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A way to make shiney things (new spell list)
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<blockquote data-quote="Justice Beloved" data-source="post: 498958" data-attributes="member: 9057"><p>Evoke Essence of [Element]</p><p>Evocation</p><p>Classes: All</p><p>Range: 25’ +5’/lvl</p><p>Target: Object</p><p>Duration: See text</p><p>Saving Throw: will negates</p><p></p><p> When cast upon an object the object becomes the focus point for a spherical emanation of the essence of the element selected. </p><p>Degree Duration AOE y factor</p><p>I 10 min/lvl _10’ 1</p><p>II 10 min/lvl _20’ 2</p><p>III 1 hr/lvl _40’ 3</p><p>IV 1 hr/lvl _50’ 4 </p><p>V 1 day/lvl 100’ 5</p><p>VI 1 week/lvl _200’ 6</p><p>VII 1 month/lvl 400’ 7 </p><p>VIII 1 year/lvl 500’ 8</p><p>IX Permanent 1000’ 9</p><p></p><p>Every element appears to have a specific effect, which should be seen to manifest within the given radius. Preliminary tests suggest that after the third degree a certain amount of bleeding from related elements may occur. This may be an anomaly but if it holds could open a breakthrough in dual element dweomers.</p><p></p><p>Element Effect</p><p>Acid: All objects and creatures erode at the rate of yhp/min</p><p></p><p>Air: Provides Breathable air regardless of surrounding environ for duration</p><p></p><p>Nature: All Plants and Animals gain strength yhp/min</p><p></p><p>Crystal: All Piercing Weapons within radius attack with a +y to damage</p><p></p><p>Death: -y hp/min on all death vulnerable creatures +y hp/min for undead</p><p></p><p>Earth: Dust slowly covers everything at a rate of y“ an hour</p><p></p><p>Fire: -y hp/min on all fire vulnerable creatures and objects+y hp/min for all fire based creature and objects</p><p></p><p>Force: 1/y movement rate, –1 y on all attacks</p><p></p><p>Ice: -y hp/min on all cold vulnerable creatures and objects+y hp/min for all ice based creatures and objects</p><p></p><p>Lava: -y hp/min against all fire vulnerable creatures and objects+y hp/min for all fire based creatures and objects</p><p></p><p>Life: +y hp/min for all living creatures-y hp/min against all death based creatures and objects</p><p></p><p>Light: ambient light within extents of radi</p><p></p><p>Lightning: All metal objects heat up and cause yhp heat dmg per round to all touching. After a number of rounds equaling the metal objects hp it melts</p><p></p><p>Metal: All slashing weapons add +y dmg</p><p></p><p>Mud: Mud begins to settle on all at a rate of y” an hour</p><p></p><p>Shadow: Darkness fills radi</p><p></p><p>Sonic: All sounds are y times louder</p><p></p><p>Steam: Fog fills area</p><p></p><p>Void: Total silence in radius</p><p></p><p>Water: rain falls in area filling area with water at a rate of y” an hour</p><p></p><p>In cases where opposing elemental ( see table 1-4) essence spheres come in to contact the higher degree of sphere will overcome and cancel out the effects of the lower. I have noted that it is possible to cover objects which have had evoke essence cast upon them and in so doing forstall the usual effect. The object concerned must be covered or enclosed by another object which has had infuse object with [element} strengthened, {minor modifications of infuse object with element, resulting from the new understanding this dweomer has bequeathed, concludes with a strengthen object duration of permananent} of the opposite element and at the same degree or geater cast upon it. I.e. a degree 7 essence of metal sword could be effectively stopped with a scabbard and hilt crystal or life strengthened to degree 7 or greater. The power to evoke essence is derived from the surrounding world, and this brings about a tendency for the object which has had evoke essence anchored upon it developing spatial staticy. While not noticeable at the lower levels it begins to increase sharply beyond the 3rd degree</p><p></p><p>Degree Maxmimum movement</p><p>IV 10 miles per day</p><p>V 1 mile per day</p><p>VI 754’ per day or1 mile per week</p><p>VII 176’ per day or 1 mile per month</p><p>VIII 14’ per day or 1 mile per year</p><p>IX 1.5’ per day or 1 mile per decade</p><p></p><p></p><p></p><p>Also exploratory simulations indicate that personal power investment will also begin and increase very nearly exponentially after the threshold of the 3rd degree. This Is of course an estimated expectation, but judging by the astral and ethereal mography’s I’m not too far off.</p><p> </p><p>Degree xp requirement</p><p>IV 3500</p><p>V 7000</p><p>VI 14000</p><p>VII 28000</p><p>VIII 56000</p><p>IX 112000 </p><p> </p><p> A question has been raised by the sharp power drains after the third degree, both in the staticity requirements and the personal investiture, also after third degree anomalous bleeding between related elements was noted. I am currently unable to comment on the nature or basis behind these oddities</p><p></p><p></p><p>Well anyway.. all of this came about becasue of a need to have a light spell. I'm sure there are some issues of ballance here but... hey I thought I'd let a couple of old hands check it out and let me know what they think...</p></blockquote><p></p>
