Direct Offensive/Basic Attack Spells: These are spells such as Fire or Bolt. Each offensive attack spell represents a "standard" damaging elemental spell, and the costs, damages, and targeting/area effects of these spells may be altered slightly. The names of these spells CAN AND SHOULD BE CHANGED. The way these spells are performed or described is up to the caster, and may be described in the spell effect if desired. All basic elemental spells have an additional "added effect" based on their element. Whenever a basic elemental offensive spell hits, check for this effect. For Fire and Holy magic, check for BURN damage. Roll a d6, and on a 4 or higher, the attack deals an additional 6+DIE damage immediately. The dice used are equal to the dice rolled to determine the attack damage (if the spell deals 12+rank*4+2d6 damage, the damage from burn is 6+2d6). For Ice magic, check for FREEZING. Roll a d6, and on a 6, the target is immobilized completely (a -10/-10 penalty) for 1 round. For Lightning magic, check for STUN. Roll a d6, and on a 5 or 6, the target is unable to act for 1 round and suffers a -4/-4 penalty. For Water magic, under certain circumstances, breath holding/drowning rules can be applied. For Shadow magic, check for CURSE effects. Roll a d6, and on a 5 or 6, the target suffers an additional -3/-3 penalty for 1d4 rounds. For Astral magic, check for ASTRAL DRAIN. Roll a d6, and on a 5 or 6, the target suffers the negative status effect "astral drain" at a level equal to 1/3 the spell's rank (round up). Fire Magic ---------- [Fire=1]Fire 1 (4 MP) - Does 8+2Xrank+1d6 fire damage to a single target. [Fire=4]Fire 2 (12 MP) - Does 14+rank*4+2d6 fire damage to a single target. [Fire=12]Fire 3 (32 MP) - Does 20+6Xrank+3d6 fire damage to a single target. [Fire=4]Fireball (29 MP) - Does 10+rank*2+3d6 fire damage to all within a 10 foot radius of the target. [Fire=8]Fireball 2 (54 MP) - Deals 16+rank*4+2d6 points of fire damage to all within a 15 foot radius of the target. [Fire=16]Fireball 3 (76 MP) - Deals 22+rank*6+2d6 points of holy damage to all within a 20 foot radius of the target. Ice Magic --------- [Ice=1]Ice 1 (4 MP) - Does 8+2Xrank+1d6 ice damage to a single target. [Ice=4]Ice 2 (12 MP) - Does 14+rank*4+2d6 ice damage to a single target. [Ice=12]Ice 3 (32 MP) - Does 20+6Xrank+3d6 ice damage to a single target. [Ice=4]Ice Storm (29 MP) - Does 10+rank*2+3d6 ice damage to all within a 10 foot corridor in front of the caster. [Ice=8]Ice Storm 2 (58 MP) - Deals 16+rank*4+2d6 points of ice damage to all within a 15 foot corridor in front of the caster. [Ice=16]Ice Storm 3 (78 MP) - Deals 25+rank*6+2d6 points of ice damage to all within a 30 foot corridor in front of the caster. Lightning Magic --------------- [Lit=1]Lit 1 (4 MP) - Does 8+2Xrank+1d6 electric damage to a single target. [Lit=4]Lit 2 (12 MP) - Does 14+rank*4+2d6 electric damage to a single target. [Lit=12]Lit 3 (32 MP) - Does 20+6Xrank+3d6 electric damage to a single target. [Lit=4]Blitz (10 MP) - Does 5+rank*2+1d6 electric damage to targets within a 120 degree arc in front the caster. [Lit=8]Blitz 2 (29 MP) - Does 10+rank*2+3d6 electric damage to targets within a 120 degree arc in front the caster. [Lit=16]Blitz 3 (68 MP) - Does 16+4Xrank+4d6 electric damage to targets within a 120 degree arc in front the caster. Water Magic ----------- [Water=1]Aqua 1 (4 MP) - Does 8+2Xrank+1d6 water damage to a single target. [Water=4]Aqua 2 (12 MP) - Does 14+rank*4+2d6 water damage to a single target. [Water=12]Aqua 3 (32 MP) - Does 20+6Xrank+3d6 water damage to a single target. [Water=4]Wave 1 (10 MP) - Does 5+rank*2+1d6 water damage to targets withina 5 foot corrior in front of the caster. [Water=8]Wave 2 (29 MP) - Does 10+rank*2+3d6 water damage to targets within a 10 foot corrior in front of the caster. [Water=16]Wave 3 (68 MP) - Does 16+4Xrank+4d6 water damage to targets within a 15 foot corrior in front of the caster. Earth Magic ----------- [Earth=1]Quake 1 (5 MP) - Does 10+2Xrank+1d6 earth damage to a single target. [Earth=4]Quake 2 (12 MP) - Does 14+rank*4+2d6 earth damage to a single target. [Earth=12]Quake 3 (32 MP) - Does 20+6Xrank+3d6 earth damage to a single target. [Earth=4]Avalanche 1 (10 MP) - Does 5+rank*2+1d6 water damage to targets within a 5 radius of the