Post by logan9a on Jan 23, 2019 15:00:25 GMT
Air Magic
Contents
Rank One
Rank Two
Rank Three
Rank Four
Rank Five
Rank Six
Rank Seven
Rank Eight
Rank Nine
Rank Ten
Spell Descriptions
Rank One
No smell
Casting time: 1 rnd
Range: Self
Duration: 1 hour
MP cost: 2mp
No smell (other)
Casting time: 1 rnd
Range: 1m
Duration: 1 hour
MP cost: 4mp
Name: Resistance to (element) (Note - this spell would appear in each different 'elemental' tree giving resistance toward that element) [Credit: Chris, Freddy, Pete, Scott]
Casting time: 1 minute
Range: Self
Duration: Sunrise/sunset
MP cost: 4mp
If someone is using the element you have defended against to harm you, this negates the damage bump they would get from using said element. Example: If someone casts a fire damage buff on their weapon and you have cast a 'resistance to fire' on yourself, this negates that fire damage.
Rank Two
Breath (somewhere there is no air - underwater, outer space, etc)
Casting time: 1 rnd
Range: Self
Duration: 2 hours
MP cost: 4mp
Breath; other (somewhere there is no air - underwater, outer space, etc)
Casting time: 1 rnd
Range: 1m
Duration: 2 hours
MP cost: 6mp
Destroy element 1 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 2mp
Deals d6 damage to one AIR type creature.
Destroy element 2 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 4mp
Deals d8 damage to one AIR type creature.
Destroy element 3 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 6mp
Deals d10 damage to one AIR type creature.
Rank Three
Gust of wind (might blow back someone or clear fog)
Casting time: 1 rnd
Range: 20m, cone (say 3m wide at base - it doesn’t affect more than one or two unless they’re in a narrow hallway)
Duration: Concentration
MP cost: 4mp
Everything torch size or smaller with an open flame has a 50% chance of going out. Any fog etc is blown back, at least temporarily.
Rank Four
Purify Air [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 5m Radius
Duration: Instantaneous
MP Cost: 4
The air in a 5m Radius around you becomes purified, able to be breathed without adverse effects and removing any gas that would be harmful to humans.
Rank Five
Elemental Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Weapon (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Weapon (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance your hand and any melee weapon you wield. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Weapon (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will. You enhance your hand and any melee weapon you wield. For each attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Rank Six
Feather fall
Casting time: 1 round. This means if you are falling under 200m, this spell does you no fucking good at all as you will splat before finishing the spell - unless you cast it before falling.
Range: Self
Duration: Till you land. Note you go straight down and can’t control your landing place.
MP cost: 4mp
Feather Fall (group)
Casting time: 1 round. This means if you are falling under 200m, this spell does you no fucking good at all as you will splat before finishing the spell - unless you cast it before falling.
Range: 5m radius. If your party member is further away than that, they’re fucked.
Duration: Till you land. Note you go straight down and can’t control your landing place.
MP cost: 4mp
Elemental Missile (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Missile (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Missile (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will.. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Rank Seven
Deflect missile
Casting time: 1 rnd
Range: Self
Duration: Concentration- till the caster decides to turn it off - not concentration - you can decide off at any time but cannot choose between which missile to block. It is simply on until it is turned off.
MP cost: 2mp per missile - works for anything baseball sized on down thrown at you. If something throws a tree at you, you’re fucked. Anything that travels faster than thrown/shot out of a crossbow is too fast for this spell to effect.
Deflect missile (advanced)
Casting time: 1 rnd
Range: Self
Duration: Till the caster decides to turn it off - not concentration - you can decide off at any time but cannot choose between which missile to block. It is simply on until it is turned off.
MP cost: 2mp per missile - works for anything baseball sized on down thrown at you. If something throws a tree at you, you’re fucked.
Elemental Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Elemental Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Elemental Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Elemental Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Rank Eight
Stinking Cloud [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 5m Radius
Duration: Concentration
MP Cost: 4/Round
The caster farts long and loud causing an extremely thick and vile smelling cloud of gas to appear in a 5m radius around the caster.
Aside from the caster, all creatures within the gas or who move into or through the gas make a free 'constitution roll'. If they fail this, they are at half on all skills as they gag and retch.
Any creature including the caster who attempts to do anything involving sight (such as attacking, dodging, running without hitting other things, etc - up to the GM) is at half skill (quarter if they are gagging) while they are in the cloud or attempting to target anything within the cloud.
Attempting to hold ones breath will not help though wearing a gas mask, having cyber filtration lungs, no metabolism or need to breath - etc will allow creatures to avoid the gagging. Anything which does not use traditional eyes to see or has some sort of tech/magic thing which would allow them to see through smoke avoids the negatives from the gas.
Anything more than a gentle breeze causes the cloud to disperse after 1 round causing the caster to need to recast if they wish to have the gas remain.
Elemental Healing [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d6 HP.
Elemental Healing 2 [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d8 HP.
Elemental Healing 3 (final) [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d10 HP.
