Chapter VII **Magic Descriptions:**

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1) **Poison Gas:** Mana cost: 1. Inflicts 1 direct damage per round on the target until healed or antidote is taken. Upgrade 1: 1D2 damage. Upgrade 2: 1D4 damage, Cost: 2. Upgrade: Hits in a 4X4 area, Cost: 3. 2) **Acid Jet:** Cost 2. D4 (Permanently reduces the target's defense, or at least until changing armor or shield, lol. The target can choose to block the damage with items, making a normal defense roll; however, they will lose the item that was hit, be it a weapon or armor). Magic upgrade: Each time you spend an upgrade on the magic, increase its damage/attack die to D6, D8, and so on. 3) **Ice Beam:** Cost 2. D6 (The ice slows the target, causing it to move with half its movement die and attacking only once every 2 turns); Upgrade: Freezing Beam. The cold intensity increases, causing paralysis to the opponent instead of slowing. Other upgrades can also be "purchased" to increase attack/damage and the area of effect (e.g., cold cone). 4) **Electricity:** Cost: 2. D8 (x2 bonus Vs iron weapons/armor). Upgrade: Shocking Touch = no negation for melee attacks. Upgrade: Electric Chain = Hits all enemies close to each other. 5) **Lightning:** Cost: 12. You must learn electricity first and at least one upgrade. D20 on the target + electricity magic effects. Can be upgraded for an area effect (each square of distance from the target reduces the damage die: D12, D10...). 5.1) **Time Control:** Cost 15. Requires learning lightning first. You can change rainy weather to sunny and vice versa. Obviously, a storm can help in casting lightning... but lightning strikes randomly on the battlefield :) 6) **Fire Beam:** Cost: 2. D10. Upgrade: D12. Upgrade: Flammable (the target takes 1 damage per round until the fire is extinguished; accepts multiple upgrades to increase damage on the scale D2, D4, D6...). Upgrade Fire Cone (D10, hits everyone in the range in a cone: MXX, where M=Mage and X=Magic.). Cost: 3. 7) **Fireball:** Cost: 10. Must learn Fire Beam up to the second upgrade first. D20 and hits a 4x4 area. Upgrade (explosion): Increase area to 5x5, then 6x6. Already comes with the flammable upgrade. Can add more upgrades as desired by the master. 7.1) **Meteor Shower:** Cost 20. Needs to know Fireball with explosive upgrade first. Summons a meteor shower that covers the entire battlefield. 1 D20 damage/attack to all. 8) **Sunlight:** D12. Cost 3. (deals maximum damage to certain undead). 9) **Sonic Attack:** D12. Cost 3. 10) **Dark Attack:** Necrotic D12 (can only be healed by magic). Cost 3. 11) **Soft Landing (You simply don't die when falling into a hole or a precipice, hehehe!!!)** Cost: 2 12) **Enchant Weapon (The enchanted weapon gains +1):** Cost: 2 13) **Arcane Shield (+1D in Defense):** Cost: 2. Can increase with an upgrade the cost and the die used for defense as well. 13.1) **Mana Shield:** Uses your mana instead of vitality when taking damage. 14) **Magic Sense -** Cost 1. Requires D8 test if arcane class (mage, druid, etc.). 15) **Prestidigitation (Performing small magic tricks):** Cost: 0 or 1 (depending on what the mage wants to do). If it causes damage to someone, it's 1. But it only causes 1 damage. 16) **Repel Undead (Cost: 3 – D8):** Undead creatures flee from you. Upgrade: D10...; 16.1) **Destroy Undead (Cost 9 - Needs an upgrade from the magic above at least first):** You can destroy smaller undead creatures such as zombies and skeletons. 17) **Healing:** Cost 2. 1D6. (Upgrade. Cost: 3 – D8 and so on); 18) **Stone Skin (Defense: D12. Cost 4):** Upgrade. Metal Skin. Defense: D20 and cost: 8. 19) **Enchant Animals (D8, Cost: 3);** 20) **Speak with Animals (Cost: 2);** 21) **Paralyzing Vine (D12, Cost:3):** Hits everyone in the druid's line of sight. Upgrade: Thorny Vine (deals 1 damage to each creature. Cost 4). Can receive two more upgrades up to 1D4 damage and cost 6. 22) **Animal Companion (Cost: 4):** Summons a small animal: Attack: D4, Defense: D4, Vitality: 4 Special: 1 of any kind, e.g., Flight if it's a bat or eagle); Upgrade: Cost 6 and summons a larger animal (wolf) and so on. 22.1) **Necromancy:** Evil version of the above "companion." You summon creatures such as undead from small animals at the first level (Cost: 5 + undead special) and skeletons and zombies at higher levels (Cost: 7). 