Magi Spells

  • January 31, 2006 at 11:47 am #1597
    VEST Paradox
    Participant

    [div align=”center”]Magi Spells[/div]

    Some Spells that a Magi learns are abilities that are innate and do not require any sort of casting, while others require the manipulation of the weave and must therefore be cast. Any of the Spells that are listed as Spells go off the Casting time, Range, and Duration of the skills that the Magi must possess in order to perform their Art. Most of these will be Spells, however some are nothing more than gifts from the elements. All of the abilities or spells use the Discipline+Casting skill in order to determine success (unless oterwise noted) and to determine the time for the effect to inact. The length of time the spell lasts is determined by the Duration Skill, unless otherwise noted. Some of the spells are only allowed to those belonging to a specific Element and those not of that Element must pay an additional 5 GP/25 XP (single cost Spells) or 2 GP/10 XP (multiple level Spells) to learn them. The Element specific spells are listed at the end of the list.

    Sample Spell Listing:
    Spell Name [ Cost per use ]
    Room Command: Room command for activation
    Generation Cost: Spell cost with Generation Points
    Experience Cost: Spell cost with Experience Points
    Range: The range of the spell
    Breed ID: Wether this Spell has the physical component needed to allow for Sight recognition rolls.
    Roll System: The roll required to activate the spell and the target number needed for the character to succeed
    Duration/Activation: How long the effects of the spell last; the number of rounds it takes to activate the spell.
    Effect/Description: This is a description of the spell and its effects.

    Most of the time your character tries to use a Spell, you will need to do three things. First, your character must harness the weave around you that touches all things universal. All Magi must make verbal incantations and various hand gestures depenant on the spell being cast. Then you must enter the room command. This command is listed under the name of the spell. They are used to alert the host and the other players that you are using a Spell. The other characters may not be aware of this, but their players should be. You must then roll to activate the spellat which time you spend the cost of the spell (usually Spirit) You must decrease your character's pool statistic by each point listed to the right of the spells name [ cost ]. The final thing you have to do is follow the rest of the description. This is usually a dice roll and upon success, some sort of effect.

    [div align=”center”]General Spells[/div]

    Conjure Element [ 1 Spirit ]
    Room Command: ##Conjure Element##
    Generation Cost: 3 GP's
    Experience Cost: 15 XP's
    Breed ID: YES
    Range: As per Range Skill
    Roll System: 2d6+Discipline+Casting vs TN 22
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: The Magi uses this power to contact the source of his element and then bring a small amount of that element into the Physical Realm. The element will be used up as normal after the duration ends. eg. Fire will burn until there in no more fuel to feed it and Air will dissipate unless sealed, Earth and Water will be permanent until eroded or evaporated. The Magi cannot draw forth any Ores or specific Elements, for instance an Earth Magi cannot summon forth a steel blade nor can a Water Sect call forth the Hydrogen in the water. The Elements created are only in raw form and will appear where ever the magi specifies within limits of his Range Skill. One cubic foot of the element can be conjured and for every 4 points above the TN an additional cubic foot will be comjured. For instance: Merlin casts this spell and rolls an 11. He has a Casting of 14, and a Discipline of 28 for a total of 53 after his roll is added. 22 will create one cubic foot, 26=2 cf, 30=3cf, 34=4cf, 38=5cf, 42=6cf, 46=7cf, and 50=8cf of his element.

    Meditation [ 1 Spirit ]
    Room Command: ##Meditate##
    Generation Cost: 3 GP's
    Experience Cost: 15 XP's
    Breed ID: NO
    Range: Self Only
    Roll System: 2d6+Discipline+Casting vs TN 22
    Duration/Activation: Instant / see Casting Skill
    Effect/Description: In order to center themselves and replenish their mystical energies after spell casting, a Magi needs to shut themselves off from the world around them and meditate. To accomplish this, they must be sitting alone and relaxing, in the presence of at least one cubic foot of their chosen element (bucket of water, campfire, on a pile of dirt, or in an open area). The meditation must be role-played for the full 15 minutes in the main room. If they are interrupted (legitimately) for even a moment, the meditation must begin anew. 1 Spirit Point may be regained for every four points above the TN achieved, this returns after the fifteen minute meditation is Roleplayed. You cannot gain more Spirit than your original level.

    Shape Element [ see below ]
    Room Command: ##Shape Element##
    Generation Cost: 3 GP's
    Experience Cost: 15 XP's
    Breed ID: YES
    Range: As per Range Skill
    Roll System: 2d6+Discipline+Casting vs TN 22
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: This mastery allows the Magi to control his chosen element to some extent. One cubic foot of the element can be shaped for a success and an additional cubic foot for each +4 over the TN achieved. This ability will last as long as the Magi's Duration skill will allow, then the Magi must recast the spell. The shaping of the materials is varied and although the amount of the element can be decreased, it can only be increased by conjuring more. The exact shaping depends on the element, fire can be forced to burn only along a certain path, or contained within certain boundaries. Water can be shaped into pools, shapes, contained witin a certain area or made to rest above the ground instead of seeping into it. Air can be moved to create winds or have all winds stopped in a certain area. Earth can be shaped into verious forms, as if molded by an artist. Used in combination with the Artistry skill, wonderous things can be done.

