Post by The Maker on Jun 12, 2012 12:17:43 GMT -5
Choosing Spells
After you have distributed your stats, there are a few things you need to know when it comes to magic. One Magic point is equal one Mana point, which is important when choosing your spells.
One chooses spells depending on how many magic points you have to pay with. For example, beneath you`ll see a list of various sorts of spells, all divided into what type of magic and how powerful they are. Tier 1 cost one magic point, Tier 2 cost two magic points, Tier 3 cost three magic points and Tier 4 cost four magic points. All mages start with Arcane Bolt - this spell behaves like a first tier spell, but costs nothing to learn. For example, if you have a magic stat of 2, you will know Arcane Bolt and still have both points to choose spells with.
If you have 4 Magic Points, that is 4 Mana points and you have this to buy spells with. However before you can buy a spell in tier 2, 3 and 4, you need to buy the spell needed beforehand. Like let’s say, you want fireball on tier two, but to get it, you need to buy Flame blast in tier one first.
Remember, you can only buy spells for how much you can afford. If you have 4 magic/mana points, you can buy four first tier spells or two first tier and one second tier spell, and so on and so on. The older your Mage is, the stronger his/her spells are and more damage it can do.Using Spells
In RP, spells cost one Mana point per tier, your Mana remains diminished for as long as a spell is active and you must wait to use the spell for the number of turns equal to its tier. For example, a tier 1 spell you only need to wait one turn, and so can use it once per turn in a thread, while a 2nd tier spell you can use once every second turn.
Willpower is diminished as you cast as well - one half willpower points is lost for every Mana point used. Once your willpower reaches zero, you become open for possession and falls into a trance, instantly losing the fight.Blood Magic and Lyrium
Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood. As for how this works. You may instead of using your willpower stats choose to use the blood of your character, or another if permitted, to use the spells already learned. The stronger the magic spell is aka cost, the more blood you need to use it. However by resulting to use blood magic you increase the chances of drawing demons into the world, the veil become thin and one becomes open for possession.
Used by two different factions, Lyrium is highly valuable, but dangerous. Read more about it here: dragonage.wikia.com/wiki/Codex_entry:_Lyrium
Templars are often assigned with three vials of lyrium which is supposed to last three days, drinking the processed Lyrium assists the Templars when encountering mages, making them able to resist blood magic, mind control and other issues with the body a powerful mage can take advantage off. Enchanting an item, a shield for example repels a spell cast at it. In the hands of the Circle, lyrium reaches its fullest potential. Their Formari craftsmen transform it into an array of useful items from the practical, such as magically hardened stones for construction, to the legendary silver armor of King Calenhad.
When mixed into liquid and ingested, lyrium allows mages to enter the Fade when fully aware, unlike all others who reach it only when dreaming. Such potions can also be used to aid in the casting of especially taxing spells, for a short time granting a mage far greater power than he normally wields. For example instead of using willpower stats a mage can drink a potion of Lyrium to cast one of the learned spells, which also makes it more powerful, as if you were an old mage instead of a young mage. Using Lyrium to much and you may become addicted like the Templars, or worse. Mages should not approach unprocessed lyrium. Doing so is invariably fatal.
Primal
1 Tier (1 Mana cost)
Flame Blast
Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide.
Rock Armour
Your skin becomes as hard as stone and protects you from harm for one turn.
Winter's Grasp
You summon a blast of cold that injures and slows a single enemy down.
Lightning
A bolt of electricity leaps from your outstretched hand or staff to strike a single target within 30 yards.
2 Tier (2 Mana Cost)
Fireball
The Mage unleashes a bolt of flame that explodes, scattering and scorching foes.
Stonefist
You hurl a magical rock at a visible enemy up to 20 yards away.
Cone of Cold
A cone of deadly ice shoots forth from the mage's hands to injury and slow opponents.
Shock
Electricity arcs from your hands or the end of your staff, shocking enemies in a 6 yard by 6 yard area.
