Word Witch

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Word Witch by EveryZig
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Something something spells from spelling.

Based (loosely) on the SPELL RPG system.

Party Members

Urist Inkflier

Dwarf Male Word Witch

Impulses:
4 Destruction
3 Creation
2 Stillness
1 Movement

Mastered Spells:
- GENERATE LETTERS: Generates a random set of letters for one of the spellcaster’s Impulses, which can then be used to assemble and immediately cast a spell of that Impulse. Number of letters depend on strength of Impulse.
(Modifier?): GENERATE LETTERS casts with only the briefest thought, and for all Impulses…

Memorized Spells:
[1/1] MENTAL IDIOCY: Makes the target extremely stupid for the duration of the spell.
[1/1] DEVOUR ONE: Consumes a weakened target or does major damage to a strong and non-weakened target. If the target is consumed, reactions might occur if the target is particularly magical or has magical effects on them.
[1/1] TOOLS RIDE: Summons a phantom wagon loaded with simple tools of the caster’s choice. The wagon and tools are as solid (and heavy) as if they were real, but dissipate after a few hours.
[1/1] ULTRA PIG: Summons a large armored boar with a powerful charge attack. Causes summoning fatigue, preventing use of other powerful summons for around an hour.
[1/1] AGE ON : Makes the target slower and less flexible, as if they were very old. Also works on items such as dulling blades, rusting hinges etc.

Echo Slots: 1 Echo slots can be used to store a spell and can be refilled with a new spell at any time but do not recharge aside from refilling.
Background: You are Urist Inkflier, a member of the dwarven Inkflier family. While your family is most known for their scribes, since a young age it was clear your talents were elsewhere. Like many children born during the Cursed Year nineteen years ago, you were born with certain mental quirks that among other things give you an advantage at learning and processing magic. Recognizing this, your parents sent you to study with the Blazing Phonics Guild; a relatively new guild already known for their unusual but powerful spellcasters. There you trained in magic and graduated to the ranks of the guild’s witches (combat-trained spellcasters).



Ago Kazasmustu

Goblin female Ex-Immortal

Impulses:
4 Stillness
3 Creation
2 Movement
1 Destruction

Mastered Spells:
- LINEBLADE: Straightens a length of graf monofilament from a specialized spool into a straight blade of incredible thinness backed up by magical stiffness and durability. The blade’s length is variable; though changing it requires an action to re-cast the spell.
- IMMORTAL ARMOR: Surrounds the user (or a held object) with a powerful armor-like force field that greatly reduces incoming damage. The field also resists most incoming magical effects, but it can be disrupted if hit by some spells such as ANTIMAGIC.

Memorized Spells:
[1/1] STABILIZE WOUND: Stops a wound from bleeding or getting worse for the duration of the spell, but will not heal it. Might or might not keep the target alive depending on the wound.
[1/1] MASS SLOW: Slows a group of targets for the duration of the spell, slowing both their movements and their movement from external forces (such as gravity).
[1/1] IMPEDANCE FIELD: For the duration of the spell, creates a spherical area that halts ranged spells after they travel a short distance through it. Antimagic effects dispel as far as they penetrate but are still stopped after a distance by the field.

Runic Spells: (Note: Runic spells take several turns to cast and but can be cast an unlimited number of times per day. Spell runes generally give an effect over time, but have a limited duration after being cast and have no effect if casting is interrupted.)
- REGENERATION: Slowly heals an injury over time. Multiple injuries can require multiple castings. This spell can be applied in advance to reduce the effect of system-wide injuries like blood loss for about an hour.
- REPAIR: Slowly (but permanently) repairs equipment that the caster knows the general workings of. This can take several hours, depending on the amount of damage.



Mish

Wyrdfolk (humanoid plant) Ssstabbing Mans

Impulses:
Specialized spellcaster, only uses Movement

Mastered Spells: (Note: Modifiers on Mastered Spells are permenant upgrades to that spell.)
- SSSWAP: Switches self with target or with empty space (within line of sight). Switching does not change the direction someone is moving or facing.
(Modifier): SSSWAP moves significantly faster than most spells, and if used in short to medium range takes less time to cast (allowing another quick non-spell action like attacking in the same turn).
(Modifier): SSSWAP can switch a touched target with another target instead of self.



Tode Matchdemons

Dwarf Female Red Cleric

Impulses: (Meditative spellcaster)
4 Destruction
3 Creation
2 Movement
1 Stillness

Mastered Spells:
- FIREBALL: A projectile of flame, with an option to charge longer for an explosive impact. More than half of all destruction magic users learn some version of this at some point, and for good reason.

Memorized Spells:
[2/2] ANTIMAGIC CONE: A cone-shaped beam that reduces or dispels magic a short to medium distance away.
[1/1] SLICING WAVE: Launches a crescent of force forwards in a line, chopping through targets in the way.
- SHATTER: A beam causing target inanimate object (or a large portion of a very large object) to violently burst into multiple pieces. Can cause a cave-in if used on a ceiling.

Prepared Spells (one use each, new ones chosen while meditating in up to [5] slots):
{1/2} DIG TUNNEL : Tunnels a passage large enough for a humanoid to stand in at a slow walking pace. The spell can be maintained for a while but if the caster is distracted or interrupted the spell ends.
{1/1} AIR BURST : Destroys an area of air, causing a shockwave to the surrounding space that can knock over enemies. (Used)
{1/1} HEAL WOUNDS : Heals a target of moderate or less severity, and reduces severity of worse wounds.

Other Abilities:
- Meditate: Through trained meditation, can spend an hour or so to prepare spells for later use.



Other Characters

Cacame Awerilasi

Elf Male Red Cleric

Impulses: (Meditative spellcaster)
4 Destruction
3 Movement
2 Creation
1 Stillness

Mastered Spells (unlimited use):
- FIREBALL: A projectile of flame, with an option to charge longer for an explosive impact. More than half of all destruction magic users learn some version of this at some point, and for good reason.

Memorized Spells (once per day):
[1/1] RED GAZE: Eye lasers! Can cut through stone or even metal with continual use.
[1/1] MELTDOWN: Causes a portion of stone to melt into magma, causing creatures standing on it to get burned or dropping down onto creatures if cast on the ceiling.
[1/1] DISINTIGRATE: A beam that causes the target to crumble to dust, or at least a decent chunk of it.

Prepared Spells (one use each, new ones chosen while meditating in up to [4] slots):
[2] DIG TUNNEL : Tunnels a passage large enough for a humanoid to stand in at a slow walking pace. The spell can be maintained for a while but if the caster is distracted or interrupted the spell ends.
[1] ANTIMAGIC RAY : Beam that shortens or dispels a magical effect at long range.
[1] FREEZE : Destroys the heat in an area, dealing damage and freezing liquids (including magma)

Other Abilities:
- Meditate: Through trained meditation, can spend an hour or so to prepare spells for later use.