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Unless otherwise stated, Arcane spells deal Arcane damage. | |||
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= Arcane, The Tree of Knowledge = | = Arcane, The Tree of Knowledge = | ||
The Arcane discipline encompasses the use of mana in its purest form to create constructs and manipulate the weave directly. It also covers the manipulation of space and physical properties. | |||
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Latest revision as of 22:31, 14 January 2025
Unless otherwise stated, Arcane spells deal Arcane damage.
Arcane, The Tree of Knowledge
The Arcane discipline encompasses the use of mana in its purest form to create constructs and manipulate the weave directly. It also covers the manipulation of space and physical properties.
Cantrips
Spell Name: Mage Light
Discipline: Arcane
Tier: Cantrip
Spell Duration: 15 turns
Range: 10m
Concentration: False
Ritual: False
Spell Effect: The caster manifests mana into the physical world in the form of light, creating a blue manifestation of light within an orb like structure. The caster may then hold this orb of light in their hand, or have it levitate around them and follow the magi. This allows them to see in dark places, however the orb doesn’t give off any form of heat.
Spell Name: Telekinesis
Discipline: Arcane
Tier: Cantrip
Spell Duration: Channeled
Range: 15m
Concentration: False
Ritual: False
Spell Effect: The caster manipulates the gravity around an object and levitates it into the air, moving it at up to 3 meters per turn. The caster can only lift objects up to 25 pounds (roughly 11 kg). The caster may move the object any way they want.
Spell Name: Spatial Pocket
Discipline: Arcane
Tier: Cantrip
Spell Duration: Instant
Range: Self
Concentration: False
Ritual: False
Spell Effect: The caster can store and retrieve a single item in a pocket dimension no larger than the size of the item. The item must be logged and updated in the caster's grimoire. The item cannot contain other, smaller items.
Stored Item:
Spell Name: Arcane Eye
Discipline: Arcane
Tier: Cantrip
Spell Duration: Instant
Range: Sight
Concentration: False
Ritual: False
Spell Effect: Magic and enchantments become visible to the caster. They are also able to detect the type of magic and discipline for any magic within sight.
Spell Name: Arcane Bolt
Discipline: Arcane
Tier: Cantrip
Spell Duration: Instant
Range: 35m
Concentration: False
Ritual: False
Spell Effect: The caster launches a small bolt of arcane energy that travels in a straight line towards a target. This follows normal projectile rules and the caster must roll a d20 to hit. Upon a successful hit, the bolt deals 1d10 arcane damage on impact.
Tier 1
Spell Name: Arcane Tracer
Discipline: Arcane
Tier: 1-3
Spell Duration: Instant
Range: 35m
Concentration: False
Ritual: False
Spell Effect: The caster launches a projectile of arcane energy that seeks out and hits a single target, dealing 3d4 arcane damage on impact. If cast at Tier 2, this spell deals 3d6 damage, and at Tier 3 deals 4d8 damage.
Spell Name: Arcane Tool
Discipline: Arcane
Tier: 1
Spell Duration: 15 turns
Range: Self
Concentration: False
Ritual: False
Spell Effect: The caster summons a tool no bigger than their forearm to be used out of combat for a specific purpose.
Spell Name: Arcane Shielding
Discipline: Arcane
Tier: 1
Spell Duration: 15 turns
Range: Self, 10m
Concentration: False
Ritual: False
Spell Effect: The caster summons three spectral shields to the target's side. They surround the target and serve as protection against physical attacks. Each shield is capable of blocking a single attack before it is dispelled. When the shields block an attack, the target staggers- thus making it impossible for them to deflect and concentrate at the same time. This can also be used on one's self.
Spell Name: Counterspell
Discipline: Arcane
Tier: 1* (Scales to the tier of the countered spell)
Spell Duration: Instant/Reaction
Range: 30m
Concentration: False
Ritual: False
Spell Effect: The caster counters a target spell or rune after it has been cast or activated, immediately canceling any effects from the spell or rune. This spell can be used as a reaction. The tier of spell slot used is equal to the tier of the countered spell.
