Just a heads up, MASSIVE changes to Magic (in terms of what spells there are) may be coming. Whatever happens, we'll get through this dungeon with the way the things are for now. Just to keep your heads up.
Wasn't sure how much damage I did, so I assumed that I should leave the actual death of the wolf undetermined on the assumption that it wasn't dead yet.
Magic follows disciplines. They are split into two major categories; Fundamental Disciplines and Structural Disciplines. Fundamental Disciplines include Fire, Water, Ice, Air, Earth, Electricity, Light, Darkness, Mind and Body. Rest are Structural Disciplines. Depending on Class, a player may be able to learn and cast spells from certain disciplines.
Mage: Mages may learn from Pure Magic Discipline and up to 3 Fundamental Disciplines of their choice. Trainer: Trainers may learn from Training and 1 Fundamental Discipline of their choice. Paladin: Paladins may learn from Holy and 1 Fundamental Discipline of their choice. Mage, Trainer and Paladin players may learn from Fundamental Disciplines that are not their starting choices but at 2 times the regular lesson fee. Non-Magic Class players may learn the Fundamental Disciplines but at 10 times the regular lesson fee.
Disciplines progress down a line, with each level having a different spell that could be unlocked. For instance, at level 3 of Fire Discipline, Self Control could be learned. However, this progression does NOT mean they have to be learned in such order. However if a level is skipped, the next lesson fee costs double. For instance, if a player wished to learn “Fire Strike (2)” before learning “Fire Burst (1)”, the lesson would cost 4 Silver rather than 2.
All Fire Discipline spells that deal damage, unless specified, lights targets on fire and deals damage over time afterwards.
Fire Burst (1) - User makes target catch on fire, dealing low damage. 50MP. Fire Strike (2) - User shoots out a stream of fire in a line, dealing moderate damage. 100MP. Self Control (3) - User gains damage reduction against fire magic related damages. Passive. Fireball (4) - User shoots out a fireball that can change direction, deals moderate damage. 100MP. Fire Wall (5) - User creates a wall of fire. Deals moderate damage to any who walk through it. 200MP. Pyromaniac (6) - User has a small chance to recover MP when they successfully light an opponent on fire. Passive
All Water Discipline spells are amplified if the user is well hydrated and/or next to a large body of water. If the user is dehydrated, they are weakened.
Liquefy (1) - User makes target common object, no bigger than the user, into clean water. 50MP. Aqua Shot (2/Mage) - User Shoots out a mass of dense water at a target for moderate damage. 100MP. Attuned to the Aquatic (3) - User gains +10 Intelligence when near a water source (such as well, pond, lake, etc). Passive. Water Whip (4) - User slashes out with a whip of water, dealing damage to up to 2 targets. 100MP. Aqua Pillar (5) - User creates a pillar of water at target location that lasts a minute. Opponents within the pillar take damage over time. 200MP. Aquatic Affinity (6) - User gains a small amount of HP whenever they drink water. Passive.
All Ice Discipline spells gain 20% mana cost reduction if the user is casting them in a cold environment.
Frost Bite (1) - User shoots out a magic beam that slows target's movement briefly and deals low damage. 50MP. Icicle Shot (2) - User shoots an icicle at target, dealing moderate damage. 100MP. Cold Touch (3) - User’s hands will emit a chilling energy that will freeze any objects they touch if they hold onto it long enough. Freezing time is proportionate to Intelligence Attribute stat. User may disable or enable this ability whenever they wish. Passive. Ice Lance (4) - Ice grows out from User's hand and pierces target. Pierces armor. 100MP. Ice the Floor (5) - User ices the floor. Allies have increased movement speed on the ice while opponents have a chance to slip and become disabled. 200MP. Cold Skin (6) - User gains damage reduction against heat-based attacks. Passive.
All Air Discipline spells, when cast, has a low chance of costing 50% of their normal mana cost. This can only trigger if the caster has access to air.
