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Spells - Printable Version +- Midcity Forums (https://midcityrpg.com/forums) +-- Forum: Game Discussion (https://midcityrpg.com/forums/forumdisplay.php?fid=4) +--- Forum: Temporary Shops (https://midcityrpg.com/forums/forumdisplay.php?fid=19) +--- Thread: Spells (/showthread.php?tid=9) |
Spells - GM Whistler - 12-13-2017 Some spells will have 3 levels. These are noted by (I), (II), or (III) next to each item in the spell description. When you meet the stat requirement for the next spell level, it is automatically unlocked. If you meet the stat requirement for level II or III spells and have not already purchased the spell at level I, you must purchase it at the level II or III price. All spell damage or healing values are added to your WIL DMG. Healing and buff spells are cast against the spell's own difficulty (DC). Attack spells are cast against the enemy's EVA. Lightwave Curative and buff spells. Medics receive bonus to using all of them. Heal A soothing energy surrounds the target's wounds, healing damage. Price: $150 (I), $400 (II), $750 (III) Effect: Heals +15 HP (I), +30 HP (II), +45 HP (III) Range: Touch MP Cost: 10 MP (I), 20 MP (II), 30 MP (III) Bonuses: When used against Undead enemies, treat the heal amount as damage. Restrictions: 21 WIL (I), 31 WIL/LVL 3 (II), 41 WIL/LVL 5 (III) DC: 10 (I), 13 (II), 15 (III) Regen A persistent healing aura surrounds the target, healing them steadily over time. Price: $800 Effect: Heals +25 HP each round for 3 rounds Range: Touch MP Cost: 45 Bonuses: When used against Undead enemies, treat the heal amount as damage. Restrictions: 41 WIL DC: 13 Cure Magic energy flushes poisons out of the target's system Price: $500 Effect: Removes Poison status effect. Range: Touch MP Cost: 30 Bonuses: None Restrictions: 31 WIL DC: 13 Absolution Concentrated lightwave energy breaks through any curses cast upon a target, negating their effects. Price: $500 Effect: Removes Curse status effects. Range: Touch MP Cost: 30 Bonuses: None Restrictions: 31 WIL DC: 13 Might Magical energy enhances the target's muscles, granting them enhanced strength for a period of time. Price: $600 Effect: +20 Strength to target for 2 rounds (equivalent to +10 DMG and +2 to roll) Range: Touch MP Cost: 35 Bonuses: None Restrictions: 31 WIL DC: 13 Haste Magical energy enhances the target's speed and reflexes for a period of time. Price: $600 Effect: +20 Dexterity to target for 2 rounds (equivalent to +1 EVA and +2 to roll) Range: Touch MP Cost: 35 Bonuses: None Restrictions: 31 WIL DC: 13 Awareness The target's senses are greatly enhanced for a period of time. Price: $600 Effect: +20 Perception to target for 2 rounds (equivalent to +10 DMG and +2 to roll) Range: Touch MP Cost: 35 Bonuses: None Restrictions: 31 WIL DC: 13 Vitality The target's health is temporarily enhanced, allowing them to absorb more damage. Price: $600 Effect: +50 temporary Hit Points. When taking damage, subtract damage from Armor first, then temporary HP, then base HP. Range: Touch MP Cost: 35 Bonuses: On a nat 20, double the value of temporary HP Restrictions: 31 WIL DC: 13 Protect The target is surrounded by a temporary barrier that reduces physical damage. Price: $500 Effect: Non-magical damage is reduced by 50% for 2 rounds. Range: Close MP Cost: 25 Bonuses: None Restrictions: 31 WIL, does not apply to magical damage or poison. DC: 12 Shell The target is surrounded by a temporary barrier that reduces magical damage. Price: $500 Effect: Magical damage is reduced by 50% for 2 rounds. Range: Close MP Cost: 25 Bonuses: None Restrictions: 31 WIL, does not apply to physical damage or poison DC: 12 Wall The target is surrounded by a temporary barrier that reduces physical and magical damage. Price: $900 Effect: Physical and magical damage is reduced by 50% for 2 rounds. Range: Close MP Cost: 45 Bonuses: None Restrictions: 41 WIL, does not apply to poison DC: 14 Invulnerability The target