Melding Magic
[Meld=1, Fire/Ice=1]Antipode (12 MP) - Does 10+4*(mean rank)+2d4 in an area around the caster.
[fire=6, ice=6, lit=6]Antipode (30MP) - does 20+(lowest)rank*5+3d6 combined fire, ice and lightning damage.
[Meld=1, Fire/Ice/Lit=1]Triad (20 MP) - Does 12+4*(mean rank)+3d4 to all enemies.
[Meld=3 Holy=2 Fire=4 Telekinetics=3] Oculoso (4 MP per turn in effect) - While this power is in affect, Derill's eyes project light in a 15-foot cone in front of him. This light is sufficient to harm creatures sensitive to it if it is directed at them. This can also pierce magical darkness if Derill succeeds at an opposed magic check against it
[Melding=4, Lightning=4, Fire=4] Deep Fry (40 MP, 5 HP)- Derill sacrifices a part of his own life force to try and fry the opponent from the inside out. Does 8+(fire rank*6)+2d6 fire damage and 6+(lightning rank*5)+2d8 lightning damage to one target.
[Water=4, Holy=4, Melding=4] Holy Water (19 MP, 8 HP) - Ghakim slams a bubble of water enchanted with holy energy down upon a target. Deals 13+rank*4+2d6 damage to the target and all within 3 feet. Against undead and demons, the spell lingers, dealing an additional (holy rank+(water rank/2)) damage for the next 1d4 turns.
[Fire=4, Earth=4, Melding=4] O Meteoro {Meteor} (33 MP) - Deals 5+(fire rank)+2d6 fire damage and 7+(earth rank)+2d6 earth damage to all within 10 feet of the target.
[Earth=8, Fire=8, Melding=8] A Furadeira de Ira [Drill of Wrath] (72 MP) - Howlsong unleashes an enchanted, barbed spike at the target. If it hits, it deals 10+2d4 earth damage (reduced by AC) and starts to charge up. For one round, the spike lays embedded within the target, who can try to remove it. Removal is incredibly difficult however, and deals 3+1d4 more damage due to the barbed edges of the spike. After one round, the spike explodes, dealing 14+(mean rank)*4+2d6 earth/fire damage (split the damage between both elements here) over a radius of 12 feet. If the spike is still embedded within the victim when it blows up, they save at a -4 penalty. (Cannot be used yet)
[Melding 4] Double Barrel (6 TP) - Allows Zukath to cast a spell as a free action. The cost of this is added to the cost of the spell. Mixed attacks (those that deal both magic damage and physical damage) cannot be enhanced by this, and Zukath may only enhance one spell this way in a round. At rank 12, the tech becomes Triple Barrel, and Zukath may enhance two spells in a round.
[Melding=8, Fire=8, Ice=8) Ice Burner (?? MP, 15 HP) - Zukath slits the skin on his arms, chest, or legs, rubs the blood onto his tail, and proceeds to fire a searing blue ray out of it. Deals 24+rank*8+4d6 damage to its intended target.
[Melding=4]Quicken Spell (6 TP) - Allows Hakaril to cast a spell as a free action--the cost of this ability is added to the cost of the spell.
[Theory, Ritual, Melding, Enchanting=4]Enchant Blade (20 TP) - Empowers Hakaril's MageBlade. Hakaril recieves a +6/+2 AT/PA bonus, and any hits landed deal an additional 8+(mean rank) damage. This spell lasts for (mean rank)+1d4 rounds. Hakaril can use this as a permanent enchantment, but it requires 60 total TP be spent (3 times the cost), and during this time of enchanting, the weapon cannot be used or it is lost. Hakaril can do this with any bladed weapon, but no one other than himself may use it. If Hakaril enchants his weapon in this way, it only has half the bonus value of the ordinary effect--and may be stacked with it.
[Fire=2, Ice=2, Melding=2] Glacial Meteor (14 MP) - Zukath melds together what appears to the eye to be a burning chunk of ice, but which is really fire surrounding ice. Deals 16+rank*4+2d6 damage, split evenly between fire and ice.
[White=3, Astral=3, [s]Elemental Melding=3]Diffusion (10 MP initially, 8 MP per round afterwards) - Mae serves as a direct path for the energies of one person to flow into another by means of direct physical contact. As such, 8+rank*3+2d6 MP per round flow from the person with higher MP to the person of lower MP. The spell is broken if the amount of MP evens off, if Mae cancels the spell, or if physical contact is broken.
[Botanical=2, Earth=2, Elemental Melding=3]Impalement (2 TP, 5 MP) - A thorny vine emerges from the ground underneath a target, inflicting (sum of involved ranks)+1D6 damage.
