Weapon Arcana

View the various general spells available for characters
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Weapon Arcana

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Post by Oceanblaze »

Level 0 Spellblade (Cantrips) - 5 MP to cast, 5 Spell Points
  • Acid Splash - Deals +500 unsoakable damage to a single target.
  • Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible). Detectable by Detect Magic whether visible or not.
  • Dancing Lights - Creates torches or other lights which can move about at the caster’s direction. These last for 1d5 rounds in combat and 5 minutes apiece out of combat.
  • Detect Magic - Use extrasensory perception to recognize items or sources of magical power within two Areas.
  • Disrupt Undead - Deal +500 damage to an Undead creature. Counts as a "Holy" attack.
  • Flare - Create a bright flash of light that disorients some targets. Inflicts -5 on target's rolls if successful. [Willpower Only]
  • Ghost Sound - Create faint, illusory sounds within two Areas. [Willpower Only]
  • Light - Give an object a torch-like radiance for up to 5 minutes.
  • Open/Close - Opens or closes small or light things such as drawers and small boxes or books.
  • Prestidigitation - Perform minor tricks of "magic," including card tricks, sleight of hand, small illusions, coin tricks, et cetera.
  • Spark - A small, non-damage dealing burst of flame that ignites flammable surfaces or substances, such as fuels, matches, or candles. This won't cause spontaneous combustion of things such as clothes or hair.
1st-Level Spellblade - 10 MP, 10 Spell Points
  • Color Spray - This spell creates a prismatic, bright swirl of alternating colors from the caster's hand, which can daze, disorient, or even knock out targets. If a target fails against the caster's roll, suffers Mild "Blind" status for (Mage Level) rounds; if a target botches against this spell, roll Luck, DC 500 + (Caster's Mage Level * 25) (DC 750 at Level 10), to avoid Instant KO. If successful, suffers Mild "Blind" and Moderate "Off Guard" statuses.
  • Corrosive Touch - This spell allows a caster to reduce the effectiveness of armor until it's repaired. Inflicts magic damage to Physical Soak (not magic!) on armor pieces until the armor is repaired.
  • Enlarge Person - This spell allows a caster to raise a target's size to Giant 1. This effect lasts for (Mage Level) rounds.
  • Expeditious Retreat - This spell grants a single target a Running skill bonus of (Mage Level * 2) (+20 at Level 10). Each time this bonus is used costs requisite MP.
  • Feather Fall - This spell allows a target to fall to the ground at a slow, safe speed, preventing fall damage/injury. Each cast of this lasts only one "fall."
  • Flare Burst - Create a bright flash of light across an entire Area that disorients some targets. Inflicts -5 on up to (Mage Level * 2) targets' rolls if successful. [Magic Defense Only]
  • Floating Disk - This spell creates a flat, wide disc of spiritual energy that can carry burdens, such as equipment, supplies, or people. Can hold (+2 * Mage Level) (20 at Level 10) passengers per disc, and each disc can travel (Mage Level) Areas before it needs to be recast. Up to (Mage Level / 2) (round up) (5 at Level 10) discs can be maintained simultaneously.
  • Frostbite - This spell strikes a single target with icy energy, dealing +500 ice damage and inflicting Mild "Slow" status for 5 rounds.
  • Grease - This spell makes a patch of ground slippery with magical oil. Creates a patch of magical oil across 1 square Area of ground and lasts for (Mage Level) rounds. Anything that tries to pass over the grease-covered portion of ground must pass an Athletics (Running, Jumping, Climbing, etc.) check, DC 50 (+20 * Mage Level) (DC 250 at Level 10) to pass or suffer Mild "Off Guard" status and have to try again. However, a "Move Slowly" check will allow a target to pass with only a DC 50 (+5 * Mage Level) (DC 100 at Level 10).
  • Hydraulic Push - This spell creates a gout of water that strikes a single target as if loosed from a fire hydrant, dealing +500 magic damage and incurring "Knockback / Wall Rush" status at +1 Severity/2 Mage Levels (Terminal at Level 10).
