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Posted: Sat Jan 19, 2013 2:57 pm
Ok im planning on a new Rp character with an interesting type of fungus based magic. Here im writing down the tree or magic path of his art.
Fungi paths of magic.
Slimes: The branch that focuses on summoning familiars and helpful beings to do the grunt physical fighting for you. You can make one of the slime life forms up to the second teir your permanent familiar but if you choose a new slime the old one wanders away. You can also summon for a specific instant or battle other slimes but once their task is done or the fight is over they will either wither or wander away.
Slime summons:
Goober slime: A highly acidic little purple blob of slime the size of a golf ball. It will sling launch itself at a target to wear away at their defenses. At first you can only summon one but this beginner summoning is easy to understand and exert your will over. alowing further refinement. at its second level you can summon three goobers at a time. and at its final mastered level you can summon nine in a single casting.
from this point there are three branches to the slime school: Parasitic, corosive, and Defensive.
Seifen slime: of the parasite school this slime able to move quietly and quickly leaves trails of itself between either the caster or a target the caster chooses and another target. This slime leaches blood and nutrients from the second target and uses it to revitalise the first.
Leech: Much like the siphon slime, creates a link between a friendly target and a non Friendly target. This one however drains vital essence.
Litch: The litch slime, the most feared of the slime summons of the parasite path. It not only consumes the vital essence and vital fluids, but the very vital spirit, according to the instructions of the summoner. (Besides a HP and stamina drain, at the beginning of each round you can choose one and only one stat and remove two points from the enemy and transfer those two points to the corresponding stat of the friendly target. However, while powerful, this friendly target can only be the caster.) This slime is a deep toxic green.
Rot summons:
Float slime: a little self contained digestive ball of lighter than air fluid. Contained within a membrane of of slime fungus. In the center is a mycelium mass, much like a brain or the nucleus of a cell. The fluid within is very corrosive, and the Floatslime will forcefully eject as a matter of defense, or it will float over and attach itself to the target, trying to digest them with these fluids. ( the float slime, much like the goober, is summoned one at a time. Unlike the goober, it's ability to lower defense is worth 12 goobers. That means each round that someone is in contact with the Floatslime's fluid they lose 12 points of defense. If their defense points are reduced to 0, they will lose 12 points of HP instead.
Dread slime: much like the float slime in that it is a powerful corrosive slime, and it is of the 3rd and final stage of mastery of the rot slimes. You'll only summon one of these bad boys at a time. What is different about the dread slime is that it is not airborne... Nor is it small. On a DnD board where a square is 5 feet, these guys take up 5x5 squares. It corrodes anything it touches, friend or foe alike. It also has nasty vapors that corrode at half the value of the slime itself. So if you were describing it in a RP setting, you would see the ground starting to blight and scorch from chemical erosion, while thick vapors withers and scorches trees as it oozes past. Grass would turn brown to yellow then melt into pools of sickening slime... That kind of thing. The moment you are done with this summon, it will ooze away into the ground. It's not the kind of thing that should be sticking around anyway. This slime is a sickly grey.
Defensive slimes:
Jell slimes: you can summon two of these slimes at one time. They have the ability to absorb one blow, slice, or spell each. This gives you a chance to have two critters blocking for you before they burst. You can summon them repeatedly, so 2, 4, 6, 8, 10 ect. They take a full round to summon, any summons do.
Bounce slime: you can summon these one at a time, and they take up the space of your entire body. It's a large one, and it can take two hits. Like a weeble wobble, it will take the force of a hit or strike and return it with the same kind of force or strike. Hit it with a hammer? Don't stick around or you'll get hit back!
Symbiote slime: This slime is very tough and very dense. As the mastery level slime for the defense path, it can only be summoned one at a time and will only protect the caster. It will form around the caster as a suit of thick armor, raising the caster's defense considerably. Once the battle ends or the caster is done with the summon it will immediately go away. This slime is a deep deep violet.
Now we deal with the other school of fungus magic. Which immediately has two paths. Defense and Travel.
Defense:
Scales: The first spell of the defense path has three stages of development. The first stage gives the caster gauntlet like scale growths that sprout from fingertip to elbow, of durable, overlapping, layered shelflike fungus. The second stage causes similar growths to grow out if your legs, toe to knee. The final stage of this spell causes these growths to grow on your torso, from right below the chin down to your elbows and knees. Each portion if the armor has to be summoned one at a time. Each portion of armor gives you a +2 defens boost. With all thee pieces of the armor growths on you get a total of a +6 defense boost. When you have mastered all three stages, you can pick which stage of armor you wish to have on.
Wall: The second spell of the defense shelf path, has two stages. The first stage allows with a raise of an arm, a fungal wall that is consisted of a very large shelf like fungus. The wall is about a foot taller and two feet wider then the caster. Until the caster learns the second stage, one wall is all they can maintain. The second stage allows three walls, which surround the caster. These walls supply cover for the caster and allows a free space for the caster to leave the enclosed space.
At this point the defense paths split once more. They split into the heavy defense and light defense paths.
Heavy defense path:
Club: the first spell of the heavy defense path, is the Club spell. You summon a large, club like fungal growth out of your arm of choice-- left or right. It grows out of your forearm, and extends beyond your hand by a good foot. The club is made of a collection of bulbous, heavy, fungal masses. It produces the same blunt force trauma as a heavy mace.
