PhilSys addition/catalog-

Character sheet archiving. Help with characters can be solicited here. This is also the place to talk Philsys or other RPing systems.
Dodgy Hound
 

PhilSys addition/catalog-

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:29 am

I kinda got a streak of OCD-laced insomnia and did something strange...

I went through the Character Closet and Cut & Pasted all of the spells and techs and arranged them in alphabetical order.

So instead of giving one huge post, I'll break it up into chunks of some odd number and continue posting them in this thread.

Some notes: Some spells are dual Magic, so I slapped them on the end of a list in which they seemed the most related to- Enchanting Shadow-daggers in Enchantment, Holy Benediction Auras in Benediction, etc.

+Alright, Finished... something to think about- White/Holy/Healing are similar, Dark/Shadow/Death/Necromancy are similar, Wind/Air, Time/Temporal, Mental/Telepathy and PsychoKinesis/TeleKinesis... So which are the 'preferred' versions so that I can start to combine the groups?+

I hope y'all find this useful!

Edited by: Dodgy Hound at: 6/10/05 1:23

Dodgy Hound
 

Accelleration/Aeromancy/Air/Astral/AuraManipulation

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:32 am

Acceleration
[Acceleration=2] Hyper Sprint (14 MP) - Doubles Ghakim's running speed for a maximum of (rank+(Stamina*2)) minutes. The aftereffects of this technique are similar to those for a Haste spell - exhaustion, shortness of breath, and a severe case of hunger.


Aeromancy
[Aeromancy=6] Spark (20 MP)
Concentrating large amounts of electrical energy, Sying fires a practical bomb of lightning at a target. Deals 10+(Rank*2)+1d8 electrical damage to all within two hexes of a target.


Air Magic
[Air=1]Wind Shield (8 MP) - Reduces the damage of the next physical attack to a target of choice by 1d10 + rank damage.
[Air Magic=1]Wind Gust (5 MP) - A small burst of wind blows the enemy off balance. If successful, this attack will stun the enemy for 1d2 rounds, as well as dealing 8+2*rank+2d4 damage.
[Air Magic=2]Air Shield (9 MP per round in existence) - Moving air protects Rodney, deflecting ranged weapons. Rodney gains a +5 vs. all non-magic missiles while this spell is in effect.
[Air=2]Razor Wind (13 MP) - A sharp gust of offensive wind. Deals 16 + (5 * rank) + 2d6 (33-43)
[Air=3]Whirlwind (14 MP) - Renders the target immobile by trapping them in a swirling vortex of wind. This effect lasts for rank + 1d2 turns and may not always be effective (GM decision).
[Air=3] Thunderclap (8 MP): A massive thunderclap resounds, the sound moving away from the caster and affecting anyone within 20ft in front of her. Has an 80% (5-20 on a d20) of causing confusion for (rank/2) turns. May render enemies with sensitive hearing unconscious.
[Air=4] Storm March (24 MP): A small (relatively speaking) hurricane forms and proceeds away from the caster, buffeting enemies in a 20ft corridor in front of her. Deals 10+rank*4+3d6 air damage.
[Air Magic=4]Minor Implosion (16 MP) - Rodney increases the pressure of the air around one opponent. This attack deals 14+4*rank+2d6 damage.
[Air=9]Raywing (15 MP/round) The caster gains the ability to fly by creating a shield of wind around him/herself. The caster can carry other people, but since the speed, diameter, and the maximum weight that can be carried all depend on the caster's skill, more weight means less speed. Unlike Levitation, the spell is harder to control, and requires a lot of concentration, so other spells can not be used at the same time. The caster can continue flying as long as he/she concentrates, and can end the spell by simply breaking concentration. The shield of wind also serves as a defensive shield. The shield can also protect the caster from all but the more powerful spells. (info from Inverse.org) Allows flight for (Rank*3) feet/round. May not make any other actions while maintaining spell. Adds a passive bonus of (Rank/4) MBlock and Dodge
[Air Magic=7, Stealth=5] Squelch (28 MP) - Prevents the air around a target from vibrating, thereby squelching all sounds the target makes. Lasts for 1d4+rank minutes.
[Swords=3, Air Magic=3, Charge Attack=2] Dive Bomb Attack (7 TP, 15 MP) - With the aid of air magic, Rodney runs toward an opponent, and jumps upon them, using his weapon at the peak of his jump. This attack acts as a Chopping attack, but does not have any penalties, and multiply STR by 5 instead of 3.
[Throwing Weapons=1, Air Magic=1]Triple Throw (3 TP, 10 MP) - Rodney can make one throwing weapon split into three as soon as it's thrown. Each projectile has its own chance to hit and deals separate damage.
[Swords=5, Air Magic=5]Air Blade (3 TP, 18 MP) - Rodney slices his sword to release a blast of air magic in a 4-foot arc, which travels toward the target. It deals 20+rank*6+2d6 damage when it hits.
[Holy=7, Air=7] Laphas Seed (22 MP) This spell can completely prevent a target from moving by entangling them within magical ropes. A target affected by this spell cannot even cast magic. This spell requires no concentration to maintain and its effects last for a little less than an hour(Info From Inverse.org) If successful, counts target as totally paralyzed (unable to move or act, -10 penalty to all dodge and PA rolls) for (Mean Rank/2) rounds


Astral Magic
[Astral = 1] Mark Soul (15 MP): Ben leaves a mark in the form of a black snake twisted through one target’s aura. The target adds 5 to their resist roll vs this spell. The mark may be seen by anyone who looks astrally, and it lasts for Rank/2 months. When it is put in place, roll 1d20 and add Ben’s Mag and mean magic ranks. Anyone with the Astral Magic or Enchanting skill may remove this mark if they can roll their Rank+1d20 and beat Ben’s total.
[Astral=1]Aura Reading [5 MP] - Allows one the ability to read auras. On a success, one gets basic information about the target. On a critical success, more detailed information is revealed, including current physical and mental health, and magical diseases, Lycanthropy, Vampirism, and so on that the target might be suffering from.
[Astral=4]Absorb (6 TP) - If used before any form of energy attack is used, if hit, rather than taking damage, Caesar absorbs the energy (assuming the damage that would have been dealt isn't too massive, of course) and can then convert ¼ of it into either HP or MP. Think "Runic" or "PK Magnet."
[Astral=8]Radiant Array (26 MP) - Assails a single target with a shower of brilliant colors that can have one of several numerous effects. Roll 1d6, and determine the effect from the number rolled:

1--Target suffers 18+rank*5+2d6 points of astral damage.
2--Target is blinded for 1d6 rounds.
3--Target is paralyzed.
4--Target suffers from an Astral rank/2 level Astral Drain condition.
5--Target suffers 14+rank*4+2d6 points of astral damage in addition to 1d6 rounds of blindness.
6--Target is frozen solid, as though petrification (only made of ice).
[Astral=10]Planar Shielding (34 MP) - Generates a wall roughly 30 feet wide and 10 feet tall of astral energy which has a small chance of disrupting any spells cast through it (spells cast through this barrier fail on a 5 or 6 rolled on 1d6). In addition, anyone attempting to walk through the wall suffers 12+rank*5+2d6 points of astral damage.
[Astral=6, Spacial=6]Reflection Field (20 MP) - Creates a personal shield around a target that reflects any magical spells or effects back at their caster. This applies to special monster abilities and any sort of energy attack as well, and it lasts for 1d6 rounds.


Aura Manipulation
[Aura Manipulation=1] Blacksoul Forge (Variable Max MP)
Taking part of his aura form and converting it as he would if he were creating his own body, Zuri can create weapons and armor out of his own aura. He gains a skill level equivalent to one quarter his Aura Manipulation rank to wield the weapon and to damage using the weapon, though it lacks any extra effects. He gains a +1/0, 0/+1, or +3 AC bonus for every four ranks in the skill to any created armor. The cost of Max MP lowers as Zuri gets more experienced in utilizing his aura (Read:Higher rank). Cost up to GM, though it is dependent on the size and type of weapon or armor. (Larger and heavier weapons/armors typically require more to make)


Dodgy Hound
 

sign-in argh!

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:33 am

Stupid mutter mutter


Dodgy Hound
 

Barrier/Benediction/Blood/Body

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:37 am

Barrier Magic
[Barrier Magic=3] Wall of Force (X MP) - Derek creates a barrier which can fill a passage or door way. This will withstand any physical assult, regardless of strength, for X/10 turns.


Benediction
[Benediction=1] Aid (8* MP) - Gives one ally +4/+4 for 1d2 rounds.
[Benediction=1]Improve (8 MP) - Boosts the damage of a weapon by +rank or the AC of an armor by +rank for 1d4 rounds.
[Ben=1]Sharpen (8 MP) - Increases a weapon's damage by +rank for (rank) rounds. This cannot exceed +10 damage or 5 rounds.
[Benediction=1, Any Element=1] Increase (10 MP) - Increases a weapon's damage by +(element rank) for (bendiction rank) rounds. This cannot exceed +10 damage or 5 rounds. The damage increase is elemental damage of the appropriate type.
[Benediction=1] Alert (8 MP) - Imbues target with positive astral energy, giving a bonus +4/+4 to AT/PA for 1+1d2 round.
[Benediction=2] Calm (8 MP) - Target is overcome with a sense of peace and tranquility. Cures the Bezerk and confusion conditions.
[Benediction=2] Empower (25 MP) - Increases a single target's MAtk by Rank/2 for Rank rounds.
[Benediction=2] Focus (5* MP) - The target gains 2 temporary points of INT, and magical attack ability is increased by 3. This lasts for 1d2 rounds. As an alternate use this can cure Berserk.
[Benediction=2] Strength of the Wilds – (10 mp)Increase the AT of one person by +2 for 1d4 rounds.
[Benediction=2]Circle of Protection (15 MP) - Madu engraves a circle on the ground, and forms a barrier. This spell lasts for 2d4 rounds, or until he steps out of the circle, and gives him +(rank/2) to his PA and his MDef.
[Benediction=3] Synaptic spike – (12 mp) Increase the PA of one person by +2 for 1d4 rounds
[Benediction=3]Protect (10 MP) - Reduces Physical Damage by Rank+1d6 Points
[Benediction=3]Shell (12 MP) - Reduces Magical Damage by Rank+1d6 Points [Benediction=3]Center (8 MP) - Boosts a target's PA by +rank for 1d4 rounds.
[Benediction=3] Eagle Eyes (10 MP?) - Target receives improved eyesight, able to see for a much longer distance than normal. Those under the effect of this can see clearly up to a maximum of one mile. Effect lasts 1d4 rounds (?)
[Benediction=3]Uplift (7 MP) - Gives target +2 to PA and immunity to all mind based status effects for (rank/2)+1d6 rounds.
[Benediction=4] Iron Will –Target is made immune to charm/mental domination spells for the duration of the battle.
[Benediction=4]Strengthen (8 MP) - Target recieves +1d6 to Str and Sta for (rank/2)+1d6 rounds.
[Benediction = 4] Fearless Heart (10 MP): Negates the fearful effects of being around a demon or higher-level undead creature for rank/2+1d6 rounds or rank+2d6 minutes.
[Benediction=4] Enlarge (20 MP) - Calls upon the positive forces of the astral plane to enlarge a target. Target enlarges proportionally in height by two feet. If a living creature, it gains +2 Str, +1 Agi, and +1 Cou
[Benediction=4]Align (12 MP) - Boosts a target's AT by +rank for 1d4 rounds.
[Ben=5] Cheer (12 MP) - Increase all allies AT by 2 for 1d4 turns.
[Benediction = 9] Reflect (MP 32). This reflects any spell cast on the target back at the caster, including healing and beneficial spells. Spells the target uses on itself are reflects at a random target. A critical casting will break through the Reflect and have normal effects.
[White Magic=4, Benediction=3]Regen - (24 MP) Target regains (Heal rank)+2d4 HP per round, for (Ben rank) rounds.
[Holy=2, Ben=4]White Shield (20 MP, 4 TP) - Increases the groups Physical and Magical defense by (Holy rank).
[Heal=4, Ben=3]Regeneration (24 MP) - Target regains (Heal rank)+2d4 HP per round, for (Ben rank) rounds.
[Holy=2, Ben=2]Aura (10 MP) - Increases all allies's AT/PA by +3, for (Ben. rank) turns.
[Ben=4,White=4]Wall (15 MP) - Adds Rank+1d4 to Resist Magic
[White Magic=6, Benediction=6, Hydromancy=2]Synthesize Cure (20 MP) - This spell creates a potion or elixer out of a bottle of water that heals any who drinks it by 12+rank*3+1d6 points of damage. Typically, this spell requires a container to store the result in--however, if the potion is not used within Benediction rank hours, it loses its magical properties and reverts to regular water.
[Benediction=5, Holy Magic=4]Fade Strike (16 MP, 2 TP) - Allows Pervy to imbue his weapon with a Fade spell. The Fade spell is cast on the weapon, with which he can make a physical attack (all in one turn--this is a single action). If the blow lands, it casts Fade on the enemy (as normal, chance to resist and whatnot).


Blood Magic
[Blood Magic = 1] Siphon Blood Power: Aaron’s spirit derives power from spilled blood, and the way it provokes angry or vengeful feelings. However, his ability to use this power is inhibited by the fact that the spirit siphons off part of it. As a result, he gains MP = ¼ of all damage dealt by piercing or slashing weapons. He may hold a maximum of 20 + Mag + Wis + Sta + Blood Magic rank + Invoke rank/2 + Willpower/2 Blood MP. He will take damage according to normal Blood Magic rules if this pool overflows, and it dissipates after combat ends.


Body Magic
[Body Magic=1] Mend (3 MP)
The king takes hold of an ally's body, and slowly binds their wounds for 5+rank+1d6 HP. Takes 2 turns to implement.
[Body Magic=2] Heat (6 MP)
The monarch targets a foe, and magically raises their temperature to unbearable levels. Is nonelemental, so creatures normally immune to fire attacks are affected as anyone would be. Does 10+rank+1d6 damage.
[Body Magic=2] Freeze (6 MP)
Same as Heat, only the body's temperature is dropped, not raised. Nonelemental. Does 12+rank+1d6 damage.
[Body Magic=3] Static (10 MP)
The synapses in the foes body are made hyperactive, and the electrical pulses they use to send and receive messages to the brain actually are used to hurt the target. Non-elemental. Does 12+rank+1d8 damage.

Edited by: Dodgy Hound at: 6/10/05 2:40

Dodgy Hound
 

Cabalism/Celestial/Channeling/Chaos

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:42 am

Cabalism
[Cabalism=1]Spirit Leech (6 MP) - By attaching an Astral parasite to a target, this spell inflicts both Poison and Astral Drain on an enemy. Both the Poison and the Drain are of (Cabalism Rank) level.
[Cabalism=4]Soul Tear (18 MP) - Deals 16+rank*4+2d6 damage to a single target (Astral magic).
[Cabalism=6]Azure Blade (35 MP) - Via manipulation of magical force, Kamos rips holes in an opponent's soul and magical defenses simultaneously with a projected astral blade. Does 12+Rank*3+3d4 damage (Astral-based) to an opponent and reduces their MBlock by (Rank/3) points
[Dark=1, Cabalism=1]Shape Shadow (8+X MP) - Enables the caster to manipulate light and shadows, forming solid, inanimate objects no larger than a number of cubic feet equal to their Dark Magic rank/2 plus half the amount of MP expended over 8.


Celestial Magic
[Celestial Magic=2] Luminate (Variable MP) This allows Enlil to gather and focus Light Magic into a sort of attack. An aura of light forms around her hand, and she much touch to target to inflict the attack. The spell does 1 damage per 1 MP spent, which much be used in increments of five. For 10 MP, she may create a long-lasting but harmless aura to provide herself with light equal to a strong lantern.


Channeling
[Channeling/Focusing=1]Use Focus (1 TP) - Darin recieves a +rank bonus to all spellcasting so long as he is equipped with a polearm or stafflike weapon. This is a
free action.
[Channeling=4] Pistol Trigger (Variable MP, 1 TP/casted spell rank, cumulative) - It is easy enough to manipulate auras and arcane energies on the go. However, one with enough familiarity with the Astral side can hold a charge, a projection, until it is time to use it. Two spells can be used with this ability, and MP costs paid in full. A stored spell can be released as a free action at any time.


Chaos Magic
[Chaos Magic = 4] Elemental Disruption (7 mp)- Does (rank + 2d6) damage of a random element. Elemental proporty is decided by a roll on the "Elemental Disruption" chart, which the RPer can provide.
[Chaos Magic = 4] Disjoin (12 MP)- Launches a medium sized blast of Chaos Energy from Erech's palm, 14+rank*4+2d6 non-elemental damage. Critical hits roll for effect.(5d6)
[Chaos Magic = 4] Destabilization (30 MP, 7 TP)- Puts up a feild of Chaotic Energy in a 10 foot Radius around Erech, striking anything inside for 10+rank*2+3d6 non-elemental damage. Critical hits roll for effect.(3d6)
[Chaos Magic=4,Rapier/Short Swords=2, Enchanting Magic=4] Disruptive Blow (10 MP, 3 TP) Channeling a Disruption spell into his sword, Erech makes a typical Thrusting attack, allowing the energy to be released upon striking. Damage done is (Thrusting damage) + (Damage from Disruption). Effects on the Chaos chart are NOT rolled.
[Chaos Magic=4, Fencing=2, Enchanting Magic=4] Elemental Blow (10 MP, 3 TP) Erech charges an Elemental Disruption spell into his sword, embuing it with a random element, and uses it to strike at his opponent. Damage is the same as normal, but with an elemental property determined by the Elemental Disruption chart.


Counterspell Magic
[Counterspell Magic=1]Mana Leak (15 MP) - Zukath can make spellcasting more draining on the user. This spell must be cast in response to a spell cast by an opponent, and if this spell works, the opponent in question must pay 150% of the normal mana cost of the spell being used or forfeit their turn for the round. Low to moderate chance of success, equal to 30+rank*5% (use percentile dice).
[Counterspell Magic=2]Spell Blast (2X MP) - Zukath can counter a spell of mana cost X. This must be cast in response to an opposing spell, and causes the person casting that spell to forfeit their turn for the round. High chance of success, equal to 50+rank*5% (use percentile dice).
[Counterspell Magic=2, Magic Shielding=4]Spinal Reflection (10 TP, 30 MP) - Zukath can actually attempt to reflect a spell headed at him. This has to be used in response to a spell cast at him. If he doesn't successfully resist the spell targeted at him, the spell affects him fully, but only half the costs of this ability are used. If he successfully resists the spell, however, he pays the full cost for this ability, and must make another magic resistance check. If he fails that one, neither this ability nor the spell targeted at him succeed. If he succeeds at that check, though, the spell is reflected away from him and toward the opponent, who must save as normal, but the skill used for rank Zukath's Counterspell Magic rank instead of the normal rank. If he reflects a spell not specifically aimed at him, but has him in its target area, others affected by the spell must save normally and cannot reflect the spell as Zukath does, unless they can defend against it in a special way
[Counterspell=4] Memory Lapse (?? MP) - Counters a spell and makes the user of the countered spell 'forget' that spell for 1d6 rounds, during which they cannot use it. Chance of success equal to 30+rank*5 percent (use percentile dice).