target. [Earth=8]Avalanche 2 (29 MP) - Does 10+rank*2+3d6 water damage to targets within a 10 radius of the target. [Earth=16]Avalanche 3 (68 MP) - Does 16+4Xrank+4d6 water damage to targets within a 20 foot radius of the target. Wind Magic ---------- [Air=1]Aero (10 MP) - Deals 5+rank*2+1d6 air damage to all enemies within a 10 foot corridor in front of the caster. [Air=4]Aero 2 (24 MP) - Deals 10+rank*4+3d6 air damage to all within a 10 footcorridor in front of the caster. [Air=12]Aero 3 (62 MP) - Deals 20+rank*6+3d6 points of air damage to all within a 10 foot corridor in front of the caster. Holy Magic ---------- [Holy=1]Beam (6 MP) - Deals 6+rank*2+1d6 holy damage to a single target. [Holy=4]Beam 2 (15 MP) - Deals 14+rank*4+2d6 holy damage to a single target. [Holy=12]Beam 3 (34 MP) - Deals 20+rank*6+3d6 holy damage to a single target. [Holy=4]Radiance (28 MP) - Deals 10+rank*2+1d6 holy damage to all targets within a 10 foot radius of the caster's target. [Holy=8]Radiance 2 (56 MP) - Deals 14+rank*4+2d6 points of holy damage to all unfriendly targets within a 20 foot radius of the target. [Holy=16]Radiance 3 (80 MP) - Deals 20+rank*6+2d6 points of holy damage to all unfriendly targets within a 30 foot radius of the target. Shadow Magic ------------ [Shadow=1]Negatis (8 MP) - Deals 8+rank*2+1d6 shadow damage to a single target. [Shadow=4]Negatis 2 (12 MP) - Deals 12+rank*4+2d6 shadow damage to a single target. [Shadow=12]Negatis 3 (36 MP) - Deals 24+rank*6+3d6 shadow damage to a single target. [Shadow=4]Shadowblast (22 MP) - Deals 10+rank*2+1d6 shadow damage to all targets within a 10 foot radius of the caster's target. [Shadow=8]Shadowblast 2 (50 MP) - Deals 14+rank*4+2d6 points of shadow damage to all targets within a 20 foot radius of the target. [Shadow=16]Shadowblast 3 (72 MP) - Deals 20+rank*6+2d6 points of shadow damage to all targets within a 30 foot radius of the target. Astral/Energy Magic ------------ [Astral=1]Astral Jolt (10 MP) - Deals 12+rank*2+1d6 damage to a single target. [Astral=4]Astral Jolt 2 (16 MP) - Deals 16+rank*4+2d6 damage to a single target. [Astral=12]Astral Jolt 3 (38 MP) - Deals 26+rank*6+3d6 damage to a single target. [Astral=6]Astral Rupture (28 MP) - Deals 10+rank*2+1d6 damage to up to rank/2 targets. [Astral=8]Astral Rupture 2 (56 MP) - Deals 16+rank*4+2d6 points of damage to up to rank/2 targets. [Astral=16]Astral Rupture 3 (82 MP) - Deals 24+rank*6+2d6 points of holy damage to up to rank/2 targets. Advanced Offensive/Attack Spells: These spells do more than deal damage. While they DO deal damage/something directly offensive, their damage is accompanied by some other effect, usually one that makes them cost more than the typical spell. These spells do NOT deal basic elemental "added effect" damages. These are sample effects: more will be developed over time, perhaps, and players are encouraged to invent their own. Fire Magic ---------- [Fire=3]Ignite (10 MP) - Sets a target ablaze. These flames persist until the target "stops, drops, and rolls" (a standard action) or is doused by water or large quantities of dirt/mud. These flames deal 12+1d6 points of damage each round. Ice Magic --------- [Ice=5]Freeze (15 MP) - Encases targets who fail to resist in solid blocks of ice. These blocks of ice are usually irregularly shaped, and provide the target with a bonus of 30 AC. However, the target suffers 10 points of damage PLUS breath holding/suffocation damage per round so long as they are frozen. Frozen targets cannot move or act until dethawed. Dethawing occurs after rank+1d4 rounds OR when the target is exposed to a heat source (a fire spell, a large torch, etc). Lightning Magic --------------- [Lit=3]Static Pulse (12 MP) - Deals 10+rank*3+1d6 points of damage plus 30+2d6 points of subdual damage (this cannot kill, but if it is enough that it WOULD drop an opponent below 0 health, were it regular damage, they are knocked unconscious). [Lit=5]Shockwave (20 MP) - Deals 10+rank*4+2d6 points of damage to all biological creatures within 15 feet of the caster, and stuns all creatures, even those who manage to resist, for 1 round. Water Magic ----------- [Water=5]Drown (14 MP) - Conjures a fluid sphere around a target's head and or breathing organs (assuming the caster knows what they ARE). This sphere exists for rank