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Xa44
Captain

PostPosted: Sun Mar 17, 2019 8:07 pm
Please do not post or reply to anything said here, use the planning stuff chat for that  
PostPosted: Sun Mar 17, 2019 8:08 pm
230/500

DARK
(1)Conjure Shadow- create a shadow, or manipulate existing shardows
(2)Shadow Cloak- cover an area in Shadows that the caster can see clearly in
(3)Form of Shadow- temporarily become a Shadow
(4)Disarming Darkness- as a reaction use Shadows to stop a target from using a physical attack
(5)Vampiric Prison- target anything nearby and trap it for 5 rounds and absorb HP from it over time
(6)Shadow Dart- summon a group of darts to then throw at targets within range for lesser DMG
(7)Shadow Blade- as a reaction make tools out of shardows
( cool Seal Spell- a target within range temporarily can't cast a spell they know, only 1 spell may be selected per target
(9)Illusion- as a reaction create an allusion to try to confuse a faraway target
(10)Plague- touch a target and apply blind and poison
(11)Hidden Form- temporarily cover yourself in shadows when in this state you cannot be targeted
(12)Shade- a weak spell that children learn, does very minor DMG
(13)Darkened Sky- cover the sky in Shadows, viability isn't hindered but the sun can't be seen
(14)Dreadful Rebirth- resurrect any target is range as an undead, what kind of undead creature depends on how strong the body's soul was
(15)Spirit Transfer- target any nearby corpse and move your soul into it, when taking over a corpse you may use one of their spells in place of this
(16)Falling Banishment- the battlefield cannot be moved out of
(17)Reaction Reaction- as a reaction when a spell that can only be activated after another spell is cast is casted negative that spell
(1 cool Spike- if you are touched: as a reaction form spikes of darkness coming out of all sides, deal lesset DMG to all nearby targets
(19)Death- touch a target and lightly heal them, occasionally this spell will do absurd DMG instead
(20)Pasta- make yourself look like whatever the most powerful monster you have seen, this does not effect your physical or magical abilities
(21)Doom- inflict a target in range with vengeful, after 2 turns they take lesser DMG every turn
(22)Cripple- inflict weaken on a faraway target and deal minor DMG
(23)Sacrifice- if a target is about to fall unconscious or die from an attack: teleport and take the DMG of that attack instead
(24)Bind- if a target is inflicted with a status ailment: take away their reaction once
(25)Rubber- attack a nearby character with a fake weapon, this does no DMG but will feel like they are about to pass out
(26)Dreadful Blessing- set the save of a allie in range to 13, after 3 of their turns they will fall unconscious
(27)Sacrificial Spell- fall unconscious and cast a spell that has every part of it doubled(negative modifiers are halfed)
(2 cool Reaction Reaction Reaction- as a reaction negate Reaction Reaction, can't be responded to by Reaction Reaction
(29)Amalgamation- touch a willing target, take half of bolth your current save and set that as your save, bolth characters involved in this spell still take turns separately but can cast spells that the other knows
(30)Hunger- makes any target in range become hungry, the target of this spell will need to eat one more time in that day to not get exashtion
(31)Traitorous Srike- deal minor DMG to a nearby target, the DMG of this spell increases every time you DMG an allie this combat
(32)Pain- set your save to half of what is currently is
(33)Insomnia- make a sleeping target in range wake up
(34)Stop- as a reaction stop a target from getting nearby you
(35)Hidden Cast- as a reaction cast a spell from a random location, this does not extend the range but gives a +2 to hit
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(50)Death Wish- by ending yourself; kill as many targets as you can think of

