Elf Magic

Longman's hex-based exploration PBP campaign

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Longman
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Elf Magic

Post by Longman »

Elf magic.

SPELL POINTS: (add Int bonus).
1st - 1
2nd - 2
3rd - 4
4th - 6
5th - 10
6th - 13

SPELLS KNOWN:

1st level - 1 1st level + a 1st level spell for every point of Int bonus
2nd level - add a 1st level spell
3rd level - add a 1st level spell plus a 2nd level spell plus a 2nd level spell for every point of Int bonus.
4th level - add a 2nd level spell.
5th level - add a 1st and 2nd level spell, plus a 3rd level spell, plus a 3rd level spell for every point of Int bonus.
6th level - add a 3rd level spell

Cantrips become available at 2nd level. They can cast per day 1 per level + INT bonus. They know 2 + INT bonus. This amount does not increase as levels progress.

The elf-mage does not have a spell book and has free casting of any spell they know. Their slot pool is in fact broken down into 'power points' and these can be allocated on any spell the elf-mage knows. (Cantrips are excepted.)

Higher level elf-mages in history have been known to:

- throw sailing ships at each other
- rip down walls
- fly
- make force fields that no army can penetrate
- throw stone giants half a mile in the air
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Longman
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The Basic Animation Spell

Post by Longman »

The Animation Spell (1st level)

At 4th level - 90 range, 40' per round,

This is a powerful 1st level elf spell, and one of their main magical assets. (They have a limited spell choice but the spells they do have are good ones).

The caster can telekinetically control a single unattended object within 60' range, for 1 round per level. The range increases 10' every level.

This can include dead plant matter, logs and so on, but not live plant matter, animals or people, and nothing more than 5' in length.

Common items include ropes, chains, logs, rocks, saucepans, and flowerpots.

Some elf-mages carry suitable miniature 'token' items such as nets to lob at their enemies and then begin casting. This requires a fairly easy attack roll to make sure the object gets into decent range. It depends on the object and situation.

The full-sized object can weigh up to 25 pounds per level. It has a move of only 20' plus 5' per level.

It can be used to entangle or trip a creature with a rope or chain. This requires an attack roll, as described above (but ignoring armor).

This spell can add plus 20% to an open lock chance, and can also be used to assist in other endeavors - climbing, using rope, etc.

It cannot be used to 'break' or destroy the fabric of existing items. For example you can't use it to rip a 25 pound chunk out of a wall.

Higher level versions of the same power may have far greater speeds, or do more damage, or be used to destroy walls or other structures.
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Cantrips

Post by Longman »

Cantrips become available at 2nd level. At 2nd level, Tiana will know 3 and can cast 3 per day. You don't have to learn these but you do have to pick which ones you want.

Choices -

Mage Hand - move / shift 1 pound of stuff around for 10 rounds at 40' range. or push something using your own strength at 10' range for 1 round. The most obvious choice.

Clean / Dirty - clean 1' square foot of stuff, without using you own arms like a sucker! Other cantrips cannot do something this complicated.

Knot - tie or untie your own rope at 10 range without using your own hands! Other cantrips cannot do something this complicated.

Transfigure - turn a smallish (baseball sized) object into something else, for a while. Fun at parties.

Animate Tool - get that pen to draw the map for you while you hold the torch! Lasts for ages (1 hour per level). Other tools also animated. Other cantrips cannot do something this complicated.

Inscribe - get a metal tool to write a permanent mark on something.

Open / Close - push or pull doors or windows with a powerful shove. Lasts several rounds and allows a few attempts.
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Elf Magic Thread

Post by Longman »

1st level spells


Enlarge A Token Object. Much in the same way she currently enlarges her coracle token, Tiana can chose another object and learn to enlarge it. The token is a tiny (pocket sized) wooden replica of the real thing. Spears, poles, and other objects can be fashioned in this way. It lasts the same amount as floating disc.

(Note - at 3rd level, a spell becomes available in which Tiana can automatically do this to any token object she makes).

Steer Missile or Weapon. By concentrating on a missile or weapon of her own or another, Tiana can add +2 to the hit chance of that weapon in combat, or add +2 in damage, or +1 +1. This effect lasts 5 rounds +1 round per level.

Spider Climb - the power helps Tiana to scoot up trees or walls at half her normal speed for 10 minutes per level. She must have empty hands. Note that the coracle will float with her up the wall or tree as she does this.

Feather Fall - the power protects Tiana as she falls from heights.

Run Fast - For 10 minutes per level, Tiana is a speedster with doubled speed, doubled jumping ability, a +2 AC bonus and a +2 bonus on dex-based saves.
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2nd level

Post by Longman »

2nd level -

Levitate
Enlarge (increase an object or person in size by 20%. Fun with damage bonuses.)
Reduce (the opposite, a different spell selection.)
Knock
Wizard Lock
Shatter
Web - obviously this is more like a cage of force in which enemies get trapped, than an actual sticky web.

in RP terms - Rillow doesn't actually teach Tiana much new magic per se. She actually spend most of her time teaching you to meditate and the spells come naturally. There are some magic words to be learned, however, but if anyone thinks they could just listen to the words and repeat them, they're dreaming. It's all the meditation that does the trick.
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