22.2) **Summon Familiar:** Like animal companion, but the creature is magical and has a bond with the mage. Cost 5 of magic, and I leave it up to the master to decide the advantage of the familiar, haha. Example: It can cast spells for the mage! 22.3) **Summon Elemental:** Cost: 8. You summon an elemental being with Attack: D6, Defense: D6, Vitality: 6; + elemental specials that you used as a base (e.g., If it's a stone elemental, its defense could be D12 instead of D6). You can spend upgrades here to improve your elemental as you level up. The mage needs access to the element that will be used in creation (e.g., a flaming pyre). The mage also needs to know some previous magic of that element. Example of elementals that can be created with an upgrade: **Fire:** Attack: D10 (both from afar with a fire beam and up close with a fiery touch); Defense: D10 (the target takes the difference between the defense and the attack as fire damage when defense exceeds attack); Vitality: 10; Special: - Flight. **Earth:** Attack: D8; Defense: D12; Vitality: 15; Movement: D4. Special: Earthquake: D12 damage to everyone. **Water:** Attack: D6 (water jet and water whip); Defense: D10; Vitality: 10; Special: Drowning. The water elemental can attack with 2D6, and if the enemy cannot defend, it gets trapped inside the elemental until rescued by someone with a strength test (1D6 from the helper against 1D8 from the elemental). Each turn inside the elemental, the victim loses 1D2 HP until drowned. **Air:** Attack: D6 (air cut/wind gusts); Defense: D8; Vitality: 10; Special: -Flight; Cyclone: 1 D20 and throws the target 1D6 squares away. 23) **Trackless Walk:** Cost: 1. 24) **Enchant People (D8, Cost: 3)** 25) **Sleep (D8, Cost: 3)** 26) **Invisibility (Cost: 3):** Your attack is with D20 this round! (and defense too!) Then you become visible again after making 1 attack or performing an action that makes everyone aware that you are present. Upgrade: Permanent Invisibility. After your first attack (surprise), you remain invisible, but your defense and attack decrease to D12 during a fight because now your enemy is aware that you are nearby. Cost: 10. 27) **Speed:** Cost 2. You can make two attacks or perform two actions in this round. Upgrade: Cost 6. The speed lasts for 1 fight. 28) **Flight:** Your movement becomes D12, and you can pass over creatures and objects until the end of combat or event. Cost: 2. Upgrade: Mass Flight! Everyone in your party can fly too. Cost: 1 per head! 29) **Blessing:** Cost 1; +1 to attack. Upgrade: Cost 2 + Dice in the attack. 30) **Curse:** Same as above but negatively. 31) **Teleport:** Cost: 1 - Teleports you 1D8 squares on the battle board. UPGRADE: COST 2 - ANYWHERE ON THE BOARD. UPGRADE2: COST 4: MASS TELEPORT - MASS TELEPORT. You and whoever else you want. Upgrade3: Portal: Transports you to a place you have already been in the world (can't change worlds with this magic... yet, lol). 32) **Armageddon:** This magic must be used very sparingly. Recommended only for extremely powerful NPCs and as the last magic to be learned by heroes. Causes 1D100 damage to everyone on the battlefield. 33) **Wish:** Same as above. A badass magic that I leave to the master's discretion! 34) **Create Magic:** Let the mage exercise his creativity! But only when he's reaaally high level! The master must judge if the magic is okay or not. 35) **Druidic Weapon:** Cost 2. The druid takes a tree branch or his own staff and turns it into a weapon similar to a broadsword with thorns and sharp leaves (1D8). Accepts upgrades to make the weapon stronger. 36) **Summon Weapon:** (Cost 2) The mage summons an astral weapon (D8). Can improve later to D10 and others... 37) **Transmutation:** COST: 5 - Changes in the mage's body (claws, wings, and such). The master decides the effect. Upgrade: Transmute enemies (turn the guy into a toad!) Cost 9. RESISTED D6xD6. If the mage wins, the monster becomes D4 in all attributes. 38) **The master can invent any magic he wants. Maybe dark tentacles come out of the ground causing D12 damage/attack to everyone!!! Creativity is up to the game master and the heroes!**
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