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An RPG with live battles and offline roleplaying based on a roll system set up in the world of the Fate/Stay series.
 
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 Spell Rules

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Posts : 30
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Join date : 2017-04-10

Character sheet
Level: 99
Health:
Spell Rules Left_bar_bleue1000000/1000000Spell Rules Empty_bar_bleue  (1000000/1000000)
Mana:
Spell Rules Left_bar_bleue1000000/1000000Spell Rules Empty_bar_bleue  (1000000/1000000)

Spell Rules Empty
PostSubject: Spell Rules   Spell Rules I_icon_minitimeTue May 02, 2017 2:16 am

Spells


When you start the game and choose to be a mage you start with 3 spells. New spells can be created every level or you can increase the strength of a previous one that you created and this will be a permanent change. There are 10 spell levels and your ability to cast higher level spells increases every 2 levels. Every player will be focused on a single school of magic; Damage, Heal, or Support. Later levels will allow you to learn the basics of another school (levels 5 and 15)

School of Damage: Focuses on magic to use in combat as a means of inflicting damage to enemies. They are varied in different ways and are completely up to you to decide how they damage.

School of Healing: Focuses on curative magic that is used to heal other players and heroic spirits. Not all methods of healing are the same. Healers also specialize in out of combat support.

School of Support: Focuses on magic that aids others in combat. Spells that shield, restrain, buff, or debuff are just some of the things a support can do.

It is possible to do unique spells that do not follow into the schools listed but it will need to be approved by staff.

Level 1:
Damage Spells: Damaging spells do 5 Damage (1d8) + INT Modifier
Heal Spells: Healing Spells heal for 5 health  (1d8) + INT Modifier
Support Spells:
-Shields block 1 level 1 spell. Also blocks 5 damage from a physical weapon.
-Barriers break at 1 level 1 spell or 5 damage from a physical weapon.
-Buffs/Debuffs can alter a single skill by either a +1 or a -1 for 1 turn.
-Restraints keep the opponent from moving and can withstand 1 level 1 spell. Also blocks 5 damage from a physical weapon.

Level 2:
Damage Spells: Damaging spells do 12 Damage (3d6) + INT Modifier
Heal Spells: Healing Spells heal for 12 health  (3d6) + INT Modifier
Support Spells:
-Shields block 1 level 2 spell or 2 level 1 spells. Also blocks 10 damage from a physical weapon.
-Barriers break at 1 level 2 spell or 2 level 1 spells or 10 damage from a physical weapon.
-Buffs/Debuffs can alter a single skill by either a +1 or a -1 for 2 turns.
-Restraints keep the opponent from moving and can withstand 1 level 2 spell or 2 level 1 spells. Also blocks 10 damage from a physical weapon.

Level 3:
Damage Spells: Damaging spells do 15 Damage (3d8) + INT Modifier
Heal Spells: Healing Spells heal for 15 health  (3d8) + INT Modifier
Support Spells:
-Shields blocks 1 level 3 spell, 2 level 2 spells, or 3 level 1 spells. Also blocks 15 damage from a physical weapon.
-Barriers break at 1 level 3 spell or 2 level 2 spells or 3 level 1 spells or 15 damage from a physical weapon.
-Buffs/Debuffs can alter a single skill by either a +2 or a -2 for 1 turns.
-Restraints keep the opponent from moving and can withstand 1 level 3 spell, 2 level 2 spells, or 3 level 1 spells. Also blocks 15 damage from a physical weapon.

Level 4:
Damage Spells: Damaging spells do 20 Damage (3d12) + INT Modifier
Heal Spells: Healing Spells heal for 20 health  (3d12) + INT Modifier
Support Spells:
-Shields blocks 1 level 4 spell, 2 level 3 spells, or 3 level 2 spells. Also blocks 20 damage from a physical weapon.
-Barriers break at 1 level 4 spell or 2 level 3 spells or 3 level 2 or 20 damage from a physical weapon.
-Buffs/Debuffs can alter a single skill by either a +2 or a -2 for 2 turns.
-Restraints keep the opponent from moving and can withstand 1 level 4 spell, 2 level 3 spells, or 3 level 2 spells. Also blocks 20 damage from a physical weapon.

