SPSP:Spells

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Versio hetkellä 7. toukokuuta 2015 kello 16.46 – tehnyt Tappajasorsa (keskustelu | muokkaukset) (→‎Blood)
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Level 1 loitsut maksavat 500 nyeniä kappale. Leveling 2 2000 ja niin pois päin.

Spellcasting

Level 1
Magic missile: long range, single target, no damage to non-living, CD1, SC+WP/2 vs WP - each success is a wound.
Mage armor: : short range, single target, CD3, SC+WP/2 - Target gains 3 soak dice vs physical damsge for 3 rounds.

Level 2
Fireball: long range, small AOE, CD3, SC+RC/2 vs dodge - each additional success adds damage to default of 10. Target in dead center forfeits first dodge success.
Manaball: long range, small AOE, CD3, SC+WP/2 vs WP, no damage to non-living - each success is a wound
Mage armor II: : short range, single target, CD3, SC+WP/2 - Target gains 6 soak dice vs physical damsge for 3 rounds.

Level 3
Hellball: long range, medium AOE, CD5, SC+RC/2 vs dodge - each additional success adds damage to default of 20. Target in dead center forfeits first dodge success.
PWS: long range, single target, CD3, SC+WP/2 vs WP - each additional success adds a round of stun to 1. Successful casting always results in 1 round of stun, regardless of WP resistance.
Taikaviitta: self only, CD3, SC+WP/2 - for 3 rounds, first 3d6 levels of spells cast at you do not affect you.
Mage armor III: : short range, single target, CD3, SC+WP/2 - Target gains 9 soak dice vs physical damsge for 3 rounds.

Level 4
PWK: long range, single target, CD1, no damage to non-living, SC+WP/2 vs WP - Even a single success kills target immediately.
Niefel flames: extreme range, huge AOE, CD10, SC+RC/2 vs dodge - Cold death of 50 dice worth. Target in dead center forfeits first and second dodge success. AOE begins when ray strikes something physical which may cause premature detonation with fatal effects for the mage.
Mage armor IV: : short range, single target, CD3, SC+WP/2 - Target gains 12 soak dice vs physical damsge for 3 rounds.
Viimeinen sielunmessu: Self only, ridiculous AOE, no damage to non-living, CD20, SC+WP/2 vs WP - Even a single success kills target.


Blood

Bowl of blood, Blood - finds recent areas where blood magic has been used.
Gates of hell, short range, single target, no damage to non-living, CD66, Blood - Target is sent to hell. Can not be resisted.

Chi

Kaikki loitsut self only.

Level 1

Armor - kuin mage armor, mutta self only
Killing hands, always active - Jokainen unarmed damage tekeekin kaksi vahinkoa
Magic resistance, always active - +3 noppaa WP rolleihin kun resistoi magiaa
Sprint, CD3 - Kolmen rundin ajan tuplaliikenopeus

Level 2
Armor II- kuin mage armor II, mutta self only
Magic resistance II, always active - +6 noppaa WP rolleihin kun resistoi magiaa
Flurry, CD1, may choose to cast as you attack - success gives an additional attack

Level 3
Armor III - kuin mage armor III, mutta self only
Magic resistance III, always active - +9 noppaa WP rolleihin kun resistoi magiaa
Great Flurry, CD1, may choose to cast as you attack - successes give additional attacks, up to 2.

Level 4
Armor IV- kuin mage armor IV, mutta self only
Magic resistance IV, always active - +12 noppaa WP rolleihin kun resistoi magiaa
Epic Flurry, CD1, may choose to cast as you attack - successes give 2 additional attacks each without cap.


Conjuring

Level 1
Heal