Magic Spells 
------------

Characters with Magic/Sorcery start with (4 + kno/5) spells and 20 MP
Characters with Magic (Minor) start with (3 + kno/10) spells and 20 MP

Characters in a Magic Campaign, see the section at the end of the file for
details.

Subsequent spells may be taught by NPC's or may be purchased with 100 exp per 
spell. Spells with casting costs above the character's max MP may be taught, 
but not purchased with exp or at character creation.

The character can also, if desperate, use HP as MP, but if he/she does this, 
he/she falls unconscious after casting the spell (If he/she has the bad thing 
Extremely Old, he/she will die). 20 exp can be spent to raise max MP by 1. 
Circles can be used to create spells of MP cost double that of the caster's 
present MP. However, circles usually take several hours to create, and the 
target(s) of the spell must be in the circle at the time of casting. Any 
normally permanent effects will be dispelled upon leaving the circle. For 
elemental spells, characters can draw magic points from sources of that 
element if on the sorcerer's person, and was previously enchanted for this 
purpose. For each MP used in the enchanting of the source, the caster may 
draw 1 MP. Also, before drawing the power, the caster must wait 1 hour for 
each MP spent in this manner.

Characters may also create spells. However, it can be quite dangerous and 
time consuming. First of all, the character must spend a number of days equal
to his/her knowledge + logic of study. Then when the character tries the
spell, there is a 40% + luck chance of success the first time, 50% + luck the
second, 60% + luck the third, and so on. If the roll fails, roll on the
following chart:

01-10   Kills caster
11-20   Knocks caster unconscious for 60 - sta minutes
21-30   Summons a hostile creature 1-20 HP, 1 L1 ability
31-40   Sucks caster into the world of summoned monsters
41-50   Huge vortex sucks entire area into the world of summoned monsters
51-60   Damages caster 1-20 dmg 
61-00   Spell fizzles out and nothing happens

MP cost for the new spell is determined by GM (who may or may not wish to 
consult with player)

When summoning creatures from the world of summoned monsters, there is a 10%
chance that something else may come out of the portal in addition to the 
creature. It is entirely up to the GM what comes out and if it is friendly, 
hostile, or just runs away.

Spell                   MP      Effect
-----                   --      ------

Levitation               1      levitate self or object a few feet above 
                                the ground for up to 1 hour. Horizontal 
                                movement is possible while levitating at a
                                speed equal to the caster's speed.

Flight                   5      allow self to fly up to 30,000 feet for up to
                                1 hour. Speed while flying is twice that of
                                normal running

Suggestion               3      one person/creature must execute one command
                                from the caster. The same command can be used
                                on multiple people for 1 per extra person.

Hypnotism               10      one person/creature must obey all caster's
                                commands for 1 hour

Truth                    1      one person must tell only the truth for 
                                1 minute.

Sleep                    2      put one person to sleep for 1 hour. Can be
                                used on multiple people for a cost of 1 extra
                                MP per extra person.

Magical Seal            15      create a seal on a door, lock, or other 
                                opening preventing it from being opened by 
                                non-magical means. This also means the target
                                cannot be damaged or destroyed until the 
                                enchantment is dispelled, canceled, or the
                                caster dies.

Elemental Protection     1      halves damage from all spells/attacks of the
                                specified element for 1 minute

Elemental Barrier        5      prevents all damage from all spells/attacks 
                                of the specified element for 1 minute

Light                    2      globe of light appears with radius of 25 ft.
                                This spell can also be reversed to create a
                                globe of darkness. Light can be of any color
                                but its intensity is always that of sunlight

Nightvision              1      allows caster to see in the dark. Invisible
                                things cannot be seen by using this spell.

Elemental Enchantment    5      the object enchanted with this spell takes on
                                the element of caster's choice. The object
                                remains the same in every way except it 
                                counts as that element for all intents and
                                purposes.

Intangible               5      become translucent and intangible for 1 
                                minute. This means you can pass through walls
                                and other objects as though they were thin
                                air. Can be cast on other people, creatures
                                or objects as well.

Invisibile               5      become completely invisible and undetectable
                                to normal sight, infrared and ultraviolet
                                vision for 1 minute. Can be cast on other
                                people, creatures or objects as well.

Teleport                 5      instantly teleport self and anything on person
                                to another location. See the super ability
                                "Teleport" for specific rules.

Summon Spirit            2      summon a spirit from the spirit world to 
                                answer one question from the caster. Specific
                                spirits may not be summoned with this spell.

