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Page name: Astral Magic [Exported view] [RSS]
2006-08-27 04:57:50
Last author: Duredhel
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Astral Magic





Level 1 Astral Magic

Planet Shift
Description - Coming up...
Effect - Switches the character's element to non-elemental for d10*Int minutes.
Range - Self
Cost - 1 MP

Star Hex
Description - Coming up...
Effect - Deals status damage and/or stat altering depending on the caster's element for INT turns.
Titian Hex (Red) - Forces the target into berserk status and raises his attack power by 2.
Oceanid Hex (Blue) - Target has a Level% chance of dropping his weapon when attacking or that spells backfire and increases Magic by 2.
Aurous Hex(Yellow) - Forces the target into confusion and raises his dexterity by 2.
Ecru Hex(Green) - Target becomes paralyzed and raises his constitution by 2.
Sun Hex(White) - Raises all the target's stats by 5 but can't attack enemies. (Half duration)
Moon Hex (Black) - Grants the target the Cause Panic skill, but when used, the target must make a roll against the panic as well. (Half duration)
Void Hex (Non-element)- Makes all of the target's stats into 1, but he becomes invulnerable to damage. (Half duration)
Resist - CHA
Range - Max
Magic Power - 2
Cost - 5 MP

Guiding Star
Description - Coming up...
Effect - Increases stats and/or provides special bonuses depending on the target's element during INT turns.
Titian light(Red) - Grants the target a lv% chance of dealing double damage every time an attack it makes hits.
Oceanid light(Blue) - Grants the target a lv% chance of reflecting spells cast upon it.
Aurous light(Yellow) - Target can instantly teleport to any point in the battlefield once.
Ecru light(Green) - Every step the target takes, he recovers 1 HP and 1 MP.
Sun light(White) - Restores 25% of the target's HP
Moon light(Black) - Restores 25% of the target's MP
Void Darkness(Non-element)- Raises all of the target's stats by 3 but the target takes double damage from attacks. (Half Duration)
Range - CHA
Cost - 5 MP

Falling Star
Description - Coming up...
Effect - Small elemental meteorite deals d6 + level damage to a single enemy depending on the caster's element.
Resist - DEX
Range - MAX
Magic Power - 5
Cost - 4 MP




Level 2 Astral Magic

Convokation
Description - Coming up...
Effect - Calls forth a lesser Outsider to the battlefield for INTx2 turns depending on the caster's element.
Titian (Red) - Warrior of Titian
Oceanid (Blue) - Mage of Oceanid
Aurous (Yellow) - Archer of Aurous
Ecru (Green) - Guard of Ecru
Sun (White) - Sun Totem
Moon (Black) - Moon Spirit
Void (Non-element)- Scout Orb
Range - Mag
Cost - 10 MP

Meteor Burst
Description - Coming up...
Effect - Deals damage on a 9 square area centered on the meteor's impact, as well as special status damage or effects.
Titian Meteor(Red) - Deals d10+level of red element damage on the impact square and d4 on the adjacent squares. All targets hit light on fire, unless they spend 2 actions putting themselves out, they take 1 red magic damage every turn.
Oceanid Meteor(Blue) - Deals d8+level blue element damage on the impact square and d4 damage to the adjacent squares. All targets hit have their DEX reduced by 1/3 for INT turns.
Aurous Meteor(Yellow) - Deals d8+level damage on the impact square and d4 on all adjacent squares. Everyone in the adjacent squares gets pushed away d4 squares.
Ecru Meteor(Green) - Deals d10+level damage on the impact square and d4 damage on the adjacent squares. Everyone hit gets stunned for d4 turns.
Sun Beam(White) - Heals the character in the impact square by d10 + level damage and restores him from any status damage. Heals everyone in the adjacent squares for d4 damage.
Moon Beam(Black) - Deals d6 + level damage to the character on the impact square and d4-1 damage on the adjacent squares. Deals random status damage to all characters hit.
Black Hole (Non-element)- Pulls all the characters in the battlefield (caster included) as close as possible to the target square.
Resist - CON
Range - MAX
Magic Power - 6
Cost - 10 MP

Xanadu
Description - Coming up...
Effect - Boosts any spells of the caster's element in the area during CHA x 2 turns. Void casters dispel any magic in the area and prevent any magic from being cast for 1/2 INT turns.
Range - MAX
Cost - 8 MP




Level 3 Astral Magic

Cosmic Dust
Description - Coming up...
Effect - Deals random status damage and additional penalties to the characters in a 16 square area during INT turns.
Titian Dust (Red) - Forces all targets into berserk status and raises their attack power by 2.
Oceanid Dust (Blue) - Targets have a Level% chance of dropping their weapon when attacking or that spells backfire and increases Magic by 2.
Aurous Dust(Yellow) - Forces the targets into confusion and raises their dexterity by 2.
Ecru Dust(Green) - Targets dexteriy is halved and raises their constitution by 2.
Sun Dust(White) - Raises all the targets stats by 5 but they can't attack enemies. (Half duration)
Moon Dust(Black) - Grants the targets the Cause Panic skill, but when used, the targets must make a roll against the panic as well. (Half duration)
Gravity Void (Non-element)- Characters start floating around without any control. They can still attack each other if they come close enough. Missile weapons have a - 5 penalty.
Resist - CON (Except for Void)
Range - MAX
Magic Power - 12
Cost - 13 MP