Spell Name: Arcane Weapon
Discipline: Arcane
Tier: 1
Spell Duration: 15 turns
Range: Self, Touch
Concentration: False
Ritual: False
Spell Effect: The caster creates a one handed weapon made out of solid mana for the duration of this ability which appears exceedingly light to the caster. The caster may morph the weapon into a different form, including basic tools, but takes 1 turn to do so, though this does not count as an action. This weapon is the strength level of steel and behaves under martial combat rules.
Spell Name: Slingshot
Discipline: Arcane
Tier: 1-3
Spell Duration: Instant
Range: Self, 5m
Concentration: False
Ritual: False
Spell Effect: The caster bends space around their person and abruptly unleashes it, causing all within range to be pushed outside of the 5 meter radius. Targets within range take 2d4 damage. Allies and enemies cannot be distinguished. At Tier 2, targets take 2d6 damage and at Tier 3 targets take 3d8 damage.
Spell Name: Summon Lesser Creature
Discipline: Arcane
Tier: 1
Spell Duration: 1 OOC Day
Range: 10m
Concentration: False
Ritual: False
Spell Effect: The caster summons a Passive Creature composed of mana to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. Only one creature can be summoned at a time from any spell.
Spell Name: Trade Places
Discipline: Arcane
Tier: 1
Spell Duration: Instant
Range: 10m
Concentration: False
Ritual: False
Spell Effect: Two targets within 10 meters of the caster have their locations swapped. The caster may be one of the targets. The caster may not swap a target into an immediately dangerous situation (e.g trap, spikes, lava).
Spell Name: Light as a Feather
Discipline: Arcane
Tier: 1
Spell Duration: Instant
Range: Self, 5m
Concentration: False
Ritual: False
Spell Effect: The caster may temporarily make as many targets as they like within a 5m radius lighter than they naturally are, thus making them fall at a slower rate of about three meters per turn when falling. This effect wears off when the targets reach the ground.
Spell Name: Disarm
Discipline: Arcane
Tier: 1
Spell Duration: Instant
Range: 20m
Concentration: False
Ritual: False
Spell Effect: The caster manipulates an object that someone else is holding, attempting to pull it from their grasp. The target must roll a 1d20. A roll of 14 or higher means the target keeps hold of their object. A failing roll results in the object being thrown 5 meters away from the target in the direction of the caster’s choosing.
Tier 2
Spell Name: Ethereal Self
Discipline: Arcane
Tier: 2
Spell Duration: 10 turns.
Range: Self
Concentration: True
Ritual: False
Spell Effect: The caster turns ethereal and is able to move through anything non-ethereal interacting at a rate of 6 meters per turn regardless of speed stats. While ethereal, the caster can only be seen with things such as arcane eye and cannot interact with anything physical or cast spells. The caster also cannot be harmed by anything physical unless it specifically interacts with ethereal beings. If the caster is not careful and rematerializes themselves inside of a material it will eject them with great force from the nearest open side, dealing 3d10 damage.
Spell Name: Temporary Displacement
Discipline: Arcane
Tier: 2
Spell Duration: 2 turns.
Range: 15m
Concentration: True
Ritual: False
Spell Effect: The caster creates one portal beneath the target/self and a second portal on the ground somewhere within range. The target will fall through the portal the moment this spell is casted. They will then appear above the other portal on their next turn, fully upright, remaining there for this turn. The target is capable of dropping or grabbing anything they can in that timeframe, and can also pull things through the portal with them. The next turn they will fall through the portal again, returning to their original location unless stopped by outside forces, or unless the portal no longer exists. People cannot be portaled into direct danger, such as over spikes, lava, etc.
Spell Name: Summon Creature
Discipline: Arcane
Tier: 2
Spell Duration: 10 turns
Range: 10m
Concentration: False
Ritual: False
Spell Effect: The caster summons a Threatening Creature composed of mana to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. Only one creature can be summoned at a time from any spell.
Spell Name: Arcane Missile
Discipline: Arcane
Tier: 2-3
Spell Duration: Instant
Range: 35m
Concentration: False
Ritual: False
Spell Effect: The caster launches three bolts of arcane energy that seeks out and hits up to three targets, dealing 1d6 arcane damage on impact. The bolts all hit simultaneously and can be directed to hit one target or several. At Tier 3, 5 targets can be targeted with 1d8 damage for each target.