Level 5:
Damage Spells: Damaging spells do 30 Damage (10d4) + INT Modifier
Heal Spells: Healing Spells heal for 30 health  (10d4) + INT Modifier
Support Spells:
-Shields blocks 1 level 5 spell, 2 level 4 spells, or 3 level 3 spells. Also blocks 30 damage from a physical weapon.
-Barriers break at 1 level 5 spell or 2 level 4 spells or 3 level 3 spells or 30 damage from a physical weapon.
-Buffs/Debuffs can alter a single skill by either a +3 or a -3 for 1 turns.
-Restraints keep the opponent from moving and can withstand 1 level 5 spell, 2 level 4 spells, or 3 level 3 spells. Also blocks 30 damage from a physical weapon.

Level 6:
Damage Spells: Damaging spells do 40 Damage (10d6) + INT Modifier
Heal Spells: Healing Spells heal for 40 health  (10d6) + INT Modifier
Support Spells:
-Shields blocks 1 level 6 spell, 2 level 5 spells, or 3 level 4 spells. Also blocks 40 damage from a physical weapon.
-Barriers break at 1 level 6 spell or 2 level 5 spells or 3 level 4 spells or 40 damage from a physical weapon.
-Buffs/Debuffs can alter a single skill by either a +3 or a -3 for 2 turns.
-Restraints keep the opponent from moving and can withstand 1 level 6 spell, 2 level 5 spells, or 3 level 4 spells. Also blocks 40 damage from a physical weapon.

Level 7:
Damage Spells: Damaging spells do 50 Damage (10d8) + INT Modifier
Heal Spells: Healing Spells heal for 50 health  (10d8) + INT Modifier
Support Spells:
-Shields blocks 1 level 7 spell, 2 level 6 spells, or 3 level 5 spells. Also blocks 50 damage from a physical weapon.
-Barriers break at 1 level 7 spell or 2 level 6 spells or 3 level 5 spells or 50 damage from a physical weapon.
-Buffs/Debuffs can alter a single skill by either a +4 or a -4 for 1 turns.
-Restraints keep the opponent from moving and can withstand 1 level 7 spell, 2 level 6 spells, or 3 level 5 spells. Also blocks 50 damage from a physical weapon.


Level 8:
Damage Spells: Damaging spells do 60 Damage (10d10) + INT Modifier
Heal Spells: Healing Spells heal for 60 health  (10d10) + INT Modifier
Support Spells:
-Shields blocks 1 level 8 spell, 2 level 7 spells, or 3 level 6 spells. Also blocks 60 damage from a physical weapon.
-Barriers break at 1 level 8 spell or 2 level 7 spells or 3 level 6 spells or 60 damage from a physical weapon.
-Buffs/Debuffs can alter a single skill by either a +4 or a -4 for 2 turns.
-Restraints keep the opponent from moving and can withstand 1 level 8 spell, 2 level 7 spells, or 3 level 6 spells. Also blocks 60 damage from a physical weapon.

Level 9:
Damage Spells: Damaging spells do 70 Damage (10d12) + INT Modifier
Heal Spells: Healing Spells heal for 70 health  (10d12) + INT Modifier
Support Spells:
-Shields blocks 1 level 9 spell, 2 level 8 spells, or 3 level 7 spells. Also blocks 70 damage from a physical weapon.
-Barriers break at 1 level 9 spell or 2 level 8 spells or 3 level 7 spells or 70 damage from a physical weapon.
-Buffs/Debuffs can alter a single skill by either a +5 or a -5 for 1 turns.
-Restraints keep the opponent from moving and can withstand 1 level 9 spell, 2 level 8 spells, or 3 level 7 spells. Also blocks 70 damage from a physical weapon.

Level 10:
Damage Spells: Damaging spells do 90 Damage (15d10) + INT Modifier
Heal Spells: Healing Spells heal for 90 health  (15d10) + INT Modifier
Support Spells:
-Shields blocks 1 level 10 spell, 2 level 9 spells, or 3 level 8 spells. Also blocks 90 damage from a physical weapon.
-Barriers break at 1 level 10 spell or 2 level 9 spells or 3 level 8 spells or 90 damage from a physical weapon.
-Buffs/Debuffs can alter a single skill by either a +5 or a -5 for 2 turns.
-Restraints keep the opponent from moving and can withstand 1 level 10 spell, 2 level 9 spells, or 3 level 8 spells. Also blocks 90 damage from a physical weapon.