    Lesser Elemental [ 1 Spirit ]
    Room Command: ## Lesser Elemental ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: NO
    Range: Special
    Roll System: 2d6+Discipline+Casting vs TN 26
    Duration/Activation: Permanent / see Casting Skill
    Effect/Description: The Magi can call upon their element to create a more permanent servant to assist them in day to day tasks. In order to summon the Lesser Elemental the Magi must have one cubic foot of their element (a Magi can only summon Elementals of their own Element) and have at least one skill to level 8. When they summon the Elemental they pour someof their own intellect and awareness into the being and bestow upon it some knowledge. The mage can instruct the Elemental in up to two skills that they know to at least level 8. So long as the elemental is in their presence, they can spend a point of Spirit to gain a +3 with one of those skills the elemental was taught, though doing so drains the elemental for four (4) rounds, during tht time the elemental can render no aid to the Magi. Once the Elemental is summoned, the roll must be witnessed and posted in The Lair and then included on your character sheet. It must remain there so long as you have the Elemental. Should you create an elemental and only have one skill at level 8 or higher, then later raise another skill you wish to train the Elemental in, you can cast this again to teach the elemental the new skill. The elementals take different forms depending on their element, this is generally an imp (fire), Sylph (water), small gnome (Earth), or Pixie (Air), or a gremlin (Spirit) and are no taller then 3 inches in height. A Lesser Elemental can go no farther than 5 feet from it's master.

    Messenger [ 1 Spirit ]
    Room Command: ## Messenger ## (Target) — Messgage —
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: NO
    Range: NA
    Roll System: 2d6+Discipline+Casting vs TN 24
    Duration/Activation: Special / see Casting Skill
    Effect/Description: The Magi has learned to summon a form of his element to play messenger to another person. This is generally an imp (fire), Sylph (water), small gnome (Earth), or Pixie (Air) that takes a message from him and delivers it to their target. Regardless of distance the messenger will take 15 minutes to arrive, get the response and then 15 minutes to return. The Messgener cannot wait any longer than 15 minutes for a response or else it will dissipate. The messenger is not completely substantial and can only be kept away by being inside an Elemental Circle (See Lore Descrition above). How far the messenger can travel depends on his success when summoning it, it's easy to convince the messenger to deliver a message close by, but across greater distances the journey could imperil the messenger so it needs more convincing. For each 5 points above the base TN the distance will increase as seen below:

    Amount Over________Distance
    0-4_________________Within Two Miles
    5-9_________________Within London
    10-14_______________Within the Kingdom
    15-19_______________Continental Europe
    20+_________________Global

    Elemental Bolt [ 2 Spirit ]
    Room Command: ## Bolt ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: YES
    Range: as per Range Skill
    Roll System: 2d6+Discipline+Casting vs targets 2d6+Dodge
    Duration/Activation: See Duration Skill / see Casting Skill
    Effect/Description: Magi have been persecuted for thousands of years and have developed means to combat their opressors if needed, this being the most effective of them. The Magi can call forth the elements around him, pulling energy from the weave. When this is done the Magi may release it towards his enemy in a terrible bolt. This bolt may take one of several forms depending on the Magi casting it, from stone daggers, to fireballs, or even Lightng or Steam. This attack will do two points of body damage to a target, reguardless of breed. This can be an awesomely destructive spell when in the proper hands. The Duration is dependant on your Duration Skill but only one bolt may be thrown per round, a character must have Range 6 in order to learn this Spell.

    Empower Elemental [ 2 Spirit ]
    Room Command: ## Empower Elemental ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Requirement: Lesser Elemental
    Breed ID: NO
    Range: Special
    Roll System: 2d6+Discipline+Casting vs TN 26
    Duration/Activation: Permanent / see Casting Skill
    Effect/Description: The Magi can use this Spell to further enhance his Elemental. In order for this to be done the Magi must have an existing Lesser Elemental Summoned and then Cast a Spell upon it that the Magi wants the Elemental to learn and then cast this spell. This may not be possible unless your Duration and Casting skills are high enough to accomplish this all before the Spell ends. When done the Elemental will learn the Spell taught it and the Magi no longer has access to the knowledge stored within the Lesser Elemental (meaning he can no longer spend a point of Spirit and gain the bonus for himself) instead the Elemental now has those two skills at level 3 as well as a Body, Mind, and Soul of 3 (and all modifiers based upon them). The new Empowered Elemental has it's own intellect and is obedient to the creating Magi. The Elemental will also have that one Spell stored within as it's own, though it may not be able to activate it. The Elemental grows to no taller than 8 inches and isn't restricted as to how far from it's master it can be.

    The Elemental can accomplish most tasks the creator asks, and is limited only by the skills it posesses. The Magi can only have one Empowered Elemental at any time. The Empowerment of the Elemental must be posted in the original thread for your Lesser Elemental. Elementals cannot be taught any of the Following Spells: Conjure Element, Lesser Elemental, Empower Elemental, Greater Elemental, or Revive.

    Elemental Shield [ 1 Spirit ]
    Room Command: ## Elemental Shield ##
    Generation Cost: 15 GP's
    Experience Cost: 75 XP's
    Breed ID: YES
    Range: Self Only
    Roll System: 2d6+Discipline+Casting vs TN 24
    Duration/Activation: See Duration Skill / see Casting Skill
    Effect/Description: When subjected to, and unable to avoid confrontation, the Magi will draw on the strength of the elements around him to combat any bodily harm it sustains. The skin of the Magi will shift in appearence to that of his element, Earth Magi will become rocky, Fire Magi will radiate heat and get a reddish coloring, Air Magi will have small vaporous winds wrap around them, and Water Magi will become an aqua tone. This effect will only be viewable by those with Magi Lore 6 or the Casting Skill. The Magi is more resilient to the damage they can take before the pain begins to affect their abilities. Elemental Shielding absorbs 3 points of damage per round, then any other damage taken during the rest of the round will make it through the shielding. The shielding will recharge at the beginning of each round for its duration. This Spell is limited only by the Duration skill of the caster.

    Greater Elemental [ 4 Spirit ]
    Room Command: ## Greater Elemental ##
    Generation Cost: 20 GP's
    Experience Cost: 100 XP's
    Requirement: Empower Elemental
    Breed ID: NO
    Range: Special
    Roll System: 2d6+Discipline+Casting vs TN 28
    Duration/Activation: Permanent / see Casting Skill
    Effect/Description: With Greater Elemental, the Magi can further empower his Elemental. First the Magi must have an existing Empowered Elemental. Then he must cast this spell upon the Elemental. If the Casting Roll is successful the Elemental is now empowered even further. The Magi can now spend his own experience on the Elemental as he teaches it new abilities. The elemental has a personality of it's own but will follow the instruction and requests of the creating Magi and no other. The Magi spends his experience on the Elemental as if it were Generation Points. Statistics cost 6 points each and skills cost as per the Skill +1 (a skill listed at Generation cost of 3 per level would cost 4 per level). Magi cannot teach the Elemental the following Spells: Lesser Elemental, Empower Elemental, Greater Elemental, or Rebirth. A Magi can also not teach the Elemental any Spell that he does not personally know. Once the Elemental has been taught 300 XP worth of Statistics, Skills, or Spells, it will be human sized, the exact height depends on the Element (Earth and Fire will be male, Water and Air will be female, Spirit will be determined by the personality of the Elemental), and it will still remain featureless, though it's general shape will take on a gender (no genitalia, though featureless breasts will appear on females). At this stage the construct is still colored in accordance the their element as in Lesser Elemental. After another 200 XP is spent on the elemental it will gain features, earth elemental will have dark skin from carmel to almost ebony, fire elementals will be ruddy complected with reddish tones, air elementals will be pale and nearly china white, water elementals will generally have very fine light features as well, spirit elementals will look average and non-descript The elemental will grow hair, it's skin will become pliable and feel like skin, it will have it's own body heat. At this stage the elemental can pass for human. All Elementals will have black irises, and their hair may change per their element (Fire Elementals may have tanned skin and fiery red hair, Air elemental may have hair so blonde as to appear white, etc..). Elementals are unique creatures and will require Lore to kill. They can be bound as any other Magi, and injured in the same way. They also heal like normal mortals. Elementals cannot be taught any of the Following Spells: Conjure Element, Lesser Elemental, Empower Elemental, Greater Elemental, or Revive.

    In order to kill an Elemental, you must first possess Lore 14 and have a specialty in Magi. You must use an empowered stone that represents their opposing Element (or a lodestone for spirit). This item must be placed on their chest and struck with a mallet. If the Lore roll is made correctly, the Elemental will die. The rest of the killing roll functions as normal in the description of Lore.

    Elementals can become free of the Magi under two conditions. The first is if the Magi dies. The second is if the Magi spends 50 XP and sets it free. Should the Elemental be freed, it will learn as per any mortal, and become an NPC (or could become a PC through an approved Storyline). Once an Elemental is free it gains and spends it's own XP (if it becomes a PC) and is in all ways a Magi, though it is banned from learning the following Spells: Conjure Element, Lesser Elemental, Empower Elemental, Greater Elemental, or Revive.

    [div align=”center”]Earth Spells [/div]

    Animal Form [ 1 Spirit ]
    Room Command: ## (Animal) Form ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: YES
    Range: Self Only
    Roll System: 2d6+Discipline+Casting vs TN 20
    Duration/Activation: Indefinite / see Casting Skill
    Effect/Description: This spell enables the Magi to shape shift into one type of small animal. This would include, but is not limited to: dogs, cats, mice, etc. This form must be chosen when this spell is learned and other animal types may be purchased at a cost of 3 Generation Points or 15 XP later on per form. The animal form you choose must be approved by the Character Sheet Department. No form of spell casting is possible while in an animal form. For a listing of the authorized animal forms: Magi Animal Forms

    Raiment [ 1 Spirit ]
    Room Command: ## Raiment ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: NO
    Range: Self Only
    Roll System: 2d6+Discipline+Casting vs TN 24
    Duration/Activation: NA / NA
    Effect/Description: Through the use of simple magics and minor canrips, as well as ages of practicing, Magi have the ability to magic their clothing to change with them. When they return to their human form, they will once again be wearing clothing. When this spell is cast any clothing that the Magi is wearing will change with them. This does not include purses, bags, or packs, but does include hats and jewelry. Some peices of clothing may be chosen to not fully blend with the new form, but instead appear as clothing on the new form (Hats on cats, jackets on dogs, etc.) Some materials harder than cloth have difficulty blending and somewhat appear with the form, for instance, a metal breastplate may give the fur a metallic shen, while a leather great cloak may retain it's color on the animals skin or patterns.

    Sanctuary [ 2 Spirit ]
    Room Command: ## Sanctuary ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: YES
    Range: As per Range Skill
    Roll System: 2d6+Discipline+Casting vs TN 22
    Duration/Activation: Permanent / see Casting Skill
    Effect/Description: When a Magi creates a place that he can call home, a place to go for safety and sanctuary, he uses Sanctuary to solidify the area's bond to him. Once activated, this Sanctuary grants the Magi a double healing rate for as long as he rests within the confines of his “home”. This also affects damage received from Fire or Faith items. In addition, Sanctuary cannot be breached by any beings existing in the physical world, unless they are invited. Spirits can still enter the area, but they cannot manifest unless summoned.

    Tremors [ 2 Spirit ]
    Room Command: ## Tremors ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: YES
    Range: Special
    Roll System: 2d6+Discipline+Casting vs TN 28
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: The Magi can pinpoint some spot beneath the earth (within line of sight). The Magi can then focus their energy at the spot, forcing it to rise to the surface. The rising of this energy spiritually rips through the earth causing it to shake violently. Once this force reaches the surface, it dissipates, but not before sending all those in a 30 foot radius around the targetted area to the ground and causing 2 Body Damage. To avoid falling those caught in the tremor must make a 2d6+Inits roll (since they aren't dodging they are using reflexes) or fall to the ground prone taking the full 2 Body damage. Those that pass remain on their feet but will still take 1 Body damage from the debris.. Things on shelves may fall down frightening children and animals. Some permanent damage may be caused by this spell, though it will not crack foundations or destroy a building.

    Greater Animal Form [ 3 Fatigue ]
    Room Command: ## (Animal) Form ##
    Generation Cost: 15 GP's
    Experience Cost: 75 XP's
    Requirement: Animal Form
    Breed ID: YES
    Range: Self
    Roll System: 2d6+Discipline+Casting vs TN 26
    Duration/Activation: Indefinite / see Casting Skill
    Effect/Description: The Magi can now choose from a variety of larger animals to turn into, thus expanding on his knowledge of the shape shifting arts. When this Spell is learned the Magi may choose one form that they can shift into, and if they want to learn new forms it will cost 3GP or 15XP per form learned. Just as with the normal Animal Form, no casting is possible while in these forms. For a listing of the authorized animal forms: Magi Animal Forms.

    Polymorph [ 4 Spirit ]
    Room Command: ## Polymorph (Shape) ##
    Generation Cost: 20 GP's
    Experience Cost: 100 XP's
    Requirement: Animal Form, Greater Animal Form
    Breed ID: YES
    Range: Selfl
    Roll System: 2d6+Discipline+Casting vs TN 30
    Duration/Activation: Idefinite / see Casting Skill
    Effect/Description: The Magi has mastered the art of changing forms. With this Spell they can assume the form of any living creature they have studied. In order to learn a form, the Magi must spend at least 15 minutes studying them while awake and conscious. At the end of that 15 minutes the Magi must make a 2d6+Awareness roll vs TN 24. This roll must witnessed by an approved ST and then posted in The Lair. The link to that post must be included on your character sheet for reference. Once you know the form you can change into it, you will gain non-supernatural abilities as well, such as breathing water or flight.

    (Just a quick note about shape changing (all forms). While a Magi is in another form, if its current Body falls to 0, the Magi will immediately change back to mortal form minus the damage it has already taken, leaving a minimum of 0 Body. It should also be noted that materiel objects do not shapeshift with the character. Any and all clothes and objects the character was holding will need to be transported by some other means.)

    [div align=”center”]Air Spells[/div]

    Breath of Gwydion [ 2 Spirit ]
    Room Command: ## BoG ##
    Generation Cost: 5 GP's / Level
    Experience Cost: 25 XP's / Level
    Breed ID: NO
    Range: Self
    Roll System: 2d6+Discipline+Casting vs
    Duration/Activation: see Duration Skill/ see Casting Skill
    Effect/Description: Long ago one of the earliest Magi is rumored to have somehow found himself on an island inhabitted by strange painted men and workers of some alien form of nature magic. They didn't fear nor cast him out, and he spent years studying these strnge people. It was here that he was given the Breath of Gwydion. When it came time for him to leave, one of the wise men he had befriended whispered a secret in his ear, and then the Magi began to fly. He taught it to all the Magi he trusted and soon it became a staple. The Magi can only allow himself to fly, but can possibly carry others (strength permitting, see Misc Rules for carrying and lifting)

    Level : Speed
    Level 1 : 200 ft per round ( 10 mph )
    Level 2 : 300 ft per round ( 15 mph )
    Level 3 : 400 ft per round ( 20 mph )
    Level 4 : 500 ft per round ( 25 mph )
    Level 5 : 600 ft per round ( 30 mph )

    Empower Object [ 2 Spirit ]
    Room Command: ## Empower Object ##
    Generation Cost: 5 GP's / Level
    Experience Cost: 25 XP's / Level
    Breed ID: NO
    Range: Special
    Roll System: 2d6+Discipline+Casting vs Special
    Duration/Activation: Permanent / see Casting Skill
    Effect/Description: Magi have always been known as Enchanters and creaters of great and powerful artifacts. The artifacts are rumored to exist, but we do know that Magi are capable of making some powerful and unique items. Through a process that combines Alchemy and Raw magic, the Magi can imbue special properties upon items of quality craftsmanship. In order to enchant an item, it must first off be a hand made object of fine quality. Meaning it must cost at least 2? minimum. Once this is done the Magi performs the rituals needed to enchant the item. This varies from steeping the item in tigers blood, bathing it in Mandrake smoke, or various herbs and liquids dependant on what is being imbued into the item. This must be for one day. Then the item must be bathed in Pure Water for one full day. Once this is done the item must be bathed in moonlight for one night, then finally it must be buried for 24 hours. After the item has been prepared to recieve the enchantment, the Magi casts the spells to seal in the enchantment permanently. The costs in XP varies depending on what is being included it the item, and once enchanted it cannot be later enchanted further.

    Level : Enchantments allowed ( Cost )
    Level 1 : Skill Bonuses of +2 ( 3 x GP cost in XP per level )
    Level 2 : Skill Bonuses of +3 ( 3 x GP cost in XP per level )
    Level 3 : 25 XP Masteries ( XP Cost of Mastery )
    Level 4 : Skill Bonuses of +4 ( 3 x GP cost in XP per level )
    Level 5 : 50 XP Masteries ( XP Cost of Mastery )

    In the case of enchanting Masteries into items, you must either know the mastery yourself, or know someone with the mastery that is willing and able to activate the mastery upon the item, meaning they must know it as well and be present at the ed of the preparation ritual. Innates cannot be Enchanted, nor 15, 75, 100 XP masteries. if the item is being made for someone else, they must also be present at the end of the preparation ritual. When the Magi creates another item for another person, they must spend half of the XP required to enchant the item.

    Note: Each level gives it's level of enchanting as well as the levels below it. The Magi can imbue one ability per 2? the item cost.

    Conjure Object [ 1 Spirit ]
    Room Command: ## Conjure Object (Object)##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: YES
    Range: Self Only
    Roll System: See Below
    Duration/Activation: Permanent / see Casting Skill
    Effect/Description: Throughout time, Magi have always been able to “create things out of thin air”. Though some Charlatans use sleight of hand to accomplish this task, a real manipulator of the Weave can sometimes just seem to pull objects out of their hats. The Magi must first empower a location to act as the source of his objects. He can have many different onces, but each one must be empowered seperately. To do this the Magi must roll 2d6+Discipline+Casting vs TN 30, this roll must be witnessed by a Room Host or ST, posted in the Storytellers Lair, and a link to the location placed on your character sheet. You must have an approved SL for what items can be found at the location as well. When you wish to reach in and grab an item, you must roll 2d6+Discipline+Casting vs TN 24, as you reach into a container large enough to hold the item to be grabbed (For example, you cannot pull a Lamp from your hat, but could from a large bag). You will automatically grab the object that you were seeking as you reach through the fabric of space to the location where it is stored.

    Invisibility [ 2 Spirit ]
    Room Command: ## Invisibility ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: NO
    Range: see Range Skill
    Roll System: 2d6+Discipline+Casting vs TN 26
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: The Magi can now render himself or another person invisible. When udner the effects of Invisibility you canmove at normal speed and cannot be detected by any normal means. You still give off smells and sound, only your appearance is hidden. Should you attack from under the cover of invisibility you gain a +4 to the attack roll. Should the Magi choose to allow himself to be seen by another person the TN increase by +4.

    Stasis [ 4 Spirit ]
    Room Command: ## Stasis (Target) ##
    Generation Cost: 20 GP's
    Experience Cost: 100 XP's
    Breed ID: Yes
    Range: see Range Skill
    Roll System: 2d6+Discipline+Casting vs targets 2d6+Will
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: The Magi's magic is a physical manifestation of the collected force of the *mind*. Stasis is air constriction. A Magi molds it with their mind. This spell causes the air around a victim to compress itself tightly. The first round, the victim is completely immobilized, the compressed air holding them tightly. For the remaining duration, the victim can barely move. Their Attack and Quickness modifiers are -8 for the duration.

    [div align=”center”]Fire Spells[/div]

    Hand of Flame [ 2 Spirit ]
    Room Command: ## Hand of Flame ##
    Generation Cost: 5 GP's / Level
    Experience Cost: 25 XP's / Level
    Breed ID: YES
    Range: Self
    Roll System: 2d6+Discipline+Casting vs TN 24
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: The Magi can call upon their element of Fire and encase their hands in flames. When making unarmed attacks the Magi can inflict horrible searing wounds to their opponents. To an outside observer, it will be as if the caster's hands are literally on fire. This spell will immediately end should the Magi attempt a grapple with an opponent or be grappled. Each level the Magi knows in this spell increases the damage done with their hand attacks. All unarmed attacks will cause fire damage instead of normal damage.

    Level : Damage Bonus
    Level 1 : +0 Damage
    Level 2 : +0 Damage
    Level 3 : +1 Damage
    Level 4 : +1 Damage
    Level 5 : +2 Damage

    Control Heat [ 2 Spirit ]
    Room Command: ## Control Heat ##
    Generation Cost: 5 GP's / Level
    Experience Cost: 25 XP's / Level
    Breed ID: NO
    Range: see Range Skill
    Roll System: 2d6+Discipline+Casting vs 2d6+Will
    Duration/Activation: Instant / see Casting Skill
    Effect/Description: The Magi can control the heat in an area, person, or object. With this Spell he can raise or lower the heat causing a variety of effects. If this spell is used on an inanimate object the TN is 26. See below for what effects the Magi can accomplish with this Spell.

    Level : Effect
    Level 1 : Raise/Lower temperature by 10 degrees. This causes 1 Body damage to living targets.
    Level 2 : Raise/Lower temperature by 20 degrees. This causes 2 Body damage to living targets and will kill most household plants.
    Level 3 : Raise/Lower temperature by 30 degrees. This causes 3 Body damage to living targets and will kill most medium sized plants.
    Level 4 : Raise/Lower temperature by 40 degrees. This causes 4 Body damage to living targets and will kill most large plants ad trees. Water will freeze water in a 5 cubic foot area.
    Level 5 : Flash Freeze. This will cause 6 Body damage to living targets, kill most any non evergreen tree or plant and will freeze metal objects as well as 15 cubic feet of water.

    Fires Kiss [ 2 Spirit ]
    Room Command: ## Fires Kiss ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: YES
    Range: Special
    Roll System: 2d6+Discipline+Casting vs TN 28
    Duration/Activation: Special / see Casting Skill
    Effect/Description: When this spell is cast, the Magi becomes immune to fire of any intensity. In order to cast this you'll need an amulet or ring with a piece of either Amber, Garnet, or Ruby set into it. This spell takes 10 minutes to prepare as you cast it over the object while it is completely engulfed in flames. The spell being cast will protect the item as it absorbs the flames. Once it is done the Magi must cast the spell successfully. If this is cast correctly, the magi can spend 10XP and the item will become permanent. The Magi can make Amulets for others, though they must spend the XP for the item. The item itself must be hand crafted and cost no less than ?4. This roll must be placed in The Lair and it must be noted who the Amulet or Ring is made for in the post. Any character receiving the item must place a link to the post on their Character Sheet on their next update or be able to link the Host/ST with the post if needed. Once this is done, while the character is wearing the item, they can become immune to fire for 2 rounds if they spend one point of Spirit.

    Immolation [ 2 Spirit ]
    Room Command: ## Immolate ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Requirement: Hand of Flame
    Breed ID: YES
    Range: Self
    Roll System: 2d6+Discipline+Casting vs TN 30
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: By summoning forth their element the Magi Immolates himself in bright blaring flames. This Spell has two main effects. For one it causes fear in anyone witnessing it, putting them at a -2 to Attack and Quickness for the spells duration. The Magi will also cause two additional points of fire damage when hitting someone with unarmed attacks, also anyone hitting the caster with a Medium Melee weapon takes one point of fire damage, and anyone striking the Magi with Unarmed attacks or Small Melee weapons takes 2 damage from fire for each successful attack.

    Pillar of Fire [ 1 Spirit ]
    Room Command: ## ##
    Generation Cost: 20 GP's
    Experience Cost: 100 XP's
    Breed ID: NO
    Range: Special
    Roll System: 2d6+Discipline+Casting vs
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: The Magi's most destructive spell in their arsenal. The Magi can call down a Pillar of Fire, like something straight out of the Biblical days. The Pillar strikes down in a 50 foot radius dealing a base three damage to anything or anyone it touches. In addition, for every four points the Magi scores above the persons Dodge roll, an additional point of damage is done. Inanimate objects take 10 points of damage from the fire and anything not charred to ash from that will catch fire if flammable.

    [div align=”center”]Water Spells [/div]

    Circle of Protection [ 1 Spirit ]
    Room Command: ## CoP ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: NO
    Range: Special
    Roll System: 2d6+Discipline+Casting vs TN 24
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: The circle of protection is a literal circle, about 10 feet wide. Cryptic sigils lace the inside rim of the chalk circle. The Magi sits in the middle, and performs a 5-minute chant. At the conclusion of the chant, the Magi is immune to all forms of mental masteries, including mindspeak. Although the Magi cannot be mentally touched, they can be physically touched. This spell lasts as long as the Magi remains within the circle's boundaries.

    Soul Scrye [ 1 Spirit ]
    Room Command: ## Scrye (Target) ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: YES
    Range: As per Range Skill
    Roll System: 2d6+Discipline+Casting vs targets 2d6+Will
    Duration/Activation: Instant / see Casting Skill
    Effect/Description: This spell enables the Magi to expand his reading of the patterns around a person and peer at the eprsons pattern itself. With this spell the magi can tell if the person is a normal mortal or something beyond that. Depending on how high the Magi scores over their defense determines how much information is gained. The magi may be able to learn what breed the person is by using this. Several things can be learned by examining the persons pattern. If someone has a mastery active that specifically hides their nature the Magi must make another 2d6+Discipline+Casting vs the targets 2d6+Will to break through this mastery.

    (Beat the target will by) Effect
    ( 0-2 ) The target is something other than human
    ( 3-5 ) As above + Emotional State
    ( 6-8 ) As above + How many Body, Mind, and Soul wounds the target has.
    ( 9+ ) As Above + The targets Breed.

    Water of Life [ 2 Spirit ]
    Room Command: ## WOL (Target) ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: YES
    Range: As per Range Skill
    Roll System: 2d6+Discipline+Casting vs TN 24
    Duration/Activation: Permanent / see Casting Skill
    Effect/Description: When this spell is successfully cast, the Magi will heal themselves or their target at an incredible rate. Upon successfully casting this spell, the Magi heals 1 Body for each three points over the TN they make on the Casting roll, unless the wounds were created by fire or a Faith item. Wounds created by a Faith Item cannot be healed with this spell. Fire wounds heal at a 3 for 1 rate, so if you would have healed 3 normal wounds, you will heal one fire wound. If a character has wounds from fire and normal wounds, the Fire Damage must be healed first. When this spell is cast, tendrils of bluish smoke will extend from the casters hands and move towards the wounded area on the target.

    Waters Dance [ 1 Spirit ]
    Room Command: ## WaterDance ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: NO
    Range: Self Only
    Roll System: 2d6+Discipline+Casting vs TN 22
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: The bodies of the Water Magi tend to be naturally gracefull and lithe however this mastery speeds them to inhuman capabilities. This mastery can be used in all forms of the Magi, as the Element within them has turned to its instincts, not human reaction. This mastery adds +3 to the Quickness Modifier for the duration of the spell.

    Fog [ 1 Spirit ]
    Room Command: ## Fog (Target) ##
    Generation Cost: 15 GP's
    Experience Cost: 75 XP's
    Breed ID: NO
    Range: As per Range Skill
    Roll System: 2d6+Discipline+Casting vs TN 32
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: This spell enables the Magi to create a cloud of fog that surrounds the target. The fog created is very thick, making combat nearly impossible. The victim caught in the fog can barely see their hand in front of their face. Attacks are made at random, meaning the victim cannot target any specific body location. These attacks are wild, thus requiring a penalty of -4 to their Attack Modifier. If the attacker in a fog misses their intended target, each person within range must roll to dodge the same attack in the order of who is closest (to be determined by the ST). The Fog begins at a radius of 10 feet around the target location and grows by 5 feet per round of the duration, when the duration ends it dissipates at a rate of 5 feet per round until it is gone.

    Restructure the Elemental Flesh [ 4 Spirit ]
    Room Command: ## Restructure ##
    Generation Cost: 20 GP's
    Experience Cost: 100 XP's
    Breed ID: NO
    Range: As per Range Skill
    Roll System: See Below
    Duration/Activation: Permanent / see Casting Skill
    Effect/Description: Damage done to a person is just an alteration of that persons pattern in the Weave. Some Magi have learned to repair this rend in a persons pattern, by using a series of complex incantations and a lot of energy, the Magi can heal damage done to a person. The Magi must first decide how much he or she wishes to heal and then make a roll of 2d6+Discipline+Casting vs TN 28 + the amount to be healed. (If Bartholemew Barrington wishes to heal a friend of 6 Body Damage the TN would be 28 + 6 for a total of 34.)

    [div align=”center”]Spirit Spells[/div]

    Whisp [ 2 Spirit ]
    Room Command: ## Whisp ##
    Generation Cost: 5 GP's / Level
    Experience Cost: 25 XP's / Level
    Breed ID: YES
    Range: Self
    Roll System: 2d6+Discipline+Casting vs TN 24
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: The Magi is able to begin assuming the form of a spirit once he learns this spell. As the Magi progresses along his training in this spell he becomes more ethereal and “spirit-like”. They become translucent/ghostlike – and later completely insubstantial, allowing them to pass through solid objects. The Magi can solidify at will for one round if they spend a point of spirit to *manifest* While in spirit form, the Magi is takes less damage from physical attacks and eventually may become immune to them, though they can still be affected by mental masteries. Magi in this state are incapable of affecting the physical world in any way. without manifesting. When fully insubstantial they appear as a ghostly image of themselves though they remain visible. Should they hide in a dark area they receive a Bonus to Stealth rolls as well. The Magi must have both hands free to cast this spell and can have no more than the clothes on their backs for it to work properly. Magi in spirit form may see and follow others in spirit form and can see spirits in the spirit world or characters traversing the spirit world. When in this form the Magi interacts with those in the Spirit world in an inverse of sorts, the second entry is what damage reduction they have from spirits or those in the spirit world. The damage reduction they get in spirit form also applies as a damage reduction they do to others with physical attacks, firearms count with the damage reduction since the projectile won't solidify until after it strikes the target.

    Level : Damage Reduction Physical / Spirit(Stealth Bonus)
    Level 1 : 1 point of absorb / 4 points of absorb (+1/+8)
    Level 1 : 2 points of absorb / 3 points of absorb (+2/+6)
    Level 3 : 3 points of absorb / 2 points of absorb (+4/+4)
    Level 4 : 4 points of absorb / 1 point of absorb (+6/+2)
    Level 5 : Completely Insubstantial / 0 absorb (+8/+1)

    Magi in various levels of Whisp Form affect each other differently. If they are both at the same levels they interact normally, otherwise subtract the lowest level spell from the highest and both gain that amount in absorb from one another. (For instance, Reginald and Nathaniel are both in Whisp Form and come cross each other. Reginald has Level 2 and Nathaniel has Level 4. Subtracting we find that they both have 2 levels of damage reduction from one another.