  • Illusion of Calm - This spell creates a copy of a target that draws enemy fire, counting as a separate target that can't actually be damaged. The doppelganger moves enough to appear realistic, but if its 'other' makes too dramatic an action it may be obvious which is the fake. Inflicts Acute "Illusion" status, and lasts for (Mage Level) rounds.
  • Jump - This spell allows a subject to add his/her magic school bonus to his/her Jumping skill. Each use of this bonus spends requisite MP.
  • Jury-Rig - This spell temporarily removes negative effects on equipment, such as damaged weapons or armor. Lasts for (Mage Level) rounds, and does not replace permanent repair or regular maintenance.
  • Lock Gaze - This spell forces a single target to focus on the caster and ignore all others. Incurs Mild "Provoke" status on a single target for (Mage Level) rounds.
  • Longshot - This spell removes some barriers of range from a single weapon a single shot per cast. This allows a target to ignore (Mage Level) Areas of distance when firing at a range, negating those Areas' increments to a shooting DC.
  • Magic Missile - This spell creates a cluster of magical projectiles that barrage a single target. Creates 2 (+1 every 2 Mage Levels) (7 at Level 10) missiles that deal +200 spell damage apiece; however, when damage is entered, it counts as 1 hit for soak purposes).
  • Magic Weapon - For 5 rounds, the character is able to imbue the weapons of one target with their spiritual energy, adding 100 to the character's normal damage.
  • Mirror Strike - This spell allows a single target's next attack to strike twice as many targets as normal (a 1-target will hit 2, a 4-target will hit 8, etc.). Whether the attack strikes or not, the spell fades immediately afterwards.
  • Mount - This spell allows a caster to summon a single steed per cast, which will serve a designated master for (Mage Level) hours per cast, negating the need for taming the beast.
  • Negative Reaction - This spell prevents a single target from negotiating his or her way for a short time. For (Mage Level) rounds/actions, the cursed target suffers a (-2 * Mage Level) (-20 at Level 10) penalty to all Bluff, Diplomacy, Intimidate, or similar persuasive actions.
  • Obscuring Mist - The user is able to conjure a thick mist in the Area they occupy. Anyone inside of it suffers from Mild "Blind" status. The mist lasts for 5 rounds.
  • Ray of Enfeeblement - This spell creates a harsh beam of spiritual energy that strikes a single target and saps the strength from it. This spell reduces a single target's Strength statistic directly by (-50 * Mage Level) (-500 at Level 10) for (Mage Level) rounds.
  • Reduce Person - This spell reduces a single target's size (according to the "Small" chart), -10 * Mage Level (-50 at Level 5 [max]). This effect lasts for (Mage Level) rounds.
  • Reinforce Armaments - The character is able to improve the performance of others' defensive equipment. Physical armor soak on 1 target is raised to 150% for (Mage Level) rounds.
  • Returning Weapon - The character is able to put a temporary enchantment on a weapon that returns it to its point of origin safely when thrown. Lasts for 5 rounds.
  • Shock Shield - This spell creates a barrier around a single target that deals the caster's base magic damage +200 whenever he/she is struck by a melee attack. Lasts for (Mage Level) rounds.
  • Silent Image - This spell creates a simple, still light illusion that can cover (Mage Level) Areas. The illusion can be passed through, and lasts for (Mage Level) rounds/actions. To see through the illusion, characters must pass a Sensory Perception check, with a DC equivalent to the caster's initial creation roll.
  • Stone Fist - This spell transforms its own hands into living stone; this replaces the character's damage done with unhanded strikes with its Spell Level damage (+200) per hit. This effect lasts 1d5 rounds.
  • True Strike - This spell grants a boon to a single target's next action. Imbues a single target with a bonus equal to (+10 * Mage Level) (+100 at Level 10) on its next offensive combat action.
  • Unerring Weapon - This spell grants a single target a boosted ability to deal critical damage on its next strike. Inflicts Mild "Sharpen" status on a single target for a single offensive action per cast.