is rendered impervious to all forms of damage for a limited time. Price: $2000 Effect: All damage is nullified for 2 rounds Range: Close MP Cost: 200 Bonuses: None Restrictions: 61 WIL DC: 17 Greywave General spells. Mages receive a bonus to using all of them Fire The caster summons magical fire and sets their enemy ablaze. Price: $150 (I), $325 (II), $500 (III) Damage: +20 (I), +30 (II), +45 (III) Range: Medium MP Cost: 10 (I), 25 (II), 35 (III) Bonuses: On Nat 20, target catches on fire for additional 15 dmg per round for 2 rounds Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III) Ice The caster commands shards of mystical ice, freezing their enemy. Price: $150 (I), $325 (II), $500 (III) Damage: +20 (I), +30 (II), +45 (III) Range: Medium MP Cost: 10 (I), 25 (II), 35 (III) Bonuses: On Nat 20, target is frozen in place and cannot use a move action for 2 rounds Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III) Bolt The caster calls down bolts of lightning to electrify their enemy. Price: $150 (I), $325 (II), $500 (III) Damage: +20 (I), +30 (II), +45 (III) Range: Medium MP Cost: 10 (I), 25 (II), 35 (III) Bonuses: On Nat 20, enemies adjacent to the target in a 20ft radius take 50% damage. Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III) Quake The caster generates a localized earthquake beneath the target, causing the ground to rise and fall violently. Price: $150 (I), $325 (II), $500 (III) Damage: +20 (I), +30 (II), +45 (III) Range: Medium MP Cost: 10 (I), 25 (II), 35 (III) Bonuses: On Nat 20, target breaks a limb. Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III) Aero The caster summons a magical whirlwind, tossing the target about with violent gusts. Price: $150 (I), $325 (II), $500 (III) Damage: +20 (I), +30 (II), +45 (III) Range: Medium MP Cost: 10 (I), 25 (II), 35 (III) Bonuses: On Nat 20, target is knocked down. Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III) Gravity The caster controls the force of gravity in a limited area, crushing their enemy. Price: $550 (I), $825 (II), $1000 (III) Damage: 25% HP (I), 50% HP (II), 75% HP (III) Range: Medium MP Cost: 25 (I), 40 (II), 50 (III) Bonuses: On Nat 20, target is paralyzed for 2 rounds. Restrictions: 31 WIL (I), 41 WIL/LVL 5 (II), 51 WIL/LVL 8 (III) Ultima The caster attacks the target with a concentrated blast of pure, non-elemental magical energy. Price: $600 (I), $900 (II), $1200 (III) Damage: +50 (I), +65 (II), +75 (III) Range: Medium MP Cost: 40 (I), 55 (II), 70 (III) Bonuses: Restrictions: 41 WIL (I), 51 WIL/LVL 8 (II), 61 WIL/LVL 10 (III) Invisibility The target is rendered invisible to the naked eye. Price: $250 Damage: 0 Range: Close MP Cost: 25 Bonuses: Target is invisible for 2 combat rounds or 10 non-combat minutes Restrictions: Target is not invisible to thermal cameras unless other measures are taken DC: 13 Orb of Light The caster generates a floating orb of light. Price: $100 Damage: 0 Range: N/A MP Cost: 10 Effect: Light illuminates a 10 ft radius; lasts for 3 combat rounds or 15 non-combat minutes. Orb can float freely around the caster for a range of up to 3 feet. Bonuses: Eliminates perception penalties due to darkness Restrictions: Light is not sunlight and will not harm vampires DC: 10 Cloak of Darkness The caster generates a heavy cloak of shadows over a specified area. Price: $150 Damage: 0 Range: Medium-close MP Cost: 10 Effect: Shadows reduce visibility for anyone trying to see in or out of an area with a 15 foot radius. Lasts for 3 combat rounds or 15 non-combat minutes. Bonuses: -2 to all perception rolls in the cloaked area, +2 to stealth rolls for targets inside the cloaked area Restrictions: Shadow area does not move with the caster; shadows do not overcome night/thermal vision DC: 11 Illusion The caster generates a simple visual illusion, disguising the appearance of a person or object. Price: $250 Damage: 0 Range: N/A MP Cost: 25 Effect: Physical appearance of a person or object is changed