The Master Spellbook

Go down

The Master Spellbook

Post by Captain Snyder on Sun Sep 09, 2018 6:05 pm

Magic is an inherently chaotic force, and even experts of the magic can fail to cast a spell.

I'll write a better dialogue for this shit later

Spell Charging:
There are two levels of spell charging. A single charge, which is simply referred to as a Charged Spell, and a double charge, which is simply referred to as a Super Charged Spell. In order to charge a spell, it must first have been successfully casted. On your next action, you are able to charge the spell. A charged spell must then be either casted, charged again, or dissipate. The spell difficulty modifiers between a charged & super charged spell are stacked.

This means that you must roll a total of three times, if you want to cast a spell at its maximum charge. If any of these three failed, then you automatically fail at casting the spell, and whichever charge level you were attempting to reach, you receive the fail effects at that level.

Training:
Although anybody can attempt to cast a spell, assuming it has no requirements, those who are trained in specific schools of magic are inherently better performing magic from that school.

Untrained = -10
Trained = +/- (3 OOC days)
Novice = +5 (2 Year)
Adept = +15 (4 Years)
Expert = +25 (6 Years)
Master = +40 (8 Years)

This means it would take 20 years to become a master of a single school.

[spoiler="Holy Magic"]


Fire Magic:

Those who are blessed by Kasai receive a +5 modifier to all fire-related spells.
A Champion of Kasai receives a +15 modifier to all fire-related spells. Stacks with blessing for a total of +20.
When drawing from a source of fire, the castor receives a +3 modifier to fire-related spells.

Flametip - DC 30:

Requirements: N/a
Spell Effect: The user is able to create a small fire at the tip of a pre-defined finger, similar to that of a lighter, at the tip of their finger.
Spell Charged Effect: +5 DC, leaves 2nd degree burn.
Spell Super Charged Effect: N/a
Spell Fail Effect: The fire envelops the finger, and gives the user a 1st degree burn.

Quell Flame - DC 40:

Requirements: N/a
Spell Effect: The user is able to put out a fire that is roughly 1x1x1 feet in size, and prevents fire spread for 1 turn
Spell Charged Effect: +10 DC. The user is able to put out a fire that is roughly 10x10x10 feet in size, and prevents fire spread for 2 turns.
Spell Super Charged Effect: +20 DC. The user is able to put out a fire that fills a volume of 100x100x100 feet in size, and prevents fire spread for 3 turns.
Spell Fail Effect: The fire increases by the amount that would've been reduced.
Note: This spell is continuous, meaning that if you decide to charge your spell, you still cast the effects of the current charge. I.E. for your first turn, you will quell a fire of 1x1x1 size, or if larger, instead reduce the size by that amount. When you charge it up to 10x10x10 successfully, you will have quelled a space of 11x11x11 or smaller. If you charge it once more, this becomes 111x111x111. Fire Spread Prevention is only active in current-charge space. I.e.  a charged spell will only prevent fire spread within a 10x10x10 space.

Fire orb - DC 50:

Requirements: Trained
Spell Effect: The user is able to create a small fire at the base of their hand, which can be considered as a source of fire. If the user keeps the orb in his hand and does not use it, he can immediately recast it next turn as an instant action at half DC to keep it sustained. If the user throws the orb at a target, it will leave a 1st degree burn.
Spell Charged Effect: +10 DC, leaves 2nd degree burn.
Spell Super Charged Effect: +10 DC, burns a target area of 4 feet.
Spell Fail Effect: The user gets a 1st degree burn on the palm of his hands.

Fire Bolt - DC 60:

Requirements: Novice
Spell Effect: The user is able to cast a large fire at the base of their hand, which can be considered as a source of fire. If the user keeps the orb in his hand, and does not use it, he can immediately recast it next turn as an instant action at half DC to keep it sustained. IF the user throws the orb at a target, it will leave a 2nd degree burn on exposed skin.
Spell Charged Effect: +5 DC, when used it will leave a 3rd degree burn on exposed skin, and 2nd degree burns on armor that is not resistant to fire.
Spell Super Charged Effect: +10 DC, the fire casted from the user burns for atleast three turns, regardless of any lack of fuel. It can only be put out through magic.
Spell Fail Effect: The users' entire hand gets burnt + current charge level/attempted charge increase.

Fire Sword - DC 65:

Requirements: Novice
Spell Effect: A sword of fire
Spell Charged Effect:
Spell Super Charged Effect:
Spell Fail Effect:

Fire Ball - DC 70:

Requirements: Adept
Spell Effect: The user is able to cast a ball of fire in his hand, which cannot be sustained. If the user throws the orb at a target, it will explode upon impact in an area of 10 feet(Two ragdoll lengths), and will leave a 2nd degree burn on exposed skin.
Spell Fail Effect: The user casts the spell from the center of his mass, giving himself, and those within a 10 foot radius of himself a 2nd degree burn on exposed skin.

Fire Protection - DC 85:

Requirements: Expert
Spell Effect: A ring of fire emerges around the user, burning those who enter it with a 3rd degree burn on contact.
Spell Charged Effect:
Spell Super Charged Effect:
Spell Fail Effect:

Fire Wall - DC 90:

Requirements: Expert, 2 Sources of Fire.
Spell Effect:
Spell Charged Effect:
Spell Super Charged Effect:
Spell Fail Effect:

Fire Storm - DC 115:

Requirements: Master
Spell Effect: A ball of fire with the size of a meteorite
Spell Charged Effect:
Spell Super Charged Effect:
Spell Fail Effect:

[spoiler="Water Magic"]
information goes here

Basic Wake DC - 30:

Requirements: Source of Water
Spell Effect: The ability to push or pull water. They can move an entire puddle, with this spell.
Spell Charged Effect: The ability to push or pull a tiny body of water, and create a small stream with it.
Spell Super Charged Effect: The ability to push a small body of water, and create a small stream with it.
Spell Fail Effect: If pushing water, it instead is pulled. If pulling it, it is instead pushed. If you were creating a stream of water, then it moves in a complete opposite direction then where it targeted, possibly hitting the caster.


[spoiler="Earth Magic"]
Information should probably be in here.

Pebbles - DC 30:

Requirements: Source of pebbles
Spell Effect: The user can move up to 3 pebbles. Can be used to target something within 50 feet.
Spell Charged Effect: The user can move up to 5 pebbles. Can be used to target something within 120 feet.
Spell Super Charged Effect: The user can move up to 8 pebbles. Can be used to target something within 200 feet.
Spell Fail Effect: The rocks move in an opposite direction then intended, possibly hitting the user.

[spoiler="Air Magic"]
Information should be here, shouldn't it?

Minor Gust - DC 30:

Requirements: Source of air.
Spell Effect: This spell casts a gust of wind up to 10 miles per hour in a direction of the casters' choosing.
Spell Charge Effect: This casts a gust of wind up to 20 miles per hour in a direction of the casters' choosing.
Spell Super Charged Effect: This casts a gust of wind up to 30 miles per hour in a direction of the casters' choosing.
Spell Fail Effect: The gust of wind moves in an opposite direction than the caster intended.


Restoration Magic:

Those who are blessed by Itas receive a +5 modifer to all healing spells. (Wards/Wound Transfers excluded)
A champion of Itas receives a +15 modifier to all healing spells. (Wards/Wound Transfers excluded) This stacks with a blessing.

Transfer Minor Wound - DC 30:

Requirements: Touching Wound & Touching Transfer Location
Spell Effect: Allows the user to transfer a wound the size of an apple from one living person to another.  
Spell Charged Effect: +10 DC, allows the user to transfer a small wound wound the size of a small book from one living person to another.
Spell Super Charged Effect: +10 DC, allows the user to transfer a moderate wound or bruise, the size of a large textbook.
Spell Fail Effect: The wound is transferred, and instantly heals. In this process, the wound becomes a scar, which cannot be transferred or healed.
Notes: This spell is used to transfer wounds from one person to another, regardless of whether or not it is used willingly.

