Elin:Spellcasting: Difference between revisions

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|Fire
|Fire
|Magic
|Magic
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|Burning, Can destroy flammable objects
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|
|is burnt to ashes.
|is burnt to ashes.
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|Lightning
|Lightning
|Magic
|Magic
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|Paralysis
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|
|
|
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|Chaos
|Chaos
|Magic
|Magic
|Random status ailments.
|
|
|
|let the chaos consume him/her.
|is drawn into a chaotic vortex
|-
|-
|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.