Swamp Magic: Difference between revisions
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Swampian fighting is about trickery and weakening your enemy. May it be gadgets, potions or traps, everything is allowed. This [[Elemental Magic]] finds its origins from The [[Swamp Kingdom]] and is often called "swamp magic" but a more accuret description is | Swampian fighting is about trickery and weakening your enemy. May it be gadgets, potions or traps, everything is allowed. This [[Elemental Magic]] finds its origins from The [[Swamp Kingdom]] and is often called "swamp magic" but a more accuret description is poison magic. Its developed and matured natrually with Lizzadians and tribe folk from the land, however there are still some scholars within the feild. The [[Rizk Family]] have had a big influence on it. | ||
== Spell Patterns == | |||
=== Level 1 (5 Affinity) === | |||
'''Level 1:''' Distract, Fear | |||
'''Passive:''' Once every 3 turns (including 1st) you get an extra turn where you can do something minor such as trickery, throwing sand in the enemy's eyes ect. | |||
'''Name:''' Distract | |||
'''Cost:''' 5 STA and 3 FP | |||
'''Synopsis:''' You distract your opponent making you deal more damage to them. OBS: Important and or stronger enemies won’t be affected. | |||
'''Range:''' 5 ft. | |||
'''Stats:''' The enemy takes an intelligence saving throw DC 12 for you dealing +3 true damage. | |||
'''Name:''' Fear | |||
'''Cost:''' 5 FP | |||
'''Synopsis:''' You fear close by foes making them have worse accuracy but dealing more damage against you. You also deal more damage to them. | |||
'''Range:''' 20 ft. | |||
'''Stats:''' Enemies take wisdom saving throw DC 14 for having -1 accuracy though they deal + 1 true damage. You deal + 2 true damage to them. | |||
=== Level 2 (15 Affinity) === | |||
'''Level 2:''' Roaring Rage, Swampification | |||
'''Name:''' Roaring Rage | |||
'''Cost:''' 20 STA and 8 FP | |||
'''Synopsis:''' You roar with rage making yourself able to strike the enemy two times in a row. Can be paired with Fear to increase your damage even more. | |||
'''Range:''' N/A | |||
'''Stats:''' Both attacks deal +3 true damage + weapons. If paired with Fear the wisdom saving throw is now DC 16 for -2 accuracy. Enemies feared will deal an extra +1 true damage. Also both of your attacks deal +3 true damage + weapons. | |||
'''Name:''' Swampification | |||
'''Cost:''' 15 STA and 8 FP | |||
'''Synopsis:''' You create a toxic swamp area in which enemies are poisoned and their skin becomes weaker making them more susceptible to bleed or poison. While you are in the swamp area all of your attacks deal more damage | |||
'''Range:''' 15 ft. diameter area in front of you. | |||
=== Level 3 - Blood Ritualic Teachings (30 Affinity) === | |||
'''Level 3:''' Blood Ritualic Teachings | |||
'''Blood Ritualic Teachings:''' Hemaglobic Corruption, Infusion | |||
'''Passive:''' Drinking blood now regenerates FP. 1d6 depending on the quality of the blood. Normal blood gives 1d6, stronger enemies restore 2d6 and holy blood regenerates 3. Also to learn this type of teachings you have to perform a specific ritual to the blood deity Sangusius. | |||
'''Name:''' Hemoglobic Corruption | |||
'''Cost:''' 18 STA 15 FP | |||
'''Synopsis:''' You corrupt the blood of a creature of your choosing. This will make you able to track them over long distances for an hour as well as them being in a weakened state. | |||
'''Range:''' 5 ft. touch | |||
'''Stats:''' Deals no damage, tracks for up to 5 km, creature has disadvantage on rolls for 3 turns. | |||
'''Name:''' Infusion | |||
'''Cost:''' 25 STA 15 FP | |||
'''Synopsis:''' You use your weapon to cut yourself and offer your blood to the blade making it stronger. OBS, only works with specialized Blood-Infusing weapons | |||
Can be paired with Hemaglobic Corruption to make that effect also apply on the attack. | |||
'''Range:''' N/A | |||
'''Stats:''' 1d6 to you. The infused weapon deals +2d6 damage for 3 turns. If paired with Hemaglobic Corruption: Tracks for up to 5 km, creature has disadvantage on rolls for 3 turns. | |||
=== Level 3 - Necromancy (30 Affinity) === | |||
'''Level 3:''' Necromancy | |||
'''Necromancy:''' Arise, Dead Mans Trap | |||
'''Passive:''' Any dead unit within a 30 ft radius is always visible to you. You can also spend 10 FP to resurrect any dead creature for 2 turns as a bonus action. *OBS does not work on important creatures and resurrected creatures can not use special abilities, they also deal half damage (rounded up). They are however completely under your control. | |||
