Land of Xel:Air Magic

From RPGnet
Jump to: navigation, search

Land of Xel Home

Magic

AIR[edit]

Breathe without Air[edit]

Difficulty- 18 Cost- 1 Action Range- Self or Touch Duration- 10 Minutes per level of caster Damage- None Effect- Target can breathe without air for the duration of the spell. The target has no need to take a breath so is unaffected by poisons and gasses that are inhaled.

Burst Clouds[edit]

Difficulty- 23 Cost- 3 Actions Range- 1000’ + 100’ per level of caster Duration- 1 minute per caster level Damage- None Effect- Allows caster to cause any area up to 100x100 ft., to be completely drenched. Movement is reduced by half, and sight is reduced to 10 ft. All fires magical or not are extinguished, and any dirt is turned to thick mud. This down pour drops 1D4 inches of rain per minute.

Conjure Air Elemental[edit]

Difficulty- 22 Cost- 2 Actions Range- 30’ Duration- 2 rounds +1 round per level of caster Damage- None Effect- Caster can conjure an air elemental from the elemental realm of air. The total number of elemental levels is equal to the caster level. The elemental will obey the caster and view the casters allies as indifferent. The elemental will not harm the casters allies as long as they take no action the elemental may view as aggressive or threatening. If the elemental is destroyed in combat or provoked or attacked by the caster, it will immediately return to the elemental realm of air.

Control Winds[edit]

Difficulty- 15 Cost- 1 Action Range- 100’ + 10’ per level of caster Area- 50’ + 10’ per level of caster Duration- 10 Minutes per level of caster Damage- None Effect- User can control direction and speed of wind in the area. Caster can change wind speed up to 20mph per caster level up to 200 mph. Wind change is 10 mph per round per caster level. So a 5 level caster could cast a 100mph wind with a 30mph wind increase per round.

Electric Bolt[edit]

Difficulty- 10 Cost- 1 Action Range- 100’ + 10’ per level of caster Duration- Instant Damage- 1d4 per two caster levels up to a maximum of 6d4 Effect- Sends an electric bolt of at the target. The caster uses his difficulty roll as is roll to hit, this is considered a ranged attack for the purposes of dodging. The cast must be able to see the target though not all of him. The target is allowed a spell resistance roll vs. the casting roll to resist.

Electric Bolt, Enhanced[edit]

Difficulty- 15 Cost- 1 Action Range- 100’ + 10’ per level of caster Duration- Instant Damage- 1d6 per two caster levels up to a maximum of 8d6 Effect- Sends an electric bolt of at the target. The caster uses his difficulty roll as is roll to hit, this is considered a ranged attack for the purposes of dodging. The cast must be able to see the target though not all of him. The target is allowed a spell resistance roll vs. the casting roll to resist.

Electric Bolt, Greater[edit]

Difficulty- 20 Cost- 1 Action Range- 100’ + 10’ per level of caster Duration- Instant Damage- 1d8 per three caster levels up to a maximum of 10d8 Effect- Sends an electric bolt of at the target. The caster uses his difficulty roll as is roll to hit, this is considered a ranged attack for the purposes of dodging. The cast must be able to see the target though not all of him. The target is allowed a spell resistance roll vs. the casting roll to resist.

Electric Bolt, Ultimate [edit]

Difficulty- 30 Cost- 1 Action Range- 100’ + 10’ per level of caster Duration- Instant Damage- 1d10 per three caster levels up to a maximum of 12d10 Effect- Sends an electric bolt of at the target. The caster uses his difficulty roll as is roll to hit, this is considered a ranged attack for the purposes of dodging. The cast must be able to see the target though not all of him. The target is allowed a spell resistance roll vs. the casting roll to resist.

Flesh of Electric Charge [edit]

Difficulty- 25 Cost- 1 Action Range- Self Duration- 3 rounds + 1 round per level of caster Damage- See Effect Effect- The caster's body is surrounded by a visual field of electricity that flows around him and makes him invulnerable to normal electrical damage. Anyone attacking him in melee combat has a percentage depending on material of weapon of incurring electrical damage. A weapon made from a conductor has a 75% chance of doing 1 damage per caster level while a non-conducting weapon has a 15% chance of doing 1 damage per caster level.

Flight[edit]

Difficulty- 28 Cost- 1 Action Range- Self or Touch Duration- 10 Minutes per level of caster Damage- None Effect-' This spell grants the target magical flight at speed equal to the casters normal move. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The target floats downward 100 feet per round for 1d4 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an anti-magic field.

