MAGIC 
-----

Physical Magic:

The degree to which the character has the ability to use magic is determined 
by MP. MP is equal to Arts skill + 2d10 and can be increased with power 
points at a rate of 1 PP = 2 MP. Characters start with 10 spell selections
and may purchase more selections at a rate of 1 selection = 2 power points.

If the character wishes to use an effect or spell he/she doesn't have, he/she
may make an Arts check to determine its success. The difficulty depends on
the complexity and power of the effect in question. If the effect is of an
element which the character specializes in, lower the difficulty by
20.

Specializations:
Mages may take elemental specializations in one element at character
creation. This means you earn double Pips for that element, but do not earn
Pips in the opposing element at all!

Custom spells:
Players may create any conceivable spell or effect. The GM assigns it an MP
cost based on the power and complexity of the spell. The following is a basic
guideline for normal spells.

Moronic         1 MP
Simple          1 MP per 3 dmg / 20 ft / hour
Easy            1 MP per 2 dmg / 10 ft / minute
Normal          1 MP per dmg / 5 ft / round
Hard            2 MP per dmg / 1 MP per 2 ft / 2 MP per round
Very Hard       5 MP per dmg / 1 MP per ft / 5 MP per round
Insane          10 MP per dmg / 5 MP per ft / 10 per round

Certain spells, however, may not be "pumpable" and therefore the GM will just
have to come up with a number that sounds reasonable for the effect in 
question.

Each time a spell is successfully cast, the character gains Pips for the
element used. Pips increase the effectiveness of spells. For every 5 Pips
in an element, the character gets +1 to every spell roll for that element.
For example: if I have 50 Fire Pips and I decide to cast a Fireball, I get
+10 to my spell roll. At character creation, Pips may be bought at a cost of
1 Power Point per Pip.

Difficulty              Roll
----------              ----
Moronic			20
Simple			40
Easy			60
Normal			80
Hard			100
Very Hard		120
Insane			140

Spell lists:
These are lists of spell examples. They may be selected as they are, but it
is suggested that players make up their own spells at character creation. If
you are in a hurry, however, you should probably pick these.

Fire Spells  
-----------
Fireball                Hurls a ball of flame at target.
                        Casting cost: 1 MP / 1 dmg

Freeze                  Extremely decreases the temperature of the target.
                        Frozen characters are immobile.
                        Casting cost: (2 MP / dmg) + (1 MP / rd)

Intense Heat/Cold       Extremely increases or decreases the heat of the 
                        entire area. Everyone except the caster gets -20 to
                        all combat rolls. Attacks and movement are also 
                        halved. Affects 20 ft. radius
                        Casting cost: (1 MP / rd) + (1 MP / +5 ft)  
                                      + (1 MP / -5 to combat rolls)

Fire Wall               Creates a wall of fire. Has no HP but deals damage to
                        objects touching it.
                        Casting cost: (1 MP / rd) + (1 MP / dmg)

Ignite                  Bursts the target on fire. Target takes 1 dmg per 
                        round.
                        Casting cost: (1 MP / trg) + (2 MP / +1 dmg/rd)



Earth Spells 
------------
Stone Wall              Creates a wall of stone.
                        Casting cost: 1 MP / 3 HP

Chasm                   Opens a hole in the earth.
                        Casting cost: (2 MP / sq. ft) + (5 MP / rd.)

Stone Rain              Barrages target with small rocks.
                        Casting cost: 1 MP / dmg

Raise Earth             Raises a pillar of earth out of the ground.
                        Casting cost: (1 MP / 5 ft high) + (1 MP / 5 ft. rad)

Magma Wall              Creates a wall of molten rock.
                        Casting cost: (1 MP / 2 dmg) + (1 MP / 2 rd)

Electricity Spells 
------------------
Lightning Bolt          Zaps the target with a bolt of lightning. Requires 
                        storm conditions
                        Casting cost: 1 MP / 3 dmg

Static Bolt             Zaps the target with a bolt of static electricity.
                        Casting cost: 1 MP / dmg

Short Out               Shorts out an electronic or electric target.
                        Casting cost: 1 MP / rd

Static Field            Supercharges a 10 ft. radius with static electricity.
                        Hair stands up, clothes stick together, and anytime
                        something touches a conductive object, it takes 1 
                        dmg.
                        Casting cost: (1 MP / 2 rds) + (1 MP / +5 ft.)

Electromagnetize        Makes a metal target super-magnetic. If cast on a
                        weapon, that weapon gets -30 to strike and +30 to
                        parry and entangle when used against another metallic
                        weapon. If used to parry, it will entangle and if it
                        is successful in parrying or entangling, both people
                        must roll to free their weapons.
                        Casting cost: 1 MP / minute


Metal Spells  
------------
Metal Wall              Creates a wall of solid metal.
                        Casting cost: 1 MP / 5 HP

Air Spells    
----------
Breathe without air     The ability to survive without breathing.
                        Casting cost: 1 MP / 30 min

Water Spells  
------------
Water Blast             Shoots a blast of water at the target.
                        Casting cost: 1 MP / dmg

Thick Mist              Creates a thick fog reducing the vision of all within
                        the radius. (-20 combat)
                        Casting cost: 1 MP / 5 ft

Water Meld              The ability to become invisible and intangible while
                        in water.
                        Casting cost: 1 MP / rd

Ice Arrows              Creates a storm of ice shards which shoot toward the
                        target. Each shard does 2 dmg. Roll 1d100 to see 
                        what percent of the burst hits the target.
                        Casting cost: 1 MP / shard

Ice Wall                Create a wall of thick ice.
                        Casting cost: 1 MP / 2 HP


Light Spells  
------------
Globe of light          Create a globe of light, 10 ft. radius, sunlight 
                        intensity. May be of any wavelength.
                        Casting cost: (1 MP / minute) + (1 MP / +5 ft.)

