SuperZack44

Quinth

Nov 30th, 2016
137
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 12.37 KB | None | 0 0
  1. Quinth types and magic:
  2.  
  3. Elemental Quinth
  4.  
  5. Fire: The fire quinth are exactly what you'd expect, they grant control over the element of flame!
  6. Fire Quinth earn you a bonus of flame resistance, giving you a higher chance of not being hurt by fire type attacks.
  7.  
  8. A few of the spells are;
  9.  
  10. Flame Wall: By summoning this spell, the user creates a large dome of vortexing flame around themselves. The attacker must roll a 13 or higher to be able to pierce through it. Otherwise, it acts as a blast furnace. Destroying any attack that comes into contact with it. Or, in the case of hand-to-hand weapons, contact with the wall causes an endurance roll to decide if it makes the weapon too hot to handle.
  11.  
  12. Fire Lance: The user's vessel crates a sphere of flame, and after targeting a rod of crimson flame bursts forth as a ranged attack to pierce the opponent.
  13.  
  14. Plume of Smoke: This is essentially a smoke grenade, the user emits black smoke from their palms to create 1d20ft worth of smokescreen to shroud the battlefield, the user also has the ability to "sense" what is inside their plume, and gains a +2 to attack rolls while the smoke is intact.
  15.  
  16. Fire Blast: The fire blast is an explosive type attack, being summoned by the user as a sphere of what looks like molten lava. They send it forth much like a cannonball, and upon impact explode like a grenade. Though the most powerful weapon in a fire-type quinth's arsenal, they generally are used in long distance combat. As you don't want to have the explosion hurt your friends. In extreme cases, these explosions have been known to effect multiple targets at once. (Mostly against multiple enemies in a tight-nit formation)
  17. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  18. Air: Air quinth specialize in turning the air around you into a weapon. Though the simplest of quinth, they are viewed as one of if not the most powerful of all the quinth.
  19. Air Quinth gain you a +2 on endurance rolls when facing heat and cold.
  20.  
  21. Air Shield: This is essentially a tornado that wraps itself around the user. It is treated as a Flame Wall in the fact that you must roll a 13 or higher in order to pierce it, as well as giving the chance to knock a melee attacker back when they contact it. Meaning if you hit it with a weapon there will be a Dex roll to see if they can even hold the weapon.
  22.  
  23. Air Scythe: The air scythe is a single-target, flesh rending attack that bear no mind to armor. These attacks can be quite volatile, and come at the cost of the possibility of draining the users stamina to the point of exhaustion. Thus, most with an air elemental find that this attack is a last resort in battle. The all or nothing, in a sense.
  24.  
  25. Air Blast: This attack is quite similar to Shockwave Magic, the user summons essentially a barrier of condensed air before them and launches it. This allows for them to attempt launching the enemy backwards and to possibly cause crush damage if the target is rammed into anything.
  26.  
  27. Levitation: This spell uses condensed air to lift inanimate objects within 10 feet of the user. As well as the ability to lift and levitate themselves up to 10 feet in the air. This skill revolves around Dex rolls to see if you maintain the concentration to keep the object afloat.
  28. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  29. Water: Water Quinth are among the most underestimated of Quinth. As most believe you need to be near a body of water in order to use them.
  30. Water Quinth have the unique ability to pull the water molecules out of the air around their user, using a 1d10 roll to see the exact amount of spells that can be used with the water gathered. They must attempt gathering again once running out as a full round act.
  31.  
  32. Water Spike: The user uses the gathered water to create 1d6 ice spikes, which can be launched at the enemy or simply set as a defense. If set as a defense they last 3 rounds before melting unless broken.
  33.  
  34. Water Prison: Instead of a shield, the user can attempt to set up a shell of water around the enemy that stops their movement for a maximum of 3 rounds. The imprisoned party must roll a 13 or higher to break free.
  35.  
  36. Water Whip: This attack is quite what it sounds like, the user encases their hand in water and what essentially appears as a bullwhip forms off of the hand. This spell lasts 1d6 rounds and has a chance to cut the opponent if the user rolls a 15 or higher on an attack.
  37.  
  38. Hydro Cannon: The user places their wrists together, gathering their water within their palm in a sphere. Upon thrusting their palms forward, the sphere releases in a vortexing pillar containing blades of ice that blast into the opponent, rending their flesh (or armor) in a spinning flurry of death.
  39. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  40. Earth: Earth Quinth are of the most humble, they grant power over the element of earth. Be that dirt, rock, sand, or some weird mix there of.
  41. Earth quinth give a +3 endurance when dealing with Fire or Lightning Quinth.
  42.  
  43. Rock Spike: Summons a sharpened rod of earth from the ground, shooting forth to pierce the opponent. This spell allows for up to 1d6 rods to be summoned at once, and may attack multiple enemies at once.
  44.  
  45. Earth Coffin: By holding ones palm out open and upwards, this spell brings forth whatever pieces of earth are available to the user. It clusters around the target, and upon the user closing their hand encases the target in earth. This is an imprisonment spell, and if the imprisoned doesn't break free within 5 rounds they die of suffocation. This is a 2 round action to gather the necessary earth and entrap the opponent, giving them time to flee the afflicted area.
  46.  
  47. Earth Shield: As a single round act, the quinth holder may rise a wall of protection. This wall lasts 1d4 attacks and will crumble if the summoner leaves the range of its protection.
  48.  