  • Vanish - This spell renders a single target invisible for a short time. Inflicts Mild "Invisible" effect for (Mage Level) rounds.
Level 2 Spellblade 40 MP, 15 Spell Points
  • Ablative Barrier - This spell creates several layers of invisible spiritual energy to buffer attacks. Grants a single target Mild "Defense" status for (Mage Level) rounds.
  • Acid Arrow - This spell creates a long arrow of magical acid that shoots forth from the caster's hand. A target struck by this spell suffers magic damage +1000 and Mild "Poison" effect for (Mage Level) rounds.
  • Animal Aspect - This spell grants a character a single Trait from the "Animal" race for (Mage Level) rounds/actions.
  • Bear's Endurance - The character grants a bonus of +20 Physical Soak/Mage Level (+200 at Level 10) to a single target for 5 rounds.
  • Bestow Weapon Proficiency - The character is able to bestow divine knowledge onto a character temporarily. This spell removes the Unskilled penalty from a single weapon for a character's use, and lasts for 5 rounds.
  • Blur - This spell makes a target appear blurred and distorted in view, making him/her more difficult to strike. Grants a single target Mild (Alt) "Invisible" status for (Mage Level) rounds.
  • Bull's Strength - The character grants a bonus of +20 Strength/Mage Level to a character for lifting and damage purposes (+200 at Level 10).
  • Burning Gaze - This character has a look that can kill ... literally. By locking eyes with a single target, this character can deal fire damage +1000 at up to (Mage Level) Areas away.
  • Cat's Grace - The character grants a bonus of +20 Dexterity/Mage Level to a character for movement and dodging purposes (+200 at Level 10).
  • Darkness - The character is able to shade (Mage Level) Areas in thick clouds of spiritual energy. Any targets inside these Areas suffer Moderate "Blind" status. The clouds last for 5 rounds.
  • Defensive Shock - This spell wraps a single target in enveloping electricity for a short time. Any melee attack that succeeds against the target for (Mage Level) rounds takes the caster's lightning-based magic damage +400.
  • Fire Breath - This spell creates a gout of flame that emanates from the caster and strikes up to (Mage Level) targets, dealing Fire-based magic damage +400 to each and inflicting Mild "Burning" status.
  • Flaming Sphere - The character is able to form a massive ball of flame that is an Area large and moves in a trail (Mage Level / 2) Areas long like a boulder before disappearing. Targets caught in the path take Fire-element magic damage +400.
  • Fog Cloud - A user is able to enshroud (Mage Level) Areas in a thick surreal mist that shrouds optics and eyesight alike. The first time this Ability is used inflicts Mild "Blind" status on the affected Areas, and each subsequent use raises Blind by 1 severity level (Mild to Moderate, Moderate to Acute, etc.)
  • Frigid Touch - The character is able to grant icy wielding powers to a single target for a short time. Inlicts Mild "Enwater" status on a single target for 5 rounds.
  • Glitterdust - This spell douses an entire Area in glittering magical dust that can blind targets and outline invisible objects for the duration of the spell. Magic defense only; if a character fails this roll, inflicts Mild "Blind" status for 1 round and outlines it in flickering dust that negates Invisibility effects (except Acute Alternate) and inflicts a penalty of (-10 * Mage Level) (-100 at Level 10) on all stealth-related skill checks.
  • Gust of Wind - The character is able to form a violent spiral of hard wind that affects all targets in (Mage Level) Areas in a single direction, including upwards. This spell can make flight incredibly difficult, forcing flying creatures to beat the roll with a Flight check to avoid it. Characters on the ground avoid normally, or suffer "Knockdown" and "Knockback," +1 Severity/2 Mage Levels (Terminal & Terminal at Level 10).
  • Invisibility - This spell renders a subject invisible for a short time, or until it is forced to move overtly quickly or until it makes an attack. This spell grants a single target Acute "Invisibility" effect for (Mage Level) rounds or until it is forced to make an Athleticism check (except Move Slowly) or an attack, including Sneak Attacks.
