Mountain Magic: Difference between revisions
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Mountain Magic or Rock Magic is the main | Mountain Magic or 'Rock Magic' is the main [[Elemental Magic]] used in [[Mountain Kingdom]]. The mountain Kingdom fighting style also known as the Dwarf technique is mostly about using your surroundings and sheer strength to overthrow your enemies while you take on their hits unscaved. Most of these spell patterns were made by scholars within [[The Hall of The Mountain King]]. | ||
== Spell Patterns == | == Spell Patterns == | ||
=== Level 1 (5 Affinity) === | === Level 1 (5 Affinity) === | ||
'''Level 1:''' Taunt, Quake. | '''Level 1:''' Taunt, Quake. | ||
'''Passive:''' Armor smithed by mountain smiths gives you +1 extra armor but you also have -1 initiative. | '''Passive:''' Armor smithed by mountain smiths gives you +1 extra armor but you also have -1 initiative. | ||
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'''Stats:''' 1d4 “earth” damage + slowing -5 ft. for 1 turn. | '''Stats:''' 1d4 “earth” damage + slowing -5 ft. for 1 turn. | ||
=== Level 2 (15 Affinity) === | === Level 2 (15 Affinity) === | ||
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=== Level 4 - Metall Mastery King of The Mountain (Affinity | === Level 4 - Metall Mastery King of The Mountain (Affinity 50) === | ||
Level 4: | '''Level 4:''' Nevermove, The Bastion, Metallica, The Mountain Master | ||
'''Passive:''' Gain an additional +1 AC | |||
'''Name:''' Nevermove | |||
'''Cost:''' 5x STA + 3x FP | |||
'''Synopsis:''' Metal that you’ve conjured or touched can grab hold of nearby creatures of your choosing and stun them. Can be paired with Carpet of Spikes to have a higher chance of hitting and stunning for longer. | |||
'''Range:''' Metal that is up to 100 ft. away can be triggered and can reach a target which is within 5 ft. of that metal. | |||
'''Stats:''' x=amount of targets. 1d4 +2 bludgeoning damage and a constitution saving throw DC 14 not to be unable to move for 1 turn. If paired with Carpet of Spikes the cost is always | |||
Stats: x=amount of targets. 1d4 +2 bludgeoning damage and a constitution saving throw DC 14 not to be unable to move for 1 turn. If paired with Carpet of Spikes the cost is always | |||
20 STA and 30 FP and the range is limited to the range of Carpet of Spikes. However the damage is increased to 2d6 +2 piercing damage and a constitution saving throw DC 18 to be unable to move for 1d4 turns. | 20 STA and 30 FP and the range is limited to the range of Carpet of Spikes. However the damage is increased to 2d6 +2 piercing damage and a constitution saving throw DC 18 to be unable to move for 1d4 turns. | ||
Name: Metallica | '''Name:''' The Bastion | ||
Cost: 15 STA 15 FP | |||
Synopsis: You sharpen any metal of your choosing in your proximity making it more deadly. | '''Cost:''' 25 STA 20 FP (long rest cooldown) | ||
Range: Any metal within a 15 ft diameter circle | |||
Stats: +2 hit and +3 piercing damage on any weapons. | '''Synopsis:''' You become immovable, unstoppable and (pretty much) immortal. However only for a limited time. | ||
'''Range:''' N/A | |||
'''Stats:''' Gain +10 AC, +3 accuracy, +10 temporary hit points and can’t be slowed or stunned for 3 turns. | |||
'''Name:''' Metallica | |||
'''Cost:''' 15 STA 15 FP | |||
'''Synopsis:''' You sharpen any metal of your choosing in your proximity making it more deadly. | |||
'''Range:''' Any metal within a 15 ft diameter circle | |||
'''Stats:''' +2 hit and +3 piercing damage on any weapons. | |||
'''Name:''' The Mountain Master | |||
'''Cost:''' 20 STA 20 FP + x/5GP | |||
'''Synopsis:''' You raise the ground around you and make a small mountain. After that you can pull out the metal within that ground and make any makination of your choosing. Anything from a weapon or a complex mechanical machine is possible. The power is increased for each GP spent. | |||
'''Range:''' The mountain is a 25 ft. diameter cone with a height of 15 ft. The makination is a maximum of 20 sqr ft. in size and can be 100 ft. away from you. | |||
'''Stats:''' The makination gets its own turns and deals 1d6 +2 plus an additional 1 true damage per 5 GP spent while summoning it. The accuracy and specifications of the makinations depends on its shape and intended use. | |||
Stats: The makination gets its own turns and deals 1d6 +2 plus an additional 1 true damage per 5 GP spent while summoning it. The accuracy and specifications of the makinations depends on its shape and intended use. | |||
Latest revision as of 17:46, 7 April 2025
Mountain Magic or 'Rock Magic' is the main Elemental Magic used in Mountain Kingdom. The mountain Kingdom fighting style also known as the Dwarf technique is mostly about using your surroundings and sheer strength to overthrow your enemies while you take on their hits unscaved. Most of these spell patterns were made by scholars within The Hall of The Mountain King.
Spell Patterns
Level 1 (5 Affinity)
Level 1: Taunt, Quake.
Passive: Armor smithed by mountain smiths gives you +1 extra armor but you also have -1 initiative.
Name: Taunt
Cost: 5 STA and 8 FP
Synopsis: You scream at your enemies taunting them. Each has to take a wisdom saving throw and if they fail they won’t attack anyone but you for 1 turn. OBS: Important and or stronger enemies won’t be affected.
