magic's:
This will show you the 9 types of magic and how they acts and can be used, this should give you ideas on what these powers can do.
Spore magic:
Spore magic is the ability to control and manipulate mushrooms, this includes the extensive amount of Ophiocordyceps taking over parts of the world. Spore magic takes the physical form of the mushroom your manipulating or controlling, but tends to be rubbery and squishy. This make it good for defensive playstyles as it isn't sharp enough to be directly deadly. When used to much past your immunity level and limiter you have the chance of your power start infecting your mind with spores making some actions fail for some time until it wares off. Roll 1d4 to determine how long this de-buff happens for (add these multipliers, constitution -2).
Infection magic:
Infection magic is the ability to control and manipulate disease and infections, this includes the very deadly newly evolved disease that broke society first. This magic is very practical as it can be used to cure people and help people with illnesses, its physical form is very hard and sharp making it very deadly in combat. When past your immunity or limiter you have the chance of your power start infecting your body making it harder to move and react to things in time until it wares off. Roll 1d4 to determine how long this debuff happens for (add these multipliers, constitution -2).
Corruption magic:
Corruption magic is the ability to use the mix of spore and infection magic that takes the physical form of a purple slimly liquid that can condense making it hard and sharp. This power is the most practical for fighting and is very deadly to you and the enemy, when you use this power it eats away at your body making it very difficult to keep up. When past your limiter or immunity your body will start to rot away for a few turns even making some limbs unusable for a short time and also make your body weaker to infections and magic. roll 1d4 to determine how long this happens for (add multipliers, constitution -2 immunity -1).
Fire magic:
Fire magic is the ability to control and manipulate flames and heat, this is very practical for colder climates and also in the spore biome as spores are repelled by heat and flames. This power is very hot and almost like liquid when being manipulated, it can shape around objects and acts like water. Its main weakness is running out of oxygen or power to fuel it as either one of these can make the flames die out. If your limiter or immunity runs out while using this magic then you will over heat and pass out for several turns, roll 1d4 and that's how many turns your past out for and how many times this debuff is active after you wake up (add multipliers, power -2 immunity -1).
Water magic:
Water magic is the ability to control and manipulate water, this can be making it solid like ice. Water magic users tend to be more Intune with there magical side and have more magical strength then others. water magic is very practical for hot desert climates and is very useful in fights, this can be for defence and offence. If you go over your limiter or immunity level then you have the chance to pass out from dehydration, roll 1d4 to determine how many turns you are past out for and how many times this debuff is active after you wake up (add multipliers, power -2 limiter -2).
Air magic:
Air magic is the ability to control and manipulate air and the flow of wind, wind magic is very defensive and protective and is mainly used to alter the directions of moving objects. If you go over your limiter or immunity then you can pass out from lack of oxygen, roll 1d4 to determine how many turns you are past out for and how many times this debuff is active after you wake up (add multipliers, wisdom -1 dexterity -2).
Earth magic:
Earth magic is the ability to control and manipulate earth and basic minerals, this magic is very versatile in battle as it can be offensive and defensive and can be used anywhere as you'll always have earth to mold. It is significantly more difficult to increase your mastery level of earth magic, when you go past your limiter or immunity you will pass out from body exertion. Roll 1d4 to determine how many turns you are past out for and how many times this debuff is active after you wake up (add multipliers, strength -2 ).
Death magic:
Death magic is a very practical magic for a support character, it represents its self as a smoky cloud like vapor. This magic can debuff people and stop regeneration entirely if powerful enough for a short while, these de-buffs can be any core stat on a character making it very versatile against stronger opponents. Death magic is very dangerous for the caster though, if you go over your limiter or immunity then you'll start to turn to dust and your body will flake off. Roll 1d4 to determine how many turns you are decaying for and how many times this de-buff is active after you wake up (add multipliers, power -1 wisdom -1).
life magic:
Life magic is a very practical magic for a support character, life magic presenting its self as green gel type substance and is very good for a supporting power for a strong battle character. Life magic on its own is very weak as it cannot be used to directly attack your opponent, it is for buffing and de-buffing people and other creature, this power can buff any stats on a character and can be used to directly heal people and yourself instantly (if your powerful enough for the injury). if you go past your limiter or immunity then you will start to degrade and decay into dust for a few turns this can cause a missing arm for a short time or any other body part. Roll 1d4 to determine how many turns you are decaying.
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