Post by Sir Not Appearing on Forum on Apr 7, 2013 10:45:50 GMT -5
The full list of spell forms for you guys to take a look at and enjoy.
On further review and some work on revising the spell lists I have come to discover that these forms make spells a lot more powerful...(well potentially)
Amorphous
Amorphous spells have no definite shape and may physically appear as a blob of protoplasmic liquid that might move in seemingly every direction. Spells that take this form are able to get around armor but do not harm the armor itself. Spells with this form deal absolutely no structure points damage but the target receives no armor save. Inanimate objects cannot be harmed by spells with this form.
Aquatic
Aquatic form spells have a close kinship to liquid and work well within and under water. Aquatic spells travel faster under water and so gives the caster a +25% chance to hit the target as long as the spell is being cast under water at the time of manifestation.
Aura
Spells with this form adhere to the etherical energy contained within the target an modify it in some way for either a short period of time or permanently. This form does nothing special and is used primarily as an ether signature on spells that are cast. Characters that can see spell auras are able to read the spell school types by reading this type of spell form as it surrounds the target with a colorful glow of energy.
Beam
the spell manifests as a line of solid energy that acts as a missile weapon and can fire across the battlefield. Spells with this form count as both physical attacks and magical attacks and allows casters to counter incoming physical missile attacks as if they were countering spells. Beam form spells can be dodged like any other physical attack.
Chaotic
Chaotic spells have random manifestation effects that can pretty much cause anything to happen, both beneficial and harmful. Whenever a character uses a spell that has this form roll a D6 and follow the results below as mentioned. This effect occurs only if the spell succeeds in being manifested.
• Roll 1: Etherical Explosion around the caster, dealing damage equal to magical power to caster and any other character within ten feet radius of caster.
• Roll 2: Random creature is summoned that is controlled by the GM and will attack anything nearby. Creature is chosen just like a random encounter would be chosen although habitat does not matter.
• Roll 3: Random weather effect of random intensity strikes and affects the entire battlefield or area within sight of the caster. Cannot be countered and will remain in effect for 1D4 hours of time.
• Roll 4: The temperature becomes the exact opposite of whatever it currently is in the general area. Increase or decrease by 3D100 degrees. Could have various effects based upon character races and objects present.
• Roll 5: Nothing negative seems to happen.
• Roll 6: Nothing negative seems to happen.
Counter
The spell can be used as a means to counter a spell that is of the opposite elemental sphere (spheres listed in section right before spell lists) to it. This means the spell can be used defensively.
Curse
The spell lingers even after the initial spell dissipates. Any effects the original spell might have caused will occur again once per day after the initial spell at roughly the same time it was originally cast. The only way to stop this from happening further is to remove the curse from the target.
Divine
Divine spells are brought on by a combination of etherical energy and internal faith, allowing the caster to use their religious beliefs to empower their energy. Divine spells gain an extra modifier based upon the piety of the character casting the spell. The modifier equal x2 normal effects for every 10 piety the character has during the casting of the spell. Spells being cast must be relevant to the caster's religion in order to receive the modifier.
Explosive
Explosive spells are unstable and when they impact their target the etherical energy that makes up the spell expands and dissipates at a very quick and powerful rate. Spells with this form have a 50% chance of immediately destroying 1D4 items on the target. If the spell is affecting a character then count up all of the items on that character, including weapons, armor and anything else in their inventory. Roll dice that can simulate the total number of items and erase the item as listed based on the roll. Continue to roll in this manner until all destroyed items have been removed. This spell form does not affect artifacts but do affect magically enchanted items that are not considered artifacts.
Imbue
Imbue form spells empower the target with etherical energy, tapping into power that alters their physical properties and making the target more formidable. Although this form can be evident in different types of spells it only will effect inanimate objects. Objects affected by an imbue form spell are considered magically enchanted items for as long as the spell effects remain in play.
Solid
Solid form spells seem to be physically within the Mortal Plane, meaning that they have some sort of structure points that need to be lowered to a rating of zero before they dissipate. Solid form spells have structure points equal to the magical power of their caster. This forms legality is based on other spell forms it might be mingled with. Ignore the effects of this form if it is combined with Amorphous, Beam, Explosive or Counter forms.
Summon
Summon form spells bring into existence a fabricated idea or copy of a living or once living being from a plane of existence. Summon forms are infused with physical and mental properties of the being attempted to be created. If the caster of a summon form spell is rendered unconscious then all summon form spells they have cast dissipate immediately.
Transformative
Transformative form spells effect targets by completely altering their physical and in some cases, mental traits either temporarily or permanently. This can be either through etherical mutations or by some other obvious alteration. Unless otherwise stated in the spell description, spells with this form have a 50% chance of altering the target’s physical properties. If the target affected roll percentage dice again. On a positive roll (49% and lower) the spell raises one statistic area by 10% for as long as the spell remains effective. On a negative roll (50% and higher) the spell decreases one statistic area by 10% for as long as the spell remains effective.
On further review and some work on revising the spell lists I have come to discover that these forms make spells a lot more powerful...(well potentially)
Amorphous
Amorphous spells have no definite shape and may physically appear as a blob of protoplasmic liquid that might move in seemingly every direction. Spells that take this form are able to get around armor but do not harm the armor itself. Spells with this form deal absolutely no structure points damage but the target receives no armor save. Inanimate objects cannot be harmed by spells with this form.
Aquatic
Aquatic form spells have a close kinship to liquid and work well within and under water. Aquatic spells travel faster under water and so gives the caster a +25% chance to hit the target as long as the spell is being cast under water at the time of manifestation.
Aura
Spells with this form adhere to the etherical energy contained within the target an modify it in some way for either a short period of time or permanently. This form does nothing special and is used primarily as an ether signature on spells that are cast. Characters that can see spell auras are able to read the spell school types by reading this type of spell form as it surrounds the target with a colorful glow of energy.
Beam
the spell manifests as a line of solid energy that acts as a missile weapon and can fire across the battlefield. Spells with this form count as both physical attacks and magical attacks and allows casters to counter incoming physical missile attacks as if they were countering spells. Beam form spells can be dodged like any other physical attack.
Chaotic
Chaotic spells have random manifestation effects that can pretty much cause anything to happen, both beneficial and harmful. Whenever a character uses a spell that has this form roll a D6 and follow the results below as mentioned. This effect occurs only if the spell succeeds in being manifested.
• Roll 1: Etherical Explosion around the caster, dealing damage equal to magical power to caster and any other character within ten feet radius of caster.
• Roll 2: Random creature is summoned that is controlled by the GM and will attack anything nearby. Creature is chosen just like a random encounter would be chosen although habitat does not matter.
• Roll 3: Random weather effect of random intensity strikes and affects the entire battlefield or area within sight of the caster. Cannot be countered and will remain in effect for 1D4 hours of time.
• Roll 4: The temperature becomes the exact opposite of whatever it currently is in the general area. Increase or decrease by 3D100 degrees. Could have various effects based upon character races and objects present.
• Roll 5: Nothing negative seems to happen.
• Roll 6: Nothing negative seems to happen.
Counter
The spell can be used as a means to counter a spell that is of the opposite elemental sphere (spheres listed in section right before spell lists) to it. This means the spell can be used defensively.
Curse
The spell lingers even after the initial spell dissipates. Any effects the original spell might have caused will occur again once per day after the initial spell at roughly the same time it was originally cast. The only way to stop this from happening further is to remove the curse from the target.
Divine
Divine spells are brought on by a combination of etherical energy and internal faith, allowing the caster to use their religious beliefs to empower their energy. Divine spells gain an extra modifier based upon the piety of the character casting the spell. The modifier equal x2 normal effects for every 10 piety the character has during the casting of the spell. Spells being cast must be relevant to the caster's religion in order to receive the modifier.
Explosive
Explosive spells are unstable and when they impact their target the etherical energy that makes up the spell expands and dissipates at a very quick and powerful rate. Spells with this form have a 50% chance of immediately destroying 1D4 items on the target. If the spell is affecting a character then count up all of the items on that character, including weapons, armor and anything else in their inventory. Roll dice that can simulate the total number of items and erase the item as listed based on the roll. Continue to roll in this manner until all destroyed items have been removed. This spell form does not affect artifacts but do affect magically enchanted items that are not considered artifacts.
Imbue
Imbue form spells empower the target with etherical energy, tapping into power that alters their physical properties and making the target more formidable. Although this form can be evident in different types of spells it only will effect inanimate objects. Objects affected by an imbue form spell are considered magically enchanted items for as long as the spell effects remain in play.
Solid
Solid form spells seem to be physically within the Mortal Plane, meaning that they have some sort of structure points that need to be lowered to a rating of zero before they dissipate. Solid form spells have structure points equal to the magical power of their caster. This forms legality is based on other spell forms it might be mingled with. Ignore the effects of this form if it is combined with Amorphous, Beam, Explosive or Counter forms.
Summon
Summon form spells bring into existence a fabricated idea or copy of a living or once living being from a plane of existence. Summon forms are infused with physical and mental properties of the being attempted to be created. If the caster of a summon form spell is rendered unconscious then all summon form spells they have cast dissipate immediately.
Transformative
Transformative form spells effect targets by completely altering their physical and in some cases, mental traits either temporarily or permanently. This can be either through etherical mutations or by some other obvious alteration. Unless otherwise stated in the spell description, spells with this form have a 50% chance of altering the target’s physical properties. If the target affected roll percentage dice again. On a positive roll (49% and lower) the spell raises one statistic area by 10% for as long as the spell remains effective. On a negative roll (50% and higher) the spell decreases one statistic area by 10% for as long as the spell remains effective.