Elemental Arrow
Speedfreak
You cause your bow to shoot arrows infused with elemental energy.
Prerequisite: Magic 8 ranks, Weapons 8 ranks, Black Magic perk
Effect: One missile weapon of your choice fires missiles infused with elemental energy. These missiles inflict +1d4 extra elemental damage. The type of damage of this attack is either air, cold, earth, fire or water and you must declare with before launching this attack. If the creature struck is vulnerable to elemental damage only this bonus damage is increased.
This use of the magic skill is a free action that may be performed once per round.
This feat lasts for 10 rounds, you make your saving throw (see special below) at the end of that time.
Special: Each time you use this feat you must make a Will save (DC 10) or become fatigued until you rest for one hour. While fatigued, the Will save of all your spells is increased by +5. If you fail a saving throw while fatigued, you become exhausted. In addition to the usual penalties for being exhausted, this renders you incapable of casting spells until you are able to rest for 8 hours.
Elemental Aura
Brainiac
You damage anyone near you with an aura of the elements.
Prerequisite: Magic 4 ranks, Black Magic perk
Effect: Anyone who touches or is touched by you (this is a standard attack and the target’s Defense applies normally) suffers 2d6 points of damage. The type of damage of this aura is either air, cold, earth, fire or water and you must declare with before activating this ability.
This feat lasts for 10 rounds, you make your saving throw (see special below) at the end of that time.
Special: Each time you use this feat you must make a Will save (DC 10) or become fatigued until you rest for one hour. While fatigued, the Will save of all your spells is increased by +5. If you fail a saving throw while fatigued, you become exhausted. In addition to the usual penalties for being exhausted, this renders you incapable of casting spells until you are able to rest for 8 hours.
Elemental Blade
Powerhouse
You infuse your weapon with the elements, adding to their damage.
Prerequisite: Magic 8 ranks, Weapons 8 ranks, Black Magic perk
Effect: Your weapon inflicts +1d6 elemental damage in addition to its usual damage. The type of damage of this attack is either air, cold, earth, fire or water and you must declare with before launching this attack. If the creature struck is vulnerable to elemental damage only this bonus damage is increased.
This use of the magic skill is a free action that may be performed once per round.
This feat lasts for 10 rounds, you make your saving throw (see special below) at the end of that time.
Special: Each time you use this feat you must make a Will save (DC 10) or become fatigued until you rest for one hour. While fatigued, the Will save of all your spells is increased by +5. If you fail a saving throw while fatigued, you become exhausted. In addition to the usual penalties for being exhausted, this renders you incapable of casting spells until you are able to rest for 8 hours.
Here's some spells from the first Modern20 setting, the science fantasy setting in the style of JRPGS (that's Japanese RPGs) like Final Fantasy, Dragon Quest and Phantasy Star.
4 comments:
Nice. One nitpick though. Since this is a Japanese derived game wouldn't it make more sense to use the word 'void' to represent the 5th element since that's usually what it's called in English translations? And maybe call air 'wind' since that seems to be the most common translation. So the elemental types would be: earth, water, wind, fire, and void.
But other then that nitpick, I really like the way you're handling spells. I assume more powerful spells have a higher DC to save against? Would it always be a Will save?
Answering the second part first, yes the Will save gets harder as you move to more powerful feats, as high as 25 for some of the high end stuff.
I mostly did that because I wanted the feats you took at low level to have SOME utility at higher level.
For the first part, while you are correct about the elements, I chose the ones I chose because they appear in JRPGs.
Earth, Cold, Water and Fire, for example are in the Final Fantasy series, while air has always been a huge part of the Dragon Quest magic.
Neither game has void I don't think, though maybe they do in Japanese.
Hmm... maybe a Darkness spell type?
Nice.
I'm not actually that familiar with Final Fantasy or the various JRPGs as I don't play Computer RPGs. I was figuring you were basing the 5 elements on the Japanese philosophy of Godai (the five great) made known in the west from Miyamoto Musashi's famous "The Book of Five Rings". The elements are chi (earth), sui (water), ka (fire), fu (wind), and ku (void). I thought maybe you were using cold to represent ku.
Here's a okay Wikipedia article on the godai: http://en.wikipedia.org/wiki/Five_elements_%28Japanese_philosophy%29
Right, I'm sure that is the basis at least in part. I did some research on Japanese mythology when I did Legends of the Samurai.
I do think a darkness type of magic might make a good addition, not that I don't have enough on my plate already ;)
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