Abilities and Spells (Elemental Magician):

Beescart

 

Prerequisites for this class:

Seeker Abilities: "Magical Prowess" and "Nature Awareness" (all)

Trade-Skills: "Geological Studies" (all four (air, earth, fire and water)."

 

%Roll: Elemental Magician Abilities and Spells: 25

01-13:   Acid-based: %Roll: Acid spells:
                                   01-40:  Acid Finger (Spell)
                                   41-70:  Acid Hand (Spell)
                                   71-85:  Acid Rune (Spell)
                                   86-00:  Acid Stream (Spell)

 

14-26:   Air-based: %Roll: Air spells:

                                 01-40:  Air Current (Spell)
                                 41-80:  Air Strike (Spell)

                                 81-00:  Solid Air (Spell)

 

27-39:   Cold-based: %Roll: Cold spells:

                                   01-80:  Frost (Spell)

                                   81-00:  Ice Comet (Spell)

 

40-42:   Crystal-based: %Roll: Crystal spells:

                                       01-10:  Crystal Rain               (Spell) (Modification-Point cost: 80)

                                       11-60:  Crystal Shards           (Spell) (Modification-Point cost: )

                                       61-90:  Crystal Stream           (Spell) (Modification-Point cost: )

                                       91-00:  Crystal Tree               (Spell) (Modification-Point cost: )

 

43-54:   Earth-based: %Roll: Earth spells:

                                    01-33:  Earth Energy (Spell)

                                    34-66:  Earth Rune (Spell)
                                    67-00:  Earth Tap (Spell)

 

   55:      Energy-based: %Roll: Energy spells:

                                        01-00:  Disintegration (Spell)

                                        -------:  None yet.
                                        -------: 
None yet.

 

56-66:   Fire-based: %Roll: Fire spells:

                                  01-10:  Continuous Flame (Spell)

                                  11-40:  Fire Rune (Spell)
                                  41-60:  Fire Skin (Spell)
                                  61-00:  Fire Stream (Spell)

 

67-88:   Lightning-based: %Roll: Lightning spells:

                                           01-20:  Lightning-Bolt (Spell)
                                           21-55:  Lightning Stream (Spell)

                                           56-00:  Shocking Grip (Spell)

 

89-00:   Water-based: %Roll: Water spells:

                                      01-50:  Aqua Skin (Spell)
                                      51-00:  Water Rune
(Spell)

 

 

Acid Finger (Adventurer Spell (levels 6+) Return to top

 

Causes caster’s finger to become acidic, burning what it touches.

 

Modification-Point Cost (M.P.C.) : 6

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Touch.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

1-D4 (+ 1-D4 per 7 levels of the caster (+ 1-D4 per scroll memorized after learning this spell).

 

After the initial strike-damage, additional acid-burn damage will be taken, but will be halved (round down) until no more damage can been taken. This will continue each turn until 1 point of damage is taken (this acid damage stacks with the same and different acid strikes).

Duration:

1 turn (5 seconds) per level of the caster.

Effect Time:

Instant.

Explanation:

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This spell will cause the caster’s finger to burn what it touches as if with acid damage. The caster’s finger must remain in contact with something in order to continue burning it.

Hand Movement:

One hand.

Healing:

None. But acid creatures will be healed instead of damaged by this spell.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

For every spell-point added into the initial cost of the spell, damage will increase by 1-D4.

Spell-Points to cast: 3
Spell Preparation:

None.

Susceptibilities:

This spell will cause x2 damage vs. Amphibian creatures.

Value: 6,000 white-gold

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Acid Hand (Adventurer Spell (levels 6+) Return to top

 

Causes caster’s hand to become acidic, burning what it touches.

 

Modification-Point Cost (M.P.C.) : 8

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Touch.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

1-D6 (+ 1-D6 per 4 levels of the caster).

 

After the initial strike-damage, additional acid-burn damage will be taken, but will be halved (round down) until no more damage can been taken. This will continue each turn until 1 point of damage is taken (this acid damage stacks with the same and different acid strikes).

Duration:

1 turn (5 seconds) per level of the caster.

Effect Time:

Instant.

Explanation:

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This spell will cause the caster’s hand to burn what it touches as if with acid damage. The caster’s hand must remain in contact with something in order to continue burning it.

Hand Movement:

One hand.

Healing:

None. But acid creatures will be healed instead of damaged by this spell.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only.

Resting Time:

None.

Special:

None.

Spell-Points to cast: 4
Spell Preparation:

None.

Susceptibilities:

This spell will cause x2 damage vs. Amphibian creatures.

Value:

8 silver.

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Acid Rune (Adventurer Spell (levels 6+) Return to top

 

Creates a floating rune of acid glyphs that can be set at a barrier or hurled at a target.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 space and the next ring of spaces surrounding that space (15' x 15' circular pattern).

Avoidance-Roll:

Hurled at opponent: Must dodge (this spell is considered as a hurled weapon).
Set as a trap: Avoidance-roll vs. "Awareness" to detect rune-trap must be rolled in order to see it.

Casting Time:

2 turns (10 seconds).

Damage:

1-D10 (+ 1-D10 per 7 levels of the caster.

