Post by Gravedust on Feb 10, 2023 8:07:05 GMT -8
Sentry Spark
Spend at least 1 MP to create a construct of magical energy in an open square up to 4 squares away. The Sentry is created with HP equal to [MP SPENT]*10. Beginning the turn it was created, after all player actions the Sentry will attempt to make a [1d10+0] ranged attack with a range of 6 against the nearest enemy in LOS. (The caster cannot choose the target. If there are multiple enemies at the same distance, choose one randomly.) Enemies in the fog of war cannot be targeted by the Sentry. Each attack reduces the Sentry's HP by 5. When HP is reduced to 0 the Sentry dissipates. The sentry can be attacked. If the Sentry is in the caster's LOS, the caster can move the position of the sentry up to 4 squares as a free action; this must occur before before the sentry fires. The sentry's movement is considered flying. The sentry does not block movement by enemies. The caster may only have 1 sentry active at a time. The caster can dissipate an existing sentry as a free action so they may cast another, but this must happen before the existing sentry attacks.
Mystic Spear
Spend at least 1 MP to create a weightless magical [Spear] type weapon with a [MAG/2] attack bonus that persists for [MP SPENT]+3 rounds. This spear replaces Gear in the user's hand slot, and the Gear it replaces will automatically be moved to the caster's inventory if there is room available. If not it will be dropped to the ground.
Mystic Tendrils
Spend 2 MP to create a luminous ball of grasping vines in an open square within 6 squares and in LOS. Any unit (including flying creatures) that is adjacent to the ball has their movement cost per square increased by 1 as long as thay are adjacent to it. The ball itself does not block movement, but the square it occupies cannot be stopped in while it exists. The ball persists for 2 rounds and disappears at the end of the enemy's turn.Galeshot
Spend 1 MP to add a 'Galeshot' buff to the caster or an adjacent character. The Galeshot buff persists for 6 rounds or until triggered as a free action. When triggered, Galeshot increases the Range and RA bonus of a single non-throwing ranged attack made by the character by 2, and then dissipates. (For effects that cause multiple attacks, only the first attack will receive the Gale buff.)
Windwall
Spend 2 MP to create a 3-tile area of gusting winds adjacent to the caster. All ranged attacks that cross these squares to reach their target have their attack rolls reduced by 5. (down to a minimum of 1) and thrown objects that are not attacks, (such as bombs, traps, etc.) have a 50% chance to stop in the windwall squares instead of landing at their destination. Windwall can also disperse temporary gas or smoke effects in the areas it effects. Permanent gas areas will not be effected by it. The windwall persists for 2 rounds.
Mending
Spend at least 1 MP to increase Recovery by 2+[MP SPENT](Max: 6)
Targets the Caster or a friendly unit within 4 squares. This effect lasts 3 rounds.
Indwelling
Spend up to 5 MP to create a 'MP vault' buff which can store up to [MP spent *5] temporary MP for 12 rounds. Note that the vault starts empty and must be filled. When MP is gained is will be gained by the character's own MP first, and then by the vault. When MP it spent or lost it is drawn first from the vault (if available) and then from the character's MP. MP in the vault should be treated as MP the character has, and the MP vault should be considered to expand the character's Max MP. Indwelling may be cast again to extend the effect for another 12 rounds without losing the stored MP. Otherwise, when the effect ends all MP stored in the vault will be lost.
Abnegation
Spend up to 4 MP to create an AOE:2 zone centered up to 4 squares away where the cost to use any spell is increased by [MP spent]. (This cost is added on top of the total cost of any spell being cast in the area, (ex, casting 4 barrier wards inside a magnitude 3 Abnegation zone costs 7 MP (4 per ward plus 3 for abnegation)) This zone persists for 3 rounds.
((Note that since enemy MP isn't (usually) tracked, this won't effect their MP use directly, however it can increase the casting cost enough that they many no longer be able to use certain spell abilities because the MP Cost exceeds their MAG))
Lightfoot
The caster may spend 1 MP to gain 4 Movement for this round.
Telekinesis
The caster may make the Use action on an object (door, switch, etc), or pick up all Items that are in a single square (or unlocked chest) from a Range of up to [MP SPENT * 5] squares. Alternately, the caster may Drop items from their own Inventory in a square inside that same range. The target square must be in LOS.
Magic Eye
Spend 1 MP to create a floating orb in a square adjacent to the caster's position. The orb can be moved up to 5 squares per every additional MP spent. At the end of it's movement, the eye makes a visibility check and will reveal any adjacent traps or trap triggers for that round. It then disappears. The Magic Eye is Flying and Invisible, and can pass through enemies but not walls or closed doors. Invisibility
Spend 2 MP to gain Invisibility for 2 rounds.
Teleport
Teleport up to [MP spent] squares. Does not require LOS, but if you teleport into a square occupied by a wall, creature, obstacle, or other object, you are killed instantly. You will not make a visibility check at the destination if you are killed in this way, and all your gear will be lost.
