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2008-04-17 22:29:44
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Green Magic





Level 1 Green Magic




Magic Circle Against Wind
<Limg:stuff/circle_green.jpg>Description - Earth Magic, as opposed to Wind Magic, is solid, slow, and sturdy. Wind is quick, gaseous and can come from any side. To be better prepared against this fast power, Plague Bearers have developed a magical barrier whichs protects them from the Wind Magic of their opponents.
Effect - Provides + 4 magic power against blue magic in a 4 square area for d6 + level turns.
Range - Self
Enchantment -
Weapon, Deals green magic damage.
Armor, Reduces Yellow Magic Damage by 15%
Accessory, +2 Mag vs. Yellow Magic
Cost - 5 MP

Harden
Description - Plague Bearers have, through many generations of study, come to understand the earth more and more. They learned to use this knowledge, and one of the many applications was toughening their skins to resemble the hardness of a rock, which provided them great protection in dangerous situations of many forms.
Effect - Raises defense by 25% for d4 + intelligence turns
Range - Self
Enchantment -
Weapon, +1 Def, -1 Mag
Armor, +1 Def, -1 Spd
Accessory, +1 Def, - 1 Str
Cost - 2 MP

Entangle
Description - There are plants and plant-like beasts in the world that grasp their enemies and feed upon their prey. Entangle was inspired by these creatures. Although it leaves the damage-dealing to the caster, it helps keep the target in place.
Effect - Roots emerge from the ground and paralyze the enemy for d4 turns. Every turn, the enemy can attempt a STR roll against the caster's MAG in order to break free.
Resist - STR
Range - MAG
Enchantment -
Weapon, Deals Green Element Damage
Armor, +1 Def, -1 Dex
Accessory, Casts Entangle once a day.
Magic Power - 3
Cost - 4 MP

Poison
Description - The earth and the bodies of most creatures contain effective poisons, even to the creatures themselves. It is a fairly simple matter for a knowledgeable plague bearer to mix these mostly harmless substances and force them into a part of the target's body where they will cause great harm, quickly. Most will agree this very effective spell is the definitive plague bearer spell, and gave the casters their name.
Effect - Poisons an enemy, dealing 1 damage every turn for d6 turns.
Resist - CON
Range - MAG
Enchantment -
Weapon, 10% chance of poisoning an enemy upon strike.
Armor, +1 CON
Accessory, Immune to poison.
Magic Power - 4
Cost - 3 MP

Sleeping Gas
Description - Plague bearers understand that many bodily functions are the sum and result of natural reactions to things such as sunlight, fluids inside the body, foods, so on. A plague bearer who knows which buttons to press can create a powerful sleep-inducing pollen.
Effect - Cloud of gas with 50% chance to put to sleep all characters in a 6 square area for d4 turns.
Resist - CON
Range - MAG
Enchantment -
Weapon, 5% chance of putting the enemy to sleep for d4 turns.
Armor, Immune to sleep.
Accessory, casts sleep once per day.
Magic Power - 5
Cost - 5 MP

Find the Way
Description - Effectively a basic way to ask the Earth which way to go, a Plague Bearer can cast this spell when he finds himself in need of direction, such as when travelling through forests or caves.
Effect - Caster knows the general direction to a particular item or locale.
Range - Self
Enchantment -
Weapon, +3 to Spot
Armor, +3 to Listen
Accessory, +3 to survival.
Cost - 1 MP

Calm Animals
Description - Similarly to causing sleep, a plague bearer can cause calmness. It is far harder to affect sophisticated minds with such a spell, especially since the need for the spell means the target especially doesn't want to calm down. The calming spell is very good for placating animals, however.
Effect - Calms an attacking animal, the animal will stop attacking the character unless it or one of its allies is attacked.
Resist - CHA
Range - MAG
Enchantment -
Weapon, Deals Green Element Magic
Armor, +1 Def
Accessory, Casts Calm Animal once a day
Magic Power - 5
Cost - 2 MP

Talk to Plants
Description - A spell often used by Rysallean and Catfolk mages to gather information from the forest they live in. Numerous historical accounts exist, telling how Rysallean and Catfolk defenders were well aware of an enemy's location, without needing to send scouts in dangerous territory.
Effect - Allows the casters to ask one yes or no question to any plant.
Range - Touch
Enchantment -
Weapon, +1 Damage against green elementals.
Armor, +5 to Brew Potion.
Accessory, Cast Talk to Plants 1/Day
Cost - 2 MP