according to the caster's will. The illusion is not generated out of thin air but must be projected onto an existing person or thing. Lasts for 3 combat rounds or 15 non-combat minutes. Bonuses: Situational bonus to bluffing (GM's discretion) Restrictions: Scent and thermal signatures are not altered. DC: 12 Levitate The target hovers in the air a few feet above the ground. Price: $300 Damage: 0 Range: Close MP Cost: 20 Effect: Target hovers in the air a minimum of 2 feet and a maximum of 6 feet off the ground. The target can adjust their height but cannot move horizontally. Lasts for 2 combat rounds or 10 non-combat minutes. Bonuses: Nullifies damage from Earth based attacks (Quake) Restrictions: Move action during combat is limited to vertical distance. DC: 11 Teleport The caster instantly teleports themselves or others to a new position. Price: $150 (I), $250 (II) Damage: 0 Range: Self or Touch MP Cost: 10 (I), 20 (II) Effect: The caster may teleport to a location up to 200 feet away, within their line of sight. Bonuses: The caster may teleport up to 2 other people who are within touch distance (II) Restrictions: DC: 11 (I), 13 (II) Darkwave Curses and Necromancy. Necromancers receive a bonus to using all of these spells. Raise Dead The Necromancer uses their unholy magic to re-animate the dead, using corpses as their puppets. Price: $250 Damage: 0 MP Cost: 25 Effect: The Necromancer may animate any corpse and control the animated corpse in combat. The undead minion has 50 HP and does 15 DMG per attack with a move speed of 10 and EVA of 9. For every bonus the Necromancer has to CHA, he may animate an equivalent number of corpses (+2 CHA = 2 corpses). The corpses act as a singular unit (horde). For each additional corpse in the horde, the horde's HP is increased by 10 and DMG increased by 5. Bonuses: None Restrictions: Necromancer Only. One horde active at a time. DC: 12 Flesh Golem The Necromancer uses their black magic to stitch together an undead minion from several corpses and commands it to fight. Price: $500 Damage: 0 MP Cost: 35 Effect: The Necromancer animates a Flesh Golem and controls it in combat. The Golem has 100 HP and does 20 DMG per attack with a move speed of 10 and EVA of 9. Bonuses: None Restrictions: Necromancer only. One golem active at a time. DC: 13 Bone Spear The caster launches a jagged spear of bone at his enemy with magical force, impaling them for great damage. Price: $150 (I), $325 (II), $500 (III) Damage: +20 (I), +30 (II), +45 (III) Range: Medium-close MP Cost: 10 (I), 25 (II), 35 (III) Bonuses: On Nat 20, the target enters Bleeding status. Restrictions: 31 WIL (II), 41 WIL/LVL 5 (III) Bone Wall The caster creates a barrier of bones that can be used both as a shield and as a trap. Price: $500 MP Cost: 20 Effect: Creates a barrier made of bone up to 6ft high 10ft long and 2ft wide. The barrier will absorb 200 damage before breaking or will collapse after 2 rounds of combat. Bonuses: None Restrictions: 31 WIL DC: 11 Bone Armor The caster creates armor from the bones of the dead. Price: $400 MP Cost: 15 Range: Close Effect: Creates armor on the caster or a desired target that grants +50 temporary HP. Bonuses: None Restrictions: 21 WIL DC: 11 Poison The caster engulfs their target in noxious energy, making them sick. Price: $450 Damage: +20 Range: Touch MP Cost: 20 Effect: The target takes ongoing 15 damage every round for 2 rounds or until cured. Bonuses: None Restrictions: 21 WIL Life Tap The caster leeches life energy from the target and uses it to heal themselves. Price: $250 (I), $425 (II), $600 (III) Damage: +20 (I), +30 (II), +45 (III) Range: Touch MP Cost: 15 (I), 30 (II), 40 (III) Effect: Caster is healed for an amount equal to the damage dealt. Bonuses: None Restrictions: 21 WIL (I), 31 WIL/LVL 3 (II), 41 WIL/LVL 5 (III) Death Touch The caster hangs the sword of Damocles over their target, cursing them to die. The target feels an overwhelming sense of dread until finally