FIRE
(1)Fireball- target an area in range and do avrage DMG to everything nearby it
(2)Engulf- as a reaction cover yourself in flames and deal average DMG to yourself and everyone nearby you
(3)Burning Hands- touch a target dealing avrage DMG and start them on fire
(4)Warmth- warm the battlefield, if a large amount of water is present steam will start to form
(5)Flame Step- as a reaction if you are in the air: form flames under 1 foot and jump off of it
(6)Flame- a weak spell that children learn, does very minor DMG
(7)Burning Circle- fire moves out of your body from all directions dealing lesser DMG to everything in range
( cool Flaming Fists- fire covers your hands making all punches and kicks you do be infused with fire, DMG done by this will be 2 stages higher
(9) Mystic Fire- burn a stratus ailment away from a nearby target
(10)Consuming flame- touch a target and severely burn them
(11)Spell of Bearding- touch a target and cause hair to grow in the area you touched, if areas with this hair are hit the target takes +1 damage
(12)Magma Bomb- create a hole in the middle of the battlefield that gradually fills the battlefield with lava, any thing in lava takes higher DMG
(13)Rage- as a reaction inflict vengeful on yourself
(14)Heros Flame- as a reaction make a weapon you are holding able to hit nearby foes
(15)Burn Life- deal 5 DMG to yourself; touch a target and deal higher DMG to it 3 times
(16)Blessed Demise- if a target in range is on fire: remove the effect and deal high DMG to them
(17)Enrage- you can attack twice
(1 cool Fast Hands- as a reaction punch a target
(19)Pain- inflict a status ailment on yourself
(20)Cook- Instantly prepare any food
(21)Ailing Attack- if you are inflicted with a status ailment: deal high DMG to a target in range
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(50)Overload- once per day; cast any spell you know 10 times

WATER
(1)Flatten- flatten yourself into nothing and reform somewhere in range
(2)Bubble- put a target in a bubble and make it float upwards until it pops
(3)Flow- as a reaction move ontop of a stream of water, when on the water you can move faster and have more control over your movements
(4)Waterfall- make a stream of water move toward a target, the target of this spell will be moved to wherever the stream ends max 5 meters
(5)Bleed- as a reaction Enchant your blood; and use it for all water spells, DMG done by blood spells are higher then normal
(6)Clean- if you have yet to take DMG: deal high DMG to a farway target
(7)Splash- a weak spell that children learn, does very minor DMG
( cool Slash- if sand is around: target anything nearby and deal high DMG to it
(9)Moist- Touch a taget and it sweats causing the area near them to be warm
(10)Blade- pull a stream of water out of a container: and target anything nearby and deal higher DMG
(11)Slow- Make a nearby area be covered in water, anything attempting to move through this water will be slowed
(12)Drip- if you are in the air: as a reaction transform yourself into a drop of water and land anywhere nearby, if you land on a target deal minor DMG
(13)Geyser- if the nearby area is warm: launch yourself into the air dealing lesser DMG to everything nearby
(14)Jump- jump up and stick yourself into anything above you
(15)Asphyxia- touch a target for 10 seconds they breathe water instead of air, this effect can be applied to a target multiple times before wearing off
(16)Rain Drops- deal minor DMG to a target in range 5 times
(17)Paint- you can control thicker liquids with pin point accuracy, you can't use this to cast other spells
(1 cool Stealth- teleport behind a target in range
(19)Charge- run at anything nearby and do a melee attack on it
(20)Flex- as a reaction touch a target and make them able to bend every joint in their body 360°
(21)Boozified- make a beverage alcoholic
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(50)Bloody Needle- Deal avrage DMG to a target in range, the DMG done done by this spell increases depends on how much the target is bleeding(1 stage every wound)

ICE
(1)Remove Heat- drain the heat from a target or item, this only does DMG if used multiple times
(2)Snow- create a cloud of snow that will move to a target
(3)Glacier- create a spike of ice this can only be formed where there is snow
(4)Snowball- create a snowball and throw it somewhere when it lands it expands and covers a large area in snow
(5)Change Terrain- as a reaction change snow into ice or ice into snow
(6)Cold Counter- if you are targeted by a spell and the caster is standing on ice: as a reaction you may freeze them to where they are standing
(7)Snow Slide- as a reaction make snow expand
( cool Avalanche- if a large amount of snow is on the ground, make a wave of snow to land ontop of a target
(9)Shard- destroy all ice on the battlefield; deal high DMG to anything standing on ice
(10)Mirror- as a reaction when targeted by a spell and ice is on the ground near you: once per day; trap the spell in a mirror and recast it until the mirror is broken
(11)Snowflake- a weak spell that children learn, does very minor DMG
(12)Frost Burn- think of a target that is standing on ice: Severely burn them
(13)Ice Slip- create a line of ice that expands to the end of your range
(14)Unforgettable- if nothing it standing on ice: deal higher DMG to everything on the battlefield
(15)Sock- create ice below all targets on the battlefield
(16)Turret- as a reaction summon a turret anywhere there is ice: any person in your party can use there action to get in the turret, when in the turret you may attack a faraway target for high DMG, if the player in the turret takes DMG they will fall out
(17)Remove- remove all nearby ice or snow
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(50)Freeze Soul- freeze any target in range in time