  • Levitate - Allows a target to levitate for (Mage Level) rounds, preventing tripping traps and nullifying Earth-based damage.
  • Minor Image - This spell creates a minor illusion along with sound emulation. The illusion can be passed through, and lasts for (Mage Level) rounds/actions. To see through the illusion, characters must pass a Sensory Perception check, with a DC equivalent to the caster's initial creation roll.
  • Pilfering Hand - This spell allows a caster to manipulate a simple object from a distance. This spell has a range of (Mage Level / 2) (round up) (5 at Level 10) Areas and can only operate or move simple objects in lieu of minor telekinesis. Each different action with this spell costs requisite MP.
  • Reloading Hands - This spell magically reloads a target slow-loading weapon for a short time. This spell removes the need to reload a "suppressing fire" weapon for (Mage Level) rounds.
  • Shatter - The caster is able to project concentrated sound in a cone-like shape ahead of him/herself. This is considered "Force" elemental damage +500, and is highly effective against glass- or crystal-like objects.
  • Spider Climb - This spell allows a character to walk and climb on parallel surfaces and remain upside down on surfaces for a short time. This effect does not add to Climbing checks, and lasts for (Mage Level) rounds per cast.
  • Tactical Acumen - This spell grants a target great insight on the tactical and strategic movements of enemies for a short time; patterns become more obvious and gut feelings feel stronger. Grants a bonus of (+5 * Mage Level) (+50 at Level 10) to stealth-based movements and Sneak Attacks/ambushes, as well as macro-level strategerie.
  • Twisted Space - This spell warps and distorts time-space around a single target that makes its attacks strike different areas than intended. For (Mage Level) rounds, the target's actions are randomly targetted (1d(number of possible targets)), including allies, AFTER they are declared.
  • Web - This spell creates thick, sticky webbing in a wide area that impairs movement and sticks to any who cross. Creates webs in up to (Mage Level / 2) (round up) (5 at Level 10) Areas; any who cross into these Areas are subject to Acute "Slow" effect. Paths through the webbing can be cut with bladed weapons, DC 50 (+15 * Mage Level) (DC200 at Level 10), including the penalty, but any who follow the path do not suffer the penalty. The webbing is permanent until removed and will not regrow to cover paths unless recast.
Level 3 Spellblade 90 MP, 20 Spell Points
  • Animal Aspect, Greater - This spell grants a single target 2 Traits from the "Animal" race for (Mage Level) rounds.
  • Aqueous Orb - The character is able to form a massive ball of water that is an Area large and moves in a trail (Mage Level / 2) Areas long like a boulder before disappearing. Targets caught in the path take Water-element magic damage +600.
  • Arcane Sight - This spell allows a single target to perceive magical emanations visually instead of just with extrasensory perception. For (Mage Level) rounds, this character can see and track magical auras and signs within 2 Areas.
  • Blink - This spell makes a single target randomly and rapidly visually disappear and reappear, making targetting and striking him/her rather difficult. Grants a single target Mild (Alt) "Invisibility" status for (Mage Level) rounds.
  • Cloak of Winds - The character is able to form a shrouding, swirling tempest of wind around up to (Mage Level) targets. This wind buffers away ranged attacks (including gunfire) with a +2/Mage Level bonus (+20 at Level 10) to Dodge checks, and any melee attacking target must pass a Reaction check, DC50 + (10 * Mage Level) (DC150 at Level 10), to succeed. A failure repels the attack away harmlessly, a success pierces the wind and the cloaked character can dodge/block/brace as normal.
  • Daylight - The character is able to create a temporary light that shines over (Mage Level) Areas, negating some area-wide shadow or fog effects. This effect lasts for (Mage Level) rounds.
  • Dispel Magic - The character is able to remove the most recent Mild status effect placed on a single target. This can only be used once every 3 rounds.
  • Flame Arrow - This spell allows a caster to imbue a single projectile weapon (including bioetheric ammunition, bows, and throwing weapons) with fire magic. Grants Mild "Enfire" effect for (Mage Level) rounds.
  • Fly - This spell allows a single target to perform sustained, controlled flight for a short period of time. For (Mage Level) rounds, this character is able to use "Flight" as if in possession of the feat.
  • Force Punch - This spell allows a character to deal blows with exponential force behind them against enemies. For (Mage Level) rounds, target is granted Mild "Enforce" status, and the character deals Mild "Knockback / Wall Rush" status with normal physical martial arts attacks.
  • Haste - This spell allows a single target to move much quicker for a short time. Grants Mild "Haste" status to a single target for (Mage Level) rounds.
  • Hydraulic Torrent - This spell creates a gout of water that strikes shoots in one direction (Mage Level / 2) Areas as if loosed from a fire hydrant, dealing magic damage +600 and incurring "Knockback / Wall Rush" status at +1 Severity/2 Mage Levels (Terminal at Level 10) for every target caught in its path.
  • Keen Edge - This spell makes a single target's strikes much more potent when the time is right. Grants a single target Mild "Sharpen" effect for (Mage Level) rounds.
  • Locate Weakness - This spell allows a single target's most dangerous blows be exactly that -- most dangerous. For (Mage Level) rounds, on a critical hit, draw 2 crit cards and choose one..
  • Magic Weapon, Greater - For 5 rounds, the character is able to imbue the melee weapons of one target with their spiritual energy, adding magic damage +300 to the character's normal damage.
  • Major Image - This spell creates a single, lifelike illusion that emulates sight, sound, and even smell. The illusion can be passed through, and lasts for (Mage Level) rounds/actions. To see through the illusion, characters must pass a Sensory Perception check, with a DC equivalent to the caster's initial creation roll.
  • Phantom Steed - This spell creates a shimmering, corporeal ghost of a horse that can be used for quick traveling. This horse is considered in prime condition at all times, and lasts for (Mage Level) hours per cast.
  • Ray of Exhaustion - This spell creates a beam of malevolent energy that saps the energy from a single target. Inflicts Moderate "Fatigue" status on a single target for (Mage Level) rounds.
  • Sleet Storm - The user is able to create a dense sleet and ice storm across (Mage Level / 2) Areas. This storm will last for (Mage Level) rounds unless dismissed and shrouds the affected areas with Acute "Blind" status.
  • Slow - This spell inflicts a temporal distortion on a single target that makes it move considerably slower than normal. Inflicts Moderate "Slow" status on a single target for (Mage Level) rounds.
  • Stinking Cloud - This spell douses an Area in a toxic cloud of spiritual energy. Creates a tinted fog in one Area that forces any who pass through it to roll Health, DC 25 (+10 * Mage Level) (DC 125 at Level 10), to avoid suffering the caster's magic damage +600 once and Moderate "Poison" status for (Mage Level) rounds.
  • Vampiric Touch - This spell allows a single target to drain the life from targets it attacks. For (Mage Level) rounds, half of any physical melee damage the subject incurs on another target is returned as HP.
  • Versatile Weapon - This spell allows a single target's weapon to pierce through armor when attacking. For (Mage Level) rounds, armor soak on targets the subject attacks is reduced by (10% * Mage Level) (100% at Level 10) for the subject's attack only.
  • Water Breathing - The character is able to breathe underwater for a short time. This effect lasts for 5 rounds.
  • Wind Wall - The character is able to summon a buffering wall of wind stretching from one point to another. It is 1 Area tall, and any ranged attack, magic spell, or gas or similar substance that tries to pass through it must beat the caster's original roll to establish the wall to do so.
4th-Level Spell Blade - 160 MP, 30 Spell Points
  • Arcana Theft - This spell targets a single opponent and "steals" a single positive status effect from it, at the caster's choice. If successful, this positive status effect is removed from the target and placed on the caster instead, at equal severity. It lasts for (caster's Mage Level) rounds, as if cast fresh.
  • Ball Lightning - This spell allows a character to project (Mage Level) spheres of electricity at a single target. Each deals magic damage +200.