Edited by: Dodgy Hound at: 6/10/05 2:57

Dodgy Hound
 

Dragon/Dream/Dreamwalking/Double/Earth/Element

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:45 am

Dragon Magic
[Dragon Magic=1]Lapdragon Form (25 MP, 5 TP): End utilizes a combination of his draconic blood and his magic to shrink into a dimunitive lapdragon. While his armor melts into his form, effectively giving him the same armor class as he would have in his regular body, he loses the use of any weapons he was holding, and must resort to natural attacks. He loses -2 in both Strength and Dexterity due to this drop in size and stature, but gains an added +4 to Agility due to his smaller body. Given that lapdragons are adorable, he also gains a Charisma of +1. This form lasts until End chooses to drop out of it, is killed, or is knocked unconscious.
[Dragon Magic=2]Dragon Knight Form (40 MP, 10 TP): Combination of magic and draconic blood. End is raised to a height of 7" immediately. His armor melts into his body, forming a sort of 'bone armor' over his entire body. His lance (or any other melee weapon he may be holding) shift into his tail. This transformation causes him to gain +2 in Strength, Intuition, and Agility. This body also has a great amount of potential energy in it at all times, and as such forms a sort of natural 'aura' around him. This translates to him causing potential damage to any surrounding environments, as well as 5 HP damage to anyone who directly touches him and fails a MAG check. Finally, when he drops out of this form, End loses 20 HP due to the earlier pressure required to transform. This form lasts until End chooses to drop out of it, is killed, or is knocked unconscious.
[Dragon Mag=3] Dragon Drain (10 TP): Drains 6+rank*2+1d6 MP from an opponent and gives it to Dia.
[Dragon Mag=4] Soul Flame (10 HP, 10 TP, 75 MP): Dia sacrifices part of her life force to deliver 74+1d20 (75-94) points of shadow damage to all enemies within a 15 foot radius.
[Dragon Mag=2, Shadow=1] Dragon Fangs (2 TP, 15 MP): Dia's astral dragon form chomps down on an opponent. Tasty! Deals 20+1d10 (21-30) damage, and deals 1.5x damage to shadow creatures.


Dream Magic
[Dream=1]Nap (2 MP) - Kenki takes a short nap. This spell puts him directly into the dreaming phase of sleep, and is used when his dream magic has to be done right away. He also remains somewhat aware of what is happening around him, and can wake up right away. However, in this unnatural sleep phase, he gets a -2 to all dream magic.
[Dream=3, Divination=1]Locate Mind (10 MP) - Kenki seeks out a specific person in the dream plane to find him in the real world. The target gets a resistance roll unless he is aware of the search and wants it to succeed. Kenki's search roll is penalized by 3 if the target is awake. However, having a personal posession of the target improves the roll by 4. If he succeeds, Kenki gets a general idea of the direction and distance to the target. A critical success can also tell him the general state of mind of the target. This spell only works if Kenki and the target are in the same plane.
[Dream=4, Divination=4]Vision of the World (25 MP) - Kenki peers through the veil between the dream world and the real one to view the latter. For the rest of his sleep or until he cancels it, he can watch the real world as an invisible, insubstantial, nearly undetectable presence. In this state, he can fly, pass through walls, and travel at about 60 mph. However, the images seen in the dream are not always clear, and may be distorted by heavy magical emanations. He can be detected and attacked by astral magic; in this form, he has 1 HP, and if he is "killed", he awakens immediately.


Dreamwalking
[Dreamwalking=1] Dreamwalk - Enlil may attain full awareness while dreaming, and traverse the Plane of Dreams
[Dreamwalking=1] Navigate (MP10/20/30/50) - This allows Enlil to navigate through the Plane of Dreams and find a particular goal with a successful dream magic check. People or things she is intimate familiar with cost 10 MP and require a difficulty check of 20. Something fairly familar will require 20 MP and a 30 difficulty roll. Something she has only passing knowledge of will take 30 MP and a 35 difficulty. Something she is unfamiliar with will require 50 MP and a 45 difficulty roll. If what see seeks is outside the dimension she rests within in reality, MP costs are doubled, and +30 difficulty added. For each hour spent searching, the difficulty is reduced by 3 cumilatively
[Dreamwalking=3]Gather (10MP) This allows Enlil to call those who fall asleep near her to her location in the Plane of Dreams; be they near her body in reality or near the dreamer whose dreams she happens to be in. Alternately, she may use it to directly enter the dreams of one person whose sleeping form she finds physically; after going to sleep herself. She may gather (Dreamwalking Rank) people per casting
[Dreamwalking=3 Knowledge of Interdimensional Relations=4] Repair (MP: Variable) Allows Enlil to repair damaged Fabric in the Plane of Dreams. The amount of time and MP spent is variable but in general she can repair one yard of damage per round for 5 MP. Whether or not this applies to other forms of dimensional damage is GM's discretion, as is the rate and the cost.
[Dreamwalking=4] Traveler (MP 20) This allows Enlil to physically enter the Plane of Dreams and leave reality behind fully. It takes her three rounds of casting to do so. She may bring one person per dreamwalking rank with her, at an extra 10 MP per head. This spell is also used to leave the Plane
[Dreamwalking=6] Lesser Manipulation (15 MP) This allows Enlil to manipulate the fabric of the Plane of Dreams in very minor ways while within the plane. She may create short-lived objects of no more than (Dreamwalking Rank/2) kg mass, move objects of the selfsame mass, and so on. Creating specific objects, such as a key for a door, requires a skill check. Alternately, she may try to warp the fabric of the plane itself to do damage equal to her katana to foes at a distance, or to try and counter eternal effects upon herself; gaining (Dreamwalking Rank/3) bonus to resist rolls.
[Dreamwalking=7] Waking Dream: (MP 30) Enlil, upon going to sleep, can seek out the daydreams of a nearby waking person and view them. This takes her 1d4 rounds after going to sleep; switching after finding one waking dream takes 1d4 rounds. Once there, she may view this person's thoughts and daydreams (What she sees is GM's discretion), and may communicate with that person telepathically. They will be aware of her presence, and those who desire to resist may do so; Enlil will have to make a standard magic attack roll to succeed in entry. Furthermore, she may lend this person some mental support, granting them +(Dreamwalking/2) Bonuses to Endurance Rolls, easing the effects of pain (No penaltes or halved penalties for extreme pain/Mass damage), or trying to soothe away confusion. Should a person be possessed, she may seek the possessing force and try to break its influence. (GM's Discretion on how this works; but generally if a possessor devotes too much attention to Enlil, it will lose control of its host).


Double Magic
[Double Magic=3]Duel Wield (2 TP, 4 MP): Xavier can control two different elements at the same time, such as causing a ball of flame to hurtle towards a target at the same time as creating a wall of air.


Earth Magic
[Earth=1]Topple (5 MP) - When this spell is cast, the ground shakes beneath the target, who takes 6+rank*2+1d6 damage and has to make an Agi check versus the caster's MAtk roll or fall over. The target gains a +2 bonus if it has four or more legs, but a -4 penalty if it is running or was running in the previous round.
[Earth Magic=1] Mud Siphon (8 MP) - Turns the ground below a target to mud, entrapping them. The target suffers a -3/-3 penalty and may not move (but they can act if it means not moving their feet) for one round.
[Earth Magic=2] Entangle (MP 8) -
Ranged Magic. Jeridan causes the local plant life to ensnare a target's legs, standard Mattack Roll to ensnare a target and render them unable to walk, giving a -4/-4 penalty. Lasts Rank/2 rounds.
[Earth Magic=3] Stone (MP 9) -
Ranged Magic. Jeridan causes a rock to be lobbed at an opponent. 11+rank*3+2d4 Damage.
[Earth Magic=3] Local Quake (10 MP) -
Derek causes a small area of ground to shift around chaotically, causing 8+rank*2+1d6 falling damage and giving a penalty to movement and actions for one turn.
[Earth=3] Crush (23 MP) - Derill calls down 'fists' of earth magic to crush all opponents for 9+rank*3+2d6 damage. This can also be directed at only one target, in which case the damage is 17+rank*5+2d6.
[Earth=4]Stony Fist (12 MP) - This spell creates a giant fist of stone upwards to crush a target, who takes 10+rank*4+2d6 earth damage. This spell can strike creatures flying up to rank*6 feet above the ground, and any flying creature that is hit must roll Agi or fall to the ground. This spell can be used out of combat to lift a target; used this way, it does no damage, but stays up for 2d4 rounds.
[Earth=4]Rock Thorns (15 MP) - The ground in a 5-foot radius sprouts sharp, irregularly shaped spikes. These do 3+rank*2+1d6 damage to anyone in that radius, and for 1d4 rounds, anyone going through that area must move at half speed or suffer an additional rank+1d6 damage.
[Earth Magic=5] Strangle (MP 30) - Ranged Magic. Jeridan causes a vine to sprout from the ground, and wrap itself around a target's body, squeezing for 20+rank*4+3d6 damage.
[Earth=6 STR=3] Seismic Fist (22 MP) - Derill slams the ground, causing a small shockwave to assault those within 10 feet for 15+rank*4+2d8 damage and stunning them for 1 round.
[Earth=8] Whipping Rocks (31 MP) - A shower of rocks slams into everything within a 120-degree arc of Derill for 15+rank*3+2d6.
[Earth=11] Earthquake (43 MP) - Derill causes the earth to shake, dealing 23+rank*6+3d6 damage to all on the ground and stunning them for 1d3 rounds.
[Earth=5 Malediction=5] Corrosion (19 MP) - A ball of earth magic that causes metal to rust. Deals 10+rank*3+1d6 damage to organic creatures and reduces their AC by (rank/3, rounded up). If directed at a metallic monster, however, the damage is 34+rank*7+3d6.
[Jumping=2, Earth=2, STR=5] Spring Slam (2 TP, 12 MP) - Ghakim punches the ground with both fists, causing it to sink slightly and then spring upward, and then leaps as soon as the ground springs up, allowing him to jump higher and farther than normal. Add a +15 bonus to a single Jump check.


Elemental Magic
[Element=2]Elemental Shield - Gives the caster a +2 bonus to PA. Also, if someone hits the caster while the shield is up, it discharges and does rank + d6 damage of that element's type to the target.
[Element=3]Weapon Charge (15 MP) - For 4 rounds, the weapon that the caster touches does an additional rank + 1d6 damage to its target. If used on a missile weapon, it only lasts for one use.

Edited by: Dodgy Hound at: 6/10/05 2:41

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Capntastic
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Re: Cabalism/Celestial/Channeling/Chaos/Dark/Death

Unread postby Capntastic » Fri Jun 10, 2005 12:46 am

The only problem with this is that most of these spells are unique to their character. Not som much a problem as it is a, uh, yeah. Do you have AIM? If not, get it.


Dodgy Hound
 

Enchantment/Energy

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:47 am

Enchantment Magic
[Enchant=1]Enchant Arrow (6MP) - Enchants an arrow with an elemental magic of the caster's choice (providing he has some skill in it.) The arrow deals an extra (enchant rank/2)d6 elemental damage, capping at 4d6.
[Enchantment = 1]Charming Smile [ 2 MP] - Single Target. Target acts friendlier towards caster
[Ench=2]Lesser Enchant Weapon (20 MP) - Increase one of a weapon’s ratings [damage, AT bonus, PA bonus] by rank/2 for rank hours. (Maximum bonus of +3 and duration of 6 hours.)
[Enchantment = 3]Stunning Stare [5 MP, 1 to Maintain] - Single Target. Freezes target until caster looks away or MAtk rolls fail. Cumulative -2 penalty to MAtk for every round held. Caster cannot take any other actions (save magical ones) without penalty.
[Ench=6]Enchant Weapon (45 MP) - Increase two of a weapon’s ratings [damage, AT bonus, PA bonus] by rank/2 for rank hours. (Maximum bonus of +5 and duration of 10 hours.)
[Enchanting=6]Imprint Aura (15MP) - As per imbue aura, but may be used to imprint a copy of an existing aura on an object. To all intents and purposes, the aura appears exactly the same as the original to astral sight, and can be made to overlay a person's aura, functioning as an astral disguise. However, the caster must be either intimately familiar with the aura in question, or have access to it during the casting
[Enchanting=10]Channel - An extension of the basic Enchant Item spell, this allows Kelne to enchant objects with the spells of others (given their cooperation). However, this is a rather difficult process. Both participants must pay the full enchanting cost of the spell, and for anything lasting more than an hour, the cost is doubled. This effect may be reduced by a reduction in the power of the spell, keying it to activate only in certain circumstances, or setting limits on the frequency of its usage.
[Enchanting=2, Weapon=2]Imbue (2TP) - Kelne may enchant a weapon (at the appropriate MP cost) and make an attack as a single action.
[Enchant=3, Disguise=2] Alter Appearance (12 MP): Changes a person’s features so they look like someone different, possibly part of an entirely different species. This is entirely cosmetic, and does not effect stats as a transformation spell would.
[enchantment = 2 shadow magic= 1]Darkness Bind [ 6 MP] - Single Target. Target cannot move limbs. Effect lasts for (enchantment Rank + ½ MAG (rounded down)) Rounds.
[Holy=2, Enchantment=2] Holy Axe (5 MP) - Imbues Finn's axe with a holy aura. Does not change damage, but makes it holy based.
[Enchant=1, Air=2] Featherweight (2 MP/round, 10 MP/day, 20 MP for semi-permanence [say about 10 years]): Reduces the weight of one item less than 10 pounds to practically nil.
[Enchant=1, Poison=2] Envenom (12 MP): Makes one weapon incur Level 1 Poisoning on a successful attack. Lasts for 1d4+rank/2 turns.
[Enchanting=1, Wind=2]Minor Quickness (Hourly cost: 8 MP/2 TP, Daily: hourly*5, Permanent: daily*5) - Imbues an item with wind magic, granting the holder +1 to AT or PA. For permanent enchantment, casting can be broken up into several days. Or weeks. Or however long it takes to get that absurd amount of MP.
[Enchanting=2, Ice=3]Minor Frostblade (Hourly cost: 10 MP/3 TP, Daily: hourly*5, Permanent: daily*5) - Imbues a weapon with ice magic, granting an ice rank+1d4 damage bonus to each of that weapon's strikes. For permanent enchantment, casting can be broken up into several days. Or weeks. Or however long it takes to get that absurd amount of MP
[Light Magic=4,Enchantment=1] Energy Knuckles (X MP/round, X*5 MP/day or X*10 MP) Jackson enchants his fists with the Fist Blaster spell.
[Enchantment=1, Ritual=1]Create Symbol Blade (25 MP, 4 TP) - Madu enchants a rapier so that he can make glyphs through it. This spell is permanant, but must be cast on each weapon he intends to use. This spell takes an hour to complete.


Energy Magic
[Energy Magic=1]Ray Shell (9MP) - Well, it's an energy bolt. Does 5+2d4+(3*rank) damage.
[Energy Magic=5]Blast Shell (14 MP) - A more powerful energy bolt which deals 14+6*rank+2d6 damage.




Edited by: Dodgy Hound at: 6/14/05 0:06

Dodgy Hound
 

Reply Captintasic

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:50 am

I do have AIM, and I'll get on right now.

Second, I made sure that I avoided anything too wacky (turn into dragon, required dragon form, use blade given you to by a dragon) or unique. And anyway, I'd figure just putting it out there and then maybe edit to compare Air Spells to Wind Spells and Aeromancy spells and get one well-developed Air/Wind spell list would be cool.


Dodgy Hound
 

Healing/Hellfire/Holy/Hydro/Hypnotism

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:53 am

Healing
[Healing=1]To Find Yourself, You Must Survive (6 MP) - Taneem meditates for a turn, healing himself of 12+rank*2+1d6 HP.
[Healing Magic=2] Spread Heal (5 MP per target) - Richard can heal multiple living targets or damage multiple undead targets for 6+rank+1d6 (9-15) HP.
[Healing Magic=4] Mending (18 MP) -
Derek uses healing magic to heal wounds or cause harm to undead, 12+rank*2+2d6 healing or damage as appropriate.
[Healing=3]The Kind Man Takes the Burdens of Another (6 MP) - Taneem touches a target, granting that person 8+rank*2+1d6 HP and losing that many himself. However, he does not grant enough to drop himself below 1 HP.
[Healing=4]The Wise Man Shall Clear His Body (8 MP) - Taneem meditates for a turn, curing himself of magically induced paralysis and blindness, and removing up to 3 levels of poison.
[Healing=4]The Wise Man Shall Keep His Mind Clear (14 MP) - Taneem meditates for a turn, granting him a one-time immunity to berserk, confusion, charming, or compelling. This lasts 2d8 rounds if not triggered.
[Heal=6] Blessing (24 MP) - Heals targets(s). Divide amount healed evenly among 1-3 targets. Heals 10+rank*2+1d6+7 per target. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).
[Heal=6]Fast Healing (5 TP) - reduce a healing spell's sustaining requirement to one turn.
[Healing=8] Soul Transfer (51 MP, 2d10 HP) - Derill uses his own life force to bring a target out of unconsciousness. Twice the number of HP he sacrifices is how much HP the target has when they come back to normal, which is instantly.
[Healing=14] Restore Flesh (65 MP) - Derill restores the flesh of a single target, healing 25+rank*6+3d12 HP and curing all conditions except death, unconsciousness, and petrification.
[Healing Magic=2, Swords=3] Pure Sword (4 TP) - Adds a cure spell to a sword attack, typically for use against the undead or for torture. Should her sword be stuck in a wound (such as in a thrusting attack), the wound will simply close with the sword still in. The cost of the cure spell is added to the cost of the tech.
[Healing Magic=3 Barrier Magic=3] Turn Undead (X MP) -
Derek creates a barrier specifically geared at holding out undead. Any undead attempting to pass or even touch this barrier will be hit for 8+rank*2+2d6 damage. This lasts for X/20 turns.