 

After the initial strike-damage, additional acid-burn damage will be taken, but will be halved (round down) until no more damage can been taken. This will continue each turn until 1 point of damage is taken (this acid damage stacks with the same and different acid strikes).

Duration:

Instant. See: “Damage”. If left suspended as a trap, Acid Rune will be set in place for 1 moon (30 days) x the level of the caster.

Effect Time:

Instant.

Explanation:

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This spell will cause a web-like thin runed glyph to suspend itself where the caster wishes. It can then be left in place as a trap, or hurled at a target (as the caster wishes). Upon being made contact with, or upon being struck by, Acid Rune will seer upon the target causing terrible, painful, damage that will continue to burn for 3 turns (15 seconds) after being struck.

Hand Movement:

Two hands.

Healing:

None. But acid creatures will be healed instead of damaged by this spell.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

2 spaces (10') per 5 levels of the caster.

Resting Time:

None.

Special:

None.

Spell-Points to cast: 10
Spell Preparation:

None.

Susceptibilities:

This spell will cause x2 damage vs. Amphibian creatures.

Value: 20,000 white-gold

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Acid Stream (Adventurer Spell (levels 6+) Return to top

 

Causes a thick strand of acid to shoot from the caster’s hand, burning what it touches.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

Must dodge (this spell is considered as a hurled weapon).

Casting Time:

1 turn (5 seconds).

Damage:

1-D8 (+ 1-D8 per 4 levels of the caster.

 

After the initial strike-damage, additional acid-burn damage will be taken, but will be halved (round down) until no more damage can been taken. This will continue each turn until 1 point of damage is taken (this acid damage stacks with the same and different acid strikes).

Duration:

See: "Explanation".

Effect Time:

Instant.

Explanation:

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This spell will cause a stream of acid to shoot out from the hand of the caster, searing the target with acid splash damage and causing damage that will continue to burn.

Hand Movement:

One hand.

Healing:

None. But acid creatures will be healed instead of damaged by this spell.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

10 spaces (50').

Resting Time:

None.

Special:

None.

Spell-Points to cast: 5
Spell Preparation:

None.

Susceptibilities:

This spell will cause x2 damage vs. Amphibian creatures.

Value:

20 silver.

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Air Current (Adventurer Spell (levels 6+) Return to top

 

Causes a current of air to continually blow.

 

Modification-Point Cost (M.P.C.) : 6

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

25' cylinder-like pattern (like a massive rush of wind through a large tunnel). This current of air will blow from directly in front of the caster, and out 10 spaces (50').

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

1 hour (720 turns) (+ 30 minutes per scroll memorized after learning this spell.

Effect Time:

Instant.

Explanation:

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This spell will cause a current of air to begin blowing at a speed of 10 spaces (50') per turn. This current of air can be used to drive off swarms of insects, fill a sail with air, etc.

 

Once Air Current commences, its course cannot be changed (it must be cast again in the desired location).

 

Note:

More than one Air Current can be in effect at one time.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Air creatures are not effected.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') out from the caster (the current of air will billow forth the way the caster points).

Resting Time:

None.

Special:

None.

Spell-Points to cast: 3
Spell Preparation:

There must be air present to cast this spell.

Susceptibilities:

None.

Value: 7,000 white-gold

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Air Strike (Adventurer Spell (levels 6+) Return to top

 

Causes a buffeting of air to slam into your target.

 

Modification-Point Cost (M.P.C.) : 8

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

Yes: vs. “Stun”.

Casting Time:

Instant.

Damage:

None. But if knocked back into a surface damage may be inflicted upon a target (Discretion of the Game Master).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell will cause the air before the Elemental Magician to gather and burst forth violently, causing the following:

 

1. Any creature with equal or lesser strength of the caster will be harshly thrown back 1-D8 spaces and possibly stunned for 1 turn (5 seconds), unable to do anything but defend with a penalty of -2 (x caster’s level).

 

2. Any creature with greater strength than the caster will be harshly thrown back 1-D4 spaces and possibly stunned for 1 turn, unable to do anything but defend with a penalty of -1 (x caster’s level).

Hand Movement:

One hand.

Healing:

None.

Immunities:

Air creatures are not effected. Creatures with x2 or greater strength than the caster cannot be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') per 5 levels of the caster.

Resting Time:

None.

Special:

None.

Spell-Points to cast: 4
Spell Preparation:

There must be air present to cast this spell.

Susceptibilities:

None.

Value: 8,000 white-gold

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Earth Energy (Adventurer Spell (levels 6+) Return to top

 

The earth itself lends energy to the target of this spell.

 

Modification-Point Cost (M.P.C.) : 40

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

None.

Casting Time:

5 turns (25 seconds).

Damage:

None.

Duration:

12 turns (1 minute)

 

Note:

+1 turn per scroll memorized after learning this spell.

Effect Time:

Instant.

Explanation:

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This spell will cause the targeted to begin to regenerate at a rapid pace. If this spell is cast and the target is slain while the “Duration” is still in effect, it will actually have a chance of bringing the targeted back from the grips of death. The target’s CONSTITUTION will be the % chance of life returning.