3 Tier (3 Mana Cost)
Firestorm
Calls forth a devastating shower of flame that blasts down on on the target area.
Earthquake
The caster disrupts the earth, causing a violent quake that knocks everyone in the targeted area to the ground every few seconds, unless they pass out.
Blizzard
An ice storm deals continuous cold damage to everyone in the targeted area and slows their movement speed.
Tempest
The caster unleashes a fierce lightning storm that deals constant electricity damage to anyone in the targeted area.
4 Tier (4 Mana cost)
Inferno
Summons a huge column of swirling flame. All targets in the area take constant fire damage as they burn.
Petrify
The caster draws from knowledge of the elements to turn the target into stone for one turn. Opponent is vulnerable to shattering.
*Note: Killing or permanently maiming a player character is not permitted without the permission of said character's player in advance.
Freeze
The caster freezes an opponent solid for one turn. Opponent is vulnerable to shattering.
*Note: Killing or permanently maiming a player character is not permitted without the permission of said character's player in advance.
Chain Lightning
The caster's hands erupt, emitting a bolt of lightning that inflicts electricity damage on a target, then forks, sending smaller bolts jumping to those nearby, which fork again. Each fork does less damage than the previous.
Creation
1 Tier (1 Mana cost)
Heal
Your touch seals wounds and restores vigour to one wounded target.
Heroic Offence
Your touch fills one ally with magical might, granting a bonus to strength of one stat point for one turn.
Glyph of Paralysis
You trace your fingers on the ground, creating an invisible glyph that holds a charge of magical power. The first enemy that moves within 2 yards of the glyph location triggers it and becomes paralyzed.
Spell Wisp
Makes another spell stronger by half of it's original potency for a short time.
2 Tier (2 Mana Cost)
Rejuvenate
The caster channels regenerative energy to the selected ally, granting them a short term boost to magic or willpower regeneration equal to one quarter of the caster's magic stat.
Heroic Aura
This spell surrounds a subject within 30 yards with an arcane aura that deflects incoming attacks.
Glyph of Warding
The caster inscribes a glyph on the ground that bestows allies within a 3 yard radius with bonuses to dexterity and willpower equal to one quarter of the caster's magic stat.
Grease
The caster creates a slick of grease covering an area up to 10 yards in diameter anywhere within 30 yards, causing anyone to step in it to slip and fall.
3 Tier (3 Mana Cost)
Regeneration
The caster infuses an ally with beneficial energy, regenerating health for a short time.
Heroic Defence
The caster shields an ally with magic. Target gains bonuses to strength, dexterity, and magic as applies to defence equal to half the caster's magic stat.
Glyph of Repulsion
The caster inscribes a strange glyph on the ground that knocks back enemies withing a 3 yard radius.
Spellbloom
Summons a blooming flower that gives mana points equal to half the caster's magic stat.
*Note: This spell gives extra mana, not a bonus to magic
4 Tier (4 Mana cost)
Mass Rejuvenation
The caster channels regenerative energy to the entire party, granting all allies a short term boost to magic or willpower regeneration equal to one half the caster's magic stat.
Haste
Gives dexterity equal to half the caster's magic stat to the closest three allies.
Glyph of Neutralization
The caster inscribes a glyph on the ground that neutralizes all magic, dispels all effects, drains all mana, and prevents spellcasting or mana regeneration within a 3 yard radius for one turn.
Stinging Swarm
Summons a swarm of biting insects that descend on target, dealing heavy damage over a short period of time.
Spirit
1 Tier (1 Mana cost)
Spell Shield
While this ability is active, any hostile spell targeted at the caster has a 75% chance of being absorbed into the Fade, draining mana instead. Once all mana has been depleted, the shield collapses.
Mana Drain
The caster creates a parasitic bond with a spellcasting target, absorbing one mana point from it.
Walking Bomb
The caster magically injects a target with corrosive poison that lasts for one turn.
