RPG/Wind Spells

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Wind Blast 1
MP: 7 Cost: $10 Difficulty: 4 Oppose: D 8 Range: 90 Targets: 1 Damage: 4d10 Duration: N/A
This spell generates a strong, concentrated whirlwind that manifests around and strikes a single target, rending it with gale force.

If the target fails its oppose by 4 or more, it is pushed up to 5 feet in a direction of the caster's choice.

If a target creature is not touching the ground, the oppose difficulty for that target increases by 2. This spell does not function in a vacuum.

Unique Boost: Gale Blast

By increasing the MP and material costs by 50% and the difficulty by 25%, the spell can be changed so that the target is pushed twice. Each push can be in the same direction or different ones.

Wind Blast 2
MP: 20 Cost: $25 Difficulty: 6 Oppose: D 11 Range: 100 Targets: 1 Damage: 2x5d10 Duration: N/A
This spell is functionally identical to Wind Blast 1 , except that the maximum range of the pushing effect increases to 10 feet.
Wind Blast 3
MP: 33 Cost: $75 Difficulty: 8 Oppose: D 13 Range: 110 Targets: 1 Damage: 4x6d10 Duration: N/A
This spell is functionally identical to Wind Blast 1 , except that the maximum range of the pushing effect increases to 20 feet.
Wind Blast 4
MP: 50 Cost: $500 Difficulty: 10 Oppose: D 13 Range: 120 Targets: 1 Damage: 6x7d10 Duration: N/A
This spell is functionally identical to Wind Blast 1 , except that the maximum range of the pushing effect increases to 40 feet.
Lightning Bolt
MP: 25 Cost: $50 Difficulty: 5 Oppose: A 10 Range: 60 Targets: 1 Damage: 4cd20 Duration: N/A
When this spell is cast, a quick, bright surge of electric energy flies from the caster to the target, striking it to deal shocking damage.

If a target is drenched , the oppose for that target increases by 3, the spell deals one more die of damage. A single creature can only suffer this drench-related effect once per round, even if triggered by a different spell.

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Unique Boost: Lightning Surge

By increasing the MP cost by 15, the material cost by $75 and the difficulty by 3, the spell can be changed so that it does twice as much damage against soak. For mathematical convenience, if the twice the rolled damage would deplete the target's soak, divide the target's soak by 2, round up, and subtract that value from the rolled damage to determine the HP damage dealt to the target.

Unique Boost: Paralytic Bolt

By increasing the MP cost by 15, the material cost by $100 and the difficulty by 4, the spell can be changed so that it can temporarily paralyze the target. A creature who fails its oppose by 5 or more and takes damage will be denied an action determined by the result of 1d4 (non-exploding). as follows. 1) 1 speak action 2 or 3) 1 hand action (chosen randomly or by GM) 4) 1 full move action This also increases the spell's oppose by 1. This boost can be applied multiple times, each time denying an additional action and increasing oppose by 1, up to a maximum of 5 times.

Wind Wall
MP: 33 Cost: $85 Difficulty: 8 Oppose: D 13 Range: 100 Targets: 5'x30' Damage: N/A Duration: 2d12 Rounds
This spell creates a plane of rushing air as tall as it is wide at the target location that pushes creatures in a certain direction. Any creature located in the spell's area must make an oppose roll every round or be pushed by strong winds for 5d6 feet, rounded to the nearest 5 (5 feet minimum), in a direction chosen by the caster. The push direction of this spell is chosen when the spell is cast, and the push direction is the same for every space of the spell's area. Once the spell's direction is chosen, it cannot be changed. This spell only affects creatures.

The push effect of this spell applies when a creature enters the area of the spell. If a target creature fails or refuses its oppose chance for the round, it will be pushed in the specified direction for the determined distance every time it stops in a space in the spell's area. The oppose chance is only made once per round; if a creature is pushed into another space of the spell's area, it is pushed again in the same direction for the same distance, but each push will overwrite the previous in this case. An affected creature will be pushed continually until it has been pushed out of the spell's area or simply cannot be pushed any further. If this spell would push a creature against a wall, an immobile object, or the ground, it will stop pushing it until the next round at the initiative count at which the spell was cast. If this spell is pushing down, it will not increase the distance considered for fall damage, though fall distance may decrease if the push direction is up.

