Would you like to react to this message? Create an account in a few clicks or log in to continue.


It´s an Epic Warriors Text Based RPG online
 
HomePortalLatest imagesSearchRegisterLog in

 

 Shade's Dragon Staff

Go down 
2 posters
AuthorMessage
Dragondude62
Warrior Prince of the Dragoneers
Warrior Prince of the Dragoneers
Dragondude62


Posts : 80
Join date : 2009-01-31

Shade's Dragon Staff Empty
PostSubject: Re: Shade's Dragon Staff   Shade's Dragon Staff I_icon_minitimeMon Feb 09, 2009 12:24 am

accepted
Back to top Go down
«°-°¯Ð@®k¯°-°»
The High Wizard
The High Wizard
«°-°¯Ð@®k¯°-°»


Posts : 12
Join date : 2008-11-23

Shade's Dragon Staff Empty
PostSubject: Shade's Dragon Staff   Shade's Dragon Staff I_icon_minitimeWed Feb 04, 2009 8:17 pm

Name: Dragon Staff

Attributes: Fire and lightning

Appearance:

Spoiler:

Abilities: my staff can transform into a spell book

Spells:

1.Name:Meteor Swarm
Type: Offensive
Description:
Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When the owner cast it, four 2- foot-diameter spheres spring from his outstretched hand and streak in straight lines to the target he has selected. The meteor spheres leave a fiery trail of sparks.

If he aim a sphere at a target, he may make a ranged touch attack to strike the target with the meteor. Any target struck by one of these spheres takes of bludgeoning damage. If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. The caster may aim more than one meteor at the same target. Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing fire damage to each target in the area.

2.Name: Flaming Sphere
Type: Offensive
Description:
A burning globe of fire rolls in whichever direction the caster´s point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals fire damage to that creature. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for the caster); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.

3. Name: Dispel Magic
Type: Defensive
Description:
The caster can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. The caster make a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a undead summoned by monster summoning), teh caster make a dispel check to end the spell that conjured the object or creature.

Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

4. Name: Magic Circle against Evil
Type:
Description:
All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. The caster must overcome a creature’s spell resistance in order to keep it at bay.
This spell has an alternative version that the caster may choose when casting it. A magic circle against evil can be focused inward rather than outward. When the spell was already done, a cirlcle light will surround approximately 3 person including the caster and all the creatures who wants to cross the circle with bad influence, he/she won´t cross the circle’s boundaries because only creatures with good influence can enter the magic circle of light.

This spell will last for 2 posts

5. Name: Hellball
Type: Offensive
Description:
A hellball deals acid damage, fire damage, electricity damage,sonic damage to all creatures within the area.The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.

6.Name: Living Lightning
Type: Offensive
Description:
The caster develops a spell that he or she can cast; thereafter, the spell can effectively “cast itself.” When the caster casts the spell, a stroke of energy deals electricity damage to each creature within the spell’s area. Living lightning follows all the standard rules for epic spell casting when the caster casts it. Living lightning is sentient and generally friendly toward the caster. It has the caster’s mental ability scores, but it has no physical ability scores. It senses the world through the caster’s senses and communicates with him or her by thought. As a self-triggering spell, it isn’t truly alive but is a fragment of the caster’s personality. It cares little for the world around it, but at the caster’s urging (and sometimes at its own discretion) it casts itself at his or her foes. Casters who prepare spells before casting must prepare living lightning normally in order for it to cast itself.

7.Name: Rain of Fire
Type: Offensive and Defensive
Description:
This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the caster and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes a fire damage each firedrops. The fiery storm is stationary and persists even if the caster leaves.

8.Name: Verdigris Tsunami
Type: Supplementary
Description:
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a move to avoid the fast-moving growth, which otherwise deals physical damage from the crushing press.

9.Name: Heal
Description:Heal enables the caster to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. If used against an undead creature, heal instead acts like harm.

10.Name: Holy Word
Type: Offensive
Description: Any nongood creature within the area that hears the holy word suffers the following ill effects.

The effects are cumulative and concurrent.

Deafened: The creature is deafened for 1 post.

Blinded: The creature is blinded for 2 posts.

Paralyzed: The creature is paralyzed and helpless for 1 posts.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 3 posts. This effect takes place regardless of whether the creatures hear the holy word.

11.Name: Chain lightning
Type: Offensive
Description:
This spell creates an electrical discharge that begins as a single stroke commencing from the caster´s fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals of electricity damage to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to the damage of the primary target. The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

You choose secondary targets as the caster like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. The caster choose to affect fewer secondary targets than the maximum.

12.Name: Sanctuary
Type: Supplementary
Description:
Creates an area sanctuary effect around all the place targeted. Mortals and non-undead creatures within the sanctuary are healed (critical damages can be healed but dead people can´t). Undead property and Demon family creatures take Holy property damage equal the sanctuary's heal and if they try to come within the sanctuary they´ll be knocked back out of each time they try having the the holy property damage. (it lasts until 2 posts)
Back to top Go down
https://epicwarriors-rpg.rpg-board.net
 
Shade's Dragon Staff
Back to top 
Page 1 of 1
 Similar topics
-
» Staff/Scepter Template

Permissions in this forum:You cannot reply to topics in this forum
 :: Application Section :: Staff/Scepter Applications-
Jump to: