Cloud Magig: Difference between revisions

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'''Stats:''' 20 ft: 2d6 +6, 50 ft: 4d6 +12, 100 ft: 6d6 +20
'''Stats:''' 20 ft: 2d6 +6, 50 ft: 4d6 +12, 100 ft: 6d6 +20
== G (∞ Affinity)==

Revision as of 14:38, 28 June 2024

Cloud Magic/Cloudian Magic is the Elemental Magic technique associated with Cloud Kingdom. The main theme and manifested power of the cloudian fighting practice involves movement. But not only of you but also the movement of your foes. Most of the spell patterns for cloud magic were made bu scholars within Penrith.

Spell Patterns

Level 1 (5 Affinity)

Level 1: Thrust and Push.

Passive: You can always flee from a fight without your enemies gaining a free hit on you. Also you have + 10 ft. speed.


Name: Thrust

Cost: 5 STA and 2 FP

Synopsis: You dash forward into or past your enemies dealing damage if you decide to. OBS: you can’t use Thrust if you are 5 ft. or closer from your enemy.

Range: 25 ft.

Stats: 1d4 + 2 piercing damage + weapons.


Name: Push

Cost: 8 STA

Synopsis: You push your enemy with strong gusts of wind. Can be paired with Thrust you will deal more damage the longer the distance between you and your foes.

Range: 5 ft.

Stats: 1d4 physical damage. When paired with Thrust deal extra damage equal to range/5. Example: From a range of 20 ft. you would first deal 1d8 + 2 from Thrust and then an extra 4 damage.

Level 2 (15 Affinity)

Level 2: Eye of the Storm, Gusting Tornado.


Name: Eye of the Storm

Cost: 12 FP

Synopsis: After dragging surrounded air towards you, expel all that energy to push away all surrounding units to max range. Can be used to push large groups of enemies off edges.

Range: 30 ft.

Stats: 1d4 + 2 “wind” damage.


Name: Gusting Tornado

Cost: 18 FP

Synopsis: You send a hurling tornado towards your foes. It will travel in a straight line until stopped picking up more speed as well as dealing more damage for each enemy or friend hit.

Range: 200 ft.

Stats: 1d4 “wind” damage to each unit after hitting another. Example: After hitting three units the fourth will be dealt 3d4 “wind” damage. Max 7d4.

Level 3 - Weather Teachings (30 Affinity)

Level 3: Weather teachings

Weather teachings: Cloudy Skies, Hurricane

Passive: You can control the local weather as an action for 3 turns by spending 5 FP by for example creating solid clouds, making it rain, clearing away all clouds or changing the density of air.


Name: Cloudy Skies

Cost: 20 STA 20 FP

Synopsis: You darken the sky by covering the sun with clouds blinding and hurting all creatures (if they aren't prepared meaning that your allies can be exempted if told).

Range: 100 ft.

Stats: 2d4 + 2 “wind” damage and constitution saving throw DC 15 not to be blinded for 2 turns.


Name: Hurricane

Cost: 25 STA 30 FP

Synopsis: Gathering all of your strength you form a storm destroying everything around you!

Range: 50 ft. diameter circle around you but not the inner 5 ft which are safe.

Stats: 2d6 +8 “wind” damage and constitution saving throw DC 20 not to be knocked prone. All structures made of “non durable” material will be vaporized and potentially turned into splinters which you can control if you pair this with Gusting Tornado.

Level 3 - Lightning Control (30 Affinity)

Level 3: Lightning Control

Lightning Control: Thunderbolt, Highest Point

Passive: You are strong against “wind” damage, immune to “electricity” damage and can make anything (smaller than yourself) into a conductor by spending 3 FP and touching it. [ “Electricity” damage can only be harmful if it’s a closed circuit of conducting materials! ]


Name: Thunderbolt

Cost: 15 STA 15 FP

Synopsis: You shoot a bolt of lightning from your fingers to a location of your choosing.

Range: 20 ft.

Stats: 2d6 damage per turn spent inside it.


Name: Highest Point

Cost: 20 STA 20 FP (20 ft.) 30 STA 30 FP (50 ft.) 40 STA 40 FP (100 ft.)

Synopsis: The highest point in the given range is struck with a powerful lightning strike from the sky dealing more damage depending on the size of the given range. Can be paired with Thunderbolt if used on yourself to then redirect it with half of the chosen range + 20 ft.

Range: 20 ft. / 50 ft. / 100 ft.

Stats: 20 ft: 2d6 +6, 50 ft: 4d6 +12, 100 ft: 6d6 +20

G (∞ Affinity)