Lazer                   Shoots a lazer beam at the target.
                        Casting cost: 1 MP / dmg

Globe of darkness       Negates all light within a 10 ft. radius. Everyone
                        within the area is considered blind unless they have
                        heightened sense of sight or some other way to see
                        in the dark.
                        Casting cost: (2 MP / minute) + (2 MP / +5 ft.)

Invisibility            Makes target totally invisible. In combat, opponents
                        are -50 to strike, parry, dodge.
                        Casting cost: 1 MP / rd

Create Illusion         Creates a holographic image of the caster's design.
                        Can be any shape or size, and is totally intangible.
                        Cannot be animated.
                        Casting cost: 1 MP / hour



Thought Spells 
--------------
Receptive Telepathy     Read the surface thoughts of the target. Can only 
                        read what the target is currently thinking and cannot
                        be used to probe his/her/its memories.
                        Casting cost: 1 MP / minute

Projective Telepathy    Communicate to the target without speaking.
                        Casting cost: 1 MP / minute

Mind Probe              Searches the memories of the target. Caster learns
                        all the information known by the target.
                        Casting cost: 10 MP

Mind Blast              Damages the mind of the target. May be resisted with
                        a successful will check.
                        Casting cost: 1 MP / dmg

Suggestion              Target must execute one command of the caster. May be
                        resisted with a successful will check.
                        Casting cost: 1 MP / target

Death Spells  
------------
Drain Life              Take life energy from the target and give it to the
                        caster.
                        Casting cost: 2 MP / HP

Aura of Destruction     Everything organic within 10 ft of caster looses 1 HP 
                        per round.
                        Casting cost: 2 MP / rd + (3 MP / +1 dmg/rd)
                                        + (1 MP / +2 ft.)

Pain Bolt               Shooots a bolt of death-element energy at the target.
                        Casting cost: 1 MP / dmg

Decay Flesh             Slowly deteriorate the target's flesh at a rate of
                        2 HP per round.
                        Casting cost: 1 MP / rd

Animate Dead            Animate dead corpses or skeletons. Each undead has
                        all attributes 2, all skills 10%, and one attack 
                        every 2 rounds. Damaged or destroyed corpses under
                        your control can be regenerated to full HP at a cost
                        of 2 MP. Control lasts 1 minute.
                        Casting cost: (5 MP / corpse) + (1 MP / +1 rd) 

Life Spells 
-----------
Regrow Flesh            Recovers 1 HP per round.
                        Casting cost: 1 MP / rd + (2 MP / +1 HP/rd)

Bestow Super Ability    Gives the target one good thing of caster's choice
                        for 2 rounds
                        Casting cost: 1 MP / PP + (1 MP / +2 rds)

Life Beam               Shoots a life-element energy beam. Passes through
                        non-organic material.
                        Casting cost: 1 MP / dmg

Shapechange             Change the target into any shape.
                        Casting cost: 1 MP / rd

Transfer Life           Take life energy from one target and give it to 
                        another target.
                        Casting cost: 2 MP / HP

Crystal Spells 
--------------
Crystal Arrow           Hurls a large crystal shard at target.
                        Casting cost: 1 MP / dmg

Recover life            Undoes damage.
                        Casting cost: 1 MP / HP

Reconstruct Object      Reconstructs a damaged or destroyed object.
                        Casting cost: 1 MP / HP

Disperse Energy         Disperses a beam of energy.
                        Casting cost: 10 MP 

Aura of Restoration     Everything within a 10 ft. radius gradually regains 
                        1 HP per round.
                        Casting cost: 2 MP / rd + (3 MP / +1 HP/rd) 
                                        + (1 MP / +2 ft.)

Exertion Spells 
---------------
Exertion Field          Creates a strong force in front of the caster, 
                        deflecting all incoming objects away. Can be used as
                        an automatic parry, but uses an action.
                        Casting cost: 2 MP

Forcefield              Creates an indestructable forcefield in any shape
                        caster chooses. Size is 10 square ft.
                        Casting cost: 1 MP / rd + (1 MP / +5 sq. ft.)

Telekenisis             Float target around however caster wishes. Can be 
                        floated fast enough to keep up with caster at normal
                        walking speed, but not fast enough to do damage.
                        Can float up to 15 pounds at a time.
                        Casting cost: (1 MP / minute) + (1 MP / +15 pounds)

Flight                  Allows target to fly. Unless cast on self, caster
                        cannot control the motion of the target using this 
                        spell. Same as the L1 ability.
                        Casting cost: 1 MP / minute

Gravity Negation Field  Everything within a 10 ft. radius is no longer 
                        subject to gravity.
                        Casting cost: (1 MP / min) + (1 MP / +5 ft.)

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