NATURE
(1)Restoration- target something in range, the target will now gradually regenerate HP over time(lesser every turn)
(2)Polymorph2- as a reaction turn into any animal
(3)Consume- eat something and gain a small amount of HP and become slightly larger
(4)Trap- make a wall of vines from the ground, these vines can only be destroyed by a fire spell
(5)Steal Leaf- as a reaction enlarge a leaf to use as a medium shield
(6)Impale- turn your arm into a sharp tree branch to a attack a nearby target for avrage DMG
(7)Fall- make leafs from plant around you attack a target; a single leaf only does minor DMG
( cool Parasite- throw a seed at a target in range; witch will hatch and start to DMG the target, if the target of this spell gets near another target a seed will also be planted in them
(9)Leaf- a weak spell that children learn, does very minor DMG
(10)Tangle- move vines around the battlefield and deal avrage DMG to anything that touches them, at the end of your turn you may shirnk the size of the area they cover
(11)Plant- plant a seed somewhere nearby; every turn the seed will grow a bit, every turn the plant will attack a nearby target and deal DMG depending on its size
(12)Feverish dreams- drain all the mana from you body; to greatly restore life to everything nearby you, you can't cast spells for the rest of the day after useing this, and have mana fever the day after
(13)Inflict- touch a target and inflict a random status ailment on them
(14)Thyme- create spices, useing this spell without certification is illegal
(15)Speek- make an animal be able to speek for 1 hour
(16)Bloom- deal minor DMG to all foes on the battlefield
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(50)Decompose- turn any man made thing back to nature by touching it

EARTH
(1)Animate- turn a object into a minion
(2)Wall- bring a wall of stone out of the ground
(3)Amplification Crystal- make a crystal rise out of the ground, any spell cast through this will have one part if it doubled(DMG, to hit, or range)
(4)Stone Skin- cover your skin in stone, when in this state you only take avrage DMG from attacks, if you are targeted by a water spell the stone will fall apart
(5)Gravel Whirlwind- move nearby gravel or sand around you quickly Damaging nearby targets and stops all water magic
(6)Pebble- a weak spell that children learn, does very minor DMG
(7)Pitfall- target 3 faraway locations and make a hole under the ground a target that stands there will be stuck there
( cool Roll- roll a wave of dirt over a target within range
(9)Mold- touch a rock to change state based on the temperature around it
(10)Crush- target the limb of any living thing around you and deal lesser DMG to that target, as a reaction you may activate this spell again
(11)Repurpose- use any number of minions to create a different object out of them
(12)Pupet Bomb- destroy any minion and deal average DMG to anything nearby the minion
(13)Stone Heart- make any 1 minion you control be unable to be targeted
(14)Sit- cover yourself in incredibly hard stone that even you cannot break, you can't move, take DMG, or deal DMG in this state, the stone will vanish after 1 day
(15)Mon Aime- double the number of minions on the battlefield
(16)Costume- swap positions with a minion on the battlefield
(17)Sprint- move any number of minions up to 4 meters
(1 cool Arm- turn a minion into a super minion
(19)Bloodstone- deal 5 DMG to yourself and create a super minion(this spell can't make you fall unconscious)
(20)Climb- create a 2 meter tall ladder nearby
(21)Soul Puppet- forget a spell and give it to a minion, the spell will be returned when the puppet is destroyed
(22)Grad Strike- touch a target and deal high DMG
(23)Stone Guard- Summon a large shield made of stone
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(50)Gravity- increase the weight of a target or item, this cannot do DMG directly

