Magic Spells

Magic Spells

Optional magic rule
A mage can attempt to create a spell on the fly by putting power points into the spell
that he sees fit. The game master then decides if the spell will work or just fizzle
or if it does something that was not exactly intended to do.



1st level spells
Bad gas
Enemy is stunned for a round, 4 dm, cost 4pp reason for being stunned is coughing and gagging.

Strange hands
Are disembodied floating hands that can attack doing 4 damage per strike it costs 10 pp per minute

Flight
Causes target object to fly cost 1 pp per minute

Iron fist
Turns fists to iron increases strength by 1 costs 10pp per day

Goop
Creates balls of acidic slime 2 dm each round until it is negated by water costs 10 power points per ball

Heal
Heals 2 pts of damage costs 5 pp per use


Zelios ball blast
Creates singular icy looking ball that does 5 damage if it hits target 3pp per use

Telepathy
Speak to another’s mind costs 5 pp per day

Mystical aura
You use this spell to discern someone’s actions towards you whether they are planning
to harm or help costs 5 power points per day

Snapshot
Creates perfect facsimile of person or creature this facsimile attains all of the powers
of that person or creature, and none of its weapons, or armor. The creature or
person is under the control of the caster.
The caster does not control what abilities or attacks that the being do in combat situations.
The spell lasts 15 minutes per level or until it is perished.
it costs 15 power points for the first use of this spell and then 5power points for the use
after the first.


Pie throw
Creates an acidic pie to be thrown at individuals 5 damage then -1 damage per round until
damage reaches 0 or is neutralized by water.

2nd level spells

Breath of air
Allows people to breathe in the vacuum of space or underwater by creating
a sphere of O2 around the head of target, it costs 2 power points per use

Magical music
Hypnotizes individual the individual would not do any thing that would go
against its true nature, for example kill itself costs 5 power points per round

Cureal
Cures and Heals according to how much power points are used 2 power points
per damage or 5 power points to heal poison or the like.

Procrastinate
Stops person from attacking with physical attacks for 2 rounds does not stop them from using psionics running away or performing non offensive actions cost 30 power points


Trickster
Stops mutant powers spells and abilities turning them into harmless effects
costs 15 power points until power spell or ability is through with.


Holy fire
Creates fire cost 5 pp for every 1 damage you do to target creature

Zelio's arrow strike
Creates multiple arrows if arrow strikes does 8 points of damage costs 8 power points

Power thorn
Lets you summon thorn that can defend you or act for you
it can deal 5 damage and disappear or if it takes 5 damage it disappears.

Cut together
Cut together either takes broken objects and mends them or allows you to combine
and adhere two objects 7 power points per use.

3rd level spells

Dispel
Removes unwanted spells or effects that cost 20 power points or less costs 35 power points

Bigheaded
Makes the hero feel high and might + 1damage to physical attacks + 1 attack
wears off after enemies are perished or a day passes costs 3 power points

Pottie
Makes people got to the bathroom in their pants.
Stops them from attacking that round. This power can only be used once per battle
3 power points.

Throwing cards
Creates 5 cards for 5 power points. If you throw the cards at some you, then you can do
5 damage per 5 cards.

Playball
1. Creates a mystical ball of energy that does 5 damage for 5 power points
2. Gives the ability to jump 100ft to your character for 10 power points.
3. Increases your running speed by 10 miles per minute for 10 power points.
4. Summons a mob of fans that will do 20 damage to an opponent for 25 power points.




Zelios bullet barrage
Creates a multitude of missile like projectiles. It does 10 damage if it strikes the opponent.
Costs 15 power points per use of this ability.

Hologram
Creates hologram of caster it acts as if it were the caster it is unable to do physical damage
it costs 1 power points hologram.

Mind boggle
This spell removes one intelligence point temporarily from person or creature
unless this creature already has a low intelligence. It also stops people from using
any thing but physical attacks against you.
10 power points to use.

Changeling
This power allows you to become some one else for a short period of time
2 power points per round


Disappearing hat
This spell allows you to place things within a hat that creates a pocket dimension to place
objects within.
The spell costs 50 power points to use it permanently creates these objects.


Hanky control
This power allows you to command handkerchiefs to do your bidding
moving light object floating in the air
3 power points per round.