 

If brought back from the dead, the revived will be known as a Death`Jumper. All creatures that are of the "Dead" class will be attracted to the target from then on.  This attraction will be solely to the discretion of the G.M.

 

Question: If I come back to life will there be a Dithinoth check?
Answer: Yes.

 

Question: If I am a True Healer, is there still a Dithinoth check if this spell brings myself or another back to life?
Answer: No.

 

See:

“Dithinoth” in the D section of the Creature’s Book for details on this.

Hand Movement:

Two hands.

Healing:

Targeted will regenerate PHYSICAL wounds of all types, even dismemberment at a rate of 1-D10 damage-points per 1 turn (5 seconds) in all areas of the body.

Immunities:

If the target of this spell is wearing items, or is blessed with something that protects him or her from ENCHANTMENT, this will possibly negate the spell. If this happens, the spell must be cast again.

 

Example:

This spell is cast, but the targeted creature has been previously blessed by a secret in the wilderness to withstand enchantment attacks 20% of the time. When this spell is cast, roll the %dice: A % roll of 01-20 will indicate this spell will be negated and will not take hold.

Maximum Adjustment:

None.

Notes:

This spell is not an enchantment, but a spell. However, the nature of this spell is susceptible to enchantment resistances. The creator of this spell, Melorian, was highly displeased with this weakness. He researched heavily, but could never find an amendment that would overcome this spell’s one flaw.

Range:

1 space (5') x the Awareness of the caster.

Resting Time:

Yes. 3 turns (15 seconds).

Special:

Increased Regeneration Effect: If, after casting Earth Energy, the caster adds the Healer spell of Regeneration upon the target, the regeneration effects of both spells will be doubled.

Spell-Points to cast: 20
Spell Preparation:

There must be the element of earth present to cast this spell.

Susceptibilities:

None.

Value: 40,000 white-gold

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Earth Energy (Adventurer Spell (levels 6+) Return to top

 

The earth itself lends energy to the target of this spell.

 

Modification-Point Cost (M.P.C.) : 40

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

None.

Casting Time:

5 turns (25 seconds).

Damage:

None.

Duration:

12 turns (1 minute)

 

Note:

+1 turn per scroll memorized after learning this spell.

Effect Time:

Instant.

Explanation:

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This spell will cause the targeted to begin to regenerate at a rapid pace. If this spell is cast and the target is slain while the “Duration” is still in effect, it will actually have a chance of bringing the targeted back from the grips of death. The target’s CONSTITUTION will be the % chance of life returning.

 

If brought back from the dead, the revived will be known as a Death`Jumper. All creatures that are of the "Dead" class will be attracted to the target from then on.  This attraction will be solely to the discretion of the G.M.

 

Question: If I come back to life will there be a Dithinoth check?
Answer: Yes.

 

Question: If I am a True Healer, is there still a Dithinoth check if this spell brings myself or another back to life?
Answer: No.

 

See:

“Dithinoth” in the D section of the Creature’s Book for details on this.

Hand Movement:

Two hands.

Healing:

Targeted will regenerate PHYSICAL wounds of all types, even dismemberment at a rate of 1-D10 damage-points per 1 turn (5 seconds) in all areas of the body.

Immunities:

If the target of this spell is wearing items, or is blessed with something that protects him or her from ENCHANTMENT, this will possibly negate the spell. If this happens, the spell must be cast again.

 

Example:

This spell is cast, but the targeted creature has been previously blessed by a secret in the wilderness to withstand enchantment attacks 20% of the time. When this spell is cast, roll the %dice: A % roll of 01-20 will indicate this spell will be negated and will not take hold.

Maximum Adjustment:

None.

Notes:

This spell is not an enchantment, but a spell. However, the nature of this spell is susceptible to enchantment resistances. The creator of this spell, Melorian, was highly displeased with this weakness. He researched heavily, but could never find an amendment that would overcome this spell’s one flaw.

Range:

1 space (5') x the Awareness of the caster.

Resting Time:

Yes. 3 turns (15 seconds).

Special:

Increased Regeneration Effect: If, after casting Earth Energy, the caster adds the Healer spell of Regeneration upon the target, the regeneration effects of both spells will be doubled.

Spell-Points to cast: 20
Spell Preparation:

There must be the element of earth present to cast this spell.

Susceptibilities:

None.

Value: 40,000 white-gold

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Aqua Skin (Adventurer Spell (levels 6+) Return to top

 

Causes water to coat a target for a time.

 

Modification-Point Cost (M.P.C.) : 8

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

None.

Casting Time:

1 turns (5 seconds)

Damage:

None.

Duration:

2-5 (1-D4 +1) minutes +1 minute per scroll memorized after learning this spell).

Effect Time:

1 turn (5 seconds).

Explanation:

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Aqua Skin is created from the substance of water already present. It will enable the caster to form water about him or herself, or another. It covers the body as does plated armoring -- it fits smoothly about the body.

 

The benefits of using Aqua Skin is as follows:
1. Fire-protection: 100% fire nullification: 80 points.
2. Protection from dehydration spells and abilities: 50%

 

Note: It will take an equivalent of 3 days of water (3 gallons) to create Aqua Skin for a 6', normal sized, human.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5')

Resting Time:

None.

Special:

None.

Spell-Points to cast: 4
Spell Preparation:

Only that enough water to create Aqua Skin is at hand. See the “Note” in the Explanation.

Susceptibilities:

None.

Value: 8,000 white-gold

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Continual Flame (Adventurer Spell (levels 6+) Return to top

 

Shoot a continuous flame from your hand that last for more than one turn.

 

Modification-Point Cost (M.P.C.) : 16

Prerequisites --------------------------- : Fire-Stream

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Up to three targets per turn.

Avoidance-Roll:

Target must dodge out of the way to evade this spell.

Casting Time:

1 turns (5 seconds)

Damage:

3-D6 + 1-D6 per 2 levels of the caster.

Duration:

3 turns (15 seconds) +1 turn per 5 levels advanced.

Effect Time:

Instant.

Explanation:

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Continuous Fire will shoot from the caster's hand, striking up to three target's per turn.  The caster will choose the target he or she wishes to strike, but must roll to successfully strike (+20 to hit).

 

The caster can strike one target three one time each in the same turn, or can strike one target twice, then attempt to move the flame onto a different target.  This will be up to the caster.

Hand Movement:

One hand.

Healing:

None.

Immunities:

Fire using creatures.

Maximum Adjustment:

None.

Notes:

None.

Range:

10 spaces (50').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell-Points to cast: 8
Spell Preparation:

Only that the caster has one hand free to use.

Susceptibilities:

Amphibians and creatures made of ice will take x2 damage from this spell.

Value: 48,000 white-gold

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Crystal Rain (Adventurer Spell (levels 6+) Return to top

 

Cause a shower of crystal to fall upon an area.

 

Modification-Point Cost (M.P.C.) : 80

Prerequisites --------------------------- : Crystal Shards, Crystal Stream

Ability-points to invoke:

None (this is a spell).

Ability-Preparation:

None (this is a spell).

Area of Effect:

1 Space and the next five rings of spaces surrounding that space (50').

Avoidance-Roll:

Yes: Evade a hurled weapon attack (targets must be able to move enough spaces in one turn to get out of the Area of Effect).

Casting Time:

4 turns (20 seconds).

Damage:

1-D12 (+ 1-D12 damage per 4 levels advanced).

Duration:

1 turn (5 seconds).

Effect Time:

Instant.

Explanation:

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The caster will call down finger-sized shards of crystals onto the "Area of Effect".

 

12 turns after this spell is cast, all crystal in the area will vanished.

 

If a creature has been struck, and once the crystals vanish, the victim will take 1-D4.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Creatures made of crystal are immune.

Maximum Adjustment:

None.

Notes:

None.

Range:

10 spaces (50').

Resting Time:

None.

Special:

None.

Spell-Points to cast: 40
Spell Preparation:

None.

Susceptibilities:

None.

Value:

80 white-gold

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Crystal Shards (Adventurer Spell (levels 6+) Return to top

 

Cause a v-shaped shower of crystal to explode from your outspread hands.

 

Modification-Point Cost (M.P.C.) : 60

Prerequisites --------------------------- : Elemental Magician

Ability-Points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

When this spell is cast, a blast of Crystal Shards will cover a V-shape pattern, starting in the space before the wearer, and spreading out to six spaces in length and six spaces across. The range will be a perfect triangular pattern, and will measure 10' in height.

Avoidance-Roll:

Evade a hurled weapon attack (yet only if creatures can move enough spaces in a single turn can to get out of the area).

Casting Time:

3 turns (15 seconds).

Damage:

1-D10 (+ 1-D10 damage per 4 levels advanced).

 

+ 1-D10 added damage for each additional scroll memorized after learning this spell.

Duration:

1 turn (5 seconds).

Effect Time:

Instant.

Explanation:

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The caster will throw out both hands in the direction he or she wishes to fill the air with a violent burst of small, shard-like crystals which will then fill the "Area of Effect", causing damage to not only to your intended target, but EVERYTHING within the "Area of Effect".

 

G.M.:

Give all objects within the AoE

 

Assign objects a certain amount of damage-points in the "Area of Effect"damage points to items caught within the damage of Crystal Shards. Make sure you check for this, for this spell will spare no damage to all objects struck by this spell.

 

 

 

thing plants, doors, a hallway, floor, ceiling, items in the area (books and parchments, and other delicate paper items have a good chance)).

 

 

 

fill the "Area of Effect"call down finger-sized shards of crystals onto the "Area of Effect".

 

12 turns after this spell is cast, all crystal in the area will vanished.

 

If a creature has been struck, and once the crystals vanish, the victim will take 1-D4.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Creatures made of crystal are immune.

Maximum Adjustment:

None.

Notes:

None.

Range:

10 spaces (50').

Resting Time:

None.

Special:

None.

Spell-Points to cast: 30
Spell Preparation:

None.

Susceptibilities:

None.

Value:

80,000 white-gold

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Crystal Stream (Adventurer Spell (levels 6+) Return to top

 

 

 

Modification-Point Cost (M.P.C.) : 80

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Ability-Preparation:

None (this is a spell).

Area of Effect:

1 Space and the next five rings of spaces surrounding that space (50').

Avoidance-Roll:

Yes: Evade a hurled weapon attack.

 

Note:

If a creature can move enough spaces in one turn to get out of the area, that creatures must

Casting Time:

4 turns (20 seconds).

Damage:

1-D12 (+ 1-D6 damage per 4 levels advanced)

 

+ 1-D6 added damage per 4 levels advanced for each additional scroll memorized after learning this spell.

Duration:

1 turn (5 seconds).

Effect Time:

Instant.

Explanation:

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The caster will call down finger-sized shards of crystals onto the "Area of Effect".

 

12 turns after this spell is cast, all crystal in the area will vanished.

 

If a creature has been struck, and once the crystals vanish, the victim will take 1-D4.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Creatures made of crystal are immune.

Maximum Adjustment:

None.

Notes:

None.

Range:

10 spaces (50').

Resting Time:

None.

Special:

None.

Spell-Points to cast: 40
Spell Preparation:

None.

Susceptibilities:

None.

Value:

80,000 white-gold

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Crystal Tree (Adventurer Spell (levels 6+) Return to top

 

All will gain a bonus to spell-point regenerate while sitting your back against crystals raised from the earth to form a tree.

 

Modification-Point Cost (M.P.C.) : 60

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Ability-Preparation:

None (this is a spell).

Area of Effect:

All spaces surrounding the space the crystal tree rises from. Up to 8 others can benefit from this spell's effect.

Avoidance-Roll:

None.

Casting Time:

4 turns (20 seconds).

Damage:

None.

Duration:

1-D6 turns (+1-D6 turns per 5 levels advanced).

Effect Time:

3 turns (15 seconds) to raise the crystal tree from the ground.

Explanation:

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Caster (and others) will gain a bonus to spell-point regenerate while sitting against crystals raised from the earth to form a tree.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

2 turns (10 seconds).

Special:

None.

Spell-Points to cast: 30
Spell Preparation:

This spell must be cast in soil (not solid rock, or the like).

Susceptibilities:

None.

Value:

80 white-gold.

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Disintegration (Adventurer Spell (levels 6+) Return to top

 

Disintegrates what the caster touches.

 

Modification-Point Cost (M.P.C.) : 400

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Ability-Preparation:

None (this is a spell).

Area of Effect:

5' of non-living material (+5' per 10 levels advanced).

Avoidance-Roll:

None.

Casting Time:

6 turns (30 seconds).

Damage:

1-D6 (+ 1-D6 per level of the caster).

Duration:

1-D4 turns (+1-D4 turns per 10 levels advance).

 

Note:

"Damage" will be continuous for the "Duration", and will be rolled for at the beginning of the caster's turn.

Effect Time:

Instant.

Explanation:

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After casting this spell, the caster can touch a non-living target and release the spell onto it.

 

Rulings:

1. A non-living object of a magical or enchanted nature can be damage or destroyed by the power of this spell. There are many items of various degrees of power and toughness; ones which could resist this spell, be destroyed, damaged, or simply not be effected (so it will to the discretion of the Game Master what the effects of Disintegration, and how it will work during role-play.

 

2. The caster can touch an item without it being damaged by the power of this spell. This spell will only effect a touched target if the caster wishes it to.

 

3. Hold Duration: The caster can hold this spell in effect for 1 turn (5 seconds) (+1 turn per 5 levels advanced). While holding this spell, the caster can cast other spells as normal, use a weapon, Etc. When he or she wishes to release this destructive energy, it will be considered as an instant action.

 

4. If the "Hold Duration" expires, this spell will simply fade away, and spell-points to cast it will begin to regenerate at the normal 3 points per hour. Note: This is a high cost spell, so use it wisely.

 

5. This spell does not effect living matter. There is a way for Disintegration to effect living matter, but you (the player) have to figure this out during game-play.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Living matter.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

4 turns (10 seconds) after the spell is released onto the target.

Special:

None.

Spell-Points to cast: 200
Spell Preparation:

None.

Susceptibilities:

Decaying non-living matter will sustain x2 damage.

Value:

20 White-Gold.

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Earth Rune (Adventurer Spell (levels 6+) Return to top

 

Creates a floating rune of earthen glyphs that can be set at a barrier or hurled at a target.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 space and the next ring of spaces surrounding that space (15' x 15' circular pattern).

Avoidance-Roll:

Yes: vs. “Stun” This spell can be used to either hurl at an opponent, or set as a trap (in which an Avoidance-roll vs. "Awareness" must be successful in order to detect it).

Casting Time:

2 turns (10 seconds).

Damage:

Target stunned for 3-D10 + 1-D10 turns per 4 levels of the caster.

 

Stun effects: -1 to defense and offence x the caster’s level.

Also, -1 movement while stunned per 10 levels of the caster.

Duration:

Instant. See: “Damage”. If left suspended as a trap, Earth Rune will be set in place for 1 moon (30 days) x the level of the caster.

Effect Time:

Instant.

Explanation:

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This spell will cause a web-like thin runed glyph to suspend itself where the caster wishes. It can then be left in place as a trap, or hurled at a target (as the caster wishes). Upon being made contact with, or upon being struck by, Earth Rune will slam thunderously upon the target causing a possible stun that will partially immobilize the target, crippling it for the “Duration” of the spell.

Hand Movement:

Two hands.

Healing:

None. But earthen creatures will be healed instead of stunned by this spell.

Immunities:

Animated creatures are immune to the stunning power of this spell. See: “Healing”

Maximum Adjustment:

None.

Notes:

None.

Range:

2 spaces (10') per 5 levels of the caster.

Resting Time:

None.

Special:

None.

Spell-Points to cast: 10
Spell Preparation:

None.

Susceptibilities:

None.

Value: 40,000 white-gold

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Earth Tap (Adventurer Spell (levels 6+) Return to top

 

Cause the earth to grip the target of this spell, changing its movement.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

Yes: vs. “Paralysis”

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

1 turn (5 seconds) per level of the caster.

Effect Time:

Instant.

Explanation:

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Earth Tap will actually adhere the targeted to the earth, rendering it immovable. A strike against the targeted will not move it in any manner unless devastation damage is done to it. If this is the case the target of this spell would probably not survive the impact at any rate.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Animated creatures consisting of earth, mud, rock, sand, etc. are not effected by the power of this spell, nor’ is any creature who’s body consists of such materials.

Maximum Adjustment:

None.

Notes:

None.

Range:

5 spaces (25').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell-Points to cast: 5
Spell Preparation:

There must be earth where this spell is cast.

Susceptibilities:

None.

Value: 10,000 white-gold

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Fire Rune (Adventurer Spell (levels 6+) Return to top

 

Creates a floating rune of fiery strands that can be either set as a barrier, or hurled at a target.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 space (5') and the next ring of spaces surrounding that space (15' x 15' circular pattern).

Avoidance-Roll:

Hurled at opponent: Must dodge (this spell is considered as a hurled weapon).

 

Set as a trap: Avoidance-roll vs. "Awareness" to detect the fire Rune trap in order to see it.

Casting Time:

2 turns (10 seconds).

Damage:

3-D10 (+ 1-D10 per 4 levels the caster has advanced). After the initial strike damage, additional fire damage will continue for the next 3 turns (additional fire damage will be taken (3-D10, 2-D10, and finally 1-D10).

Duration:

If left suspended as a trap, Fire Rune will be set in place for 1 moon (30 days) x the level of the caster.

 

Note:

While Fire-Rune is in effect, spell-points will not begin to regenerate.

Effect Time:

Instant.

Explanation:

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This spell will cause a, fiery, web-like, thin runed glyph to suspend itself where the caster wishes. It can then be left in place as a trap, or hurled at a target (as the caster wishes). Upon making contact with this spell, or upon being struck, Fire Rune will ignite upon the target causing terrible, painful, damage that will continue to burn for 3 turns (15 seconds) after being struck.

Hand Movement:

Two hands.

Healing:

None, yet fire creatures will be healed instead of damaged by this spell.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

2 spaces (10') per 5 levels of the caster.

Resting Time:

None.

Special:

None.

Spell-Points to cast: 10
Spell Preparation:

None.

Susceptibilities:

This spell will cause x2 damage vs. Amphibian creatures.

Value: 20,000 white-gold

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Fire Skin (Adventurer Spell (levels 6+) Return to top

 

Causes fire to coat a target for a time.

 

Modification-Point Cost (M.P.C.) : 16

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

1-D10

Duration:

2-5 (1-D4 +1) minutes +1 minute per level of the caster.

Effect Time:

1 turn (5 seconds)

Explanation:

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Fire Skin is created from the substance of flame that must already be present. It will enable the caster to form fire about him or herself, or another. It covers the body as does plated armoring -- it fits smoothly about the body. This flame will not appear about a target as a burning fire, but rather as a reddish-yellow, smooth, color, highly visible in the night.

 

Fire Skin effects:
Damage shielding: Any creature that strike the target of this spell will be burned for 1-D10 damage.

 

Note:

It will take an equivalent of a campfire to create Fire Skin for a 6', normal sized, human.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5').

Resting Time:

None.

Special:

This spell will burn up oxygen within an air tight area (i.e., cave, tomb, crypt, etc.). So if there is not a replenishing of oxygen, this spell is dangerous to use within an area that is not refreshed by air. This will be up to the discretion of the game master.

Spell-Points to cast: 8
Spell Preparation:

Only that enough fire to create Fire Skin is at hand. See the “Note” in the Explanation.

Susceptibilities:

None.

Value: 16,000 white-gold

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Fire Stream (Adventurer Spell (levels 6+) Return to top

 

Causes a thick line of fire to shoot from the caster’s hand, burning what it touches.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

Must dodge (this spell is considered as a hurled weapon).

Casting Time:

1 turn (5 seconds)

Damage:

3-D6 + 1-D6 per 2 levels of the caster.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell will cause a stream of fire to stream forth from the caster’s hand. Upon contact Fire Stream will explode upon its target causing burning, fire-damage.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

From the caster's hand, out10 spaces (50').

Resting Time:

None.