Decompose
Description - A favorite among all sides of a war, no matter how vile or noble. After a battle, the victor's soldiers may rake through the field, killing wounded survivors. After these come those who cast Decompose on enemy officers to prevent them from being revived.
Effect - Accelerates the decomposition of flesh, it can be used to prevent someone from being resucitated or deal an extra d4 damage on someone with an open wound.
Resist - CON
Range - Touch
Enchantment -
Weapon, 5% chance of casting decompose upon striking the enemy.
Armor, Resists 5 points of yellow magic damage.
Accessory, Casts decompose once per day
Magic Power - 3
Cost - 3 MP

Mudslide
Description - If your enemy can't touch you, you're doing something right. After a casting of Mudslide, it'll also be far easier for you to touch the enemy instead, either with a spell or sword. Mudslide is also perfect for pushing enemies into swamps, water, acid, lava, spikes, pits, each other and other vile targets.
Effect - A wave of mud pushes the enemy back d4 + MAG squares and reduces its speed by 25% for 1 turn.
Resist - CON, STR
Range - 1
Enchantment -
Weapon, 5% chance of reducing enemy's speed by 1 upon striking.
Armor, +1 CON
Accessory, Casts Mudslide once a day
Magic Power - 4
Cost - 4 MP

Pellet Rain
Description - Perhaps inspired by falling hail, perhaps not. With a blast of sand and small rocks, Pellet Rain can chip away at walls, armor and people alike.
Effect - A rain of d4/level pebbles strikes the enemy from every angle, each pebble makes an magic roll against the enemy, the ones that hit deal 1 damage.
Resist - DEX, CON
Range - MAG
Enchantment -
Weapon, Deals green magic damage.
Armor, +1 Def
Accessory, Casts Pellet Rain once per day.
Magic Power - 1
Cost - 5 MP

Sharpen
Description - Plague Bearers soon discovered that their powers could not only manipulate soil, but mineral and ore as well. This newfound knowledge was soon applied to weaponry, using magic to sharpen the blades of swords and axes, increasing their power in combat.
Effect - +1 to Weapon Atk for D4/Level rounds.
Range - Self
Enchantment -
Weapon, +1 Atk, -1 Def
Armor, +1 Def, -1 Str
Accessory, +1 Int, -1 Mag
Cost - 2 MP




Level 2 Green Magic




Wind Resistant
Description - A plague bearer can anchor the local area more firmly to the currents of green magic, pulling many teeth out the maw of any wind bearers on the field.
Effect - Provides an extra 50% magic power against Yellow magic in the area for d4 + intelligence turns.
Resist -
Range -
Enchantment -
Weapon, Deals + d6 Green magic damage.
Armor, + 2 Con against Yellow magic
Accessory, + 4 Against Yellow Magic
Cost - 6 MP

Blade Shield
Description - Another defensive trick of the green magic school is Blade Shield, which raises diminutive, razor-sharp chips of rock and crystal to surround the caster. The shield both damages and turns aside anything coming too close.
Effect - Inflicts 1d8 + level green magic damage to whoever comes close and enhances defense by 25%, halves damage taken by Yellow Magic and blocks any Green Magic damage. The shield lingers for 1d6+level turns
Range - Self
Enchantment -
Weapon, keen, deals +d6 Green element damage.
Armor, minor Blade shield, anyone melee attacking the wearer takes d4 green magic damage.
Accessory, + 4 Mag against Yellow magic.
Cost - 10 MP

Dissipate Lightning
Description - Dissipate Lightning, when cast, often takes the form of a rod or chunk of metal that suddenly draws all local yellow magic energy into itself. The metal is subsequently destroyed, along with all yellow magic spells nearby.
Effect - Destroys green magic spells in an area.
Range - 9 Squares around the caster.
Enchantment -
Weapon, Deals +d6 Green elemental damage
Armor, Reduces Yellow magic damage by 25%
Accesory, +4 Mag against Yellow magic.
Magic Power - 7
Cost - 7 MP

