RAPINA -- CLASS -- Prismatician -- Giver -- Spell list
Giver – Rain and river magic, a prismatician of the Rapina tribes that dons brown, black, and indigo colored robes. Specialize in Time, law, dark magic. Their role in combat is a hybrid healing and DPS.
This class possesses some of the most powerful spells but requires layers of build up to achieve, since its most powerful spells require other spells to be active in order to work. For example, "cause fog" is necessary for "toxic fog" or "steam lodge." Another example is that "darken sky" is necessary for "call rain" and "cyclone" -- likewise, "cyclone" is necessary for "monsoon" and "waterspout".
HEARTS 80 (60)
DIAMONDS 48
CLUBS 80 (100)
SPELL LIST
create water
destroy water
control water
cleanse water: turns brackish or poisonous substance into drinkable water
disease water: target water (size: glass, barrel, well, creek, river)
blood curse: target takes penalty to healing
erode: dispel enemy shield, enemy buff
cause fog
steam lodge: adds +1-5 healing per turn, cleanse negative effects
toxic fog: causes skin lesions, suffocation, sickness, mutation
drown -- cause y+1d6 damage per turn for x turns
crashing waves -- Y damage plus knockdown for X turns. Take 1d6 damage per turn while knocked down.
water wall -- impedes movement of enemy
water fall -- impedes enemy movement, deals damage and knockdown.
geyser -- causes y+xd6 damage on impact and knocks enemy into air. AoE deals 1d6 damage for x turns
water blade -- instant y damage. causes bleed counter 1d6 per successful strike up to x counters.
globe of water -- DR, additional projectile DR for x turns.
purify -- cleanse disease
healing water: y+ WIS instant heal, target.
healing springs -- magical water heals y per turn for x turns.
ability damage replenish
darken sky -- conjures clouds to the sky, gain DR to fire and light damage. bonus to hide/camouflage
call rain: slippery conditions for enemy, rain adds bonus to healing for allies
Flood (space, small box up to town center)
cyclone: causes powerful winds, rain, hail, lightning, low-light conditions, tornado
monsoon – acid rain hurts enemies, creates DR circle for allies.
maelstrom (pulls enemies in under water, causing suffocation DoT, debris DoT, and enemy suffers -y movement while affected)
waterspout -- bleed, crush, fall damage, penalty to DR, opponent is thrown from spout, opponent is thrown into the air. more than one waterspout can be active at a time.
water walk:
bonus to evasion
damage reduction
saves against snares to allies
river rapid (adds 1 BA per turn for 3 turns, doubles movement speed for x turns)
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