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 School of Air and Lightning

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SgtSarros
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Posts : 582
Join date : 2017-09-20
Age : 45
Location : Near the north pole

School of Air and Lightning Empty
PostSubject: School of Air and Lightning   School of Air and Lightning EmptyMon Nov 13, 2017 10:46 am

GuildMaster: Naria

School of Air and Lightning Naria10_800x600


Assistant GuildMaster: Maia Ravensong

School of Air and Lightning Maia10_800x600


First Circle:

Barrier Against Noise
Cost: 2 mp on self, 5 mp on another
Uses: Psyche
Description: Prevents the target from hearing sounds in their area. This makes them completely immune to bardic magic, but also leaves them vulnerable to sneak attacks. ( They roll intuition at -2 vs sneak attacks ). Lasts for 2 rounds, 3 on a yellow, 5 on a red.


Current
Cost: 5 mp
Uses: Psyche
Description: Causes lightning to move across your body, when struck by an unarmed attack deal Poor lightning damage back to your opponent. Lasts for three strikes, five on a yellow. On a red, does Typical lightning damage. Automatically wears off after three rounds.


Downwind Scent
Cost: 2MP
Uses: None
Description: Changes the winds in the area to make tracking easier. Those who can track people by smell get a +1 CS improvement to intuition checks involving scent. Only works outdoors.


High Jump
Cost: 5mp
Uses: N/A
Description: Allows the caster to jump upwards 10 feet times the maximum circle level of the caster. Must land on something at the top of the height or they will fall and take take Poor(4) damage for every 10 feet they fall, - 10 feet for normal jumping ( - an additional 20 if they have the jumping skill )


Whisper on the Winds
Cost: 2MP
Uses: None
Description: Allows the caster to send a verbal message to a person or area in the same area as them that only they can hear. At Circle 1 this is 1 mile away. By Circle 3 this is anyone within 10 miles. At circle 6, this is anyone on the same world. Both the caster and the target must be outdoors.


Wind Compass
Cost: 2 MP for every 4 hours caster wishes compass to last for.
Uses: Psyche
Description: Places a small ind tunnel in a location. Then the caster turns their head, they can hear the wind in that direction, letting them know where to go to get back to it. Can be heard for a distance of 1 mile, 2 on green, 4 on yellow, Red has no limit ( within reason ). Lasts for a maximum of 1 day.
Special Considerations: This can currently only be taught by The Succubi Of Light.




Second Circle:

Energize
Cost: 10MP
Uses: None unless resisted, then Psyche
Description: Gives a target a boost to their reflexes. Target gains +1CS to Agility on all rolls and +1CS to Fighting on defending rolls only for one round on a white, two rounds on a green, three on a yellow. On a red this increases to +2CS bonus. When this spell wears off, target will feel somewhat drained and will suffer a -1CS to Agility and Fighting on all rolls for one round.


Fog
Cost: 10MP
Uses: None unless resisted by another wind or weather caster, then Psyche
Description: Brings in a heavy fog to obscure people from sight. trying to attack someone within the fog requires a -2CS roll, however those within the fog receive a -2CS to attack and defense. The caster, as well as anyone with circle 3 wind magic, can see through the fog and take no penalties.


Shock
Cost: 5 mp
Uses: Psyche
Description: Opponent rolls agility to avoid. If struck take Good lightning damage and roll endurance. On a white roll, target is stunned for 1 round or until struck. ( non-botch hits against stunned targets are guaranteed to hit. ) Those with at least circle 4 in water magic roll at endurance -1 cs.


Updraft
Cost: 10 MP
Uses: Psyche
Description: Sends a target up into the air 10 feet on a green, 20 on yellow 30 on a red, descending at 10 feet per round to land safely on their feet. While in the air, target is immune to all ground attacks, as well as melee attacks by non-fliers. Target can not move in any direction and is at -1 to fighting and -2 to agility, and can not use any defensive skills such as tumble ( These penalties are negated if the target has wings ).


Wind Shield
Cost: 5MP
Uses: Psyche
Description: Causes all projectiles, with the exception of bullets, to do 1CS less damage. Lasts for 1 round on white, 2 on green, 3 on yellow. On a red, this also negates all non-100 critical hit bonus damage.




Third Circle:

Downdraft
Cost: 15 MP
Uses: Psyche
Description: A gust of wind slams into a winged target from above, causing them to plummet to the ground , putting them into knockdown and taking 1/2 Psyche damage., full psyche on a red roll or on a defensive botch. Target rolls flight speed to resist, -1 for each passenger they have ( In addition to normal load penalties ).
- If used on a non-winged person, a yellow roll is required to make them land
- If used out of combat, target instead drops 100 feet, half if not winged.