Stalagmites
Description - In the same vein as Dissipate Lightning, plague bearers can punch up sharp rocky spikes to impale their enemies. Powerful casters have adapted this spell so that the spikes retain their form after the inital casting, but with most mages they cumble away almost as soon as their damage is done.
Effect - Sharp spikes grow from the ground dealing 1d12 + level damage to all creatures in a 3x3 square area.
Resist - DEX, CON halves damage.
Range - MAG
Enchantment -
Weapon, Deals +d6 Green elemental damage
Armor, minor Blade shield, anyone melee attacking the wearer takes d4 green magic damage.
Accessory, Casts stalacmites once a day.
Magic Power - 9
Cost - 10 MP

Spine Wall
Description - A spell of pure, classic dah'kin design, Spine Wall was made to pen in unarmed prisoners. The walls allowed prisoners to see beyond their prison, but when they tried to bash their way free, they destroyed only themselves.
Effect - A wall of poisonous spikes with 1.5 x level HP that deal 1d8 damage to whoever touches it grow along an area of MAG squares.
Range - MAG
Enchantment -
Weapon, 50% chance of poisoning the enemy upon strike.
Armor, minor Blade shield, anyone melee attacking the wearer takes d4 green magic damage.
Accessory, Casts entangle 3 times/day
Cost - 10 MP

Stone Wall
Description - The other trademark plague bearer spell, second only to Poison. By moulding stone a plague bearer can seal up a passage, create cover from projectiles, wall enemies inside an air-tight space, and so on.
Effect - Creates a barrier of rock with 5 x level HP over an area of MAG squares.
Range -
Enchantment -
Weapon, Deals + d6 green element damage.
Armor, +2 Def
Accessory, Unmovable, cannot be pushed back or blown away.
Cost - 10 MP

Swampland
Description - Leading enemies into the mire is effective and takes cunning. Bringing the mire to the enemies is better.
Effect - Transforms d4 + level squares into a swamp, players in the swamp have halved speed and -2 Attack.
Range - MAX
Enchantment -
Weapon, Reduces DEX by 2 upon strike (doesn't stack)
Armor, +3 Def, -1 Dex
Accessory, Casts mudslide 3/day.
Cost - 6 MP

Noxious Fumes
Description - Noxious Fumes is the mean bigger brother of Poison and Sleeping Gas. A plague bearer can throw caution to the wind bearers and fill the area with every concievable poison of body, mind and soul, hope for the best and see what happens.
Effect - Deals random status damage to everyone (including the caster) in a d6/level square area.
Resist - CON, CHA
Range - MAG
Enchantment -
Weapon, 15% chance of inflicting random status damage upon strike.
Armor, Immune to poison.
Accessory, Cast poison 3/day
Magic Power - 8
Cost - 7 MP

Summon Natural Ally
Description - If the caster hasn't the skill, time or preference to summon an elemental to assist, there's Natural Ally. The smaller casting time means that with this spell, the caster can offset a disadvantage of numbers faster.
Effect - Calls a random animal to the caster's aid for d6 + level turns. Animal decided in a d10
1: Viper
2: Great Lizard
3: Crocodile
4: Attack Dog
5: Wolf
6: Silveron
7: Warg
8: Giant Rat
9: Warthog
10: Giant Crab
Range - MAG
Enchantment -
Weapon, +d6 Green Magic damage upon strike.
Armor, Casts Calm Animal 3 times a day.
Accessory, Casts summon natural ally once per day.
Cost - 10 MP

Quick Sand
Description - Everyone knows of the deceptiveness of how things may appear. A Mire may look like firm moss, weak ice like strong ice, crumbling footholds like strong ledges, quicksand like normal sand. Thus, Quick Sand works best if coupled with another spell such as Entangle or Mudslide.
Effect - Transforms d4 + level squares into quicksand, anyone within the quicksand has halved speed. After 1 turn in the quicksand characters can only move 1 square, after two turns they are paralized, in the third turn characters sink, in the fourth turn they die of asphixia. At any turn, characters can resist the spell with a CON or STR roll, resetting the process.
Resist - CON, STR
Range - MAX
Enchantment -
Weapon, Reduces DEX by 2 upon strike (doesn't stack)
Armor, +3 Def, -1 Dex
Accessory, Casts mudslide 3/day.
Magic Power - 6
Cost - 10 MP




