RAPINA -- CLASS -- Prismatician -- Ender -- Spell list

Ender

Destruction, mind, energy


The Enders are the artillery wizards of the Rapina militaries and because of their lack of mobility are best suited as mid-to-backlines of assault, where they focus on the mass destruction of their enemies. These wizards specialize in chaining devastating spells together.  In training they don purple, pink, and green robes.


HEARTS 78 (58)

CLUBS 100 (120)

DIAMONDS 30


Mind:


Telekinesis:  

push pull object person

lift object

lift person

lift monster

throw object

rend object


Illusion:

change name/appearance

illusory landscape

illusory clone

holograph

invisibility.


Telepathy:

read mind: show skill level, show mental ability level

charm/pacify

confuse

mental ability damage

hold person


Destruction:

magical bolts (y+xd6 damage, single target)

magical shards (adds y "shards" which hover around the caster and can be used on any turn as a triggered action to add +1 DR/shard -- Or, on one's turn, the caster can fire a magical bolt that deals 1d6 damage; this cast counts as a free action)

burn: set target on fire, dealing Y damage for x turns. 

fire javelin: gain +10% bonus to hit. Deal Y+xd6 damage single target. Opponent must make END save or the spell "burn" applies to them. 

imbue weapon (self or other): a non-magical weapon becomes a magical weapon, capable of channeling spells for x turns; damage by this weapon counts as magical . If weapon is already magical, add +1d6 energy damage to all attacks made by this weapon for x turns. 

wall of fire: 5, 10, 15, 20, 25 ft tall, 5, 10, 15, 20, 25 ft wide wall of fire. causes y damage on contact. lasts x turns. target must make save or suffer from burn spell. 

orb of lightning: a floating ball that the caster can control, lasting x turns. anyone within 10 feet takes Y+ABI damage and must make save or else become paralyzed for remainder of spell. Multiple orbs of lightning can be active simultaneously, but each new orb after the first causes a -5 penalty to spell concentration checks. The maximum number of orbs is determined by INT bonus. 

circuitous lightning: a loop of lightning forms when at least 3 orbs of lightning are active: y+xd6 damage to anyone hit. lasts x turns. 


paralyzing touch: cause immediate paralysis for y turns. Opponent makes END or WIS (whichever is higher) save per turn to break the spell. 

death touch: opponent must make END save: if they fail you deal 10Y points of damage and set their END to 01. If they pass, you deal 3Y points of damage and deal 1or 2 d6 END damage.


meteor storm
: call down y meteors that deal xd6 damage each. can trigger earthquake

earthquake: cause an earthquake in massive AoE, restricting enemy movement by -5; enemy takes -25% to all skill checks, and the quake deals 20 points of damage/turn for x turns. can trigger volcanic eruption

volcanic eruption: on target, violent explosion from beneath, dealing y+xd6 damage, knocking opponent into air. Cast burn spell automatically on anyone impacted. Magma rain deals y damage per turn for x turns, creating a magma pool AoE that deals xd6 damage per turn for remainder of spell.


Energy:


levitate

drain magic (clubs)

devour intellect (INT drain)

metamagic (channel to add damage, reduce cool down, reduce cast time passive)

force field: when attacked in melee, attacker takes damage

null magic weapon for 1-6 turns. (removes magical bonuses / effects on weapon) 

Energy armor (+1 to +5 magic DR)

energy shield (+1 to +5 DR, double against non-magic weapons)

energy cloak (+5-25% endurance saves)

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