Just a, well, big ol' codex request mess. Lots of random stuff like weapons, spells, skills, monsters, etc. inspired by games, books, my own "creativity" and other such bull - all fitted to be as lore-friendly as possible.
Brackets are mostly used to imply a part that is either subject to change or where I'm unsure what would be fitting, likely in regards to stats or any other such detail. In most cases, these brackets and the contents within should be removed unless deemed necessary for the description.
Also, I'll be letting you handle the formatting and such.
Please praise me, daddy.
Content List
- 29 spells
- 9 skills
- 5 weapons
- 3 monsters
Spells
Here, I focused on adding a large amount of spells for the less numerically appreciated elements (looking at you, void) while still adding some fun spells for other elements of lower priority. Just as a sidenote, I was surprised to see the low amount of fire spells since I see it as one of, if not the most popular of the 4 basic elements in general.
Void Spells
19 void spells + 7 (1st priority)Hide and SeekThe user can mark access points to a personal space. This personal space is a 10x10x3 (length, width, height) white room with a single door that the user can open to utilize any marked access points. Any object, person, being, etc. can be brought into the personal space, and, depending on your ability, you could possibly expand the size of the space.
Costs 60 mana to mark a point, there is no per-turn or over time cost of maintenance. Limit of 10 access points at a time; if an 11th is made, an old one must be overwritten - I personally suggest writing down your access points.
EraserThe user imbues their hand with an unstable energy and swipes at an enemy, erasing everything that is touched without fail. If the user swipes at the air, it can bring an enemy or object nearer and open them for closer ranged attacks. Mid range (50 meters)
Costs 40 mana to use. Deals 40 void damage.
At enemy: Roll 1 dice with 6 sides. 1 or 6 to hit.
At air: Brings an object or enemy closer. The user can then attack with their weapon of choice with only up to half the weapons maximum amount of rolls.Arm BreakerThe user opens a gate to another world and summons a quad-armed, deformed humanoid whose savagery can only be described with the fact that it enjoys breaking the arms of viro. Targets only enemies with unbroken arms, and disappears when he cannot use Break Arm anymore. [Holy]
Costs 60 mana to use.
Health: 40
Mana: 10
Stamina: 140
Skill - Break Arm: The Arm Breaker attempts to break the targets arm. What did you expect? Costs 20 stamina. Roll 2 dice with 6 sides. 1, 3 or 6 to hit. If hit: Deals 20 void damage. Roll 1 dice with 6 sides. 1, 2 or 3 for moderate break to arm and 4, 5 or 6 for major break to arm. Melee range.Leg BreakerThe demented sister to the creatively named Arm Breaker, the leg breaker is not only equally as creatively named, but just as dangerous. Identical in appearance to the Arm Breaker, but reportedly uses a squeaky, female voice as it cackles on the battlefield. Targets only enemies with unbroken legs, and disappears when she cannot use Break Leg anymore. [Holy]
Costs 60 mana to use.
Health: 40
Mana: 10
Stamina: 140
Skill - Break Leg: The Leg Breaker attempts to break the targets leg. What did you expect? Costs 20 stamina. Roll 1-2 dice with 6 sides. 1, 3 or 6 to hit. If hit: Deals 20 void damage. Roll 1 dice with 6 sides. 1, 2 or 3 for moderate break to leg and 4, 5 or 6 for major break to leg. Melee range.Visual DistortionThe user distorts the targets eyes, warping their vision and potentially blinding them temporarily.
Costs 15 mana. Roll 1 dice with 6 sides. 1, 3 or 6 to hit. If hit: Deals 5 void damage. Roll 1 dice with 6 sides. 1, 2 or 3 for minor blind on target, 4, 5, or 6 for moderate blind on target. Mid range.Brittle ArmorThe user manipulates void energy to create a circular field around any specified point within a 20 meter range in which armor is significantly weakened.
Costs 50 mana to use. Creates a 5-meter radius translucent globe where armor values drop by 2 points.Black FieldThe user creates a mass expanse of void energy that amplifies the strength and effective range of all void spells.
Costs 100 mana to use. The user creates a field with a size of their own choosing between 2 and 30 meters. When within the field, damage of void spells is doubled and range is increased by 1 level. Wears off after 2 turns.
Fire Spells
22 fire spells + 6 (2nd priority, shared with earth)EngulfThe user can invoke the power of flames by surrounding themselves in a surprisingly convenient energy that sets enemies and allies alike on fire as long as they're within range. The downside, besides the mana cost, is that you also set yourself on fire.