Holy
[Holy=1]Beam 1 (7 MP) - Does 8+3*rank+1d6 to one enemy, possiblity of burn damage, dealing an additional 6+1d6 damage on a 4 or higher on 1d6 after hitting.
[Holy=4]Beam 2 (16 MP) - As Beam 1, but does 16+rank*6+2d6 damage, dealing 6+2d6 burn damage if applicable
[Holy=4]Fade (16 MP/30 MP) - Either deals 16+rank*5+2d6 damage to a single target, or deals 10+rank*2+1d6 holy damage to all targets within a 20 foot area around a target location.
[Holy=5] Dismissal (10 MP) - Deals 20+rank*8+3d6 points of damage to an undead creature. Some stronger undead creatures may resist this entirely.
[Holy=6] Flash of Brilliance (14 MP) - Creates a bright flash of holy energy that stuns all who fail to resist for 1d4 rounds, in addition to blinding any of those stunned who fail a second resist roll. Creatures that are unaffected by blindness attacks are also immune to the potential stun effect.
[Holy Magic=6] Spirit Cannon (26 MP) - Char'rynn blasts an area in front of her with beams of holy magic. Deals 12+rank*2+2d6 damage to all creatures within a 60-degree arc.
[Holy=6] Shining Light (30 MP) - A huge light appears above the caster, blinding all enemies for rank/2 turns, rounding down.
[Holy=8]Disintegrate (34 MP) - This attack deals 20+rank*6+2d6 points of holy damage, but if the damage dealt is equal or greater than half of the target's remaining hit points, that target is destroyed instantly (a target with 100 remaining HP that recieves 50 or more points of damage from this spell is killed instantly, for example).
[Holy=8] Spirit Wave Blaster (50 MP) - Derill fires his most powerful attack with straight holy energy, a blast of beams that spread out very little. This deals 27+rank*7+3d8 damage to a single target.
[Holy=8] Riot Gun (56 MP) - Deals 14+rank*4+2d6 points of holy damage to all targets within a 120 degree arc in front of the caster. [Holy=6]Flash of Brilliance
[Holy=9]Greater Fade: (26/58 MP) Deals 24+rank*6+3d6 holy damage to a single target, or deals 14+rank*4+2d6 points of holy damage to all unfriendly targets within a 20 foot area around a target.
[Holy=10]Muted Chorus (28 MP) - Calls upon the power of a chorus of angelic voices to strike fear into an enemy. Targets who fail to resist are struck both mute and blind, and are paralyzed if they fail a second resist roll.
[Holy=12]Profound Fade (42 MP) - Deals 30+rank*8+4d6 holy damage to a single target, and confers a -2/-2 AT/PA penalty on the target till Pervy's next turn.
[Holy=12]Beam 3 (38 MP) - As Beam 1, but does 20+rank*8+3d6 damage, dealing 6+3d6 burn damage if applicable.
[Holy=14] Banishment (30 MP) - Utterly destroys an undead creature.
[Bow=3, Holy Magic=2] Light Arrow (5 TP, 12 MP) - Char'rynn "enchants" an arrow with holy magic and lets it fly. Deals 14+rank*5+3d6 damage plus the damage of the bow.
[Holy=1, Ancient Magicks=6]Invoke(4 MP, 1 TP) - Pervy creates a holy glow around his hands. This creates enough light to read by, and also gives him a +1 to his Magic Attack roll. It can be cast as a free action, and lasts Holy/2 rounds.
[Holy Magic=4, Axes=4] Power Axe (4 TP, 15 MP) - Char'rynn charges her axe with Holy magic, then swings it at the opponent. Deals Chopping damage plus 11+rank*4+2d6 damage, and has a penalty of only -3 rather than -6. If the magic portion of the attack hits, check for burn damage. Roll a d6, and on a 4 or higher, the attack deals an additional 6+2d6 damage immediately.
[Holy=5 Mental Magic=5] Sever the Tie (31 MP) - Derill causes a severe disruption in opponents that rely on death energy - namely, the undead. This spell deals 25+rank*8+3d4 damage to undead within a 10-foot radius of the target, though the strongest undead (say, liches and zombie dragons) have a chance of resisting this completely.
[Holy Magic=2, Wind Magic=4]Aero Blade (25MP) - The caster draws strength from the heavens to summon a blade of pure wind into her hand. This blade is particularly destructive, having a damage of 14/17/21 + rank (T/S/C). The caster wields the weapons as if she possesed a skill in the weapon = to her holy magic + wind magic/2. The blade has no AT/PA penalties or bonuses.
[Runic = 1, Holy = 1] Burning Aura (5 MP per turn used, MP use begins the turn after it is initiated): A technique created by those who practice the Runic Fist, which allows them to turn astral strength into pure fighting power. This technique boosts AT/PA by +1/+1, and grants the user an extra Mag + 2d4 holy damage to a successful unarmed attack. This technique requires no effort to sustain, only initiate (so continuing its use is a free action.)


Hyrdomancy
[Hydromancy=1]Salinize/Desalinize (5 MP) - Allows Pervy to salinize or desalinize rank/2 gallons of water.

Hypnotism
[Hypnotism=2]Hypnosis (10 MP) - Magically influences a target, forcing them to obey any single word command or simple command ("sit," "flee," "jump,"). This effect is not powerful enough to cause the target to actively cause themselves harm, though their clarity of thought is not 100%. GM's call, though a target is not likely to, for example, thrust their blade through their own throat.
[Hypnotism=8] Sleep (16 MP) - the target's mind starts to tire, forcing the subject into a sleep-like state. The target remains asleep until hit with some form of attack or disturbed.

Edited by: Dodgy Hound at: 6/13/05 16:53

Uncle Pervy
 

Re: Reply Captintasic

Unread postby Uncle Pervy » Fri Jun 10, 2005 12:54 am

Zero's got it. At least some of this stuff is personal/unreplicable. I noted a few skimming over it.

Later, when Im not about to go do stuff, I'll try to post up Dream magic, which is eaten save for my copy. <p>---------------------------

ReakoSomner: regardless, I was poor, and in need of diamonds</p>

Dodgy Hound
 

Illusion/Invoke/Ki/Light/M-Theory/M-Shielding

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:57 am

Illusion
[Illusion=1] Illusionary Signboard (0 MP out of combat, 2 TP in it) - This is Sable's primary communication method in raccoon form. She holds up a sign with a textual or (rarely) graphical message on it, which can be seen by everyone looking at her.
[Illusion=1] Head Games (5 MP) - Creates a minor illusion centered on a particular opponent. Has an (Illusion * 5)% chance of doing one of 3 effects. Stunning an opponent for d2 rounds, confusing an opponent for d2 rounds, or reducing that character's next PA roll by d10. <30% chance>
[Illision Magic=1]Faerie Fire - (1MP) - The target is enveloped in a purple flickering flame. While only illusionary, this makes the target easier to spot. It is also possibly that the target may be confused or frightened, but only if the target is unfamiliar with such spells.
[Illision Magic=2]Darkness - (4MP) - This envelopes an spherical area of 1 foot radius with darkness. This might be used to hide a candle light, or plunge a foe into darkness
[Illusion=2]Mask (6 MP) - Alters the appearance of the target's facial features to the point that they are no longer recognizable as the original person. It cannot be used to make said target look like another specific individual, however.
[Illusion=4, Telepathy=3]Tactile Element (10 MP) - May be added onto any illusion spell, makes the illusion tactile to rank/2 targets if they fail a telepathy check.
[Illusion=4, Telepathy=4]Selective Viewership (5 MP) - May be added onto any illusions spell, makes the illusion only visible/audible/etc. to rank/2 targets if they fail a telepathy check.
[Illusion=3 Stealth=2] Blur (15 MP) - Creates afterimages which mask the person's true position. Increases parry by +7 for a number of rounds equal to the lower-ranked quality between Illusion and Stealth.
[Illusion=4, element=2]Fake Spell (x1.5 MP)- This is a damaging spell, magnified by illusion, and thus cheaper than an actual spell. It does double the damage of the actual spell to the target or targets. However, only half of the damage is real; the rest is illusion. The targets get two resist rolls; the first one determines whether they realize that the main body of the spell is illusionary; the second one is to resist the real part. If the target realizes that the spell is an illusion, they take none of the illusionary damage. Anyone who is "killed" by illusionary damage merely falls unconcious; anyone killed by the real damage dies as usual. Healing the target will dispel the illusion on that target. The element is optional; but if no element is used, then the spell is entirely illusion.


Invoke
[Invoke=1] Dragon Flame (5 MP) - The power of the dragon spirit unleashes a small flame upon a single target, dealing 8+rank*2+1d6 fire damage.
[Invoke = 1] Dragon Coils (12 MP): The invisible but omnipresent power of the dragon presses down on the ground around Meia. Deals 5+1d6+rank*2 shadow damage to all in a 10 foot radius of her.
[Invoke = 1] Bloody Claw (8 MP): A red claw rends reality, dealing 12+rank*2+1d6 damage to a single target.
[Invoke=3] Dragon Ignition (12 MP) - The dragon spirit lights a single target on fire. The fires from this spell persist until the target "stops, drops, and rolls" (a standard action) or is doused by water or large quantities of dirt/mud. These flames deal 12+1d6 points of damage each round.
[Invoke=4] Dragon Blast (14 MP) - The power of the dragon spirit unleashes a rather large flame upon a single target, dealing 14+rank*4+2d6 fire damage.
[Invoke=4] Dragon Fan (31 MP; or 4 TP in dragon form) - The power of the dragon spirit unleashes a wide blast of flame, dealing 10+rank*2+3d6 fire damage to targets within a 120 degree arc in front of the caster. If Banlix is in dragon form, the blast instead covers a 60 degree arc and deals 14+rank*3+3d6 fire damage.
[Invoke = 4] Dragon Descent (28 MP): The power of the dragon hammers the ground about Meia. Deals 10+3d6+rank*4 shadow damage to all in a 15 foot radius of her.
[Invoke = 4] Bloody Lance (10 MP): A blood red lance flies from Aaron’s hand to his unfortunate opponent, dealing 16+rank*4+2d6 damage to a single target by the power of raw hatred exuded by Aaron’s spirit.
[Invoke = 4] Bloody Star (28 MP): Aaron flings a blood red sphere of energy onto the battlefield, which deals 10+rank*2+1d6 damage to all targets within a ten foot radius of Aaron’s target.
[Invoke = 6] Blood Legacy (20 MP): Aaron’s spirit attacks one target, plunging him into a hellish reverie, in which he is surrounded by the screamed damnations of vengeful shades. The target is held until he can make a saving throw of his Cou + Willpower vs. Aaron’s Wis + Willpower. (Target may attempt once per round, attempting to break free is the only action he may take.) While held, the target is at AT/PA -4/-4. Once escaping, he is at AT/PA -2/-2 for 1d6 turns. (Cannot yet be used.)
[Invoke = 8] Bloody Eclipse (56 MP): A whirling void of red energy forms at the landing point of a sphere that Aaron throws. Deals 14+rank*4+2d6 points of damage to all targets within a 20 foot radius of the target.
[Invoke = 12] Bloody Lash (16 MP): A blood red energy whip writhes out and strikes Aaron’s opponent, dealing 26+rank*6+3d6 damage to a single target by the power of raw hatred exuded by Aaron’s spirit.
[Invoke = 16] Bloody Sun (80 MP): A much larger version of the Bloody Star spell. Deals 20+rank*6+2d6 points of damage to all targets within a 30 foot radius of the target.
[Invoke = 18]Blood Sovereign (56 MP): The six eyed demon-spirit of vengeance calls for the blood of Aaron’s enemies, killing them instantly (provided they HAVE blood).
[Invoke=2, Throwing Knives=2] Dragon Knife (2 TP, 8 MP) - Banlix forms a knife out of fire with the help of the dragon spirit. This knife may be thrown as any other knife, and deals (Invoke rank)+2d4 damage when it hits.


Ki Usage
[Materialize=1, Ki Usage=1] Quick Distance (2 TP) - The user dematerializes and rematerializes on a nearby surface with the usage of ki. Regularly used out of combat as a means of alleviating treacherous territory.
[Ki Usage=2, Melee Weapon=2] Empower Blade (5 TP, 10 MP) - User enchants blade with a magically-amplified ki emanation. Performs double slashing damage upon a successful hit.


Light
[Light=1]Eye Blast (10 MP) - Jackson fires ocular energy beams at one enemy. Deals 12+rank*2+1d6 damage to a single target
[Light=3] Glow (3 MP) - Causes the caster's hands to glow for rank hours, unless they will the effect to stop beforehand, providing illumination equivalent to the average torch.


M-Theory
[M-Theory=4]Charge Spell (5 TP) - Empowers a spell for a turn, increasing damage by 2x.
[M-Theory=6]Spell Penetration (2 TP) - Adds a bonus of rank/2 to a spellcasting roll.


Magic Shielding
[Aura Focus=1, Magic Shielding= 10] Magic Focus Alpha (2 TP): Kamos forfeits his action, focusing on defending against magic, giving him an Mblock of x1.5 for the round.

Edited by: Dodgy Hound at: 6/13/05 2:27

Dodgy Hound
 

Zero do wha?

Unread postby Dodgy Hound » Fri Jun 10, 2005 12:59 am

I know that I won't post up the Summons, but I think alot of it would add more to the Spellbook. And what is this about Zero?


Dodgy Hound
 

Malediction/Mazoku/MutualDestruct/Meditation/Mental

Unread postby Dodgy Hound » Fri Jun 10, 2005 1:01 am

Malediction
[Malediction=1] Poison (8 MP): If successful Does 5 rank 1d6 damage, and poisons on 50%.
[Mal=1]Poison (Variable MP) - Inflicts up to rank/3 levels of poison, the caster paying 8 MP per level he wishes to inflict.
[Malediction=1] Toxin (11 MP) - Inflicts (rank/2) levels of poisoning.
[Malediction=1]Pain Glyph (5 MP) - Madu etches a glyph with his rapier on an opponent which causes a burst of pain, stunning them for a round.
[Malediction=2]Anger Glyph (5 MP) - Madu etches a glyph with his rapier on an opponent which produces rage. This has the effect of berserking them for 1d4 rounds.
[Malediction=2]Weaken (8 TP) - Reduces a target's strength. All damage dealt by that target of a physical nature is reduced by half for rank rounds.
[Malediction=2] Craze (8 MP) - On a sucessful spell check, the target gains 2 temporary points of STR, and temporary AC equal to STA + (The New) STR added together. And last but not least, magical attack ability is decreased by 4. This all lasts for 1d2 rounds.
[Malediction = 2] Holy Bind (12 MP): Restricts one target from moving for rank/2+1d6 rounds or rank+2d6 minutes. Does not effect higher-level shade creatures, or creatures that make a saving throw.
[Malediction=3] Nearsight (10 MP?) - Target's eyesight is impared, unable to focus his vision. Those under the effect of this spell cannot see clearly beyond two feet. Effect lasts (?)
[Malediction=3]Cripple (8 TP) - Numbs a target's reflexes and makes it more difficult to move to defend. The target's PA is reduced by rank for rank rounds.
[Malediction=3]Ill Glyph (8 MP) - Madu etches a symbol which causes a short-lived sickness in his opponent, giving them a -2/-2 AT/PA penalty for 2d4 rounds.
[Malediction=4]Poison Glyph (12 MP) - Madu creates a symbol which poisons the opponent. This produces a rank 3 poison in them.
[Malediction=4] Reduce (20 MP) - Calls upon the negative forces of the astral plane to reduce a target. Target reduces proportionally in height by two feet. If a living creature, it loses -2 Str, -1 Agi, and -1 Cou.
[Malediction=4] Confusion - before an enemy attacks, make a skill check against the target’s MBlock or INT. If the enemy fails, they attack a random target instead of the normal target. Lasts 1d4 rounds.
[Malediction=4]Lesser Desalination (20 MP) - Through a magical process, causes the target to lose over half of the salt in their tissues and body fluids. This results in hypoatremia, or lack of sodium, and may cause fatigue, nausea, weakness, fever, seizures, coma, lack of coordination, and tissue swelling. The affected creature will recieve 8+1d4 points of damage from fatigue each round, suffer a -6/-6 AT/PA penalty (as though critical). If the creature still remains standing after 4 rounds or STA rounds, whichever is less, the affected target must save or fall unconscious. The check is STA*3+d20 or BASE PA+d20 against a DC of 20+rank.
[Malediction=1, Astral=1] Astral Toxin (11 MP) - Inflicts (mean rank/2) levels of astral drain.
[Malediction=3, Transmuting=4] Frog (16 MP) - Turns one target into a frog for (mean rank/2)+1d3 rounds.
[Malediction=1 Earth=1] Bio (10 MP) - Causes 8+rank*2+1d6 damage and may actually inflict (rank/2, rounded up) levels of poison to the target, if they fail their chance to resist by 10 or more.
[Malediction=2 Dark=1] Amplify Damage (16 MP) - A curse is brought upon the target, causing them to take 50% extra damage from physical attacks for (average rank) rounds.
[Malediction = 4, Holy = 2] Holy Scourge (15 MP): Deals 6+2d4 holy damage, gives a -1/-1 AT/PA penalty, and reduces Initiative by 2. Effects one target, penalties last for rank/2+1d6 rounds or rank+2d6 minutes.
[Malediction=4 Dark=3] Weaken (27 MP) - A curse comes upon the target, causing them to deal 1/3 less damage with each attack. This is figured out before AC comes into play. This lasts (average rank) rounds.
[Malediction=6 Dark=7 Heal=6] Life Tap (35 MP) - A curse comes upon the target, and 50% of the life energies lost due to physical wounds after this takes effect go to healing the one who dealt the wounds. This lasts (average of dark and malediction ranks) rounds.
[Malediction= 8 Dark=8] Lower Resist (41 MP) - A curse falls upon the target, reducing their MBlock by 4 and their magical AC by 6 (this can make it negative) for (average rank) rounds.
[Malediction=2, White Magic=5]Mute (30 MP) - Prevents a target from speaking by creating a magical barrier in the throat. This prevents the casting of most spells (since some subvocalization is required for many of them) and also prevents the target from using magical breath weapons (such as that of a dragon). The MAtk roll is made at -4 for this spell.


