Crest Card
Cost: 3
Points/Rank Relevant
Ability: None Progression:
They are used like magic mostly. but when you use a card it can not be used
again so you have to keep track of the cards you have with you (Or not if you
just want to say you have the ones you need) To draw a card you need Card Paper and Magic Ink. You can only draw a copy of
a card you have with you at the time.
Rank 1
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Can use level one Crest Cards
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Rank 2
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Can use level two Crest Cards, Can draw level one Crest Cards
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Rank 3
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Can use level three Crest Cards, Can draw level two Crest Cards
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Rank 4
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Can use level four Crest Cards, Can draw level three Crest Cards
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Rank 5
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Can use level five Crest Cards, Can draw level four Crest Cards
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Rank 6
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Can use level six Crest Cards, Can draw level five Crest Cards
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Creating Cards: Level 1 = Low Magic (Like Magic Missile, Make Water, Etc Simple stuff) Level
2 = Element Magic (Like Fire, Ice, Lit. You know the FF style stuff) Level 3
= Holy/Dark Magic (Think Cleric type stuff but with less power) Level 4 =
Plane Magic (Any thing to do with other worlds) Level 5 = Locked Magic (Power
just under the gods) Level 6 = Forbidden Magic (Power even the Gods fear.
Using one might end the world with it's power)
Sample Cards: Name: Flame
Level: 1
Does 1d6 of fire damage Name: Flash
Level: 1
Blinds all in a small (Room sized) area Name: Fire Wave
Level: 2
Do 1d10 of fire Damage in a small area Name: Holy Wash
Level: 3
Does 3d10 Damage to Undead Name: Gate
Level: 4
Open a gate to any spot in a 10,000 mile area Name: Void
Level: 5
Make a small (Like room sized) area disappear for good.
Any thing in the area must make a 20 DC Will Save or disappear with the area Name: Meteor Call:
Level: 6
Call 2d20 Meteors to attack the earth.
Each Meteor does 2d100 Damage to a huge area (Think like San Francisco size). |