Costs 50 mana to use and 10 mana per turn to maintain. Deals 20 fire damage to all enemies and allies within a 10-meter range per turn and inflicts moderate burn on yourself and all targets. Deactivating the ability will stop the casters burning immediately while enemies will take 3 turns for their ailment to stop. Leaving the 10-meter range will also start the countdown, although it will be restarted if you re-enter. Close range.Accelerate BlazeThis spell literally makes the target more flammable, increasing the damage of all fire and accelerating the rate at which the target burns.
Costs 20 mana. Fire spells deal +10 damage. Burn ailments have their potency increased by 1; if major, no effect takes place. Lasts 2 turns.
VainglorySummon a huge beam of white-hot fire from the heavens and eradicate your opponents and the ground on which they tread from the face of the earth.
Costs 300 mana to use. Any entity withing a 20-meter radius of the targetted point will be dealt 200 fire damage plus 25% of their maximum health - and twice that for undead creatures (400 damage plus 50% of maximum health). The affected area will be turned into a burning wasteland, inflicting major burn on anyone standing in it. The burning wasteland cools down after 5 turns. The user cannot move for 2 turns after casting the spell. [Holy]Fireball Cast a flaming sphere of fire to inflict damage on the target. Simple enough, right?
Costs 25 mana to use. Roll 1 dice with 6 sides. 1, 3 or 6 to hit. Deals 15 fire damage. If hit, roll 1 dice with 6 sides. 1, 3 or 6 to inflict minor burn.LavawalkerLavawalker gives the caster and their clothes, oddly enough, complete imperviousness to non-magical fire, allowing them to safely tread through lava and magma alike as if it was but mud. An essential spell for risk-taking volcanologists.
Costs 45 mana to use. +20 resistance against fire. Fire spells dealing 20 damage or less are completely negated.FirestarterStart a small, undamaging fire on one of your teammates. Anyone who gets too close will be burned.
Costs 50 mana to use. Lasts for 5 turns. Any enemy who comes within 5 meters of the target will be inflicted with moderate burning.
Earth Spells
22 earth spells + 6 (2nd priority, shared with fire)Gravitational CrushA cruel usage of the Gravitational Pull spell, this spell takes hold of the targets body and pushes it inwards it self, crushing whoever is unfortunate enough to be targeted.
Costs 80 mana to use. Roll 1 dice with 6 sides. 1, 3, or 6 to hit. Deals 55 earth damage to target. If hit; Roll 1 dice with 10 sides. 1, 2, 3 or 4 for moderate break to both arms, 5, 6, 7 or 8 for moderate break to both legs. 9 or 10 for moderate break to both arms and both legs. Close range.Create GolemA classic use of earth magic, creating a golem is easy to learn, but hard to master. This spell is notable for it's scaling ability and variety in usage. Requires a nearby source of dirt or rocks.
Small golem
Costs 20 mana to summon.
Health: 50.
Mana: 5.
Stamina: 5.
1-meter tall golem. For attacking, roll 1-3 dice with 6 sides. 1 or 6 to hit. Deals 10 blunt damage. Melee range. Stays summoned for 3 turns before crumbling.
Medium golem
Costs 40 mana to summon.
Health: 75.
Mana: 5.
Stamina: 5.
3-meter tall golem. For attacking, roll 1-3 dice with 6 sides. 1 or 6 to hit. Deals 20 blunt damage. Melee range. Stays summoned for 3 turns before crumbling.
Large golemCosts 60 mana to summon.
Health: 100
Mana: 5
Stamina: 5
5-meter tall golem. For attacking, roll 1-3 dice with 6 sides. 1 or 6 to hit. Deals 30 blunt damage. Melee Range. Stays summoned for 3 turns before crumbling.
Huge golem
Costs 100 mana and takes 2 rounds to summon.
Health: 150
Mana: 5
Stamina: 5
10-meter tall golem. For attacking, roll 1-4 dice with 6 sides. 1, 3 or 6 to hit. Deals 50 blunt damage. Stays summoned for 3 turns before crumbling.
Cataclysmic golem
Costs 200 mana and takes 3 rounds to summon.
Health: 300
Mana: 5
Stamina: 5
25-meter tall golem. For attacking, roll 1-6 dice with 6 sides. 1, 3 or 6 to hit. Deals 100 blunt damage. Stays summoned for 3 turns before crumbling.
Earthen BastionCreates a 4-meter radius circular globe of earthen materials around the caster, blocking most attacks from all directions relatively well.
Costs 40 mana to use. Creates a 4-meter radius globe around the user. AP 3. Lasts 2 turns.LandslideEver wanted to reenact the Khait Landslide? Well, now you can, by creating a large amount of boulders and tossing them at your opponents.