Special:

Fire creatures will be healed instead of damaged by this spell.

Spell-Points to cast: 5
Spell Preparation:

None.

Susceptibilities:

This spell will cause x2 damage vs. Amphibian and cold using creatures.

Value: 10,000 white-gold

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Frost (Adventurer Spell (levels 6+) Return to top

 

A vapor of chill will rise up from the ground, causing cold-damage and slowing movement.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 space + all spaces surrounding that space.

Avoidance-Roll:

To avoid being caught within the damaging chill of this spell the targeted must make a successful avoidance-roll vs. "Awareness". If successful target must then dodge the Elemental Magician's weapon strike (which is considered a thrown weapon by the caster (-15 to dodge).

Casting Time:

Instant.

Damage:

1-D6 +1 (+1-D6 per 2 levels advanced).

 

Note:

For each scroll memorized, after learning this spell, +1-D6 damage will be added.

Duration:

2-D4 turns (+1 turn per 5 levels advanced after learning this spell).

Effect Time:

Instant.

Explanation:

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This spell will cause an intensely cold frost vapor to rise the surface of the targeted space, freezing all within the “Area of Effect” with cold-damage.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Cold-using creatures which can cause equal, or greater, cold damage with their natural abilities.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

10 spaces (50').

Resting Time:

1 turn (5 seconds),

Special:

The caster is immune to this spell only if he or she has personally cast it.

 

Concerning the slowing of targeted creatures:

None-cold using, and non-cold dwelling creatures are slowed by 50% for the "Duration" of this spell.

 

Notes:

1. Cold using creatures are not effected by the slowing effects of this spell.

 

2. Cold dwelling creatures are only slowed by 1-D4 spaces (5-20') for the "Duration" of this spell.

 

Note:

Cold dwelling creatures are never slowed by more than 1/2 their normal movement.

Spell-Points to cast: 5
Spell Preparation:

None.

Susceptibilities:

Fire-using creatures will lose their flame ability for 1 turn (5 seconds) after being struck for 90% + damage.

Value: 24,000 white-gold

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Ice Comet (Adventurer Spell (levels 6+) Return to top

 

Cause a fist-sized chunk of ice to streak forth from the caster's palm, possibly striking the target .

 

Modification-Point Cost (M.P.C.) : 120

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 target.

Avoidance-Roll:

The targeted can dodge or block Ice Comet, as a hurled weapon.

Casting Time:

8 turns (40 seconds).

Damage:

1-D20 (+1-D20 per scroll memorized after learning this spell).

 

Special:

Damage will naturally increase 1-D6 per 2 levels the caster has advanced.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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The caster will hold out a palm to the intended target. As the spell casts, a fist-sized chunk of hoarfrost glacier ice will hurl forth from his or her palm.

 

The caster must roll to strike the target as normal.

This spell is a hurled weapon (+30 to strike).

Hand Movement:

One hand.

Healing:

None.

Immunities:

Creatures consisting of the composition of ice are not effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster.

Resting Time:

2 turns (10 seconds),

Special:

None.

Spell-Points to cast: 60
Spell Preparation:

None.

Susceptibilities:

Fire and fire-using creatures will lose their flame ability for 1-4 turns after being struck for 90% + damage.

Value: 50,000 white-gold

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Lightning-Bolt (Adventurer Spell (levels 6+) Return to top

 

Causes a bolt of lightning to strike a target from the heavens above.

 

Modification-Point Cost (M.P.C.) : 100

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 space (5') and all other spaces directly connected to that space (15' radius).

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds)

Damage:

Direct hit: 1-D6 per level of the caster.

All other creatures connected to the "Direct hit" space: 50% (rounded up).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell will cause a bolt of lightning to strike down from the heavens. Upon contact Lightning Bolt will explode upon its target, rending all targets within the “Area of Effect” with a terrible power.

Hand Movement:

Two hands.

Healing:

None, but creatures made of electricity will be healed instead of damaged by this spell.

Immunities:

Electricity creatures.

Maximum Adjustment:

None.

Notes:

None.

Range:

20 spaces (100') + 1 space per scroll memorized after learning this spell.

Resting Time:

3 turns (15 seconds),

Special:

None.

Spell-Points to cast: 50
Spell Preparation:

None.

Susceptibilities:

If a creature is wearing metallic armor, this spell will cause a maximum strike (best of three rolls for damage). This spell will cause x2 damage vs. Amphibian and cold using creatures. It will also cause x2 damage on targets that are soaked with water.

Value: 100,000 white-gold

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Lightning Stream (Adventurer Spell (levels 6+) Return to top

 

Causes a strand of lightning strike forth from the caster’s hand, shocking what it strikes.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

 

See: "Special".

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

1-D6 (+ 1-D6 per level advanced (+ 1-D6 per 3 scrolls memorized after learning this spell).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell will cause a small bolt of lightning to strike forth from the hand of the caster. Upon contact Lightning Stream will explode upon its target, shocking it as it strikes.

Hand Movement:

One hand.

Healing:

None.

 

See: "Special".

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') x the level of the caster.

Maximum range: 40 spaces (200').

 

Note:

This is the range Electricity Stream will travel, beginning form the palm of the caster.

Resting Time:

None.

Special:

Creatures made of electricity will be healed instead of damaged by this spell.

 

For every 7 scrolls memorized, after learning this spell, one more target can be effected.

Spell-Points to cast: 5
Spell Preparation:

None.

Susceptibilities:

If a creature is wearing metallic armor, this spell will cause a maximum strike (best of three rolls for damage).

 

This spell will cause x2 damage vs.:

1. Amphibian and cold using creatures.

2. Water-soaked targets.

Value: 10,000 white-gold

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Shocking Grip (Adventurer Spell (levels 6+) Return to top

 

Cause an electrical shock to anything you grasp.

 

Modification-Point Cost (M.P.C.) : 16

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds)

Damage:

1-D10 (+ 1-D10 per 6 scrolls memorized after learning this spell).

Duration:

1-D6 turns (+1-D6 turns per 3 levels advanced).

Effect Time:

Instant.

Explanation:

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Once cast, this spell will cause the hands of the caster to be electrically charged, shocking anything the caster touches.

Hand Movement:

Two hands.

Healing:

None.

 

See: "Special".

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster's hands only.

Resting Time:

None.

Special:

Creatures made of electricity will be healed instead of damaged by this spell.

 

Also: If the caster picks up a metal weapon, after this spell is in effect, each successful weapon-strike will deliver the electrical shock of the spell (but the weapon must be completely metal from top to bottom).

Spell-Points to cast: 8
Spell Preparation:

None.

Susceptibilities:

If a creature is wearing metallic armor, this spell will cause a maximum strike (best of three rolls for damage).

 

This spell will cause x2 damage vs.:

1. Amphibian and cold using creatures.

2. Water-soaked targets.

Value: 16,000 white-gold

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Solid Air

(Adventurer Spell (levels 6+) Return to top

 

Causes air to become more solid, hindering movement.

 

Modification-Point Cost (M.P.C.) : 24

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 space + all spaces surrounding that space.

Avoidance-Roll:

To avoid being caught within the grips of this spell the targeted must make a successful avoidance-roll vs. "Awareness". If successful target must then dodge the Elemental Magician's weapon strike (which is considered a thrown weapon by the caster (-15 to dodge).

Casting Time:

Instant.

Damage:

None.

Duration:

2-D4 turns +1 turn per 5 levels advanced after learning this spell.

Effect Time:

Instant.

Explanation:

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This spell will cause air to be more solid within the Area of Effect. This will hinder and slow the movements of the target(s) that enter, or are caught, within. While caught within this spell's effect targets cannot attack, and cannot be attacked, physically, and can only move at a rate of 1 space (5') per 2 turns (10 seconds) until exiting the "Area of Effect", or until the "Duration" expires.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Creatures consisting of the composition of air are not effected by this spell.

Maximum Adjustment:

Not applicable.

Notes:

If there is no air within the "Area of Effect" this spell cannot be cast. This means that this spell cannot be cast under water (or within a liquid state), within a solid mass of dirt, stone, ice, etc., and cannot be cast where no oxygen is present.

Range:

10 spaces (50').

Resting Time:

1 turn (5 seconds),

Special:

The caster is immune to this spell only if he or she has personally cast it.

Spell-Points to cast: 12
Spell Preparation:

None.

Susceptibilities:

None.

Value: 24,000 white-gold

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Water Rune  (Adventurer Spell (levels 6+) Return to top

 

Creates a floating rune of watery strands that can be set as a barrier or hurled at a target.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Elemental Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 space + all spaces surrounding that space.

Avoidance-Roll:

Hurled at opponent: Must dodge (this spell is considered as a hurled weapon).
Set as a trap: Avoidance-roll vs. "Awareness" to detect rune-trap must be rolled in order to see it.

Casting Time:

2 turns (10 seconds)

Damage:

3-D10 After the initial strike damage, upon the next turn and the next three turns following, additional oxygen-point loss will be taken (3-D10, 2-D10, and finally 1-D10).

Duration:

Instant. If left suspended as a trap, Fire Rune will be set in place for 1 moon (30 days) x the level of the caster.

Effect Time:

Instant.

Explanation:

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This spell will cause a, watery, web-like thin runed glyph to suspend itself where the caster wishes. It can then be left in place as a trap, or hurled at a target (as the caster wishes).

 

Upon being made contact with, or upon being struck by, Water Rune will splash upon the target causing choking damage (if applicable). This will continue for 3 turns (15 seconds) after being struck.

Hand Movement:

Two hands.

Healing:

None.

 

See: "Special".

Immunities:

None.

Maximum Adjustment:

None.

Notes:

Fire using creatures will lose their fire ability for 1 turn per 10 levels of the caster if struck by this spell.

Range:

2 spaces (10') per 5 levels of the caster (+1 space per scroll memorized after learning this spell).

Resting Time:

2 turn (10 seconds),

Special:

Creatures made of water will be healed instead of damaged by this spell.

Spell-Points to cast: 10
Spell Preparation:

The caster MUST have a water source to draw from in order to cast this spell successfully.

Susceptibilities:

None.

Value: 20,000 white-gold

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