area. Debris does 1d8 in city, 1d4 in forest.
Electricity-1d4(1d6.1d8) of damage and has a 10% (20%,30%) of stunning for a single turn.
Enchant Weapon:
Energy Drain- deal 1d4 of damage in one post, 1d8 in two, 2d8 in three. You receive half of damage back as health. Round down if decimal.
Fire-deal 1d4(1d6.1d8) of damage, due to tender burnt flesh physical damage does x2 for 2 turns. Damage is halved with fire resisting skills.
Giant Growth- increase con and str by 4 decrease dex by2, Chr by 4.
Haste- increase dex by 4
Haunting Vision- stuns for one turn, decreases int and wis by 1d4(1d6.1d8) for additional 5 turns.
Heal- heal 1d4(1d6.1d8) of damage. (Four turn cool down.)
Hell Fire- deal 1d10(1D12,1d20) worth of damage to target. 1/2 chance for every person in area they are hit for 1/2 damage. (One use per thread). Deals additional have damage with
Ice-deal 1d4(1d6.1d8) of damage and decrease dex by 2 for 2 turns. Dex loss is negated with cold resisting skills,melting, or appropriate clothing.
Illusion- if illusion inflicts pain, no damage is done but -4 to dex,int,wis,cha for as long as pain lasts
Incarnum- for level one, see normal combat rules. Lv 3: deal 1d6(1d12,1d20) worth of damage. (4 turn cool down on incarnum after blast)
Invisibility- lv1&2: you become visible if you do damage to someone.
Mage Hand-lv1&3: 20% chance of 1d3 of damage.
Mind Reading- lv1&2: gain +4 on dodge rolls, immune on chars using berserk are immune. Lv 3: works on all chars.
Pain Synthesize- remove 1d4(1d6.1d8.)( for each level of the skill)
Poison- deal 1d2(1d3,1d4) every turn for 5 turns.
Plague- lower cha by 4 and become crippling sick in (1d4 + 1/4 con) days.
Power Word- lv 1: you are unable to move for 1d2(etc) turns. Lv 2: you are unable to see for 1d3(1d4,1d6) turns.
Shared Nightmare- See haunting vision
Shrink- gain +4 dex -2 str, con.
Silence- opponent cannot use speech or speech skills
Slow-decrease target dex by 1d4(1d6.1d8)
Sonic Pitch- deal 1d2(1d3.1d4) of damage. 50% chance of deafening everyone in area (excluding you) for 2 turns.
Telekinesis- deal 1d4 for every 50 lbs the object thrown weighs
Water- deal 1d4(1d6.1d8) of damage for any direct damage. 50% chance to during subsequent turns if water is on floor. Ice and electric deal x2 (1.5)
Wind: lv 1:50% to knock you over. Lv2: 25% to be hit by debris that deals 1d8 of damage. Lv3: deal 1d4(1d6.1d8).
Acidic Blast- Destroys 5 defense upon hit and 1 every round after. On skin it does 1d4 of damage every round. At 20 Int it goes to 1d6, 30 int goes to 1d8.
Blizzard- does 1d4 (20=1d6,etc.) to everyone in area every turn. Damage is negated with cold resistance or appropriate clothing.
Blast of Light - leaves you blind for 2 turns.
Darkness Falls - you are unable to see for 5 turns. Effect is negated with night vision ability or gear.
Earthquake- lowers dex by 1d4(1d6,1d8) for everyone in area for 5 turns. 25% chance of being hit by debris in city or town, 5% in for forest, 0% for open area. Debris does 1d8 in city, 1d4 in forest.
Electricity-1d4(1d6.1d8) of damage and has a 10% (20%,30%) of stunning for a single turn.
Enchant Weapon:
Energy Drain- deal 1d4 of damage in one post, 1d8 in two, 2d8 in three. You receive half of damage back as health. Round down if decimal.
Fire-deal 1d4(1d6.1d8) of damage, due to tender burnt flesh physical damage does x2 for 2 turns. Damage is halved with fire resisting skills.
Giant Growth- increase con and str by 4 decrease dex by2, Chr by 4.
Haste- increase dex by 4
Haunting Vision- stuns for one turn, decreases int and wis by 1d4(1d6.1d8) for additional 5 turns.
Heal- heal 1d4(1d6.1d8) of damage. (Four turn cool down.)
Hell Fire- deal 1d10(1D12,1d20) worth of damage to target. 1/2 chance for every person in area they are hit for 1/2 damage. (One use per thread). Deals additional have damage with
Ice-deal 1d4(1d6.1d8) of damage and decrease dex by 2 for 2 turns. Dex loss is negated with cold resisting skills,melting, or appropriate clothing.
Illusion- if illusion inflicts pain, no damage is done but -4 to dex,int,wis,cha for as long as pain lasts
Incarnum- for level one, see normal combat rules. Lv 3: deal 1d6(1d12,1d20) worth of damage. (4 turn cool down on incarnum after blast)
Invisibility- lv1&2: you become visible if you do damage to someone.
Mage Hand-lv1&3: 20% chance of 1d3 of damage.
Mind Reading- lv1&2: gain +4 on dodge rolls, immune on chars using berserk are immune. Lv 3: works on all chars.
Pain Synthesize- remove 1d4(1d6.1d8.)( for each level of the skill)
Poison- deal 1d2(1d3,1d4) every turn for 5 turns.
Plague- lower cha by 4 and become crippling sick in (1d4 + 1/4 con) days.
Power Word- lv 1: you are unable to move for 1d2(etc) turns. Lv 2: you are unable to see for 1d3(1d4,1d6) turns.
Shared Nightmare- See haunting vision
Shrink- gain +4 dex -2 str, con.
Silence- opponent cannot use speech or speech skills
Slow-decrease target dex by 1d4(1d6.1d8)
Sonic Pitch- deal 1d2(1d3.1d4) of damage. 50% chance of deafening everyone in area (excluding you) for 2 turns.
Telekinesis- deal 1d4 for every 50 lbs the object thrown weighs
Water- deal 1d4(1d6.1d8) of damage for any direct damage. 50% chance to during subsequent turns if water is on floor. Ice and electric deal x2 (1.5)
Wind: lv 1:50% to knock you over. Lv2: 25% to be hit by debris that deals 1d8 of damage. Lv3: deal 1d4(1d6.1d8).