  • Black Tentacles - This spell causes a cluster of dense, ichor tentacles to burst from the area around a group of targets and attempt to grapple them. This spell affects (Mage Level) targets, and if a subject fails to avoid the attack, it is considered Grappled, Strength OR Martial Arts DC 25 (+15 * Mage Level) (DC175 at Level 10) to break free. If not broken, the tendrils grapple targets for (Mage Level) rounds.
  • Detonate - This spell creates a swirl of non-elemental magical energy that strikes a group of enemies. Deals non-elemental magic damage +800 to (Mage Level) targets.
  • Dragon's Breath - This spell allows a single target to emulate the famous fire breath of a mythical dragon. Deals Fire-based magic damage +800 to and inflicts Moderate "Burning" status on up to (Mage Level) targets.
  • Enlarge Person, Mass - This spell allows a caster to raise a group of targets' size to Giant 1. This effect lasts for (Mage Level) rounds and affects (Mage Level) targets.
  • Fire Shield - A scorching shield of flame surrounds the user, dealing caster's Fire-based magic damage +500 to enemies who attempt to melee attack the user for (Mage Level) rounds. Attacks still pass through the shield and deal normal damage. When struck with a Water-element attack, the shield falls immediately.
  • Firefall - This spell allows a caster to exponentially grow and detonate an existing flame. An existing fire source is grown before exploding, dealing Fire-based magic damage +800 and inflicting Moderate "Burning" effect on all targets within (Mage Level) Areas.
  • Ice Storm - The user is able to create a dense sleet and ice storm across (Mage Level/2) Areas. This storm will last for 5 rounds unless dismissed and shrouds the affected areas with Acute "Blind" status.
  • Invisibility, Greater - This spell grants a single target a greater level of invisibility, amking them nearly impossible to detect by mundane means. Grants a single target Acute "Invisibility" effect for (Mage Level) rounds.
  • Pellet Blast - This spell creates a "magical grenade" that works off of the same principles, flinging tiny magical projectiles outwards in all directions after a short time. All targets within 1 Area must roll Reaction, DC 25 (+15 * Mage Level) (DC175 at Level 10), to avoid the caster's magic damage +800.
  • Phantasmal Killer - This spell creates an illusory double of a single target, which claims to be the actual target. The caster then rolls 1d(number of targets); if the subject of the illusion is targeted by this, the illusion attacks and deals "Death Sentence" to the target before disappearing; if any other is targeted, deals regular magic damage +800 and lasts for (Mage Level) rounds, making the target roll each time on the caster's turn independently.
  • Reduce Person, Mass - This spell reduces a group of targets' size to Tiny 2. This effect lasts for (Mage Level) rounds.
  • River of Wind - The character is able to create a narrow corridor of wind that courses through several Areas. The "river" is only 1 Area wide/deep, but "flows" up to (Mage Level) Areas in the direction its "current" is moving. Any targets or characters caught in the affected Areas must beat a Movement Check, DC50 + (10 * Mage Level (DC150 at Level 10)) or be swept 1 Area in the current's direction with "Knockback" and "Knockdown" +1 Severity/2 Mage Levels (Terminal & Terminal at Level 10).
  • Shout - This spell creates a series of powerful sonic waves that strike and blow back a group of targets. Deals Force-based magic damage +800 and (+1 Severity/2 Mage Levels) (round down) (5 at Level 10) "Knockback / Wall Rush" effect to (Mage Level) targets.
  • Solid Fog - A user is able to enshroud (Mage Level) Areas in a thick surreal mist that shrouds optics and eyesight alike, as well as impedes movement. The first time this Ability is used inflicts Mild "Blind" and Mild "Slow" status on the affected Areas, and each subsequent use raises Blind and Slow by 1 severity level (Mild to Moderate, Moderate to Acute, etc.)