Heal Minor Wound - DC 40:

Requirements: Touching Wound
Spell Effect: Allows the user to heal a wound the size of a coin.
Spell Charged Effect: +10 DC, allows the user to heal a small wound the size of an apple.
Spell Super Charged Effect: +20 DC, allows the user to heal a moderate wound the size of a book.
Spell Fail Effect: The wound is not healed, and cannot be healed by magical means for 5 minutes.
Notes: N/a

Lesser Ward - DC 50:

Requirements: Trained
Spell Effect: Allows the user to create a magical barrier the size of a small shield. Automatically negates any spells of DC 50 or lower. Any spells directed towards the ward that exceed the DC will break the ward though it will not effect the player, and the player is unable to cast another for atleast 3 turns. Requires 1 turn of active-use in order to be effective. If attacked during this time frame, the spell is automatically broken regardless of DC, and is unable to cast another ward for 3 turns.
Spell Charged Effect: +10 DC. Increases the size to a medium sized shield, as well as increasing the strength, automatically negating any spells of DC 60 or lower.
Spell Super Charged Effect: +10 DC. Increases the size to a large shield, capable of completely covering a single person's body, as well as increasing the strength, automatically negating any spells of DC 70 or lower.
Spell Fail Effect: The Ward breaks apart, and cannot be casted for 3 turns.
Notes: After reaching desired charge, the spell can be sustained for half DC, but cannot be charged any further.

Alleviate - DC 40 :

Requirements: Trained & Within touching distance
Spell Effect: Instantly relieves minor pain, such as from a first or second degree burn, or a small cut.
Spell Charged Effect: +10 DC. Instantly relieves major pain, such as a third degree burn, or from a moderate to large size cut.
Spell Super Charged Effect: +10 DC. Instantly relieves all pain.
Spell Fail Effect: Both you and the target will feel pain equal in strength to how much pain would have been alleviated.

Lesser Restoration - DC 60:

Requirements: Novice & within touching distance of restoration. Wound must be 24 hours fresh.
Spell Effect: Allows the user to restore a tiny amount of missing flesh, such as a finger, or a toe.
Spell Charged Effect: +10 DC. Allows the user to restore a small amount of missing flesh, such as a hand, or a foot.
Spell Super Charged Effect: +20 DC. Allows the user to restore a moderate amount of missing flesh, such as half of an arm, or half of a leg.
Spell Fail Effect: The limb is not restored, and a scar forms over the healing site, preventing further attempts to restore this limb.

Transfer Moderate Wound - DC 50:

Requirements: Novice & Within 5 feet of affliction & Target for transfer.
Spell Effect: Allows the user to transfer a wound of moderate size, the size of a textbook.
Spell Charged Effect: +15 DC Allows the user o transfer a wound of large size, the size of two textbooks.
Spell Super Charged Effect: +15 DC. Allows the user to transfer a wound that is the size covers 75% of human's body.
Spell Fail Effect: The wound is transferred and instantly healed, becoming a scar that cannot be healed or transferred again.

Cure Poison - DC 50:

Requirements: Adept & Touching afflicted person.
Spell Effect: Allows the user to cure any non-magic based poison, by touch.
Spell Charged Effect: Allows the user to cure any non-magic based poison within a 5 foot radius of oneself.
Spell Super Charged Effect: Allows the user to cure any non-magic based poison within a 20 foot radius of oneself.
Spell Fail Effect: Any poison within the effect radius is transferred to everybody within the effect radius, including the healer.
Notes: Any poison enhanced by magic will be immune to this spell.