Range: 50 ft.
Stats: Deals no damage. The saving throw is DC 13
Name: Quake
Cost: 10 STA 3 FP
Synopsis: You stomp the ground making it shake and nearby enemies to be slowed and hurt.
Range: 15 ft.
Stats: 1d4 “earth” damage + slowing -5 ft. for 1 turn.
Level 2 (15 Affinity)
Level 2: Ramming Charger, Immovable.
Name: Ramming Charger
Cost: 10 STA 8 FP
Synopsis: For one turn you gain a burst of speed as you ram one or two enemies. Can be paired with Quake which will slow your enemies more.
Range: 20 ft.
Stats: 1d6 bludgeoning damage to 1 or 2 enemies if close + weapons. If paired with Quake the slow is increased to -10 ft. for 1 turn.
Name: Immovable
Cost: 12 STA and 10 FP
Synopsis: Channeling your strength you stand your ground and take less damage from oncoming enemies but you won’t be able to attack them back. Can be paired with Taunt which increases the chance for enemies to be taunted.
Range: N/A
Stats: You take -1d4 + 1 damage from each attack. If paired with Taunt the DC on the wisdom saving throw will be DC 16
Level 3 - “Ore”iental Metallurgy (30 Affinity)
Level 3: “Ore”iental Metallurgy
“Ore”iental Metallurgy: Carpet of Spikes, Iron Maiden
Passive: You can bend any metal object as if it had the consistency of butter.
Name: Carpet of Spikes
Cost: 15 STA 20 FP
Synopsis: You raise metal spikes out of the ground or walls piercing and immobilizing the units hit.
Range: 30 ft circle around you or up to 50 x 20 ft forward or up a wall.
Stats: 2d4 + 2 piercing damage and constitution saving throw DC 15 not to be unable to move for 1 turn.
Name: Iron Maiden
Cost: 25 STA 25 FP
Synopsis: You choose one very unlucky person to be trapped in your iron maiden dealing heavy damage and weakening the enemy.
Range: 5 ft. touch.
Stats: 3d6 +4 piercing damage and constitution saving throw DC 16 not to deal half damage for 1d4 turns.
Level 3 - Gem teachings (30 Affinity)
Level 3: Gem teachings
Gem teachings: Harness Power, Crystallization
Passive: You can absorb different gemstones to enhance your abilities (same gem does not stack). Also you can clearly see magic almost as if you had Detect Magic on the entire time.
Amethyst: +1 AC for 5 rounds
Sapphire: Speed +40 for 5 rounds
Emerald: +5 Charisma for 1 hour
Topaz: +5 Hit for 5 rounds
Ruby: +10 Temporary Hit points
Diamond: +12 Temporary FP
Name: Harness Power
Cost: 15 STA 15 FP
Synopsis: You gain double the effect of the gem used (including duration).
Range: N/A
Stats: Deals no damage
Name: Crystallization
Cost: 15 STA 15 FP (gas) 25 STA 25 FP (liquid) 35 STA 35 FP (solid)
Synopsis: You transform a gas, liquid or solid into crystals which you fully control, being able to bend to your will. They also deal damage.
Range: 5 ft. touch.
Stats: Gas: 1d6 + 2, Liquid 2d6 + 4, Solid, 3d6 + 6 “mountain damage”.
Level 4 - Metall Mastery King of The Mountain (Affinity 50)
Level 4: Nevermove, The Bastion, Metallica, The Mountain Master
Passive: Gain an additional +1 AC
Name: Nevermove
Cost: 5x STA + 3x FP
Synopsis: Metal that you’ve conjured or touched can grab hold of nearby creatures of your choosing and stun them. Can be paired with Carpet of Spikes to have a higher chance of hitting and stunning for longer.
Range: Metal that is up to 100 ft. away can be triggered and can reach a target which is within 5 ft. of that metal.
Stats: x=amount of targets. 1d4 +2 bludgeoning damage and a constitution saving throw DC 14 not to be unable to move for 1 turn. If paired with Carpet of Spikes the cost is always 20 STA and 30 FP and the range is limited to the range of Carpet of Spikes. However the damage is increased to 2d6 +2 piercing damage and a constitution saving throw DC 18 to be unable to move for 1d4 turns.
Name: The Bastion
Cost: 25 STA 20 FP (long rest cooldown)
Synopsis: You become immovable, unstoppable and (pretty much) immortal. However only for a limited time.
Range: N/A
Stats: Gain +10 AC, +3 accuracy, +10 temporary hit points and can’t be slowed or stunned for 3 turns.
Name: Metallica
Cost: 15 STA 15 FP
Synopsis: You sharpen any metal of your choosing in your proximity making it more deadly.
Range: Any metal within a 15 ft diameter circle
Stats: +2 hit and +3 piercing damage on any weapons.
Name: The Mountain Master
Cost: 20 STA 20 FP + x/5GP
Synopsis: You raise the ground around you and make a small mountain. After that you can pull out the metal within that ground and make any makination of your choosing. Anything from a weapon or a complex mechanical machine is possible. The power is increased for each GP spent.
Range: The mountain is a 25 ft. diameter cone with a height of 15 ft. The makination is a maximum of 20 sqr ft. in size and can be 100 ft. away from you.
Stats: The makination gets its own turns and deals 1d6 +2 plus an additional 1 true damage per 5 GP spent while summoning it. The accuracy and specifications of the makinations depends on its shape and intended use.