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Fantasy Dawnmoor Mechanics

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titania

spirit crusher
Hey! So this is a thread I'm making to explain the mechanics of combat. Basically everything is based on how much mana a character has, and different spells cost different amounts of mana. Each school of magic starts out with a different amount of mana that increases with experience. Mana can be restored by resting for a few hours, or, in a pinch, consuming the glowing mushrooms growing around campus. However, consuming too many in a short period of time will result in either the worst trip of your life or death.
Pyromancers start out with 40 mana.

Conjure flame (Cost - 2)
Creates a small, inconsequential flame that can illuminate an area but cannot cause physical damage to any surroundings.

Spark (Cost - 2)
Creates a spark powerful enough to start a fire.

Minor ember (Cost - 3)
Can be used to heal minor wounds or to warm an area.

Blaze (Cost - 3)
Warms the hands so direct contact has the potential to cause burns.

Fireball (Cost - 8)
Summons a flaming projectile.

Ardor (Cost - 8)
Heals the injuries of a single target.

Hearth (Cost - 15)
Summons a well of healing that mends the injuries of any who step inside its confines. Requires 1 mana per round to keep active.

Wildfire (Cost - 15)
Creates a ring of fire around the battlefield from which 1 fireball per round after its creation can be fired at the cost of 4 mana.
Cryomancers start out with 50 mana.

Minor chill (Cost - 2)
Lowers the temperature of the room or conjures a gentle snowfall.

Minor glaciation (Cost - 2)
Slows down one enemy.

Ice plate (Cost - 3)
Creates a thin sheet of ice over a single body part to provide fortification.

Wall of Frost (Cost - 3)
Creates a wall of ice.

Glaciate (Cost - 8)
Slows down a maximum of 3 targets (moreso than minor glaciation).

Frostbite (Cost - 8)
Saps the health of a single enemy over time.

Frost armor (Cost - 15)
Creates a magical encasement around the body of one individual that reduces damage taken.

Crystallize (Cost - 15)
Freezes a single enemy in place.
Aeromancers start out with 30 mana.

Jumpstart (Cost - 2)
Provides a small jolt of electricity to the fingertips.

Breeze (Cost - 2)
Sends a gust of wind from the fingertips.

Charge (Cost - 3)
Ionizes a person or object with a positive or negative charge.

Current (Cost - 3)
Sends a damaging shock from the fingertips.

Twin bolt (Cost - 8)
Sends a powerful lightning bolt out to two enemies. If a target has been ionized, the mana cost is halved, but the ionization is removed.

Torrent (Cost - 8)
Summons a swell of seawater.

Squall (Cost - 15)
Summons a large, violent gust of wind capable of knocking over several enemies.

Tempest (Cost - 15)
Floods the field with seawater and conjures storm clouds which can eject lightning at the cost of 1 mana per bolt.
Geomancers start out with 50 mana.

Minor tremor (Cost - 2)
Causes the ground to shake slightly.

Enchanted stone (Cost - 2)
Allows a small rock to be used as a projectile.

Geoshield (Cost - 3)
Creates a wall of earth.

Terrestrial plate (Cost - 3)
Creates a protective covering of rock over a body part of a single target.

Fissure (Cost - 8)
Opens up a crack in the ground.

Magnetism (Cost - 8)
Allows a single target to levitate.

Animate golem (Cost - 15)
Brings a single golem made out of earthen materials (clay, marble, steel) to life. Requires 1 mana per turn to maintain.

Terrestrial armor (Cost - 15)
Creates a magical encasement around the body of one individual that reduces damage taken.
Necromancers start out with 40 mana.

Triage (Cost - 2)
Stabilizes an incapacitated ally but does not restore consciousness.

Suture (Cost - 2)
Takes the life force of another to heal minor wounds.

Spite (Cost - 3)
Absorbs the life energy of one creature to heal themselves.

Rancor (Cost - 3)
Absorbs the life energy of one creature to heal an ally.

Seance (Cost - 8)
Calls upon the spirits beyond the barrier to damage or possess an enemy. Possession requires 1 mana per turn to maintain.

Hemorrhage (Cost - 8)
Causes an enemy to slowly bleed out from an orifice. Costs 1 mana per turn to maintain.

Animate dead (Cost - 15)
Animates the nearest humanoid or animal remains. Requires 1 mana per turn to maintain.

Cursed well (Cost - 15)
Creates a poisonous well in the ground which saps the life energy of any enemies within its boundary and transfers a fraction of it to any allies within the boundary. Requires 2 mana per turn to maintain.
Animancers start out with 60 mana.

Triage (Cost - 2)
Stabilizes an incapacitated ally but does not restore consciousness.

Bounty (Cost - 2)
An enchantment that strengthens a single target.

Animate object (Cost - 3)
Animates a single object.

Mending (Cost - 3)
Heals the wounds of a single target.

Verdancy (Cost - 8)
Strengthens up to 3 targets (moreso than bounty).

Cherubim (Cost - 8)
Heals the wounds of 3 targets.

Biogenesis (Cost - 15)
Animates a nearby plant or tree. Costs 2 mana per turn to maintain.

Seraphim (Cost - 15)
Restores a single ally to full strength.
In battle, you're required to keep track of how much mana you have left and indicate somewhere which spell you're using when you cast one. I may tweak some things later or add more spells as the RP progresses!
 

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