their heart stops. Price: $1000 Damage: 0 Range: Touch MP Cost: 50 Effect: Target is cursed for 3 rounds. At the end of the 3rd round they die. Bonuses: None Restrictions: 51 WIL/LVL 8 Revive The Necromancer fully revives a fallen ally. Price: $1000 Damage: 0 Range: Touch MP Cost: 50 Effect: Revives an ally to full base HP Bonuses: None Restrictions: Necromancer only. The ally's body must be intact enough to sustain life once revived (example: a decapitated head must be reattached before the spell is cast) DC: 13 Wither The caster lays a curse upon their enemy, sapping their strength. Price: $500 Damage: 0 Range: Touch MP Cost: 25 Effect: Target takes -2 to all strength rolls and -10 DMG to all melee attacks. Lasts 2 rounds or until removed. Bonuses: None Restrictions: Does not stack. 31 WIL Iron Maiden The caster curses their enemy to feel pain every time they attack. Price: $750 Damage: 0 Range: Touch MP Cost: 45 Effect: For every successful attack made by the target, they deal 50% damage to themselves. Lasts 2 rounds or until removed. Bonuses: None Restrictions: 41 WIL Greenwave Shaman magic conjured through nature spirits. Only Shamans may use these spells Summon Elemental The Shaman summons a pure elemental spirit to fight alongside them. Price: $250 (I), $500 (II), $750 (III) MP Cost: 10, 20, 35 Effect: Summons an Elemental of the Shaman's choosing (Earth/Fire/Water/Air/Lightning) to fight alongside the Shaman. The Elemental has 50 (I)/75 (II)/100 (III) HP and does 15 (I)/20 (II)/25 (III) elemental DMG per attack. Elemental attacks are ranged. Bonuses: None Restrictions: Only one Elemental may be active at a time. Every 3 rounds, the Shaman must make a CHA roll to maintain control over the Elemental. If the CHA roll fails, the Elemental will either flee or attack at random. 21 CHA (I), 31 CHA (II), 41 CHA (III) DC: 12 (I)/13 (II)/14 (III) Vine Snare The Shaman conjures roots and vines that ensnare the enemy. Price: $250 MP Cost: 10 Range: Medium-close Effect: Vines entangle an enemy and prevent them from moving (they may still attack from a stationary position) for 2 rounds. Bonuses: On nat 20, the vines completely immobilize the enemy for 2 rounds. Restrictions: None DC: 12 Call of the Wild The Shaman summons an animal spirit to act as an ally. Price: $300 MP Cost: 10 Effect: Summons an animal spirit to fight alongside the Shaman. Spirit has 50 HP, 10 DMG, 20 speed. The Shaman must make a CHA roll against DC 11 every 3 rounds to keep the spirit with them. Bonuses: None Restrictions: Only one spirit may be summoned at a time. DC: 11 Swarm The Shaman calls upon a swarm of stinging insects to attack an enemy. Price: $550 Damage: +20 Range: Medium-close MP Cost: 25 Effect: A swarm envelops the enemy, dealing ongoing damage for 2 rounds. The enemy also receives -1 to all perception rolls. Bonuses: None Restrictions: Only one swarm may be active at a time. DC: 12 Storm The Shaman conjures a violent localized lightning storm. Price: $600 Damage: +25 Range: Medium MP Cost: 30 Effect: Deals lightning damage to all targets within a 20ft radius. Bonuses: None Restrictions: 31 WIL Tsunami The Shaman summons a massive, crushing wave. Price: $750 Damage: +35 Range: Medium MP Cost: 40 Effect: Deals water damage to all targets in a 30ft x 20ft area Bonuses: All targets are knocked down Restrictions: Requires a water source. 31 WIL Quicksand The Shaman turns the ground beneath their enemy into quicksand. Price: $400 Damage: +20 Range: Medium MP Cost: 25 Effect: Immobilizes target and deals ongoing crushing damage for 2 rounds or until target is pulled out of quicksand Bonuses: None Restrictions: 21 WIL Magma The Shaman conjures a violent burst of magma from beneath the earth. Price: $800 Damage: +40 Range: Medium MP Cost: 40 Effect: Launches magma in a 20ft blast radius; all affected targets take ongoing 20 Fire damage for 2 rounds or until extinguished. Bonuses: Nat 20 knocks down all targets Restrictions: 41 WIL |