Garun (Spells n Stats)

QuazarStar

Basic Info


Name:

Garun Kesskarzal

Base HP:

2000 (no territory bonus)

Element:

Storm*/Earth - *(may be considered as Lightning with traces of Air and Ice)

Profile


Archived RP stats from the RP group he was originally created for: still applicable as a general spell list though!
Disclaimer: these are all just for funsies and subject to change, please don't take them too seriously.

STATS FOR NERDS:

Elemental matchups:
Weak to (+10 dmg):
-Water
-Plant/nature
Resistent to (-8 dmg):
-Rock/earth
-Air
-Ice
-Magic (learned ability)
Immune to:
-Lightning

Sight, Magic, Hearing - 1d15
1 - 5 = Fail
6 - 10 = Pass
11 - 14 = Success
15 = Critical
Taste & Scent - 1d10
1 - 5 = Fail
6 - 9 = Success
10 = Critical

------------------------------------------------------------------------------------------------
ATTACKS:

Physical strike: 1d20 vs. opponent's roll (dmg = number on hit)
-claw (-1 to hit)
-bite
-ram
-tail strike (-2 to hit and dmg)

Elemental Attack:
-Electric pulse (dmg = 1d20 -10)
Special: Target must be in physical contact. Target rolls a sense check on their post after attack is declared: if unsuccessful does not notice the charge buildup and takes damage next post. Stun effect at the target player's discretion, may cause target to lose grip.

Spells (offensive): 1d20 vs. opponent's roll (dmg = number on hit)

-Unseen Strike (+2 to hit -4 dmg) (Element: wind)
A word turned into a flying blade of air that disappears on impact. Leaves fine cuts and knocks smaller creatures down. Good for hunting.

-Ignite (-6 dmg, 1 dmg per post if not extinguished) (Element: fire)
A spell used to light fires that can be weaponised as a distraction or used to inflict minor damage; a small flare of fire similar to a camp fire that appears where the caster is looking.

-Elemental Breath (Element: various)
Special: Requires one post to "charge", attack is released next post. Three round cooldown. As this is a spell and not a natural ability it takes longer to prepare than a regular draconic breath weapon and does no additional damage, but Garun can select the type from the following list: Fire, Ice, Lightning, Dark Energy, Light Energy, Arcane Energy, and an Earth element blast of thousands of sharp crystal spikes. Other elements are either inaccessible or take too long to charge to be useful in combat.

-Mind Grasp (-4 to hit, 0 dmg)
Special: Requires eye contact. On success, target is immediately unable to move. They may roll 1d20 on their posts while affected, breaking the spell on success vs. original attack roll (still with -4 unless target is weak-willed, at target player's discretion).

Spells (other):

-Shield (-10 to opponent's next damage roll)
A crystalline rainbow shimmer to the scales and the air around Garun. No other spells can be cast while active, drops when successfully hit.

-Treacherous Earth (Element: earth)
For three rounds, the ground is the target's enemy. If they contact the ground (or an extension of the ground such as the ceiling of a cave) on their post they must roll a sense check. If they fail, they are struck by a sudden protrusion of stone or waylaid by an opening crack, causing them to either shift position strongly, lose focus on their next attack, or take 1d20-8 damage at the target player's discretion.

-Darkness
A dome of darkness with a radius twice as long as Garun's body cloaks the area, blacking out the vision of all inside. No light sources or alternate means of vision can cut through it. Its position is fixed where it's cast, and the spell ends in 20 minutes or when Garun wills it to.

-Phantom Allies
Illusionary duplicates of the caster appear, disappear, flit around, and distract. For three rounds, the target rolls a sense check before attacking. On a fail, the target has -10 to attack.


------------------------------------------------------------------------------------------------
NON-COMBAT SPELLS
Spells that either take too long or require items, and are as such unlikely to be used in combat. Number of stars represents either difficulty and/or time required to prepare.

-Invisibility * (components: large clear crystal)
Garun becomes invisible, along with the crystal that he is holding. He must continuously hold the crystal in either mouth or talons (or otherwise in contact with his scales) to maintain the spell, making combat difficult, and cannot cast any spells while invisible (ongoing effects maintain). Sense checks involving vision to sense his presence have -8 if they are made. Spell immediately drops if the crystal is released.

-Fleeting Illusion * (components: crystal of more than one hue, the more hues and more vibrant the better)
Intangible illusions of light and sound, that can be cast no more than a body length away from Garun. Other players may roll a sense check if they wish, but the illusions don't have scent and are clearly magical to anyone sensitive to such things. Garun needn't be touching the crystal to cast, but it needs to be close by.

-Lake's Breath (Element: Air) * (components: blue crystal)
Allows the target to hold their breath much longer than normal, up to 10-20 minutes depending on their size. Spell lasts until dropped or the target is separated from the crystal used to cast it.

-Travelling Vision **
Vision beyond the eyes that travels where Garun wills, a "mind's eye" vision. Garun's regular vision is clouded while active and it requires focus. Those observed by it may make a sense check with +2 to see if they feel watched, on a critical success they can hijack the link.

-Crystal Growth (Element: Earth) ** (components: water, several stones, fire)
Several magically imbued geodes are created that can be placed around an area to encourage the magically accelerated growth of crystals over a number of weeks. Works best on naked rock.

-Sea's Breath (Element: Air, Water) ** (components: fish scales, salt-soaked wood, fire)
A spell that allows the target to breathe in salt water as if it were air. Air becomes unbreathable to the target but they are also immune to most of the effects of deeper water such as pressure and depth sickness. The spell ends in 4 hours or when the caster wills it to.

-Persistent Illusion *** (components: as in Fleeting Illusion, but many crystals depending on the size of the illusion, fire with heavy smoke such as burning foliage)
Similar to Fleeting Illusion, but maintains even when the caster isn't present. Still intangible and scentless, but is much harder to detect as an illusion. To see through it, affected player must roll a successful sense check of choice. Illusion persists until the crystals are knocked out of position or the caster cancels the spell.

-Storm Call (Element: Lightning/Air/Ice) ***
A chilly lightning storm is brought forth, affecting the weather with wind and rain for several hours (much less in environments that wouldn't usually see such weather). The incantation takes the form of a guttural song. This spell is very in tune with Garun's nature and doesn't require any preparation, but takes quite some time to complete.

-Transform **** (components: three large calcium carbonate stones (or shells), powdered rust or salt, bone/fur or other talisman of target shape)
The caster becomes something else. In Garun's case this can't really be used as a disguise, as he still looks like himself, just a version of himself for that form (e.g: if turning himself into a fox he would be grey with ice blue eyes). Garun can also use this to alter his dragon appearance slightly, perhaps just enough to seem a different dragon. Other players may roll a sense check if they wish but he still smells and "feels" the same. The spell lasts 24 hours or until dispelled.

-Bind **** (components: ring or clasp of ferrous metal, blood of the caster, seven crystals of white quartz, bone char)
A spell that binds the target in servitude to the caster. Garun has no intentions of using this spell in the Islands of the Ouroboros.