Post by Mari on Jun 26, 2019 12:13:19 GMT -8
Principle's Spellbook
LEGENDARY ITEM
LEGENDARY ITEM
This lovingly crafted spellbook is meant for recording the extended incantations of advanced magic. By simply incanting a 'triggerword', usually the name of the spell, and wielding the book, the rest of the spells' lengthy incantation will be automatically cast instantly, avoiding any lengthy rituals or preparation. By studying any magical attack or spell, the user can attempt to craft a spell that emulates it. Obviously, this cannot easily be done mid-battle. However, once you have the time to write things down, you can copy spells you observe other people using! These spells all use the user's INT mod for accuracy, as they're mere replicas of the original. The INT requirement to use a spell is generally 1 less than the modifier of the person it's being copied from. The spells are just as powerful as the original. However, the book can be grappled away from the wielder, disabling their use, and the book can become temporarily damaged and unusable if targeted by attacks that afflict burn or soak, or alternatively normal attacks that deal 16% or more damage. For balance purposes, buffs from this spellbook don't stack and it can only be used once per turn.
Spell Name | INT Req. | Original Caster | Spell Description |
Snatch | +2 | Arle's Principle | Roll INT against the accuracy roll of any magic or energy based attack. If there isn't one, the opponent rolls INT to resist. If succesfull, you may then take one of the following actions: Consuming the energy of the attack to heal for half the damage it does or 10+3 for every turn of cooldown, whichever is greater. Reflecting the attack back at the wielder using Snatch's accuracy. If it is a buff, you may steal that buff for yourself at its max duration. 3 turn cooldown. |
Mage Hands | +4 | Arle's Principle | Summon a Master Hand and Crazy Hand to fight for you. These hands do not serve willingly however, and will flee once enough damage is taken to break their bindings, seemingly compelled to be elsewhere. They have a 25% chance each of attacking Arle for 18% damage before fleeing with an accuracy of 16. However, when dealing with threats to the world itself, they will not flee and have 3x their normal HP as a result. Summoning requires 2 actions per hand. Each hand has one action per turn and their attacks can be fluffed however. After 3 turns, an INT check of 10+ must be made or the hands will break free of their control, with the threshold increasing by 2 and repeating every 2 turns. 5 turn cooldown. Once KO'd or freed from binding, cannot be summoned again that thread. The hands have 50 HP each. Crazy Hand does +4 damage but has -1 accuracy Can superficially combine their actions for double damage. STR/DEX/CON/INT/WIS/CHA +4/+3/+5/+3/+4/-5 18% Damage Attack 26% damage Attack with a 2 turn cooldown |
Animate | +3 | Arle's Principle | An inanimate object suddenly becomes animate and performs tasks that don't directly damage foes for you. It understands very basic commands, can effectively improvise movement and is servile toward you. Any action it takes uses your INT mod for success. The object cannot defend itself effectively, however, and is easily broken if left defenseless. Animating corpses may have grave consequences. |
Sending | +2 | Arle's Principle | Sends a telepathic message to any intelligent creature you are familiar with, breaching the language barrier. It's only limitation is certain types of mental defenses and traveling through certain dimensions. |
Enlarge | +2 | Arle's Principle | Target becomes giant for 3 turns. 4 turn cooldown. |
Polymorph | +3 | Arle's Principle | Target is transformed into a new form. If the target is friendly/non-hostile/helpless at the time of transformation and the transformation is meant to be weak, this is permanent until they are either KO'd, the spell is dispelled somehow, or the user casts a reversal spell to end it prematurely. Else, it lasts for 1d20+INT divided by five turns (rounded up). They gain the base STR, DEX and CON stats of the new form, and any physical limitations or logical benefits that form might come with. The user can make these stats up as they please, limited to a minimum of -5 and a maximum of +5. The target may improvise physical attacks that do 18% damage, 22% damage on a 1 turn cooldown and 30% damage on a 2 turn cooldown with a -1 accuracy penalty if the new form is meant to be fighting fit, or 10% damage if the form is meant to be weak. |
Time Out | +3 | Arle's Principle | You create a simple pocket dimension at a location of your choice and warp the target there, where they become imprisoned. The pocket dimension can either take the form of a maze prison or a constrictive prison. The former requires the target to roll perception (wisdom) each turn to try and find their way to the exit, with each roll working toward the exit threshold of 40. However, the target may not be attacked during this time. The prison on the other hand requires a preferred attack roll to accomplish the same thing. Alternatively, may be used to invoke the digesting status effect by imprisoning the target inside another creature. |
Banish | +3 | Arle's Principle | Choose a target or group of targets and an area up to as large as a 10 by 10 square feet, 20 by 1 square feet or anywhere inbetween. The target can no longer enter that area without hurting themselves. This takes the form of an a CON check against the spell's initial accuracy roll, with the victim taking 30% damage per turn if they fail the check and being unable to move past the area. |
Disembody | +3 | Arle's Principle | Choose a target. You make an INT vs INT check against that target to rend their body from their spirit, sealing their body away and leaving a ghostly spirit behind. This reduces the target's STR and CON stats to 1 and causes them to auto fail any skill check involving these stats. For NPCs without a CON stat, this causes 50% temporary damage that undoes itself once the effect ends, similar to how it might affect a player. If the target is KO'd during this time, they lose too much of their energy and become helpless to do anything other than move or talk, only having enough energy left to continue existing. They become trapped in this form until the user frees them or is defeated. Else, this form lasts for 6 turns or until the person who casts it takes 30% damage in a single turn. Can only be used once on a given enemy in a given encounter. |
Last Edit:
Dec 22, 2023 17:54:22 GMT -8 by Mari