Last edited by Game Admin on Thu May 04, 2017 4:41 am; edited 7 times in total
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Game Admin


Posts : 30
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Join date : 2017-04-10

Character sheet
Level: 99
Health:
Spell Rules Left_bar_bleue1000000/1000000Spell Rules Empty_bar_bleue  (1000000/1000000)
Mana:
Spell Rules Left_bar_bleue1000000/1000000Spell Rules Empty_bar_bleue  (1000000/1000000)

Spell Rules Empty
PostSubject: Re: Spell Rules   Spell Rules I_icon_minitimeTue May 02, 2017 2:21 am

Levels 1-2= Level 1 Magic
Levels 3-4= Level 2 Magic
Levels 5-6= Level 3 Magic
Levels 7-8= Level 4 Magic
Levels 9-10= Level 5 Magic
Levels 11-12= Level 6 Magic
Levels 13-14= Level 7 Magic
Levels 15-16= Level 8 Magic
Levels 17-18= Level 9 Magic
Levels 19-20= Level 10 Magic
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Game Admin
Admin
Game Admin


Posts : 30
$ : 0
Join date : 2017-04-10

Character sheet
Level: 99
Health:
Spell Rules Left_bar_bleue1000000/1000000Spell Rules Empty_bar_bleue  (1000000/1000000)
Mana:
Spell Rules Left_bar_bleue1000000/1000000Spell Rules Empty_bar_bleue  (1000000/1000000)

Spell Rules Empty
PostSubject: Re: Spell Rules   Spell Rules I_icon_minitimeTue May 02, 2017 6:22 pm

Additional Effects

Spells are can be even more customized by the number and type of effects that they have. Effects can vary the way you want them too but increasing the number of additional effects requires greater levels.

Spell Levels 1-3 = 1 additional Effect.
Spell Levels 4-6 = 2 Additional Effects.
Spell levels 7-9 = 3 Additional Effects.
Spell level 10 = 4 additional Effects.

Types of Effects:

DoT Damage: Damage over time effects such as fire burning someone if they remain on fire. This damage is equal to the damage amount of the original spell. Lasts until the end of the targets next round. (example: Level 1 damage spell does 3 or 1d4 damage. Which means the DoT effect would also be 3 or 1d4). Additional effects can be requested and looked over by staff for potential approval to add it to the list below.

"CON Save with the Difficulty Challenge of 10+Spell Level"

AoE: Area of Effect spell that covers a wide area of at least a 10ft by 10ft zone.

Knock Down: A spell effect that renders a target prone to the ground.

"STR Save with the Difficulty Challenge of 10+Spell Level"

Knock Back: A spell effect that moves the target back 10ft.

"STR Save with the Difficulty Challenge of 10+Spell Level"

Stun: A spell effect that immobilizes the target for 1 round or until the end of the targets next turn.

"CON Save with the Difficulty Challenge of 10+Spell Level"

Extended Range: Doubles the spell's range.

HoT Heals: Heals over time effects (works similarly to DoT Damage).

Spell Save: Your spell is now modified and your opponent must make a spell save to avoid being hit instead of simply dodging. You choose the spell save stat. 8+(Spell Level).


Last edited by Game Admin on Thu May 04, 2017 4:30 am; edited 3 times in total
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Game Admin
Admin
Game Admin


Posts : 30
$ : 0
Join date : 2017-04-10

Character sheet
Level: 99
Health:
Spell Rules Left_bar_bleue1000000/1000000Spell Rules Empty_bar_bleue  (1000000/1000000)
Mana:
Spell Rules Left_bar_bleue1000000/1000000Spell Rules Empty_bar_bleue  (1000000/1000000)

Spell Rules Empty
PostSubject: Re: Spell Rules   Spell Rules I_icon_minitimeTue May 02, 2017 9:04 pm

How do spells hit?


Spells can hit in one of two different ways and the defense of them depends on the users skill as well as their opponents ability to avoid attacks.

Spell Attacks land when the opponent exceeds your Armor Class (AC), this depends on your race:

Humans: 9+FIGHT(Agility)
Homunculus: 8+FIGHT(Agility)

Spell Saves land when you fail to roll your opponents spell save or higher. All spell saves for spells are chosen by the spell creator when they create the spell and use spell save as an additional attribute.

Damage:

Spell Save= 8+Proficiency Bonus+INT Modifier.

Spell Attack Modifier= Proficiency Bonus+INT Modifier.

Heals:

Automatically hit allied players.

Support:

Restraints
Spell Save= 8+Proficiency Bonus+WIS Modifier.
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PostSubject: Re: Spell Rules   Spell Rules I_icon_minitime

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