Cure Wounds - DC 65:

Requirements: Adept & Touching afflicted person.
Spell Effect: Allows the user to cure any non-magical wounds regardless of size. However, this leaves the affected people physically drained, and may possibly cause unconsciousness, depending on the severity of the wound.
Spell Charged Effect: +15 DC. Allows the user to cure any non-magical wounds regardless of size within a 5 foot radius of oneself.
Spell Super Charged Effect: +15 DC. Allows the user to cure any non-magical wounds regardless of size within a 20 foot radius of oneself.
Spell Fail Effect: All wounds are healed, however, any organs that are healed by this, are permanently scarred, and no longer function. For instance, getting stabbed in the heart and failing the spell, will result in the persons' heart stopping permanently.

Greater Ward - DC 65:

Requirements: Adept
Spell Effect: Allows the user to create a magical barrier the size of a large shield, enough to cover one person. Automatically negates spells of equal DC or lower. Requires atleast one turn to charge, before it is effective. If attacked during this initial charge up, the ward is broken, and another cannot be casted for 3 turns, regardless of the spell DC.
Spell Charged Effect: +15 DC. Increases the strength of a barrier, as well as the size of the barrier, which is now an 8x8 feet space.
Spell Super Charged Effect: +15 DC. Increases the strength of a barrier, as well as the size of the barrier, which is now a 20x20 feet space.
Spell Fail Effect: The ward is broken, and cannot be re-casted for 3 turns.
Notes: After reaching desired charge, the spell can be sustained for half DC, but cannot be charged any further.


Greater Restoration - DC 75:

Requirements: Expert & Wound must be 24 hours fresh..
Spell Effect: Allows the instant spontaneous regeneration of any limb, such as a leg or arm. This spell cannot be used to restore a head.
Spell Charged Effect: +10 DC Allows the regeneration of two limbs, such as both legs or arms.
Spell Super Charged Effect: +10 DC. Allows the regeneration of an entire body, from the neck down.
Spell Fail Effect: The limb(s) are restored, but are horrifically deformed, and do not function as well as they would normally. The limbs must be removed, before another attempt can be made.
Notes: The super charged effect is only able to regenerate an entire body from a decapitated person, if the spell is casted within 4 turns of the person being decapitated.

Restore Life - DC 100:

Requirements: Master & within 4 hours of the afflicted person having been dead.
Spell Effect: Allows the user to resurrect a body that has a soul. The afflicted is cured of all wounds, diseases, and curses, regardless of whether or not they were magical or not.
Spell Charged Effect: N/a
Spell Super Charged Effect: N/a
Spell Fail Effect: The soul of the person is corrupted, and can no longer be resurrected.

[spoiler="Illusion Magic"]
information goes here

[spoiler="Agitate - DC 30"]
Requirements: N/a

Spell Effect: This spell is used to agitate the mind of others. When casted on non-sentient

Minor Illusion - DC 40:

Requirements: Trained

Spell Effect: You are able to create an illusion that effects only one of the five senses, (touch, hearing, taste, sight, smell), which lasts for 1 turn, 6 seconds, or until dispelled.

Sense of Touch: The victim is capable of feeling an object that is no larger than a 4x4x1 foot wall.
Sense of Hearing: The victim is capable of hearing a sound that is either as quiet as a whisper, or someone yelling. Wont cause ear damage.
Sense of Taste: The victim suddenly tastes something of the casters' desire.
Sense of Sight: The victim is able to see an object that is no larger than a 4x4x1 foot wall.
Sense of Smell: The victim is able to smell something of the casters' choice.

Spell Charge Effect: The caster is now able to create an illusion which uses two of the five senses, which lasts for 2 turns, 12 seconds, or until dispelled.

Spell Super Charged Effect: The caster is now able to create an illusion which uses all five senses, which lasts for 3 turns, 18 seconds, or until dispelled.

Spell Fail Effect: The user temporarily loses as many senses as the illusion attempted would have used, which lasts for as long as the illusion would have.




[spoiler="Chaos Magic:

Those who are blessed by Jestos receive a +5 modifier to all chaos magic.
Champions of Jestos receive a +15 modifier to all chaos magic. This stacks with the blessing.

Chaotic Wounds - DC 30:

Requirements: Within 10 feet of target.