Rank Nine
Fly
Casting time: 1 round
Range: Self
Duration: 24 rounds
MP cost: 10mp
You fly at 10m per round for up to 24 rounds. Note if you want to use this to avoid death by falling, either cast it beforehand or be over 200m in the air - otherwise you’ll splat before your spell is done.
Basic Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Improved Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 4mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d4 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Burning Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 6mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d6 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Higher Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 8mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d8 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Maximum Damage Ball of X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 10mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d10 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
OFF BRANCH OF THE LEVEL 9 SPELL
Ball of Elemental X 2 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 2 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 3 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 3 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 4 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 4 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 5 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 5 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Rank Ten
Awaken AIR Elemental (spell template) [Credit: Freddy, Scott]
Casting time: 1 minute
Range: Appears adjacent to you, then may move up to 100m away
Duration: Until it dies or you dismiss it
MP cost: 12mp
To cast this spell, you must have some of the element available to serve as a material component. As long as the spell is active, you cannot regain the MP you spent to cast it. If you and the elemental are more than 100m apart, the spell ends as if you had dismissed it. The caster always has a rough idea ("over that way") where the elemental is. {Note - if the caster has ‘drain MP’ they can try to steal MP, use cards, etc to get their MP back while this spell is going.}
Generic Elemental
Travel rate: 40KM/day, 80KM/day through its native element
Maneuver%; Combat move: 30%; 3/10m Through its native element, 60%; 6/20m
To hit/Damage: 30%/d8
Armor/HP: 2/10 (requires magic or opposite element to hit)
Special attacks: If out of melee range, may shoot/throw its element at 30%/d6 damage (indefinitely), range 10m.
Special defenses: Only takes damage from magical attacks and/or the opposite element.
Special abilities:
Special weaknesses: takes +4 bumps damage from the opposite element.
Description: Variable; crudely humanoid form comprised entirely of the element.
Diet: None
Lootability/Treasure: None
Where/when found: Special or placed only
Default disposition toward PC's: Neutral (unless ordered otherwise)
Other notes: Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
Additional notes: The pet goes away between game sessions. Also, going into any zone which requires a roll to see if magic works necessitates a roll (made by the caster) for the pet as soon as the pet passes into the new zone. Failing that roll means the pet goes away/is destroyed, etc. Note that MP that were 'tied up by the pet' do not return immediately after the pet is destroyed - the caster must do the usual eight hour sleep to get them back. If they have the pet and get eight hours sleep, those MP tied up in this spell just don't regenerate.
Contents
Rank One
Rank Two
Rank Three
Rank Four
Rank Five
Rank Six
Rank Seven
Rank Eight
Rank Nine
Rank Ten
Spell Descriptions
Rank One
No smell
Casting time: 1 rnd
Range: Self
Duration: 1 hour
MP cost: 2mp
No smell (other)
Casting time: 1 rnd
Range: 1m
Duration: 1 hour
MP cost: 4mp
Name: Resistance to (element) (Note - this spell would appear in each different 'elemental' tree giving resistance toward that element) [Credit: Chris, Freddy, Pete, Scott]
Casting time: 1 minute
Range: Self
Duration: Sunrise/sunset
MP cost: 4mp
If someone is using the element you have defended against to harm you, this negates the damage bump they would get from using said element. Example: If someone casts a fire damage buff on their weapon and you have cast a 'resistance to fire' on yourself, this negates that fire damage.
Rank Two
Breath (somewhere there is no air - underwater, outer space, etc)
Casting time: 1 rnd
Range: Self
Duration: 2 hours
MP cost: 4mp
Breath; other (somewhere there is no air - underwater, outer space, etc)
Casting time: 1 rnd
Range: 1m
Duration: 2 hours
MP cost: 6mp
Destroy element 1 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 2mp
Deals d6 damage to one AIR type creature.
Destroy element 2 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 4mp
Deals d8 damage to one AIR type creature.
Destroy element 3 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 6mp
Deals d10 damage to one AIR type creature.
Rank Three
Gust of wind (might blow back someone or clear fog)
Casting time: 1 rnd
Range: 20m, cone (say 3m wide at base - it doesn’t affect more than one or two unless they’re in a narrow hallway)
Duration: Concentration
MP cost: 4mp
Everything torch size or smaller with an open flame has a 50% chance of going out. Any fog etc is blown back, at least temporarily.
Rank Four
Purify Air [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 5m Radius
Duration: Instantaneous
MP Cost: 4
The air in a 5m Radius around you becomes purified, able to be breathed without adverse effects and removing any gas that would be harmful to humans.
Rank Five
Elemental Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Weapon (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Weapon (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance your hand and any melee weapon you wield. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Weapon (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will. You enhance your hand and any melee weapon you wield. For each attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Rank Six
Feather fall
Casting time: 1 round. This means if you are falling under 200m, this spell does you no fucking good at all as you will splat before finishing the spell - unless you cast it before falling.