Banish
Spend at least 1 MP and choose a target in LOS and within 6 squares. On a roll of 1d10+MAG+[MP SPENT] vs [XP value of target] The target is Banished for [1D6] Rounds. (Duration should be kept secret) While banished, Units cannot move or act, but also cannot be attacked or effected in any way. Squares occupied by banished units can be moved through, but not stopped in. Some powerful creatures may be immune to this effect.
Teleology
The caster spends 1 MP and specifies a certain class of map object (door, chest, kind of creature, etc) and if that object exists on the map, the direction from the caster to the specified object will be indicated as a line passing from the caster through the square containing the object, and out to the map edge. If more than one of the specified objects exist, the nearest one will be indicated.
Barrier Ward
The Caster may create any number of Wards in open squares, up to a distance of 4 squares away. Each Ward costs 1 MP. Warded squares will block movement, melee attacks and ranged shots in the same manner as walls for both enemies and players. Barrier Wards do not block LOS, or effects that only require LOS. Wards can be attacked by players and enemies and have an HP amount equal to [caster LEVEL*2], and no armor. Items or effects that can be used to Excavate can be used against Wards. If a Ward's HP is reduced to 0 it is destroyed. Wards last for 2 rounds and tick down at the end of the round, after player and enemy movement. Some Champions may not be effected by Barrier Wards.
Fleetfoot
The caster or an adjacent target's Movement is increased by 2 for each MP spent, to a maximum of +6. This effect lasts for 3 rounds.
Levitation
Spend at least 1 MP to Levitate the caster or an adjacent friendly character for 1 round. Levitating Characters hav1e 2+[MP Spent] MOVE for that round (regardless of their normal MOVE), and are considered to be Flying. Note that the levitation ends as soon as the character's turn ends, and they are considered to be on the ground at their destination point. Immobilized characters cannot levitate.
Possession
Spend at least 1 MP to gain control of an Idle* mob in LOS on a roll of D10+[MAG]+[MP spent] vs. XP value of Mob.
If the attempt is successful, they determine movements and actions for the mob for that round. These actions take place immediately. The mob can make normal ranged or melee attacks, but any special abilities will not be usable. The possessed mob will not move or act during their own turn, as their movements and actions are already spent. Possessed mobs will clear the Fog of War. Possessed Humanoid mobs may search, but cannot pick up items. If a mob has been possessed by a character the preceding round, they may be targeted by possession again, even if they are not in LOS. Casting possession makes a character Vulnerable. Champions are immune to possession. Familiars can be possessed. If the spellcaster is the Familiar's Owner, the spell will always succeed.
*'Idle' mobs are ones that are not aware of any enemies. Ask the GM if you are not sure whether a mob is idle or not.
Mana cache
Spend at least 2 MP to create a stable ball of mana in an open square. The amount of MP contained will be equal to the amount of MP spent, minus 1. Any unit that moves into or adjacent to this square can have their MP filled by the amount contained in the cache as an Action. The cache then disappears.
Shadow Self
Spend 2 MP to create 2 Duplicates in an adjacent open squares of the caster's choice. A maximum of 4 duplicates may exist at once. Duplicates respond to the movement orders of the caster as a free actions, and move at the same speed each round as the current speed of the original. If the caster currently has Flying, Water Walking or some other movement-altering effect, the duplicates do as well. By spending 1 MP and an Action, the duplicate's owner can teleport to it's position, if it is in LOS. Doing this destroys the Duplicate. Duplicates block movement as though they were characters, can set off traps and can be targeted by enemies as though they were characters, but cannot perform any actions. Buffs or other friendly spells or effects do not effect Duplicates. By spending 1MP as an action, a Duplicate's owner can cause it to make a Visibility check from it's current position. This does not include a search. Duplicates cannot move into unvisited areas. Any attack or effect that causes damage to a Duplicate but does not auto-miss it will destroy it instantly.
Transmit
Spend at least 1 MP to cause a 1-slot item (including all items in a stack, if it is a stacking item) into the inventory of another character within [MP SPENT*10] squares. A receiving character must have room in their inventory to accept the item. You may transmit the Transmit scroll if it is not in a spellbook. There is a 10% chance the item will disappear in transit.
Terramorph
Spend at least 1 MP to create a small boulder in an open ground tile within 4 squares. This boulder counts as a low obstacle. The boulder has a structure rating of [LEVEL * 4]. If attacked by enemies this amount is reduced by the total amount of the attack roll. When the boulder's structure reaches 0 it is destroyed. By spending an additional MP to cast Terramorph, the builder created counts as a Tall obstacle, and it's initial structure is doubled. Certain Champion attacks may instantly destroy Terramorph boulders.
Mending Circle
Spend 3 MP to create an AOE:1 area around the caster's position that persists for 3 rounds. Any healing received by a friendly unit while in this area is increased by 5. This effect does not stack with the mending spell.