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The Magi's Tower (Magic Weaver)

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The Magi's Tower (Magic Weaver)

Post by Railen on Sat Aug 06, 2011 8:33 am

Skills:
Spoiler:
Telekinesis
Level 2

Effect: Use your will to move items and even people/creatures from afar. Energy cost depends on how heavy/how long you lift stuff.
Cost: x energy
Casttime: 2 actions
Cooldown: 5 actions

Cost: 3 CP
Requires: Level 2+

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Holy Nova
Level 3

Effect: Damages all enemies around(short) you for 50% + 1 light damage and heals all allies around you (and yourself) for 1.
Cost: 1 energy
Casttime: 2 actions
Cooldown: 3 actions

Cost: 4 CP
Requires: Level 3+
-----------------

Flame Arrow
Level 4

Effect: Fires two magic projectiles to different targets, or both on one (20% + 1 heat damage each), each with a 30% chance to burn its target for 2 damage over 5 actions.
Cost: 3 energy
Casttime: 1 action
Cooldown: 5 actions

Cost: 5 CP
Requires: Level 4+


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Reflective Shield
Level 5

Effect: Returns the next attack dealt to you to the attacker for 25% of damage. Lasts 1 action.
Cost: 2 energy
Casttime: Instant
Cooldown: 5 actions

Cost: 6 CP
Requires: Level 5+

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Chilling Winds
Level 6

Effect: Chills the target to the bone for 60% + 1 frost damage and having a 30% chance to freeze them in place, reducing their chance to block by 5% and their Speed by 4 for 10 actions.
Cost: 2 energy or 10% of health
Casttime: 2 actions
Cooldown: 6 actions

Cost: 5 CP
Requires: Level 6+, Reputation < -2


-----------------

Dark Explosion
Level 7

Effect: an explosion of dark magic hits all those around you (including allies, short) for 50% + 2 darkness damage, ignoring their resistance and weaknesses. Also has a 40% chance to inflict them with a curse, reducing the damage from their next attack dealt by 4.
Cost: 3 energy
Casttime: 3 actions
Cooldown: 8 actions

Cost: 5 CP
Requires: Level 7+, Reputation <-6

---------------------
Items:

Weapon Effects:
Each costs 2 CP.
Spoiler:

x Affinity: Increases your damage by 10% or Spell Hit Chance by 5% for one magic school.

Soothe: Your attacks deal 20% less threat.

Energy Reservation: Each hit has a chance(10%) to increase your party's energy by 1.

Clearcasting: Each hit has a chance (10%)to make your next spell free of cost.

Invisibility: Each hit has a chance(15%) to reduce your threat by 10% and turn you less visible.

Harmless Magic: Each hit has a chance(15%) to dispell a magic effect from the enemy OR cure yourself from a magic effect.

Spellpiercing: Your spells ignore 20% your target's resistance.

Spell Crit: Each hit has a chance(15%) to cause your next spell to crit, increasing its damage by 50%.


Last edited by Railen on Tue Oct 25, 2011 3:49 am; edited 8 times in total

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Re: The Magi's Tower (Magic Weaver)

Post by JeremysGirl on Sat Aug 17, 2013 6:03 pm

May I get x Affinity please?
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