AIR
(1)Gust- knock a target in range back 1.5 meters and do average DMG
(2)Control Storms- manipulate the clouds above you to change the weather temporarily in a small area
(3)Focus Air- separate hot or cold air to attack a target with, DMG done by this spell depends on how hot or cold the air is
(4)Wind Walk- move somewhere in range
(5)Spin- as a reaction if you are targeted by a spell change the target to a different nearby target
(6)Wind Flow- a weak spell that children learn, does very minor DMG
(7)Condense- gather air into a ball anywhere in range; after 15 seconds that area will explode Dealing high DMG to everything nearby it
( cool Tone- make the sound of a wind instrument in any area in range
(9)Dance of Blades- create blades of wind that spiral around you hitting everything nearby for lesser DMG
(10)Crinoline- as a reaction create a small ball of wind to hold up light objects
(11)Harsh Winds- deal lesser DMG for every 5 feet a target in range moves until the end of this turn
(12)Sent- make any target in range smell anything you want
(13)Symphony- as a reaction chain the previous spell you cast to a copy of itself, every time you use this spell your chance of hitting with the chosen spell goes up by 1
(14)Dagger of Wind- punch a nearby target with a ball of wind dealing higher DMG
(15)Accelerate- double the sound of all noises on the battlefield
(16)Drag- make any target in range move toward you 1.5 meters and deal average DMG
(17)Lure- make everyone on the battlefield want to move to any point you declare
(1 cool Whirlwind- move everything in range 1 meter
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(50)Unravel- teleport anywhere in the world instantly

LIGHTNING
(1)Chain Lightning- deal avrage DMG to a target and a target nearby that then a target nearby that target until there is no targets left to move to
(2)View Memories- as a reaction look into the memories of a target near you
(3)Seance- as a reaction you can learn the location of all living things near you
(4)Charge- build up magical energy endlessly and gain power over time, restoring a lesser amount of HP and gives an advantage on your next attack
(5)Thunder Weapon- make a sword of lightning and instantly use it to attack a target, if you have a weapon you can cover that instead
(6)Transfer- as a reaction send a message to a target located anywhere
(7)Generate Heat- hold a bolt of lightning and deal avrage DMG to anything that touches it, if this spell does DMG end it
( cool Spark- a weak spell that children learn, does very minor DMG
(9)Thunder- strike down lightning from the sky at a target in range, dealing higher DMG
(10)Identity- as a reaction target anything that can cast spells in range: all spells the target knows will be revived
(11)Vitality Vision- as a reaction view the current save of a target in range, and the value of any armour or defensive buffs
(12)Project- show a video in the air of a thought you have
(13)Disguise- make yourself unable to be seen, this effect ends if you take DMG
(14)Magnetism- move any metal object in range, if this is used on a weapon the target holding it can resist by rolling a d6 if they roll 4 or higher the weapon stays put
(15)Touch- ever turn after casting this, every nearby foe takes avrage DMG
(16)Field of Reinforcement- increase the amount of DMG all allies do by 1
(17)Analyze- as a reaction learn the age of a object or person
(1 cool Quick Strike- as a reaction deal lesser DMG to a target in range
(19)Trustful Gaze- a reaction learn if a target in range is good, evil, or neutral with there goals
(20)Test Strike- as a reaction see any die roll
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(50)Total Gift- target anything in range; copy everything within there mind permanently

LIGHT
(1)Healing Light- lightly heal the party
(2)Healing Hand- touch a target to heal them greatly
(3)Healing Ray- heal a target within range
(4)Sunbeam- when the sun is visible: deal high DMG to a target in range
(5)Purify- remove curses and darkness from an area
(6)Blinding Flash- blind people nearby you
(7)Warmth- create a warm light that does lesser DMG to all undead in a nearby area
( cool Honor Chains- form chains of light contenting you to a target, you and the target of this spell can only DMG each other
(9)Honor String- connect yourself to a willing target, DMG done to both you and the target is halved, but bolth targets take the DMG
(10)Honor Strike- DMG a nearby target, the DMG done by this spell is based on how much DMG you have taken(0=minor, 1=lesser, 3=avrage, 5=higher, 7=high, if your save is 1 deal absurd DMG once per combat)
(11)Light- a weak spell that children learn, does very minor DMG
(12)Resurrection- touch any target that has died in the last 30 seconds: and attempt to revive them
(13)Healing Sanctuary- if the sun is visible: create a statue the heals all allies at the end of the round, this spell lasts until the statue is destroyed
(14)Restoration- if the sun is visible: heal the status ailment of a target in range
(15)Homeward- return to whatever place you consider your home, you can teleport up to 5 people with this spell
(16)Life- make up to 2 targets in range immune to DMG, whenever you end your turn after this spells effect activates you take higher DMG, every new turn you may use your reaction to prolong the effects of this spell
(17)True Strike- as a reaction if a target in range uses a shield negate the success
(1 cool Holy Land- create a holy piece of land anywhere in range, if a character stands on it they can dispel it to get another action for the turn
(19)Companionship- deal DMG up one stage(min. Minnor DMG)for every unconscious ally
(20)Protection- touch a target and telaport them to a random place in the world, you can't cast spells for the rest of the day after useing this, and have mana fever the day after
(21)Absorb- start charging this spell, after 3 turns deal high DMG to all foes on the battlefield, if you take DMG while using this the spell stops
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(50)Holly Sunbeam- when the sun is visible: deal absurd DMG to anything, when the sun isn't visible: cast Sunbeam from your hand