Mazoku Magic
[Mazoku Magic=1] Embrittle (15 MP) -This potent curse effectively weakens armor and its impact against physical attacks. Half target AC for (Rank/2) rounds if enemy fails save
[Mazoku Magic=1] Warmongering (20 MP) - Concentration is an important thing in battle. Lose it too much in one way or another, and you’ve lost the fight. Clouding the enemy’s thoughts, and affecting their concentration on defense is this curse’s function. Target’s attack rolls get a bonus of Rank/4, but their defense rolls get a penalty of (Rank).


Mutually Destructive Magic
[MDM=1]Sak (0MP) - This is a potent spell. It fully restores an ally's HP and costs no MP. The cost, however, is the caster's life. The caster's HP is immediately reduced to 0 on use (rendering them unconscious).
[MDM=6]Gisak (0 MP) - This spell fully restore an ally's HP and status, even if they are unconscious, and they are able to fight immediately. Like all MDM's, this spell reduces the caster to 0 HP on use, rendering them unconscious.
[MDM=7, Energy=9]Nova Crush (0 MP) - This spell creates a ring of energy that expands outward from the caster, with a range of 4 hexes in all directions (12 feet). All caught in the area of effect suffer 100+rank*6+2d20 points of damage, but the caster falls unconscious, and will remain unconscious for at least 1d6 days.


Meditation
[Meditation=1]Meditate (1 TP): Xavier takes a few minutes to enter a state of meditation. After meditating for one hour, all MP costs over the next two hours are decreased by 25%.
[Meditation=4]Walking Meditation (6 TP): Xavier can meditate while moving around or performing other actions. 6 TP must be used upon entering this state and 2 additional TP for every hour after the first. If attacked while in Walking Meditation, Xavier must make a Meditation roll vs. 10+(Damage Dealt/2). During Walking Meditation, all mana costs are reduced my 25%


Mental Magic
[Ment=1]Combat Sense (6 MP) - Increases defense of caster by +3.
[Mental Magic=2] Detect Strong Feelings (8 MP) - Find a strong feeling had by the the target. (i.e., Jak hates Drow)
[Mental = 2] Mind Shield (8 MP): Increases resist rolls vs. Mental Magic by Rank for 4+2d6 rounds.
[Mental Magic=2]Control (9 MP) - Cardinal rolls to see if he can take control of an enemy's mind for one turn. He can then extract information, or force him to attack another foe. This can only be used if the target's WIS is less than Cardinal's, and if the target fails a standard magic resistance check.
[Mental Magic=2]Mind Barrier (6 or 12 MP) - If a mental effect spell is cast on him, 6 MP is spent to give a +3 on his resist roll. This is spent whenever. If Cardinal casts this conciously, then the target gains a +6 on their resist rolls against mental spells until Cardinal's next turn.
[Mental = 4] Mind Read (12 MP): The One attempts to read the mind of one target. This allows him to perceive what the target is thinking, and lets him ‘second guess’ a person’s upcoming moves. His AT/PA is +4 vs that target for two rounds. Out of combat, his ability to read minds lasts for Rank*2 minutes.
[Mental Magic=5] Migraine (14 MP) - Cardinal induces a disabling migraine in his target, causing them no actual damage but greatly effects their ability to function. All rolls (attacks, magic, resists, etc.) are -4 for 1d6 rounds.
[Applied Magical Theory=5, Mental Magic=5] Still Spell (10 MP + Cost of Spell; 4 TP)-If unable to move or speak, Spob may use this ability to cast a non psionic spell, provided that he makes a successful mental clarity roll. If Spob is under the effect of a Mute spell, he cannot perform Still Spell.
[Prot=2, Ment=2]Mental Shield (14 MP) - Target recieves a +2+rank bonus against all mind affecting spells (Berserk, Pacification, etc).


Dodgy Hound
 

Melding/Poison/Prayer/Prism/Protection

Unread postby Dodgy Hound » Fri Jun 10, 2005 1:05 am

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

Dodgy Hound
 

Psicraft/PsionManip/PsyKinesis/PsyMetabolism

Unread postby Dodgy Hound » Fri Jun 10, 2005 1:08 am

Psicraft
[Psicraft=2]Induce Hunger (7 MP): Putting his psionic abilities to use, End targets a single opponent's stomach. This may, with a successful Mattack roll, induce hunger in the stomach of said opponent. In a normal situation, the target will have to resist the urge to sate this hunger. In combat, it gives a -1 penalty to all rolls until sated. Only affects creatures with a metabolism.
[Psi-craft = 4] Psi Blade (15 MP, 3 TP): Creates a shimmering, wavy white energy blade. The weapon deals 10/10/10 + Rank physical damage, with no attack penalties for any attack types (thrust/slash/chop) and a modifier of 0/0. Spell may be used to create a permanent weapon that may be phased in and out of existence at will, if the caster takes a Max MP reduction of 20. Otherwise, it lasts for Rank rounds.


Psion Manipulation
[Psion Manipulation = 1] Psion Bolt (X*2 MP): Durron unleashes a bolt of carefully concentrated mental energy on one target. Deals X^2+Rank+(Ranki/2)d6 physical damage (factor in AC when calculating.) X=Rank, with a maximum of 10.
[Psion Manipulation = 8] Blink (55 MP): A simple teleportation ability, which allows Durron to jump a total of Rank feet from point A to point B. He merely blinks out of existence at the starting point, and reappears at the ending point. If Durron is attempting to jump into the center of something solid, he will be ‘pushed’ back along his route until he is back outside of it. This does not mean Durron cannot Blink through walls, just that he cannot materialize inside them. This ability requires a lot of concentration to use, thus if he attempts to do it during combat, it will take a total of 3 rounds to properly cast. If he is successfully attacked during this time, then he must start over. Durron may only teleport himself with this ability
[Psion Manipulation = 12] Jump (70 MP): A much more advanced teleportation technique, which allows Durron to jump as many as Rank*2 miles in any direction. Useful for traveling long distances quickly, but it is not so quiet as Blink. It still requires several seconds to complete the spell, creates a massive astral disruption in the process of being used, and will make a noise much like an oncoming freight train as the localized psion collection that is Durron approaches the ending point. Like Blink, if Durron is attempting to materialize inside something solid, he will be pushed back along his route until he is outside of it. This ability requires five minutes of solid concentration to use, and using it in combat is out of the question.
[Psion Manipulation = 20] Transcend (100 MP, 20 TP): Allows Durron to step from the normal world into any other world or plane of his choosing, in the same or different physical location. Rules governing materialization in other teleportation abilities apply here. Using this more than once a day is fatal. Period.


Psychokinesis
[Psychokinesis=3] Psychic Barrage (21 MP) - Araguchi projects (rank/2) bolts of mental force (maximum five), each one dealing 6+rank*2+1d6 damage. (Roll MAttack independently for each bolt.) Unlike most Psychokinesis spells, this one has a somatic component - if Araguchi cannot move his arms, he cannot use this spell.
[Psychokinesis=4] Mindarmor (13 MP) - Boosts damage reduction, adding 3*rank AC (capping at 35 AC) to any target for 4+1d2 rounds.
[Psychokinetics=4] Kinetic Motion (X MP) - By expending X MP, Derill can lift an object weighing X*8 pounds or less, moving it at (rank+10) feet per round.
[Psychokinesis=4] Sure Hit (12 MP) - Allows a thrown object to auto-hit for normal damage.
[Psychokinesis=4] Psionic Punch! (5 MP) - Delivers a telekinetic punch to a target, with 1/3 ranks in psychokinesis (rounded down) acting as a strength modifier.
[Psychokinetics=8] Mind Blade (20 MP to create - 10 MP per turn upkeep) - Derill summons a blade of mental energy to his hand. This blade has no AT/PA penalties, and Derill wields it as if his Sword skill was (mental rank/3).
[Psychokinesis=3, Spear=2] Guided Toss (3 TP, 15 MP) - Araguchi throws his spear at the target and then psychically guides it. Use his Psychokinesis MAttack instead of his throwing accuracy to determine whether he hits, and double the damage it deals for a hit. Of course, whether it hits or not, Araguchi is left without his spear.


Psychometabolism
[Psychometabolism=2]Strengthening the Body may Weaken the Mind (8 MP) - This gives Taneem the Berserk status ailment for 1d2 rounds.
[Psychometabolism=4]The Gift of Time is Always Welcome (7 MP) - This gives Taneem increased speed. He becomes hasted, gaining extra movement as if he had +rank Agi and also gaining an extra action every round for rank/2 rounds. Because this also increases his metabolic rate, he usually comes out of it quite hungry.

Edited by: Dodgy Hound at: 6/13/05 16:55

Dodgy Hound
 

Regen/Scrying/Shaman/Sight/Singing

Unread postby Dodgy Hound » Fri Jun 10, 2005 1:10 am

Regeneration Magic
[Regenerator = 2] Regenerate (6 MP): Ben is a regenerator capable of rapidly healing himself. He may cast this spell upon himself (and himself only) to regain Rank/2 HP/round. This lasts for Rank rounds, or until the end of combat.
[Regenerator = 2] Focused Regeneration (3 MP per HP): Ben may focus his attention inward for 10-Rank (Minimum of 2) minutes to regain HP. The maximum amount of HP he may regain is equal to Rank*2.
[Regenerator = 15] Regrow Limb (80 MP): If Ben looses a limb in combat, he may focus in and regenerate it. This process takes 12 hours for minor wounds like a lost hand, 24-48 hours for entire limbs. Exact time at the GM’s discretion.


Scrying
[Scrying=1]Lesser Object Read (5 MP) - Gives the caster vague details about an object, such as approximate age, gender and race of the owner/last person to use it, general type/power of enchantments (if any), and the like, subject to GM discretion. Caster must be in contact with the desired object ot cast spell.


Shamanistic Magic
[Shaman=2] Buffet Spirit (7 MP) - This spell is designed with one purpose in mind, and that is simply to blast a spirit away from someone/something. It breaks any effect the spirit is having on the person/thing it is near, and any shaman who is successfully struck with it may not use Invoke Spirit magic until after the spirit returns to it. To succeed, Banlix must successfully roll his Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower.
[Shaman=4] Silence Spirit (15 MP) - This spell completely breaks a spirit’s ability to interact with the living for Rank+1d6 hours. It may not be invoked by shaman, may not speak or possess humans, ect. To succeed, Banlix must successfully roll his Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower. This tech may also be used to prevent a character from using Shaman Magic, Druidic Magic, Invoke Spirit, or other magic skills that require communication with spirits
[Shaman = 8] Exile Spirit (22 MP): This spell seals a spirit away from reality for all eternity. It may not return, nor may it interact with the physical world in any sense. It may return only by having a shaman summon it specifically, or to return with another being, living or spiritual, who has entered the astral plane in one way or another. To succeed, Aaron must successfully roll his Willpower vs. the spirit’s Cou, Int, or Mag, or, if it is another shaman’s spirit, that shaman’s Willpower, whichever is highest.
[Seal = 4, Shaman = 3] Bind Spirit (40 MP, 10 TP): A technique that allows Aaron to Bind a spirit to a specific item, location, or person. In order to do this, he must first make the correct seal (whether a roll to choose the correct seal to use is at the GM’s discretion), and then roll his Willpower vs. the spirit’s Cou, Int, or Mag, whichever is highest. The process takes 2-4 hours, depending on the strength of the spirit. The spirit then inhabits that person/place/thing (if it’s a person, they are not possessed, but will have an annoying voice in their head). If it is mobile, the spirit moves with them, and the spirit may communicate with anyone in physical contact with the person/place/thing it is bound to. Otherwise, it may not move or communicate. If the spirit has abilities/spells that may be projected, it may confer them to the person/place/thing it is bound to (GM discretion).
[Invoke = 1, Shaman = 1] Spirit Armor (5 MP per turn): This technique causes the color of Aaron’s clothes to change to red. Physical damage done to him is reduced by 4 + Mag + Willpower.


Sight Magic
[Sight = 1] Dark Vision (4 MP): The One may cast this on himself, to negate the penalties created by being in the dark.
[Sight = 2] See movement (6 MP): Allows the One to see movement, no matter how slight, or how well it blends into the background. Can cause confusion if used in a crowded area with many people moving about.
[Sight = 3] Piercing Vision (8 MP): Lets the One see through things. This can be used for perverted purposes… not that he would do such a thing.
[Sight = 3] Long Ranged Vision (8 MP): Lets the One see up to Rank miles away, although things like buildings and trees will still obstruct his vision.
[Sight = 4] Greater Dark Vision (9 MP): The effects of the One’s Dark Vision spell spread to all his companions.
[Sight = 6] Bestow Astral Vision (14 MP): Allows the One to make another see the astral plane, regardless of his/her magical aptitude.
[Sight = 6] Thermal Vision (12 MP): The One may cast this on himself, allowing him to locate sources of heat and cold.


Singing
[Singing=3] Dischord (9 TP) - May induce confusion and/or deafness (roll 1d2 to determine effect, both if critical hit) in all targets within a 30' radius. Those outside will still feel the urge to cover their ears and just might do anything to stop the source of the noise.
[Singing=4] Lullaby (6 TP) - Puts all creatures within a 10' radius to sleep if they fail to resist.
[Singing=4] Confusion Song (20 MP) - * Singing, Single/Multiple targets. When Single Target, Roll MAtk vs MDef. (Result / 5) is Effect Level. Target is unable to distinguish between friend or foe. Effect lasts EL rounds. [INT] resists.
[Singing=5] Dazzling Song (16 MP) - Singing, Single/Multiple targets. When Single Target, Target is stunned for Rank rounds. When Multitargeted, targets are frozen for (Rank / Targets) rounds, rounded down.
[Singing=7] Calming Song (35 MP) - All who hear this song must make a magic resistance roll, versus Enlil's Mattack, WITHOUT the skill bonus. Enlil also rolls a d10 rather than a d20, while all targets take a normal resist roll with a D20. Those who fail are less inclined to commit violence. They will still act in defense if needed, but will not initiate violence. This effect ends once the song ends or something is done to increase their rage enough (roll again against magic resistance if this happens).
[Singing=13]Countersong (MP and TP variable) Enlil attempts to harmonize her singing with any sound based effect currently taking place, vocal or instrumental. She rolls a contested singing roll against the "caster". If she wins, the effect is neutralised as long as she continues to sing. Anything else, and she fails. This tech costs half of what the target effect did, both in terms of MP and TP (15MP and 2TP for an effect which cost 30MP and 4TP).
[Singing=15] Birdspeech (TP3): Allows Enlil to comprehend and communicate with birds on a basic level. Without a skill roll, she may understand and express basic ideas and emotions. Trying for something complex, such as speaking about a particular object, will require a Singing roll; the difficulty depending on how much exposure she has had to that sort of bird in general. (10 for a common Robin, for example)
[Singing=20]Disruption [TP8 per round (not including tests)] This allows Enlil to hold her force at a certain pitch, to the point that she is able to cause things sensative to sound to break. She must spend a round testing the object, first, in order to find the pitch that shall work. Once she has secured it, she makes a singing roll to determine whether or not is shatters or is generally damaged. Thin or fine quality glass and crystal things are DC20, Low quality or dense glass and crystal are DC 30, jelly-like and amorphous things are DC 40. For each round she sustains it, she gains a cumulative +3 to her roll. Animate or especially large things may not be instantly shattered, at the GM's decision, may take Rank+2d6 Damage per round, with a cumulative +8 damage for each round it is sustained
[Singing = 21] Song of Invocation [15 TP, 5 TP/round]: This song allows Enlil to draw upon her talents to sing a nonmagical song of unearthly beauty and grace, allowing her to invoke one emotion of her choice. Those hearing it must check [Courage*3+d20] against her singing roll to resist it; those whom know what Enlil is doing may actively oppose it get +10 to the roll. Those who don't wish to oppose it check at [Cou*3]. Enlil makes one roll per round for all to resist against. Those who are affected will begin to feel the emotion that Enlil is invoking, as the song enraptures them. They will quickly stop what they are doing; barring something to threaten their lives (though even then, there will be less of an effort); enraptured by the song. This emotion will last for ten minutes for every round after she ceases to sing. Afterwards, the targets will generally be very agreeable to following suggestions that tie into the emotions that were invoked (Sad people may leave work to go mourn lost relatives, for example). Critical fail will leave the victim immune to that particular emotion invocation for a week, a critical success will double the amount of time the target is affected.
[Singing=4, Shadow=1]Song of Shadow (6 MP) - Manipulates shadows and darkness. Exact effects and limits of spell are determined by the GM and the description of the player. Mattack Rolls are (Singing + Shadow)/2
[Singing=4, Aeromancy=1]Song of Wind (6 MP) - Manipulates wind currents and air. Exact effects and limits of spell are determined by the GM and the description of the player. Mattack Rolls are (Singing + Aeromancy)/2
[Singing=4, Hydromancy=1]Song of Water (6 MP) - Manipulates and shapes water. Exact effects and limits of spell are determined by the GM and the description of the player. Mattack Rolls are (Singing + Hydromancy)/2


Edited by: Dodgy Hound at: 6/10/05 2:58

Dodgy Hound
 

Spatial/SpiritEnh/Spiritualism/Star/Summon/Support

Unread postby Dodgy Hound » Fri Jun 10, 2005 1:14 am

Spatial
[Spatial=1]Bomb 1 (5 MP) - Compresses the air around a target, dealing 8 + rank * 2 + 1d4 damage.
[Spatial=2]Bomb 2 (10 MP) - Makes a series of air-compressions within a group, dealing 8 + rank * 2 + 1d4 damage to several targets within one hex of a target hex.
[Spatial=2]Comet1 (16 MP) - Drops a rock from outer space, dealing 8 + (rank * 6) + 2d6 damage to a single target.
[Spatial=3]Hold (15 MP) - If successful, surrounds a target with ropes of spacial energy, holding them for (Rank*10) minutes.
[Spatial=3]Phase Shift (17 MP) - Move to any location within (Rank * 2) yards, half for each passage through solid matter.
[Spatial=4]Comet2 (28 MP) - Drops a group of rocks from outer space, dealing 8+ (rank * 6) + 2d6 damage to several targets within one hex of a target hex.
[Space=4]Hold (10MP) - Freezes target, making them unable to move or speak for 1d4 rounds.
[Spatial=7]Phase Other (MP Varies) - Acts as Phase Shift, but for one target within the caster's sight. The target can be teleported up to (Rank * 2) yards from his original location. Unwilling targets recieve a magic resist check, as do items held by unwilling subjects. Items use the subject's value with a +4 bonus. The cost of this spell is 30 MP plus 15 for every 100 pounds of the target over 200.
[Spatial=12]Phase to Beacon (60 MP) - Acts as Phase Shift, but allows the caster to teleport to any pre-established beacon within Rank*25 miles. Accuracy at the destination varies by about 50 feet, but he cannot manifest in a solid object, instead materializing directly adjacent to it should there be no location within that range without one.
[Spatial=12]Create Teleportation Beacon (150 MP) - Create one teleportation beacon in the area. Requires multiple castings over the course of up to 6 days, dividing the MP equally for each day.
[Astral=3, Space=3]Shadow Dancing Blade (5 TP) - Caesar sends his wakazashi towards his foe, which appears to disappear before impact. Then the sword proceeds to "dance" into and out of the current dimention, slicing the opponent three times in the process. Replace STR with Mag Apt+Level/2 (rounded down) for purposes of calculating damage.
[Space=4, Teleportation=4] Portable Hole (10MP) Caesar creates a temporary dimentional portal on the ground below (or slightly before, for a moving target) his opponent, and assuming they fall in, they are transported to a location within 10 feet vertically or 30 feet horizontally from the caster. Falling targets take applicable fall damage.


Spirit Enhancement
[Spirit Enhancement=2] Adrenaline (9 MP) - Devast acquires a bonus of +(rank) to AT/PA for rank+1d2 rounds (maximum 10+1d2 rounds).
[Spirit Enhancement=4] Muscle Burst (24 MP) - Devast gains a temporary +4 bonus to STR and an AC bonus of STA+(the new) STR. However, he also gets a -4 to magical attacks and a -2 penalty to Agility (due to his muscles becoming more stiff). This all lasts for 1d4+2 rounds.


Spiritualism
[Spiritualism=1]Astral Jolt (10 MP) - Deals 12+rank*2+1d6 damage to a single target.
[Spiritualism=4, Necromancy=4] Speak with Dead (8MP, 2TP) Allows communication with a single spirit within an area (small house, large room, part of battlefield). The caster may either select the spirit, or a random one is chosen. Difficulty at contacting the spirit depends upon how long ago the death was, and how strongly connected it was to the event that happened there. Once the spirit has been contacted, it is forced to remain for rank minutes before it can leave willingly.
[Spiritualism = 4, Necromancy = 4] Banish Undead (24MP) Attempts to banish a single undead being from existance, or more precisely, it's spirit. Zombies, skeletons and other undead which are simply animated are not affected. The target automatically resists if it's level is greater than the mean rank of the caster.
[Spiritualism=1 Necromancy=1]Bastion (18 MP) - Cleanses a piece of land (100 sqft) of dark energy and lingering negative emotions for (rank*5) days. The enchanted area has all the effects of a piece of cleansed land until the spell wears off. Unwanted Spirits, and Undead bearing souls, cannot enter. Should they wish to do so, they must make a COU*3+d20 check vs. the caster's spellcasting check. If they succeed, they may pass through the area, but they suffer 100 points of damage as a result. Undead that are merely animated (Zombies, skeletons, and the like) are not affected.
[[s]Incorporeality Sensitivity = 1 Spiritualism =3] See Incorporeal (MP5, TP1) This allows Jaylie to sense an Incoporeal being she otherwise could not, revealing where its spirit is. She may use this to attack physically with only a -2 penalty. She may also see through other forms of invisibility cast at a rank lower than her Spiritualism Rank


Star Magic
[Star Magic=1]Nova (4 MP) - Spectral energy fries an enemy, dealing 6 + rank + 1d6 damage.
[Star Magic=1]Sunbath (14 MP) - The energy of the sun empowers the party, restoring 8 + (3 * rank) + 2d8 HP.
[Star Magic=2]Polaris Beam (10 MP) - Powerful light energy pounds enemies in a line, dealing 8 + (2 * rank) + 1d6 damage to a group of targets.
[Star Magic=3]Orion Strike (28 MP) -The power of the stars converges on the battlefield, bombarding the enemy party with its energy. This energy burst deals 18 + (rank * 6) + 3d6 damage.
[Star Magic=4] Guiding Star (7 MP) No matter his position on Gaera, Cardinal can always attune himself to the stars and determine which direction is north.
[Star Magic=6]Supernova(26 MP) - The power of a collapsing star amasses in Cardinal's hands, allowing him to deep fry an enemy for 24+rank*8+2d6 damage.
[Star Magic=7]Crush (20 MP) - This spell creates a gravitational point within a creature, collapsing its body. Those able to be hurt by this method take 20+rank*5+2d6 damage, as well as possible other forms of damage from collapsed organs. Only affects living creatures, in terms of damage, though it can cause constructs and the like to crumple (dealing half damage).


Summoning
[Summonng=8, Astral=8]Astral Blade (24 MP) - Creates a swordlike weapon with damage 13/17/20 and AT/PA mods +2/+2 for a duration of 2d6 hours. On a successful hit with this weapon, roll 1d6--on a 5 or 6, the struck victim is inflicted with the Astral Drain status effect at a level of Astral rank/2.
[Summoning=12, Astral=12]Prismatic Weapon (52 MP) - Creates a weapon of the caster's choice with damage 15/19/24 and AT/PA mods +4/+2 for a duration of 2d6 hours. On a successful hit with this weapon, the affected target must resist as though being struck by a spell cast with the caster's stats and Astral Magic rank or suffer one of ten effects (roll 1d10 to determine):

1--Target suffers 12+rank*4+2d6 points of astral damage.
2--Target is blinded for 1d6 rounds.
3--Target is paralyzed.
4--Target suffers from an Astral rank/2 level Astral Drain condition.
5--Target suffers 14+rank*4+2d6 points of astral damage in addition to 1d6 rounds of blindness.
6--Target is frozen solid, as though petrification (only made of ice).
7--Target ignites spontaneously, suffering 18+2d6 points of fire damage each round until they "stop, drop, and roll" or take some other action to put out the flames.
8--Target suffers 10+rank*2+2d6 damage, which is absorbed by the weapon's wielder as HP.
9--Target suffers 10+rank*2+2d6 damage, which is absorbed by the weapon's wielder as MP.
10--Weapon explodes, both the wielder and the attacked target suffer 58+2d6 points of astral damage, weapon is destroyed


Support
[Support = 2] Mental Projection (4 MP) - Project the 'mind' away from the body, allowing a view of the surrounding area for a short distance, like a magical eye. This distance is equal to approximately 4*rank yards.
[Support = 3, Healing = 1] Divine Vision (4 MP) - Using the 'Eyes of Ishtar', look into the enemy's soul and body, revealing hidden weaknesses. Reveals enemy elemental vulnerabilities and resistences, and various other information (general stamina level, mana level, etc).
[Support = 3] Minor Blessing (8 MP) - Calling upon Ishtar's power, Daniel can temporarily add (Rank / 2 ) (Rounded up) to an ally's PA for 2+d2 rounds.
[Lance=3, Support=3] Sentinel (5 MP, 10 TP) - Daniel uses his learned abilities to shield others from harm. Daniel pays to use this action on his turn, taking half of all damage that the ally would've taken in subsequent rounds. Then ally in question takes no damage for as long as he or she is being covered.

Edited by: Dodgy Hound at: 6/10/05 2:27

Dodgy Hound
 

Telekinesis/Telepathy

Unread postby Dodgy Hound » Fri Jun 10, 2005 1:15 am

Telekinesis
[Telekinesis=1] TK Mortar (6 MP) - Dahlia projects a blast of energy from above a single target, doing 12 + rank * 2 + 1d6 damage to it. Half of this damage is subdual damage.
[Telekinesis=2]Manipulate Object (2 MP) - Moves an unsecured object that weighs in under two pounds. Can also be used to push buttons or pull levers, though nothing that requires fine motor skills.
[Telekinesis=4]Levitate (12 MP) - Allows Osbourne to float in the air, ascending and decending at relatively slow speeds.
[Telekinesis=4]Choke (40 MP + 5 MP/round) - Suffocates an opponent. Choking opponents cannot act, suffer a -4/-4 penalty, and suffer choking/breath holding damage as applicable. Caster must focus on spell throughout entire duration. Broken with a (Stamina+1d20) against (rank+1d20-10) While concentrating, caster is treated as helpless, and suffers a -4/-4 penalty to AT/PA. If concentration is broken, so is spell.
[Telekinesis = 4] Levitate (20 MP): Allows Durron to effectively nullify his own weight and propel himself telekinetically. Durron may levitate Rank*2+Willpower Rank feet into the air, and may move at a rate of (Rank+Willpower rank/2) ft/sec. While airborne, his base AT/PA is Mag+Int+Rank+Skill modifiers. Lasts for ten minutes.
[Telekinesis=4] TK Mega Mortar (12 MP) - Dahlia projects a larger blast of energy above a single target, doing 18 + rank * 4 + 2d6 damage to it. Half of this damage is subdual damage.
[Telekinesis=4]Constrict (14 MP) - Attempts to choke a target, dealing 10+rank*4+1d6 points of damage and stunning the target for a full round if successful. Targets hit by this attack suffer a -3/-3 AT/PA penalty as long as they are stunned.
[Telekinesis=4] TK Bombshell (14 MP) - Dahlia projects a blast of energy which strikes a target and then explodes, doing 20 + rank * 2 + 1d6 damage to the primary target, and then 10 + rank * 2 + 1d6 damage to all other targets within a 5-foot radius. Half of all damage inflicted is subdual damage.
[Telekinesis=4]Weapon Push (8 MP, 2 TP) - Puts telekinetic force behind a weapon attack. Adds rank*2+2d6 points of damage to said weapon attack.
[Telekinesis = 5] Grip (14 MP): A crushing, vise-like grip is exerted on rank/3 targets. They are powerfully compressed, dealing Rank*2+2d6 damage per turn, and AT/PA is at a –2. Lasts for Rank/2 turns.
[Telekinesis=8]Mind Blast (22 MP) - Deals 18+rank*6+2d6 points of damage in addition to causing confusion 2/3 of the time (a 3 or greater on a d6). Confused targets cannot defend themselves and attack randomly. This may only be used against a target with a brain or nervous system, and therefore, does not affect things such as slimes or golems.
[Telekinesis=8]Air Shield (15 MP) - Completely stops light projectiles, such as rocks, arrows, slingshots, thrown objects weighing less than five pounds, throwing daggers, or even bullets, for 1d6 rounds. Anything heavier, such as a sword blow or a claw attack, is unaffected.
[Telekinesis=2, [s]Two-handed Weapons=2]Single Handed (2 MP and 1 TP per round) - Uses a two-handed weapon with one hand, the slack taken up by telekinesis.
[Telekinesis=4, Sword=2]Death Hurricane (2 TP, 4 MP) - Allows multiple attacks in one round, the weapon speeded up by telekinesis. The cost of the tech doubles after each extra attack, and only lasts until the first attack to miss.
[Telekinesis=2, Danger Sense=2] Armor Burst (4 MP) - Dahlia can, as she is being attacked, project a burst of force to deflect it. This works on all attacks: melee attacks, missiles, and even spells. She has made this a reflex action, and it can be done against multiple attacks in a round, even if she has already acted. This spell gives a +[TK rank]/2 as a PA bonus, a bonus against missiles, and a bonus to MDef on the attack that is currently happening. This only protects against one attack and must be remanifested if she is attacked again. If she is attacked from a position where she would not know it was coming, she has to make a Danger Sense roll in order to manifest this in time.
[Telekinesis=4, Motorcycle=2] TK Motorbike (5 MP + 2 MP/5 min) - Dahlia produces a bolt of force under her and rides it like a motorcycle. This enables her to travel at (40 + 5 * [TK rank]) mph for as long as she can pay the maintenance cost. If she hits someone with this, the target takes 10 + rank * 2 + 1d6 damage (half of which is subdual), Dahlia takes half this damage, and she has to make a Motorcycle roll to keep control. In all other respects, this behaves as a normal motorcycle
[Telepathy=6, Telekinesis=6]Adrenalize (18 MP) - A chosen target's next physical attack is +4 to hit, and should it land, the attack will automatically be considered a critical hit.


Telepathy
[Telepathy=1]Scry (4 MP) - Creates a picture in one's mind for the purposes of showing them a location or place as though they were there. Enables the user to see through the eyes of another
[Telepathy=2]Surface Scan (4 MP) - Scans the surface of the target's mind for stray thoughts, usually looking for specific pieces of information.
[Telepathy=3]Greatsight (8 MP) - Allows the user to "see" ghosts, immaterials, and other invisible things.
[Telepathy=4]Mind Block (8 MP) - Prevents all ingoing and outgoing psionics. Lasts rank*1d4 rounds in combat, and rank*1d4 rounds out of combat.
[Telepathy=4]Impression (12 MP) - Implants a semi-conscious impression in the mind of a target. No resist unless the target is actively guarding against telepathy or the caster attempts to implant suddenly, as this is a very subtle form of telepathy
[Telepathy=7] Id Insinuation (20 MP) - Derill penetrates an opponent's mind, slicing through the thickest of mental defenses. This power is resisted by COU+(2*INT)+d20 rather than the normal resistance check (but ranks of magic resistance still apply).
[Telepathy = 8] Psychosomatic (20 MP): Durron causes one target to believe they have contracted some form of a serious illness. Results in fever, incapacitation, and/or coma, at GM discretion.
[Telepathy=9] Mind Blast (31 MP) - Derill blasts a group of opponents with the sheer power of his mind. This technique, commonly seen in illithids, deals damage to all in a (rank*4) foot long cone, which is (rank*2) feet wide at the cone's end.
[Telepathy=12] Hypercognition (51 MP) - Derill can figure out a lot about a particular subject, enough to draw valid and reasonable conclusions from seemingly minimal knowledge. In truth, this is a rigorous mental process Derill undertakes, psychically digging up all information he can find on the subject.
[Telepathy = 25] Mind Rip (40 MP, 5 TP): Durron not only reads the mind of one target, but ‘dumps’ some of their knowledge into his own mind. Durron gains Rank/2 of the two highest ranked [k] skills the target possesses. (GM discretion)
[Telepathy=2, Magic Shielding=4] Inertial Barrier (5X MP)- Derill can generate a shield of kinetic force around himself that grants him a +X bonus to PA for 1d4 rounds.
[Telepathy=4, Diplomacy=4, Intimidate=4] Psywave (12 MP) - Confuses the target, causing them to do one of three things: be dazed and unable to act for 1d4 rounds, attack allies and enemies randomly, or flee from combat.
[Hypnotism=2, Telepathy=4]Vanish (10 MP) - Uses mental subterfuge and deception to cause one's self to appear to disappear, making the user effectively invisible for a good 30 seconds. Any attacks against the user are at -10, and all spot/vision related checks to see the user automatically fail. However, if the user is still making noise, there is a slight chance of their being noticed.
[Hypnotism=2, Telepathy=2]Fear (8 MP) - Causes an enemy to do one of two things--run in panic, uncontrollably, or be visibly shaken and off-balance. In the latter case, a shaken target suffers a -4/-4 AT/PA penalty for 1d4 rounds. This ability is resisted by 3*COU+d20 instead of the normal resist check.

Edited by: Dodgy Hound at: 6/14/05 0:06

Dodgy Hound
 

Transfer Magic/Trigger/Water/White/Wind/X-Magic

Unread postby Dodgy Hound » Fri Jun 10, 2005 1:18 am

Transfer Magic
[Transfer Magic=1] Life Transfer (7 MP) - Devast lays his hands upon a target, restoring 10+rank*2+1d6 HP to them and taking that much damage himself. He may grant enough to drop himself below 1 HP (in which case he collapses over his target right after the transfer), but he will never grant enough HP to result in his death.
[Transfer Magic=2] Draw Out (9 MP) - Devast takes his claws, pierces the skin of a target, and draws the poison from their body into his own. The target is cured of (rank) levels of poison, but they suffer 1d6+3 damage due to the penetration of the claws. Also, Devast suffers all effects of the levels of poison he drew out.


Trigger Magic
[Trigger Magic=3] Browse Mental Spellbook (10 MP) - This can be used in multiple ways. The basic version allows Greg to know one random spell of any type the target can cast. However, he can also find a random spell by category (Fire, Non-damaging, Flashy, etc...) or, if he knows a person can cast a specific spell, he can find that spell within the target's mind. This spell also lets him know the basic details about the spell, including if any fact about it prevents its use by Trigger Spell. Note: For the sake of continuity in another RP, it was ruled that failed triggerings don't cost MP.
[Trigger Magic=3] Trigger Spell (MP Varies) - On a failed resistance check, allows Greg to trigger one spell found using Browse Mental Spellbook, exactly as if the target had cast it themselves, including personal MP cost, rank values, etc.... There are two exceptions to this spell: a) He cannot use it to force someone to cast a spell that requires chanting, hand motions, or other physical things; b) If the spell requires multiple rounds to cast, the target gets a resist check each round. The target will not notice the mental intrusion on a failed resist unless the failure was within one point of success, and they will notice it on a successful resist unless it was within one point of failure. The MP cost of this spell is equal to the highest rank of the spell triggered times 4.


Water
[Water=1]Ice 1 (5 MP) - As fire 1, only in water damage to one enemy. Check for freezing--if this spell hits, roll a d6, and on a 6, the target is immobilized completely (a -10/-10 penalty) for 1 round.
[Water=1]Divine Location (2 MP) - This spell senses the location, quality, physical state, and purity of water within a large radius from the caster. Effective in survival situations.
[Water Magic=1]Aqua Pellets (2MP) - The caster sends a small swarm of water pellets at the target, dealing d8 damage. The spells does leave the target slightly confused and and quite wet though, which often gives others a chance to take advantage of their confusion.
[Water=2]Water Pistol (5 MP) - Deals 10+rank*2+1d6 points of damage with a short burst of water
[Water=2]Create Water (4 MP) - This spell creates pure water out of thin air, either by condensing moisture in the air itself, or from nothingness. This water may take the form of dense mist or regular liquid water. No more than 2*rank gallons may be created in this way at one time.
[Water=2]Water Meld (8 MP) - Shapes water into semi-permanent forms, or manipulates bodies of water. No more than 2*rank+1 gallons of water may be manipulated via this method at one time.
[Water=3]Manipulate Water (2 MP) - Manipulates up to rank gallons of water, shaping or moving it as the caster wills.
[Water Magic=4]Geyser (14MP) - A geyser errupts from beneath the targets feet, blasting them with scolding water and tossing them into the air. Deals 10+rank*2+2d6 damage, not including falling damage. The geyser will launch targets 10 + rank*2 feet into the air, and falling targets recieve 1d6 damage for every ten feet they fall.
[Water=4]Aqua 2 (14 MP) = Deals 12+5*rank+2d6 points of Water elemental damage to a target.
[Water Magic=4] Bubble Bomb (12 MP) - Does 15+rank*4+2d6 water damage to a single target.
[Water=4]Ice Spear (15 MP) - Creates a spear of ice which impales the victim, dealing 12+rank*4+2d4 damage..
[Water=8]Minor Geyser (34 MP) - Creates a geyser roughly one hex wide in a target area. This geyser begins erupting immediately, spraying boiling water that deals 14+rank*5+2d6 damage per round to anyone on the geyser (and dealing half damage to any on an adjacent hex unlucky enough to be sprayed--GM's call). Also, the unpleasant odor of sulfur gives all within roughly 10 feet of the geyser a small (-1 to -3 depending on proximity) penalty on all rolls, as it affects their concentration. This spell cannot be resisted in the usual magical way--instead, an AGI or PA check is made against the spellcasting roll. However, magically immune creatures are still free from effect.

