Ubiquity: Elemental Spells

In a previous post, I described a new magic system for fantasy-based Ubiquity games. The spells in that system are grouped by type into spheres: Chimeric, Elemental, Necromancy, Warding, Ecomancy, and Sorcery. This week, I detail thirteen spells in the Elemental sphere.

Air Walk

Target can walk on air as if it is solid ground. Target can walk upwards or downwards as steep as 45 degrees at half their normal movement speed. Moving faster is not possible. If spell ends while the target is still in the air, he falls to the ground, taking normal falling damage.

Range/Area: 1 Target, up to 50′ away

Duration: 1 minute (10 combat rounds)

Spell Total: 6

Call Lightning

Caster calls down a bolt of lightning to hit a target. The spell can be cast indoors and even underground. The lightning ignores active defense and armor made of metal, except Mithril. If Opposed Roll is successful, the target takes 4L electrical damage.

Range/Area: 1 target within 50′

Duration: Instant

Opposed Roll: 6

Spell Total: 6

Earthquake

Spell creates a localized tremor that shakes the ground violently. All creatures in the area must make a Balance check. If balance check is failed, the creature falls to the ground and is prone. Spellcasters must also make a Concentration or Focus check if they are attempting to cast a spell or fail the spell. Earthquake may damage structures nearby.

Range/Area: 25 ft radius from epicenter, which can be up to 75 ft from caster.

Duration: instant

Opposed Roll: 5 dice

Spell Total: 10

Endure Elements

Protects target from the damaging effects of prolonged exposure to hot or cold environments.

Range/Area: Touch

Duration: scene or combat

Spell Total: 3

Fireball

A pea-sized glowing orb shoots from the caster’s hand and explodes into a fireball at its target location. The spell is an area effect attack, thus ignoring active defense. If the caster rolls more successes than the defenders, the targets take 4L fire damage.

Range/Area: 20ft radius from target, up to 75ft away.

Duration: Instant

Opposed Dice: 5 dice

Spell Total: 9

Flame Blade

Caster can materialize a blade-like flame from his hand and wield it like a longsword. It counts as a melee touch attack (ignoring passive defense, but not armor) and deals 2L fire damage if a melee attack is successful.

Range/Area: Caster only

Duration: scene or combat

Spell Total: 3

Fog Cloud

Spell creates a 15ft radius bank of fog up to 25′ away from the caster. While in a fog cloud, all attacks made within 5′ have a -2 penalty due to low visibility. Anything beyond 5′ is -4.

Range/Area: 15′ radius within 25 ft of caster

Duration: 30 seconds (5 combat rounds)

Spell Total: 5

Ray of Frost

Caster shoots a ray of frost from his fingertip at a single target. It is a ranged touch attack, thus ignoring passive defense. If the caster rolls more successes than the target, the target takes an automatic 4NL cold damage.

Range/Area: 1 target, up to 50ft away

Duration: Instant

Opposed Dice: 5 dice

Spell Total: 3

Ring of Fire

Spell creates an immobile ring of fire at a 10′ radius around the caster. Any creature passing through the fire is exposed to an automatic 2L fire damage, minus a defense roll from Passive defense. The fire also obscures vision, giving creatures on either side the equivalent to Partial cover (+1 defense bonus).

Range/Area: 10′ radius around caster

Duration: 30 seconds (5 combat rounds)

Spell Total: 4

Stone Shape

Caster can manipulate 10 cubic feet of stone into any shape she desires. The shape cannot be complex in detail or have any moving parts.

Range:Area: Touch

Duration: Instant, but change in permanent.

Spell Total: 7

Water Breathing

Allows targets to breathe water freely as if it were air.

Range/Area: up to 4 targets within 25′

Duration: 1 scene or combat

Spell Total: 5

Water Walk

Target can walk on water as if it were solid ground.

Range/Area: 1 target within 50′

Duration: 1 minute (10 combat rounds)

Spell Total: 4

Wind Wall

Spell creates a 20′ long, 20 ft high vertical wall of wind that deflects missile weapons. Creatures smaller than -1 cannot pass through it. Creatures attempting to carry items through the wind wall must make a strength check or watch as the items are torn from their hands and lifted up into the wind wall. Magical and Psionic attacks are not affected.

Range/Area: 20′ wind wall within 25′ of caster

Duration: 30 seconds (5 combat rounds)

Opposed Roll: 4 dice

Spell Total: 7

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