Post by Frederic Bourgault-Christie on Dec 4, 2005 15:51:38 GMT -5
Magic Colleges
Offence magic - Using raw channeled magical energy for damaging effects. Damage done without fancy extra effects reduced by magic resistance. Hard to team with Transportation, Healing, Aquamancy, and Illusion. Teams well with Drain, Pyromancy, Electromancy, Geomancy
Transportation - Magic to move you. Teleportaiton, flying, running, swimming, etc. Hard to team with Offence, Enchantment, Biomancy, Drain. Teams well with Neuromancy, Illusion, Shadow, and Chaos
Pyromancy - Fire magic. Hard to team with Aquamancy, Shadow, Necromancy, and Biomancy. Teams well with Offence, Aeromancy, Illusion, and Unholy.
Cryomancy - Ice/cold magic. Hard to team with Chronomancy, Ligyromancy, Electromancy, and Biomancy. Teams well with Aquamancy, Aeromancy, Necromancy, and Shadow.
Chronomancy - Time magic. Hard to team with Cryomancy, Holy, Unholy, and Ritual. Does best alone.
Necromancy - Death magic. Hard to team with Illusionary, Light, Holy, and Pyromancy. teams well with Biomancy, Drain, Shadow and Unholy.
Drain - Life drain magic. Hard to team with Illusionary, Ligyromancy, Baromancy, and Transportation. Teams well with Necromancy, Aquamancy, Offence, and Biomancy.
Biomancy - Biomanipulation, poison, and the biological aspect of life. Hard to team with Enchantment, Pyromancy, Geomancy and Cryomancy. Teams well with Necromancy, Drain, Healing, and Aquamancy.
Electromancy - Electric magic. Hard to team with Ritual, Geomancy, Conjuration, and Pyromancy. Teams well with Aquamancy, Aeromancy, Offence, and Light.
Aquamancy - Water magic. Hard to team with Pyromancy, Offence, Geomancy, and Ligyromancy. Teams well with Biomancy, Electromancy, Cryomancy and Drain.
Illusion - Illusionary magic. Hard to team with Necromancy, Offense, Divination, and Material Alteration. Teams well with Shadow, Pyromancy, Chaos, and Enchantment.
Holy - Holy spells. Hard to team with Unholy, Chaos, Shadow, and Chronomancy. Teams well with Light, Healing, Aquamancy, and Ritual.
Unholy - Unholy magics. Hard to team with Holy, Light, Healing, Chronomancy. Teams well with Chaos, Shadow, Pyromancy, and Necromancy.
Ligyromancy - Sound magic. Hard to team with Drain, Chaos, Ritual, Cryomancy, and Healing. Teams fairly well with all remaining others, but does best alone.
Neuromancy - Mind magic. Hard to team with Baromancy. Teams well with Transportation, Divination and by itself.
Geomancy - Earth magic. Hard to team with Aeromancy, Aquamancy, Healing, and Ligyromancy. Teams well with Baromancy, Metamorph, Offence, and Material Alteration.
Aeromancy - Wind magic. Hard to team with Geomancy, Baromancy, and Ritual. Teams well with most other elemental colleges, but especially well with Pyromancy and Electromancy.
Baromancy - Gravity magic. Hard to team with Shadow, Metamorph, Aeromancy, Neuromancy. Teams well with Chaos and very well with Geomancy.
Light - Lights and flashy things. Hard to team with Unholy, Shadow, Geomancy, Aquamancy. Teams well with Pyromancy, Illusion, Holy, and Electromancy.
Shadow - Shadow magic. Hard to team with Baromancy, Light, Holy, and Pyromancy. Teams well with Unholy, Illusion, Necromancy, Cryomancy.
Chaos - Chaotic magic. Never sure exactly what it will do. Hard to team with Holy, Material Alteration, Chronomancy, Ligyromancy. Teams well with Unholy, Illusion, Transportation, Baromancy.
Material Alteration - Changing matter around (flesh to stone, etc.). Hard to team with Chaos, Light, Illusion, Ritual. Teams fairly well with Enchantment, Aquamancy, Geomancy, and Metamorph but does far better alone.
Healing - Healing spells. Hard to team with Unholy, Offence, Geomancy, Ligyromancy. Teams well with Holy, Necromancy, Biomancy, and Ritual.
Metamorph - Transformation magic. Hard to team with Conjuration, Divination, Chaos, and Baromancy. Teams well with Material alteration, Enchantment, and all Elemental magics.
Conjuration - Creation and calling magic. Hard to team with Electromancy, Divination, Metamorph, and Enchantment. Teams well with Transportation, Biomancy, Holy, Unholy.
Enchantment - Normally beneficial Enchanting magic. Hard to team with Biomancy, Chaos, Transportation, and Conjuration. Teams fairly well with all others, but especially Ritual, Material alteration, Metamorph, Illusion.
Ritual - Ritualistic long range magic. Voodoo, rain dances, etc. Hard to team with Material Alteration, Ligyromancy, and all Elemental magics. Teams well with Holy OR Unholy, Enchantment, Divination, and Healing.
Divination - Identification and knowlege. Hard to team with Chaos, Illusion, Metamorph, Offence. Teams well with Light, Neuromancy, Ritual, and Holy.
Magus abilities
Note: all abilities increase with use, those that seem like crap now get better.
Levitate (special): float 2ft off of current ground. 20 MP per turn
Prismatic eyes: Eye color changes at will, including glowing colors. Also, Choose one: Thermal vision, nightvision, flashlight style light projection, see aura, or true sight (shapeshifters and such)
Empower Weapon: +50% Damage from melee weapon. 200 mp for 2 minutes
Polymorph self: one animal no larger than a large dog. 30min 700 mp. If still fairly humanoid, can still cast spells (IE. Cat yes, Slug no) Takes on animals attributes.
Energy bolts: 5-10 damage bolts. One per hand or from both eyes. 50 mp
Minor Cure wounds: 10-20 hp 50MP
Minor Clairvoyance: 10 Ft aura 100mp 5 seconds
Bind Item: One item 1000 mp for one week.
Bind Familliar: one animal no larger than a dog. 1000 MP. Permanent.
Boosted resistance: one resistance. Passive. +50% (any but damage, Pain becomes X2)
Create metal: one low cost ore. 1 cubic inch per 100mp
Breathe Water: Requires minor breathing excercise before use. 20 mp per breath.
Become Intangible: Five turn preparation, 200 mp per turn. one turn of intangibility afterwards, 300 mp per additional turn. ( Very expensive, i know.)
Enhanced MP regen: +2 to normal Regen per second
Magic Disguise: 2 turns prep, 50 mp per turn, face only
Mindspeak: 10mp per word, 25 foot range.
Scorching palm: One turn prep of 40 mp, 30 mp per turn afterwards. 15 fire damage per touch, +10 per punch, 20 for a grasp +5 per turn of continuous contact up to 40 per turn.
The following are for Standard PS only
Minor electrokinesis: Drain, turn off, or power electrical devices with mp, create a small static discharge. MP cost varies on device.
Techno Wizzardry (Counts as Two choices) Can use technological items and manufactured goods and equipment without penalty.
Offence magic - Using raw channeled magical energy for damaging effects. Damage done without fancy extra effects reduced by magic resistance. Hard to team with Transportation, Healing, Aquamancy, and Illusion. Teams well with Drain, Pyromancy, Electromancy, Geomancy
Transportation - Magic to move you. Teleportaiton, flying, running, swimming, etc. Hard to team with Offence, Enchantment, Biomancy, Drain. Teams well with Neuromancy, Illusion, Shadow, and Chaos
Pyromancy - Fire magic. Hard to team with Aquamancy, Shadow, Necromancy, and Biomancy. Teams well with Offence, Aeromancy, Illusion, and Unholy.
Cryomancy - Ice/cold magic. Hard to team with Chronomancy, Ligyromancy, Electromancy, and Biomancy. Teams well with Aquamancy, Aeromancy, Necromancy, and Shadow.
Chronomancy - Time magic. Hard to team with Cryomancy, Holy, Unholy, and Ritual. Does best alone.
Necromancy - Death magic. Hard to team with Illusionary, Light, Holy, and Pyromancy. teams well with Biomancy, Drain, Shadow and Unholy.
Drain - Life drain magic. Hard to team with Illusionary, Ligyromancy, Baromancy, and Transportation. Teams well with Necromancy, Aquamancy, Offence, and Biomancy.
Biomancy - Biomanipulation, poison, and the biological aspect of life. Hard to team with Enchantment, Pyromancy, Geomancy and Cryomancy. Teams well with Necromancy, Drain, Healing, and Aquamancy.
Electromancy - Electric magic. Hard to team with Ritual, Geomancy, Conjuration, and Pyromancy. Teams well with Aquamancy, Aeromancy, Offence, and Light.
Aquamancy - Water magic. Hard to team with Pyromancy, Offence, Geomancy, and Ligyromancy. Teams well with Biomancy, Electromancy, Cryomancy and Drain.
Illusion - Illusionary magic. Hard to team with Necromancy, Offense, Divination, and Material Alteration. Teams well with Shadow, Pyromancy, Chaos, and Enchantment.
Holy - Holy spells. Hard to team with Unholy, Chaos, Shadow, and Chronomancy. Teams well with Light, Healing, Aquamancy, and Ritual.
