Wood Magic: Difference between revisions
(Created page with "The wooden fighting style is the magic mostly used within Wooden Kingdom. It mainly focuses on support and backline but there are those who use the technique for offense. Its been mostly developed by elven scholars, druids, rangers and hunters. A major bulk of it has come from The Elfen Warriors through out the ages. == Spell paterns == === Level 1 (5 Affinity) === '''Level 1: Root, Purify '''Passive:''' When you do first aid you always give a success. Also pe...") |
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The wooden fighting style is the magic mostly used within [[Wooden Kingdom]]. It mainly focuses on support and backline but there are those who use the technique for offense. Its been mostly developed by elven scholars, druids, rangers and hunters. A major bulk of it has come from The [[Elfen Warriors]] through out the ages. | The wooden fighting style is the [[elemental magic]] mostly used within [[Wooden Kingdom]]. It mainly focuses on support and backline but there are those who use the technique for offense. Its been mostly developed by elven scholars, druids, rangers and hunters. A major bulk of it has come from The [[Elfen Warriors]] through out the ages. | ||
== Spell paterns == | == Spell paterns == | ||
Revision as of 23:16, 18 February 2025
The wooden fighting style is the elemental magic mostly used within Wooden Kingdom. It mainly focuses on support and backline but there are those who use the technique for offense. Its been mostly developed by elven scholars, druids, rangers and hunters. A major bulk of it has come from The Elfen Warriors through out the ages.
Spell paterns
Level 1 (5 Affinity)
Level 1: Root, Purify
Passive: When you do first aid you always give a success. Also people given first aid by you only need 2 successes. You can also sense enemies in a 30 ft. radius if they are standing on grass.
Name: Root
Cost: 3 STA and 10 FP
Synopsis: You summon roots sprouting from the ground that catch and stun enemies. A maximum of 3 enemies in a line can be hit.
Range: 45 ft.
Stats: Constitution saving throw DC 13 for being stunned for 1 turn.
Name: Purify
Cost: 8 FP
Synopsis: You cure a wound or remove one negative effect from either you or an ally.
Range: 15 ft.
Stats: Heal 2d4+2 or remove negative effect.
Level 2 (15 Affinity)
Level 2: Life Circle, Enhance.
Passive: You can now naturally regenerate FP by taking it from living plants. Gain +1 FP for each big living foliage (can only be used once every 10 minutes).
Name: Life Circle
Cost: 5 STA and 18 FP
Synopsis: You call upon the power of the sacred forest while creating a circle of life. In this area all units are exposed to holiness. You can drain the life out of the units of your choosing and either give the life to other units in the circle or yourself.
Range: 50 ft. and the Circle has a 15 ft. diameter.
Stats: Units in must take a wisdom saving throw DC 14 for losing 1d4 health. Each health point accumulated can be freely distributed.
Name: Enhance
Cost: 3 STA and 8 FP
Synopsis: You empower either one of yours or a teammate's attack. Can be paired with Life Circle to not only distribute HP but also FP and STA.
Range: 5 ft.
Stats: Give +3 true damage to an attack. When paired with Life Circle units the wisdom saving throw
Level 3 - Lumber Teachings (30 Affinity)
Level 3: Lumber Teachings
Lumber Teachings: Bark Wall, Growth Spree
Passive: Tree roots sprout from every square you’ve been on and stay for 5 turns. Anyone standing on them will have 0 speed for 1 turn.
Name: Bark Wall
Cost: 15 STA 15 FP
Synopsis: You bring forth a wall of wood out of the ground. If a creature was standing on that spot they instantly get rooted and stunned for 1 turn. Creatures close to it will also take damage. Any projectile (except fire) will be stopped by the wall.
Range: Can be placed within a 40 ft. diameter circle. (Within 5 ft. to take damage)
Stats: 1d4 +2 wood damage per turn. *Disappears after 3 turns.*
Name: Growth Spree
Cost: 10 STA 20 FP
Synopsis: All the roots that you’ve left on the ground suddenly grow thorns and deal damage as well as instantly re-stun anyone standing on them.
Range: N/A
Stats: 2d6 +4 piercing damage. If a creature was already stunned they are stunned once again for 1 turn, aka they have 0 speed.
Level 3 - Flora Teachings (30 Affinity)
Level 3: Flora Teachings
Flora Teachings: Alluring Herbs, Illusion of Herbage
Passive: You can synthesize most potions with enough magic flowers or other gathered herbs. 1 magic flower: 1 Greater Healing potion. 3 magic flowers: 5 Greater Healing potions. 1 magic flower: 2 Greater FP or STA potions. 4 magic flowers: 9 Greater FP or STA potions. 5 special herbs: 1 Greater Healing potion, 2 Greater FP potions or 2 Greater STA potions.
Name: Alluring Herbs
Cost: 10 STA 10 FP
Synopsis: You use the scent of herbs to either charm, confuse or poison your target.
Range: 35ft. (carried by wind)
Stats: Charm: (Charisma Saving Throw DC 16), Confuse: (Wisdom Saving Throw DC 17) Poison: 1d6 wood damage every turn for 5 turns.
Name: Illusion of Herbage
Cost: 5 STA 30 FP
Synopsis: All creatures in range (except the ones you exempt) have their vision of the world altered to that of a wonderful floral landscape. They have zero perception and will remain docile during the spell's duration.
Range: 50 ft. diameter circle.
Stats: Delas no damage, Wisdom Saving Throw DC 19. Remains for 3 turns.