'''Name:''' Arise | |||
'''Cost:''' 15 STA 25 +5x FP | |||
'''Synopsis:''' You resurrect ANY creature for x turns that can use all of their abilities. | |||
'''Range:''' 5ft. (touch) | |||
'''Stats:''' N/A | |||
'''Name:''' Dead Mans Trap | |||
'''Cost:''' 35 FP | |||
'''Synopsis:''' All of the creatures that were resurrected once the last hour all have a chance to explode on your command. | |||
'''Range:''' N/A | |||
'''Stats:''' 3d6+4 swamp damage, 75% chance to explode. | |||
=== Level 4: Blood Ritualic Teachings (50 Affinity) === | |||
'''Inner teachings of Sangusius:''' Clot Channeling , Blood Bending, Murderous Contract, Gory Greatness | |||
'''Passive:''' You have full control of your own blood. This costs 3 STA and 1 FP to do and counts as a bonus action. It can also be used as a weapon if hardened and outside of your body which costs an additional 3 FP. Dealing 4 true damage per hardening (max 5) | |||
If you remove too much blood from you body you will eventually get exhaustion | |||
The cost of hemoglobic corruption is now 10 STA and 8 FP | |||
'''Name:''' Clot Channeling | |||
'''Cost:''' 10 STA 15 +5x FP | |||
'''Synopsis:''' You create new blood in your system and remove all physical negative effects. You also heal a percent amount of the damage you deal from your next attack. | |||
'''Range:''' N/A | |||
'''Stats:''' Heal for 30% of the damage you deal rounded up. You can heal for an additional 10% for each extra 5 FP spent when casting this. (Max 80%, x = 5) | |||
'''Name:''' Blood Bending | |||
'''Cost:''' 25 STA 20 FP | |||
'''Synopsis:''' You take the control of another creature's blood with or against their will. If you choose a willing creature (or yourself) they/you become stronger and heal. If you choose an unwilling creature you can force them to attack others or hurt themselves. | |||
'''Range:''' 20 ft (if the target leaves your range they are no longer under your control) | |||
'''Stats:''' Willing creature: Heal 25% of your max health and deal +10 true damage for 3 turns. | |||
Unwilling creature: Wisdom saving throw DC 18, this can work on stronger enemies but then they must either be confused or blinded beforehand. | |||
'''Name:''' Murderous Contract | |||
'''Cost:''' 10 STA 10 FP (can only be used once per day) | |||
'''Synopsis:''' You call upon sangusius to offer an extra blood sacrifice for the day that grants you permanent buffs. You are able to ask him if the sacrifice will yield a buff. | |||
Range: N/A | |||
'''Stats:''' You choose, depending on the quality, to add either +0-5 max HP or +0-5 true damage. | |||
'''Name:''' Gory Greatness | |||
'''Cost:''' 30 STA 25 FP | |||
'''Synopsis:''' Bursting into an explosion of blood you engulf everyone around you. Everyone hit by the blood is infected by a deadly disease which kills them after some time, if they don’t have an antidote or are immune. Can be paired with Swampification to make it faster. | |||
'''Range:''' 20 ft radius sphere | |||
'''Stats:''' Deals 2d8 +6 swamp damage and Wisdom saving throw DC 16 not to be blinded for 1 turn. Kills after between 2 or 5 hours. If paired with swampification, it kills after between 10 or 30 minutes. | |||
=== God Level: Bahxel Kool - God of Beasts - (∞ Affinity) === | |||
'''God Level:''' Call of The Wild, Roaring Rage+, Control Muscle, True Freedom, Contact The Dead | |||
'''Passive:''' The Beast God can switch between different animal forms. This costs 10 FP to do and takes a whole turn. Each form has their own stats and abilities although they share a healthpool. See more about every form under each section. The Beast God can communicate telepathically with other animals. | |||
'''Ascended Race Trait:''' Your blood is now highly poisonous and corrosive. It can melt through metal given enough time. Constitution Saving Throw DC 16, 2d4+2 poison damage. | |||
'''Name:''' Call of The Wild | |||
'''Cost:''' 10 STA 15 FP | |||
'''Synopsis:''' You roar and call for the help of nearby animales. If they are under the control of someone else they must first break away from them. | |||
'''Range:''' 250 ft. | |||
'''Stats:''' Wisdom Saving Throw DC 16 to break away. This turn and as a bonus action on subsequent bonus actions you can command by mentally transferring a sentence to them. | |||
'''Name:''' Roaring Rage+ | |||
'''Cost:''' 25 STA 20 FP | |||
'''Synopsis:''' You gain 3 actions in a turn however you have to attack 3 different creatures. | |||
'''Range:''' N/A | |||
'''Stats:''' Each action must involve a creature not involved in a previous action that turn. The involved creature can be you but not two turns in a row. This state can be unkempt indefinitely as long as the requirements are met. You also gain +10 speed while in this state. | |||