ARCANE
(1)Top Hat- cast a random spell either of one type or all types(decided at character creation)
(2)Polymorph1- change into any magical creature or any human
(3)Shield- as a reaction shield the party increaseing there defensive by a average about
(4)Enchant Equipment- buff a piece of equipment permanently
(5)Arcane Beam- attack a target in range for higher DMG this spell can only move in a line
(6)Magic Missile- attack a target in range with homeing magic attack dealing avrage DMG
(7)Spell blade- Enchant a weapon with a random spell temporarily
( cool Conjure Fortune- make gold or other items out of mana
(9)Rune- mark a floor or wall with a spell that can be activated at any time
(10)Copy- reuse the last spell that was cast
(11)Arcane Disk- make a ring of arcane magic that can block a attacks(M. Shield) or be thrown to deal average DMG
(12)Drain- touch a target and drain them of mana
(13)Dissolve- touch something and make it take minor DMG as long as you can keep hold of it
(14)Misdirection- as a reaction make any spell that is cast be aimed at you
(15)Charm- temporarily make a weaker target fall in love with you
(16)Act- make any target in range make the expression of any emotion, the target of this spell does not feel this emotion
(17)Levitate- move a target into the air, the speed the target can move at is not effected
(1 cool Sparkle- a weak spell that children learn, does very minor DMG
(19)Drain Mana- touch any living thing and absorb mana from it, then cast a random arcane spell
(20)Raining Hats- drop 10 hats down from the sky in random locations, each hat will cast a random spell when it lands(hats are neutral party)
(21)Multiroll- as a reaction when a random spell is cast: pick one of 2 spells to cast
(22)Fez- cast a random spell out of a pool of 10(the spells in this pool are decided at character creation, and legendary spells cannot be selected)
(23)Burst- as a reaction force any target in range to cast a spell
(24)Mind Crush- inflict confusion and Mesmerized on a target in range
(25)Dump- create a portal to the realm of holding anywhere in range and 5 random items will fall out of it
(26)Final Showdown- set your save to 1; you get 2 actions for the next 3 turns
(27)Prefection- a spell that is very popular with girls, touch a target and make the area you touch look prettier
(2 cool Scribe- create a scroll of any spell you know and give it to an ally, they may use the scroll as an action to cast the spell given to them, only 1 scroll can exist at a time
(29)Sing- as a reaction make a target in range look any faraway location
(30)Reset- set your level to one and forget everything you know(past, spells, and whatever else you want), this spells won't activate if cast randomly
(31)Change- change into any outfit that you have worn in the past
(32)Arcane Bolts- deal minor DMG to a nearby target. you can learn this spell multiple times, for every time you know this spell this spell will cast another version of itself(max5)
(33)Arcazon- summon a standard shop out of the realm of holding
(34)Forgetgotten- make a target in range forget what they are doing
(35)Chaos Control- as a reaction negate a random spell
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(50)Master Charm- make anyone you think of fall in love with you, this spell lasts for as long as you want it to  

Xa44
Captain


Xa44
Captain

PostPosted: Sun Mar 17, 2019 8:09 pm
To cure an allie must roll a d20 if the roll is higher than 10 the status goes away

Fire- avrage DMG every turn

Severely burn- up 1 stage from minor DMG every turn

poison- cannot be healed

Blind- -2 to rolls

slowed- movement is halfed

Mesmerized- unable to speak fluently, this doesn't effect any of your abilities

Weakened- -1 to DMG

Amnesia- occasionally spells will not activate

Confused- you can only cast a random spell for your next turn

Vengeful- set your HP to 13, you take 3 more DMG from attacks but, your attacks do 3 more DMG