Level 3 Green Magic




Control Plants
Description - Control Plants has become quite popular in Rysallean forests of late due to the dramatic rise in numbers of corrupted and awakened plants. The hunting party with a plague bearer would take control of a plant and keep it still if it was too strong to attack head-on.
Effect - Enables the caster to take control of a hostile plant with a MAG roll. or summon a plant to do his bidding for d8 turns based on a d6 roll.
1: d12 Bloodweed
3: d20 Bloodweed
2: Tangler
3: Spore Mushroom
4: Carnivorous Sprout
6: Fang Tree
Resist - CHA, INT
Range - MAG
Enchantment -
Weapon, +d8 Green Magic Damage, 25% chance of poisoning.
Armor, +4 Def, -2 Dex
Accessory, Casts Control Plants once/day
Magic Power - 11
Cost - 15 MP

Earth Mace
Description - The standard weapon a plague bearer may pull from the ground is a very heavy mace-like creation of magically mixed and maintained stones, crystals, diamonds. The sheer weight makes is very unwieldy, though.
Effect - Creates a hammer made of stone and diamond (Atk 8, Def 3, Spd -5)the hammer lasts for INT*MAG minutes.
Range - Self
Enchantment -
Weapon, + 3 Def
Armor, blade shield, anyone succesfully melee attacking the wearer takes d4 green magic damage.
Accessory, Casts Stalacmite twice a day.
Cost - 15 MP

Move Earth
Description - Move Earth is the universal key to any fortified wall or door. It can also be used to force aside other magically created barriers, create passble bridges over rivers and lava, as well as many other things.
Effect - Controls the movement of earth, allowing the caster to move MAG squares of land up to 3 squares in any direction. The land will drag anything built upon it (including magical walls) to its new location, it may cover water and destroy anything already on it. Any characters on the moved land will fall down and become prone, as well as being dragged to the new location.
Resist - DEX (for falling down)
Range - MAX
Enchantment -
Weapon, Deals Green Magic Damage, Reduces DEX by 3 upon strike (doesn't stack).
Armor, +4 Def, -2 Dex
Accessory, Casts Quicksand twice a day.
Magic Power - 15
Cost - 11 MP

Summon Earth Elemental
Description - Arguably the oldest spell ever created that's still used to date is the Nai'ithar-origin one of creating a gate to an elemental plane and allowing travel between the two planes. These days the gate is mostly one-way, as few would want to see the definitive flames of existence up close or end up encased in dust and rock. The denizens of these elemental planes come as bid, however, and are used for all manner of tasks.
Effect - Summons a being of pure earth that lasts for CHA turns.
Range - MAG
Enchantment -
Weapon, Summons up to 10 Earth Figments a day.
Armor, Halved green element damage.
Accessory, Casts summon Earth elemental once a day
Cost - 15 MP

Verdant Rage
Description - Another spell often used to fight the corrupted creatures in Rysallean and other forest is Verdant Rage. While it is unsuitable for teamplay, it makes short work of enemies is the greenery is lush enough. When every leaf grows a razor edge and every blade of grass starts pulling animals and people down there's little to be done, short of Fireball.
Effect - All plants in the area mutate into an active shape and go berserk, attacking everyone in the area but the caster. Summons d12 Bloodweeds, d6 Tanglers and d4 Spore Mushrooms for d4 turns.
Range - MAX
Enchantment -
Weapon, Deals +d6 green magic damage, 15% chance of inflicting random status damage upon the enemy.
Armor, Immune to physical status damage (burn, frost, poison, paralysis)but not Mental Status damage (Stun, Fear, Berserk, Sleep)
Accessory, Casts control plants once per day.
Cost - 15 MP




Level 4 Green Magic




Earthquake
Description - At the peak of a plague bearer's abilities is the ability to set the ground to shivering and rolling, tossing everyone about, smashing bones and razing structures.
Effect - Creates an earthquake that deals 1d8 + level damage per turn to everyone in the area. Lasts d4 + level turns.
Resist - CON, Dex halves damage.
Range - MAX
Enchantment -
Weapon, +d12 green magic damage upon strike.
Armor, +2 Def, Unmovable.
Accessory, Casts earthquake once per day.
Magic Power - 20
Cost - 16 MP

