Elin:Spellcasting: Difference between revisions
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|Fire | |Fire | ||
|Magic | |Magic | ||
| | |Burning, Can destroy flammable objects | ||
| | | | ||
|is burnt to ashes. | |is burnt to ashes. | ||
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|Lightning | |Lightning | ||
|Magic | |Magic | ||
| | |Paralysis | ||
| | | | ||
| | | | ||
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|Chaos | |Chaos | ||
|Magic | |Magic | ||
|Random status ailments. | |||
| | | | ||
| | |let the chaos consume him/her. | ||
|- | |- | ||
|Mana | |Mana |
Revision as of 01:35, 24 February 2024
Read books to learn spells. Casting spells costs spell stock and MP. Spell stock is recovered by reading books.
Domains
Domain | Main Stat | Elemental Effect | Flavor Text on Kill | |
---|---|---|---|---|
Fire | Magic | Burning, Can destroy flammable objects | is burnt to ashes. | |
Cold | Magic | Is frozen and turns into an ice sculpture. | ||
Lightning | Magic | Paralysis | ||
Darkness | Magic | is consumed by darkness | ||
Mind | Charisma | |||
Poison | Dexterity | |||
Nether | Endurance | goes to Hell | ||
Sound | Perception | |||
Nerve | Learning | dies from neurofibroma | ||
Chaos | Magic | Random status ailments. | let the chaos consume him/her. | |
Mana | Magic | |||
Holy | Will | goes to Heaven. | ||
Ether | Magic | Is down in ether | ||
Cut | Strength | cut into thin strips | ||
Acid | Magic | Melts |
Attack Spells
Attack spells are available in all elements. Each one has a chance to apply the status ailment associated with it.
Ball
Starting damage: 1d3
Spell Level Scaling:
Main Stat Scaling:
Casting Scaling:
A 5x5 sphere Aoe centered about the caster. Damage reduces with distance from the origin.
Bolt
Starting damage: 1d7
Spell Level Scaling: Success Chance, Dice Value (d#)
Main Stat Scaling: Number of Dice (#d)
Casting Scaling: Success Chance
A line aoe penetrating enemies for 12 tiles.
Touch
Starting damage: 1d4
Spell Level Scaling:
Main Stat Scaling:
Casting Scaling:
A melee range single target spell.
Dart
Starting damage: 1d13
Spell Level Scaling:
Main Stat Scaling:
Casting Scaling:
A single target ranged spell.
Intonation
Spell Level Scaling: Increases amount of attacks that are enchanted. Increases elemental resist of the appropriate element.
Main Stat Scaling:
Casting Scaling:
Changes the damage done by the wielder's weapon to the appropriate type of damage for a certain number of hits, and provides elemental resistance to the same element.
Applies to melee, bow/gun, and thrown attacks.
This allows weapons to bypass PV and the damage to be rolled against elemental resistances instead.
Miasma
Starting damage: 1d5 x 5
Spell Level Scaling:
Main Stat Scaling:
Casting Scaling:
A damage over time spell. Cannot be stacked.
Each tick of damage causes the spell to spread to any adjacent enemies, with the same remaining turns.
Furthermore, Miasma has a very high chance to apply the related status ailment, and bypasses the status resistances innate to elite enemies.
Bit
Spell Level Scaling:
Main Stat Scaling:
Casting Scaling:
Summons a companion that casts the appropriate element dart spell. Can move. Lasts only for a certain duration.
Meteor
Domain: Magic
Starting Damage: 1d4
Spell Level Scaling:
Main Stat Scaling: Number of Dice (#d)
Casting Scaling:
Summons meteors.
Hexes
Weakness
Spell Level Scaling: Success Chance
Main Stat Scaling: Will
Casting Scaling:
Halves DV/PV of the target for a certain number of turns.
Defense Spells
Cure Minor Wounds
Holy Veil
Spell Level Scaling:
Main Stat Scaling: Will
Casting Scaling:
Resistance to Fear
Utility Spells
Return
Returns the player to the appropriate location. Can return players to My Home, as well as the lowest floors cleared of certain static dungeons.
Teleport
Spell Level Scaling:
Main Stat Scaling: Perception
Casting Scaling:
Teleport to a random location.
Short Teleport
Spell Level Scaling:
Main Stat Scaling: Perception
Casting Scaling:
Teleport to a nearby random location.
Uncurse
Spell Level Scaling: Success Chance.
Main Stat Scaling: Will
Casting Scaling:
Removes curse from cursed equipment. Has a small chance to removed the "Doomed" effect from equipment. May scale with level or casting.
Testing
Testing Notes:
Each 10 points of main stat for each spell effects the number of dice rolled (Example, Mind Bolt at level 1, never been used, went from 1d7 to 2d7 when going from 9 to 10 charisma)
Each level of the spell increases cast chance by 1% (or thereabouts)
Each other level (level 3, 5, etc) increases dice value (Example, above mind bolt went from 2d7 to 2d8 at spell level 3, with no increase to casting skill or stat)
For non-damage spells, spell level increases cast chance and duration.