[Botanical=4, Earth=4, Elemental Melding=4]Cross Impalement (5 TP, 14 MP) - Same as above, except more vines are involved, coming from different directions, thus causing 1d3+1 times more damage. [Botanical=2, White=2, Elemental Melding=3]Grow! (1 TP, 4 MP) - Pete uses his magic to help a damaged plant repair itself, and at the same time reform it into a different, and quite possibly practical, structure
[Fire=4,Ice=4,Bolt=4,Earth=4] Earthen Bolt of Fiery Ice (36 MP) - An attack of all 4 main elements obliterates a target for 30+rank*6+3d6 damage.
Poison
[Poison=2] Toxica (8 MP): A biological magic attack that acts as an acid/poison. No raw force, but rather a lot of pain. Deals 8+rank*2 poison damage when cast, and another 1+rank/2 damage for the next 1d6 turns.
[Poison=6] Toxicaga (18 MP): A biological magical attack that acts as an acid/poison. No raw force, but rather a lot of pain. Deals 14+rank*4 poison damage when cast, and another 2+rank damage for the next 1d8 turns.
[Air=4, Poison=3] Poison Squall (20 MP): A wave of poison is blown through an area. Potent enough to affect a 10ft by 10ft area. If inhaled, causes Level 1 Poisoning. Poison accumulates every 30 seconds. Spell lasts for 2d6 minutes.
[Air=5, Poison=6] Poison Bomb (32 MP): Combines Amanda’s poison and air magic into a fearsome whirlwind of harsh, stinging fumes and shrapnel. Deals 10+rank*4+3d6 air damage, and causes Air/3 + Poison/2 levels of poisoning.
Prayer
[Prayer=1] Iron Skin (10 MP) - Decreases the amount of damage done by physical attacks to a group of allies. Provides a damage reduction boost equal to rank/2 points.
[Prayer=1] Bless (10 MP) - A single ally within 20 feet gains a bonus of +rank to AT/PA for rank+1d4 rounds. This cannot go above +10 to AT/PA. Char'rynn must be able to speak to pray
[Prayer=2] Forcefield (10 MP) - Decreases the amount of damage done by magic attacks, as Iron Skin.
[Prayer=2] Paralyze Monster (10 MP) - Paralyzes a target for the duration of the spell.
[Prayer=2] Heavy Weights (15 MP) - Decreases an opponent's AT and PA by rank for rank+1d4 rounds. Char'rynn must be able to speak to pray.
[Prayer=3] Guardian Feet (24 MP) - As Guardian Hands, except the damage reduction is against MAGICAL attacks. Char'rynn must be able to speak to pray.
[Prayer=3, Healing Magic=3] Spirit Light (34 MP) - Up to rank allies heal 3+rank+2d12 damage for (rank/2)+2 rounds. In order to pray, Char'rynn must be able to speak.
[Prayer=3] Regen (10 MP) - Target regains rank+2d4 HP every turn the prayer is in effect
[Prayer=4] Ishtar’s Blessing (20 MP) - all party members are healed 10+rank*2+1d6 HP. Duration is instantaneous.
[Prayer=5] The Light of Ishtar (14 MP) - Prays for aid from the goddess Ishtar, who blinds a target enemy with her guiding light for the duration of the prayer.
[Prayer=7] The Arms of Ishtar (16 MP) - Provides a single targeted ally (or the caster) a boost to all attempts at dodging missile weapons equal to the caster's rank.
[Prayer=8] Reflecting Shield (25 MP) - Target is put in reflect status and all magic cast is deflected back at the caster. This includes healing magic
[Prayer=2] Guardian Hands (23 MP) - Shields all allies, bestowing damage reduction against physical attacks equal to rank points of damage for rank+1d4 rounds. Char'rynn must be able to speak to pray.
Prism
[Prism = 1] Optic Glimmer (5 MP): Creates a glimmer of bright rainbow light, which can be used to distract one target, reducing AT/PA by -2/-2. May not be used cumulatively.
[Prism = 3] Crystal Glare (12 MP): Surrounds one target in bright, shimmering light, make him difficult to predict. Boosts AT/PA by +2/+2, and lasts for rank/2+1d4 turns
[Prism = 4] Optic Shimmer (12 MP): Creates a bright, flashing spray of rainbow light, which can be used to distract one target, reducing AT/PA by -4/-4. May not be used cumulatively.
[Prism = 7] Crystal Field (20 MP): Creates a curtain of bright, shimmering lights around rank/2 people, making them harder to predict. Boosts AT/PA by +4/+4.
[Prism = 9] Optic Blast (24 MP): On failing a magic resist roll, one target is blinded. This condition may only be removed by such white magic spells as Esuna.
Protection
[Protection Magic=1]Shell (10MP and beyond, 5TP) A more recent spell Asty studied while taking a break from fighting the myriad of villains and other bad things. Astrynax creates a shield of energy around a target of his choice. One turn is used creating a shield for an inanimate object or an unconscious being. Two turns are used up for shielding a living, moving being. The shield can withstand as much MP as Asty chooses to put into the shield. The very minimum is 20MP, thus the shield starts out as protecting versus 20 damage.
Edited by: Dodgy Hound at: 6/13/05 17:05