Post by Gravedust on Sept 3, 2024 21:04:10 GMT -8
Mending: ------------------------------------------------------------
Spend at least 1 MP to heal yourself or an adjacent unit for 2+[MP SPENT] HP, and increase that unit's Recovery by 2 for 3 rounds.
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.
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.
Spend at least 1 MP to increase the casters Vision distance by 1+[MP SPENT(Max 6)].
Soul Spark: ------------------------------------------------------------
Spend 1 MP to make an attack for D10+[MAG] on a enemy within 2 squares and in LOS.
MP Cost increases by 1 for every 5 points of MAG the caster has.
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 1 MP to gain Invisibility for 2 rounds.
Mystic Chains: --------------------------------------------------------
Spend at least 1 MP to Immobilize all enemies within 4 squares on a roll of [1d10]+[MP spent] vs. [Enemy's MOVE]
Champions may be immune to this effect.
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 1D10 roll lower than [MP spent]+4 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. Champions 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. ((Note that unless otherwise specified, things like chest contents aren't generated until a chest is opened, so you cannot try looking for specific treasure or drops))
The Caster may create [MP SPENT] 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 Demolish 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 have 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 useable. 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 preceeding 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 adjacent 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 persists for 10 rounds or until all it's MP is taken.
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 fog. Any attack or effect that causes damage to a Duplicate but does not auto-miss it will destroy it instantly.
Transmit :: ------------------------------------------------------------------------------------
Spend 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 on the same map as the caster. 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 or item stack 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 boulder 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 friendly unit that ends it's turn in this area is treated as though it were under the effects of the 'Mending' spell cast as 1MP. The effects of Mending circle stack with the normal Mending spell.
Protection:: -------------------------------------------------------------------------------------------
Spend at least 1 mp to add a magnitude [MP SPENT]*5 Protection buff to the caster or an adjacent character. When a character with this buff would receive a debuff with a magnitude, before the debuff is applied the debuff magnitude is reduced by the amount of Protection. Protection is reduced by the same amount, until 0.
Protection magnitudes do not stack, but a higher magnitude will overwrite a lower one. Protection's Magnitude automatically decreases by 1 per round.