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 



glide -- increase movement, use to ignore terrain and ignore snares 

drown -- cause asphyxiation status per turn for x turns against END save, which halves duration. 

crashing waves -- Y+xd6 damage against END save. Targets are knocked down for X turns against STR save, which negates the effect. Each turn targets gain a STR save; if they fail, they take xd6 damage. 

water wall -- impedes movement of enemy, 1-5. Adds +2-10 DR against projectiles that pass through the water wall. 

water fall -- impedes enemy movement 1-5, deals damage xd6, and knockdown. 

geyser -- causes y+xd6 damage on impact and knocks enemy into air. AoE deals xd6 damage for Y turns

water blade -- instant y+xd6+PER melee damage; or enchant weapon for Y+PER turns: enchanted weapon causes 1d6 bleed counters per successful strike.

globe of water (1/y; Y) -- 1-5 DR, and 2-10 projectile DR for x+PER turns. 


purify -- cleanse disease

healing water: y+ PER 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 1-5 DR to fire and light damage. +5-25% bonus to hide/camouflage  

call rain: slippery conditions for enemy, rain adds bonus to healing for allies 

Flood (small box up to town center) 


cyclone: causes powerful winds, rain, hail, lightning, low-light conditions, tornado

monsoon – acid rain hurts enemies (xd6/turn), creates (1/2 Y) DR circle for allies.

maelstrom (pulls enemies in under water, causing suffocation DoT, debris DoT (xd6/turn), and enemy suffers -y movement while affected) 

waterspout -- 1d6 bleed, xd6 crush, fall damage, -1-5 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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