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*

    Source: geocities.com/The_Anime_RPG