Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Ogre Magi: Some Ogres are smart enough to know how to cast magic! Well, their second head is.
- Level 1
- M= Spell controlled by the mage's head.
- Ogre Magi begin with 40 mana.
- Two heads: The Ogre magi has two heads. One head controls the physical actions of the body, e.g movement, physical attacks. The other head controls the magic.
- DM Will allow two players to control one Ogre magi; e.g one player controls the second head's magic, while the other controls movement and physical interaction.
- Ogre meditation: The magi's head may meditate. During this time, if the other head doesn't agree on meditating, there is a 50% chance of failing to regain 40 mana.
- M-Flaming Arrows: The Ogre Magi conjures 1d6 flaming arrows to strike the enemy. Each individual arrow deals small damage on its own; all arrows can only focus one target, due to the randomness of the spell. (20 Mana)
- Level 2
- M-Earth leap: The Ogre magi may cause the earth beneath their feet to launch them towards, or away from their enemy. (20 Mana)
- Seismic Slam(CD: 3): The Ogre magi brings both its fists down in a powerful slam, gaining a +4 bonus to the damage modifier. Additionally, if the Ogre Magi lands its strike, it sends shockwaves through the area. (Greater targets still have a chance of being stunned.)
- Level 3
- 20 Mana
- M-Elemental fist: Enchants the Ogre magus's fists to deal random elemental damage. (20 Mana)
- Level 4:
- 20 Mana
- M-Cone of Cold: Releases a cone of blistering frost in front of the Ogre magi. (30 Mana)
- Twin-headed Meditation: If both heads focus on meditating, they regain all of their mana.
- Level 5:
- M- Multicast: At the cost of 50% of the ogre Magi's maximum mana, they may boost their next spell to have a chance of casting multiple times(or increasing vastly in potency.)
- Nothing: 30%
- 2x: 60%
- 3x: 10%
Add Comment
Please, Sign In to add comment