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.)