[QUOTE="Justice Beloved, post: 498958, member: 9057"] Evoke Essence of [Element] Evocation Classes: All Range: 25’ +5’/lvl Target: Object Duration: See text Saving Throw: will negates When cast upon an object the object becomes the focus point for a spherical emanation of the essence of the element selected. Degree Duration AOE y factor I 10 min/lvl _10’ 1 II 10 min/lvl _20’ 2 III 1 hr/lvl _40’ 3 IV 1 hr/lvl _50’ 4 V 1 day/lvl 100’ 5 VI 1 week/lvl _200’ 6 VII 1 month/lvl 400’ 7 VIII 1 year/lvl 500’ 8 IX Permanent 1000’ 9 Every element appears to have a specific effect, which should be seen to manifest within the given radius. Preliminary tests suggest that after the third degree a certain amount of bleeding from related elements may occur. This may be an anomaly but if it holds could open a breakthrough in dual element dweomers. Element Effect Acid: All objects and creatures erode at the rate of yhp/min Air: Provides Breathable air regardless of surrounding environ for duration Nature: All Plants and Animals gain strength yhp/min Crystal: All Piercing Weapons within radius attack with a +y to damage Death: -y hp/min on all death vulnerable creatures +y hp/min for undead Earth: Dust slowly covers everything at a rate of y“ an hour Fire: -y hp/min on all fire vulnerable creatures and objects+y hp/min for all fire based creature and objects Force: 1/y movement rate, –1 y on all attacks Ice: -y hp/min on all cold vulnerable creatures and objects+y hp/min for all ice based creatures and objects Lava: -y hp/min against all fire vulnerable creatures and objects+y hp/min for all fire based creatures and objects Life: +y hp/min for all living creatures-y hp/min against all death based creatures and objects Light: ambient light within extents of radi Lightning: All metal objects heat up and cause yhp heat dmg per round to all touching. After a number of rounds equaling the metal objects hp it melts Metal: All slashing weapons add +y dmg Mud: Mud begins to settle on all at a rate of y” an hour Shadow: Darkness fills radi Sonic: All sounds are y times louder Steam: Fog fills area Void: Total silence in radius Water: rain falls in area filling area with water at a rate of y” an hour In cases where opposing elemental ( see table 1-4) essence spheres come in to contact the higher degree of sphere will overcome and cancel out the effects of the lower. I have noted that it is possible to cover objects which have had evoke essence cast upon them and in so doing forstall the usual effect. The object concerned must be covered or enclosed by another object which has had infuse object with [element} strengthened, {minor modifications of infuse object with element, resulting from the new understanding this dweomer has bequeathed, concludes with a strengthen object duration of permananent} of the opposite element and at the same degree or geater cast upon it. I.e. a degree 7 essence of metal sword could be effectively stopped with a scabbard and hilt crystal or life strengthened to degree 7 or greater. The power to evoke essence is derived from the surrounding world, and this brings about a tendency for the object which has had evoke essence anchored upon it developing spatial staticy. While not noticeable at the lower levels it begins to increase sharply beyond the 3rd degree Degree Maxmimum movement IV 10 miles per day V 1 mile per day VI 754’ per day or1 mile per week VII 176’ per day or 1 mile per month VIII 14’ per day or 1 mile per year IX 1.5’ per day or 1 mile per decade Also exploratory simulations indicate that personal power investment will also begin and increase very nearly exponentially after the threshold of the 3rd degree. This Is of course an estimated expectation, but judging by the astral and ethereal mography’s I’m not too far off. Degree xp requirement IV 3500 V 7000 VI 14000 VII 28000 VIII 56000 IX 112000 A question has been raised by the sharp power drains after the third degree, both in the staticity requirements and the personal investiture, also after third degree anomalous bleeding between related elements was noted. I am currently unable to comment on the nature or basis behind these oddities Well anyway.. all of this came about becasue of a need to have a light spell. I'm sure there are some issues of ballance here but... hey I thought I'd let a couple of old hands check it out and let me know what they think... [/QUOTE]
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