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.