Blue Book: The Magician Spell Book
BASIC SPELLS: Cost Free for Magic Users (5 max in spell book)/ Other classes: 2 points to buy a skill level (Cast limit: 4 times per day.)
- Building Block Spell - Creates a child's building block 2'' by 2'' in a specific location. Lasts 1 round per skill point
- Conjure Book Spell - Conjures a written book. [+1D6 toward Technique Roll per skill point]
- Fairy Lights Spell- Creates bursts of colors like little fireworks in the air before your hands for 1 round per skill point
- Flash- Creates a burst of light from your hand that blinds your enemy for 1 round per skill point.
- Grip Spell- Pull a target toward you. (See Ranged Attack Distance Chart skill points = levels on Chart]
- Life Walk Spell - Flowers bloom in your footsteps that last 3 round per skill point.
- Light Spell - Creates a floating orb the size of a marble to light your path 5 rounds per skill point
- Lily Walk Spell - Walk on water across lily pads that lasts 3 round per skill point.
- Magic Mark Spell - Marks your current location you will be able to walk directly to that spot unless the spot is changed. 1 round per skill point
- Magic Marble - Creates a magic marble that shoots from in front of you and hits the target dealing 2 point of damage. [+1D6 toward Technique Roll per skill point]
- Roar Spell - Your stuffed animal roars startling those around it giving allies first strike on the next round. 1 skill point = 1 foot effective range.
- Stun Spell - Makes a target unable to move for 1 round per skill point.
- Telekinesis Spell - Activate switches and buttons remotely. [+1D6 toward Technique Rolls per skill point.]
Level 1 Spells:
Magicians only: Cost 1 point to buy a skill level (Cast Limit: 3 times per day)
- Disarm Spell - Forces your targeted player to drop their held weapon. 1 skill point= 3 feet effective range.
- Fog Spell- Creates a cloudy mist that covers you and your allies for 3 round per skill point.
- Invisibility Spell - Makes you invisible to monsters and other players for 3 rounds per skill point.
- Repair Spell - Instantly repairs 2 inches of damaged, material, metal, stone, or wood. [+1D6 toward Technique Roll per Skill Point]
- Silence Spell - Prevent a player/enemy from speaking or making verbal noise for 1 round per skill point.
- Slow - Slow down your target enemy for 1 round per skill point
- Snowball- Sprays snowballs, slowing enemies they hit. 1D6 cold damage per skill point
- Stone Vision Spell - Allows you to see through stone for 1 round. [+1D6 toward Technique Rolls per Skill Point]
- Throw Magic Block Spell - You conjure a child's building block 2'' by 2'' and throw it with a fast velocity at at a target. [1D6 bludgeoning damage per skill point]
- Zap Spell - Sends a bolt of magic energy into an enemy or an ally that deals electrical damage. [1D6 electric damage per skill point]
Level 2 Spells:
Magicians only: Cost 2 points per skill level. (Cast Limit: 2 times per day)
- Confusion Spell - Causes nearby monsters to attack each other. [+1D6 toward Technique Roll per skill level.]
- Disguise Spell - Appear as a monster, animal, block, item, or another player for 5 rounds. [+1D6 toward Technique Roll per skill level]
- Firework Spell - Conjures a firework rocket that shoots toward target and explodes damaging them. [1D6 Fire Damage per skill level]
- Force push Spell - Pushes all enemies away from you 1 foot. [+1D6 toward Technique Roll per skill level.]
- Levitate Spell - Cause a target equal or less than to your capacity to lift to levitate and fly where you point. [Duration: 1 round per skill level]
- Magic Armor Spell - Boost your durability by 5 points for 5 rounds. [+1D6 toward Technique Roll per skill level.]
- Minion Spell - Creates 1 finger puppet 2'' tall that fights for you. Durability/ Strength of puppet = 2 points per skill level.
- Summon Ally Spell - Summon another player to your position. (With their permission) [+1D6 toward Technique Roll per skill level]
- Switch - Switch places with the targeted player or creature within sight. [+1D6 toward Technique Roll per skill level.]
- Undisguise Spell - Removes a disguise created by the Disguise Spell. [+1D6 toward Technique Roll per skill level.]
Level 3 Spells:
Cost 4 points (Cast Limit: 1 time per day)
- Cleanse Ally - Removes effects from a target such as poison or depression [+1D6 toward Technique Roll per skill level.]
- Fireproof Spell- Target becomes immune to fire for 3 rounds per skill level.
- Force Ball Spell- Sends a single bouncing ball into a targeted location. Everyone within 2 feet are thrown back due to a shockwave. [2D6 concussive damage/ skill level]
- Force Toss - Throws the targeted enemy into the air. [+1D6 toward Technique Roll per skill level.]
- Geyser - Create a geyser of water that shoots your enemy. [2D6 Water Damage to enemy per skill level]
- Haste Spell - Triples the target's speed for 5 rounds. [+1D6 toward Technique Roll per skill level.]
- Leap Spell - Jump twenty feet forward or 5 feet up. [+1D6 toward Technique Roll per skill level.]
- Shadow Step Spell - Teleports you behind your target. [+1D6 toward Technique Roll per skill level.]
- Wall Spell - Creates a temporary wall to block your enemies. 5 points durability to wall per skill level.
- Wind Walk Spell - Fly through the air for 3 rounds. [+1D6 toward Technique Roll per skill level.]
Level 4 Spells:
Cost 5 points per skill level. (Cast Limit: 1 time per day)
- Capture Spell - Captures a monster or animal by turning it into an egg. If the egg breaks the monster escapes [+1D6 toward Technique Roll per skill level.]
- Combustion Spell - Sets the target enemy on fire. [3D6 Damage per skill level]
- Conjure Spell - Conjure a mystical weapon of your choice for 1 round. [+1D6 toward Technique Roll per skill level.] Weapon strikes equal to that of the basic form of that weapon.
- Empower Spell - Doubles the damage, length of time, or force of your next spell. [+1D6 toward Technique Roll per skill level.]
- Heal Ally - Heals an Ally 3D6 Durability points. [+1D6 toward Technique Roll per skill level.]
- Heal Group Spell- Heals entire group 2D6 durability points. [+1D6 toward Technique Roll per skill level.]
- Heal Self Spell - Heals yourself 1D6+5. [+1D6 toward Technique Roll per skill level.]
- Gate Spell - Opens a portal to a defined location that the character has seen. [+1D6 toward Technique Roll per skill level.]
- Glass Bridge- Spell creates a 3 foot walkway of glass that lasts two rounds. [+1D6 toward Technique Roll per skill level.]
- Lightning Spell - Calls down lightning at your target location. [3D6 Electrical Damage per skill point]
- Reflect Spell - Causes spells casted at you to reflect back to the caster. [+1D6 toward Technique Roll per skill level.]
- Draw in Mana: - Renews all spells except Renew Mana. [+1D6 toward Technique Roll per skill level.]
- Volley Spell - Launches a volley of arrows at a target location. [3D6 piercing damage per skill level. Must roll for Distance using Magic rather than Strength]
This message was last edited by the GM at 23:16, Tue 05 May 2020.