Range: Self
Duration: Till you land. Note you go straight down and can’t control your landing place.
MP cost: 4mp
Feather Fall (group)
Casting time: 1 round. This means if you are falling under 200m, this spell does you no fucking good at all as you will splat before finishing the spell - unless you cast it before falling.
Range: 5m radius. If your party member is further away than that, they’re fucked.
Duration: Till you land. Note you go straight down and can’t control your landing place.
MP cost: 4mp
Elemental Missile (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Missile (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Elemental Missile (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will.. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Rank Seven
Deflect missile
Casting time: 1 rnd
Range: Self
Duration: Concentration- till the caster decides to turn it off - not concentration - you can decide off at any time but cannot choose between which missile to block. It is simply on until it is turned off.
MP cost: 2mp per missile - works for anything baseball sized on down thrown at you. If something throws a tree at you, you’re fucked. Anything that travels faster than thrown/shot out of a crossbow is too fast for this spell to effect.
Deflect missile (advanced)
Casting time: 1 rnd
Range: Self
Duration: Till the caster decides to turn it off - not concentration - you can decide off at any time but cannot choose between which missile to block. It is simply on until it is turned off.
MP cost: 2mp per missile - works for anything baseball sized on down thrown at you. If something throws a tree at you, you’re fucked.
Elemental Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Elemental Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Elemental Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Elemental Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Rank Eight
Stinking Cloud [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 5m Radius
Duration: Concentration
MP Cost: 4/Round
The caster farts long and loud causing an extremely thick and vile smelling cloud of gas to appear in a 5m radius around the caster.
Aside from the caster, all creatures within the gas or who move into or through the gas make a free 'constitution roll'. If they fail this, they are at half on all skills as they gag and retch.
Any creature including the caster who attempts to do anything involving sight (such as attacking, dodging, running without hitting other things, etc - up to the GM) is at half skill (quarter if they are gagging) while they are in the cloud or attempting to target anything within the cloud.
Attempting to hold ones breath will not help though wearing a gas mask, having cyber filtration lungs, no metabolism or need to breath - etc will allow creatures to avoid the gagging. Anything which does not use traditional eyes to see or has some sort of tech/magic thing which would allow them to see through smoke avoids the negatives from the gas.
Anything more than a gentle breeze causes the cloud to disperse after 1 round causing the caster to need to recast if they wish to have the gas remain.
Elemental Healing [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d6 HP.
Elemental Healing 2 [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d8 HP.
Elemental Healing 3 (final) [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d10 HP.
Rank Nine
Fly
Casting time: 1 round
Range: Self
Duration: 24 rounds
MP cost: 10mp
You fly at 10m per round for up to 24 rounds. Note if you want to use this to avoid death by falling, either cast it beforehand or be over 200m in the air - otherwise you’ll splat before your spell is done.
Basic Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Improved Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 4mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d4 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Burning Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 6mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d6 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Higher Ball of Elemental X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 8mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d8 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Maximum Damage Ball of X [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 10mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d10 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
OFF BRANCH OF THE LEVEL 9 SPELL
Ball of Elemental X 2 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 2 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 3 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 3 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 4 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 4 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Elemental X 5 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 5 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Rank Ten
Awaken AIR Elemental (spell template) [Credit: Freddy, Scott]
Casting time: 1 minute
Range: Appears adjacent to you, then may move up to 100m away
Duration: Until it dies or you dismiss it
MP cost: 12mp
To cast this spell, you must have some of the element available to serve as a material component. As long as the spell is active, you cannot regain the MP you spent to cast it. If you and the elemental are more than 100m apart, the spell ends as if you had dismissed it. The caster always has a rough idea ("over that way") where the elemental is. {Note - if the caster has ‘drain MP’ they can try to steal MP, use cards, etc to get their MP back while this spell is going.}
Generic Elemental
Travel rate: 40KM/day, 80KM/day through its native element
Maneuver%; Combat move: 30%; 3/10m Through its native element, 60%; 6/20m
To hit/Damage: 30%/d8
Armor/HP: 2/10 (requires magic or opposite element to hit)
Special attacks: If out of melee range, may shoot/throw its element at 30%/d6 damage (indefinitely), range 10m.
Special defenses: Only takes damage from magical attacks and/or the opposite element.
Special abilities:
Special weaknesses: takes +4 bumps damage from the opposite element.
Description: Variable; crudely humanoid form comprised entirely of the element.
Diet: None
Lootability/Treasure: None
Where/when found: Special or placed only
Default disposition toward PC's: Neutral (unless ordered otherwise)
Other notes: Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
Additional notes: The pet goes away between game sessions. Also, going into any zone which requires a roll to see if magic works necessitates a roll (made by the caster) for the pet as soon as the pet passes into the new zone. Failing that roll means the pet goes away/is destroyed, etc. Note that MP that were 'tied up by the pet' do not return immediately after the pet is destroyed - the caster must do the usual eight hour sleep to get them back. If they have the pet and get eight hours sleep, those MP tied up in this spell just don't regenerate.