User:Ninjoh

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Base Spells

Petromancy Spells

Eden’s Wrath
The caster rips open the earth with their mastery over the soil and create a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground hitting those caught within the area of effect.
Level 5
Casting Value 20
Range 50 meters
Damage By opening the tear far enough the caster is capable of creating an earthquake, followed by the eruption of spikes from the ground. To determine if a target is being hit by the spikes they will need to roll a D20. If they roll an even number they will be hit by the attack. If an enemy is being hit by this spell it will deal D4 damage to the target and stop their movement emotes for D3 turns.
Critical Failure The spell will fail, causing the caster to be wounded instead. Most often the caster will lose a limb, due to the strong drawback of the spell.
Critical Success Additionally to the normal effect magma will start to spill forth from the summoned spikes. If hit by this spell it will cause D5 damage instead.
Red Lines This spell can only be used when supervised by a loremaster/event team member.

Casting this spell can only be done once per OOC week.

Living Soil
The caster summons forth a small circle of life magic on the soil, bright flowers and grasses sprout all over the area and allowing anyone who stands within it to heal their wounds magically.
Level 1
Casting Value 10
Range Selfcast
Damage The caster can choose themselves or one target of choice and heal up to D2 HP.
Critical Failure The soil dies immediately and nothing happens.
Critical Success The target may heal up to 2D2.
Red Lines The spell cannot heal multiple people.
Blinding Spores
The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period of time. The spores are non-lethal and do no physical damage but they cause immense pain and can reduce the sensory awareness of those affected.
Level 2
Casting Value 12
Range 20 meters
Damage This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores which explode on impact. If a target is hit by this spell, they are Blinded for D3 turns and have to suffer the effects until they run out.
Critical Failure The spores release while still in the caster’s grasp, blinding them for 1 turn.
Critical Success The spores are incredibly effective, blinding the target for an extra turn.
Red Lines This spell can only target one person at a time, and the caster must have a clear line of sight with the target in order to cast this spell.
Strangle Roots
The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.
Level 2
Casting Value 12
Range 20 meters
Damage The caster selects a piece of land in a 3x3 radius fully within range and anyone standing within it cannot move for D3 turns.
Critical Failure The roots bind the caster in place for 1 turn. The caster cannot defend or attack.
Critical Success The roots start to strangle the target, dealing D2 damage.
Red Lines Players stuck within the roots cannot use ranged attacks on anything but the roots themselves. Stepping into the roots while the spell is active stuns the player stepping in for the remaining duration of the spell.
Animal Control
The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.
Level 3
Casting Value 14
Range Touch
Damage The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.

Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their own action to give commands to the animal.

Any attack the animal does inflicts D2 damage if successful.

Critical Failure The spell fails, making the animal aggressive towards the caster. The animal will use their turns to attack them in retaliation whereafter the animal flees.
Critical Success The animal does not need to make a save and is automatically subdued.
Red Lines Still spell only works on common and uncommon mobs.
Rose Vines
The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.
Level 3
Casting Value 16
Range 10 meters
Damage The caster creates a big bush of roses around them, which deals D2 damage for every 5 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature that is within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.
Critical Failure The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.
Critical Success The rose bush becomes even larger, having a range of 15 meters instead of 10.
Red Lines When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.
Healing Blossom
The casters calls forth a whirlwind of pink blossom from their tear, as they touch the wounded around the caster, their wounds start to heal.
Level 4
Casting Value 14
Range 10 meters
Damage The caster may select D2+1 targets in range and heal D2 HP of each of them.
Critical Failure The blossom does not have enough vitality to survive and absorbs D2 from the caster after which it dies anyway.
Critical Success All targets are healed for the full 2 HP.
Red Lines Only players and pets can be targeted with this spell. The same target can not be chosen 2 rounds in a row.
Gnarling Swarm
The caster summons a colourful swarm of elemental insects. They eat away at anything they touch during their flight.
Level 4
Casting Value 16
Range 20 meters
Damage The caster may draw an imaginary line of 20 meters long and 3 meters wide on the floor, the swarm will follow that path and eat away at anything they touch.

The swarm does 2D2 damage to any player target it hits and can damage wooden structures.

Critical Failure The insects feast on the first thing they see which is the caster, dealing D4 damage and leaving them defenseless for the next turn.
Critical Success The swarm is bigger than expected, the spell goes on for 25 blocks and is 5 blocks wide.
Red Lines This spell can only be used under Loremaster supervision if the player wishes to damage a structure.
Kor’s Expansion
The caster reaches into the tear and out comes a small acorn. The caster then shoots that acorn away into the ground and a massive magical tree begins to grow where the acorn lands.
Level 5
Casting Value 20
Range 50 meters
Damage When the tree shoots up, it does D8 damage to everyone in a range of 15 blocks in any direction from where it lands.

The tree itself generally destroys what is inside its effective radius, however, a minor structure can be lifted up into the air. A bigger structure will simply collapse, or at least the parts that were hit by the spell.

Critical Failure The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often the caster will lose a limb, due to the strong drawback of the spell
Critical Success The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree.
Red Lines Players hit by the attack will be thrown out of the radius.

This spell can only be used when supervised by a loremaster/event team member.

Attempting to cast this spell can only be done once per OOC week.

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