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13:18, 11th May 2024 (GMT+0)

Spellcasting and Magic.

Posted by XethrylFor group 0
Xethryl
GM, 7 posts
Tue 12 Dec 2023
at 02:41
  • msg #1

Spellcasting and Magic

You have 3 Attunement slots for three kinds of magic to choose from. These can be changed after a long rest.

The damage, effect, or range of spells can increase by +1 if you 'Upcast'. Doing that increases the spell attack's difficulty roll by +5. Spells that don't have a numerical value to raise can also be upcasted to increase their potency, it just might not be obvious how that ends up occuring.


Elements
Spells in red text are fire, blue text are ice, purple text are lightning

Firebolt: 3 dmg, 1 range

Pyroclasm: 2 dmg, 1 range. A successful attack also damages two other nearby enemies.

Frostbolt: 3 dmg, 1 range

Blades of Ice: 4 dmg

Lightning: 3 dmg, 1 range

Tempest: 1 dmg. A successful attack also damages six other nearby enemies.

Evocate: This doesn't use up Attunement, it is simply an option. For +5 Difficulty combine a spell with another one. Sometimes, or eventually, this might create a whole new spell.


Ritual
Rituals take time and focus. In the heat of combat if you choose to do a Ritual it is the only action you can take that turn and you can't use it again until a short rest. Failing a ritual can sometimes cause unforeseen consequences.

Difficulty 12 Rituals:

Quell Spirits: Non-human enemies might stop being hostile.

Revelation Ritual: Gain an answer or a hint to a question you ask.

Third-sight: For a while grants spiritual vision, which can makes things such as tracking down enemies and hidden things easier.

Wrath of Nature: If there is plenty of plant-life around it will start attacking enemies for 1 damage. This will be more potent and last longer if the dice rolled enough above 20.

Calm Heavens: Might make a hostile environmental event easier.

Sacred Ground: Within a small location enemies are not currently in, foes will lose 3 Difficulty and take 1 extra damage if they enter it and while they remain there. Short-rests in that location cure 12 HP instead of 6, and long-rests cure any negative effects and raise max HP by +2 until the end of the day or until they are spent.


Difficulty 18 Rituals:

Sun Goddess Ritual: Only useable in sunlight. If used out of battle everyone heals for 9 HP, and sunlight becomes more intense for a while. If used in battle, for the next 3 turns everyone heals for 3 HP each turn while all enemies lose 3 HP each turn.

Moon Goddess Ritual: Only useable in moonlight. If used out of battle the next three skills everyone rolls are done with advantage and the moonlight becomes brighter for a while. If used in battle for the next 3 turns everyone has +3 to rolls while enemies have -3 to Difficulty.

Feral God's Prayer: If the current location is home to many beasts a number of them might appear to fight enemies.

Wrath of Storms: Create very hostile weather in a location of choice.


Difficulty 25 Rituals:

Atlanta's Aurora: Only useable outdoors. Every friendly player around you is healed to full health with all negative effects removed. They are healed for +6 again next turn, and then +3 the turn after that.

Meridia's Guidance: For three turns you and all allies roll with advantage.

Celestial Avatar: Call upon a chosen goddess to send an aspect of itself to aid in the current situation.

Divine Protection: Next turn become invincible for one turn.


Enchantment
You can cast Enchantments at 12, 18, or 25 Difficulty. At 12 the spell effect only lasts 1 turn. At 18 it lasts a whole day. At 25 it lasts as much as you like. Like any other spell these can also be Upcast.

Starblade: A weapon gains +1 damage
Starseeker: A ranged weapon gains +1 range
Starblessed: A weapon gains +2 to rolls
Celestial Protection: An apparel gains +1 Armor (2 AHP)
Celestial Threads: An apparel grants +4 HP
Celestial Attunement: An apparel gains +1 Attunement
Enchant Jewelry: Takes a few hours. The benefits of a piece of jewelry are unlocked. This is always 18 Diff and always permanent.
Recharge: Takes a few hours. This is always 18 Diff and permanent. A stone's power is restored back to full.
Barrier: This is always 18 Diff and always only lasts for the length of an encounter. Choose a non-physical damage type. The target takes 2 less damage from it.

Enchantment also has one spell that counts as an attack:

Starbolt: This has +5 Difficulty to attack with. 1 dmg, 1 range. The target loses 1 attack or 1 armor for the rest of the fight. Does not stack, one effect per target.
This message was last edited by the GM at 19:12, Wed 13 Dec 2023.
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