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Page name: BU Green Magic [Logged in view] [RSS]
2007-03-21 21:36:33
Last author: Vesthrix
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Green Magic

Green magic comes from the world around the caster, particularly the living elements of the world. By practicing green magic a mage becomes one with nature and gains the ability to call upon nature’s power.

Spells:

Green Thumb
Required Ranks: 2; Energy Cost: 5; Casting Time: 1 minute; Range: touch
Description: Target plant grows as if it had spent a month in fertile soil.

Nature’s Whisper
Required Ranks: 5; Energy Cost: 0; Casting Time: 1 minute
Description: Caster gains basic knowledge about a common fauna or flora such as what the majority of the sentient population living in the environment of the target would know.

Hiding
Required Ranks: 10; Energy Cost: 10; Casting Time: 1 action; Duration: until caster moves significantly; Range: caster’s person
Description: Caster gets +30 to a sneak check if he/she cast this spell when hiding. Moving more then a foot dispels the spell.

Sharpened Senses
Required Ranks: 10; Energy Cost: 10; Casting Time: 1 action; Duration: 1 minute; Range: caster’s person
Description: Caster gets +10 to Observation checks and + 5 to accuracy.

Thwacking Stick
Required Ranks: 10; Energy Cost: 5; Casting Time: 1 action; Duration: 1 minute; Range: touch
Description: A stick like weapon (club, staff, etc.) gains +5 to damage.

Fog
Required Ranks: 10; Energy Cost: 25; Casting Time: 1 action; Duration: 10 minutes; Range: 10 lurks
Description: This spell fill a number of one lurk squares equal to half the Spell’s Power with a bank of fog. The difficulties for all observation checks made through a square of fog are raised by Spell’s Power. This is accumulative for each square of fog looked through.

Glowing Green Glob of Shininess
Required Ranks: 15; Energy Cost: 20; Casting Time: 1 action; Duration: 1 hour
Description: This spell creates a green glowing glob which illuminates a four lurk radius. The Glob can float around at a speed of 4 lurks a round. When it does so, its movements are directed by the caster. The glob has 4 Hit Points and an Avoid Score of Spell’s Power. The caster can spend those hit points to heal any creature with 4 lurks of the glob.

Bond Animal
Required Ranks: 15; Energy Cost: 60; Casting Time: 1 hour; Duration: permanent; Range: 5 lurks
Description: Causes a target natural, non-sentient creature that gives 40 or less experience points when defeated, to like the caster. It will follow the caster around to the best of its ability. (It stays with in a mile or so and checks up on the caster once in a while) The caster can summon the creature to his/her presents by spending 5 energy any time. This spell can be on a mages spell list multiple times but each time it can only apply to one creature.

Frost
Required Ranks: 15; Energy Cost: 15; Casting Time: 1 action; Range: 10 lurks; Save: fortitude check vs. Spell’s Power + 10
Description: Up to {Spell’s Power / 10} targets are covered in frost dealing 10 damage to them. Plants take double damage.

Nature’s Force (Aura)
Required Ranks: 15
Description: So long as this spell is on a Mage's spell list she gains +2/1 Strength.

Endurance of Stones (Aura)
Required Ranks: 15
Description: So long as this spell is on a Mage's spell list he/she gains +2/1 Toughness.

Acute Senses (Aura)
Required Ranks: 15
Description: So long as this spell is on a mage's spell list she gains +10 to Observation checks and + 2 to accuracy.

Mana Battery (Aura)
Required Ranks: 20
Description: So long as this spell is on mage’s Spell List, she gains 20 additional mana.

Prevailing Wind
Required Ranks: 25; Energy Cost: 20; Casting Time: 1 round; Duration: 1 minute; Range: 10 lurks
Description: All allies in range receive +5 to accuracy and all enemies in range receive -5 accuracy.

Vitality
Required Ranks: 25; Energy Cost: 20; Casting Time: 1 action; Duration: 1 minute; Range: touch
Description: Target gains +5/+3 Strength and Toughness.

Eagle’s Eyes
Required Ranks: 25; Energy Cost: 15; Casting Time: 1 action; Duration: 1 hour; Range: touch
Description: Target gains +30 to observation.

Regenerate
Required Ranks: 35; Energy Cost: 40; Casting Time: 1 action; Range: touch
Description: Target still living creature gains hit points equal to the amount of hit point that creature has lost during the last two rounds.

Shock
Required Ranks: 35; Energy Cost: 20; Casting Time: 1 action; Range: 10 lurks; Save: avoid vs. attack
Description: A lighting bolt shoots from the caster hand with Spell’s Power + 20 accuracy and +20 damage.

Envine
Required Ranks: 35; Energy Cost: X; Casting Time: 1 action; Duration: permanent; Range: 10 lurks; Save: avoid check vs. Spell’s Power + 10
Description: Up to 5 targets with in a circle with a 5L diameter become entangled in vines. While entangled all action take +10 energy and the target is held in place. An athletics check of X + 10 is required to escape the vines, where X is the amount of energy used to cast the spell. Avoid Neglect of Spell’s Power +10.

Camouflage
Required Ranks: 40; Energy Cost: 35; Casting Time: 1 action; Duration: 10 minutes; Range: caster’s person
Description: Caster's skin and gear changes color giving him/her a + Spell’s Power to sneak.

Spider Walk
Required Ranks: 40; Energy Cost: 35; Casting Time: 1 action; Duration: 10 minutes; Range: touch
Description: Target gains the ability to stick to and craw up any solid surface capable of supporting the target's weight. When using this ability, the target can only move at half its normal speed.

Long Legs (Aura)
Required Ranks: 45
Description: So long as this spell is on a mage's spell list his/her speed is increased by 3L.

Environmental Force (Aura)
Required Ranks: 50
Description: So long as this spell is on a Mage's spell list he/she gains +5/3 Strength.

Raise Earthen Wall
Required Ranks: 55; Energy Cost: 35; Casting Time: 1 round; Range: 20 lurks
Description: A 4ft high, 2ft thick wall of dirt and available inanimate organic material rises out of the ground. The wall is Caster Ranks / 5 lurks long can be shaped to the caster’s will.

Nature’s Lore
Required Ranks: 55; Energy Cost: 0; Casting Time: 1 minute
Description: Caster gains knowledge about a common fauna or flora such as what someone who works around or with the target’s species (such as a hunter or herdsmen) would know.

Tiger Claws
Required Ranks: 55; Energy Cost: 35; Casting Time: 1 round; Duration: 1 hour; Range: caster’s person
Description: Caster grows cat like claws which can be used as a weapon with 10 + Spell’s Power accuracy and +15 damage. They also give a +30 to Athletics checks when climbing.

Bark Skin
Required Ranks: 55; Energy Cost: 25; Casting Time: 1 action; Duration: 1 hour; Range: caster’s person
Description: Caster’s skin takes on the appearance of bark and can be treated as armor with 10 threshold, 30% Armor Facture and 0 restriction. Count the Armor Facture as a store of hit points that are damaged first and go away when the spell ends.

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