Wind Push (1) - User makes the air push forward. 50MP. Wind Blade (2) - User summons a razor wind to slash a target, dealing moderate damage. 100MP. Air Bubble(3) - If the user is in an environment that doesn’t allow them to breath (for instance, underwater), an emergency pocket of air around the user will form that’ll allow the user to breath for 1 minute. Passive. Still Air (4) - User makes it so that the air becomes completely still around them for a minute. 100MP. Lift (5) - User lifts target off of the ground, throwing them into the air. Target is briefly disabled and takes damage upon impact. 200MP. Gentle Fall (6) - If the user falls from a high place that would cause damage, instead they are floated down gently starting approximately 10 meters off of the ground. Passive.
All Earth Discipline spells will regenerate 10% of their casting mana cost after being cast, if the user has both feet on the ground.
Rock Throw (1) - User telekinetically throws a small rock at target, dealing moderate damage. 50MP. Seismic Throw (2) - User bounces the earth underneath target’s feet, bouncing them towards target direction. Target takes small impact damage. 100MP. Steadfast (3) - User becomes more resistant against moves that may knock them back, for as their as both of their feet are touching the ground. Passive. Break Earth (4) - User breaks and softens the ground, any opponents on it will sink into the ground and have reduced movement speeds. 100MP. Rapid Rock Throw (5) - User telekinetically throws several small rocks at up to 3 targets, dealing moderate damage. 200MP. Detect Seismic Echoes (6) - User gains the ability to detect tremors in the ground. User will be able to tell if any large group of people or large creates are moving nearby. Passive.
All Electricity Discipline spells have decreased cooldowns if the user has 50% of more of their maximum mana.
Finger Lightning (1) - User shoots out a small lightning from the tip of a finger, dealing low damage. 50MP. Lightning Shot (2/Mage) - User shoots out a bolt of lightning, dealing moderate damage and stunning target. 100MP. Energize (3) - If the user casts an Electricity Discipline spell when they have maximum mana, the spell deals damage to an additional target. Passive. Plasma Burst (4) - User bursts out electric energy, damaging all opponents nearby. 100MP. Shock (5) - User zaps target, dealing low damage and heavily stunning target. 200MP. Overload (6) - If the user casts 3 Electricity Discipline spells in a short window of time, the 3rd spell deals double damage. Passive.
All Light Discipline spells will heal the user for a very low amount after being cast.
Flash of Light (1) - User emits a flash of bright light, blinding nearby targets briefly. 50MP. Piercing Light (2) - User shoots out a thin beam of light that burns through any opponents in a line, dealing damage. 100MP. Luminous (3) - User’s body will glow if in a dark place without any lights. User may disable or enable this ability when they wish. Passive. Flash and Awe (4) - User creates a strong burst of light that deals low damage and stuns all nearby targets.100MP. Photon Acceleration (5) - User’s body becomes immaterial and gains massive movement speed for a minute. User cannot cast any Spell/Action or attack any target during the duration. 200MP. Optical Mastery (6) - User gains better eyesight during daytime, when the sun is present. They approximately gain 3 times clearer vision. Passive.
All Darkness Discipline spells will deal additional damage when cast during night.
Nether Pull (1) - Target is pulled towards the User by shadow energy. 100MP. Nether Push (2) - Target is pushed away from the User by shadow energy. 100MP. Hidden in the Shadows (3) - Whenever user casts a spell from the Darkness Discipline, user becomes covered in shadows, making them harder to see and hit. Passive. Darken Vision (4) - User disrupts target’s vision with darkness. Increases the target’s chance of missing attacks. 100MP. Shadow Raze (5) - User razes an area in front of them with shadow energy, dealing damage. 200MP. Attuned to the Night (6) - User slowly regenerates mana during nighttime. 50 mana per hour. Passive.
Intimidate (1) - User lets out a roar, reducing armor and magic resist of nearby targets. 50MP. Telekinetic Move (2) - User moves target in target direction. If the target is a friendly, they move twice the distance. 100MP. Predict Danger (3) - User gains low chance to be able to sense any unseen attacks before they occur. Passive. Disrupt Missile (4) - User attempts to disrupt target ranged attack. It'll have a moderate chance to miss. 200MP. Sense Presence (5) - User feels their surrounding in order to feel any lifeforms. Any lifeforms within 20 meters are revealed to the user. User cannot tell exactly what they are. 200MP. Mind’s Eye(6) - User gains +10 Intelligence for a minute after casting a Mind Discipline spell. Passive.