  • Stoneskin - The character is able to shroud (Mage Level / 2) targets in impenetrable earthen armor for a period of time. This armor actually wholly absorbs (Magic damage * 2) HP damage -- physical or magical -- before crumbling away. Any damage that is "bleed over" after the armor has lost its effectiveness is carried over onto the user as normal. However, dodging with Stoneskin active is impossible; only Bracing, Blocking, or Magic Defense is available.
  • Wall of Fire - An immobile, blazing curtain of shimmering red fire springs into existence within 5 Areas of the caster. Touching the fire deals magic damage +800, and it lasts for (Mage Level) rounds without the caster's concentration.
  • Wall of Ice - The user is able to create a fully solid wall of ice that can be up to (Mage Level / 2) (round down) (5 at Level 10) Areas high/wide, though works best in enclosed areas. When completed, the wall has (magic damage * 5) HP and must be destroyed to pass through. Wall is considered "Ice" elemental.
  • Wall of Sound - The user is able to create a wall of vibration that can be up to (Mage Level / 2) (round down) (5 at Level 10) Areas high/wide, though works best in enclosed areas. When completed, the wall has (full magic damage * 5) HP and must be destroyed to pass through. Wall is considered sonic damage +800.
  • Wall of Force - This spell erects a shimmering barrier of non-elemental magical energy that stretches across a wide area. This wall can be (Mage Leve/2l) Areas in dimension and has (full magic damage * 5) HP. The wall lasts for (Mage Level * 2) rounds or until destroyed.
  • Wall of Stone - The character is able to erect a massive wall of the ground underneath him/her to fortify a place or block passage. The wall can be up to (Mage Level/2) Areas in dimension, and it has (full magic damage * 5) HP IT is considered "Earth" elemental in nature.
5th-Level Spellblade - 250 MP, 40 Spell Points
  • Acidic Spray - This spell sends a gout of noxious acid to strike a group of targets. Attacks (Mage Level) targets and deals magic damage +1000, as well as Moderate "Melt" status.
  • Baleful Polymorph - This spell transforms a single target into another form temporarily. Imbues a target with "Transform" status, +1 severity/2 mage levels (Terminal at Level 10), and lasts for (Mage Level) rounds.
  • Cone of Cold - This spell creates a cone-shape of icy spiritual energy to attack a group of targets. Deals Water-based damage +1000 and Mild "Freeze" status to (Mage Level) targets for (Mage Level) rounds.
  • Corrosive Consumption - This spell creates a pool of acid across the ground that corrodes and eats away at things that pass through. This pool covers 1 Area and lasts for (Mage Level) rounds; any that pass through the pool suffer non-elemental magic damage +1000 and Mild "Melt" status, and each round spent inside of the pool inflicts damage and Mild "Melt" status again.
  • Fire Snake - This spell creates a series of fire gouts that blast along the ground, which can be directed to strike up to (Mage Level) targets in a series. The path of the flames flows from one target to the next each round. Should a target already be removed it will move onto the next.
  • Interposing Hand - This spell creates a monoplane wall of force between the caster and a single target. This wall moves with the caster and that one target, serving as a barrier to any and all oncoming attacks. The wall will not be fooled by status effects that the caster can will off, and will absorb (caster's magic damage * 10) HP before falling. The wall lasts for (Mage Level) rounds otherwise.
  • Symbol of Striking - The character is able to create a runic symbol on a smooth, flat surface about an Area wide. When this rune is tripped by a character, that one character is cursed with dark energy. Inflicts "Countdown" status on one target, which will reduce it to -1 HP in 1d5+5 rounds.
6th-level Spell Blade 60 SpP, 360 MP
  • Acid Fog - A noxious fog of dangerous acid lingers inside of a single Area, wearing away whatever dares to pass through it. For (Mage Level) rounds, a hazy green cloud of acid hangs inside of the target Area, and anything that passes through it must take the caster's base magic damage +1500 and suffer from Acute "Melt" status.
  • Bear's Endurance, Mass - The character grants a bonus of +50 Physical Soak/Mage Level (+500 at Level 10) to up to (Mage Level * 2) (20 at Level 10) characters for up to 5 rounds.