Unholy - Unholy magics. Hard to team with Holy, Light, Healing, Chronomancy. Teams well with Chaos, Shadow, Pyromancy, and Necromancy.
Ligyromancy - Sound magic. Hard to team with Drain, Chaos, Ritual, Cryomancy, and Healing. Teams fairly well with all remaining others, but does best alone.
Neuromancy - Mind magic. Hard to team with Baromancy. Teams well with Transportation, Divination and by itself.
Geomancy - Earth magic. Hard to team with Aeromancy, Aquamancy, Healing, and Ligyromancy. Teams well with Baromancy, Metamorph, Offence, and Material Alteration.
Aeromancy - Wind magic. Hard to team with Geomancy, Baromancy, and Ritual. Teams well with most other elemental colleges, but especially well with Pyromancy and Electromancy.
Baromancy - Gravity magic. Hard to team with Shadow, Metamorph, Aeromancy, Neuromancy. Teams well with Chaos and very well with Geomancy.
Light - Lights and flashy things. Hard to team with Unholy, Shadow, Geomancy, Aquamancy. Teams well with Pyromancy, Illusion, Holy, and Electromancy.
Shadow - Shadow magic. Hard to team with Baromancy, Light, Holy, and Pyromancy. Teams well with Unholy, Illusion, Necromancy, Cryomancy.
Chaos - Chaotic magic. Never sure exactly what it will do. Hard to team with Holy, Material Alteration, Chronomancy, Ligyromancy. Teams well with Unholy, Illusion, Transportation, Baromancy.
Material Alteration - Changing matter around (flesh to stone, etc.). Hard to team with Chaos, Light, Illusion, Ritual. Teams fairly well with Enchantment, Aquamancy, Geomancy, and Metamorph but does far better alone.
Healing - Healing spells. Hard to team with Unholy, Offence, Geomancy, Ligyromancy. Teams well with Holy, Necromancy, Biomancy, and Ritual.
Metamorph - Transformation magic. Hard to team with Conjuration, Divination, Chaos, and Baromancy. Teams well with Material alteration, Enchantment, and all Elemental magics.
Conjuration - Creation and calling magic. Hard to team with Electromancy, Divination, Metamorph, and Enchantment. Teams well with Transportation, Biomancy, Holy, Unholy.
Enchantment - Normally beneficial Enchanting magic. Hard to team with Biomancy, Chaos, Transportation, and Conjuration. Teams fairly well with all others, but especially Ritual, Material alteration, Metamorph, Illusion.
Ritual - Ritualistic long range magic. Voodoo, rain dances, etc. Hard to team with Material Alteration, Ligyromancy, and all Elemental magics. Teams well with Holy OR Unholy, Enchantment, Divination, and Healing.
Divination - Identification and knowlege. Hard to team with Chaos, Illusion, Metamorph, Offence. Teams well with Light, Neuromancy, Ritual, and Holy.
Magus abilities
Note: all abilities increase with use, those that seem like crap now get better.
Levitate (special): float 2ft off of current ground. 20 MP per turn
Prismatic eyes: Eye color changes at will, including glowing colors. Also, Choose one: Thermal vision, nightvision, flashlight style light projection, see aura, or true sight (shapeshifters and such)
Empower Weapon: +50% Damage from melee weapon. 200 mp for 2 minutes
Polymorph self: one animal no larger than a large dog. 30min 700 mp. If still fairly humanoid, can still cast spells (IE. Cat yes, Slug no) Takes on animals attributes.
Energy bolts: 5-10 damage bolts. One per hand or from both eyes. 50 mp
Minor Cure wounds: 10-20 hp 50MP
Minor Clairvoyance: 10 Ft aura 100mp 5 seconds
Bind Item: One item 1000 mp for one week.
Bind Familliar: one animal no larger than a dog. 1000 MP. Permanent.
Boosted resistance: one resistance. Passive. +50% (any but damage, Pain becomes X2)
Create metal: one low cost ore. 1 cubic inch per 100mp
Breathe Water: Requires minor breathing excercise before use. 20 mp per breath.
Become Intangible: Five turn preparation, 200 mp per turn. one turn of intangibility afterwards, 300 mp per additional turn. ( Very expensive, i know.)
Enhanced MP regen: +2 to normal Regen per second
Magic Disguise: 2 turns prep, 50 mp per turn, face only
Mindspeak: 10mp per word, 25 foot range.
Scorching palm: One turn prep of 40 mp, 30 mp per turn afterwards. 15 fire damage per touch, +10 per punch, 20 for a grasp +5 per turn of continuous contact up to 40 per turn.
The following are for Standard PS only
Minor electrokinesis: Drain, turn off, or power electrical devices with mp, create a small static discharge. MP cost varies on device.
Techno Wizzardry (Counts as Two choices) Can use technological items and manufactured goods and equipment without penalty.