Costs 20 mana per boulder created. Deals 20 earth damage. Roll 1-10 dice with 6 sides. 1, 3 or 6 to hit. Can hit multiple enemies, if specified. Mid range (100 meters).BurrowThe caster permanently moves the earth below them to create a hiding spot big enough for them to, for example, hide in. Can also be directed to burrow in other directions. Often used for smaller digging jobs.
Costs 15 mana to use.Sand DevilInvoke the mysticism of the desert by destroying the opposition with what can only be described as the mix of a sandstorm and a tornado.
Costs 45 mana to use. Creates a sand tornado that lasts for 2 turns, attacking everything within melee range of it. Deals 20 earth damage. Summoning range is close range.
Light Spells
25 light spells + 3 (3rd priority)
PhotosynthesisBask in the light of the sun and be reborn!
Costs 10 mana. Heals 5 health and restores 15 mana over 5 rounds [3 mana per round].RegaliaYou are a source of hope... and light as well, with this spell. Undead beware your glory.
Costs 20 mana to use and 5 per round to maintain. Undead creatures within close range, 15 meters, will have all stats lowered by 10 (cannot go below 1).
Platform
Creates a translucent, movable square 2x2x0,2 (length, width, height) platform in the air that can be used for, for example, transportation purposes. The platform can be rotated and manipulated in just about any way (except changing the dimensions). The platform is durable, capable of withstanding around 200kg's of weight. [Miscellaneous, universal?]
Costs 15 mana to use. Does not cost mana to move platform.
Water Spells
27 water spells + 1 (4th priority)Anti-Molecular Vibration Beam (AMVB)The user fires a beam of ice-magic infused energy, temporarily halting the molecular vibrations of whoever is hit, causing incredibly painful freezing. [Holy?]
Costs 30 mana to use. Deals 20 ice damage. Roll 1 dice with 6 sides. 1, 3 or 6 to hit. If 6 lands, the enemy is frozen, making them unable to move for 2 turns. Long range, but can be used just as well at mid and short range.
Darkness Spells
literally nothing
fuck u, u edgy element
go eat some protons
Wind Spells
30 wind spells + 3 (6th priority)
Sickening GasThe user infuses an object with poisonous gas. If the object is disturbed at any point 10 seconds after imbuement, it will detonate, filling the surrounding area with noxious gasses. [Unholy]
Deals 5 initial poison damage, and then 5 DoT for 3 turns to all biological entities not immune to poison within a 5 meter radius. Costs 20 mana. If object is thrown: Roll 1 dice with 6 sides. 1, 3 or 6 to hit. Damage of impact is based on the object itself.Arc TrapThe user places a dangerous electrical trap with a current of around 0.05 amperes. If anyone besides the user comes within 0.5 meters of the trap, it will detonate, zapping everyone besides the user within a 3 meter radius. Can also be detonated at will. [Holy]
Deals 25 shock damage. Moderate shock applied to all targets hit. Costs 30 mana to use. Can safely be placed in water, as long as it is not detonated.DenialBy manipulating air currents, the user can create something like a redirecting shield around themselves or an ally, redirecting incoming projectiles. Does not work with magic.
Costs 20 mana to cast and 5 per turn to maintain. When active, for every ranged attack that would otherwise land, roll a dice with 6 sides. 1, 3, 4 or 6 to negate the attack.
Pure Magic Spells
32 spells + 3 (7th priority)
Charged HeresyWhen activated, every time the user deals direct damage to an enemy, a small amount of energy will be stored, which can at will be infused into a bullet or projectile to deal additional damage.
Costs 30 mana to use. Only applies to handheld ranged weaponry. For every enemy hit, 5 magic damage is stored in the form of energy to deal additional damage, capping at 50 extra damage. This extra damage can be infused into a single bullet, having said bullet deal extra damage and increasing its accuracy by 1. Keeps charging until energy has been released.Charged ChivalryWhen activated, every time the user hits an enemy with the weapon charged will imbue the weapon with an explosive energy. After a while, or at command, the weapon will glow a bright blue and release a violent blast of energy at all enemies.
Costs 25 mana to use. Only applies to melee weapons. For every enemy hit, 5 magic damage is added to an explosion after a maximum of 5 turns which will damage all enemies within 7 meters of the weapon. Explosion can be activated at will. Keeps charging until energy has been released.
Cancellation
This spell cancels any spell the target is casting and restricts them from using any spells for the next 2 turns. However, the user must be touching the target for this spell to work.
Costs 30 mana to use. Cancels any spell and restricts further use of spells for 2 turns. Melee range.
Skills
This section was focused mainly on adding strength and perception skills due to especially the latters low number in comparison to dexterity.