[White=1] Cure (12 MP) - Heals 10+rank*2+1d6 HP.
[White=3] Cura (30 MP) - Heals 20+rank*4+2d6 HP.
[White=2] Pure (8 MP) - Heals poison and cures blinding.
[White=2] Calm (8 MP) - Heals beserk and restores a confused ally's mind.
[White=3] Dispel Curse (12 MP) - Dispels curses on beings and objects. Bound to fail if the curse is strong, but effectively lets Kyra make a magical attack roll vs. the DC of dispelling the curse. Can also rid “condemned” status.
[White=4] Aura Strike (20 MP)- A holy offensive spell which deals 14+6*rank+2d6 points of damage.
[White=4] Life (30 MP, 4 TP) - Revives an unconscious ally to 10% (rounded up) of their total HP. The revived character suffers no disorientation or other penalties and is revived immediately.
[White=5] Cure Paralysis (10 MP) - Cures magically induced paralysis and hold effects. Cannot be used to cure paralysis caused by wounds or injuries, such as having a broken back.
[White=6] Expel Undead (10 MP) - Deals 20+rank*8+3d6 points of damage to an undead creature. Some stronger undead creatures may resist this entirely.
White Magic=7]Group Cure (18 MP) - Restores 10+rank*2+1d6 HP to up to rank specified targets. Has no effect on the undead.
[White=8] Cleanse (56 MP) - Deals 14+rank*4+2d6 points of holy damage to all unfriendly targets within a 20 foot radius of the target. [White=2, Benediction=2] Holy Strike (10 MP) - Imbues target's weapon with holy energy, dealing an additional 8+Rank+1d6 holy damage. Lasts 2 rounds.
[White=3, Benediction=3] Healing Aura (20 MP) - Combines the power of the astral plane with white magic. Target is surrounded with a white glow, regaining 6+rank*2+1d4 HP over 2d2 rounds.
[White=2 Ment=4] Relief: (MP8) A spell to dull away pain. While doing no true healing, it can allow a character to resist some penalties incurred by mass damage, taking them down by -4/-4, and resist the effects of some Malediction spells
[White=4, Malediction=4] Repent! (25MP) - Curses target in Ishtar's name. This spell can only be used on a target who intends to cause harm or threatens another's life. While under the effect of the curse, target must make a saving throw (DC15) each round. If the cursed subject fails to save, he loses -2 str, -2 sta, and -2 cou for that round. The effect will dispell once the person 'repents', acknowledging that they were wrong in their intentions. However, the cure may be removed either by the will of the caster, or another caster of higher skill.
[White Magic=4, [s]Skill Focus: Healing Spells=4]Group Cure (24 MP) - Restores 10+rank*2+1d6 HP to up to rank specified targets.

[Wind=6] Flight(Mediocre) (5 MP per hour)- Shada, on a quest to teach herself the secret of flight, has begun to experiment with placing a buffer of wind magic under herself. The result is a kind of floating effect, which allows her to move at her leisure for a given time, base on the amount of energy she spends on it. While floating, she is unaffected by terrain, but can easily be blown around by the wind- This shows through in spells, granting an immunity to most Earth type magic, and a weakness to Wind type magic. She can move at running speed normally, 2x for an aditional 2MP her hour, 2.5x with a mag check and an extra 4MP per hour (in additon to the original cost, not to original speed+2x cost) As an odd quirk, Shyada cannot willfully terminate this technique. Once in use, she must wait for an hour to pass before she can walk on her own feet. She can, however, slow to a stop if necesary, and simply hover. This may be difficult in small spaces, as she must somehow lose her momentum. She also cannot float if she is carrying 30 pounds or more in addition to her own weight. This can at no time be used to gain appreciable altitude. She hovers about 3 feet off the ground.

[X-Magic=1]X-Magic - This potent ability allows the caster to fire off two spells per use. Note that only one MDM may be placed in the sequence, and only at the end. The number of uses starts at 1 use at LEVEL 1, and another use is added every third level beyond the first (second at L4, third at L7, etc...). Uses are regained upon resting.

Edited by: Dodgy Hound at: 6/13/05 16:24

Uncle Pervy
 

Re: Time/Transfer Magic/Trigger/Water/White/Wind/X-Magic

Unread postby Uncle Pervy » Fri Jun 10, 2005 2:02 am

First off

Uncle Pervy&nbsp; Image at: 6/10/05 2:16
[/i]

Dodgy Hound
 

Okay

Unread postby Dodgy Hound » Fri Jun 10, 2005 2:26 am

I'll start re-posting groups of spells and edit out what I repeat.

So, what is the 'dominate' versions of spells? Do you want them to be organized like so?

+Air/Sound Spells+

Direct Offensive Spells
[Air Magic=1]Wind Gust (5 MP) - A small burst of wind blows the enemy off balance. If successful, this attack will stun the enemy for 1d2 rounds, as well as dealing 8+2*rank+2d4 damage.
[Sound Magic=1] Sonic Wave (14 MP) - Sovarus shoots out a small beam of intense sound. This deals 10+rank*3+1d6 damage and has a 45% chance to damage the opponent's AC by 1.
[Air=2]Razor Wind (13 MP) - A sharp gust of offensive wind. Deals 16 + (5 * rank) + 2d6
[Sound Magic=3] Cone of Sound (30 MP) - Sovarus opens his mouth and releases a cone of intense sound waves. This deals 5+rank*3+1d8 damage to all targets within a 6 hex long, 3 hex wide cone in front of Sovarus, and has a 25% chance to lower
each of their ACs by 1.
[Air=4] Storm March (24 MP): A small (relatively speaking) hurricane forms and proceeds away from the caster, buffeting enemies in a 20ft corridor in front of her. Deals 10+rank*4+3d6 air damage.
[Air Magic=4]Minor Implosion (16 MP) - Rodney increases the pressure of the air around one opponent. This attack deals 14+4*rank+2d6 damage.

Shied Effects
[Air=1]Wind Shield (8 MP) - Reduces the damage of the next physical attack to a target of choice by 1d10 + rank damage.
[Air Magic=2]Air Shield (9 MP per round in existence) - Moving air protects Rodney, deflecting ranged weapons. Rodney gains a +5 vs. all non-magic missiles while this spell is in effect.

Stun Effects
[Air=3]Whirlwind (14 MP) - Renders the target immobile by trapping them in a swirling vortex of wind. This effect lasts for rank + 1d2 turns and may not always be effective (GM decision).
[Air=3] Thunderclap (8 MP): A massive thunderclap resounds, the sound moving away from the caster and affecting anyone within 20ft in front of her. Has an 80%
(5-20 on a d20) of causing confusion for (rank/2) turns. May render enemies with sensitive hearing unconscious.
[Sound Magic=6] Echofinder (?? MP) - Sovarus unleashes a very loud blast of sound at one target. The target is struck deaf (probably permanently), and is also stunned for 5 rounds if a second resist roll is failed

Movement/Stealth Spells
[Air Magic=7, Stealth=5] Squelch (28 MP) - Prevents the air around a target from vibrating, thereby squelching all sounds the target makes. Lasts for 1d4+rank minutes.
[Wind=6] Flight(Mediocre) (5 MP per hour)- Shada, on a quest to teach herself the secret of flight, has begun to experiment with placing a buffer of wind magic under herself. The result is a kind of floating effect, which allows her to move at her leisure for a given time, base on the amount of energy she spends on it. While floating, she is unaffected by terrain, but can easily be blown around by the wind- This shows through in spells, granting an immunity to most Earth type magic, and a weakness to Wind type magic. She can move at running speed normally, 2x for an aditional 2MP her hour, 2.5x with a mag check and an extra 4MP per hour (in additon to the original cost, not to original speed+2x cost) As an odd quirk, Shyada cannot willfully terminate this technique. Once in use, she must wait for an hour to pass before she can walk on her own feet. She can, however, slow to a stop if necesary, and simply hover. This may be difficult in small spaces, as she must somehow lose her momentum. She also cannot float if she is carrying 30 pounds or more in addition to her own weight. This can at no time be used to gain appreciable altitude. She hovers about 3 feet off the ground.
[Air=9]Raywing (15 MP/round) The caster gains the ability to fly by creating a shield of wind around him/herself. The caster can carry other people, but since the speed, diameter, and the maximum weight that can be carried all depend on the caster's skill, more weight means less speed. Unlike Levitation, the spell is harder to control, and requires a lot of concentration, so other spells can not be used at the same time. The caster can continue flying as long as he/she concentrates, and can end the spell by simply breaking concentration. The shield of wind also serves as a defensive shield. The shield can also protect the caster from all but the more powerful spells. (info from Inverse.org) Allows flight for (Rank*3) feet/round. May not make any other actions while maintaining spell. Adds a passive bonus of (Rank/4) MBlock and Dodge

Edited by: Dodgy Hound at: 6/10/05 2:53

Dodgy Hound
 

Life/Druidic Magic

Unread postby Dodgy Hound » Fri Jun 10, 2005 2:39 am

+Nature/Plant/Druidic+
Communication
[Botanical=1]Telepath Plant (0 MP) - Pete can speak with any plant, with little effort, via telepathy.
[Fey=1]Animal Tongue (5 MP) - Fey can speak with any animal, with little effort, via telepathy.
[Fey=1]Talkin' With Timmy (5 MP) - Fey naturally can "speak" to any plant.

Direct Offensive & Adv Direct Offensive
[Botanical=1]Choking Brambles (7 MP) - Causes a web of thorny vines to erupt from the ground, entangling opponents. Deals 8+2*rank+1d6 damage, and roll a d6. On a 5 or 6, target cannot take action this round.
[Botanical=1]Growth Spike (5 MP) - Vines run down Pete's arm, suddenly jutting out a remarkable distance, and forms into a point stabbing an enemy for 10+rank*2+1d6 damage.
[Plant Magic=1] Entangle (9 MP) - Sovarus plunges his vines into the ground, which come up below opponents to entangle them. Deals 8+2*rank+1d6 damage, and roll a d6. On a 5 or 6, target cannot take action this round.
[Druid magic=2][Sand] Scorching Sand [30 MP]-surrounding sand rises up In a storm and does heat damage, as well as getting in the enemies eyes. 12+Rank+d4 heat damage to all enemies, with a -4 AT penalty for 4 rounds.
[Plant Magic=4] Razor Vines (13 MP) - Sovarus extends his vines to shred one target. Deals 10+rank*3+2d6 damage.
[Druid magic=3][Water] Water Bomb [7 MP]- a large amount of water hits an enemy doing a surprising amount of damage. 9+Rank+d6 water damage to all in a twenty foot range.
[Druid magic=4][Rocks] Stone [25 MP]-throws one large rock at the enemy. 29+rank+d8 earth damage to an opponent
[Druidic Magic=3] Firefly Swarm (14 MP) - By summoning a cloud of fireflies to his aid, Fenn can make use of a fire-based attack which deals 14+4*rank+2d6 to a single target.
[Druid magic=4][Ice]Blizzard [30 MP]-Tiny chunks of ice fly in a flurry around opponents, stabbing them repeatedly. 28+Rank+2d4 ice damage to an opponent
[Plant Magic=6] Reel In (15 MP, 3 TP) - Sovarus extends his vines to wrap up a target and bring them closer. If this attack succeeds, it deals 4+rank+1d4 damage, and the vines bring the target next to Sovarus, who may attempt a slashing attack (with his naginata) without penalty upon the target. Only works on targets the vines are strong enough to bring in.
[Druid Magic=10][Wind]Nature's Revenge [44 MP]-Wind cuts all enemies in a ten foot area, dealing 10+Rank*4+2D6 damage
[Plant Magic=10] Vine Sweep (?? MP) - Sovarus sweeps out his vines in a wide arc, striking everything around him. Anything within 10 feet, be it friend or foe, is struck for 18+rank*5+3d6 damage


Protection
[Botanical=2]Living Armor (6 MP) - Vines and leaves encompass Pete, providing armor that is equivalent to Ring Mail (AC=17, -3/-2).

Summon
[Druid=2] Vu Vramier (16 MP) - Summons a golem made of stone from the earth. The golem is of low intelligence and can obey only simple commands. In battle, the golem will last for rank/2 turns and has an attack power equal to Ayra’s (punching).

Travel
[Plant Magic=2] Prune (7 MP) - Sovarus can, through sheer force of will and cooperation with his plant symbiote, cause plants within twenty feet and in his sight range to become less tangled or less sharp. This can counter the effects of some spells, but it's mainly a travel spell.

Creation/Summon
[Plant Magic=3] Strand (9 MP, 7 HP) - Sovarus can use his vines as if they were ropes. This is done by first pruning the thorns on his vines. After this, a length of vine extends and detaches itself painfully from Sovarus's body. The entire process takes about five minutes (meaning it cannot be used in combat) and the resulting vine, about ten feet long, can be used as if it were a normal rope. Also, for the next fifteen minutes, Sovarus's vines do not deal cutting damage (meaning Plant Magic spells have no effect besides Entangle's move-prevention), as the thorns take a while to grow back.
[Druid=7] Vu Raywa (46 MP) - Summons a stone dragon golem that beats the crap out of the opponent. Deals 30+3d6 damage a round for a duration of RANK/2 rounds.
[Druid magic=14][Forest]Gaia's Wrath [75 MP]-Sorune calls upon the power of the forests, and literally bends them to his will. Trees within five feet of the caster will begin thrashing any opponent within reach. The trees are treated as though they are creatues with an AT/PA of 20/5, are using two Maces at no penalty, have AC 20, have a reach of 10 feet, and have 50 HP each. A successful fire spell will stop Wrath of Gaia immediately. The trees cannot move from their original places to attack, unless modified with another spell. Lasts for five rounds, or until Sorune cancels the spell, or each tree is destroyed.

Healing
[Druid magic=4][Wind]Nature’s Refreshment [22 MP]-wind soothes allies, restoring 4+rank+d4 HP to an ally over 4 rounds.
[Druid Magic=7][Wind]Nature's Blessing [38 MP]-Wind restores allies, knitting broken bone and cleaved flesh, healing 4+[rank*2]+D4 damage every round for 3 rounds.

Disabling
[Druid magic=4][Grass] Ivy [12 MP]-grass grows under an enemies feet, having the same effect as if they had been tied with rope. Rank Penalty to AT/PA.
[Druid magic=7][Grass]Thorny Roots[25 MP]-Grass grows under the enemy's feet, and in addition to having the same effect as if they had been tied with rope, they take [rank] damage every turn they are not freed. They can be freed with a successful strength check at DC 20. Treated as though helpless. (-10 AT/PA) Lasts 5 rounds.
[Druid Magic=10][Earth]Mound [25 MP]-Raises a mound around the target's legs, effectively immobilizing them until they break the hold of the spell. May be broken with a successful strength check at DC 25. Can only be used on targets of size large or less.


Edited by: Dodgy Hound at: 6/14/05 0:05

Dodgy Hound
 

Dark/Shadow/Death Magic

Unread postby Dodgy Hound » Fri Jun 10, 2005 2:57 am

+Dark/Shadow/Necro/Death+

Disable
[Dark Magic=1]Shadowbind (8MP) - Traps a target and all within a 3-foot radius of the target to the floor with its shadow. Renders it unable to move off the spot but still able to cast spells and use long-range weapons. This has a 50+(4*rank) percent chance of working, but can never go above 90% success. Targets are bound for 1d2 rounds
[Dark Magic=4] Darkness (16 MP) - Richard binds shadows around the heads of a group of targets (no more than (dark magic rank) targets), blinding them for 1d4 rounds.
[Dark Magic=3]Mindblast (16MP) - Negative energy waves assault the minds of any within the area (5-foot diameter) having a 35+(3*rank) percent chance of success, never going above 75%. In case of success, the victim(s) are rendered unconscious for 2d2 rounds, and Wisdom and Intuition scores are lowered by 1d2.
[Necromancy=4] Flesh Rot (10 MP) - Causes wounds to become diseased. Inflicts the equivalent of Level 1 poison for light cuts, Level 2 poison for medium wounds, and Level 3 poison for heavy wounds. (GM Discretion) This only applies to open physical wounds, however, as a target nearly dead of magical attack and having taken a few scratches would be inflicted with Level 1 poison. Treat the poison damage as physical damage, though multiple Festers (or Flesh Rots, or whatever equivalent spell) do not stack. If Graft is used on a target inflicted with Flesh Rot, the typical result is Level 3 Poison-equivalent damage due to grafting diseased materials.