rounds, and deals suffocation/breath holding damage as applicable. Obviously, it does not affect creatures which have no need to breathe, have gills, etc. [Water=7]Evaporate (26 MP) - This attack evaporates the water in a target's cells, dealing 16+rank*6+2d6 points of damage to organic creatures, and twice that to creatures with largely liquid bodies. Humanoid and animal targets affected will suffer from nausea and illness, causing a -4/-4 AT/PA penalty and a -4 on all skill checks until the target is able to rest and recover. Earth Magic ----------- [Earth=5]Smother (14 MP) - Conjures a mud sphere aroud a target's head or breathing organs (assuming the caster knows where they ARE). This sphere exists for rank rounds, and it deals suffocation/breath holding damage as applicable. Air Magic --------- [Air=5]Deflate (20 MP) - This attack compresses all the oxygen and other gases in a target's body. Against organic targets, this is extremely painful, and deals 30+rank*4+3d6 points of damage. [Air=10]Expand (34 MP) - This attack causes the oxygen and othe gases in a target's body to expand rapidly, killing organic targets who fail to resist instantly (and in a very messy manner) as all of their cells and organs rupture. Holy Magic ---------- [Holy=5]Expel Undead (10 MP) - Deals 20+rank*8+3d6 points of damage to an undead creature. Some stronger undead creatures may resist this entirely. [Holy=14]Banish Undead (30 MP) - Utterly destroys an undead creature. Shadow Magic ------------ [Shadow=3]Drain (10 MP) - Deals 6+rank+1d6 points of shadow damage, which is then absorbed by the caster as HP. Using this against undead creatures reverses the effect. [Shadow=5]Siphon (18 MP) - Deals 10+rank*2+1d6 points of shadow damage, which is then absorbed by the caster as HP. Using this against undead creatures reverses the effect. [Shadow=18]Soul Harvest (56 MP) - Kills a mortal target instantly. Some creatures are immune to this effect. Astral Magic ------------ [Astral=3]Astral Throw (10 MP) - This ability allows the caster to forcefully move people and enchanted objects (anything with an aura), flinging them or levitating them. No more than 20*rank pounds of mass may be moved in this manner at once (the average humanoid, with gear, weighs roughly 160 pounds). Being thrown laterally deals 1/2 falling damage if the target collides with an object. [Astral=5]Astral Siphoning (2 MP, 4 TP) - Sucks 8+rank*2+1d6 points of MP away from a target and gives it to the caster. [Astral=7]Astral Meltdown (28 MP) - This attack deals 12+4*rank+2d6 points of damage in addition to inflicting level 5 Astral Drain and causing the target to lose an amount of MP equal to 1/2 the damage dealt. [Astral=14]Astral Rip (80 MP) - The classic astral "deathblow" spell. Forcefully removes the aura of any target that has one--mortal targets die instantly, animated constructs de-animate, and the like. The process of ripping an aura free leaves a unique astral imprint on the body. The form of this imprint is unique to the caster. Creation/Summoning Spells: Creation/Summoning spells are spells which make things. Sometimes, these things are offensive (a golem, a sword) and others not (a loaf of bread, a backpack). Here are some "example" conjurations. Note that there are two kinds of summoning. The first kind involves creating a creature much like an NPC (golem summoning) that has stats and abilities. The second involves creating a "spirit creature" which has a fixed duration and cannot be killed. If "spirit creatures" are attacked, the damage transfers to their creator--the creatures have the same statistics as the one who conjured them. These creatures disappear if the caster dies or is knocked unconscious, and only one can exist per caster. Summoning (Spirit Creatures) ---------------------------- A note: these creatures were taken from the sheet of Dia Rai. Please use DIFFERENT creatures for spirit creature summoning! Also, spirit creatures with an elemental damage type require a number of levels in that elemental magic equal to the rank of the summon or some portion thereof (GM determined if there is a dispute). All spirit creatures have a duration of summon rank/2 rounds unless otherwise specified, with a cap of 5 rounds. [Summon=1]Goblinsquad (11 MP) - The Goblinsquad, led by Cletus and Billy