Spell Effect: On an even number roll, the target receives Heal Minor Wound as a charged effect. On an odd number roll, the healing is reversed, either creating a wound of equal size, or increasing the size of size of any wound by an equal amount. If the victim does not have any wounds and is healed, they regain some stamina.

Spell Charged Effect: +10 DC. On an even number roll, the target receives Heal Minor Wound as a Super Charged Effect. On an odd number
roll, the healing is reversed, either by creating a wound of equal size, or increasing the size of any single wound by an equal amount. If the victim does not have any wounds and is healed, they regain a good amount of stamina.

Spell Super Charged Effect: +10 DC. On an even number roll, the target receives Cure wounds. On an odd number roll, all of the target's wounds are increased by 50% in size/depth, or an entire limb (Head/Torso/(L/R)Arm/(L/R) Leg) is covered with cuts. Roll 1d6 to determine which one. If the target does not have any wounds, and is healed, they regain all of their stamina.

Spell Fail Effect: If the spell was going to be self-casted, instead it is casted on the closet individual. If they are an ally to the caster, they automatically receive the negative effect. If they are an enemy, they automatically receive the positive effect. If the spell was to be casted on another, then the spell is casted on yourself, and you receive the negative effect.

Chaotic Mana - DC 45:

Requirements: Trained

Spell Effect: For the next 3 turns, on even number rolls, all magic users within a 5 foot radius of you gain a +5 Modifier for any magic spells.  On an odd number rolls, all magic users instead receive a -5 Modifier for any magic spells.
Spell Charged Effect: +15 DC. The effect radius is increased to 10 a feet radius, and the modifier is now +/- 10.
Spell Super Charged Effect: +15. The effect radius is increased to a 20 feet radius, and the modifier is now +/- 10.
Spell Fail Effect: All magic users within spell-effect radius, including you, are unable to cast magic for 3 turns.

Chaos Bolt - DC 50:

Requirements: Novice
Spell Effect: Cast a random elemental bolt.
Spell Charged Effect: +10 Cast a random elemental bolt as a charged spell.
Spell Super Charged Effect: +15 Cast a random elemental bolt as a super charged spell.
Spell Fail Effect: Cast a random elemental bolt as a failed spell. Roll an additional fail effect each time you roll a 6.
Notes: Roll 1d6 for either a Fire Bolt, Wind Bolt, Water Bolt, Earth Bolt, Lightning Bolt, and on a six, you get to reroll your dice, and you get an additional roll, for a total of 2 elemental bolts, and an additional bolt for each 6 rolled after that.

Polaris - DC 60:

Requirements: Adept

Spell Effect: On an even number roll, cast "Transfer Moderate Wound" with standard effect on your target. If the target has no wounds, then one must be transferred to him, or created. If the target has wounds, it must be transferred to the person closet to the target or yourself. On an odd number roll, cast "Chaos Bolt" as a charged effect.

Spell Charged Effect: +10 DC. On an even number roll, cast "Cure Wounds" on your target. If the target has no wounds, then one must be transferred to him, or a moderate sized wound must be created. On an odd number roll, cast "Chaos Bolt" as a super charged effect.

Spell Super Charged Effect: +10 DC. On an even number roll, cast "Greater Restoration" on your target. If your target has not lost any limbs, then a limb of the victim's choosing is lost. If the roll if odd numbered, then cast "Chaos Ball" as a charged effect.

Spell Fail Effect: If you were targetting yourself, you instead target the closet person to you. If you were targetting another person, you instead target yourself. The spell is then casted successfully.

Coloration - DC 50:

Requirements: Adept

Spell Effect: When casted on a target, they will start to change colors, based on either one or two things: Physical health, or emotional state. Either the caster, or the "victim" can decide whether to base it on physical health or emotional state, though the victim's choice will always override the caster. This spell lasts for either 5 turns, 30 seconds, or until the caster dispels it. While under this effect, you are considered brightly visible to whoever is in visual range of you. A matching color will emit off of the victim up to 10 feet, of dimly colored light. This light emits through the victims' armor and/or clothing.

