The Master Spellbook

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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 turn, 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.

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 = +/-
Novice = +10
Adept = +20
Expert = +35
Master = +50

Fire Magic:

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

Flametip - DC: 5
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: +3 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.

Fire orb - DC: 12
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: +5 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: 18
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: The ball of fire
Spell Fail Effect: The users' entire hand gets a 2nd degree burn.

Fire Sword - DC: 24
Requirements: Novice
Spell Effect:
Spell Charged Effect:
Spell Super Charged Effect:
Spell Fail Effect:

Fire Ball - DC: 32
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 42
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 45
Requirements: Expert, 2 Sources of Fire.
Spell Effect:
Spell Charged Effect:
Spell Super Charged Effect:
Spell Fail Effect:

Fire Storm - DC 80
Requirements: Master
Spell Effect: A ball of fire with the size of a meteorite
Spell Charged Effect:
Spell Super Charged Effect:
Spell Fail Effect:



Water Magic:


Earth Magic:


Air Magic:


Chaos Magic:

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Captain Snyder
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