  49. Stone Assault: This move allows the user to raise the earthen elements around them, forming rocks the size of cannonballs that can be launched as projectiles. These projectiles have a 1d20 chance of hitting for 1d100% of health.
  50. _______________________________________________________________________________________________________________________________________ Holy Quinth: Holy Quinth are those that focus on helping those in need, as well as defending those of righteous intentions. These beings do not grant many attacks, but do offer the ultimate defense. As well as the ultimate healings.
  51.  
  52. Quinth Heal: This is a simple spell, granting its user the ability to heal even the most deadly of wounds without fail. Due to this fact, the strain takes away 1-3 Resistance upon casting depending on the severity of the wound being treated.
  53.  
  54. Blinding Light: This spell allows the user to emit light from their vessel, shining like the sun. This blinds the enemies in a 1d10ft radius and allows allied parties to have a +3 to all attack rolls without penalty. Likewise leaving the enemy attacks unable to hit for up to 2 rounds, decided by a flipcoin that must be called by the user
  55.  
  56. Armor of Light: Wrapping the user in the holy substance of light, this creates a barrier that an attacker must roll 15 or higher to pierce. Lasting 1d4 rounds.
  57. _______________________________________________________________________________________________________________________________________
  58. Shadow Quinth:
  59.  
  60. Shade Clone: Harnassing the users shadow, this spell creates a clone of its master that can be used as a distraction. Unfortunately this spell is unstable and should the clone take any damage it will dissipate.
  61.  
  62. Shadow Snare: Creates a glyph around the target area, which is shortly enveloped in a heavy orb of impenetrable darkness. Victims caught within the darkness are completely blinded. this spell effects a range of 1d10ft for 1d5 rounds
  63.  
  64. Warriors Transformation: The Shadow Quinth gives the ability to become what is known as a shade warrior, these men and women take on the visage of a living shadow. Their bodies taking on an almost gaseous state, their hair becomes a wispy cloud. Their bodies turning black, and all their belongings fading away save for their main weapon. Their faces taking on a form of a blank ivory mask with simple eye holes and nothing else. This form lasts 1d6 rounds and gain an "intangible roll", allowing them to have a 1d20 rolled upon receiving an attack from the enemy. If the die shows higher than 15 the attack simply phases through their body leaving them unharmed.
  65.  
  66. Shadow Resurrection: This power allows the user to take control of a fallen enemies body for 1d10 rounds. Unfortunately, the targets magic is lost after death.
  67. _______________________________________________________________________________________________________________________________________
  68. Bone Quinth: These quinth allow for the user to control the calcium deposits in their body, essentially creating weapons from bone. These "bones" can vary in density from that of steel to that of a bird. This is due to the user dictating the severity of the calcium deposit.
  69.  
  70. Bone lance: Essentially a hollow spear, the user can spawn this weapon forth from their palm.
  71.  
  72. Bone Darts: Flinging these with their fingertips, the user basically creates hollow 4 inch long darts. the tip being like that of a hypodermic needle, they act as bleeder holes and kill the opponent in 1d6 rounds should they hit a vital area.
  73.  
  74. Bone Armor: The user coats themselves in the bonelike structure they are capable of summoning to protect them. This armor holds up until the attacker rolls a 15 or higher.
  75.  
  76. Spiked Attack: The user may grow spikes from any point in their body to improve attacks. Knuckles, elbows, knees, feet, anything.
  77. _______________________________________________________________________________________________________________________________________
  78. Dimensional Quinth: These quinth specialize in giving their holder the ability to manifest and manipulate the rip in the dimension that fused the two worlds.
  79.  
  80. Redirection: The user opens up essentially a dimensional straw, allowing them to redirect projectiles in whatever direction they want instead of harming them. This also causes for an attack roll if the user tries to turn an enemies attack on themselves. A user cannot open portals behind the enemy, as it would be too far away.
  81.  
  82. Intangibility: This allows the user to slip into the rip themselves, and remain unharmed by physical attacks for one round. Unfortunately, they may not attack while in this state.
  83.  
  84. Door: The user can create dimensional portals to pass through solid objects, this cannot be used on steel.
  85. _______________________________________________________________________________________________________________________________________
  86. Gravity Quinth: This quinth allows the control over the energy of the planet, allowing them to raise and lower the level of draw it has on a target. As well as give the user the ability to assign a target their own gravity signal.
  87.  
  88. Gravity pull: This spell draws all enemies towards the user, or should they choose push them away.
  89.  
  90. Gravity slam: The user can pin the target in place, and depending on the roll bring them to the ground.
  91.  
  92. Gravity Target: The user gives the target their own gravity field, allowing them to be targeted by allies more easily.
  93.  
  94. Gravity Shield: The user gives themselves an anti-gravity shield, essentially pushing attacks away from themselves.
  95. _______________________________________________________________________________________________________________________________________
  96. Transformation Quinth: This deck allows the user to imbue their own body with beasts DNA, and thus transform parts of their body into such things.
  97.  
  98. The transformation quinth starts with the ability to do a takeover with a dire gorilla, allowing them to have the arms and legs of said ape. The holder must contact a beast to absorb their DNA.
  99. _______________________________________________________________________________________________________________________________________
  100. Link Quinth: This quinth gives the user essentially the power to become a human voodoo doll. Only after contacting the target is the spell activated, and thus any damage done to the user is redirected to the target. Obviously, if the user loses their organs or head, it ends both the target and the users life. So don't do anything stupid.
Add Comment
Please, Sign In to add comment