'''Name:''' Control Muscle | |||
'''Cost:''' 10 STA 10 FP (can only be used once per day) | |||
'''Synopsis:''' You harness the power of The Remembrance within you. | |||
'''Range:''' N/A | |||
'''Stats:''' Gain +5 to all rolls and +10 speed for 3 turns. | |||
'''Name:''' True Freedom | |||
'''Cost:''' 10 STA 10 FP | |||
'''Synopsis:''' You harness the true meaning of freedom. | |||
'''Range:''' N/A | |||
'''Stats:''' You are exempt from all spells and negative effects this turn. This can be used as a reaction. | |||
'''Name:''' Contact The Dead | |||
'''Cost:''' See Swamp Remembrance | |||
'''Synopsis:''' You talk to the soul of a dead creature. | |||
'''Range:''' N/A | |||
'''Stats:''' See [[(1st) Swamp Remembrance]] | |||
Latest revision as of 18:17, 20 February 2025
Swampian fighting is about trickery and weakening your enemy. May it be gadgets, potions or traps, everything is allowed. This Elemental Magic finds its origins from The Swamp Kingdom and is often called "swamp magic" but a more accuret description is poison magic. Its developed and matured natrually with Lizzadians and tribe folk from the land, however there are still some scholars within the feild. The Rizk Family have had a big influence on it.
Spell Patterns
Level 1 (5 Affinity)
Level 1: Distract, Fear
Passive: Once every 3 turns (including 1st) you get an extra turn where you can do something minor such as trickery, throwing sand in the enemy's eyes ect.
Name: Distract
Cost: 5 STA and 3 FP
Synopsis: You distract your opponent making you deal more damage to them. OBS: Important and or stronger enemies won’t be affected.
Range: 5 ft.
Stats: The enemy takes an intelligence saving throw DC 12 for you dealing +3 true damage.
Name: Fear
Cost: 5 FP
Synopsis: You fear close by foes making them have worse accuracy but dealing more damage against you. You also deal more damage to them.
Range: 20 ft.
Stats: Enemies take wisdom saving throw DC 14 for having -1 accuracy though they deal + 1 true damage. You deal + 2 true damage to them.
Level 2 (15 Affinity)
Level 2: Roaring Rage, Swampification
Name: Roaring Rage
Cost: 20 STA and 8 FP
Synopsis: You roar with rage making yourself able to strike the enemy two times in a row. Can be paired with Fear to increase your damage even more.
Range: N/A
Stats: Both attacks deal +3 true damage + weapons. If paired with Fear the wisdom saving throw is now DC 16 for -2 accuracy. Enemies feared will deal an extra +1 true damage. Also both of your attacks deal +3 true damage + weapons.
Name: Swampification
Cost: 15 STA and 8 FP
Synopsis: You create a toxic swamp area in which enemies are poisoned and their skin becomes weaker making them more susceptible to bleed or poison. While you are in the swamp area all of your attacks deal more damage
Range: 15 ft. diameter area in front of you.
Level 3 - Blood Ritualic Teachings (30 Affinity)
Level 3: Blood Ritualic Teachings
Blood Ritualic Teachings: Hemaglobic Corruption, Infusion
Passive: Drinking blood now regenerates FP. 1d6 depending on the quality of the blood. Normal blood gives 1d6, stronger enemies restore 2d6 and holy blood regenerates 3. Also to learn this type of teachings you have to perform a specific ritual to the blood deity Sangusius.
Name: Hemoglobic Corruption
Cost: 18 STA 15 FP
Synopsis: You corrupt the blood of a creature of your choosing. This will make you able to track them over long distances for an hour as well as them being in a weakened state.
Range: 5 ft. touch
Stats: Deals no damage, tracks for up to 5 km, creature has disadvantage on rolls for 3 turns.
Name: Infusion
Cost: 25 STA 15 FP
Synopsis: You use your weapon to cut yourself and offer your blood to the blade making it stronger. OBS, only works with specialized Blood-Infusing weapons Can be paired with Hemaglobic Corruption to make that effect also apply on the attack.
Range: N/A
Stats: 1d6 to you. The infused weapon deals +2d6 damage for 3 turns. If paired with Hemaglobic Corruption: Tracks for up to 5 km, creature has disadvantage on rolls for 3 turns.
Level 3 - Necromancy (30 Affinity)
Level 3: Necromancy
Necromancy: Arise, Dead Mans Trap
Passive: Any dead unit within a 30 ft radius is always visible to you. You can also spend 10 FP to resurrect any dead creature for 2 turns as a bonus action. *OBS does not work on important creatures and resurrected creatures can not use special abilities, they also deal half damage (rounded up). They are however completely under your control.
