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 poision 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. | 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 poision 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. | |||
Revision as of 00:25, 19 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 poision 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.