Hiine Spell List:

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Creative 1d6:

A creative 1d6 can only be used outside of battle, for manipulating your surroundings, or to achieve something using your spells.

Creative 1d6 scale:

1 Failure to preform...

2~5 A Moderate success.

6 A definitive success!

-Spells can sometime deal two kinds of damage, or even leave behind effects that last multiple rounds. Elemental damage, status, and weapon damage.-

Status effects:

Poison - 1d4 dmg per x round. Can be removed via one standard action to use medicine. Or by magic. Fort save.

Blindness - 1d4 acc down, for x rounds. Can be removed by one standard action (medicine or water), or by magic. Fort save.

Burned - 1d4 burn dmg, for x rounds. Can be removed by using standard action, or by magic. Fort save.

Paralyze - 1d2 dmg + 1d2 paralyzed/unable to move, per x rounds, can be removed with magic, or wears off. Fort save.

Suffocating - 1d4 dmg per x rounds. Can be removed only by resting, or killing the caster. No save.

Trapped - You cannot move unless you make a successful Escape Artist check. Reflex save.

Slow - You can not use a swift action/reflex save for x rounds. Remove with Haste(cancel out), or resting. No save.

Stop - You are not moving for x rounds. Remove with magic, or waiting it out. Will save.

Haste - You gain an extra standard action for x rounds. Can be overwritten by Slow status.

Lucky - You can reroll any bad roll, and take the higher, for x rounds.

Float - You avoid trap status and fall damage for x rounds.

Damage types:

Blunt

Piercing

Slashing

Elemental wheel:

Light pierces darkness, and darkness engulfs light.

Air whittles away earth,

Earth dulls thunder,

Thunder shocks water,

Water extinguishes fire,

Fire cracks rock,

Rock stops air.

Elm dmg strength:

x2 = 1d6 extra.

x1 = 1d4 extra.

x0 = -1d8 extra.

Air x2 > Earth.

Air x1 > Water, Thunder.

Air x0 > Rock.

DT: P/B/S

Earth x2 > Thunder.

Earth x1 > Fire, Water.

Earth x0 > Air.

DT: B/P

Thunder x2 > Water.

Thunder x1 > Air, Fire.

Thunder x0 > Earth.

DT: P/S

Water x2 > Fire.

Water x1 > Rock, Earth.

Water x0 > Thunder.

DT: P/S.

Fire x2 > Rock

Fire x1 > Earth, Air.

Fire x0 > Water.

DT: S/P.

Rock x2 > Air.

Rock x1 > Earth, Thunder.

Rock x0 > Fire.

DT: B/P/S.

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Air Element

Earth Element

Thunder: