Post by Frederic Bourgault-Christie on Dec 13, 2005 20:25:56 GMT -5
This list is incomplete and will be expanded over time.
Warp noise: 10 mp per second, must be ready ahead of time. Any noise or voice spoken within or across 30 feet of you can be modified to sound like someone elses voice, downright weird, or to have a simmilar sounding word sound more like another.
Enhance hearing: 100 mp, Hearing +10, lasts for five turns
Shadow puppets: 20 mp per creation, give or take depending on complexity. Double cost if you desire to make the shape without actually even putting your hands in the light.
Shade: 100 mp for three minutes, shades an area and reduces light.
Minor alter alignment: 25 mp per turn, can be cast and activated without moving or noticable spell casting.
Double take: three turns per 60 mp. Appear as someone else unless surrounding people get a good look.
Lesser illusion: 100 mp, give or take on complexity. No noise, presence, etc. slow moving. five turns
Dark bolt: 5 damage standard, works on curve of alignment. 40 mp. Cannot effect non-living targets.
Any evil alignment: 10 damage (Evil already has its tendrils in their souls)
Neutral alignment: 5 damage
1: 5
2: 10
3: 15
4: 20
5: 25
6: 20
7: 15
8: 10
9: 5
10: 0
Soul twist: Damage = Soul of target. Pain = X2 damage. Base save 120% 100 MP. Pain lasts three turns, damage can only be healed my time or magical means.
Unholy strength: HP +50, power +10, 200 MP per 4 turns, can be paid for up to three times at once.
Shield 2: Max level 20. Starting effect, +5% all resistances, 200MP, lasts for three turns. Each level causes it to cost 100 more mp. A level can be used to reduce the cost by 120, the effect by 5% all, or add one turn to the duration.
Searing gaze: 50 mp per fixed stare. When activated, your pupils glow red (useful for intimidation). So long as your gaze is fixed, the target takes one cumilative fire damage with an ap of 4/20% to a maximum of four damage per turn. If the target moves, jerks away in pain, or you move or are forced to blink due to excessive time staring, the spell ends and must be cast again.
Fuel fire: 70 mp, Doubles the intensity of five square feet of natural flame. has no effect on magical flames, but will effect fire spread from magical flames.
Impervious to fire other: 200 mp, 10 turns of 100% fire res on another person or single piece of equipment.
Fire dart: 40 mp, 7-12 fire damage, can be fired at half the rate of your multi-attack per turn. If the cost is payed per bolt, as many as the casters multiattack can be fired.
Burning hands: 60 MP, 20 fire damage. light immolation factor. Requires your hands to be kept in the position they are when you finish casting. you hold onto the spell energy and release it when close to a target. if your hands are separated or you release out of range, no damage. Starting range, eight inches.
Extinguish fire: 30 mp per square foot, instantly extinguishes standard fires, even oil fires. Has no effect on magical flames, but does effect fire spread from magical flames. range: line of sight.
Impervious to fire: self: 100 mp, ten turns of 100% fire resistance
Cloud cover: 100 mp, effect takes up to one minute depending on cloud density and up to three minutes for rain clouds. Moves clouds to a desired location or target.
Wind Razor: 30 mp, 2 stinging damage Pierces natural armor (skin) at 10/30%, half that against man made armors. 30 ft range
Wind blast: 35 mp. A quick blast of wind. Confusing if blown in faces, can carry things like paper airplanes or dust. Useful for moving light weight objects. 25 ft range
Magic Missile: lesser: 45 mp. A single (for now) bolt of magical energy. Very fast and homing. 10 magic damage. If it hits the target instead of armor, it's damage is reduced by the targets magic resistance.
chromatic orb: 70 mp, 10 magic damage, reduced by magic resistance. 6/20% AP vs natural, 12/40% vs armor. If target is struck, there is a 50% chance (not affected by magic resistance) that they will gain a random, lower level, negative status effect.
Bolt: 60 mp, creates a small metal spike, not unlike a crossbow bolt that flies quickly and strikes the target with fairly good accuracy. The bolt does 15 physical damage, and dissapears two turns after striking. Dispite being piercing weapon, the bolt has no armor piercing vs natural DR, but does have a 7/20% AP vs armors.
Choking fumes: 120 mp, creates a 10X10X10 foot cloud of choking icky gas up to fourty feet from the caster. The caster themself is not immune to this smoke, so take care.
Explosion Glyph: 100mp A small (for now) runic circle that translates litterally to "explode". Drawn on a target over the course of ten turns (thirty seconds). After the glyph is completed, there is one turn (three seconds) worth of time before the rune and all within it suffer 60 Explosion damage, flinging debris all over for possible shrapnel damage to others around. The maximum size a starting level glyph can be, is two feet in diameter. It must be drawn on the object with chalk, paint, wax, or carved into it.
Fire Dart: 40 Mp, 7-12 fire damage, Can be fired at half the rate of casters multi-attack per turn. If cost is paid per bolt, can be fired at full speed.
Impervious to fire (Self): 100 mp, +100% Fire resistance for ten turns.
Ignite: 20 mp, 1-4 fire damage. Used more as a tool to light fires and the like with little effort.
Imbue temporary effect (Weapon): 130% cost of spell, imbues weapon or ammunition with the attack spells effect in accordance to spells duration.
Densen: 200 mp, +50% to inanimate objects strength. (Armors, weapons, building materials, etc.) Effect lasts 1 minute. Stats boosted are Thresh, Capacity, Damage Resistance, and HP
Swift: 180 mp, Cast on weapon or caster. If the spell is cast on a weapon, the weapon gains 1 multi-attack. If the spell is cast on the user, they gain 5 speed. Effects last 1 minute.
Disenchant: Caster can end non-permanent enchantments of their own making for no cost.
Blur: 100 mp, Caster only. The casters form blurs making dodging slightly easier, and hiding in dark environments easier.
Multi Image: 200 mp, Caster only. Three copies of the caster are made within a few feet of their location. The casters location stays the same and all copies make the exact movements of the caster. In all respects the copies appear to be the caster, except if one is struck a blow, it disappears entirely. The spell lasts 2 minutes.
Create Illusion (Minor): 100 mp, give or take on complexity. The illusion has no presence, makes no noise, and will not register on any other senses.
Grim Visage: 100 mp, 120% chance to effect target. A horrifying image of something random, but assuredly terrifying enters the targets mind. Seeing this image causes minor stun, and temporary fear. As of now, the caster cannot determine the image to be shown.
Color Well: sucks all the color in a 30 ft radius to a point in the center, anything that moves outside remains black and white. If ball is touched, a kinetic shockwave pushing with Pwr 8 returns all the color. Only something affected can trigger the return.
Item Reversal: Invert an item in some way
Grim Visage:
Hyper Density (passive)
Call Lightning
Lightning Stream
Ball Lightning
Ice Spike
Ice Wall
Ice Ball
TK Blast
TK Acceleration Attack
Barrier
Barrier 2
Barrier 3
Teleport
Far Sight
Reconstruct
Heal
Heal 2
Heal 3
Shield
Shield 2
Shield 3
Life Water
Mindlink
Regen
Fireball
Speed Reading
Detect Magic
Detect Evil
Telepathy
Unlocking Cantrip
Speed Reading
Antimatter Ball
Lesser Shadow Meld
Greater Shadow Meld
Dark Cross
Red Lightning
Blood Star
Firewall
Firebolt
Minor Drain
Major Drain
Imbue Drain
Unholy Strength
Cat's Grace
Haste
Swap Souls
Take Soul
Blood Golem
Harm
Soul Burn
Soul Drain
Summon Lightning
Control Simple Machines
Control Complex Machines
Disarm
Escape
Globe of Daylight
Globe of Silence
Holy Boly
Holy Light
Holy Strength
Unholy Essence
Unholy Barrier
Holy Essence
Holy Barrier
Dispel