    Spirit Sight [ 1 Spirit ]
    Room Command: ## Spirit Sight ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: NO
    Range: Self
    Roll System: 2d6+Discipline+Casting vs TN 20
    Duration/Activation: see Duration Skill / see Casting Skill
    Effect/Description: The Magi is able to use his eyes to see through the Tapestry that seperates the physical and spirit world. This allows the Magi to peer into the spirit world, usually done to be sure that there is no hostile entities waiting for them on the other side before they travel over.

    Rend Soul [ 1 Spirit ]
    Room Command: ## Rend Soul (Target) ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: YES
    Range: see Range Skill
    Roll System: 2d6+Discipline+Casting vs 2d6+Dodge
    Duration/Activation: Instant / see Casting Skill
    Effect/Description: The Magi is able to reach into a persons very sou with this spell. The Magi sends out a bolt of crippling energy that tears at the very soul of the target. This spell does a base 1 Soul damage, and an additional +1 Soul damage for every four points over the targets dodge the Magi scores on the Casting roll. Mortal characters brought to the negative value of their Soul Statistic are rendered permanently Insane (see Character Details and Combat Rules for more details)

    Syphon Soul [ 2 Spirit ]
    Room Command: ## Syphon Soul (Target) ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Requirement: Rend Soul
    Breed ID: YES
    Range: see Range Skill
    Roll System: 2d6+Discipline+Casting vs 2d6+Dodge
    Duration/Activation: Instant / see Casting Skill
    Effect/Description: The Magi can now not only tear at the Soul of his targets, but can absorb that energy for themselves to replenish or enhance themselves. This works just like Rend Soul, except the spell now does 2 Soul damage, +1 Soul Damage for every four points the Magi's Casting rol exceeds the targets dodge. When this spell is cast the target is drained of the amount of Soul listed, and then the following round those energies enter the Magi. This new energy can have two effects, the first is to fill the Magi's Spirit pool which can allow it to exceed it's normal amount for the remainder of the day. The second effect is that the Magi can use two of the stolen Soul to heal damage done to themselves, so for every two points of the stolen Soul the Magi dedicates to healing, he heals one Body damage. The second effect cannot bring the Magi to a Body stat higher than their natural score, though the first and second effects can be used together (Reginald uses Syphon Soul on a beggar and gets a 36 on his Casting roll, the beggar gets a 13 on his dodge. Reginald drains 7 Soul from the beggar. He uses 3 of the points to replenish his Spirit and the remaining 4 points to heal 2 Body damage.)

    The healing effect of Syphon Soul heals wounds from faith items as well as fire.

    Unravel [ 3 Spirit ]
    Room Command: ## Unravel (Target – Mastery) ##
    Generation Cost: 15 GP's
    Experience Cost: 75 XP's
    Breed ID: YES
    Range: As per Range Skill
    Roll System: 2d6+Discipline+Casting vs targets 2d6+Will
    Duration/Activation: Instant / see Casting Skill
    Effect/Description: This Spell allows the Magi to unravel the power holding another ability in effect. This Spell has two uses, to cancel another magical effect on a person (Someone under the effects of a mastery with a stated duration) or to permanently halt a more powerful effect (A permanent, indefinite, or Innate Mastery). If just cancelling an effect with a duration, the roll is made by normal and should the Magi win the roll the effect is removed. In the event of a permanent, indefinite, or innate mastery, the defender gains a +6 to the roll. If the Magi shuts down a Permanent, Indefinite, or Innate Mastery it is shot down for a a time set by the Magi's Duration Skill. When this Spell is cast, a visible glow appears around the Magi's hands and eyes and a vapor forms around the target.

    Rebirth [ 4 Spirit ]
    Room Command: ## Rebirth ##
    Generation Cost: 20 GP's
    Experience Cost: 100 XP's
    Requirement: Greater Elemental
    Breed ID: NO
    Range: Special
    Roll System: 2d6+Discipline+Casting vs TN 32
    Duration/Activation: Special / see Casting Skill
    Effect/Description: The Magi has become a master of spirits. With rebirth he can actually almost raise the dead. This spell allows for two things. First, the Magi can cast this on a Greater Elemental that they already have in their service (not a freed one) and this Elemental becomes the keeper of his Soul. Should the Magi be killed while the Elemental is still in his service the spirit of the Elemental is forced out and the Soul of the Magi takes over the body. When this is done the Elemental is of course freed and now follows the same restrictions as for a normal Elemental, though the Caster will retain all Skills he had in life, he will only retain what Spells the Elemental was taught and will have the Statistics that the Elemental had. The second effect of this spell is the ability to recall another spirit and place it inside the Elemental. Which works the same as with the Magi storing their spirit in the Elemental, but the spirit of another must be someone who is already deceased. The Magi must have a personal object that was important to the person, or some part of their body to feed to the Elemental. The Elemental Devours the item and then the Magi casts this spell. The person will return to the body, with their ful knowledge, and skills, but they will only know what Spells the Magi taught them. They will also have whatever statistics the Elemental had when they entered the body. The person being placed back into their body will have to sacrifice their next 100XP, and though the Elemental is now free, the person will feel a great deal of trust and liking for the caster as a result of the deed.

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