Fog Cloud [edit]

Difficulty- 10 Cost- 1 Action Range- 100’ +10’ per level of caster Duration- 1 minute +1 round per caster level Damage- None Effect- Create a dense mass of fog 40x40x40 ft. that reduces movement by half, and sight is reduced to 5 ft.

Gaseous Form[edit]

Difficulty- 25 Cost- 1 Action Range- Self or Touch Duration- 1 minute + 1 round per level of caster Damage- None. Effect- The targets body becomes a misty gaseous substance allowing the caster to move as though he were air. A gaseous creature can’t run, but it can fly at one quarter speed. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The target is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. While in gaseous form target is immune to mundane weapons and cannot attack or cast spells. The target is allowed a spell resistance roll vs. the casting roll to resist.

Lightning Blast[edit]

Difficulty- 35 Cost- 2 Actions Range- 200’ + 10’ per level of caster Duration- Instant or up to 4 rounds Damage- 1d10 per caster level up to a maximum of 20d10 per round Effect- A 40’ where the caster designates is enveloped by constant lighting strikes. If outside the duration is extended to 1 round per 4 levels of caster up to 4 rounds. The cast must be able to see the location he wishes to target. Everyone in the area including the caster and allies take electrical damage. Any one within 5’ of the perimeter can make a full dodge action, (if allowed) to take half damage and move out of the effected area.

Resist the Lightning's Power [edit]

Difficulty- 10 Cost- 1 Action Range- Self or Touch Duration- 3 rounds + 1 round per level of caster Damage- None Effect- Target gains +5 resistances per caster levels to electrical damage. This does not stack with any other magical means of electrical resistance.

Rolling Fog [edit]

Difficulty- 18 Cost- 1 Action Range- 100’ +10’ per level of caster Duration- 1 minute +1 round per caster level Effect- Create a dense mass of fog 100x100x100 ft. that has a speed of 10. Inside the fog safe movement speed is reduced by half, and sight is reduced to 10 ft.

Shocking Palm[edit]

Difficulty- 20 Cost- 1 Action Range- Touch Duration- 1 round per caster level Damage- 1d6 per two caster levels up to a maximum of 10d6 Effect- Caster creates a small electrical current in his hand. The shock can be sent through a melee weapon or grapple attack upon a successful hit as long as the caster maintains possession of the weapon. The shock does not damage the target of this spell.

Talking Wind[edit]

Difficulty- 10 Cost- 1 Action Range- 100’ + 100’ per level of caster Duration- Special Damage- None Effect- Caster can send a simple 5 second message across the air to there designated target or targets. The caster must now general location (50’ area) of the recipients and all recipients must be within a 20’ area and each hears it like a whisper in the ear. The targets heard the exact message, language, voice and so on. All bluff and or influence skills using voice may apply.

Wall of Wind[edit]

Difficulty- 25 Cost- 3 Actions Range- 50’ + 10’ per level of caster Duration- 1 minute per caster level Damage- None Effect- Creates 10, 10’ x 10’ x 5’ blocks of whirling wind that can be used to constructed in a wall. The wall can stack no more than 3 blocks on top of each other which takes 6 blocks with a 1 on 2 on 3 block style. The caster creates the wall in his mind during the casting and the wall appears as the caster intends. This spell can be cast multiple times to create a larger wall. The wall is equal to a stationary Whirl Wind spell.

Whirl Wind[edit]

Difficulty- 35 Cost- 3 Actions Range- 1000’ + 100’ per level of caster up to 2000’ total Duration- 4 rounds +1 round per level of caster Damage- See Effect Effect- Caster creates a 30’ wide tornado type whirl wind. Every one in the area including the caster, gets battered by debris taking 1d4 damage per caster level plus must make a reflex adjustment roll against the casters difficulty roll. Victims add +2 to resist per 100lbs over 300lb they possess in body weight. Flying victims add +20 to the difficulty.

Victims roll > Casters skill = 
Victim allowed to make 1 partial action. Victims roll = Casters skill =
Victim stunned remainder of round but remains standing. Victims roll +1 < Casters skill =
Victim knocked to the ground and stunned for 1 round. Victims roll +5 < Casters skill =
Victim picked up and thrown 2D10 feet and
takes 1D6 per 10’ thrown. The victim is
also dazed for 2 rounds and then stunned for 1round. Victims roll +10 < Casters skill =
Victim picked up whirled around for 1D4 rounds
or until duration expires and then thrown 4D10 feet,
taking 1D6 per 10’ thrown. The victim is then dazed for
5 rounds and then stunned for 2 round Victims roll +20 < Casters skill =
Victim picked up whirled around until the duration expires
and then thrown 4D10 feet, taking 1D6 per
10’ thrown. The victim is then dazed for 5 rounds and
then stunned for 2 round