EPRP Magic - Purity Realm, Absolution Source

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The most grand magic of all! Absolution! Also known as order, this magic is absolute in its order. It's one of the most expensive, however, and none of the AoEs are party-friendly. However, it has a lot of cancellation effects.

The last source in the Purity Realm is…
Absolution… the single most powerful source of energy anywhere ever. Absolution doesn’t have any status effects, but its damage is not often able to be resisted, even by Willpower.
This form of magic also super-cedes other forms of magic, and has dispelling powers which shut down any continuing magic forms.
The only problem with absolution is that there are no lower-power spells, making the list shorter.
The list is as follows:

10. Dispel
Type: Support Absolution Spell
Cost: Variable
The spell, when cast, stops a continuing spell or spell effect. This can stop things like Quicksilver if cast before the target of the spell’s turn. It can stop spells like Quicken at any time during its effect. This can also stop any status effects caused by a spell.
The cost of this spell is equal to the cost of the spell or spells affecting the target. It can either stop all spells affecting a target, or the spell can target another spell, and just stop that one for its cost.

11. Absolution Shield
Type: Support Absolution Spell
Cost: 30 Stamina
Cast upon a single target, the caster rolls 2d12+Willpower. The target then gains a shield that blocks the next incoming damage equal to the caster’s total roll. This spell can last up to a number of turns equal to the caster’s Power Level in Absolution Magic.

12. Absolution Bolt
Type: Combat Absolution Spell
Cost: 30 Stamina
Cast upon a single target, the caster rolls 2d12+Willpower. The target then takes damage equal to the caster’s total roll.

13. Osmosis
Type: Combat Absolution Spell
Cost: 20 Stamina
Cast upon a single target who has recently cast a spell. Osmosis causes the target to lose Stamina equal to the amount they spent on the last spell they cast. The caster of Osmosis then gains half of the amount lost by the target, (rounded down.) If the target reaches or goes below zero Stamina from this spell, they will pass out.

14. Magic Missiles
Type: Combat Absolution Spell
Cost: 10 Stamina Per Target
This spell may have one target for every point of Willpower the caster has. The caster rolls 2d12+Willpower, and fires off many bolts of energy. These home in at their targets, who may also roll 2d12+Willpower. If they do not beat the caster’s roll, then they take magic damage equal to the caster’s roll, minus the target’s Willpower.

15. Mage Blade
Type: Combat Absolution Spell
Cost: 80 Stamina
Creates a blade of energy that grows up to 25’ wide, and then travels along a line of up to 80’ long. The caster rolls 2d12+Willpower, and any character or object in the way of the line takes that damage.

16. Absolution Field
Type: Support Absolution Spell
Cost: 80 Stamina, 20 Per Turn
Creates a magical shield of energy around the group. The caster rolls 2d12+Willpower at the end of each turn. The shield reduces damage dealt to allies in the field by the amount of the roll each turn.

17. Fail Safe Blast
Type: Support Absolution Spell
Cost: Variable Stamina
Cast upon everything the caster can currently see. All active magic within the field of vision is targeted, and the total of cost for each spell is tallied. If the caster has more stamina than the total cost of those spells, all spells are dispelled. If the caster does not have enough, the spell does nothing, and costs 20 Stamina.

18. Absolution Ray
Type: Combat Absolution Spell
Cost: 100 Stamina
Cast upon a single target, the caster rolls 2d12+Willpower+Willpower+Willpower. The target of the spell takes the total of the roll. The ray then separates and hits up to 2 additional targets, dealing the amount rolled by the 2d12, not adding the Willpower.

19. Energy Shackles
Type: Combat Absolution Spell
Cost: 40 Stamina, 10 Per Turn
Cast upon a single target. Any time the target uses a spell or skill that costs Stamina, they receive Stamina and Health damage equal to the Stamina cost of the spell or skill. This damage counts at the end of their turn.

20. Anti-Magic Bubble
Type: Support Absolution Spell
Cost: 50 Stamina, 25 Per Turn
Creates a bubble in a 20’ radius around the caster. No magic other than this spell may be cast from within, or cast into this spell’s radius. In casting this spell, all magic in affect within the 20’ radius is immediately dispelled.

21. Absolution Bulwark
Type: Support Absolution Spell
Cost: 100 Stamina
This spell creates a barrier between two points up to 50’ long and 50’ tall. This barrier absorbs heavy amounts of damage like a wall. The caster rolls 2d12+Willpower, and the bulwark’s Health is equal to the roll multiplied by 10. The bulwark stays for a number of turns equal to the roll’s total. The bulwark cannot be dispelled, and cannot be walked through, acting like a wall of translucent energy.

22. Omega Blast
Type: Combat Absolution Spell
Cost: 150 Stamina
This spell targets an area on the field, striking with a 30’ radius from above. This spell destroys ceilings and roofs, and any other form of pony-made structure. This spell does not cut through natural terrain, (exploding above if the combat takes place underground.) As long as the spell hits its target, the caster rolls 2d12+Willpower. Anyone caught in the blast takes the total of the roll as damage to their Health and Stamina.

23. Cut Magic
Type: Combat Absolution Spell
Cost: 50 Stamina, 10 Per Turn
Cast upon a single target. The caster and target both roll 2d12+Willpower. If the caster wins, then neither the caster or target may cast magic for as long as the spell is kept active.

24. Ultima
Type: Combat Absolution Spell
Cost: All Stamina
When cast, the caster becomes a conduit for absolution energy, exploding with it. The spell affects a radius around the caster in feet equal to the Stamina the spell consumed. The spell destroys any pony-made structures or mechanics hit, but does not affect natural terrain. The caster rolls 2d12+Willpower. Any character caught within the blast takes damage equal to the amount of the roll, plus the amount of Stamina consumed by the casting of the spell. The caster recovers 1 Stamina at the end of this spell.
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