Spell Charged Effect: The spell lasts for either 10 turns, 1 minute, or until the caster dispels it. A matching color emits off of the victim up to 10 feet of bright light, and a further 10 feet of dim light.

Spell Super Charged Effect: This spell lasts for either 20 turns, 2 minutes, or until the caster dispels it. A matching color emits off of the victim for up to 15 feet of bright light, and a further 15 feet of dim light.

Spell Fail Effect: If the caster was targetting another person, then they instead cast the spell on themselves. If they were targetting themselves, they instead target the closet individual to them. When this occurs, the spell lasts for full duration, and cannot be dispelled.

Confusion - DC 70:

Requirements: Expert

Spell Effect: A target is rendered confused for 3 turns. During this time frame, on all even rolls, any spells the victim casts will only effect the caster. On all odd rolls, any spells the victim casts will only effect the victim. Regardless of the nature of the spell.

Spell Charged Effect: A target is rendered confused for 5 turns.

Spell Super Charged Effect: A target is rendered confused for 8 turns.

Spell Fail Effect: You instead cast confusion on yourself, and are unable to cast magic for the duration of the effect.

Knowledge of the Unknown - DC 100:

Requirements: Master

Spell Effect: When successfully cast, starting at the beginning of your next turn, you must roll a straight 1d100. On an even number roll, you can cast any offensive spell from a school of magic you do not know. On an odd number roll, you can cast any defensive spell from a school of magic you do not know. This lasts for 3 turns, and the spell must be adept level or lower.

Spell Charged Effect: The spell now lasts for 5 turns, and the spell must be adept level or lower.

Spell Super Charged Effect: The spell now lasts for 6 turns, and the spell must be expert level or lower.

Spell fail effect: For as long as the spell lasts, any offensive spell is casted on yourself, and any defensive spell is casted on the closet individual. The spell must also be the highest level possible.

[spoiler="Conjuration"]
information

Conjure Dagger - DC 40:

Requirements: n/a

Spell Effect: Conjure a dagger between 3-6 inches in length, that lasts for atleast 5 turns, or is otherwise dispelled by the user.

Spell Charge Effect: +10 DC. Conjure a dagger between 3-8 inches in length, that lasts for atleast 6 turns, or is otherwise dispelled by the user.

Spell Super Charged Effect: +10 DC. Conjure a dagger between 3-12 inches in length, that lasts for atleast 8 turns, or is otherwise dispelled by the user.

Spell Fail Effect: The spell is casted, however, the blade of the dagger is conjured in the middle of the users' hand, cutting through flesh, but not bone nor armor. It lasts for full duration, or until the player pulls the knife out. The knife cannot be dispelled by the caster.

Conjure Critter - DC 50:

Requirements: Trained

Spell Effect: Summon either one small creature, or three tiny creatures, that will last for either 5 turns, 30 seconds, or until dispelled.

Spell Charged Effect: +10 DC.  Summon either two small creatures, or six tiny creatures, that will last for either 5 turns, 30 seconds, or until dispelled.

Spell Super Charged Effect: + 15 DC. Summon either one medium creature, three small creatures, or nine tiny creatures, that will last for either 5 turns, 30 seconds, or until dispelled.

Spell Fail Effect: The creature(s) are summoned, and are hostile only towards the caster. They cannot be dispelled by the caster.


Custom Spells:
You are not allowed to use any custom spells. All spells in the server must be clearly listed in this spellbook. However, if you would like to suggest a spell, you are more than welcome to do so.

Spell Name - DC (X)
Requirements:
Spell Effect:
Spell Charge Effect:
Spell Super Charge Effect:
Spell Fail Effect:
Notes:

Please collect all your custom spells into a pastebin.com or post it onto the forum. I'll be creating a location specifically for community-made spells later.
avatar
Captain Snyder
Admin

Posts : 81
Join date : 2015-03-09

View user profile http://vivenseriousroleplay.board-directory.net

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum