Special Magic
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Special Magic
Below you can find a list of special magics, separated by Resonance and Psychic magic.
- Special Magic:
- Special magic are spells that don't draw from a morality, or from arcane
- Resonance:
Resonance Magic is often used by Bards, allowing them to cast magic through their words or music.
Spell Name: Comprehend Language
Spell School: Resonance
Spell Modifier: 30
Spell Mana Cost: -10
Spell Description: This spell allows the caster to understand any verbally spoken language, but not speak it. It cannot be used to understand written text.
Spell Success Desc: The caster is unable to understand any verbally spoken language, but not speak it. It cannot be used to understand written text.
Spell Fail Desc: The caster is unable to understand any verbally spoken language, including their own language, for a brief moment.
Spell Name: Affection
Spell School: Resonance
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell causes a single target to feel affectionate towards a target. This may be portrayed by friendliness, or love, though people under this spell will not do anything that would hurt themselves whether physical or emotionally. Unreasonable requests can be downright ignored. This spell lasts as long as the caster is in visual range of the target. When the spell ends, the target becomes aware of magic having been used on them.
Spell Success Desc: The target feels affectionate towards the caster, which may be portrayed by being overly friendly, or love. People under this spell will not do anything that would hurt themselves, physically or emotionally. Unreasonable requests can be downright ignored. This spell lasts as long as the caster is in visual range of the target. The target is made aware that magic was used on them, after the spell ends.
Spell Fail Desc: The target is aware that the caster attempted to use magic on them, and may feel upset with the caster for having done so.
Spell Name: Insult
Spell School: Resonance
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell allows a caster to insult a creature, causing them to lose a -8 modifier on their next action.
Spell Success Description: The caster insults the targetted creature, causing them to lose a -8 modifier on their next action.
Spell Failure Description:The caster poorly insults the targetted creature, giving them a +5 modifier on their next action.
Spell Name: Inspire
Spell School: Resonance
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell allows a caster to inspire others within a five meter radius. An inspired person is able to trade in their inspiration for a +8 modifier.
Spell Success Description: The caster inspires creatures within a five meter radius. Inspired creatures are able to trade inspiration for a +8 modifier.
Spell Failure Description:The caster attempts to inspire creatures within a five meter radius, however, it instead demoralizes them, causing them to have a -8 modifier on their next rolled action.
Spell Name: Healing Song
Spell School: Resonance
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell allows the user to create a healing song. This song must either be played with an instrument, or sung with words. This song is able to mend minor wounds to anyone that is capable of hearing the song, as well as providing a sense of serenity.
Spell Success Desc: The caster is able to play a song of healing. Anyone within audible range would have all minor wounds healed, and would provide a sense of serenity for them.
Spell Fail Desc: The caster butchers their song, causing anyone within audible range to have a serious headache which goes away within an hour.
Spell Name: Humiliate
Spell School: Resonance
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell forces a target to humiliate themselves, either by performing a humiliating action, or saying something embarrassing.
Spell Success Desc: The target is forced to humiliate themselves, either by performing a humiliating action, or say something embarrassing.
Spell Fail Desc: The caster is forced to humiliate themselves, either by performing a humiliating action, or say something embarrassing.
Spell Name: Confession
Spell School: Resonance
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell causes a single target to be unable to tell a lie. This does not mean they are forced to forfeit information, if they do not wish to. They simply cannot lie. This lasts for 3 turns, or until the target takes damage that isn't self-inflicted
Spell Success Desc: The target is unable to lie for up to 3 turns. They are not obligated to forfeit information, since this spell only prevents them from lying. This lasts for 3 turns, or until the target takes damage that isn't self-inflicted.
Spell Fail Desc: The caster is unable to cast resonance magic for the next 3 turns.
Spell Name: Hilarity
Spell School: Resonance
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell causes a target to find absolutely everything hilarious, no matter what it is. This spell ends upon the target taking damage that isn't self-inflicted, or after 3 turns, whichever comes first. They are unable to take any hostile actions during this time, but can perform defensive actions.
Spell Success Desc: The target finds absolutely everything hilarious, regardless of what it is. The spell ends upon the target taking damage that isn't self-inflicted, or after 3 turns, whichever comes first. They are unable to take any hostile actions during this time, but can perform defensive actions.
