Post by Scorchys on May 1, 2022 19:44:11 GMT -5
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[b]Description:[/b]
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Name: Resistance Veil
Rank: 1
Parent Skill: Protection
Element: Magical
Cost: 2 MP
Drawbacks: 1 round cooldown; +1 TP | Non-damaging; +1TP
Description: The basics of protection magic all start with a simple veil that covers the body in a thin layer of mana, the simplistic thought process akin to putting on a jacket when it is cold. It is a basic incantation that causes the user to enhance their body using their raw mana as a cloak, protecting their body with a small light of resistance that wards off small cuts and bumps for a while. The technique is very basic and rudimentary, having no rhyme or method so the formation of raw magic is tiring on the body.
Effects: Adds 1d2 Dr/hit for 1 round. (-4; Dr/Hit)
Name: Glyph of Warding: Poison
Rank: 1
Parent Skill: Protection
Element: Magical
Cost: 2 MP
Drawbacks: 1 round cooldown; +1 TP | Non-damaging; +1 TP
Description: This spell is a twist on the Resistance Veil aimed specifically at a certain type of damage, an augment that teaches magic practitioners how to change the magic up when casting. It is a basic incantation that causes the user to enhance their body using their raw mana as a cloak, protecting their body with a small light that wards off poisons and toxins from penetrating the skin. Like Resistance Veil, a glyph of warding is rudimentary and requires simply forming raw magic as a shield, thus is tiring on the body to form.
Effects: +1d2 to defense against Toxin Elemental attacks for 1 round (-4; Elemental Buff)
Name: Glyph of Warding: Shield
Rank: 1
Parent Skill: Protection
Element: Magical
Cost: 4 MP
Drawbacks: +2 Mp Cost ; +2 TP
Description: A different take on Resistance Veil but much more approachable to application in a dangerous situation, Glyph Shield is the first hurdle a new mage must cross for an effective defensive spell. The user applies the magic of Resistance Veil in the same way but instead of focusing on the entire body, the user forms a small shield in front of them in the shape of a defensive glyph and uses it as a wall between themselves and an incoming attack. It does take a little bit of preparation and energy to form but once the timing is acquired, this beginner shield spell is lifesaving.
Effects: Effects: Sacrifice a Defensive Action to cast. Instead, gain +1d4 Dr/round against one strike
Name: Echoed Visions
Rank: 2
Parent Skill: Protection
Element: Magical
Cost: 4 MP
Drawbacks: 1 round Cooldown; +3 TP | Non-damaging; +1TP (+2, TP cap)
Description: One of the first true buffs that a practitioner mage can learn on their own, the echoed Visions spell emulates hallucinogen-like alter images of the caster that makes hitting them more difficult. Like Resistance Veil, the user forms mana around their skin in the shape of their body but offsets the outline afterwards. They then move around using the outline of the mana to confuse their target, creating an echoed vision ahead or behind where they will move. While minor, this can give the mage ample time to avoid an attack or two and figure out another way to survive.
Effects: +1 to Defensive Rolls for 1d2+1 Rounds (-4; Def Buff, 4; duration).
Name: Celerity Cloak
Rank: 2
Parent Skill: Protection
Element: Force
Cost: 4 Mp
Drawbacks: Non-Damaging; +2 TP
Description: In a world where magic is prejudiced against, one of the first things Etherium-Touched magic users wish to have is a quick escape. Considered one of the most basic forms of this, Celerity Cloak is accomplished by focusing mana around the user in a cloak that mirrors their surroundings. They then discharge this cloak to gain a burst of speed to escape a hostile situation. While unreliable and expensive in energy expended to those who have the keenest of eyes, this simple technique is a foundation for experimentation for stronger techniques that individuals base around their aptitudes.
Effects: May attempt an escape action using INT or WIS (-4; Energy Escape) with a +1 to Escape rolls (-2; Escape Rolls)
Name: Circle of Protection: Level 1
Rank: 3
Parent Skill: Protection
Element: Force
Cost: 8 Mp
Drawbacks: Non-Damaging; +3TP
Description: Widely considered the first barrier spell learned by practitioner mages and clerics, this spell creates a circle underneath the user's feet before expanding outward around the designated area that holds its own physical power and resists the attacks of enemies designating a protection zone. The barrier is rudimentary but powerful enough to lock out an area or protect people inside of a building for a short time from outside interference. It serves as the first of a few Circle of Protection spells that advance this line of creation.
Effects: Creates a Barrier (-3; Barrier) with 14 Health (-2; Barrier Buff) that lasts for 1d4+1 Rounds (-8; Duration)
Name: Glyph of Warding: Elements
Rank: 3
Parent Skill: Protection
Element: Magical
Cost: 10 MP
Drawbacks: Non-Damaging; +3 TP | +2 Mana Cost; +2 TP
Description: An advanced version of the poison Glyph of Warding, the practitioner forms three sets of symbols on their resistance veil, adding three layers of magic that swap to the surface when the spell language detects an incoming elemental attack that it can aid in protecting the user. While still rudimentary, its coverage provides a better resistance against a myriad of common elemental attacks instead of focusing on a single one. While it is quicker to apply these glyphs in comparison to the veils, forming all of them at once increase the amount of mana used to maintain the finished product.
Effects: +1d2 to defense against Heat, Cold, and Electrical attacks (-12; Element Buff) for 1d3+1 rounds (-3; Duration)
Name: Armored Veil
Rank: 3
Parent Skill: Protection
Element: Force
Cost: 8 MP
Drawbacks: Non-Damaging; +3 TP
Description: An advanced take on Resistance Veil, the magic practitioner forms the cloak of condensed mana around their skin with a thicker, more refined covering. This technique doesn’t waste any time or mana for the level of skill required to form the veil in comparison to the crude version that most magic users learn at the beginning of their days. This makes the veil much more powerful to withstand outside harm and protect the mage’s vitals.
Effects: Provides 1d7 Hp Dr/round (-7; Hp/Dr Round) for 1d3+1 rounds (-6; Duration)
Name: Mana Expulsion
Rank: 3
Parent Skill: Protection
Element: Magical
Cost: 8 MP
Drawbacks: N/A
Description: A rare but powerful ability that some mages have is access to otherworldly manipulations to gain allies. The universal law of Etherium-touched individuals however is that these summoned allies are bound with mana influencing their actions in the current space and time of the summon. The first and simplest method to remove these controlling mana binds is an expulsion of hostile mana opposite of the frequency and charge that holds the ally in place. With enough knowledge of mana manipulation, a practiced mage can expand these expulsions and remove additional hostile forces brought into the fight with magic.
Effects: Attempts to Banish a summon (-10; Banish). If the effect hits the summon, it must roll WIS vs the technique DC or be unsummoned.
Name: Glyph of Warding: Aegis
Rank: 4
Parent Skill: Protection
Element: Force
Cost: 12 MP
Drawbacks: N/A
Description: An advanced, more powerful version of the shield Glyph, the user focuses a lot more power and energy into a frontal shield used to withstand a powerful set of blows. The glyph runes the mana needs to take the shape provide multiple buffers of strength, emulating tough materials like actual metal or rock in order to adapt itself to whatever attack is coming at them. Unlike its previous weaker incarnation, this Glyph requires no expenditure of excess mana or recovery to cast, making if extremely efficient for its power.
Effects: Sacrifices Defense action to grant 2d8 Dr for 1 attack (-16; Guard)
Name: Circle of Protection: Level 2
Rank: 4
Parent Skill: Protection
Element: Force
Cost: 12 Mp, x3 Uses a fight
Drawbacks: Non-Damaging; +4 TP | x3 Uses a fight; +3Tp
Description: The second rank of the circle of protection technique line, this is an advanced, but overall similar version of the original circle of protection spell simply made stronger. The thickness and durability of the mana wall is increased to withstand more harm and wall off hostile intensions from an area. While the duration has not increased any, functioning with power over long-term holding, the toughness of this barrier makes enemies employ more wasteful measurements in order to bring harm to whomever the caster is protecting or restricting. This barrier has a small side effect of requiring a lot more mana to form, however, leading to this one best for emergency situations due to its limited usage. Too many attempts to make a barrier with this method as opposed to Level 1 will cause irreputable harm to the caster’s hands.
Effects: Creates a Barrier (-3; Barrier) with 34 Health (-12; Barrier Buff) that lasts for 1d4+1 Rounds (-8; Duration)
Name: Mana Tethers
Rank: 4
Parent Skill: Protection
Element: Magical
Cost: 12 MP
Drawbacks: Non-Damaging; +4 TP
Description: A skilled mage can not only manipulate their own body but that of others as well for the sake of preserving their life. The most effective self or passerby protection is to isolate or stop the movement of the one with hostile intentions. By sending a stream of mana from themselves into their opponent's body, a mage can manipulate their mana to root their opponent's movements for a time. These streams of mana form into tendrils that can fully isolate a person to a single spot. This technique requires quite a bit of concentration to maintain so the amount of time these tethers and said tethers are easy to break if external harm is inflicted on them.
Effects: Attempts to Stun a target (-6; Stun) for 1d3+1 Rounds (-6; Duration), +1d4 to its Break DC (-8; DC Buff).
Name: Forceful Expulsion
Rank: 4
Parent Skill: Protection
Element: Magical
Cost: 12 MP
Drawbacks: Non-Damaging; +4 TP
Description: An upgraded version of mana expulsion, the mage puts a massive amount of force into the expulsion attempt by decreasing the amount of concentration and time required to form the hostile magic in return for more energy expended. This makes it so the expulsion wave to banish the summoned ally cannot be brute forced, ignoring whatever brawn the creature has and specifically targeting the controlling mana that allows its manifestation to exist.
Effects: Attempts to Banish a summon (-10; Banish) that is considered Unblockable (-6; Unblockable). If the effect hits the summon, it must roll WIS vs the technique DC or be unsummoned. +1d2 to the Expulsion DC. (-4; DC Buff)
Name: Glyph of Warding: Forbiddance
Rank: 5
Parent Skill: Protection
Element: Force
Cost: 24 MP
Drawbacks: Non-Damaging; +5 TP | +4 Mana Cost; +4 TP
Description: The highest level of warding glyphs, this powerhouse is the definitive mark of being a master of defensive magic. The user inscribes every single style of warding glyph into a single frontal shield in the shape of an aegis. When finished, the very dust on the ground and leaves on nearby foliage are shunted away from the center of origin as if nature itself is not allowed in the presence of the shield. While it is not a solid force and cannot produce direct durability, the force behind the ward forbids all foreign entities from passing through its form unless they are able to push through with every effort imaginable. Of course, even the most nigh impregnable shields require a wielder to have no flaws. Alas, something this powerful requires an expenditure of focus that makes it impossible to recollect and form any similar spells for a certain amount of time after the glyph has faded.
Effects: +1d6 to all defense Rolls (-24; Atk/Def Buff) for the next 1d5+1 Rounds (-10; Duration).
Name: Circle of Protection: Level 3
Rank: 5
Parent Skill: Protection
Element: Force
Cost: 20 Mp, x1 Uses a fight
Drawbacks: x1 uses a fight; +5 TP | Non-Damaging +5 TP (35)
Description: The final rank of the circle of protection technique line has a nickname known throughout history due to each moment being significant in its usage: Temple of the Gods. A barrier so durable and powerful that many have mistaken it as a sign from the gods to mark a zone as under holy protection despite its magical source from mortal hands. The walls of this barrier glow with a constant light and hum faintly with energy, vibrating the air around it with a barely-felt pressure due to the concentration of mana within. Any mage that can conjure such a thing is either feared or revered in history, their name known well beyond the reaches of time.
Effects: Creates a Barrier (-3; Barrier) with 54 Health (-22; Barrier Buff) that lasts for 1d5+1 Rounds (-10; Duration)