"Magic" By Vigilance99 (https://pastebin.com/u/Vigilance99) URL: https://pastebin.com/bCjn93xv Created on: Thursday 28th of August 2014 11:12:21 PM CDT Retrieved on: Sunday 25 of October 2020 10:14:28 AM UTC Alter Mind Animate Dead Banish Bestow Curse Body Equilibrium Cause Fear Create Illusion Create Object Cure Wounds Demiplane Detect Magic Detect Thoughts Energy Attack Evolve Form Gaseous Form Hold Person Invisibility Know Location Levitation Light Mending Resist Elements Scrying Shapeshift Sleep Sustenance Summon Monster Telekinesis Telepathy Teleport Tongues Vigor Alter Mind Range 60' Cost: 1 MP Effect: Make a Will attack against an enemy within range. On a success, you can change the enemy's mood, or give them a strong attraction or revulsion to something [you have to reroll the attack every round if the attraction or revulsion is something contrary to the character's nature]. Augment: 1. You may make this attack on an additional target within range for 2 MP per target. 2. You may instead delete a memory from the target's mind for 4 additional MP. You must be aware of the memory to delete it, and the memory cannot exceed one hour in duration. 3. You may insert a memory into the person's mind for 4 additional MP. 4. You may take control of the enemy for the next minute for 4 additional MP. [You must reroll this attack if you order the enemy to do something he wouldn't normally want to do, such as attack his friends. You may not order him to injure himself] 5. You may take control of the enemy for the next twenty-four hours for 9 additional MP. [You must reroll this attack if you order the enemy to do something he wouldn't normally want to do, such as attack his friends. You may not order him to injure himself] Animate Dead: Range 60' Cost: 1 MP per Level of Minion Effect: You turn a corpse into a living minion under your control. This minion loses the statistics it had in life, instead gaining the statistics of a skeleton or zombie of its level. It loses any skills or special abilities it had, but retains any alternative forms of movement. You can only control a number of Levels of minions equal to your level [EG: A level 5 Wizard can only control a single Level 5 zombie, or five level 1 zombies]. You may choose to release control of an undead at any time, which causes it to deanimate immediatly. If you are at least Level 10, level 1 Undead do not count against the number of Levels of undead you can raise. Banish: Range 120' Cost: 1 MP per Level of Outsider Effect: You make a Will attack against an Outsider within range. On a success the creature is banished to its home dimension. Outsiders of levels 10 and higher are immune to this effect unless you have their banishing tool. Bestow Curse: Range 60' Cost: 1 MP per Level of enemy Effect: You make a Will attack against the enemy. If you hit you deal 1d6 stat damage, half the creature's speed, or inflict a minor roleplay effect such as changing the color of his skin permamently, making him hideous, or smell bad, or similiar effects at the DM's discretion. Body Equilibrium: Range Self or 60' Cost: 1 MP Effect: You can walk upon unstable surfaces such as water, quicksand, or ice without falling through or having a chance of slipping as long as you maintain Concentration. Augment: 1. You may make this effect another person for 1 additional MP. 2.You may walk upon walls or ceilings for 4 additional MP. Cause Fear: Range 60' Cost: 1 MP per Level of enemy Effect: You make a Will attack against a number of Levels of enemies that does not exceed your level. If you hit he/they is Frightened for one minute. Create Illusion: Range 60' Cost: 1 MP Effect: You create an illusion that effects one sense and does not exceed Huge in size or a dragon's roar in volume. You must make a Will attack against any creature that interacts with the Illusion. If you miss they see through the illusion. Augment: 1.You may spend 4 more MP to make the effect work on another sense. 2. You may spend 4 more MP to increase the size category by 1, or double the volume, causing it to travel a much greater distance. Create Object: Range 30' Cost: 1 MP Effect: You create a Tiny Object within 30 feet. It must be something you know the size and shape of. For example you could only create "the key to this door" if you knew what the key looked like to replicate it. This object cannot have complex or moving parts, and is composed of a form of worthless magical plastic. Any creature that examines the object can make a DC 10 Arcana check to know what it is. This however can be used to create mundane tools and weapons. Augment: You may spend 4 MP per size category to increase the size of the object created. Cure Wounds: Range 60' Cost: 1 MP Effect: You or a creature in range recovers 1d6 HP. Augment: You may spend 1 MP to increase the amount recovered by 1d6. Demiplane: Range 30' Cost: 1 MP Effect: You create a door or portal leading to a 30 by 30 foot world composed of any materials you desire with any appearance you desire. This door stays open as long as you maintain Concentration. While in the Demiplane you can reopen this door at any time, and it leads to where you were when you first cast the spell. You cannot create complex or magical objects within the Demiplane, it forms precisely to your imagination. For example if you create a bookshelf in the Demiplane, the pages of all the books would be blank. If you create a gun, it will not fire. You can only have one Demiplane at a time. If you cast this spell again to create a new Demiplane, the old one is instantly destroyed. You can however cast this spell again to revise an existing demiplane, or expand it to fit your new level, however you cannot do this while any living being is in the demiplane. Objects made in the Demiplane are not 'real', and disappear in a puff of magic when taken outside it. Objects taken into the Demiplane however work as normal and can be taken into or out of the Demiplane at will. When you destroy a Demiplane, all real objects reappear in the nearest safe place. You cannot create life in the Demiplane except for unmoving plant matter, however life you bring into the Demiplane is fine and exists as normal. Augment: You may spend 1 MP to double the size of the demiplane, to a maximum of 3000 miles at level 20. Detect Magic: Range 30' Cost: 1 MP Effect: You can detect Magic Items and people with Magic Classes within 30 feet, as well as tell their level. This lasts until you lose Concentration. Using this ability allows you to know where an invisible caster is. Augment: You may spend 1 MP to double the distance over which you can detect magic, to a maximum of 3000 miles at level 20. Detect Thoughts: Range 30' Cost: 1 MP Effect: You can tell the surface emotions of beings within range. Happy, sad, frustrated, angry, etc. Beings who are aware of you can try and refuse to let you read their mind, in which case you must make an attack against Will to succeed. Augment: 1. You may spend 2 more points to instead tell surface thoughts of beings within range. 2. You may spend 4 more points to instead read deep thoughts and memories. 3. You may spend 1 more point to double the range, to a maximum of 3000 miles at level 20. Energy Attack: Range 120' Cost: 1 MP Effect: You make a Reflex attack against an enemy within range. On success you deal 2d6 damage of an Energy Type you select when you learn this spell. You must learn this spell a second time to learn another energy type. Augment: 1. You may spend 1 extra MP to deal an extra 2d6 damage with this spell. 2. If you spend at least 3 total MP on this spell you may instead manifest this ability as a 15' Cone, 30 Line, or 10' Burst centered on self. 3. If you spend at least 5 total MP on this spell you may instead manifest this ability as a 30' Cone, 60 Line, or 20' Burst centered on self. 4. If you spend at least 10 total MP on this spell you may instead manifest this ability as a 60' Cone, 90 Line, or 30' Burst centered on self. 5. If you spend at least 15 total MP on this spell you may instead manifest this ability as a 120' Cone, 120 Line, or 40' Burst centered on self. Evolve Form: Range Self Cost: 1 MP Effect: You gain +2 to all physical scores for 5 minutes. These boosts do not stack with increases granted by magic items. Augment: 1. You may spend 09 more points to raise this to +4. 2. You may spend 14 more points to raise this to +6. 3. You may spend 05 more points to increase a size category as well Gaseous Form: Range Self Cost: 1 MP Effect: You take the form of a gaseous field of mist, light, or other such thing. While in this form you can fit through any small crack or break, sliding through with extreme ease. You cannot cast spells or attack in this form, and you can fly at a speed of 10. This lasts as long as you maintain concentration or for 1 minute, whichever comes first. Augment: You may spend 2 MP to increase your speed by 5 and the duration by 1 minute. Hold Person: Range 60 Cost: 1 MP per Level of Enemy Effect: You make a Will attack against a number of Levels of enemies equal to the MP you spent. If you hit they are paralyzed for one turn. At the beginning of each of their turns you must make another Will attack to keep them paraylzed. Invisibility: Range 60 Cost: 1 MP Effect: You turn invisible for one round, gaining +10 to Stealth checks. Augment: You may spend 1 MP to increase the duration of this effect by 1 round. At level 10 this effect's duration changes to 1 minute, with each Augment increasing this duration by 1 minute. Know Location: Range Self Cost: 1 MP Effect: You instantly learn where you are, in relation to major towns, planes, planets, and countries, etc. Augment: You may spend 4 MP to instead learn the location to the nearest town, city, plane, planet, country, etc, or a town, city, plane, planet, country, etc that you name. Levitation: Range Self Cost: 1 MP Effect: You slowly pass to the ground, lowering the effective damage of a fall by 10 feet per MP spent. This effect is activated as a Reaction. Augment: If you spend at least 5 MP, you may instead gain the ability to fly at a speed equal to your speed. This effect is activated as a Full-Round. Light: Range 1 Mile Cost: 1 MP Effect: An object within sight and range sheds bright light out to 30', and dim light out to half that distance. If you are at least level 10, this light counts as sunlight for all purposes. This effect lasts for 24 hours or until you dismiss it. Augment: You may spend 1 MP to double this distance, to a maximum of 3000 miles of bright light, and 6000 of dim light at level 20. Mending: Range 60 Cost: 1 MP Effect: You may repair a broken object of Medium size that lacks complex parts to its pre-existing condition. Augment: 1. You may spend 4 additional MP to repair objects with complex parts, as long as you knew roughly its pre-existing condition. 2. You may spend 9 additional MP to repair an object up to Collosal size. Resist Elements: Range 60 Cost: 1 MP per point Effect: You gain Resistance to a damage type equal to the amount of MP you spend, which lasts as long as you maintain concentration. If you spend at least 1 point in Fire or Cold, you may exist in desert or tundra environments without having to make Endurance checks. Scrying: Range 30 Cost: 1 MP Effect: You may transfer your focus of consciousness to any location within 30 feet, and view and hear as if you were there. This leaves no visible sign. Augment: You may spend 1 MP to double this range, to a maximum of 3000 miles at level 20. Shapeshift: Range Self Cost: 1 MP per Level Effect: You take the form of any level 1 creature that does not have the ability to perform Combat Techniques or cast Spells. While in this form you gain all the abilities of this creature and use its stats and skills for all physical rolls. You still use your mental stats and skills, and may still speak, however you may not cast spells or activate Combat Techniques in this form. This lasts as long as you maintain Concentration. Augment: You may spend 2 extra MP to increase the level of the creature you can transform into by 1. Sleep: Range 60 Cost: 1 MP per Level Effect: You make a Will attack against a number of levels of creatures within range equal to the MP you spent on this spell. If you hit, the enemy is asleep. Sustenance: Range 60 Cost: 1 MP per creature Effect: A number of creatures equal to the MP you spend on this ability do not need to eat or drink today. If you are at least level 10 this is 10 creatures per MP. If you are level 15 this is 100 creatures per MP. Summon Monster: Range 60 Cost: 1 MP Effect: You summon any level 1 creature that does not have the ability to perform Combat Techniques or cast Spells. This creature lasts for 24 hours and obeys your commands. You may only have one Summon Monster casting active at a time. Augment: 1. You may spend 2 extra MP to increase the level of your summoned creature by 1. 2. You may spend 1 extra MP to summon another creature. Telekinesis: Range 60 Cost: 1 MP Effect: You may lift and manipulate objects within your Range as though you had a carrying capacity equal to your casting stat times 5. You may also use this ability to attempt a ranged shove manuever, which obeys all normal restrictions. If you attempt to manipulate a being against its will, you must roll a Will attack for it to effect him. This lasts until you lose Concentration. Augment: 1. You may spend 4 additional MP to instead treat your carrying capacity as your casting stat times 10 2. You may spend 9 additional MP to instead treat your carrying capacity as your casting stat times 25 3. You may spend 14 additional MP to instead treat your carrying capacity as your casting stat times 50. 4. You may spend 19 additional MP to instead treat your carrying capacity as your casting stat times 500. Telepathy: Range 30 Cost: 1 MP Effect: You gain the ability to communicate telepathically with any mind you are aware of within 30 feet. If you wish, minds you are communicating with can also communicate back telepathically or communicate to each other. This lasts until you lose Concentration. This does not give you or they the ability to speak or understand any new languages. Augment: You may spend 1 additional MP to double the distance you can communicate over, to a maximum of 3000 miles at level 20. Teleport: Range Self Cost: 1 MP Effect: You teleport 10 feet. If you add 1 minute to the casting time, you may increase this distance to 1 mile. People touching you when you cast this are also teleported. Augment: You may spend 1 MP to increase this distance by another 10 feet, to a maximum of 200 feet at level 20. If you are using the 1 minute version, this increases by 1 mile per point. If you are at least level 10, the 1 minute version becomes 100 miles per point, to a maximum of 2000 miles per casting at level 20. Tongues: Range Self Cost: 1 MP Effect: You gain the ability to speak, read, and write all languages. Augment: 1. You may spend 4 additional MP to gain the ability to speak to animals as well. 2. You may spend 9 additional MP to gain the ability to speak to plants as well. 3. You may spend 14 additional MP to gain the ability to speak to inimate objects as well. Animals, plants, and objects are limited in their understanding by their intelligence and by what is around them, what they have "seen" or "heard". Vigor: Range Self or 60 Cost: 1 MP Effect: You or the target gains 5 temporary HP Augment: You may spend 1 additional MP to gain another 5 temporary HP.