Strengthen (1) - Target gains +5 Strength for a few seconds. 50MP. Healing Beam (2) - User emits a healing beam of light to a target. 100MP. Attuned to One’s Body (3) - User gains 10HP whenever they cast a spell from the Body Discipline. Passive. Enfeeble (4) - User saps strength from target. Target loses -5 Strength for a few seconds. 100MP. Restore Vitality (5) -User heals all nearby allies for moderate amount. 200MP. Essense Gain (6) - User gains +100MP every time they heal a target by using spells from the Body Discipline. Passive.
Chakra Magic (1) - User restores small amount of mana in target. 0MP. Cleanse (2) - Remove one negative status from target ally or self. 100MP. Mana Payback (3) - Every time user casts any spell, there is a small chance of recovering 50% of spent mana. Passive. Weaken Magic (4/) - User makes target magical attack deal less damage. 100MP. Warding Shield (5) - User creates a magic barrier around target, protecting it from 1 magical attack. 200MP. Arcane Resistance (6) - User and any friendlies within a short distance gain 10% magic damage reduction. Passive.
Aggravate (1) - User makes a single target attack the caster for a few seconds. 50MP. Bless (2) - User blesses target, granting damage reduction. 100MP. Vengeful Smite (3) - User has a low chance to deal magic damage to target that has managed to deal melee damage against user. Passive. Courage (4) - User gains a magical shield that blocks the next physical damage. 100MP. Even the Odds (5) - User deals magical damage to a single target equal to user's currently Crusade (6) - User gains a small, permanent, irremovable damage reduction. Works for all kinds of damages. Passive.
Training Discipline works slightly differently than others. Rather than having a progression of spells every level, each level may have multiple spells that could be learned or none at all.
Tame (1) - User attempts to Tame target Monster. It automatically succeeds if Monster is lower level than User. 50% chance if Monster is same level. Low chance if Monster is higher level. Tamed Monsters will follow user's commands. 100MP. Summon (1) - User summons a tamed Monster on the spot. 50MP. Unsummon (1) - User unsummons a tamed Monster. 50MP. Release (1) - User releases a tamed Monster. It immediately teleports to it's natural habitat and turns feral. 50MP. Heal Monster (1) - User heals target Monster for a small amount. 50MP.
Increase Monster Cap 1 (3) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 200MP.
Increase Monster Cap 2 (5) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 400MP. Command Monster 1 (5) - User makes 1 tamed monster enact an Action or Spell it possesses. 25 X Level of Monster MP. Make Permanent Monster (5) - User makes 1 tamed monster into their permanent tamed monster. Permanent monster cannot be Released (level 1 spell) and must remain with the user until the end of the game. Permanent monster will gain the ability to gain Attribute points and learn new abilities just like a player when the user levels up. 300MP.
Increase Monster Cap 3 (10) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 800MP. Command Monster 2 (10) - User makes 2 tamed monsters enact an Action or Spell it possesses. 25 X Levels of Monsters Combined MP.
WIP
Midnight - Target of the spell is marked by the caster as 'Moon', creating a small zone around them. A larger zone is created around them that rains 'stars' down on the field dealing low damage but slowing movement speed if struck.
Eclipse - A dazzling flash of bright light followed by complete darkness is triggered in front of the caster. Enemies caught in a cone from the initial cast point are briefly disorientated (movement/attack slow). Enemies in melee range are blinded along with the disorient.
Orions belt - A constellation is laid out on the ground consisting of 3 'stars' connected by a shimmering line. Enemies that step upon the line suffer movement speed penalties, touching a 'star' of the constellation triggers a burst of damage.
Suns blessing - Warmth of the sun fills the targeted player with power, increasing damage and attack speed for a short time.
Red moons curse - Targeted enemy player is marked with a 'red moon' above their head, decreasing their attack power and casting speed for a short time.
Gravitation - Targeted played becomes marked as 'planet' for 5 seconds. During that time they suffer heavy movement speed penalty, but pull enemies towards them irresistably.
Moonlight - Minor healing spell, granting targeted player a portion of their missing spell back on the initial cast and another smaller portion as a heal-over-time.
How would people feel about a "force" auto-pilot for dungeon raids? Basically if you don't post in a certain time (24 hours maybe) GM will autopilot your charac for you. Only for Dungeon Raids' rotational combat.