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Sun Dec 03, 2017 11:55 pm by SgtSarros
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 School of Earth

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SgtSarros
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Posts : 167
Join date : 2017-09-20

PostSubject: School of Earth   Mon Nov 13, 2017 9:09 pm

GuildMaster: Anerael




Assistant GuildMaster: Chyga




First Circle:

Find Minerals
Cost: 5MP
Uses: Psyche
Description: On a successful roll the caster can locate common minerals in the ground. At higher circles they can detect a wider range.


Mineral Control
Cost: 5MP
Uses: None
Description: Can alter inorganic matter into a different shape. An example would be turning several small rocks into arrowheads. Cannot change the type of mineral it is, and the result must have approximately the same mass as the former shape. Maximum size limit of this spell is five pounds times maximum circle the caster knows.


Pass Without Trace
Cost: 5MP
Uses: Psyche
Description: On a green or higher, the ground moves to obscure your footprints, making you nearly impossible to track by normal means. At Circle 5 this spell has no mana cost and unlimited duration.


Sense Movement
Cost: 5MP
Uses: Psyche
Description: Allows the caster to sense people running along the ground within a one-half mile radius. Characters floating above the ground cannot be detected, and if this is used near a large group of people moving around, it may be unable to sense more spread-out movement.




Second Circle:

Extract Ore
Cost: 20MP
Uses: Psyche
Description: The caster can separate common ores from rocks, and extract the metal from within the ground itself. This is restricted to ore the size of a football, and is very draining for the caster.


Pit Trap
Cost: 10MP
Uses: Psyche
Description: Creates a pit under the earth at the specified location. Those who step on the now hollowed out area must roll agility. On a yellow roll they avoid the pit. Those who roll a green catch onto the edge and pull themselves up on their next turn suffering a -1CS to any other attack that turn. Those who fall in must make a strength roll with a green requirement to pull themselves out, though this takes their turn unless they roll a red, in which case they may act normally.
Special Conditions:
1. Those in a pit cannot be targeted for melee attacks, and ranged only if there are no other targets. Those in the pit cannot attack at all.
2. An ally can spend their turn helping them out of the pit, or if they have a rope or similar item use that. This will put the ally at -1CS to any other act, but allow the trapped person out on their turn with a -1CS penalty on their turn to attacks.
3. If the target weighs less then 100lb, they can pass over this pit trap harmlessly.


Rock Platform
Cost: 15MP
Uses: Psyche
Requirement: Move Earth
Description: The caster can harden the ground beneath them to form a rocky platform. Can also be used to harden mud walls, to protect people.


Weight Increment
Cost: 10MP
Uses: Psyche
Description: Can increase the weight of an object up to 50% above normal. Useful for barricading a door or keeping buried treasure from being found. Maximum weight increase is 200 pounds.





Third Circle:

Create Landslide
Cost: 15MP
Uses: Psyche
Description: The caster can cause a landslide of mud and rocks to occur, which can be used to block off passageways in times of escape. Can also be used to block up entrances to caves.


Earthgrab
Cost: 15MP
Uses: Psyche
Description: Chunks of earth shoot up from the ground to capture an opponent. Opponents roll agility to avoid. Those captured cannot move from that spot until they break free. To break free, a strength roll is required. Those trapped can defend against melee attacks only at -2CS, and can attack with ranged weapons only at -2CS.
Special Conditions:
1. Characters floating no more then a foot off the ground can also be captured, though they gain +1 CS to their agility roll to avoid.
2. The strength roll to break free is the same color as the color rolled to capture. However a red roll still requires a yellow to escape.
3. On a red attack roll, the held person is immobile, and cannot attack or defend.


Pass Through Solid Matter
Cost: 15MP
Uses: Psyche
Description: Allows the caster to 'phase' through any material as if moving through a doorway or swimming in a river. Can move a maximum of 5 feet per rank of running speed per round ( So Typical would be 15 feet, Good would be 20 feet, and so forth ). Lasts 2 rounds on white, 3 on green, 4 on yellow. While phased, the caster is untargetable by any physical means unless they are using a souldagger, adamantium, or highly enchanted weapon, however the caster MUST be in open air again before the spell wears off, or they will be killed instantly.


Sand Trap
Costs: 15MP
Uses: Psyche
Description: Turns an area into an almost quicksand-like state. Those in the area suffer a -1CS to Fighting, Agility, and Running Speed. In addition, everyone in this area must make a strength roll at the start of their turn. Anyone who rolls a white has these penalties doubled until their next turn. This affects ALL characters who enter this area, enemy and ally.
Special Conditions:
1. To attack anyone in this area with a melee attack puts you into this area and you suffer the same penalties. Ranged attacks can be made from outside of the area with no penalty.
2. This can only be used in a flat empty area such as a beach or open prairie area. The roots of trees in forests or jungles interfere with the earth, and the concrete of buildings and streets make the ground inaccessible.