Guided Missile
Cost: 15MP
Uses: Psyche
Description: Focuses the wind around your arrows, making them fly straight and true. Does +1CS damage to all arrow / crossbow shots. Lasts 2 rounds on a white, 3 on a green, 4 on a yellow, 6 on a red. On a red also adds an additional +1d6 to all critical hits.


Gust of Wind
Cost: 15MP
Uses: Psyche
Description: Opponent rolls agility. If caster succeeds this attack does psyche wind damage. If the caster's roll was yellow or higher, it also knocks the target into knockdown.


Levitate
Cost: 10MP
Uses: Psyche
Description: Allows the caster to float a couple feet off the ground, making them immune to nature's vine attacks as well as earthquakes. Requires a green roll, in combat this lasts 5 rounds, out of combat lasts 1/2 psyche minutes, on a yellow lasts psyche minutes. Any attack that does 20% or more of caster's HP causes them to lose concentration on this spell and they will land on the ground with no additional damage.


Static Electricity
Cost: 10 mp
Uses: Psyche
Requirements: Current
Description: Causes lightning to move across your body, when struck by an unarmed attack deal Typical lightning damage back to your opponent. Lasts for four strikes, six on a yellow. On a red, does Good lightning damage. Automatically wears off after three rounds.


Summon Sylph
Cost: 15MP
Uses: Psyche
Description: Summons a small fae like creature to you. This creature can fly and can be used to scout out areas ahead and report back. It also has enough control over wind to to get an item for the caster provided the item is no more then two miles away and weighs no more then 10lb. Only the caster can understand the Sylph, and it will only take orders from the caster. If attacked the creature has Excellent agility to defend itself. If it is struck by an attack or enters an anti-magic area the creature is unsummoned. This creature can only be summoned once every 12 hours. The creature lasts for 1 hour times the maximum Circle of the caster, unless dismissed.
School of Air and Lightning Sylph11_800x600




Fourth Circle:

Flight
Cost: 20MP
Uses: Psyche
Prerequisite: Levitate
Description: Allows one to fly through the air as if they have wings. Requires a green roll. Only works outdoors. Should spell wear off or is dispelled, caster will fall at the rate of 100 feet per round. If they are less then 100 feet off the ground, they take 10 damage. If they are higher then 100 feet, they get a chance to recast each round until they are successful or they hit the ground. Damage doubles for every 100 feet they fall.
Special Considerations:
1. The abilities of this spell are as follows:
- Green: 1/2 Psyche minutes duration, maximum accompanying load is Poor ( 100lb ), maximum speed is Typical.
- Yellow: Psyche minutes duration, maximum accompanying load is Typical ( 200lb ), maximum speed is Good.
- Red: Psyche minutes duration, maximum accompanying load is Typical ( 200lb ), maximum speed is Excellent


Mass Wind Shield
Cost: 20MP
Uses: Psyche
Prerequisite: Wind Shield
Description: Causes all projectiles, with the exception of bullets, to do 1CS less damage. Lasts for 1 round on white, 2 on green, 3 on yellow. On a red, this also negates all non-100 critical hit bonus damage. This is cast on caster and up to 3 other targets.


Tazer
Cost: 15 mp
Uses: Psyche
Requirements: Shock
Description: Opponent rolls agility to avoid. If struck take Excellent lightning damage and roll endurance. On a green roll, target is stunned for 1 round or until struck. On a botch are heavy-stunned. ( one round or one strike reduces to stunned. ) Those with at least circle 3 in water magic roll at endurance -1 cs.


Thunderstorm
Cost: 20/30/40 mp depending on doing mass version of thunder / Thundara / Thundaga
Uses: Psyche
Prerequisite: Thundaga
Description: Causes lightning to fall from the sky, striking up to five targets. Targets roll Agility or Psyche to avoid. Deals damage equal to the spell normally cast. On a botch, this targets 5 targets at random among allies and enemies, and on a botch can hit the same target more then once.


Wall Against Noise
Cost: 20 mp
Uses: Psyche
Description: Prevents five people from hearing sounds in their area. This makes them completely immune to bardic magic, but also leaves them vulnerable to sneak attacks. ( They roll intuition at -2 vs sneak attacks ). Lasts for 2 rounds, 3 on a yellow, 5 on a red.


Wind Dispersal
Cost: 20MP
Uses: Psyche if on a target, otherwise none.
Description: Calms the wind in an area around the caster, negating wind attacks. If used on a target within 100 feet of them, opponent rolls psyche. If successful, target's wind spell is negated. If target spell is flight, target falls towards the ground at the rate of 100 feet per round.