Direct Offensive & Adv. Direct Offensive
[Dark Magic=2]Corrosion (13MP) - Dark fireball that corrodes armor. Does 8+(2*rank)+1d6 damage and -1 AC or MAC (Caster specifies when casting) every four ranks after getting the spell (Aka. -1 at 6, -2 at 10, etc...).
[Dark Magic=4] Kuchi Kara Bazooka (20 MP): End repeats the same process as Me Kara Beam, but forms a burst of shadow within his mouth.. and launches it in much the same way. It is a wider scope attack, giving End a +5 to his Mattack roll, and doing 12+rank*4+2d6 shadow Damage.
[Dark Magic=6]Black Bolt (22 MP) - A bolt of pure negative energy erupts from Kamos' hands, causing a damage of 10+4*rank+2d6 damage and draining 1 STR per 4 Dark Magic ranks.
[Dark=10] Dark Dragon Blast (51 MP) - A pillar of dark magic, in the shape of a long serpentine dragon, bursts out from the ground below a chosen target. This deals 12+rank*8+4d12 damage.
[Dark Magic=12] Black Wave (82 MP) - By focusing on his hatred, Kamos can gather tremendous amounts of negative energy and release them in one blast. This blast covers a column of 3 hexes x (rank) hexes, does 25+rank*6+1d20 shadow damage, and drains the hapless victims of Rank/3 STA.
[Necromancy=1] Life Drain - Only usable 2 times per day, Kage can drain 4+(rank)+1d6 HP from any target. Using this on Undead targets heals the target and causes Kage to lose health.
[Necromancy=2] Death's Will - Once per day, Kage can enchant a target with a powerful curse. This curse causes the target to lose 1d10 HP per round. This HP escapes into the Death Plane and can be absorbed by any nearby Undead.
[Necromancy=1, Holy Magic=1] Drain (11 MP, 2 TP) - By calling upon the spirits of the dead to assault a target's energy, Richard drains 7+rank+1d6 HP from an enemy and adds it to his own HP. Unlike standard drain spells, this will even work against undead. Against creatures healed by dark magic, use the Holy Magic rank; against other creature types, use the Necromancy rank.
[Shadow=1]Shadow Whirl (7 MP) - Deals 5+rank+1d6 points of shadow damage.
[Shadow=1]Abyssal Churn (8 MP) - Deals 2+rank+1d6 points of shadow damage, with a 50% chance of the caster absorbing the lost HP. Using this against undead creatures will reverse the effect.
[Shadow=2]Purge (10 MP) - Deals 12+rank*4+2d6 points of Shadow damage at the cost of 4 HP per casting.
[Shadow=2]Abyssal Wrap (11 MP) - Deals 2+rank+1d6 points of Shadow damage, with a 50% chance of paralyzing the enemy for 1d3 rounds.
[Shadow magic = 2] Whirling shadow impaler (8MP) or slicer (10MP) : A thin transparent black tentacle-like appendage shoots forth from Ethra’s hand and impales a single target (8 + shadow rank)*2 + 1d6 or slashes enemies in front of her (a very very sharp whip) (4+shadow rank)*2 +1d6
[Conjuration=4 Darkness=4] Shadow Skean (12 MP) - Damian creates small pellets of Darkness-infused matter and throws them at an opponent, causing 8 + Darkness * 2 + d6 damage as well as half-blinding the opponent, causing AT/PA to drop by 3 for d4 rounds.
[Dark=3 Mental=3] Soma Transfer (19 MP) - Derill drains the life force of a single target, dealing 11+rank*2+2d4 damage which is absorbed by Derill as HP. Does not work at all on undead creatures.
[Dark=3 Mental=3] Soma Transfer (19 MP) - Derill drains the life force of a single target, dealing 11+rank*2+2d4 damage which is absorbed by Derill as HP. Does not work at all on undead creatures.
[Time Magic=1, Shadow=4] Flux (15 MP) Deals 13+rank*3+3d6 shadow damage to a single target, if a 6 is rolled, the target is slowed for 1d2+(Time Magic Rank/2) rounds.


Protection
[Dark Magic=10]Blackheart Shield (10 MP) - Protects the caster from all level drain
or attribute drain effects for rank+1d4 rounds.
[Necromancy=2] Soul Shield (16 MP) - Forms a protective spectral shield that is guided by the caster. Adds 4 to MBlock and PA, but only against one attack (magical or otherwise) per round. Lasts 1dRank rounds.
[Illusion=3 Darkness=4] Creeping Darkness (10 MP) - Damian makes himself appear to viewers to be indistinguishable from shadows. He gains +10 to AT/PA while in shadows, but this ability only lasts Illusion * 4 minutes outside combat, Illusion rounds in combat, or until he makes an offensive action.
[Dark Magic=2, Stealth=2] Shadow Wrap (12 MP) - Richard can wrap shadows around his own body, effectively making him invisible, except in daylight. All other details, as well as specifics, are left to the GM

Creation
[Death=6] Summon Death Sickle (20 MP, 5 TP) - Conjures a scythe-like weapon out of darkness. This weapon has damage 14/15/18+1d4 shadow and provides a +1/+0 AT/PA bonus.
[Necromancy=1] Animate Dead - Kage can, up to 3 times per day, resurrect a skeletal minion from a corpse.
[Necromancy=1, Golemancy=1] Deanimate (8 MP) - instantly destroys a minion created by the caster. Restricted to the unintelligent variety.
[Shadow=4, Swords=4, Enchantment=1] Sword of Balance (20 MP, 8 TP) The turn this effect is initiated, the user takes no action. The following round he attacks the target, this is considered a slashing attack (User must be wielding a sword). It deals double damage +2d6+Rank to the recipient, unless the recipient has less HP than the user, in which case it deals that much damage to the user. Whichever one does not take damage gains half the amount of damage dealt in life. If this would cause their HP to increase over that of the one who took damage, the life totals of both parties are then averaged.
[Conjuration=5 Darkness=5] Void Sword (40 MP, 10 HP) - Damian pours forth energy enough to bring a sword of pure darkness into being. This is an actual weapon that disappears if its upkeep is not paid every round after the first (1/2 the
starting cost), has an AT bonus of Conjuration, base stats of 10/15/20, and adds Conjuration to STR for the purposes of added damage.


Healing
[Shadow=4] Shadow Heal (18 MP): Eat this, white mages! Heals one target, restoring 15+rank*4+2d6 HP. Can be used to heal anyone --including the undead, demons, etc.--except holy-aligned creatures (such as certain divine celestials, or celestial dragons). In order to cast this spell, Dia has to be bleeding from a wound.
[Shadow magic = 3 healing magic = 1] Shadow’s price (3MP) : Dark energy begins to radiate around Ethra, four black appendages form, and shoot out, much like her attacks, however when these tentacles hit their target, they begin to pump life energy into it. This heals the target 3d6 hp, Ethra in turn loses that much hp.


Uncle Pervy
 

Re: Dark/Shadow/Death Magic

Unread postby Uncle Pervy » Fri Jun 10, 2005 5:41 am

That's pretty good; tomorrow I'll have a look over these and prune out the obvious uniques, and badger the RPer who made them about questionables. <p>---------------------------

ReakoSomner: regardless, I was poor, and in need of diamonds</p>

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Shinigori V2
Wishing she brought a backup turtle.
 
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Joined: Sun Apr 28, 2002 6:13 pm

Re: Dark/Shadow/Death Magic

Unread postby Shinigori V2 » Fri Jun 10, 2005 8:03 am

Someone is to remind me to write-up Memory magic later. <p>
<div style="text-align:center">What's wrong with this ring?!</div></p>

FD of roof axes
 

It is dangerous to go alone.

Unread postby FD of roof axes » Fri Jun 10, 2005 7:19 pm

I, personally, know that if there's a spell that's on one of my sheets that isn't in the spellbook, I'd want it to stay that way. In addition the personal-spell deal, if you start trying to put all the spells in the book, people look at it and go, "Oh! I don't have to be creative after all!"


Dodgy Hound
 

Aeromancy/Electric/Lightning/Thunder

Unread postby Dodgy Hound » Mon Jun 13, 2005 1:55 am

+Aeromancy/Electric/Lightning/Thunder+

Direct Damage/Adv Direct Damage
[Lightning=1]Point-Blank (6 MP) - This spell, designed for use against melee attackers, does 16+rank*2+1d6 points of damage to a target up to one hex away. Choba takes no splash damage.
[Lightning=2] Zap (10 MP)- Derill calls down lightning bolts to strike the target. This attack does 8+(rank*3)+1d12 damage.
[Lightning=4] Stormcall (10 MP) - Syra throws a bolt of lightning at a target, which takes 8+rank*2+1d6 points of damage. Anyone within a 10-foot radius is struck by secondary discharges and takes 3+rank*2+1d6 points of damage. The secondary discharges occur even if the primary target resists.
[Lit=4]Digu bolt (12 MP) - A stronger bolt of lightening. 10 + (5 * rank) + 3d6 (28-43) damage
[Lit=4]Gigra (29 MP) - A heaping helping of raw voltage - does 10+rank*2+3d6 damage within the arc. Can also be concentrated on a single target if the caster has at least rank 2 in [k]Magical Theory or equivalent--in this case, it deals 20+rank*4+3d6 damage.
[Light=4]Fist Blaster (16 MP) - Jackson fires twin beams from his fists. Deals 16+rank*4+2d6 damage to a single target.
[Lightning=4]Sniper Bolt (11 MP) - This spell, created to fight at extreme long ranges, can do 6+rank*4+2d6 points of damage to any target within line of sight, and she has no range penalties for doing so.
[Lightning=4]Rapid-Fire (16 MP) - This spell lets Choba launch bolts of lightning at any 2+rank/2 targets within normal range. These bolts do 8+rank*2+1d6 points of damage, and is useful for spread-out enemies.
[Lightning=4]Lit 2 (15 MP, wide dispersion) - Does 9+2*rank+1d6 to an enemy group. Check for stun--if the spell hits, roll a d6, and on a 5 or 6, the target is stunned unable to act for 1 round and suffers a -4/-4 penalty
[Lightning=4]Lit 2 (15 MP, narrow dispersion) - Does 18+rank*4+2d6 to one enemy. Check for stun--if the spell hits, roll a d6, and on a 5 or 6, the target is stunned unable to act for 1 round and suffers a -4/-4 penalty
[Lightning=4]Dragon Shock (20 MP)- Derill releases a bolt of thunder from his outstretched hands that is shaped like a dragon's head, which ricochets from target to target. This attack deals 12+(rank*5)+2d20 damage, divided evenly amongst (rank/2) targets of Derill's choice (round down for any fractions). If there are not enough targets, enemies can be targeted more than once, but not in rapid succession. If there is only one target, Derill must take some of the damage
[Aeromancy=6] Spark (20 MP)
Concentrating large amounts of electrical energy, Sying fires a practical bomb of lightning at a target. Deals 10+(Rank*2)+1d8 electrical damage to all within two hexes of a target.
[Lit=6]Chain Lightning (24 MP) - A bolt of lightning that deals 12+6*rank+2d6 points of damage to a target, then bounces to another target, dealing half damage, then potentially another, and another, and another...up to rank/2 targets are affected by this spell, with the maximum number being selected at casting, and the lightning always jumps to the next closest target (including allies, not including Aya herself).
[Lit=8]Thunder dragon (30 MP) - Dragon-shaped lightening bolt strikes the foe. This deals 12 + rank + 4d20 (19-95).
[Thunder=8] Energy Blast (34 MP) - A large ball of lightning strikes one target for 22+6*rank+3d6 damage.
[Thunder=10] Thunder Wave (43 MP) - Derill casts a wave of thunder at all opponents in a ten foot corridor in front of him, dealing 10+rank*3+2d6 damage.
[Thunder=12] Zap Cannon (62 MP) - Derill fires a large blast of electricity from his outstretched, turned-up palm. It deals 34+rank*8+3d6 damage when it hits.
[Telepathy=2, Lightning=4]Electrokinetic Blast (32 MP)- Derill releases a blast of electricity from his mind. This attack does 12+(lightning rank*3)+(telepathy rank)+2d6 damage to all within a 10-foot radius of the target. Half of this, rounded up, is lightning damage, but the other half, rounded down, is from mental power; thus, lightning immunities and weaknesses do not count against it.
[Light=4, Klaive=4] Wave Lash (5 TP, 17 MP) - Akoren adds a burst of holy energy to a single stab. This attack is rolled as a thrust attack, but it deals slash damage plus an added 12+(light rank)*4+2d6 holy damage
[Thunder=6 M-Theory=3] Thunder Fan (45 MP) - Derill releases a blast of lightning from his hand that fries everything within a 120-degree arc in front of him for 13+rank*3+4d4 damage. If he 'closes' the fan, it deals 26+rank*6+4d4 damage to a single target.
[Thunder=4, Astral=4] Kinetic Shock Wave (18 MP) - Deals 14+rank*4+2d6 electric damage. Also, roll 2d6, and if the result is 10 or higher, the target is shocked so hard that they are rendered completely helpless for one round (a -10/-10 penalty) and remain stunned for (rank/2)-1 rounds (suffering a -4/-4 AT/PA penalty). The maximum number of rounds for the stun/helplessness combination is 5 rounds (helplessness for one round, stunning for 4 rounds).


Protection
[Lightning=3] Storm Aura (20 MP) - Syra surrounds herself with a field of electricity. For 4 rounds, all melee attacks do an extra rank + 1d6 lightning damage.

Disabling
[Lit=3, Mal=5]Torturing Barrage (12 MP) - Deals 30+2d6 points of subdual damage (this cannot kill, but if it is enough that it WOULD drop an opponent below 0 health, were it regular damage, they are knocked unconscious). This attack can be sustained for as many turns as the caster has MP to spare. (It costs him 24MP in total to extend the spell till the next round, 36 till 2 rounds after the casting an so on.) If the attack is sustained the target may not take any action, unless they can roll above 25 on a D20, adding their Courage and Stamina to the roll.



Dodgy Hound
 

Re: It is dangerous to go alone.

Unread postby Dodgy Hound » Mon Jun 13, 2005 2:05 am

Quote:
I, personally, know that if there's a spell that's on one of my sheets that isn't in the spellbook, I'd want it to stay that way. In addition the personal-spell deal, if you start trying to put all the spells in the book, people look at it and go, "Oh! I don't have to be creative after all!"


Well, if you see something on any of the sheets that you want to claim for your own and we haven't already tossed it off for being too idiosyncratic, then post up and say that it was created, rather than taught, to your character and therefore is impossible to have been written down and repeated.
Anyway, for OOC reasoning, I don't think that we should encourage people to expend their creativity on bashing together numbers and affects and types and other bells & whistles and instead in creating a character. And heck, I bet that most of the spells are going to be tossed anyway for being too like others.

And as a sidenote, some (like Benediction) aren't even in the spellbook when they should be.


Dodgy Hound
 

Ice/Glacial

Unread postby Dodgy Hound » Mon Jun 13, 2005 2:36 am

+Ice/Cold/Glacial+

Protection
[Glacial = 1] Glacial Weave (3 MP per HP of armor): This is one of the most ancient magical abilities in Ferra’s family, and part of what has made them so renown in the Plane of Ice. It appears to be little more than a shimmering, transparent sheath that she wears most of the time. However, in combat it morphs into a light suit of armor that can absorb a certain amount of damage before shattering. The armor has a max HP of (8+rank)*3 (Absolute Maximum of 80 HP.) It has an AC of 4, and absorbs physical damage normally. Ferra may ‘heal’ this armor at a cost of 3 MP per HP restored. If the armor’s HP reaches 0 and it breaks, Ferra must wait 4 hours before rebuilding it, and must spend double the normal MP.
[Ice=3]Mirror Shield (8 MP) - Used in reaction to an attack, before any dice are rolled. Generates a shield made of ice, used to block physical attacks. Grants +rank bonus to PA for a single defense.

Creation
[Glacial = 2] Glacial Bridge (10 MP): Ferra may create, or freeze, a path across chasms or lakes, making passage easier (if somewhat slippery). These bridges may extend a maximum of (Rank + Mag)*10 feet.
[Glacial = 4] Icicle Edge (25 MP): This spell forms a deadly blade of ice, which Ferra may wield as if she had Rank skill levels in it’s use, or based on her Saber skill level. It has an AT/PA of +1/+1, and deals 11/17/20 + rank ice damage.
[Glacial = 6] Ice Throne (12 MP): Ferra may create a large tower of ice with steps in the side, which can be climbed, with care. Max height is (Rank+Mag)*5 feet.
[Ice Magic=6] Sculpt (8+X MP) - Enables the caster to manipulate and freeze water droplets in the air, forming solid, inanimate objects no larger than a number of cubic feet equal to the caster's Ice Magic rank/2 plus half the amount of MP expended over 8.
[Ice=6]Ice Wall (28 MP) - Layne conjures up a wall of ice in front of him. This provides a +8 bonus to his PA for 1d6 rounds or until Layne is subject to a fire attack.