Iron Skin
Description - The last word in dealing with blows is Iron Skin, which turns the caster's skin to solid iron. The caster will not be dodging much, but it won't really matter when a mace to the face only serves to clean the dust off.
Effect - Transforms the skin of the caster in iron, raises its defense by 200% and reduces his speed by 75% for MAG turns.
Range - Self
Enchantment -
Weapon, +4 Def, -2 Atk
Armor, +6 Def, -3 Dex
Accessory, Casts Iron Skin once per day.
Cost - 18 MP

Meteor
Description - There are boulders to be used as weapons high above, so high even the power of wind bearers can't reach them. A plague bearer can call them down to come raining down on the enemy. Meteor is yet one more spell suited for clearing whole battlefields or pounding some unfortunately positioned foe a hundred feet into the earth.
Effect - Summons a meteor to the battlefield. The meteor takes d4 turns to fall to a secret location known only by the caster. When it falls, the meteor affects a 9 square radius, the meteor deals d6 x d20 + level damage to the square it fell on, d4 x d20 + level damage to all adjacent squares and d20 + level damage to all other squares on the battlefield.
Resist - CON, DEX halves damage.
Range - MAX
Enchantment -
Weapon, Deals +d12 green magic damage upon strike.
Armor, +2 Def, Unmovable.
Accessory, Casts Pellet Rain 6 times/day
Magic Power - 16
Cost - 20 MP




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2005-03-28 [Duredhel]: Ah... the beautiful meteor spell, otherwise known as overkill. Wonder how much is the maximum overall damage this baby can inflict XD

2005-03-28 [Veltzeh]: XD

2005-05-06 [Veltzeh]: Magic Power?

2005-05-06 [Duredhel]: uh?

2005-05-06 [Veltzeh]: What's that mean? They started appearing there...

2005-05-06 [Duredhel]: .... I honestly don't get what you're talking about -_-'

2005-05-06 [Veltzeh]: Ow. X) Okay, Meteor has this line: "Magic Power - 20". What does it mean?

2005-05-06 [Duredhel]: Magic Power has been there from the start ^^ think of it as a weapon modifier :), Meteor has a magi power of 20, so, to resist a meteor you have to apply, you magic power + d20 vs caster's magic power + d20 + 20 (meteor's power) you didn't think spells always hit right? that's why having a high intelligence also helps you resist spells :)

2005-05-06 [Veltzeh]: Well damn, how have I missed that! XD Okay, I sort of thought it was the same thing you explained in Area City for the psy skills... but yeah. X)

2005-05-26 [Lepellier]: Does earthquake affect the caster?

2005-05-26 [Duredhel]: yep

2005-05-26 [Lepellier]: ok.

2006-01-14 [Duredhel]: So I calculated a Lv40 character casting meteor can deal around 6000 damage if you add up the damage taken by every square in the battlefield.

2006-01-14 [Veltzeh]: Whoooo!

2006-01-14 [Lepellier]: hehe...BOOOOOOOM!

2007-01-02 [Nyquilz]: lol that would take a few people down.... but what about you as well?

2007-06-10 [Silverbullet]: What is the Atk value of Pellet Rain's pellets? It's written that the pellets make an attack roll against the target, but not what their Atk is..

2007-06-10 [Veltzeh]: I'd say caster's level or magic. Somebody should specify these...

2007-06-23 [Silverbullet]: Myeah, a lot of these are lacking in specifics...
Move Earth : Effect - Controls the movement of land. = Whoo! I want a mountain range here! Boop! *Cartoony hand movement* Now ze mountains shall fall on joo! *Badoom better than meteor*

2007-12-24 [Blood Raven]: and Meteor, does it do (d6 * (d20 + level)) damage, or ((d6 * d20) + level) damage?

2008-01-30 [Silverbullet]: What's the DC for the Pellet Rain's magic roll, exactly?

2008-01-30 [Veltzeh]: It's resisted with DEX or CON.

2008-01-30 [Silverbullet]: Yeah, I got that part, but what DC does the pellet have so I can determine whether the character succeeds his Dex or Con roll? :P

2008-01-30 [Duredhel]: DC is obviously the mage's MAG roll, otherwise it wouldn't have a Magic Power.

2008-01-30 [Silverbullet]: >_>
*is an idiot* v.v

2008-01-30 [Duredhel]: *pets* go post with Y'meana.

2008-02-04 [Duredhel]: well, rules for elemental magics are officially done, some descriptions and icons for spells would be much appreciated tho.. and well paid.

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