*Note: A target cannot be under the influence of both Walking Bomb and Virulent Walking Bomb at the same time.
Mind Blast
The caster projects a wave of telekinetic force 5 yards in radius that stuns enemies caught in the sphere.
2 Tier (2 Mana Cost)
Dispel Magic
The caster removes all dispellable effects from any target withid 25 yards.
Mana Cleanse
The caster sacrifices personal mana to nullify an equal amount of mana of enemies in a 10 yard radius from any point in a 25 yard radius from the caster.
Death Syphon
While this mode is active, the caster draws in nearby entropic energy, draining residual power from any dead enemy in a 5 yard radius to restore the caster's mana by one half point per corpse.
Force Field
The caster erects a telekinetic barrier around a target, who becomes completely immune to damage for one turn but cannot move.
3 Tier (3 Mana Cost)
Anti-Magic Ward
The caster wards an ally against all spells and spell effects, beneficial or hostile, for one turn.
Spell Might
While in this mode, the caster overflows with magical energy, making spells more powerful for one turn.
Virulent Walking Bomb
The caster magically injects a target with corrosive poison that can infect others for one turn.
Telekinetic Weapons
The caster enchants the party's melee weapons with telekinetic energy that grants allies a strength bonus equal to half the caster's magic stat.
4 Tier (4 Mana cost)
Anti-Magic Burst
This burst of energy eliminates all dispellable magic effects in the area.
Mana Clash
The caster expels a large amount of mana in direct opposition to enemy spellcasters, who are completely drained of mana and suffer a small amount of damage.
Animate Dead
The caster summons a skeleton minion from the corpse of a fallen enemy to fight alongside the party for three turns.
Crushing Prison
The caster encloses a target in a shrinking cage of telekinetic force for one turn.
Entropy
1 Tier (1 Mana cost)
Weakness
The caster drains a target of energy, inflicting penalties to attack and defense equal to one quarter of the caster's magic stat.
Vulnerability Hex
The target suffers a hex that inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance equal to one quarter of the caster's magic stat.
Disorient
The caster engages in subtle mental manipulation that disorients the target for a short time, making the target a less effective combatant by inflicting penalties to strength and dexterity equal to one quarter of the caster's magoc stat.
Drain Life
The caster creates a sinister bond with the target, draining a small amount of its life energy in order to heal the caster.
2 Tier (2 Mana Cost)
Paralyze
The caster saps a target's energy, paralyzing it for one turn.
Affliction Hex
A contagious hex inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance equal to one third caster's magic stat on the target and all other enemies nearby.
Horror
The caster forces a target to cower in fear, unable to move. Targets already asleep when the spell is cast cannot resist its effect and take massive spirit damage.
Death Magic
While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster.
3 Tier (3 Mana Cost)
Miasma
While this spell is active, the caster radiates an aura of weakness, hindering nearby enemies with penalties to strength and dexterity.
Misdirection Hex
The target suffers a frustrating hex of inaccuracy. All attacks miss for one turn.
Sleep
All hostile targets in the targeted area fall asleep, although they wake when hit.
Curse of Mortality
The caster curses a target with the inevitability of true death. While cursed, it cannot heal or regenerate health and takes continuous spirit damage.
4 Tier (4 Mana cost)
Mass Paralysis
All hostile targets in the area are paralyzed for one turn.
Death Hex
The target suffers a hex of lethal bad luck. All attacks on the target do extra damage equal to half the caster's magic stat.
Waking Nightmare
Hostile targets are trapped in a waking nightmare unless they pass a mental resistance check. Caster rolls dice - 1/2 target is stunned, 3/4 target attacks other enemies, 5/6 target becomes caster's ally. Enemies that are already asleep cannot resist.
*note, all effects last only one turn
*note, dice roll may not be modified, die roller is located beside list code
Death Cloud
The caster summons a cloud of leeching entropic energy that deals continuous damage to all who enter.