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2008-04-17 22:11:08
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Yellow Magic





Level 1 Yellow Magic




Magic Circle Against Earth
<Limg:stuff/circle_yellow.jpg>Description - Coming Up
Effect - Provides + 4 magic power against green magic in a 4 square area for d6 + level turns.
Range - Self
Enchantment -
Weapon, Deals Yellow elemental damage
Armor, Reduces Green magic damage by 15%
Accessory, +2 Mag against Green magic.
Cost - 5 MP

Haste
Description - Increasing mobility often means prolonged survival. While stronger wind magic may actually turn aside blows, certainly a proficient caster of Haste has a far easier time of both evading and dodging attacks.
Effect - Increases speed by 25 + level % for d4 turns.
Range - MAG
Enchantment -
Weapon, + 1 Dex, -1 Str
Armor, + 1 Dex, - 1 Con
Accessory, +1 Dex, -1 Mag
Cost - 3 MP

Silence
Description - While it comes as news to many, even the greenest of Yellow Magic practitioners understands the fundamental role of air in the creation of sound, and of sound in casting spells. A Silenced enemy caster is liable to soon become silenced in a far more general way.
Effect - Prevents a character from casting spells, but also protects from all sound based spells.
Resist - CHA, INT
Range - MAG
Enchantment -
Weapon, Magekiller, 20% chance the enemy will be silenced for 1 turn if struck.
Armor, +2 Def against sound based spells
Accessory, Casts silence once per day
Magic Power - 2
Cost - 4 MP

Wind Slash
Description - While it comes as news to many, even the greenest of Yellow Magic practitioners understands the fundamental role of air in the creation of sound, and of sound in casting spells. A Silenced enemy caster is liable to soon become silenced in a far more general way.
Effect - Inflicts 1d6 + level damage on an enemy from afar.
Resist - Dex, CON halves damage.
Range - MAG
Enchantment -
Weapon, Deals yellow magic damage.
Armor, Resists 5 points of yellow magic damage once per day.
Accessory, casts Wind Slash once a day.
Magic Power - 3
Cost - 5 MP

Sleep
Description - Coming Up
Effect - Puts an enemy to sleep during d4+level turns. Each turn, the enemy can attempt an INT roll to wake up.
Resist - INT
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 - 4
Cost - 3 MP

Sonic Blast
Description - The flip side of Silence is Sonic Blast. At close range the caster can blow the enemy's mind away with a sudden, brutal blast of sound. While an enemy isn't likely to die of the damage, said enemy is also not likely to dodge any blows that follow.
Effect - A sonic blast that deals 1d4 damage and may stun everyone around the caster for d4 + level turns.
Resist - CON
Range - Self
Enchantment -
Weapon, 5% chance of stunning the enemy for d4 turns.
Armor, Immune to stun.
Accessory, casts Sonic Blast per day.
Magic Power - 5
Cost - 5 MP

Lightning Touch
Description - Small amounts of the power that courses through bolts of lightning can be found even when combing one's fur for fleas. In Lightning Touch, originally a spell of catfolk design, that same phenomenon has been strengthened, made lethal and harnessed for war.
Effect - You can enchant a weapon so it deals an extra 1d4 + level damage and stuns an enemy once.
Range - Self
Enchantment -
Weapon, Deals Yellow Element Damage
Armor, Resists 5 Green Element Damage
Accessory, Casts Lightining Touch once per day.
Cost - 2 MP

Wind Blow
Description - While Wind Slash focuses pressure into a small area and launches it at the enemy with the intention to kill, Wind Blow sends the same power at the enemy in a larger area. It won't blow a hole through the enemy, but it *can* blow the enemy through the hole... or wherever else the caster aims.
Effect - A gust of wind that can push an enemy or move an object d4 + level squares.
Resist - CON
Range - INT
Enchantment -
Weapon, Deals yellow magic damage.
Armor, +1 DEF against missile attacks.
Accessory, casts Wind Blow once a day.
Magic Power - 2
Cost - 1 MP

Wind Wall
Description - Wind Wall was specifically designed to counter projectile weapons. It raises up winds strong enough to cause any missile attacks to go harmlessly awry, though the winds aren't strong enough to move the attackers themselves if they switch to melee combat.
Effect - You can create a Wind Wall along an MAG consecutive squares that will block any physical missile attacks going through it.
Range - MAG
Enchantment -
Weapon, Deals yellow magic damage.
Armor, +1 DEF against missile attacks.
Accessory, casts Wind Wall once a day.
Cost - 3 MP

Howl
Description - Treading on the blacker side of yellow magic is Howl. Howl is nohow especially loud or penetrating, but through a subtle magical enhancement the caster can cause his voice to induce fear upon the chosen target, though any others within range of hearing might not even know the sound of the Howl for the spell it is.
Effect - A ghastly howl that has a 25% chance of inflicting fear upon the enemy.
Resist - CON, CHA
Range - CHA
Enchantment -
Weapon, Magekiller, 20% chance the enemy will be silenced for 1 turn if struck.
Armor, Dampening, +2 Con against Screech, Howl and Silence
Accessory, Howling, Can cast Howl once a day.
Magic Power - 2
Cost - 1 MP

Imposed Voice
Description - A favorite among sleight-of-hand tricksters, thieves and hunters, Imposed Voice has many uses despite how the more high-minded individual sometimes disdain its use.
Effect - Creates fake voices emerging from a certain area or disguises ones's voice.
Range - CHA
Enchantment -
Weapon, Magekiller, 20% chance the enemy will be silenced for 1 turn if struck.
Armor, Dampening, +2 Con against Screech, Howl and Silence
Accessory, Distorting, Can cast Imposed Voice three times a day.
Cost - 1 MP

Screech
Description - Screech creates a sound that is loud enough to damage its target, though barely. Half actual sound and half in the mind of the victim, beyond the designated target its sound isn't even audible. Screech is popularly used by the powerful to play with weaker victims, resulting in a slow death.
Effect - Creates a disturbing screech in an enemy's ears which deals 1 damage every turn unless the target deas a succesful magic roll and gives a -5 penalty to any concentration rolls.
Resist - CON
Range - MAG
Enchantment -
Weapon, Magekiller, 20% chance the enemy will be silenced for 1 turn if struck.
Armor, Dampening, +2 Con against Screech, Howl and Silence
Accessory, Shrieking, Can cast Screech once a day.
Magic Power - 1
Cost - 2 MP




Level 2 Yellow Magic




Earth Resistant
Description - When opposing elements clash, they are often both at their most effective and their weakest against each other. In such situations, wind bearers may banish the influence of green magic native to the area, resulting in a considerable disadvantage for plague bearers and other green magic users.
Effect - Provides an extra 50% magic power against Green magic in the area for d4 + intelligence turns.
Range - MAX
Enchantment -
Weapon, Deals + d6 Yellow magic damage.
Armor, + 2 Con against Green magic
Accessory, + 4 Against Green Magic
Cost - 6 MP

Lightning Shield
Description - Lightning Shield takes the form of a crackling cocoon of yellow magic. In addition to being quite harmful for others to be near to, the shield effectively absorbs all yellow magic attacks and reduces the potency of green magic attacks considerably. Also, the strong magnetic effects of the spell cause conventional attacks to lose effectiveness as well.
Effect - Inflicts 1d8 + level yellow magic damage to whoever comes close and enhances defense by 25%, halves damage taken by Green Magic and blocks any Yellow Magic damage. The shield lingers for 1d6+level turns
Range - Self
Enchantment -
Weapon, electrified, deals +d6 yellow element damage.
Armor, minor Lightning shield, anyone melee attacking the wearer takes d4 yellow magic damage.
Accessory, + 4 Mag against green magic.
Magic Power - 10
Cost - 10 MP

Dissipate Earth
Description - Earth Resistant condensed into an abrupt attack. Dissipate Earth has dramatic effects in disrupting the magical structures that keep spells active, but doesn't hinder any casting taking place after it.
Effect - Destroys green magic spells in an area.
Range - 9 Squares around the caster.
Enchantment -
Weapon, Deals +d6 Yellow elemental damage
Armor, Reduces Green magic damage by 25%
Accesory, +4 Mag against Green magic.
Magic Power - 7
Cost - 7 MP

Lightning Bolt
Description - The age-old trademark attack of the wind bearer, Lightning Bolt is all raw energy and little finesse. Though the range is short, it matters not how many targets the spell has to pass through to reach the last one in line, for the spell functions at full efficiency at even the farthest point.
Effect - Inflicts d6 + level damage to all enemies in a 2d4 squares straight line.
Resist - DEX, CON halves damage.
Range - 1
Enchantment -
Weapon, Deals +d6 Yellow elemental damage
Armor, minor Lightning shield, anyone melee attacking the wearer takes d4 yellow magic damage.
Accessory, Casts Lightning once a day.
Magic Power - 10
Cost - 8 MP

Mass Haste
Description - Mass Haste was designed for large-scale battles, for obvious reasons. It grants no stronger effects than basic Haste and takes more out of its caster to cast, but it can easily affect half a dozen people. This makes it easily worthwhile if the caster is fighting with more than a signle ally.
Effect - Increases the whole party's speed by 25 + level % for d4 turns
Range - MAX
Enchantment -
Weapon, +2 Dex, -2 Str
Armor, +2 Dex, -2 Def
Accessory, +3 Dex, -1 Int, -1 Cha, -1 Mag
Cost - 10 MP

Flight
Description - Another classic yellow magic spell. The Flight spell is older than most sentient races, devised by Eolan planetarii when their powers first started to wane from full natural flight towards their current levitation.
Effect - Allows the caster to fly for MAG minutes. The caster is still subjected to flying encumberance and, if struck, must make a CON roll to avoid falling to the ground and taking d4 damage for every square he falls. Speed while Flying is twice one's walking speed.
Range - Self
Enchantment -
Weapon, Casts wind slash three times a day.
Armor, Halved Weight
Accessory, Casts flight once/day
Cost - 10 MP

Thunder Arrow
Description - Thunder Arrow saturates the tip of an arrow with pure yellow elemental force, the shock of which can render the strongest fighter nonresponsive. Though it doesn't cause as much damage per hit as Lightning Touch, but it can affect far more targets at a single casting. Experienced casters have been known to enchant full quivers in moments.
Effect - Enchants d10 + level arrows so that they deal d4 yellow damage and have a 25% chance of stunning the enemy.
Range - Self
Enchantment -
Weapon, Electrified, deals +d6 Yellow element damage.
Armor, minor lightning shield, anyone melee attacking the wearer takes d4 yellow magic damage.
Casts Lightning Touch three times a day.
Cost - 10 MP

Lullaby
Description - Coming Up
Effect - All enemies who hear the lullaby have a 50% chance of falling asleep for d4 + level turns.
Resist - CON, CHA, INT
Range - MAX
Enchantment -
Weapon, 10% chance of putting the enemy to sleep for d4 turns.
Armor, Immune to Sleep, Howl, Screech and Silence.
Accessory, casts sleep three times per day.
Magic Power - 7
Cost - 8 MP

Accelerate
Description - It's a matter of debate where the Accelerate spell has its origins. Eolan planetarii racing through the sky? Catfolk warriors imitating the fastest runners of the wild plains? The secret of the first Xiadomian fencer-hero with incredible speed? Many claim the invention of this spell, never mind it's found right about everywhere.
Effect - Increase running speed (not dexterity) for d4 + level points for d4 turns.
Range - Self
Enchantment -
Weapon, +2 Dex, -2 Str
Armor, +2 Dex, -2 Def
Accessory, Casts Haste three times a day
Cost - 9 MP




Level 3 Yellow Magic




Lightning Wall
Description - Coming Up
Effect - Creates an INT square long wall that deals 1d10 damage to whoever tries to cross it.
Range - MAG
Enchantment -
Weapon, deals +d12 yellow element damage
Armor, anyone melee attacking the wearer takes d8 yellow magic damage.
Accessory, Casts lightnig shield three times a day.
Cost - 11 MP

Thunder Bow
Description - Coming Up
Effect - Creates a longbow that fires lightning. (Atk 6 Def -2 Rng 8, deals yellow element damage) the Bow lasts for INT*MAG minutes.
Range - Self
Enchantment -
Weapon, + 3 Atk
Armor, lightning shield, anyone succesfully melee attacking the wearer takes d4 yellow magic damage.
Accessory, Casts Lightning Bolt twice a day.
Cost - 15 MP

Choke
Description - Coming Up
Effect - You drain all oxygen from the target's lungs, causing it to choke and loose its action that turn. Every turn the target can attempt a Constitution against you, if it fails 6 times, the target dies.
Resist - CON
Range - MAG
Enchantment -
Weapon, 10% chance it will cast Wind Slash on the enemy upon strike.
Armor, +2 CON
Accessory, Casts Choke once a day.
Magic Power - 11
Cost - 14 MP

Summon Air 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 air that lasts CHA turns.
Range - MAG
Enchantment -
Weapon, Summons up to 10 Wind Figments a day.
Armor, Halved Yellow element damage.
Accessory, Casts summon Air elemental twice a day
Cost - 15 MP

Shriek
Description - Coming Up
Effect - Anyone who hears this supernatural shriek has a 10% chance of being knocked unconcious, 20% chance of being cursed in all his stats and 50% chance of being stunned for d4 turns.
Resist - CON, INT
Range - MAX
Enchantment -
Weapon, 10% chance of casting Screech on the enemy upon strike
Armor, Immune to stunning.
Accessory, Casts Howl, Screech and Imposed voice three times a day.
Magic Power - 12
Cost - 15 MP

White Wind
Description - Though most simply call it "wind magic", there is much more to yellow magic than the shifting of air. Some spells seem to infringe on the properties of other schools of magic, and many white mages have coveted the restorative power of White Wind.
Effect - Recovers all allies from status damage. (Not death)
Range - MAX
Enchantment -
Weapon, 10% chance of casting wind blow on the enemy upon strike.
Armor, Immunity to one type of status damage.
Accessory, Casts white wind once a day.
Cost - 13 MP




Level 4 Yellow Magic




Lightning Storm
Description - The ultimate yellow magic evokation produces a dark thundercloud that still constantly flickers and flashes yellowish-white with its own inner power. Legends tell of castle walls and supposedly insuperable defenses ground to powder and blown away by the Lightning Storm.
Effect - A lightning hits a character every turn the caster takes no action, dealing 2d8 + level damage, lasts d4 + level turns
Resist - DEX, CON halves damage
Range - MAX
Enchantment -
Weapon, Deals +d12 Yellow Magic damage, 5% chance of paralyzing the enemy for d4 turns.
Armor, Deals d8 damage to any enemy that attacks the wearer, 5% chance of paralyzing the enemy for 1 turn.
Accessory, Casts Lightning Wall once a day and Lightning Bolt three times a day.
Magic Power - 16
Cost - 20 MP

Tornado
Description - Wind Blow for the demi-gods. Tornado was designed by a powerful eolan long ago. The first time it was used, it returned most of an attacking Nai'ithar army back to their staging area, which had, during the battle, been transformed by igneans to a hellish field of running lava.
Effect - Blows away everyone in the area except for the caster, resetting their positions.
Resist - CON
Range - MAX
Enchantment -
Weapon, 20% chance of casting Wind Blow on the enemy upon strike.
Armor, 25% chance of instantly deflecting physical missile attacks.
Accessory, Grants the wearer flight for INT*CHA minutes a day.
Magic Power - 20
Cost - 16 MP

Razor Wind
Description - Another spell designed specifically for mass fighting. Razor Wind is a mass of halfway-directed Wind Slash-like attacks that can reduce men to ribbons and plate mail to iron wool. The most disciplined and elite wedge formation walking right into a Razor Wind would soon be reduced to razor-sized bits themselves.
Effect - Creates a gust of razor sharp wind that cuts everyone in a 16 square/side cone, dealing d12 + level damage.
Resist - DEX, CON halves damage
Range - 1
Enchantment -
Weapon, 20% chance of casting Wind Slash upon striking the enemy.
Armor, +3 Dex
Accessory, Casts summon air elemental three times a day
Magic Power - 16
Cost - 18 MP




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2007-08-01 [Silverbullet]: How big of an area does the Silence spell affect, and for how long?

2007-08-01 [Veltzeh]: Make some stats!

2007-08-01 [Silverbullet]: I've only been around since Lemirian Pirates started up.. I don't think I'm the guy to trust this with :P

2007-08-02 [Veltzeh]: Well, I could copy D&D...

2007-09-01 [Sturmi]: yeah what's with that silence spell, does it last forever? does it prevent a magic user from casting spells? it doesn't say anything there

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