Summon Specific Spirit  10      summons a specific spirit from the spirit 
                                world to communicate with the caster for up
                                to 1 minute. Duration can be increased at a
                                rate of 1 MP per round (10 sec.).

Exertion Field           2      creates a field in front of the caster 
                                deflecting all objects away from him/her. It
                                will only remain for about 5 seconds and can
                                be used for an automatic parry.

Create Illusion          1      create the image of a thing. The image looks
                                exactly like the real thing in every way, 
                                however, it is intangible and has no taste or
                                smell. The caster can make the illusion sound 
                                real if it makes noise for an extra 1 MP. The
                                caster can also animate the illusion for 1 
                                extra MP.

Elemental Counter      1/dmg    attacks an elemental attack with its 
                                opposing element, reducing its damage 
                                by the amount of MP used in casting the 
                                counter. Can be used instead of parrying or
                                dodging.

Bestow Super Ability    ??      bestow upon self or other 1 super ability
                                (good or bad thing) for 1 minute. Cost is 5 
                                for each L1, 10 for each L2, and 30 for each
                                L3.

Permanent Ability       ??      bestow upon self or other 1 super ability
                                (good or bad thing) permanently until the 
                                enchantment is canceled, dispelled, or the
                                caster dies. Cost is 50 for each L1, 100 for
                                each L2, and 300 for each L3.

Suspend Super Ability   ??      cancel 1 super ability on self or other, good
                                or bad thing, for 1 minute. Cost is 5 for
                                each L1, 10 for each L2 and 30 for each L3.

Permanent Suspension    ??      permanently cancel 1 super ability on self or 
                                other, good or bad thing, until the 
                                enchantment is cancelled, dispelled, or the
                                caster dies. Cost is 50 for each L1, 100 for
                                each L2, and 300 for each L3.

Dispel Enchantment      ??      dispel an enchantment on an object or person
                                for the casting cost of the spell being 
                                dispelled.

Permanance              ??      cause an enchantment to remain after caster's
                                death for a cost equal to the cost of the
                                enchantment being permeated. If this spell is
                                cast on a time-limited enchantment, it will
                                still be dispelled when the time limit has
                                expired.

Summon Creature         1/HP+   summon a creature to do the bidding of the
                                caster. Cost is equal to the HP of the 
                                creature being summoned plus 5 for each L1
                                ability, 10 for each L2 ability, and 30 for
                                each L3 ability possesed by the creature. 
                                Also, for each L1 bad thing possessed by the
                                creature, reduce the casting cost by 2, 5 for
                                each L2, and 15 for each L3. Casting costs
                                cannot go below 1. The creature will do the
                                bidding of the caster for 1 hour, then do its
                                own thing.

Banish Person/Creature  1/HP+   banish a person or creature to the world of
                                summoned monsters. Cost is equal to 2x the
                                HP of the person/creature being banished plus
                                10 for each L1 ability, 20 for each L2 
                                ability, and 60 for each L3 ability possesed
                                by the person/creature at the time of 
                                banishment. Person/creature retains all items
                                on his/her person at the time of banishment.

Drain Life             2/HP     damages a living target and heals caster for
                                a number of HP equal to « the MP used in 
                                casting. This spell counts as Life element

Mind Blast             2/dmg    damages a person or creature's mind directly
                                for an amount of damage equal to « the amount
                                of MP used in casting the spell. This spell
                                cannot be cast on inanimate objects, dead, or
                                unconscious people or creatures. It can,
                                however, affect the intangible and the
                                invisible. Indestructable people and
                                creatures take « damage from this spell.

Lightning Bolt       1 / 2dmg   call a lightning bolt to strike the intended
                                target for an amount of damage equal to twice
                                the number of MP used in casting the spell.
                                This spell can only be used under the right
                                atmospheric conditions or if the target is
                                under a power line, and can only strike 
                                one target per casting. Any electrical 
                                devices struck by the bolt will short out and
                                overload their circuitry. This effect lasts
                                for 1 round plus the amount of extra MP used
                                in casting.

Freeze            1/dmg + 1/rd  freeze a person for an amount of damage equal
                                to the amount of MP used in casting the spell.
                                Also, for each extra MP used, one target will
                                remain frozen (all actions « efficiency) for
                                one round. See Fireball for group rules.

Ice Arrows           1 / 2dmg   shoots one 2 dmg shard of ice for each MP 
                                used in casting. Roll 1d100 to see what 
                                percent of the burst hits (drop fractions).