Stoneskin
Cost: 15MP
Uses: Psyche
Description: Turns the caster's skin into a stone-like form. This gives the caster Good level protection against all physical and magical attacks ( with the exception of psyche and soul magic ). This is added to any protection he or she already has ( so if they are wearing armor that protects them from typical physical damage, they now have 10 + 6 = 16 protection ). In addition, on any attack that would normally knock down the caster, they would roll 1d100 and only be knocked down on a 40 or less. This level of protection does come with a cost: Defensive fighting rolls are at -1CS, and all agility rolls are at -2CS. This spell lasts 1 round on white, 2 on green, 3 on yellow.




Fourth Circle:

Earthquake
Cost: 20MP
Uses: Psyche
Description: Causes a tremor in the area in front of the caster. ALL enemies must roll agility and match the color the caster rolled, else they are in knockdown status, taking -2CS to all actions until they stand.


Mass Earthgrab
Cost: 30MP +10MP per person after the second.
Uses: Psyche -1CS per person after the second.
Description: Chunks of earth shoot up from the ground to capture opponents. Opponents roll agility to avoid. Those captured cannot move from that spot until they break free. To break free, a strength roll is required. Those trapped can defend against melee attacks only at -2CS, and can attack with ranged weapons only at -2CS.
Special Conditions:
1. Characters floating no more then a foot off the ground can also be captured, though they gain +1 CS to their agility roll to avoid.
2. The strength roll to break free is the same color as the color rolled to capture. However a red roll still requires a yellow to escape.
3. On a red attack roll, the held person is immobile, and cannot attack or defend.
4. As controlling so much earth becomes extremely draining, the cost of this spell increases 10MP per person, and the Psyche roll drops 1CS per person. Psyche cannot drop below Good.


Forge
Cost: 20MP
Uses: Psyche
Description: Allows one to create objects as they would at a normal physical forge, however using magic instead of physical skill. All the materials must still be collected before the item could be made.

Stop Landslide
Cost: 20MP
Uses: Psyche
Description: Is the reverse of Create Landslide, and takes more effort to hold off or prevent a landslide.




Fifth Circle:

Chasm
Cost: 30MP
Uses: Psyche
Description: Can be used to widen a crack in the ground, turning it into a large chasm. Can also be used to seal a chasm that has formed as a result of an earthquake.


Earth Wall
Cost: 25MP
Uses: Psyche
Description: Forms a barrier of protection between the enemy and your party. The barrier has the number caster rolls in HP. Allies within the barrier can attack with ranged or magic attacks only, and the barrier can be damaged by melee or magic attacks only.
Special Conditions:
1. Area effect spells can still target those within the barrier.
2. Bows and crossbows can fire over the wall at the enemy, though as they cannot see the targets, they roll as if 'blind' ( -4CS to agility ). The target is then rolled for out of all possible targets, and that person rolls normally to avoid.


Mass Stoneskin
Cost: 30MP
Uses: Psyche
Description: Turns the caster's skin, along with two others, into a stone-like form. This gives them Good level protection against all physical and magical attacks ( with the exception of psyche and soul magic ). This is added to any protection he or she already has ( so if they are wearing armor that protects them from typical physical damage, they now have 10 + 6 = 16 protection ). In addition, on any attack that would normally knock them down, they would roll 1d100 and only be knocked down on a 40 or less. This level of protection does come with a cost: Defensive fighting rolls are at -1CS, and all agility rolls are at -2CS. This spell lasts 1 round on white, 2 on green, 3 on yellow. Unwilling targets can roll Psyche to resist this.




Sixth Circle:  

Gaia's Guardian
Cost: 50MP, plus 5HP / round of combat ( Your own life force goes to keeping the elemental alive. )
Uses: Psyche
Description: Summon's one of Gaia's earth elementals to assist the party. On it's turn ( In init battles it always has an init of 1 less then the caster ) It attacks one enemy target of the caster's choosing.
Special Conditions:
1. On a white roll, the Elemental has 50hp with excellent fighting and strength. On a green roll, this improves to remarkable fighting and strength. On a yellow roll, it has 100hp. On a red roll, it gains an additional 3d6hp and improves to incredible fighting and strength. On a 100, it gains 5d10hp instead of 3d6.
2. The Earth Elemental takes -1CS damage from all attacks except bows and crossbows, which it takes -2CS damage. In addition, it is unaffected by Earth magic, otherwise it takes normal magic damage.
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