Direct Damage/Adv. Direct Damage
[Ice=1]Frost (5 MP) - Stream of frost towards target. Deals 8+rank*2+1d6 ice damage to a single target in line of sight, and gives target -1 AT/PA for the next round.
[Ice=1]Frost Spike (5 MP) - In this spell, Choba tosses a rapidly-growing spear of ice at the target, who takes 4+rank*2+1d6 points of ice damage and an additional 2+rank+1d4 points of piercing damage.
[Hydromancy=1] Freeze Arrow (10 MP/Arrow)
Focusing the moisture in the air into ice, bolts of ice can be formed, then flung forth with force. 1+(Rank/7, rounded down) bolts can be created, each doing 10+(rank*2)+1d6 physical (piercing) and cold damage (Half and half). ACC of an arrow is 6+INT+Rank/4. Mblock is not applicable.
[Ice Magic=2] Ice Beam (20 MP) - Zukath fires a single beam of ice from both of his hands simultaneously, dealing 18+6*rank+2d6 damage.
[Ice=2]Freeze arrow (14 MP) - A spear of ice skewers the opponent, dealing 12 + (rank * 6) + 2d6 (32-42) damage.
[Glacial = 2] Gripping Cold (12 MP): The temperature of one target’s body begins to fall drastically as Ferra freezes the air around them. They are dealt 2d6 cold damage per turn, and the spells effects last for 1d8 turns.
[Ice Magic=3] Cold Bolt (12 MP) -
Derek sends an icy blast at one target for 10+rank*3+1d6 Ice based Damage.
[Ice=3] Ice Knife (14 MP)- Derill calls down shards of ice to strike the target. This attack does 10+(rank*3)+2d6 damage to one target, and has a percentage chance equal to half the damage inflicted of freezing the opponent's feet to the ground for 1d4 rounds. If this happens, the target may not move from where they are standing but may still attack and cast long range spells.
[Hydromancy=4] Freeze Bullet (12+(Rank) MP)
Forcing larger amounts of moisture in the air into a spherical form, Zuri creates a heavy missile of ice ready to be shot. The increased mass of the projectile makes it more destructive overall, doing 9+(Rank*3)+2d6 damage (Half physical, half ice). The projectile itself is also a bit brittle, and as a result can shatter on impact (4 on a 1d4) with painful ice shards released as a result (Explosion radius is 2 hexes, explosion does (rank)+1d4 physical damage and equal amount of subdual damage to all in the AoE) ACC of sphere is 4+INT+Rank/4, explosion does not get a dodge or ACC roll. Mblock is not applicable.
[Hydromancy=4] Gray Buster(16 MP) - Freezing the moisture in the air, Zuri can lower the general temperature of the area while creating an impressive diamond dust effect all around him, dealing 12+(Rank*3)+2d4 cold-based damage and subtracts (Rank/4) points from AT/PA of all within a 3-hex radius of the caster.
[Ice=4]Hailstorm (14 MP) - Choba creates a multitude of blocks of ice over the target, who takes 10+rank*4+2d6 points of ice damage and an additional 4+rank*2+1d6 points of crushing damage.
[Ice=4]Crystal Wind (30 MP) - This spell summons dozens of razor-edged ice crystals in a 10-foot radius around the target, doing 5+rank*2+2d6 points of ice damage and an additional 3+rank+1d4 points of slashing damage.
[Ice=4]Ice Storm (29 MP) - Does 10+rank*2+3d6 ice damage to all within a 10 foot corridor in front of the caster. Can also deal 20+rank*4+3d6 damage to a single target if the caster has at least rank 2 in [k]Magical Theory or equivalent.
[Ice Magic=4] Cone of Cold (25 MP) - Zukath breathes out a blast of numbing cold in a cone-shaped area (rank*3) feet long and (rank*2) feet wide at the cone's end. Only those caught in the blast take damage, and that group recieves 18+5*rank+2d6 damage.
[Ice=5] Ice Lance (23 MP) - Derill shoots a spear of ice at an opponent, dealing 17+rank*5+3d4 damage.
[Ice = 7] Blizzard (33 MP) - A torrent of ice bolts strikes the target and anything in a ten-foot radius (except the caster, if in that radius) for 10+rank*3+3d4 damage. This spell can get by most overhanging obstacles, but such obstacles grant a +2 bonus to saving throws against this spell (by giving the targets time to get away).
[Glacial = 8] Glacial Cold (30 MP): The temperature of several target’s bodies begin to fall drastically as Ferra freezes the air around them. They are dealt 3d8 cold damage per turn, and the spell effects last for 2d8 turns. Ferra may target rank/3 separate targets with this spell.
[Ice=8]Blizzard blast (32 MP) - Summons a blast of snowy arctic wind upon the opponent, dealing 18 + (6 * rank) + 3d6 (51-68) damage.
[Ice=8]Blizzard (54 MP) - Deals 16+rank*4+2d6 points of ice damage to all within a 15 foot radius of the target.
[Ice = 9] Diamond Saw (40 MP) – the Caster summons two blades of ice that slice through the target. This attack deals 29+rank*8+3d8 damage to one target or 15+rank*5+2d6 to two targets.
[Glacial = 12] Glacial Fury (45 MP): Ferra forcibly lowers the temperature in an entire battlefield. EVERYONE on the field (except Ferra) is dealt 5d8 cold damage per turn, and the effects last for 3d6 turns.
[Ice=13] Solidify (70 MP) - Derill uses his innate skill with ice magic to freeze every single enemy within ten feet. Not only does this deal 20+rank*6+2d6 damage, it freezes the opponents for rank+1d4 rounds.
[Ice=15] Diamond Dust (85 MP) - The move that Shiva (from the Final Fantasy games) made famous, Derill charges up a very strong blast of ice magic before letting it go, impaling all enemies in a 90-degree arc with the power of ice. This inflicts 26+rank*8+3d6 damage.
[Ice=4, Telepathy=2] Cryokinetic Blast (39 MP)- Derill projects a blast of ice from his mind. This attack does 14+(ice rank*4)+(telepathy rank)+2d6 damage to all within a 10-foot radius from the target. Half of this damage, rounded up, is ice damage, but the other half, rounded down, is from mental power, and thus ice immunities and weaknesses do not count against the mental half.
[Ice=11 Malediction=4] Winter Chill (45 MP) - Derill calls forward a blowing hail storm. This deals 15+rank+1d4 damage for (rank/3, rounded down) rounds and obscures the vision of those within its 6-foot radius to the point where they cannot see their hands in front of their face.

[Glacial = 15] Glacial Stop (60 MP): Ferra extends her supernatural control of ice to its uttermost limits. Through sheer strength of willpower, she prevents ice from moving, and freezes water instantly, causing all spells and techs based on these elements to become useless. Furthermore, ice in the general area is molded by her will, and she can force it to one side, or create structures out of it. However, it moves to slowly to be used offensively. This lasts for 1+1d4 turns, during which Ferra may take no other actions, or the spell’s effects will instantly fade.

Disabling
[Ice Magic=1] Chilling Gaze (7 MP per round in effect) - Zukath's gaze can be chilling at times. While this power is in effect, one creature per round meeting Zukath's gaze (as determined by the GM) without successfully resisting the spell is slowed for one round.
[Ice=4, Wind=2]Cold Front (15 MP 4 TP, 8 MP per turn) - Creates a field of cold temperatures around her, impeding friend and foe alike. All within (rank*2) meters, including herself, must either save or suffer -(rank/2) to AT/PA each turn. Spell lasts until dispelled.
[Wind=4, Ice=2]Blizzard (15 MP 4 TP, 8 MP per turn) - Creates an artificial snowstorm in the area, affecting friend or foe alike. Deals 10+rank*3+2d4 ice damage to all within rank*2 meters, and 1d4*rank for each round afterwards that the spell is in effect. Spell lasts until dispelled.
[Ice=4, Wind=1, Stealth=2]Flashfreeze (8 MP, 2 TP) - Freezes an unsuspecting opponent, rendering them unable to act for (ice rank/2)+1d4 rounds. Any attacks or spells against the frozen target cancel the effects of the spell. If target is aware of her presence, he gets +4 to resist the spell.

Edited by: Dodgy Hound at: 6/13/05 2:38

Dodgy Hound
 

Time/Temporal

Unread postby Dodgy Hound » Mon Jun 13, 2005 4:10 pm

+Time/Temporal+

Movement
[Temporal=1]Super Sprint (3 MP) - Triple running speed for (Rank * 4) seconds.

Cantrips
[Temporal=1]Time Sense (5 MP) - Tells the caster the day and time in his own calendar. This spell is only as accurate as the average timekeeping device in the caster's culture.

Buff
[Temporal=2]Haste (10 MP) - Blesses a target with increased speed. The target's metabolism, aging, and movement rates increase.This character may move as though he had +rank AGI and gains one extra action per round for rank rounds. Being under the influence of a Haste spell for more than a few minutes tends to make one VERY hungry as a result of all the energy they burn.
[Time Magic=4] Fate Weaver 12MP - Dino uses his sense of time to 'feel' into the wild wrapping of the strands of fate. In combat he gains 1d3 re-roll(s) which may be kept 'in hand' for (rank) rounds into the future. Out of combat, this re-roll may be used re-roll a personal skill test that's failure would definately hurt Dino within (rank * 10) seconds (such as a INT check to hear a group of Lizardmen approach)
[Time=2, Swords=4] Rapid Slash (5 MP, 3 TP) - This is a super fast sword strike. When used it takes up a fraction of the usual period used to swing a sword. As such, this gives him time to move, or, if he is willing to expend the extra MP and TP, use this technique twice in one round.

Heal
[Temporal=4]Lesser Regen (14 MP) - Allows a target to regenerate health over time. The target recovers Target's Stamina + 3d6 HP per round for (rank/2) rounds.

Disable
[Time Magic=4]Slow2 (18 MP) - Like the effects of Slow, but affects up to (rank/2, round down) + 2 targets.
[Temporal=7]Time Push(20 MP) - The caster touches the target and catapults them forward in time up to (rank) rounds. The temporal distance 'pushed' must be chosen at the spell's casting. The target is not cogniscent of the temporal shift--everything just seems to change suddenly. Should the caster fail the Time Magic roll to cast this spell, instead of a simple failure it is the caster who is propelled forward in time by the decided amount.

Direct Damage
[Time Magic=4]Comet (20 MP) - Stones from the heavens fall to earth and do massive non-elemental damage to an enemy. Being smacked by a huge burning rock is rather painful, and deals 16 + (rank * 6) + 2d6 to the target.

Edited by: Dodgy Hound at: 6/13/05 16:17

Dodgy Hound
 

Fire/Pyromancy/Hellfire

Unread postby Dodgy Hound » Mon Jun 13, 2005 4:38 pm

+Fire/Pyromancy/Hellfire+

Disable
[Fire Magic=1] Blazing Eyes (MP 3)
The target makes a Cou check against a Cha check by Jeridan, plus rank fire magic. If failed, Jeridan is not avaliable target this round. This may be used continuously, at an upkeep cost of 1 MP per round. Note Jeridan's face must be visible for this to be effective. This does not create significant light at night or in caves/dungeons/etc, nor does it harm Jeridan.

Cantrip
[Fire Magic=1] Mote (MP 1)
Jeridan hits a targets with a tiny mote of flame, and is capable of doing rank fire damage. This is generally used to start small fires or heat objects.
[Fire Magic=2] Shot (1 MP) -
Derek creates a ball of fire the size of a marble in front of his hand. This burns brighter and hotter than normal fire, and may be hurled a short range at one enemy for lesser Damage. Base of rank fire damage. At GM discreation, a vital area such as an eye may be struck for more damage.

Creation
[Fire=4]Burning Lash (16 MP) - This spell creates a whip of fire in Choba's hand, which lasts for up to 2d4+rank/2 rounds and is 10 feet long. This functions as a normal whip, only it does fire damage and Choba gets a +rank/+rank to AT/PA with it. She cannot damage herself with it, and can dispel it at any time. She cannot cast other spells while using it.

Protection
[Fire=1]Flame defense (6 MP) – Target reduces the damage of fire-based attacks by 50%.
[Fire Magic=4] Fire Wall (22 MP) - Zukath can create a temporary wall of fire. Anything making physical contact with the wall takes 14+5*rank+2d6 damage, and the wall lasts for no more than 1d2 rounds.
[Fire=5] Fire counter (10 MP) - If hit with a fire spell, Aya can "collect" the fire and throw it right back at the opponent for an amount of damage equal to whatever the attack would have done (do NOT apply Aya's natural resistance to fire when factoring damage).
[fire=6]Fire Ward (10MP) - Target is immune to fire-based attacks.
[Pyrokinesis=4]Flame Armour (10 MP per round) - Creates an aura of flame around Osbourne which acts as an extra 10 AC of protection, as well as providing immunity to fire and heat. Also, anyone that comes into contact with the flame armour suffers rank+1d4 damage.

Direct Damage/Adv. Direct Damage
[Fire=1]Fire 1 (5 MP) - Does 10+3*rank+1d6 fire damage to one enemy, possiblity of burn damage, dealing an additional 6+1d6 damage on a 4 or higher on 1d6 after hitting.
[Fire=1] Flame Arrow (8 MP)- Derill projects a bolt of fire from his finger. If successful, this attack does 10+rank+2d4 damage to one enemy.
[Fire Magic=1] Burning Hands (7 MP) - Zukath holds his hands out, and a 180 degree arc of fire, (rank*2) feet in diameter, spreads quickly from his outstretched hands. Anything within the arc takes damage equal to 8+rank*2+1d6.
[Fire=1]Fire Flash (6 MP) - This spell surrounds a target in brilliant white flame; the target takes 5+rank*2+1d6 damage and has a 3 in 6 chance of being blinded for 1d4 rounds.
[Fire Magic=2] Blast Fireball (15 MP) - Your basic fireball, albeit with a 3-foot 'blast radius' of effect, dealing 12+4*rank+2d6.
[Hellfire Magic = 2]Hellrazor (7 MP, 2 TP) -A flaming earthen spike shoots from the ground, slicing the target, causing (Rank*2 + 25) Dark damage
[Fire=3]Flare arrow - (14 MP) A flame resembling the shape of an arrow is shot at the opponent, dealing 14 + (5 * rank) + 2d6 (36-44) damage.
[Hellfire Magic = 4]Hellfire Inferno (20 MP, 5 TP)- Griff collects Hellfire magic in his claw, then hurls it at the enemy, causing the fire to explode upon impact and engulf the target, causing (rank*4) + 40) Dark damage. The GM then rolls a D6. On a roll of 1 or 2, the target catches fire, and takes an additional (D4 + 6) damage per turn until it is put out by either water magic, or the target stopping, dropping, and rolling.
[Fire=4]Ember Rain (14 MP) - This spell creates a shower of sticky long-burning embers over a 5-foot radius around the target. 2d4 embers stick to each target, with each one doing rank/2+1d4 points of damage per round until they are removed (a standard action). They burn out after 2d4 rounds.
[Fire=6] Inferno Array (29 MP) - A fire spell meant for multiple targets, this spell launches a barrage of medium sized fireballs at a group of enemies, and deals 10+3*rank+2d6 damage. This spell affects a target hex and all adjacent hexes.
[Fire=6] Gilzade Salvo (30 MP) - Derill unleashes a barrage of fireballs. Each fireball gets its own attack roll and its own resist roll, but all fireballs target the same creature, with each dealing 11+(rank*3)+1d6 damage. The number of fireballs thrown is equal to (fire rank/2), with this number capping at 5.
[Fire =6] Fire Beam (20 MP) - Zukath fires a beam of fire out of his arm, dealing 18+rank*6+2d6 damage.
[Fire=8]Soulfire explosion (34 MP) - A blast of fire explodes outwards from the caster with about a 50 ft. radius. Targeting is selective; persons whom Ayn does not wish to harm are undamaged. This attack deals 20 + (6 * rank) + 3d6 (53-70) damage.
[Fire=8] Megaton Cannon (?? MP) - Zukath quite literally starts emitting steam as he forms a massive ball of fire energy in front of him. When he lets it go, it inflicts 18+rank*5+3d6 damage to the central target, and 10+rank*3+2d6 damage to all other targets within 6 feet of the blast.
[Fire=8]Napalm Blast (62 MP) - Deals 16+rank*4+2d6 points of fire damage to all within a 15 foot radius of the target. The area is also ignited for 1d3 rounds, dealing 6+2d6 fire damage to all within the area.
[Fire = 10] Firebomb (27 MP) - Derill blasts a nearby opponent with an explosive blast of fire magic, dealing 26+rank*7+3d6 damage.
[Fire = 14] Corona (80 MP) - Derill calls the intense heat of the sun to fry all creatures within twenty feet, inflicting 25+rank*7+4d6 damage.
[Fire=18] Karoniviam's Desolation (74 MP) - A globe of blistering dry heat envelops the target. Any flesh exposed to this incinerating hellfire will stiffen and crack like old leather and quickly peel away from the body, until all that remains are the creature's bleached and crumbling bones. In other words, a target that fails to resist dies within a single round. The only creatures immune are those completely immune to fire; creatures resistant to fire gain a +1 to save per 5% damage reduction against fire, and those weak against fire suffer a -1 penalty to save per 10% extra damage taken from fire.
[Fire=4, Dark=4] Dark Bomb (34 MP) - Deals 12+(mean rank)*2+2d6 damage to all within 10 feet of the target. This damage is split according to Asnahaiz's ranks in Fire and Dark magic (i.e. if the ranks are equal, damage is split 50-50; otherwise, divide one skill's ranks by the total ranks to get the damage percentage for that element, then subtract it from 100 percent to get the damage percentage for the other element).
[Fire=6, Mal=4] (30 MP) Meltdown - Deals 20+fire rank*6+3d6 points of fire damage, and 1/4 of the time, will reduce an enemy's PA and MBlock by 2. This attack fires in a straight line as a beam weapon.
[Fire=4, Telepathy=2] Pyrokinetic Blast (25 MP)- Derill projects a blast of fire from his mind. This attack does 10+(fire rank*2)+(telepathy rank)+2d6 damage to all within a 10-foot radius from the target. Half of this, rounded up, is fire damage, but the other half, rounded down, is from mental power, and thus fire immunities and weaknesses do not count against the mental half.
[Fire=10, Claw=8 AGI=1] Speed Burner (?? MP, ?? TP) - Zukath rushes at an enemy with fire leaving a trail in his steps, and then he claws the opponent with fire. Deals 2x slash damage and also 12+(fire rank*4)+2d6 fire damage. Also, if a hexboard is being used for combat, Zukath can move an extra four hexes this turn.
[Fire=3 Throwing=1] Little Arcadia (7 MP, 2 TP) - Richard's special technique. Using what little talent he has at Fire magic, he tosses a lance made of fire at a target.
12 + Rank + d8 damage.


Dodgy Hound
 

Teleportation/Gate

Unread postby Dodgy Hound » Tue Jun 14, 2005 12:10 am

+Teleportation/Gate+

Find/Figure/Control
[Gate=1]Detect Gate (10 MP) - Find any gate within (rank / 2) miles. Spell lasts for 1 hour.
[Gate=2]Analyze Gate (20 MP) - Allows caster to analyze any gate, and attempt to figure out where the other end lies. Roll against MBlock of the gate for success.
[Mag=5 Gate=2]Control Gate (30 MP) - Opens, closes, or locks a specific pre-existing gate within 10 feet. It will stay open/closed/locked for (rank ^ 2) seconds/minutes/hours. The lower the rank, the longer the casting time (About 8/4/1 hour(s) maximum)

Movement
[Teleport=1]Phase (3 TP) - Attempts to distort time and space to move quickly to another location without actually having to walk. This far from perfect, and attempting to go too far will result in failure, snapping the user back to their original postion and dealing 1d6 shock damage. Chance of success is 100 - (distance) + rank + base stats. Use percentile dice.
[Teleportation=3]Teleportation (32 MP, 6 TP) - It is only effective for locations Will can clearly visualize within 5 miles, and the visualization process requires 15 minutes of absolute concentration, (AKA, noncombat, travel uses only.) Teleportaion fails if Will cannot make a check vs. difficulty 20 within 3 miles, and difficulty 30 outside of that, all within 5 miles. Teleporting further than that requires a check vs. difficulty 40.
[Teleportation=18]Lesser Gate (80 MP) - Allows inter-planar or inter-dimensional travel with a fair percentage of error. Roughly 40% of the time, the user will end up a bit off their intended destination, and roughly 10% of the time, they will end up someplace entirely different.
[Teleportation=10] Teleport (5 MP per 10 yards) Reako concentrates and teleports himself a given distance, the maximum being 100 yards. It cannot be used in combat.

Illusion
[Telekinesis=12 Teleportation=10] Illusionary Shroud (28 MP) - Reako creates many illusions of himself to fool his opponents. However, if the enemy is smart enough to astral scan him, the illusions will be useless. Creates one illusion per 4 ranks in Telekinesis.


Idran1701
None some call is air am
 
Posts: 42197
Joined: Wed May 29, 2002 9:37 am

Re: Teleportation/Gate

Unread postby Idran1701 » Tue Jun 21, 2005 10:44 am

Just a note: Comet's space magic, not time. <p>

"Never let your morals get in the way of doing what is right" - Salvor Hardin
</p>


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