Grapple- you may inflict Grapple as an action, when grappled you can't move, every turn you may attempt to free yourself, if you are grappling someone and they attempt to free themselves you may use your reaction to try to keep them there, roll a d10 and they must roll that much higher then 10 to break free

Unconscious- unable to take actions on your turn, this status can't be cured in combat

Mana fever- A illness caused by the body having too much, or too little mana. Symptoms are, fever, being unable to cast spells, being unable to move, coughing, and sore throat  
PostPosted: Sun Mar 17, 2019 8:10 pm
13 starting save
KO at 0

AMOUT LOSS

Minor- -3 mod, 1 DMG
lesser- -1 mod, 1 DMG
avrage- 0 mod, 2 DMG
higher- +1 mod, 3 DMG
high- +3 mod, 4 DMG
absurd- +10 mod, 10 DMG

RANGE
touch- must have contact
Nearby- around 5ft(1.5 meters)
Range- around 25ft(7.5 meters)
Faraway- around 50ft(15 meters)

HEALING

lightly- 1 HP
heal- 2 HP
greatly- 3 HP

ARMOUR

Light armour- 1
Light armour- 2
Light chain- 3
Basic plate- 4
Heavy plate- once per battle give disadvantage
Knight armour- disadvantage

SHIELDS

S. Shield- if you are being attacked you may use a reaction roll a d12, if it is a one you take no DMG
M. Shield- roll a d10 instead
L. Shield- roll a d8 instead, also all attacks you do when you are holding this have a -1 to hit

ON YOUR TURN

1 reaction
1 action
Move up to 3 meters

MIC.

Occasionally = d6
Physical attacks with fists do lesser
Physical attacks with weapons do avrage
You may dispel a spell at any time for free  

Xa44
Captain


Xa44
Captain

PostPosted: Sun Mar 17, 2019 8:10 pm
Town specific
Dark = ●
Fire = ○
Water = □
Nature =■
Earth = ♤(everything at the earth town cost 10G)
Ice = ♡
Wind + Lightning = ◇
Light = ☆
Arcane = sells all

WEAPONS

Dagger-5G
Spear-7G
Sword-12G
Rapper- 12G
Axe-8G
Mace- 8G
Flail- 7G
Wip- 6G
Hammer- 10G
Bow-4G
Arrows( cool -4G

SHIELDS

S. Shield- 7G
M. Shield- 10G
L. Shield- 15G

ARMOUR
(Heavy and knight armour are not sold in earth town)

* = can be used with full metal armours
^ = full metal armours
Light armour*- 8G
Light armour- 13G
Light chain*- 18G
Basic plate- 25G
Heavy plate^- 40G
Knight armour^- 70G

CLOTHING
(Only basic outfit is sold in the Earth town)

Adventurers clothes- 5G
Basic outfit- 10G
Classy outfit- 17G
Traditional outfit- 10G
Noble outfit- 33G

Swimsuit●□- 8G
Dessert outfit○♤- 10G
Snow outfit♡◇- 15G
Rain outfit- 6G

MEDICINE

Bandages- 6G
Medicine- 4G
Healing stone(casts healing ray)- 8G

FOODS
(Food cost double in dark town)
(Dragon slap isn't available in earth town)

Ration- 2G
Bread- 3G
Meat- 5G
Fruit/vegetables- 4G
Spices- 2G
Dooreat- 1G
Fancy meal- 10G

* = alcoholic

Canteen- 6G
Peps- 5G
Colo- 5G
Valley dew- 5G
Pr. Salt- 5G
Citrus aid- 5G
Vnegative8- 5G
11 up- 5G
Beer*- 10G
Wine*- 20G
Dragon slap*- 50G

CAMPING
(Only a few marked items can be purchased in the earth town)

small tent♤- 15G
Medium tent- 30G
Large tent- 80G

Magic fence♤- 32G
Magic barrier- 70G

Collection of books♤- 28G
Training dummys- 47G

Firestarter♤- 5G
Fire stone♤- 20G

Stone firepit♤- 10G
Metal firepit- 25G

Basic trap♤- 8G
Advanced trap♤- 13G

Cooking set♤- 18G

MISC

shovel- 7G
Dice+cards- 3G

Canvas- 2G
Art supplies- 7G
S. instrument- 11G
M. instrument- 24G
L. instrument- 37G