Bob, bop the crap out of an enemy for 10+1d10 (11-20) damage/turn. [Summon=2]Territorial Chocobo (17 MP) - A cute lil' chocobo pecks the holy bejeesus out of an enemy for 16+2d8 (18-32) damage/turn. [Summon=3]Sylph Drain (27 MP) - Drains 16-2d8 (18-32) HP from an enemy, and transfers it to the ally of Dia's choice. Summoning (Golems and others) ----------------------------- Some "summons" require a catalyst. Usually, these are necromantic "summons" (in which case you often need a corpse). Necromancy oriented summoning requires Shadow Magic. [Summoning=4]Summon Lesser Golem (40-rank MP) - Creates a golem from the strongest, most abundant material available. If outdoors, this is likely to be clay or mud. Inside stone fortresses and the like, this is most likely to be stone, and in certain places, such as volcanoes or alternate planes, it is likely to be an elemental golem of the appropriate element. This summon, unlike others, does not have a fixed duration--it lasts until killed. If the creator of the golem is killed or disabled, then the golem goes berserk, attacking targets indiscriminately, or follows the last command given to it before going crazy. A golem can only follow simple commands, and is not intelligent enough to remember a sequence of them, only one at a time. Such commands might include "attack that creature," "defend this room," "protect me from harm," or "carry that over there." An average golem has 70 HP, an AC of 45, an initiative of 4+2d6, an AT/PA of 12, and deals 20+2d6 punching or 30+1d6 slamming at a -3 to hit penalty. A golem made from stone or iron will have higher damages and a higher AC. Elemental golems will deal appropriate damage bonuses. [Summoning=8]Summon Golem (68-rank MP) - Creates a golem from the strongest, most abundant material available. If outdoors, this is likely to be clay or mud. Inside stone fortresses and the like, this is most likely to be stone, and in certain places, such as volcanoes or alternate planes, it is likely to be an elemental golem of the appropriate element. This summon, unlike others, does not have a fixed duration--it lasts until killed. If the creator of the golem is killed or disabled, then the golem goes berserk, attacking targets indiscriminately, or follows the last command given to it before going crazy. A golem can only follow simple commands, and is not intelligent enough to remember a sequence of them, only one at a time. Such commands might include "attack that creature," "defend this room," "protect me from harm," or "carry that over there." An average golem has 150 HP, an AC of 60, an initiative of 4+2d6, an AT/PA of 16, and deals 30+2d6 punching or 42+1d6 slamming at a -3 to hit penalty. A golem made from stone or iron will have higher damages and a higher AC. Elemental golems will deal appropriate damage bonuses. Conjuration (Objects and items) ------------------------------- [Summoning=1]Summon Food (4 MP) - Creates a loaf of brownish bread. It is entirely possible to live off nothing but summoned bread for indefinite periods of time, but the bread is usually of less than superior quality and does tend to get old quickly. [Summoning=2]Summon Stick (4 MP) - Creates a stick of "wood" up to 6 feet long. Can be used as a staff for combat or a walking aid. Shorter sticks can be used to splint wounds or for any other purpose one might be able to use a wooden dowel or equivalent. Summoned sticks are flammable and can be used as firewood. [Summoning=3]Summon Dagger (8 MP) - Conjures up the equivalent of a heavy dagger, which lasts for 3d6 hours. [Summoning=4]Summon Longsword (10 MP) - Conjures up the equivalent of a longsword, which lasts for 3d6 hours. [Summoning=8]Greater Summon Weapon (20 MP) - Conjures up the weapon of the caster's choice. This weapon is considered a +2/+0 weapon and has an additional +3 to damage, and lasts for 3d6 hours. Conjuration (Direct Offense) ---------------------------- [Summoning=4]Hail of Arrows (14 MP) - Deals 14+rank*4+2d6 points of physical damage, which is reduced by AC. This ability is blocked as though it were a physical attack instead of a spell. [Summoning=8]Rain of Swords (28 MP) - Deals 20+rank*5+2d6 points of physical daamge, which is reduced by AC. This ability is blocked as though it were a physical attack instead of a spell.