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Cie'th
#15
Now that I think about it, I should add in the Blue Magic too.

Anathema
Enfeebling
Level: Blue Mage 9
Casting Time: 1 standard action
Range: 60 ft.
Target or Area: One creature
Duration: 1d6 + casting modifier rounds
Saving Throw: See below
Spell Resistance: No

The caster mimics the powers of a sacrifice and releases a stream of black, vile mist that homes in and engulfs a single target within 60 ft., using debilitating and antimagic energies to cripple a foe. The target is subjected to a targeted greater dispel effect, and given a menagerie of status effects. The target has to make a saving throw for each effect to avoid the Sap (Fort), Slow (Will)  and Imperil (Will) status. Another Will save being failed imposes a -4 penalty on all saving throws against spells and spell-like abilities. Finally, failing the last Will save forces the target to treat their caster level as four levels lower for determining the effects of any and all spells and spell-like abilities they use.

Concerted Effort
Enhancing
Level: Blue Mage 6
Casting Time: 1 swift action
Range: Personal
Target or Area: You
Duration: 1 minute
Saving Throw: No
Spell Resistance: No (harmless)

The caster emulates the enhancing magic of the wladislaus, imbuing their allies with an empowering, supernatural fervor. While this spell is in effect, whenever you make a successful attack, any single ally except for yourself within 30 ft. may be granted the effects of a protect, shell, or wind runner spell for 1d6 rounds; if the ally is adjacent or you land a successful critical hit, you may grant the ally the effects of protect II, shell II, or haste instead. If you land a critical hit and the ally is adjacent to you, you may offer protect II and barrier, shell II and elemental resistance (three elements of your choice), or haste and enspell (element chosen by you, the elemental damage applying to the first attack made every round for the duration of the effect.

Inertial Barrier
Enhancing
Level: Blue Mage 5
Casting Time: 1 standard action
Range: Personal
Target or Area: You
Duration: See below
Saving Throw: No
Spell Resistance: Yes (harmless)

The caster emulates the vetala's ability to manifest a shield of energy that completely surrounds them. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to 30 points of energy damage, applying any other energy resistance to the damage absorbed by the shield, before dispersing. While the shield is in effect, the caster cannot take full-round actions, nor can they take both a standard action and a move action in the same round.

Inertial Barrier II
Enhancing
Level: Blue Mage 7

The caster emulates the ispusteke's ability to manifest a shield of energy that completely surrounds them. This spell functions exactly like inertial barrier, except that the shield absorbs 60 points of energy damage before dispersing.

Inertial Barrier III
Enhancing
Level: Blue Mage 9

The caster emulates the ispusteke's ability to manifest a shield of energy that completely surrounds them. This spell functions exactly like inertial barrier, except that the shield absorbs 100 points of energy damage before dispersing.

Levinbolt
Elemental [Lightning]
Level: Blue Mage 8
Casting Time: 1 standard action
Range: 100 ft.
Target or Area: One or more creatures
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster emulates the electrifying power of the cocytus. The chlorinous smell of ozone fills the air as you unleash several blasts of electricity. Make four ranged attacks with a range of 100 ft., each hit dealing 5d8 lightning damage and inflicting the Dazzled and Static status conditions (no save). Upon a failed Fortitude save, those struck are also stunned for 1 round; the stunning effect is not cumulative.

Life Sounding
Healing
Level: Blue Mage 3
Casting Time: 1 standard action
Range: See below
Target or Area: 30 ft. radius, centered on you
Duration: Instantaneous
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

The caster mimics the refreshing hum of the chonchon and penanggalan. All allies within range are healed 2d6 + casting modifier points of damage, are cured of the Poison status effect, and no longer suffer fatigue. Exhausted allies within the radius are instead fatigued.