(house prices stay the same in earth town)

Inn- 15G

1 room house 1 bathroom- 127G
3 room house 1 bathroom- 364G
5 room house 2 bathroom- 642G

Soumamori- 100G
Amber-Death
Amethyst-Improve existing
Emerald-Cover weakness
Sapphire-Restore what was lost
Ruby-Learn new
Diamond-Special  
PostPosted: Sun Mar 17, 2019 8:11 pm
Elf
-Learn 1 random spell from a chosen element(you can't learn legendary spells from this)

Human
-once per day heal yourself an amount equal to how many people are in your party(this ability will always heal at least 1)

Half-Angel
-As a reaction you may jump up to 5 meters, this ability can't be used in response to anything

Half-Demon
-once per day deal high DMG to a target in range  

Xa44
Captain


Xa44
Captain

PostPosted: Sun Mar 17, 2019 8:11 pm
LEVEL 0
You get 1 spells, -500 EXP to reach
LEVEL 1
You get 3 spells, 0 EXP to reach
LEVEL 2
+1 spell, 1,000 EXP to reach

LEVEL 3
+1 spell, 2,000 EXP to reach

LEVEL 4
+1 spell, 3,000 EXP to reach

LEVEL 5
+1 spell, 4,000 EXP to reach

LEVEL 6
+1 spell, 5,000 EXP to reach

LEVEL 7
+1 spell, 6,000 EXP to reach

LEVEL 8
+1 spell, 7,000 EXP to reach

LEVEL 9
+1 spell, 8,000 EXP to reach

LEVEL 10
+1 spell, 9,000 EXP to reach

LEVEL 11
+1 spell, 10,000 EXP to reach

LEVEL 12
+1 spells, 10,777 EXP to reach  
PostPosted: Sun Mar 17, 2019 8:12 pm
Every morning roll a d6
If it is a 1 it will rain for that day
If it rains flip a coin and if tails it will be a thunderstorm
If a 6 is rolled it will be absurdly hot

If it is raining every character that doesn't sleep in a medium-large tent or an inn will roll a d8(if it is a snowy climate the players must also roll)
If a 1, 2, or 3, are rolled that player will get sick
Sick players- if a player is sick they can't use reactions or move by themselves in combat

If a player does not eat or sleep for a day they get a level of exhaustion
EH1: your starting save becomes 10
EH2: first attack you do in combat will have disadvantage
EH3: starting save becomes 5
EH4: disadvantage on all rolls in combat
EH5: death

Every square traveled roll a d6 if it is a 1 a random encounter happens
If it is a 2, flip a coin if heads, roll for a random group of adventurers to appear  

Xa44
Captain


Xa44
Captain

PostPosted: Sun Mar 17, 2019 8:12 pm
small tent- prevents you from getting exhaustion
Medium tent- prevents illness when it rains
Large tent- prevents illness when it is snowing

Magic fence- only roll 2 dice overnight
Magic barrier- only roll 1 die overnight

Collection of books- gives 50 EXP every night you want to use it
Training dummys- gives 100 EXP

Firestarter- starts a fire once
Fire stone- can be used endlessly

Stone firepit- lets a cooking set be used and prevents sickness in cold places
Metal firepit-

Basic trap- every night this may be put out to try to catch something flip a coin if heads obtainable 1 hunted food, after recollecting this item roll a d4 if it is a 1 the trap breaks
Advanced trap- obtain 2 hunted food, roll a d6 to check if it breaks

Cooking set- lets hunted food to be cooked  
PostPosted: Sun Mar 17, 2019 8:14 pm
Lore

Back in ancient times the world was at chaos, all magic had no types and would chaotically shift into different things causing death to all things, people feared magic for a long time, until the kings came and used some magical power to create the 10 types of magic and the 10 legendary spells, people feared magic for long after that still, but by today magic is accepted by everyone as just a natural part of life  

Elfs where created to surve the kings when the birth of magic, many of them still work in government but many are also free to do as they please. Public opinion of them verys greatly, some say they are a lesser race because they where made to be slaves, but most think highly of them because serving near god like being

Part of the birth of magic was creating fairys for the ten kings to bring back on the voyage to heaven, fairys are the reason magic has order and spell casting would be impossible without it  

Xa44
Captain

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