Fireball          1/dmg + 1/rd  hurl a fireball at a person or group of 
                                people. MP cost for a 1 person fireball is
                                equal to the amount of damage you wish to do
                                to him/her. If being used on multiple targets
                                the cost is 1 MP per 2 dmg for each target
                                beyond the first. Also, for each extra MP 
                                used in the casting of the spell, all targets 
                                remain burning for one round.

Meteo           150 + 1 / 10dmg drop a small meteor down from space causing
                                everyone/everything in the area to take 
                                (10 x extra MP used in casting) damage from 
                                debris. If the meteor happens to drop on top 
                                of a certain person/object, it is destroyed 
                                beyond repair.

Cure                   1/HP     recover a person or creature's HP at a rate 
                                of 1 HP per MP spent in casting.

Pure                    10      remove all traces of poison, disease and 
                                impurities from a person's system.

Soft                    20      reverts a petrified person/creature to flesh.

Earth Wall             1/2HP    erects a wall of stone with HP equal to twice
                                the amount of MP used in casting. The wall
                                cannot be moved or animated and does no 
                                damage.

Fire Wall         1/dmg + 1/rd  erects a wall of fire (0 HP) which does an
                                amount of damage equal to the amount of MP 
                                used in casting to anything touching it and 
                                remains for a number of rounds equal to the 
                                amount of extra MP used in casting. The wall
                                cannot be moved or animated.

Forcefield             1/rd     creates an indestructable wall of force for
                                a number of rounds equal to half the MP used
                                in casting. The wall cannot be moved or 
                                animated and does no damage.

Petrify                4/HP     turn a person or creature to stone. Casting
                                cost is equal to 4 x the HP of the target.
                                This spell can be used on multiple people at
                                a cost of 2 x HP for each target beyond the
                                first.


Optional Magic Rules
--------------------

TYPE B
------
The GM may wish to play a campaign in which everyone has the use of magic.
For this type of campaign, first, at character creation, determine the 
character's Magic Points by adding the character's Logic and Knowledge scores 
and dividing the total by 3. This number determines the degree to which the 
character can contort reality. Now, the GM must decide whether to use the set 
spells listed above or to instead have characters create their own effects on 
the spot using their MP.

SET SPELLS:
Characters may purchase spells at a cost of 5 Power Points each. MP may be
raised at a cost of 1 Power Point per MP. Extra super powers may be bought
at normal cost.

IMPROVISED SPELLS:
Characters may use the elements to create magical effects. Each time a spell
is successfully cast, the character gains Pips for the elements used. Pips 
increase the effectiveness of spells of their respective elements. For every
5 Pips in an element, the character gets +1 to every spell roll which uses 
that element. For example, if I have 25 Fire Pips and I decide to cast a fire
spell, I get +5 to my spell roll. The following is a chart of spell 
difficulties, required MP, and the required roll to successfully cast the 
spell (all rolls are on 1d100):

Difficulty              Required Roll   MP cost
----------              -------------   -------
Very Easy               20              1-2
Somewhat Easy           40              3-5
Moderate                60              6-10
Somewhat Difficult      80              11-15
Very Difficult          100             16-40
Insane                  120             41+

For spells requiring multiple elements, add 50% of the required roll to the
required roll for each extra element beyond 1. For example, if I want to cast
a very easy spell using Fire and Thought, the required roll would be 30. If
I wanted to cast a very easy spell using Fire, Earth, and Electricity, I 
would have to roll over 40. Essentially, take half of the required roll, 
multiply it by the number of elements used beyond 1, and add it to the 
required roll. This is the number you must roll over to successfully cast the
spell. Most spells can be done with one element, however. The MP cost 
remains the same regardless of the number of elements used. The listed MP 
costs are for 1-time effects with an average duration of 1 minute. The GM may
deem otherwise, but that is the general rule. For variable spells, the cost
may be 1 MP per round, 1 MP per HP, 1 MP per minute, etc. The cost of these
spells must be determined by the GM's common sense and judgement.

At character creation, Pips may be bought at a cost of 1 Power Point per Pip, 
and Magic Points may be raised at a cost of 1 Power Point per MP. Extra super 
powers may be bought at normal cost.

For more details on the 12 elements, see the Elements Section.


TYPE C
------
Yet another method for using magic is the "Spells per Day" method. In this,
instead of the character having MP, they have (7 + kno/5) spell usages per
day. This is the number of spells a character can cast before sleeping. For
each hour of sleep, 1 spell usage is recovered. All spells with constant MP
costs count as 1 usage. For spells with variable casting costs, replace the
MP variable with 2d10.

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