Any creature affected by this spell must also make a Gym or Mar with Agi roll with a difficulty of 7. For every point of failure, the creature loses 1 move action on its next turn. If the roll is critically failed, the creature loses all move actions on its next turn and falls prone if touching the ground.

If an affected creature succeeds its oppose, it can pass through the area of the spell without being pushed. However, if it is moving in a direction opposite the spell's push direction, move speed through the spaces of this spell will be halved, rounded up.

While being pushed by this spell and not touching the ground, a creature will not be able to make normal move actions, though it can perform spell-assisted movement (such as those enabled by Teleport or Fleetwind ), a racial ability (such as Deviling's Teleport), or another transport spell (such as Hurl ) to escape or bypass the Wind Wall . Spells and effects that fasten a creature to the ground, such as Stone Spike or Rooting, will prevent it from being pushed by this spell.

If the area of this spell intersects with another Wind Wall that is pushing in the opposite direction, both spells will immediately end.

If a target creature is not touching the ground or some form of firm cover, the oppose difficulty for that target increases by 2. A creature who is holding fast to the ground or firm cover gets +4 bonus to oppose, but doing so prevents it from using normal move actions. This spell will not function in a vacuum.

Unique Boost: Wind Pillar

By increasing the MP cost to 66, the material cost to $215, and the difficulty to 14, the spell can be changed so that its base area changes to a 20 foot radius. Instead of a wall, the spell generates a cylinder, as tall as twice its radius, of strong wind that pushes any creature in its area, with the exception of any creature at its center, toward or away from the spell area's center. Whether the spell pushes inward or outward is chosen by the caster when the spell is cast. This also increases the spell's oppose by 2.

Flight
MP: 38 Cost: $100 Difficulty: 9 Oppose: D 5 Range: Touch Targets: 1 Damage: N/A Duration: 2cd4 Minutes
The touched target creature gains the ability to fly. The wind seems to carry the affected creature at its mental command.

Effectively, the affected creature is treated as if it has the Full Flight advantage for the spell's duration with no modification of threat level. However, unlike with the advantage, the affected creature will not fall if hit by a precise critical that targets movement (it will still lose move actions, however).

Moving with this spell requires light concentration. If the affected creature has its concentration severely disrupted, or if it is knocked unconscious, it will not be able to move using this spell, instead hovering in place.

Unlike similar Wind spells, this spell will function in a vacuum.

Unique Boost: Soaring Flight

By increasing the MP cost to 95, the material cost to $750, and the difficulty to 13, the spell can be changed so that its base duration becomes 2cd4 Hrs.

Hurl
MP: 27 Cost: $70 Difficulty: 8 Oppose: D 10 Range: 120 Targets: 1 Damage: N/A Duration: N/A
When this spell is cast, the target creature or object must make an oppose roll or be flung by strong wind in a direction chosen by the caster. In most cases, if the target is a mundane object, the spell will succeed without an oppose chance.

When a creature or object is affected by this spell, roll 5d12 and multiply by 5. The result is the maximum number of feet the target will be flung. The caster may choose a fling distance of any amount up to that maximum. If the target is launched upwards, the travel distance is halved. If the target is launched downwards, the travel distance is doubled.

If a flung target collides with the ground or another creature or object, calculate the appropriate fall damage as if the target had fallen the determined fling distance. Refer to the Falling description in the Hazards section for falling damage rules.

If the target creature is not touching the ground or firm cover, the oppose of the spell increases by 2. A creature who is holding fast to the ground or firm cover gets +4 bonus to oppose, but doing so prevents it from using normal move actions.

Unlike similar Wind spells, this spell will function in a vacuum.

Unique Boost: Power Hurl

By increasing the MP cost by 14, the material cost by $115, and the difficulty by 2, the spell can be changed so that an additional 2cd4 is added to the distance roll before it is multiplied. This boost can be applied multiple times, up to a maximum addition of 8cd4.