Terraform
Description - Coming up...
Effect - Changes the environment into one of the Outsider's planets depending on the caster's element during 1/2 of INT turns.
Titian Form(Red) - Lava wells and channels appear all thorough the battlefield, isolating characters.
Oceanid Form(Blue) - Water covers the entire battlefield, forcing everyone to swim.
Aurous Form(Yellow) - Static electricity coats the battlefield, shorting out all magic.
Ecru Form(Green) - Stone walls crop all over the battlefield, creating a sort of maze.
Sun Form(White) - Everyone in the battlefield is blinded and take d4 damage every turn.
Moon Form(Black) - Characters can jump a distance of 1.5 their DEX by using an action. Misile weapons are unuseable and anything dropped on the floor float upwards until it disappears from sight, dead, paralyzed, stunned, sleeping or unconcious characters do so to. After the spell expires, all objects and character fall back onto the battlefield.
Close Encounter(Non-element)- Strange, disc like creature descends from the heavens. Every turn, the creature uses a beam to pull a random character up. When Terraform expires, all the characters are returned to the battlefield with 1 HP, unaware of what happened.
Range - MAX
Cost - 15 MP




Level 4 Astral Magic

Astral Beckoning
Description - Coming up...
Effect - Calls a greater Outsider to the battlefield during INT turns depending on the caster's element.
Titian (Red) - Titian Vindicator
Oceanid (Blue) - Oceanid Magus
Aurous (Yellow) - Aurous Sniper
Ecru (Green) - Ecru Defender
Sun (White) - Sun Idol
Moon (Black) - Moon Eidolon
Void (Non-element)- Invader
Range - MAG
Cost - 20 MP




Realms of Lemire
Races of Lemire
The world thus far...
Maps of the Realms
Rules of Lemire
Lemirian Art
Characters of the Realms
Forth to Lemire
Lemirian Magic



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2006-08-27 [Lepellier]: I think it's spelt Convocation, Dur :)

2006-08-27 [Duredhel]: No, this one's with K.

2006-08-27 [Lepellier]: Intriguing....

2006-08-27 [Duredhel]: eksactly!

2006-08-27 [Silverbullet]: X"D

I think i like terraform the best :P

2006-08-27 [Sturmi]: I like it all... I hope descriptions will be coming soon

2006-08-27 [Veltzeh]: An adept won't do much with Planet shift X)

2006-08-28 [Lepellier]: Mayhaps Planet shift should be changed so that it randomly changes a characters element, which could be fun, because it could also keep certain mages from casting spells possibly, by switching a Blue mages element to Red, and having some fun possibilities. And on a side note, I think the name should be switched to Plane Shift.

2006-08-28 [Duredhel]: No :). Since its a self targetted spell, if you turn yourself from red to blue, you won't be able to cast your own spells, which is just a stupid thing to do. Also, it's not called Plane Shift because Astral magic has nothing to do with Planes, but with Planets, the Planets of the Lemirian Solar System, Lemire, Titian, Oceanid, Aurous and Ecru.

2006-08-28 [Lepellier]: Oh well, it was just a suggestion anyway :)

2006-09-02 [Blood Raven]: ... I'd become an Astral char for the Void Xanadu spell alone :P

2008-08-10 [Gastogh]: Is Guiding Star really being used as it's written? If the caster is green element, you can always, without fail, turn 5 mp into infinite mana and hp for yourself; works cutely after combat, I reckon, and not that meanly during it either. Game balance omg?
A black element character can also regenerate all his mana after combat, though that one would at least need 24 max mana to do it.

2008-08-10 [Blood Raven]: I would suppose the character could take one step per level, but this also means the spell would add more MP than subtract afer lvl 5....

2008-08-12 [Gastogh]: It wouldn't be balanced even if it was written as "Every turn the character spends a move action, she gains 1 MP and HP", 'cause at 6 Int that'd be a foolproof regen method as well. Any method of gaining HP or MP without cost like this is an exploit, pure and simple.

And now that I look at it, Void Xanadu seems to wipe out other spells without even having to overcome their casting rolls.

Someone get in here and fix these broken spells. >_>

2008-08-13 [Blood Raven]: Astral magic won't be in the RoL Book we're discussing, and seeing there is like 1 char using astral magic right now, I don't think it's a bi priority. But it does seem rather unbalanced.

2008-08-14 [Silverbullet]: But Elyse likes being able to regenerate her HP and MP >_>

Though if she uses it too much, 'something' might get attracted by the light... Dun duuuun!

2008-08-14 [Gastogh]: New spell: Curse of the Mana Imps: the target is attacked by Lemirian Mana Imps every morning. No save. Or; attack of the Magic-Addicted Fell Ants! xP

2008-08-14 [Blood Raven]: "Sucky sucky, no dolla, fifteen MP"?

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