Spell Name: Redirection
Discipline: Arcane
Tier: 2
Spell Duration: Reaction
Range: 10m
Concentration: False
Ritual: False
Spell Effect: As a reaction, the caster creates two portals to redirect a ranged attack that would have hit them, one at the location of the attack and the other facing a new direction. Only the attack’s direction is affected. When redirected towards a new target, the caster must roll by projectile standards to hit, and the projectile maintains its damage and effects.
Spell Name: Portal
Discipline: Arcane
Tier: 2
Spell Duration: 5 turns
Range: 10m
Concentration: True, 3 turns to cast
Ritual: False
Spell Effect: The caster opens a 3x3 meter portal to any place they have physically been and seen. The portal opens within line of sight and may exit anywhere within the same plane as the caster. This portal is only able to be sustained for 5 turns. The destination is visible through the portal once cast.
Spell Name: Anchor
Discipline: Arcane
Tier: 2
Spell Duration: 5 turns
Range: 10m
Concentration: True
Ritual: False
Spell Effect: The caster opens a 3x3 meter portal centered on the ground within radius. The portal cannot be entered entirely, but pulls targets standing atop the affected area down to their knees. Targets within the portal cannot move, concentrate, or cast, and have a disadvantage on all attacks. Every turn, affected targets roll a 1d20 and must exceed a roll of 14 to escape.
Spell Name: Dome of Mana
Discipline: Arcane
Tier: 2
Spell Duration: 10 Turns
Range: 7m
Concentration: True
Ritual: False
Spell Effect: The caster conjures a dome of mana centered on themselves with a radius of 7 meters. The dome cannot be moved once cast. Projectiles, attacks, spells and entities cannot pass through the dome even in ethereal form, and teleports or portals cannot be conjured with a destination within the dome.
Tier 3
Spell Name: Unweaving
Discipline: Arcane
Tier: 3
Spell Duration: Permanent
Range: 10m
Concentration: True, 3 turns to cast.
Ritual: False
Spell Effect: This spell can remove enchantments, magical curses, and ongoing magic present in objects, as well as lingering magic which is not currently being channeled. Enchantments which are too strong to be removed can be handled at staff discretion.
Spell Name: Mend Rift
Discipline: Arcane
Tier: 3
Spell Duration: Permanent
Range: Touch
Concentration: True, 3 turns to cast/DM discretion
Ritual: False
Spell Effect: This spell allows the caster to close a veil tear/rift. In order for this spell to work, the caster must be able to touch the tear/rift, putting them in direct danger. The veil tear/rift must also be operable and stable.
Spell Name: Trailing Portal
Discipline: Arcane
Tier: 3
Spell Duration: 5 turns.
Range: 5m
Concentration: True, 3 turns to cast
Ritual: False
Spell Effect: If a teleport has been used, or a portal, veil tear has been opened within the last [24 OOC hours] within range, the caster will be able to open a portal leading to the same destination. If a portal cannot be opened due to any external factor, the caster learns the location of the destination.
Spell Name: Summon Greater Creature
Discipline: Arcane
Tier: 3
Spell Duration: 10 turns
Range: 10m
Concentration: False
Ritual: False
Spell Effect: The caster summons a Dangerous Creature composed of mana to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. Only one creature can be summoned at a time from any spell.
Spell Name: Transmutation
Discipline: Arcane
Tier: 3
Spell Duration: Permanent
Range: Touch
Concentration: True, 3 turns to cast
Ritual: False
Spell Effect: The caster is able to turn one material into another material of the same rarity that they have held or worked with before. Materials can only be converted when raw, and cannot be transmuted once they have already been made into a craft. Materials cannot be converted into something dissimilar from their base i.e. stone cannot be turned to wood, hide cannot be turned to metal, wood cannot be turned into hide, etc. Additionally, this spell has no effect on Legendary materials of any kind and cannot transmute anything into Origin materials.