Meditate
Non-Elemental
Level: Blue Mage 9
Casting Time: 1 full-round action
Range: 50 ft.
Target or Area: One creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

The caster emulates the ability of the malebranche to concentrate their hatred into an infinitely sharp edge and unleash it in all its death-dealing glory. Select a single target within range and make a full attack. All of the attacks automatically hit, although none are critical hits, and all damage dealt is converted into non-elemental damage. You may only cast this spell when using your natural weapons or a weapon with a +6 in total enchantments.

Miasma
Enfeebling/Non-Elemental
Level: Blue Mage 5
Casting Time: 1 standard action
Range: See below
Target or Area: 30 ft. cone
Duration: Instantaneous; 1d8 rounds
Saving Throw: See below
Spell Resistance: Yes

The caster emulates the winged Cie'th's ability to belch forth noxious mists. You deal 5d6 non-elemental damage to all enemies within a 30 ft. cone; a successful Reflex save halves this damage. All enemies within the area of effect must make a series of saving throws to avoid the following status effects: Disease (Fortitude), Imperil (Will), Sap (Fortitude), and Slow (Will), all of which last for 1d8 rounds.

Multicast
Elemental
Level: Blue Mage 5
Casting Time: 1 standard action
Range: 60 ft.
Target or Area: One or more creatures
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

The caster emulates the vetala's ability to release a burst of chaotic elemental energy. Make 1d6 ranged touch attacks on any enemies within 60 ft.; each attack deals 3d6 damage of a random element, determined by rolling a d6: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water. A roll is required for each attack made, and no more than three attacks can be made upon a single target.

Multicast II
Dark/Elemental/Light
Level: Blue Mage 7

The caster emulates the ispusteke's ability to release a burst of chaotic elemental energy. This spell functions exactly like the multicast spell, except that 2d4 ranged touch attacks are made, and each one deals 4d6 damage, determined by rolling a d8: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow. No more than four attacks can be made upon a single target.

Multicast III
Dark/Elemental/Light/Non-Elemental
Level: Blue Mage 9

The caster emulates the raktavija's ability to release a burst of chaotic elemental energy. This spell functions exactly like the multicast spell, except that 3d4 ranged touch attacks are made, and each one deals 5d6 damage, determined by rolling a d10: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow, 9-10 = non-elemental. No more than six attacks can be made upon a single target.

Murderous Might
Enhancing
Level: Blue Mage 8
Casting Time: 1 standard action
Range: Personal
Target or Area: You
Duration: 2d6 rounds
Saving Throw: No
Spell Resistance: No (harmless)

The caster mimics the fomoire's ability to strengthen itself, and begins to glow. Your natural attacks are granted a +5 enhancement bonus as though they were magically enchanted weapons, their critical threat range increases by 1 after all other modifiers are accounted for, and they bypass any and all damage reduction. You are given DR 15/-, and you are given spell resistance 12 + caster level if you do not already have spell resistance (which then increases by 5 if you do).

Putrescence
Enfeebling/Non-Elemental
Level: Blue Mage 9
Casting Time: 1 standard action
Range: See below
Target or Area: 60 ft. cone
Duration: Instantaneous; see below
Saving Throw: See below
Spell Resistance: No

The caster emulates Yomi's disgusting emissions of strength-draining, black and magenta mists. All enemies within a 45 ft. cone take 12d8 non-elemental damage (Reflex save for half damage) and are subjected to a targeted greater dispel effect. They must also make a Fortitude save or be afflicted with the Disease status until cured, and suffer the Sap status for 1d6 minutes. A successful save results in the target being Poisoned for 1d6 rounds instead.

Tears of Frustration
Enfeebling/Non-Elemental
Level: Blue Mage 7
Casting Time: 1 standard action
Range: See below
Target or Area: 30 ft. radius, centered on you
Duration: Instantaneous
Saving Throw: Will halves
Spell Resistance: Yes

The caster emulates the pijavica's shrieking cry of despair, milky white liquid dripping from their sealed eyelids. All enemies within a 30 ft. radius take 9d6 non-elemental damage. Any enemy within range who had avoided an effect with a successful saving throw in the previous round must reroll their saving throw, suffering the full effects if they fail, making a saving throw for each effect they had negated. A successful Will save halves the damage, but does not prevent the reroll effect.