Plate Body: when casting this spell, large plates of layered, interwoven, heavy plate- like shelflike funguses cover the caster's body from head to toe, it is complete with shoulder pauldrons, elbow and knee guards, the full works. Such heavy armor precludes speed. The caster can go from unarmored to an armored fortress in an instant. This spell gives a big 12 point boost to defense.
Light defense paths:
Edge: The first spell of the light defense paths is Edge. It summons on both arms, large fungal growths growing out of your forearms. It grafts onto the arm, wrapping around your wrist, conforming to the curves of your hand, extending beyond your knuckles, and turning into a a sharp blade that extends a foot and a half-- like a extremely long punch dagger. It still allows for full mobility if your hands and fingers. They grow until they are honed to a naturally keen edge, easily surpassing things like the natural defense of cloth or normal leather.
Scale Body: Much like Plate Body, but instead of full and interlocking plates, this armor is consisted of light and flexible interwoven scales. This spell does not provide as much defense as the Plate spell, but allows the caster full speed and mobility, providing 8 points of defense and no movement restrictions.
Travel:
Step: The first spell of the travel path is the Step spell. This beginning spell also has three stages of mastery. The first spell summons a shelf like fungus out of the environment around you. These shelf-likes are about the size of a human foot, so they are about a foot long and a foot wide-- but strong enough to handle 900lbs being hung off of them-- so trust these will not fail you. Watch your step, because once you step off of the first it vanishes. Thankfully by then there is already a shelf like to step on before you! The next stage allows you to summon two of these shelf likes, no larger then before. Then the third stage allows you to summon four at a time. They appear in an ascending or descending order according to your natural gait. So think of a staircase coming out of the side of a tree or building if you will.
Spring: the next spell for the shelf travel path is the Spring spell. This spell allows the caster to summon four shelf likes in targeted locations in the caster's area. Then the caster steps on one and bounces to the next one. Just like the steps they can handle large amounts of weight, and they disappear after you jump off of them... So you better be committed to your jump!
Jet: The jet spell summons a shelflike fungus that are shaped like a massive kidney bean. It has a slightly domed top-- the bottom is flat so far as the shelf, but the bottom excretes a powerful mist-like form of the lighter then air liquid that is responsible for making Floatslimes defy gravity. It will grow just large enough to support the caster. This spell is tied to your will, and by directing it you can mentally steer and direct it's course. It travels quite fast if you want it too, or can hover perfectly still in place. This spell will last for an entire day, until the forces responsible for allowing it to fly dissolve. What is left behind is a tough, durable, kidney bean shaped shelflike. As one of the few remaining magically produced mushrooms, that remain after it's casting, it is often repurposed into a portable shield.
Warp: The final and master spell of the travel shelf path is known as Warp. This spell summons a shelf like colony of frosty blue fungal tube fibers that weave into a round lace-like woven shelf that has a slightly mint green glow, and is as thin as paper and as round as a china plate. It is as hard as tempered diamond--- these will not fall out from under you. They are perfectly round save for the anchor to the surface it's growing out of. These are always summoned in pairs. The caster's will determines. it's size-- it can warp anything that fits within it round boundaries. The minimum size is a 1 foot radius/ 2 ft diameter. The largest can get to 12 ft radius/ 24 ft diameter. The spell lasts as long as the caster maintains their focus on it. This has lead to wizards making a quite profitable business transporting packages, people, goods, illicit goods... Anything you need transported quickly and quietly... No questions asked. It's range is a mile and a half. If you use this spell you do not have to see the end of the warp to cast it, but if the destination pad is in an unsafe place, neither pad will form. Safety is relative-- it won't teleport you into a rock and die-- but it is just fine teleporting you into a room full of noxious gasses. Once the caster lets go of the spell the fungus loses it's pale blue color and mint green glow.
(((Thats all for now I will be adding more later as i refine what each spell does. mrgreen )))
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Posted: Sat Jan 19, 2013 3:58 pm
Very original concept dude, I like
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Posted: Sat Jan 19, 2013 4:03 pm
Thank you it also has shelves as a path wich either makes walls weapons or armor. Or you can use the shelves path for magic travle.
Stool path wich either heals you of damage or status ailments OR augments your stats/powers.
or the puff path with uses exsplosive puff ball projectiles to either inflict damage like poison or force on either multiple ot singular foes. mrgreen i have the paths just want to refine the effects.
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Posted: Sat Jan 19, 2013 4:04 pm
omgIisonfiyah Very original concept dude, I like ((Incase you didnt see i replied lol.))
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Gyzvx rolled 1 20-sided dice:
4
Total: 4 (1-20)
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Posted: Sat Jan 26, 2013 11:46 pm
Still making the spells but the rp I was looking forward to joining apparently isn't interested. Oh well, best laid plans and all that.
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Posted: Sun Jan 27, 2013 12:48 am
Keep going please, I want to see where this goes 3nodding
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Gyzvx rolled 1 20-sided dice:
5
Total: 5 (1-20)
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Posted: Sun Jan 27, 2013 1:48 pm
Spells have been updated!!!
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Posted: Fri Feb 01, 2013 12:21 pm
sad why cants we alls gets alongs squizgarz?!!!
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Posted: Fri Feb 01, 2013 2:57 pm
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Gyzvx rolled 1 20-sided dice:
11
Total: 11 (1-20)
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Posted: Fri Feb 01, 2013 9:42 pm
GlurkAnd here is the wizard using these spells!
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Posted: Sat Feb 02, 2013 3:28 pm
Just updated the spell list!!
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Gyzvx rolled 1 20-sided dice:
5
Total: 5 (1-20)
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Posted: Tue Feb 05, 2013 9:22 am
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