Magic Spells ------------ Characters with Magic/Sorcery start with (4 + kno/5) spells. 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. 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. Specilization - spacilization means that you learn spells of your realm, White or Black, easier then the opposing realm. You can specilize in either White or Black. Spells in your realm cost only 1/2X the cost while the opposing realms spells cost 2X. Eg. A Black Mage can get two Black spells for the price of one, yet a White spell will cost the same as two. Neutral spells cost 1X no matter which realm you specilize in. You can not specilize in Neutral spells. Spell MP Effect ----- -- ------ N 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. N 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 N 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. N Hypnotism 10 one person/creature must obey all caster's commands for 1 hour W Truth 1 one person must tell only the truth for 1 minute. W 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. N 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, cancelled, or the caster dies. W Elemental Protection 1 halves damage from all spells/attacks of the specified element for 1 minute W Elemental Barrier 5 prevents all damage from all spells/attacks of the specified element for 1 minute N 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 N Nightvision 1 allows caster to see in the dark. Invisible things cannot be seen by using this spell. W 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. W 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. N Invisible 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. N Teleport 5 instantly teleport self and anything on person to another location. See the super ability "Teleport" for specific rules. W 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. W 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.). W 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. N 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. W Elemental Counter ?? 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. W 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. W Permanent Ability ?? bestow upon self or other 1 super ability (good or bad thing) permanently 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. B 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. B 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. B Dispel Enchantment ?? dispel an enchantment on an object or person for the casting cost of the spell being dispelled. N Permanence ?? 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. B Summon Creature ?? 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 possessed 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. N Banish Person/Creature ?? 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 possessed by the person/creature at the time of banishment. Person/creature retains all items on his/her person at the time of banishment. B Drain Life ?? 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 B Mind Blast ?? 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. Indestructible people and creatures take « damage from this spell. B Lightning Bolt ?? 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. B Freeze ?? 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. B Ice Arrows ?? 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). B Fireball ?? 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. MP cost for a group of people is equal to the amount of damage you wish to deal to each person plus « the amount of dmg you wish to deal to each person times one less than the number of people in the group. Also, for each extra MP used in the casting of the spell, one target remains burning for one round. B Meteo 500 drop a small meteor down from space causing everyone/everything in the area to take at least 50-100 damage from debris. If the meteor happens to drop on top of a certain person/object, it is destroyed beyond repair W Cure ?? recover a person or creature's HP at a rate of 1 HP per MP spent in casting. W Pure 10 remove all traces of poison, disease and impurities from a person's system. W Soft 20 reverts a petrified person/creature to flesh. W Earth Wall ?? 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. B Fire Wall ?? 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. W Forcefield ?? creates an Indestructible 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. B Petrify ?? 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. White Neutral Black ----- ------- ----- Truth Levitation Suspend Super Ability Sleep Flight Permanent Suspension Elemental Protection Suggestion Dispel Enchantment Elemental Barrier Hypnotism Summon Creature Elemental Enchantment Magical Seal Drain Life Intangible Invisible Mind Blast Summon Spirit Teleport Lightning Bolt Summon Specific Spirit Light Freeze Exertion Field Nightvision Ice Arrows Elemental Counter Create Illusion Fireball Cure Permanence Meteo Pure Banish Person/Creature Fire Wall Soft Petrify Earth Wall Forcefield Bestow Super ability Permanent Ability Necromancy ---------- Necromancy is a specialized class of magic user. For an additional 15 power points it can be selected along with magic as a good thing. No roll is made and an automatic bad thing of extremely old is added to character sheet. Also, a necromancer emits field of evil. This manifesses it-self as a feild of coldness ( a drop in temperature of about 5 to 10) in a 2m radius from the necromancer. Any holy object or pure object will react by emitting a white light if the field engulphs it. A Necromancers learn (Kno/5) necromancy skills. Also all Black magic is 1/2X, neutral is 1X, and White magic is 3X the normal cost. All spells rerequire dark points to cast. Maximin dark points are (Kno+Sta/2). Dark popoints can only be regained by the following methods. 1) Drain Life - the caster can drain the Hit Points from any living being. Hit Points are taken at a rate of 1 HP per round, each HP regains 1/2 of a dark points. This method requires the caster to have physical contact with the person he is draining, also, the target must be in a state where his conscious functions are not in control. ie. unconscious 2) Dark Ritual - this requires (1X max DP) hours of preparation along with a sanctuary in which to preform the ritual. If all is done correctly and the caster is not interrupted all dark points are regained after this period. 3) Burnt Offering - requires the sacrifice of a living being, burnt by flame. The caster regains dark points equal to the number of Hit Points of the sacrifice. Requires at least 5 hours. 4) Place of Evil - Any places of death or great evil will replenish dark points at the rate of 2 per hour. Cemetery, haunted castles, and other such places are prime examples of locations of great quanties of death or evil. Ne Death and Decay - All material within 20 feet, excluding the caster loses hit points at the rate of 4 per round for the length of time inside the area. *4DP per round* Ne Animate Dead - Caster can raise (StaX2) dead beings who will do the bidding of the caster. They will last for (StaX2/# of raised) hours before reverting to their original state. Each being has the same stats as the caster. *1DP X # of raised* Ne Unholy enchantment - all damage is reduced by 1/2. *1DP per round* Ne Unholy strength - Str and Sta attributes are doubled. *2DP per round* Ne Unholy insight - Kno and Log and Luc are doubled. *3DP per round* Ne Word of chain - Immobilizes target for a time dependant upon the DP used. *1DP per round* Ne Terror - Causes target to fall into an uncontrollable fit of terror. Target is paralyzed for 5 rounds. *2DP* Ne Capture soul - Causes the soul of the target to become the property of the caster for a limited time. During this time the target is forced to do whatever the caster requests of them. *3DP per round* Ne Weakness - All target's attributes are reduced to 0. *5DP per round* Ne Summon Daemon - Summons a Daemon from the dark realms. All Attributes are 3X casters (max 99). The creature will exist untill unsommened or untill killed *20DP +5DP L1 Good thing +10 L2 Good thing +15 L3 Good thing* Ne Summon Vampire Bats - Summons bats from the darkness to swoop down and drain the blood from the target. The spell can produce a number of bats equal to (StaX2). Each bat has 2 HP and deals a damage of 1 per hit. *1DP X # of bats* Ne Seizures - Target enters into a seizure like state where they thrash about wildly. While in this state the target will take 1point of damage a round. Any person who comes with-in 5' of such a person has a 75% chance of takeing 3 points of damage from this spazmatic person. *1DP per round*