Spell Fail Desc: The caster finds absolutely everything hilarious, regardless of what it is. This spell ends upon the caster taking damage that isn't self-inflicted, or after 3 turns, whichever comes first. They are unable to take any hostile actions during this time, but can perform defensive actions.
- Psychic Magic:
Powerful minds are capable of developing Psychic abilities. Unlike all forms of magic, Psychic magic is the only one to be an inherent power of the user, meaning that only those who were born with Psychic Abilities are able to use it. It is an uncommon trait, an 7% of the world population are psychics, though many go their entire lives without realizing what they are. Psychic powers are not accessible until the user has passed maturity. Does not require knowledge of the Arcane School to use.
Spell Name: Telepathy
Spell School: Psychic
Spell Modifer: 45
Spell Mana Cost: -5
Spell Description: This spell is used to send a telepathic message to anyone that the caster is in visual range with. The target is also able to send a response to the caster.
Spell Success Desc: The caster is able to send a private telepathic message to any single target within visual range. The target is able to send a message back in response to the caster.
Spell Fail Desc: A telepathic link is unable to be established.
Spell Name: Minor Telekinesis
Spell School: Psychic
Spell Modifier: 15
Spell Mana Cost: -15
Spell Description: This spell is used to lift any small target, to which the caster can manipulate the target however they choose to. The target cannot weigh more than 50 pounds.
Spell Success Desc: The caster is able to use telekinesis to manipulate a target that weighs less than 50 pounds.
Spell Fail Desc: The target is lifted for a brief moment, but falls immediately onto the ground.
Spell Name: Memory Block
Spell School: Psychic
Spell Modifier: -15
Spell Mana Cost: -30
Spell Description: This spell is used to block an unaware calm targets' memory for a single day. Memories that are important to a character cannot be blocked, and the target is made aware that their memory has been blocked when the effect is over. A common cleanse will cure this effect.
Spell Success Desc: The caster is able to block an unaware calm targets' memory for a single day, though memories important to the character cannot be blocked. Once the effect is over, the target will be made aware that their memory has been blocked. A common cleanse will cure this effect.
Spell Fail Desc: The caster is unable to block the targets' memory, and is made aware that an attempt to block their memory was made.
Spell Name: Major Telekinesis
Spell School: Psychic
Spell Modifier: 0
Spell Mana Cost: -20
Spell Description: This spell is used to lift any small target, to which the caster can manipulate the target however they choose to. The target cannot weigh more than 300 pounds.
Spell Success Desc: The caster is able to use telekinesis to manipulate a target that weighs less than 250 pounds.
Spell Fail Desc: The target is lifted for a brief moment, but falls immediately onto the ground. The caster is rendered confused, and unable to cast magic for a single turn.
Spell Name: Precognition
Spell School: Psychic
Spell Modifer: -30
Spell Mana Cost: -40
Spell Description: This spell is used to give the caster a glimpse into the future. This spell can only see into the immediate future, and is unable to predict anything beyond that. When used, this caster is able to predict actions for up to 3 turns, and as such, gains a +20 modifier for any defensive actions taken during this time
Spell Success Desc: The caster is able to see up to 3 turns into the future, and has a +20 modifier for any defensive actions taken during this time period.
Spell Fail Desc: The caster head feels immense pain, rendering them confused and unable to cast magic for 2 turns.
Spell Name: Confusion
Spell School: Psychic
Spell Modifer: -15
Spell Mana Cost: -30
Spell Description: This spell is used to render confusion in any target, preventing them from casting magic spells for 3 turns.
Spell Success Desc: The target is rendered confused, and is unable to cast magic spells for 3 turns.
Spell Fail Desc: The caster is rendered confused, and is unable to cast magic spells for 2 turns.
Spell Name: Memory Cleanse
Spell School: Psychic
Spell Modifer: -30
Spell Mana Cost: -40
Spell Description: This spell is used to cleanse a targets' memory. This effect is permanent, unless an uncommon cleanse is performed on them. The target must be unaware that their memory is being cleansed, and cannot be in a hostile state.
Spell Success Desc: The targets' memory is cleansed, and is no longer able to remember the specified memory. If an uncommon cleanse is performed on them, the memory will be restored. This spell does not work if the target is aware of their memory being cleansed, or in a hostile state.
Spell Fail Desc: The casters loses all memory of the past 24 hours, and is heavily confused, rendering them unable to cast magic spells for 3 turns.
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