Calming Breeze
MP: 20 Cost: $50 Difficulty: 7 Oppose: A 5 Range: 30 Targets: 30' Radius Damage: -6cd4 Duration: N/A
This spell generates a gentle, mystical wind that visibly sparkles and carries the sound of wind chimes. All creatures in the target area are healed.

A creature that is currently deafened is healed for half the rolled amount. Spells and effects that prevent physical contact with the air (such as Water Bubble ) will also block the effect of this spell. This spell may also be disrupted by other spells that stir the wind (such as Wind Wall ) at the GM's discretion.

This spell also reduces affected creatures' penalties from Intimidation and Infuriation by 1.

This spell will not function in a vacuum.

Unique Boost: Calming Zephyr

By increasing the MP cost by 10, the material cost by $50, and the difficulty by 2, the spell can be changed so that its distraction reduction increases by 1. This can be applied multiple times, up to a maximum reduction of 6. In addition, the spell will never be disrupted by other Wind spells, and deafened targets will be healed for the full amount.

Lightning Storm
MP: 60 Cost: $750 Difficulty: 13 Oppose: A 16 Range: 120 Targets: Special Damage: 4cd20 Duration: 1d20 Rounds
To cast this spell, the caster must target an area within range that is currently being overcast by a thunderhead cloud, rainstorm, or similar weather phenomenon. If the spell is successfully cast, a lightning bolt will strike at a random enemy of the caster within that area every round. When this lightning bolt strikes, the enemy must make the oppose roll or take damage.

The effect of the spell Cloud of Doom satisfies the condition required of this spell. Casting this spell in such a fashion will guarantee that only the affected target of that spell will be attacked by the effect of this spell.

If a selected creature is drenched , the oppose difficulty for that creature increases by 3, and the spell deals one more die of damage. If a selected creature is under shelter, the oppose difficulty decreases by 3.

If this spell is cast where another instance of Lightning Storm is already present, it will overwrite the previous one if it is superior.

Unique Boost: Lightning Tempest

By increasing the MP cost by 30, the material cost by $500, and the difficulty by 4, the spell can be changed so that it produces an additional lightning strike every round. This also increases the spell's oppose by 1. This can be applied multiple times, up to a maximum of 5 strikes per round.

Breeze
MP: 1 Cost: $0 Difficulty: 3 Oppose: N/A Range: 30 Targets: 5' Radius Damage: N/A Duration: N/A
This spell creates an acute swirl of wind in the target area. This wind is only of moderate strength; it cannot directly harm a creature, though it can offer some comfort to a creature in distress or distract an unsuspecting foe.

Any creature in the spell's area will be given a sense of comfort, reducing any penalties incurred from heat, dehydration, exhaustion, or other such condition by 3 for 1 minute.

The wind generated by this spell is under the full control of the caster. This wind can swirl in any direction and can move reasonably small objects, including paper, leaves, snow, sand, and other similar things. When moving small objects like these, a distraction can be generated. The effects of this distraction is largely left to GM interpretation, as it is heavily dependent on environmental and situational conditions, though it usually wouldn't use the same mechanics as spoken distractions. For example, a pile of leaves could be swirled around a foe to give it a circumstantial penalty to ranged attacks. When directing a Breeze , the caster typically says how they want the generated wind to move, and it will do just that, though this control is sustained only for that turn.

This spell will not function in a vacuum nor underwater.

Cloudshape
MP: 20 Cost: $35 Difficulty: 9 Oppose: N/A Range: 120 Targets: N/A Damage: N/A Duration: 2cd4 Minutes
When this spell is cast, the caster's hands are surrounded by swirling, light blue energy, and the rest of the caster's body appears to be swept by a persistent updraft. For the duration of the spell, the caster can, once per round as a mental action, manipulate the shape and position of any cluster of a cloud-like substance, up to 20 cubic foot in volume, within range. This spell can target a volume of clustering gas, including fog, steam, smoke, and other gasses.

If a targeted area being moved by this spell, it can only be moved up to 40 feet per round. Any volume that has been affected by this spell will remain in place and semi-solid for the duration of the spell unless another force interacts with it. Natural winds will not interfere with clouds moved by this spell unless they are particularly strong according to the GM's discretion. Clouds moved by this spell can be used to obscure vision.

The caster may attempt to manipulate volumes of substances in various other ways. If the caster wishes to form a cloud into a sculpture, she must make an Art roll with Accuracy or Intelligence. The result of that roll determines the quality of the cloud sculpture. If the sculpture is meant to be a replication of one that already exists, the quality value must be greater than or equal to the intended original. If no difficulty is given for this check, the GM determines the difficulty. If the cloud sculpture is meant to be a facsimile of a person, then the difficulty of the check is 10 by default, modified at the GM's discretion according to the caster's familiarity with the original. The caster may also attempt change the density of a target volume of a substance at a slow rate, facilitating further use of this spell This cannot force a substance to change physical state, though it could produce dramatic physical reactions in specific circumstances.

At the GM's discretion, this spell's cloud manipulation may also be applied to cloud-like clusters within liquid solutions, as well.

Lighten
MP: 25 Cost: $55 Difficulty: 6 Oppose: N/A Range: 60 Targets: 20' Radius Damage: N/A Duration: 2cd4 Hours
When this spell is cast, the target area is surrounded by a harmless whirlwind that makes objects and creatures inside feel lighter.

Any objects inside the spell's area are considered to have half their normal weights for consideration of carrying capacity and throwing distance.

In addition, any object or creature falling through an area of this spell falls more slowly, making distance fallen through the area cut in half for consideration of fall damage. This also increases move speed of gliding or flying creatures by 2 feet for each move action spent in the spell's area.

If the area of this spell intersects with the area of a Crush spell, the overlapping area has the effects of both spells neutralized. This spell has no effect if used in a zero-gravity environment, though it will function in a vacuum.

Unique Boost: Featherweight

By increasing the MP cost to 57, the material cost to $140, and the difficulty to 10, the spell can be changed so that its weight-reducing effects are improved. Effective weights in the area are reduced to 25% their normal values, fall damage in the area is reduced to 25%, and gliding and flying creatures moving through the area have their move speed increased by 4 feet. In addition, footsteps make less noise, giving a +4 bonus to checks to sneak vs. hearing.

Fleetwind
MP: 15 Cost: $40 Difficulty: 7 Oppose: A 5 Range: 90 Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is cast, the target creature feels a benign, yet forceful wind around them. Should they fail or forfeit the oppose, the target creature will be granted a special ability for the duration of the spell, allowing them to move in a single direction with a burst of speed and the sensation of being pushed by wind in the desired direction.

While affected by this spell, the target creature gains a special move action called a boost that enables them to move up to 30 feet in a single direction once per round, but no less than 10 feet. This movement is considered separate from a creature's normal movement, thus any abilities or conditions that associate to move actions and speed do not interact with this spell. The movement granted by this ability must be performed separately from the creature's normal move actions and can only be performed on the creature's turn. An affected creature is not obligated to use the boost move every round, though the effect ends when duration expires. This extra movement can only be used to move, not for any other actions associated to movement (with exception to a special dodge, see below). This movement is not limited by the creature's normal mode of travel, so it can be used to move up or down regardless of whether the creature can fly. The boost move can even be used in the air. If the full distance of the boost move is not used, any remainder for the round is lost.

A creature may attempt a special spot dodge if the boost hasn't been used in the round yet. To do this, the creature must choose to move at least 20 feet with the boost in place of a spot dodge. Doing so gives the creature a +5 to her spot dodge roll. Whether or not the dodge was successful, the creature still moves the selected distance after the attack.

A creature may attempt a melee attack in conjunction with the boost move. During or immediately after the boost move, the affected creature may try to perform a melee attack against a single target that she passes or stops beside. This melee attack receives a -2 to hit, but deals an additional 1d8 of damage.

If a creature collides with something more massive after using the boost move, treat the collision as a fall of 30 feet (in addition to any falling distance accrued that same round). If the creature collides with another creature, then both are subject to fall damage.

This spell will not function in a vacuum, but it will function underwater. Unique Boost: Mighty Fleetwind

By increasing the MP and material costs by 33% and the difficulty by 2, the spell can be changed so that the maximum distance of the boost move is increased by 5 feet. This boost may be applied multiple times, up to a maximum boost range of 60 feet. Unique Boost: Double Fleetwind

By increasing the MP and material costs by 100% and the difficulty by 5, the spell can be changed so that the target may perform a second boost move per round.

Chillwind
MP: 29 Cost: $85 Difficulty: 6 Oppose: D 10 Range: 110 Targets: 90' Radius Damage: Special Duration: 3cd8 Rounds
When this spell is cast, the target area becomes considerably colder as biting winter winds swirl through it.

Any creature who spends a part of the round within the area of this spell suffers a -2 penalty to all of its rolls until the end of its next full turn. Any creature who spends the entire round within the area of this spell suffers 1d6 hazard damage that cannot be soaked, though any effect that reduces damage from cold sources will also reduce the damage from this spell.

If this spell is cast in an area that is already cold (less than 40 degrees Fahrenheit), this spell will be intensified, its penalty changing to -3 and its damage to 1d8. If this spell is cast in an area that is already quite worm (more than 80 degrees Fahrenheit), this spell will be weakened, its penalty changing to -1 and its damage to 1d4. The GM may decide to have these modifiers made even greater in extreme temperature conditions.

This spell will not function in a vacuum nor underwater. This spell only mechanically affects creatures; minor physical effects on objects in the area are subtle and implied.

Any creature inside an area affected by the Globe of Warmth spell will not be affected by this spell.

Unique Boost: Winterwind

By increasing the MP cost to 60, the material cost to $300, and the difficulty to 9, the spell can be changed so that, in addition to its normal effects, it will divide an affected target's move range by 2 until the end of its next full turn. This also increases the spell's oppose by 2.

Tornado
MP: 75 Cost: $1250 Difficulty: 15 Oppose: N/A Range: 150 Targets: Special Damage: 6cd12 Duration: 4cd8 Rounds

This spell conjures a column of intense, whirling destruction at the target location. The tornado created by this spell is 50 feet tall, has a 5 foot radius at its base, and a 20 foot radius at its top. Small objects in the vicinity are drawn into the whirlwind and fly around at high velocity. When the duration of the spell expires, the tornado dissipates harmlessly.

Any creature within the tornado's area at any time within the round, except the caster, takes the spell's damage. This damage can only be applied to a single creature once per round. Structures are also subject to this damage, but small objects are not unless they are particularly fragile.

The tornado can move up to 20 feet per round in any direction (including up). The caster may use mental action to concentrate on the tornado, making it stand still or moving it in any direction within the spell's initial range. If the caster does not concentrate or is unable to control the tornado, it moves in random directions. If the tornado's center column moves completely out of the spell's range, the caster cannot control it unless it randomly returns to spell's range.

This spell can also be cast on a tornado that was generated by another casting of this spell to seize control of it as long as it is not actively being controlled by another caster. Doing so will replace the duration, range, damage, and other properties of that tornado with the new casting's properties. This spell cannot be dismissed by the caster, even if the caster is actively controlling the tornado.

This spell will not function in a vacuum nor underwater. The traumatic damage of this spell is variable and based on small objects in the area according to GM discretion. Unique Boost: Maelstrom

By increasing the MP cost to 150, the material cost to $5000, and the difficulty to 21, the spell can be changed so that the whirlwind it produces becomes larger and more powerful. The tornado's radii are tripled, its height and damage are doubled, and it can move up to 40 feet per round. In addition, any creature damaged by this spell will be flung 2d4x5 feet in a random direction, though a damaged creature located within 5 feet of the center column of the tornado will always be flung straight up.

Jet Stream
MP: 35 Cost: $95 Difficulty: 8 Oppose: N/A Range: 90 Targets: 30' Area Damage: N/A Duration: 2d4 Minutes

This spell conjures a corridor of strong winds that stretches from the ground all the way into the upper atmosphere or the first intersecting barrier. When the spell is cast, the caster declares whether the stream travels up or down.

This spell only affects creatures with a flight-family advantage or currently being affected by the Flight spell. If any such creature is within the spell's radius and not firmly on the ground, it is jettisoned in the chosen direction at high speed by 30 feet every round. Additionally, if an affected creature attempts to move against the current of the stream, its move speed is halved. If a creature collides with something after being moved by this spell, apply the appropriate fall damage as if the creature fell 30 feet.

This spell will not function in a vacuum, but it will function underwater. If used underwater, any creature that is swimming and not fastened to a static object will be affected. If Jet Stream areas are intersecting, opposing directional areas will neutralize, but like directions will not stack.

Leaping Lightning
MP: 40 Cost: $150 Difficulty: 9 Oppose: A 13 Range: 20 Targets: Special Damage: 5cd20 Duration: N/A
This spell conjures a bolt of lightning that jumps from one target to another.

When this spell is cast, the caster selects a creature in range. If that creature fails its oppose, it suffers the spell's damage. The caster then chooses another creature within the spell's range from the perspective of the damaged creature. The caster may choose itself as a target. The next target must also make the oppose chance or be damaged as well. Every time this spell jumps to a new target, its damage decreases by one die. The spell continues in this fashion until its damage dice are depleted, a target succeeds its oppose chance, or the caster refuses to choose a follow-up target.

If a target is drenched , the oppose for that target increases by 3, the spell deals one more die of damage. A single creature can only suffer this drench-related effect once per round, even if triggered by a different spell.

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Unique Boost: Looping Lightning

By increasing the base MP cost to 70, the material cost to $1000, and the difficulty to 15, the spell can be changed so that the lightning strikes of the spell will, instead of leaping to another target, will strike the original target until it expires. Each time the spell strikes the target, it must make an oppose, the difficulty of which decreases by 2 each time.

Tailwind
MP: 30 Cost: $80 Difficulty: 8 Oppose: A 5 Range: 60 Targets: 60' Radius Damage: N/A Duration: 2cd8 Hours
When this spell is cast, the caster selects a single creature for the spell to focus upon, as well as a single direction. If that creature fails or forfeits its oppose chance, the area around that creature is surrounded by harmless, converging whirlwinds that push that creature and all other creatures in the area in the chosen direction. The area of this spell follows the selected creature, and the direction cannot be changed after the spell has been cast.

Any creature that spends at least 1 move action to move through the area of this spell in a direction within 30 degrees of the chosen direction will receive a move speed bonus of 1 foot that round. Any creature that spends at least 1 move action to move through the area of this spell in a direction within 30 degrees of the direction opposite of what was chosen for the spell will receive a move speed penalty of 1 foot that round, to a minimum of 1 foot.

If multiple Tailwinds' areas are intersecting, only the instance with the highest initiative will apply and any that follow during that round will be ignored.

This spell will not function in a vacuum, but it will function underwater.

Unique Boost: Rushing Tailwind

By increasing the MP and material costs by 100% and the difficulty by 2, the spell can be changed so that supporting draft becomes stronger. The move speed bonus increases by 2 feet. Likewise, the move speed penalty also increases by 2 feet. This can be applied multiple times, up to a maximum move speed modification of 10 feet.

Flighty Soul
MP: 30 Cost: $75 Difficulty: 7 Oppose: P 9 Range: Touch Targets: 1 Damage: N/A Duration: 2cd12 Rounds
This spell wraps the target creature in an aura of whirling teal light and gentle winds. The target is instilled with a feeling of personal freedom and quicker mental acuity.

The target of this spell receives a bonus 1d4 to Initiative rolls. However, the target also deals 2 less damage with attacks and spells. Spells that inflict damage through hazard mechanics are not affected by this.

This spell overwrites other Soul spells. If the target is affected by Stony Soul , both it and this spell immediately end.

Unique Boost: Whirling Soul

By increasing the spell's MP cost to 80, the material cost to $250, and the difficulty to 16, the spell gains the following additional effects.

The spell grants a +2 bonus to movement speed..

The spell grants a bonus to jump distance equal to 3cd6.

The target gains a bonus to Active and Passive Dodge equal to 2cd4.

The target rolls 2 additional non-cumulative dice on Agility oppose checks.

Anytime the target succeeds on an Active Dodge, they recover 1 move action.

Anytime the target would be moved by a spell, the target may increase or decrease the distance moved by up to 15 feet.

Anytime the target suffers damage from falling, that damage is halved.

The spell's bonus to Initiative changes to 2cd4.

The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted.

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