Perception Skills
8 skills + 5 (1st priority)
Weak SpotSome perceptive people are capable of noticing weak spots in an opponent's defenses. This can allow them to attack those weak points.
Costs 10 stamina to use. Next attack that lands will deal 20% extra damage, decimals will be rounded down.
Long SightWith a naturally skilled eye, it's possible to strain yourself in order to perceive that which is to others not perceivable.
Costs 15 stamina to use. Allows for considerably sharper eyesight, allowing the user to easily detect small details from up to one kilometer from the target.FieldThe user shuts down all 5 senses to instinctively strike down anyone who comes within melee range.
Costs 30 stamina per turn to use. Anyone who comes within 3 meters of the user will be struck with damage equal to equipped melee weapon and cancels all melee attacks directed at the user. If no melee weapon is equipped, unarmed attack calculations will be used instead.Deny BlindThrough the use of this skill, the user denies the effects of any blind ailment and shields them from being blinded for the next 2 turns.
Costs 20 stamina.Demon's Ears
The user sharpens their ability to hear while shutting down their eyesight, allowing the user to visualize sounds sort of like ripples. Loud sounds can disturb this ability.
Costs 20 stamina to use, ability can be deactivated at any time.
Strength Skills
10 skills + 3 (2nd priority)Shrug it offA well trained and hardened body can shrug off even the strongest of stuns and shocks.
Costs 30 stamina. Roll 1 dice with 6 sides. 1, 3, 4 or 6 to remove any shock or stun ailment afflicting the user. Also prevents the user from being afflicted again for 1 turn.CrushThe user grabs hold of an enemy within melee ranged crushes any specified limb, breaking it.
Costs 30 stamina. Roll 1 dice with 6 sides. 1, 3, 4, or 6 to hit, dealing 15 damage and crushing the targetted limb, applying moderate break.RoarMotivation can mean the difference between life and death. With a thunderous roar, you too can motivate your allies.
Costs 40 stamina. Boosts allies' damage by 5, increases their health by 5 and gives them an additional attack per round for a total of 2 turns.
Dexterity Skills
12 skills + 1 (3rd priority)
Draw!
Experienced fighters can draw their blade and attack in an efficient manner at the same time, making for unpredictable and potentially devastating attacks.
Costs 25 stamina to use. Weapon must be sheathed to activate, and only works for melee weapons. Uses the weapons hit chances and amount of rolls. Deals 125% additional damage if successfully hit, decimals will be rounded down.
Weapons
Here I just made whatever I wanted, basically. Focused on some more "fantasy-ish" weapons for those interested in it, but mixed in some modern weapons as well.
Energy GauntletsA set of gauntlets specifically made for unarmed fighters, this gauntlet not only doubles your hitting power for your fists, but you can also use your own mana or stamina to further increase damage output and potentially break a limb.
Doubles damage for unarmed attacks when equipped - 5 per attack for dexterity, 10 for strength, and 5 for perception. 20 mana or 20 stamina can be put into the gauntlets to double damage output - 10 per attack for dexterity, 20 for strength and 10 for perception. Uses same rolls as any unarmed attack, of course based on skill tree. If mana or stamina has ben put into the gauntlets, roll a 6-sided dice for each hit made. 1 or 6 to deal a minor break to the specified limb.Decapitating BowThis bow is similar in design to a composite bow but has some significant differences. For one, the limbs of the bow is outfitted with blades and is designed to also be functional as a melee weapon, and secondly, it comes with a set of bladed arrows, that have the ability to potentially decapitate an enemy. It takes half a round to fire, as does redrawing an arrow.
Melee: Deals 10 slash/stab damage. AP 1.
Ranged: Does 25 slash damage. Does 40 slash damage when sneaking. AP 2. On hit: Roll a dice with 6 sides. 1, 2 or 3 to apply moderate bleeding, 4, 5 or 6 to apply major bleeding.Charging OSV-96A magically charged variant of the OSV-96/OCB-96. Same stats as the OSV-96, but is capable of charging the chamber and loaded bullet, letting it potentially deal additional damage.
Does 35 bullet damage. Long range. AP 5. Use 1 turn to charge and your next bullet will, if it hits, deal 10 extra damage. Charging can be done indefinitely. Roll 1 d10 every time you charge. If it lands on 10, the charge will be reset, the user will take 5 damage, and a somewhat bright light will release from the weapon.
Charging Barret M107A magically charged variant of the Barret M107. Same stats as the M107, but is capable of charging the chamber and loaded bullet, letting it potentially deal additional damage.
Does 35 bullet damage. Long range. AP 5. Use 1 turn to charge and your next bullet will, if it hits, deal 10 extra damage. Charging can be done indefinitely. Roll 1 d10 every time you charge. If it lands on 10, the charge will be reset, the user will take 5 damage, and a somewhat bright light will release from the weapon.Charging M200 InterventionA magically charged variant of the M200 Intervention. Same stats as the Intervention, but is capable of charging the chamber and loaded bullet, letting it potentially deal additional damage. To avoid magic-induced explosions, the user must be careful to not overcharge.
Does 70 damage. Long range. AP 5. Use 1 turn to charge and your next bullet will, if it hits, deal 10 extra damage. Charging can only be done twice. Roll 1 d10 every time you charge. If it lands on 10, the charge will be reset, the user will take 5 damage, and a somewhat bright light will release from the weapon.
Monsters
Same case as with the "Weapons" section; just made whatever came to mind. Mostly took from mythology and in one case even from a currently inactive Free RP.
ApostleAn apostle is an incredibly powerful demonic being that aimlessly wanders the world in search of... something. They rarely bother with viro and aren't hostile unless attacked, in which case they will retaliate with a mix of powerful magic and what can only be described as blade-dancing. Apostles look quite similar to humans, save for details like their long, slender tails, their octet of horns protruding in various directions from their head and their pitch black scleras, pierced by red irises. While they only have 2 arms, they always have a set of 6 regal-looking swords floating symmetrically behind them, while wielding 1 in each of their actual hands. They usually wear something similar to an eastern nobles regalia, commonly with black, grey, red and brown color schemes. [Demonic]
Health: 500
Mana: 1000
Stamina: 1000
Suffers 1.5x damage from fire and water, 0.5x from slash/stab and blunt.
Gods Blade: The apostle uses his blades to relentlessly yet beautifully slash and stab at the opponent. Does 15 slash damage. Roll 1-16 dices with 6 sides. 1 or 6 to hit. Rolls can be divided onto multiple targets. AP 2.
Spell - Maim: The apostle creates a visible 20 meter [radius] field around the apostle that lasts for 5 rounds, causing minor bleeding to all entities within the field, as well as any that enter it. The bleeding persists if you stay within the field, exiting will have the effect count down with turns as usual. Costs 100 mana. Ignores armor values.
Skill - Fury: When used, the apostle gains 5 potential additional rolls to his next Slash attack. Costs 75 stamina.
Skill - Advanced Blade-Dancing: Utilizing it's blades in a dance of fury and beauty, the apostle not only damages a single target, but lowers their accuracy immensely. Does 20 damage to a single target. Lowers targets accuracy by 2. Costs 50 stamina. AP 2.
Passive - Eastern Fury: When health reaches 100, the apostle permanently gains a potential additional 10 rolls to it's Gods Blade attack.Yamata no OrochiNamed after the dragon of stories slain by Susanoo, the Yamata no Orochi, or just Orochi, are the names of non-waterbound Serpentines that exceed the maximum length of 150 meters. This is not the only distinguishment between the two, however; the Orochi reportedly have multiple heads, hence the reference to Japanese folklore in their name. Each head and neck has a coloration representative of their respective elements; purple for darkness, bright yellow for light, black for void, white for pure magic, red for fire, blue for water, green for air and brown for earth. However, to this day, the largest amount of heads found on a dragon of this type has been 6. The colors all culminate in beautiful stripes going down the dragons body. For this particular trait, they are sometimes referred to as the gods' dragons. These dragons themselves are exceedingly friendly for their kind, and even used to visit villages near their homes to commune with the villagers as they are also capable of speech. They have a fondness for humanoid children, and can turn hostile towards any being that hurts one in its presence. To this day, there's extensive discussion on whether or not the differences between a Serpentine and an Orochi are significant enough to brand them as a different species. [Dragon]
Solar Dragon"It asked for books, sire. Books!"
- Anonymous English knight, 1103 AD
This species of dragon is unlike other dragons due to their innate ability to absorb sunlight and use it for various tasks. The scales covering a solar dragons body are mostly black scales with the occasional yellow ones. The black scales serve like solar panels, passively extracting energy from the sunlight they make contact with, while the yellow ones work like releasers for the energy they've collected. Incidentally, if a solar dragon feel particularly threatened, they can flip their black scales around almost instanteneously and release all of the energy they've collected for a devastating blow. Despite all this power, solar dragons are considered some of the most docile and friendly of their race as well as some of the easiest to tame - compared to the rest of dragons, of course. In fact, solar dragons have been known to commune with humans many times throughout history to exchange information, discuss philosophy, among other things. [Dragon]