Seeker Abilities and Spells (Elemental Magician Studies):

Modification-Point Cost: 2

Taps into the abilities and spells of this class. Once this has been purchased, a character can then proceed to purchase actual abilities and spells.

 

Prerequisites for this class:

Seeker Abilities: "Magical Prowess".

 

%Roll: Elemental Magician Abilities and Spells: 6

01-70:   Elemental-based: %Roll: Elemental spells:
                                            01-25:   Elemental Strike, Air      (Spell)   (Modification-Point cost 2)
                                            26-50:   Elemental Strike, Earth  (Spell)   (Modification-Point cost 2)
                                            51-75:   Elemental Strike, Fire     (Spell)   (Modification-Point cost 2)
                                            76-00:   Elemental Strike, Water
 (Spell)   (Modification-Point cost 2)

 

71-00:   Element Manipulation-based: %Roll: Element Manipulation spells:

                                                                01-50:  Ice-Walker    (Spell)   (Modification-Point cost 2)

                                                                51-00:  Manipulation (Spell)   (Modification-Point cost 2)

 

 

Elemental Strike (Air) (Seeker Ability (levels 0 - 5) Return to top

 

Buffeting a target harshly with a sudden burst of wind, knocking it back.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

None (this is a spell).

Area of Effect:

All targets within 1 space (5') and all spaces surrounding it (15' diameter)

Avoidance-Roll:

Yes: vs "Strength" or creatures surrounding the caster will be knocked back.

 

Creatures which fail their avoidance-roll must make a successful avoidance-roll vs."Coordination" or lose their next offensive turn.

Casting Time:

1 turn (5 seconds).

Damage:

None, but a creature knocked back into an object may take damage (discretion of the G.M.).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Air will summon up an instant force of wind that will crash fiercely into all targets and objects surrounding the caster, knocking them back (see: "Avoidance-Roll" for the distance the caster can knock back targets.

 

This spell will effect 30 lbs. of weight x the caster's current strength (+10 lbs. per level advanced).

Hand Movement:

Two hands. Caster raises his or her hands, fingers together, palms outward, as if rejecting those surrounding him or her.

Healing:

None.

 

Special:

If this spell is cast upon an Air Elemental, or a creature of air, it will heal it for the damage it would have caused on a susceptible creature.

Immunities:

Air Elementals, or a creature of air will not be knocked back, but will be healed (if damaged).

 

See: "Healing".

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Caster (the effect of this spell originates within the space the caster is currently standing on)).

Resting Time:

None.

Special:

None.

Spell-Points to cast: 2
Spell Preparation:

None, but the caster must be in a place where there is air.

Susceptibilities:

None.

Value:

1 white-gold.

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Elemental Strike (Earth) (Seeker Ability (levels 0 - 5) Return to top

 

This spell will shower a target with earthen materials, causing a heavy downpour upon it.

 

Modification-Point Cost (M.P.C.): 2

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

Ability-points to invoke:

None (this is a spell).

Area of Effect:

All targets within 1 space (5') and all spaces surrounding it (15' diameter)

Avoidance-Roll:

While target(s) is being pummeled by earthen materials it will be hard to breath. Oxygen-points will be lost at a rate of 1-D12 per turn unless a successful avoidance-roll vs. "Breath" is rolled. If the avoidance-roll is successful oxygen-point loss will still occur, yet only at a rate of 1-D6 per turn.

 

See: "Susceptibilities".

Casting Time:

1 turn (5 seconds).

Damage:

See: "Avoidance-Roll".

Duration:

1 turn (5 seconds) + 1 turn per scroll memorized after learning this spell.

Effect Time:

Instant.

Explanation:

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While in the "Area of Effect" a target will gain a -10 to strike and defend.

Hand Movement:

One hand.

 

See: "Spell Preparation".

Healing:

None.

 

Special:

If this spell is cast upon an Earth Elemental, or a creature of earth, it will heal it for the damage it would have caused on a susceptible creature.

Immunities:

Air Elementals, or a creature of air will not be knocked back, but will be healed (if damaged).

 

See: "Healing".

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster (the effect of this spell originates within the space the caster is currently standing on).

Resting Time:

None.

Special:

None.

Spell-Points to cast: 2
Spell Preparation:

Throw one handful of dirt into the air and cast the spell.

Susceptibilities:

Amphibians: will suffer x2 oxygen-point damage, and a -20 to strike and defend.

Value: 1,200 white-gold

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Elemental Strike (Fire) (Seeker Ability (levels 0 - 5) Return to top

 

A burst of flame rises up from the ground, searing all within the “Area of Effect” with fire-damage.

 

Modification-Point Cost (M.P.C.): 2

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

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 space and all spaces surrounding it (15' diameter).

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

3-D6 fire damage.

 

Note:

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

Duration:

1 turn (5 seconds) + 1 turn per scroll memorized after learning this spell.

Effect Time:

Instant.

Explanation:

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This spell will cause flames to burst from the surface of the intended target, Searing all within the “Area of Effect” with fire-damage.

Hand Movement:

One hand.

Healing:

None.

 

Special:

If this spell is cast upon an Fire Elemental, or a creature of fire, it will heal it for the damage it would have caused on a susceptible creature.

Immunities:

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

Maximum Adjustment:

None.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

None.

Special:

None.

Spell-Points to cast: 2
Spell Preparation:

Throw one handful of dirt into the air and cast the spell.

Susceptibilities:

This spell will cause x2 damage vs. water-using creatures, and x2 damage on amphibians.

Value: 1,200 white-gold

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Elemental Strike (Water) (Seeker Ability (levels 0 - 5) Return to top

 

A heavy, choking, downpour of heavy water.

 

Modification-Point Cost (M.P.C.): 2

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

Ability-points to invoke:

None (this is a spell).

Area of Effect:

All targets within 1 space (5') and all spaces surrounding it (15' diameter)

Avoidance-Roll:

Avoidance-roll vs. “Breath” will decrease oxygen-point loss for the “Duration”. See: “Special”.

Casting Time:

1 turn (5 seconds).

Damage:

Successful Avoidance-roll vs. “Breath”: 2-D6 points of oxygen-point damage (+ 1-D6 damage per scroll memorized after learning this spell).

 

Unsuccessful Avoidance-roll vs. “Breath”: 4-D6 points of oxygen-point damage (+ 1-D6 damage per scroll memorized after learning this spell).

 

See: “Special”.

Duration:

1 turn (5 seconds) + 1 turn per scroll memorized after learning this spell.

Effect Time:

Instant.

Explanation:

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This spell will cause water to cascade in a heavy downpour, chocking all target’s in the “Area of Effect”.

 

See: “Special”.

Hand Movement:

One hand.

 

See: "Spell Preparation".

Healing:

None.

 

Special:

If this spell is cast upon an Water Elemental, or a creature of water, it will heal it for the damage it would have caused on a susceptible creature.

Immunities:

Air Elementals, or a creature of air will not be knocked back, but will be healed (if damaged).

 

See: "Healing".

Maximum Adjustment:

None.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

None.

Special:

The water used from this spell must be taken from a water source in order for it to work.

Spell-Points to cast: 2
Spell Preparation:

See: "Special".

Susceptibilities:

None.

Value: 1,200 white-gold

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Ice-Walker (Seeker Ability (levels 0 - 5) Return to top

 

Eliminates the slickness of a surface for the targeted of the spell.

 

Modification-Point Cost (M.P.C.): 2

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

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The souls of the shoes, boots, etc., of the target of this spell.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

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

Effect Time:

Instant.

Explanation:

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The targeted of this spell will no longer be susceptible to slipping on ice. It will be as if he or she is walking on earthen material (normal ground).

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5') (+1 space per 2 scrolls memorized after learning this spell).

Resting Time:

None.

Special:

None.

Spell-Points to cast: 2
Spell Preparation:

None.

Susceptibilities:

None.

Value: 950 white-gold

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Manipulation (Seeker Ability (levels 0 - 5) Return to top

 

This spell will strengthen or weaken one of the following elements: Ice, Rock, Snow, Soil, Steel, Wood.

 

Modification-Point Cost (M.P.C.): 2

Prerequisites --------------------------- : Trade-Skills: "Geological Studies".

Ability-points to invoke:

None (this is a spell).

Area of Effect:

10' x 10' surface area, + 10' x 10' per 5 levels advanced. Maximum area = None.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

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

Effect Time:

This spell will spread across the Area of Effect at a rate of 10' x 10' per 1 turn (5 seconds).

Explanation:

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Manipulation will cause a surface to become harder and supportive, so that it can bear more weight, or be less likely to break, etc. It can also be reversed to do just the opposite, making the surface Area of Effect less stable; more likely to break through.

 

There will be a +1% or -1% adjustment to a % roll check, +1% or -1% per level advanced. This spell makes the targeted surface either more supportive or weakened, which will be stated by the caster as the spell is placed upon the target.

 

Example:

The G.M. tells the group they have come to a bend in a high mountain pass, where the trail spans around a sheer cliff face. The Elemental Magician does not like the fact that only the small pathway-ledge will be supporting her weight as she travels across it. If the ledge is unstable, and gives way, there would be  nothing short of a miracle that could save her. She casts Manipulation upon the trail, stating she will strengthen and support it (not weaken it). Her adjustment is +5, which will be added to the % dice-roll check for the precarious path to
remain stable (should there be a check). The G.M. has predetermined the trail will collapse on a roll of 01-09% when traversed by any creature over 50 lbs.

 

Since the caster has fortified it with Manipulation, the ledge would now only collapse on a % roll to 01-04%, and then only with more than 100 lbs. on it. The group passes over the fragile ledge safely. As they get to the safety of the other side, the Elemental Magician decides to weaken the ledge with the same spell, reversing the stability and increasing the chance for it to collapse; she knows they are being followed. It would then only support a total of 25 lbs. at any given time. More weight than this would cause a % check, which would now be an increased chance of 01-14% roll (if the dice-roll is 01-14%, the ledge will collapse).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

The Elemental Magician must know the surface the spell will target. If the composition of the surface is not known to the caster, it will simply fail and spell-points will be lost. The caster does not need to know the surface fully (as does the Alchemist and his concoctions created). Example: The caster must know what oak-wood is for this spell to work on it. The caster needs only to recognize the type of wood it is for this spell to work.

Maximum Adjustment:

+6 or -6.

Notes:

None.

Range:

1 space (5') x caster's awareness.

Resting Time:

None.

Special:

None.

Spell-Points to cast: 2
Spell Preparation:

Only that the caster recognizes the surface targeted.

Susceptibilities:

None.

Value: 1,000 white-gold

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