  • Bull's Strength, Mass - The character grants a bonus of +20 Strength/Mage Level to (Mage Level * 2) (20 at Level 10) characters for lifting and damage purposes (+200 at Level 10) for 5 rounds.
  • Cat's Grace, Mass - The character grants a bonus of +20 Dexterity/Mage Level to up to (Mage Level * 2) targets for movement and dodging purposes (+200 at Level 10).
  • Chain Lightning - The character is able to send a blistering bolt of lightning forward towards a single target that, if it strikes, will immediately move onto another target. Each successful strike on one target lets the spell chain into another target, up to (Mage Level) targets or the attack fails. Each target rolls against the original attack spell. This spell deals air-element magic damage +1500 with each strike.
  • Contagious Flame - The character is able to create a gout of fire towards a single target that, if it strikes, will immediately move onto another target. Each successful strike on one target lets the spell chain into another target, up to (Mage Level) targets or the attack fails. Each target rolls against the original attack spell. This spell deals fire-element full magic damage +1500 with each strike.
  • Disintegrate - The character is able to send a beam of non-elemental energy from his/her hands to strike a single target. This beam is extremely dangerous, dealing full-power non-elemental damage +5000 to the target if struck ... but the beam carries with it a chance of outright destroying lesser creatures ("goons") and solid objects (doors, walls, machines, etc.). Critical hit range on this spell is raised to 10%, but Divine remains at 1%.
  • Dispel Magic, Greater - The character is able to remove the most recent Mild status effect placed on up to (Mage Level) targets. This can only be used once every 5 rounds.
  • Flesh to Stone - The character is able to outright transmutate a single target's body or frame into stone. Inflicts Moderate "Petrify" status on a single target.
  • Forceful Hand - The user is able to project an extremely powerful wave of force towards a single target, pushing it backwards. Deals Force-based damage +5000 and inflicts (+1 Severity / 2 Mage Levels) (Terminal at Level 10) severity "Knockback / Wall Rush" status to a single target.
  • Freezing Sphere - The user is able to create a dense ball of spiritual energy that, upon contact with an object, flash-freezes it and the surrounding area. Can be used to create barriers (block doorways), freeze up to (Mage Level / 2) (round up) Areas (5 Areas at Level 10) of the surface of liquid water to allow passage, and various other similar effects.
  • Mislead - This spell masks a target in an invisible shroud and creates in his/her stead a basic doppelganger of the target that can perform basic actions and interact with the environment to a limited extent. It counts as a separate target and draws the fire away from the original subject. Inflicts Acute "Illusion" status on a single target and lasts for (Mage Level) rounds.
  • Sirocco - The character is able to create a searing-hot blastwave of down-draft air and project it downwards onto a single Area, affecting all targets inside. This actually deals a mix of Fire- and Wind-element magic damage +1500, and any who are struck by it suffer from Acute "Fatigue" status for 5 rounds.
  • Stone to Flesh - This spell is able to reverse most petrification effects instantly. Removes Mild, Moderate, and Acute "Petrify" status effects.
  • Transformation - This spell briefly transforms the subject into a larger, stronger, faster, more brutal version of itself. Inflicts Chronic "Berserk" status on a single target for (Mage Level) rounds; however, the character is completely unable to cast magic spells while under this effect.
  • True Seeing - The character is able to bestow "divine sight" on a single target. This spell doubles a character's roll result when attempting to look through or discern illusion-type spells or effects. The character is also automatically able to see through shapeshifting effects
  • Wall of Iron - This spell creates a massive, dense wall of metal that blocks passages. Erects a non-elemental wall of iron that can span up to (Mage Level) Areas, and has (full magic damage * 20) HP. This spell lasts until dispelled or the barrier is broken; if broken in any section, the entire wall will fall.
Last edited by Strato on August 1st, 2023, 3:59 am, edited 5 times in total.
Oceanblaze
Ninjassassin
Posts: 181
Joined: October 13th, 2008, 7:47 pm

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