Fifth Circle:

Chain Lightning
Cost: 25MP
Uses:: Agility
Description: Sends a bolt of lightning out that runs from enemy to enemy. On a white it can hit a maximum of one person, on a green two people, on a yellow three, and on a red four. Opponents roll agility or psyche ( whichever is higher ) to dodge, in order determined by caster. If an opponent successfully avoids, the spell ends. Damage is Psyche CS to first target, then an additional -1CS to each person afterwards. On a botch this spell attacks the caster first, then remaining attacks go to enemy targets.


Mass Levitate
Cost: 10MP
Uses: Psyche
Prerequisite: Levitate
Description: Allows the caster to float a couple feet off the ground, making them immune to nature's vine attacks as well as earthquakes. Requires a green roll, but lasts three rounds. Any attack that does 20% or more of caster's HP causes them to lose concentration on this spell and they will land on the ground with no additional damage.


Perfect Aim
Cost: 20MP
Uses: Psyche
Requirements: Guided Missile
Description: The power of wind directs this arrow at your opponents. Adds +2 to Agility rolls as well as +1CS damage to all arrow / crossbow shots. Lasts 2 rounds on a white, 3 on a green, 4 on a yellow. On a red, all attacks rolled yellow are guaranteed-hit ( If the enemy rolls higher, the attack will still strike but only do half damage ).


Reverse Polarity
Cost: 20 MP
Uses: Psyche
Requirements: Must be wearing metal armor
Description: Pushes metallic objects away from your body, causing enemy attacks towards you to be rolled at -1 cs. Lasts two rounds, three on a yellow. On a red, enemy attacks are rolled at -2cs. This spell has no effect if the opponent is unarmed or using a wooden weapon.


Storm Winds
Cost: 20MP
Uses: Psyche
Prerequisite:  Gust of Wind
Description: Up to three targets roll psyche. All those who fail take psyche wind damage. If the caster rolls a yellow or higher, all targets who fail are put into knockdown.


Wind Barrier
Cost: 20MP
Uses: Psyche
Prerequisite: Wind Shield
Description: Causes all attacks to do 1CS less damage. Arrows and other thrown items will do no damage unless the attack roll is yellow or higher. Lasts for 1 round on white, 2 on green, 3 on yellow. On a red, this also negates all non-100 critical hit bonus damage.




Sixth Circle:

Mass Flight
Cost: 40MP
Uses: None, unless something is trying to interfere with the wind currents in the area.
Prerequisite: Flight
Description: Allows caster and up to three allies to fly through the air as if they have wings. Requires a green roll. Lasts 20 minutes. Maximum load each person can take with them on this flight is Typical ( up to 200lb ) with a maximum combined weight of all flying of 1000lb. On a green roll they fly at Typical speeds, on a yellow Good speed, on a red Remarkable speed. Only works outdoors. Should spell wear off or is dispelled, everyone will fall at the rate of 100 feet per round. If they are less then 100 feet off the ground, they take 10 damage. If they are higher then 100 feet, they get a chance to recast each round until they are successful or they hit the ground. Damage doubles for every 100 feet they fall.


Summon Greater Sylph
Cost: 40MP
Uses: Psyche
Prerequisite: Summon Sylph
Description: Summons a human-sized fae like creature to you. This creature can fly and can be used to scout out areas ahead and report back. It can also transport a person or item to a destination as long as the destination is no more then five miles from the caster, and is not more then 200lb. It travels at Remarkable speeds, if transporting something or someone losing one speed level every 50 pounds. The Sylph has 120MP, losing 1MP every minute. The Sylph has the ability to cast any air magic spell, though it's 'life force' is reduced by the cost of the spell. The sylph takes 1cs less damage from all non earth-based attacks. Only the caster can understand the Sylph, and it will only take orders from the caster.
School of Air and Lightning Sylph210_800x600


Wind Tunnels
Cost: 50MP
Uses: Psyche
Description: Focuses the wind around the arrows of the entire party, making them fly straight and true. Lasts 5 rounds. On white, does +1CS to agility to all arrow / crossbow shots. On a green, also does +1CS damage. On a yellow, bonus becomes +2CS to agility. On a red, gains Heartseeker: ( If a non-boss enemy botches against a non-white attack, it is an automatic KO ).


Whirlwind
Cost: 40MP
Uses: Psyche
Prerequisite: Storm Winds
Description: Up to 3 opponents roll endurance to hold their ground against the powerful winds heading their way. Those who fail take Psyche +1 CS damage and are knocked one combat area away. On their turn, if they have less then Good running speed they will have to use their turn approaching the combat or use ranged attacks instead. On a yellow this also causes knockdown. On a red this knocks enemies two combat areas away. ( Opponents with Typical running speed will need two turns to return to combat, those with Good running speed will need only one. ) This spell only works outdoors.
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