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spellz

Feb 1st, 2022
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  1. --Mindcrafting--
  2. Reprogramming (2 AP) (LTA)
  3. Allows the Magus to 'reprogram' the target to act in a certain way or respond to a certain phrase, prana cost depends on the target. The spell fades overtime but can be reapplied at a reduced cost.
  4.  
  5. Mind Static (1 AP) (5 Prana) (SA)
  6. Causes the target to mind blank, stunning them for their turn unless they succeed an intelligence check
  7.  
  8. Mental Break (1 AP) (4 Prana) (Reaction) (Mana to Defense)
  9. You use your abilities to enter into a short battle of will against your target; You may use your Mana to defend yourself against an incoming attack through slight mind control.
  10.  
  11. Mind Probe (1 AP) (5 Prana) (SA) (Must share A Zone)
  12. You place your hand upon the head of the target allowing you to read their surface thoughts; You may dig deeper into the memories of the target but doing so will begin to damage them and they will attempt to resist. Mages have a natural resistance against this ability.
  13.  
  14. Mental Assault (1 AP) (3 Prana) (SA Cast) (Can only be used once per Turn) (1d6)
  15. You use your abilities to assault the mind of the target; The Target must roll an Int or Charisma check to resist or else they will suffer 1d6 damage.
  16.  
  17. --Counter Magic--
  18. Implosion (2 AP) (FRA) (Prana cost Matches target)
  19. By spending a full round preparing, you can cause an opponent's spell to implode on itself, dealing 1d6 to the target and giving their spell a chance to fail. Damage and success chance increased the more the opponent overcharges.
  20.  
  21. Implosion, Quickened (1 AP) (Requires Implosion) (10 Prana)
  22. Using your knowledge of Counter Magic, You are able to speed up the Implosion Incarnation by using your opponent's verbal chants against them and imploding key prana particles at an increased cost. You can cause an opponent's spell to implode on itself, dealing 1d4 to the target and giving their spell a chance to fail. Success chance increased the more the opponent overcharges.
  23.  
  24. Feedback (1 AP) (3 Prana) (SA)
  25. If a Target casts a spell within their last round you may cause a slight Feedback of Prana within their circuits to damage them; Your opponent must roll a Mana Check and should they fail they will take 1d4 damage.
  26.  
  27. Prana Soak (1 AP) (5 Prana) (Full Round Action) (Lasts for 3 Rounds)
  28. You attempt to soak your target in Prana; Causing their spells to carry a 25% chance of backfiring without overcharging due to the density of prana within the air.
  29.  
  30. --Reinforcement--
  31. Reflex Boost (1 AP) (4 Prana) (Will Last until used.) (Reinforcement Action)
  32. Will cause the target to become Swifter and more Agile; The Target will gain +10 Agility on their next Agility Check
  33.  
  34. Strength Boost (1 AP) (4 Prana) (Will Last until used.) (Reinforcement Action)
  35. Will cause the target to surge with strength; The Target will gain +10 Strength on their next Strength Check
  36.  
  37. Endurance Boost (1 AP) (4 Prana) (Will Last until used.) (Reinforcement Action)
  38. Will cause the target's body to toughen up: The Target will gain +10 Endurance on their next Endurance Check
  39.  
  40. Endure Blow (3 AP) (Passive) (Reaction)
  41. You may apply your Strength to defensive reactions and attempt to defend yourself with your very body.
  42.  
  43. Improve Material (1 AP) (8 Prana) (Full Round) (Permanent)
  44. You may cast Improve Material to increase the value of a physical object; If used on a weapon the weapon will gain +1 damage, if use on an item related to a skill you will gain an extra +10 to your check, ect.
  45.  
  46. Reinforced Strike (1 AP) (2 Prana) (1d8) (Free Action) (Must be cast each strike.)
  47. You may Reinforce a weapon or your body to overwrite the original damage dice of an item, making it deal 1d8 damage. Reinforced Strike will stack with Improve Material.
  48.  
  49. Enhance Speed (2 AP) (5 Prana) (SA) (Two Zone Movement Spell)
  50. A Reinforcement spell that enhances the magus's speed significantly, allowing for a burst of speed in one direction.
  51.  
  52. --Formalcraft--
  53. Divination (1 AP) (5 Prana) (LTA)
  54. Through a method of their choice; A magus can attempt to foresee a potential future that lays before the target granting them* One free Luck Reroll that can they can use their Magecraft stat for. Can only be used once per person, per day.
  55.  
  56. Scrying (3 AP) (5 Mana Per 30 Seconds)
  57. By using an item/feature of their choice a Magus can peak across space to try and perceive a location, The Magus must either have an item relating to the location or have put down an 'anchor' in the spot they're scrying.
  58.  
  59. Create Anchor (0 AP If you possess 'Scrying') (LTA) (10 Prana)
  60. You create an Anchor that you can use to focus your vision on across the realms; You roll 3 Magecraft Checks to determine the 'Stealth', 'Power' and 'Sight' of the Anchor.
  61.  
  62. Minor Boundary Field Creation (3 AP) (Prana Cost Varies) (LTA)
  63. You may set up a Boundary Field in a certain location, this field can be used to buff, debuff, or detect enemies. It has a max buff/debuff value of ten, and can detect enemies if they fail a mana check of 30. Can cover a house block, can't overlayed with another field, smaller fields have the highest bonuses.
  64.  
  65. Advanced Boundary Field Creation (3 AP) (Prana Cost Varies) (LTA)
  66. You may set up a Boundary Field in a certain location, this field can be used to buff, debuff, or detect enemies. It has a max buff/debuff value of fifteen, and can detect enemies if they fail a mana check of 50. Can cover a house block, smaller fields have the highest bonuses
  67.  
  68. Infusion (1 AP PER INFUSION - MUST BE AN ELEMENT YOU POSSESS) (3 Prana) (Free Action)
  69. You may Infuse your weapon with your element. The Exact Nature of this is discussed during character creation.
  70.  
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