Name: Arise
Cost: 15 STA 25 +5x FP
Synopsis: You resurrect ANY creature for x turns that can use all of their abilities.
Range: 5ft. (touch)
Stats: N/A
Name: Dead Mans Trap
Cost: 35 FP
Synopsis: All of the creatures that were resurrected once the last hour all have a chance to explode on your command.
Range: N/A
Stats: 3d6+4 swamp damage, 75% chance to explode.
Level 4: Blood Ritualic Teachings (50 Affinity)
Inner teachings of Sangusius: Clot Channeling , Blood Bending, Murderous Contract, Gory Greatness
Passive: You have full control of your own blood. This costs 3 STA and 1 FP to do and counts as a bonus action. It can also be used as a weapon if hardened and outside of your body which costs an additional 3 FP. Dealing 4 true damage per hardening (max 5) If you remove too much blood from you body you will eventually get exhaustion The cost of hemoglobic corruption is now 10 STA and 8 FP
Name: Clot Channeling
Cost: 10 STA 15 +5x FP
Synopsis: You create new blood in your system and remove all physical negative effects. You also heal a percent amount of the damage you deal from your next attack.
Range: N/A
Stats: Heal for 30% of the damage you deal rounded up. You can heal for an additional 10% for each extra 5 FP spent when casting this. (Max 80%, x = 5)
Name: Blood Bending
Cost: 25 STA 20 FP
Synopsis: You take the control of another creature's blood with or against their will. If you choose a willing creature (or yourself) they/you become stronger and heal. If you choose an unwilling creature you can force them to attack others or hurt themselves.
Range: 20 ft (if the target leaves your range they are no longer under your control)
Stats: Willing creature: Heal 25% of your max health and deal +10 true damage for 3 turns. Unwilling creature: Wisdom saving throw DC 18, this can work on stronger enemies but then they must either be confused or blinded beforehand.
Name: Murderous Contract
Cost: 10 STA 10 FP (can only be used once per day)
Synopsis: You call upon sangusius to offer an extra blood sacrifice for the day that grants you permanent buffs. You are able to ask him if the sacrifice will yield a buff. Range: N/A
Stats: You choose, depending on the quality, to add either +0-5 max HP or +0-5 true damage.
Name: Gory Greatness
Cost: 30 STA 25 FP
Synopsis: Bursting into an explosion of blood you engulf everyone around you. Everyone hit by the blood is infected by a deadly disease which kills them after some time, if they don’t have an antidote or are immune. Can be paired with Swampification to make it faster.
Range: 20 ft radius sphere
Stats: Deals 2d8 +6 swamp damage and Wisdom saving throw DC 16 not to be blinded for 1 turn. Kills after between 2 or 5 hours. If paired with swampification, it kills after between 10 or 30 minutes.
God Level: Bahxel Kool - God of Beasts - (∞ Affinity)
God Level: Call of The Wild, Roaring Rage+, Control Muscle, True Freedom, Contact The Dead
Passive: The Beast God can switch between different animal forms. This costs 10 FP to do and takes a whole turn. Each form has their own stats and abilities although they share a healthpool. See more about every form under each section. The Beast God can communicate telepathically with other animals.
Ascended Race Trait: Your blood is now highly poisonous and corrosive. It can melt through metal given enough time. Constitution Saving Throw DC 16, 2d4+2 poison damage.
Name: Call of The Wild
Cost: 10 STA 15 FP
Synopsis: You roar and call for the help of nearby animales. If they are under the control of someone else they must first break away from them.
Range: 250 ft.
Stats: Wisdom Saving Throw DC 16 to break away. This turn and as a bonus action on subsequent bonus actions you can command by mentally transferring a sentence to them.
Name: Roaring Rage+
Cost: 25 STA 20 FP
Synopsis: You gain 3 actions in a turn however you have to attack 3 different creatures.
Range: N/A
Stats: Each action must involve a creature not involved in a previous action that turn. The involved creature can be you but not two turns in a row. This state can be unkempt indefinitely as long as the requirements are met. You also gain +10 speed while in this state.
Name: Control Muscle
Cost: 10 STA 10 FP (can only be used once per day)
Synopsis: You harness the power of The Remembrance within you.
Range: N/A
Stats: Gain +5 to all rolls and +10 speed for 3 turns.
Name: True Freedom
Cost: 10 STA 10 FP
Synopsis: You harness the true meaning of freedom.
Range: N/A
Stats: You are exempt from all spells and negative effects this turn. This can be used as a reaction.
Name: Contact The Dead
Cost: See Swamp Remembrance
Synopsis: You talk to the soul of a dead creature.
Range: N/A
Stats: See (1st) Swamp Remembrance