Wail
Enfeebling
Level: Blue Mage 5
Casting Time: 1 standard action
Range: See below
Target or Area: 30 ft. radius, centered on you
Duration: See below
Saving Throw: Fortitude partial
Spell Resistance: No

The caster emulates the guttural cry of the shambling Cie'th, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save or be stunned for 1d6 rounds and then staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one additional round have passed, even if they are under the effects from another creature’s use of this spell or ability.

Wind Shear
Elemental [Wind]/Enfeebling
Level: Blue Mage 8
Casting Time: 1 standard action
Range: 100 ft.
Target or Area: One or more creatures
Duration: See below
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster emulates Yomi's ability to turn the air into knifing blades. Hurling them in the direction of your enemies, you make a series of four ranged touch attacks within 100 ft, all of which deal 5d8 wind damage and inflict 1d6 bleed damage that stacks with other sources of bleed damage and can be removed only by receiving magical healing. A successful Fortitude save negates the bleed damage.
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Messages In This Thread
Cie'th - by Manly Man - 04-26-2017, 03:13 PM
RE: Cie'th - by Manly Man - 04-26-2017, 03:21 PM
RE: Cie'th - by Manly Man - 04-26-2017, 08:36 PM
RE: Cie'th - by Fortheseen - 09-04-2017, 12:41 PM
RE: Cie'th - by Manly Man - 04-26-2017, 09:04 PM
RE: Cie'th - by Manly Man - 04-26-2017, 09:39 PM
RE: Cie'th - by Fortheseen - 04-29-2017, 10:07 AM
RE: Cie'th - by Manly Man - 04-29-2017, 03:43 PM
RE: Cie'th - by Fortheseen - 04-29-2017, 11:23 PM
RE: Cie'th - by Manly Man - 06-05-2017, 05:19 AM
RE: Cie'th - by Manly Man - 06-05-2017, 05:32 AM
RE: Cie'th - by Manly Man - 06-05-2017, 05:36 AM
RE: Cie'th - by Manly Man - 06-14-2017, 01:59 PM
RE: Cie'th - by Manly Man - 06-14-2017, 02:19 PM
RE: Cie'th - by Manly Man - 06-14-2017, 02:21 PM
RE: Cie'th - by Manly Man - 07-12-2017, 04:29 PM
RE: Cie'th - by Fortheseen - 07-27-2017, 01:21 PM
RE: Cie'th - by Manly Man - 07-27-2017, 03:34 PM
RE: Cie'th - by Fortheseen - 07-27-2017, 10:14 PM
RE: Cie'th - by Manly Man - 07-28-2017, 04:18 AM
RE: Cie'th - by Fortheseen - 07-28-2017, 08:50 AM
RE: Cie'th - by Manly Man - 07-28-2017, 05:53 PM
RE: Cie'th - by Fortheseen - 07-28-2017, 07:07 PM
RE: Cie'th - by Manly Man - 08-25-2017, 04:41 PM
RE: Cie'th - by Manly Man - 09-04-2017, 03:36 PM
RE: Cie'th - by Fortheseen - 09-05-2017, 03:50 PM
RE: Cie'th - by Manly Man - 09-05-2017, 06:42 PM
RE: Cie'th - by 18colemant - 09-27-2017, 11:58 AM
RE: Cie'th - by Manly Man - 09-27-2017, 05:12 PM
RE: Cie'th - by Manly Man - 10-23-2017, 02:10 PM
RE: Cie'th - by Manly Man - 12-28-2017, 11:27 PM
RE: Cie'th - by Manly Man - 11-26-2018, 05:13 AM
RE: Cie'th - by Manly Man - 12-04-2018, 10:23 PM

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