4th level spells

Bitro
This summons forth a proxy of the legend bitro
This creature will often give you a mutant ability until the end of combat.
It may also grant you the ability to fly.
It will also generally answer a question for you.

Trixie
This summons forth a proxy of the legend trixie
Looks to be about thirteen she wears the dress of a jester.
She was born in the time of legend she was known for the pranks that
she would pull off.

The three actions that trixie will generally perform when you summon forth her proxy.

Heal 2d6 random damage
do 2d6 random damage to creature
or make entire party invisible
Screaming souls
2 damage to all parts of body to target person or creature costs 15 power points to invoke.

T rex
This spell summons forth a tyrannosaurus rex to act on your behalf for 1 turn

Ghostly
For expending 10 power points per round, you can make yourself insubstantial
giving you the ability to seemingly fly although all you are doing is molecule stacking.
Or, pass through walls or floors.

Demonex
This summons forth a proxy of the legend demonex
A creature from the elemental plane of fire converged with a patterned body in mindscape.
The entity speaks with a crackle and wisps of smoke speak are exhaled.

If the creature touches you 10 points of damage

if the creature bellows forth billowing flames then flamable objects start ablaze.

Zelios hail pelt
Creates golf ball like projectiles that fall from the sky does 5 damage if it hits you or not does 25 damage if it strikes you. costs 27 power points.

Invisio
this power allows you to be invisible from the sight of others
5 power points per turn

Sleepwalk
This spell allows you to astrally project while you are sleeping and to survey distant locations remotely.
Minor bad point is there is a silver thread that connects you to your body
if this cord is severed you could perish unless your soul makes it back into your body
within 24 hours.
10 power points.




5th level spells

Screech of death
It inflicts 5 points of damage all parts of target creature or player it costs 15 power points.

Mind sword
This spell creates a semi transparent energy weapon that emits from your hand
to approximately 5 feet this spell can drain 1d6 power points an attack
and do 1d6 damage.
This attack also passes through most armor since what is being seen as a semi transparent
blade is actually part of the characters psyche attacking forth.
10 power point for use through out battle.

Power form
+2 to strength
+1 to dexterity
Senses enhanced
lasts a game session
20 power points per session

Double image
This spell creates a doppelganger of you
it has the same bodily structure.
It has a low intelligence and acts of its own accord in your benefit.
This doppelganger also has a free will.
It costs 10 power points.
It lasts for 1 d 6 days.

Force field
For 5 power points this spell creates an orb of force around the character
that can take 10 points of damage before annihilating.
This spell can only be used once per turn

Binding the force
It allows you to cast spells for one power point less for offensive spells
all other spells 2 less power points

6th level spells

World walk
This spell allows you to move through the ether to another place in the world
that you have been to.

Sleeping candy
This spell allows you to put a potent sleeping spell on candy.
If this candy is imbued then it will put the victim in a catatonic
state for a month.
25 power points the power permanently changes the piece of candy
that it is cast upon.


Flash
This spell blinds an opponent for 1d6 rounds
it -1 to all actions performed that require sight.

Acid
Acid does 1d6 damage per turn until its ph level has became inert
or reduced to a level of 7 this can be done with water or an
equally strong base.
15 power points.

Pollinate
Upon activating the evocation, poisonous spores are released into the air.
They have several effects you choose one. Happen upon activation.
It blinds the enemy on a one they receive a -1 penalty to there die rolls.
With a roll of 2 the spores attach to you and they release phosporene chemicals you
are able to be tracked and tailed far easier than any one else on the street.
The third effect being taken control by the pollen this takes one d six days
to take affect, this can controlled by a allergen shot.

7th level spells

Secret symmetry
With this spell you are able to discern the weakest points on a enemy and best attack them.
+1 to attacks for called shots.
target

8th level spells
Skeleton army
With this spell one hundred hit points of skeletons are resurrected to be commanded by you.
30 power points.

9th level spells
Dimension door
This spell allows you to walk to another plane of existence.
100 power points.


10th level spells
Resurrection.
This spell can revive a fallen ally.
50 power points this spell can only be cast on a person once.

11th level spells
Wish
With this spell, you can wish for any thing that you would like
yet make sure the wish is worded properly since the game master
interprets the wish as he or she sees fit.
100 power points

12th level spells

Godly endowment
+2 permanently to all skills
100 power points
only usable once

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