RPG/Body Spells

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Strength Boost
MP: 15 Cost: $25 Difficulty: 6 Oppose: D 5 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is successfully cast, a faint orb of pale red light flashes over the target creature's belly for a moment. The recipient of this spell notices an improvement in physical strength as its muscles bulge.

The target creature's Strength increases by 1d4 for the spell's duration.

If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled bonus or keep the previous bonus, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.

If the subject of this spell is affected by Strength Drain , then that spell and this spell both immediately end.

Unique Boost: Strength Surge

By increasing the MP cost by 12, the material cost by $35, and the difficulty by 2, the spell can be changed so that the stat's increase roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.

Defense Boost
MP: 15 Cost: $25 Difficulty: 6 Oppose: D 5 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is successfully cast, a faint orb of pale red light flashes over the target creature's heart for a moment. The recipient of this spell notices an improvement in physical stamina and durability as its bones harden.

The target creature's Defense increases by 1d4 for the spell's duration.

If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled bonus or keep the previous bonus, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.

If the subject of this spell is affected by Defense Drain , then that spell and this spell both immediately end.

Unique Boost: Defense Surge

By increasing the MP cost by 12, the material cost by $35, and the difficulty by 2, the spell can be changed so that the stat's increase roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.


Agility Boost
MP: 15 Cost: $25 Difficulty: 6 Oppose: D 5 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is successfully cast, a faint orb of pale red light flashes over the target creature's solar plexus for a moment. The recipient of this spell notices an improvement in physical grace and balance as its tendons become more malleable.

The target creature's Agility increases by 1d4 for the spell's duration.

If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled bonus or keep the previous bonus, whichever is greater, and the duration of the new casting will replace the previous one if it is greater than the remaining duration.

If the subject of this spell is affected by Agility Drain , then that spell and this spell both immediately end.

Unique Boost: Agility Surge

By increasing the MP cost by 12, the material cost by $35, and the difficulty by 2, the spell can be changed so that the stat's increase roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.


Clone
MP: 85 Cost: $2000 Difficulty: 13 Oppose: N/A Range: 20 Targets: 1 Damage: N/A Duration: 1d4 Hours

When this spell is cast, a temporary copy of a target creature is conjured from smoky, ethereal substance. The appearance of the clone identical to that of the target creature, but it has only false semblances of sentience, personality, and intellect. The clone is unquestionably loyal to the character who created it. The clone manifests at a location within the range of the spell chosen by the caster.

The clone inherits the base stats, disposition, and race of the target, as well as all of its P and P/M advantages and disadvantages. The clone also inherits half of the target's racial levels, up to a maximum of the caster's facet level used to cast the spell, but none of its facet levels. If the target has levels in multiple races, the caster chooses which levels are inherited. The clone manifests carrying phantom gear that is apparently identical to the gear carried by the target. This gear is considered unreal; it has no attributes of real gear, and removing it causes it to vanish. A clone can, however, be equipped with real items.

The clone will follow all of its creator's commands to the best of its ability. However, the clone is not capable of behaving with full autonomy. If the clone is separated from its creator and does not have a task to perform, it will try to reunite with its creator. A clone will also attempt to defend its creator unless commanded otherwise. The clone can be commanded to try and imitate the target of this spell, though anyone who is familiar with the target gets an Int check, difficulty 4, to realize the clone's behaviors are not accurate.

The clone can make any actions a character could usually make, and its sensory abilities are the same as those of the target. The clone can use any weapon, and it has every skill as a subject for the purpose of critical attacks. However, any spell or effect that requires the target to have a sense of individuality, such as Mind Delve , will fail when targeting the clone, though this will usually reveal the clone's nature. The spell Detect Auras will also automatically inform its user of a clone's true nature.

The clone cannot have XP spent on it to acquire new levels or advantages. The clone's HP and MP cannot be restored by normal means, not even with rest. However, if the Clone spell is cast on a clone, its HP and MP will be fully restored and its new duration will replace the old one if it is greater. The caster of the spell inherently knows how much HP and MP the clone has, though she does not inherently know the clone's location.

When the spell's duration expires or the clone loses all of its HP or MP or suffers enough traumatic damage to lose a limb, the clone vanishes into quickly dissipating ethereal smoke. Any real items it was carrying are dropped where it disappeared.

Unique Boost: Eternal Clone

By increasing the MP cost to 170, the material cost to $10000, and the difficulty to 26, the spell can be changed so that it has no duration.

Gender Change
MP: 45 Cost: $500 Difficulty: 10 Oppose: D 12 Range: 30 Targets: 1 Damage: N/A Duration: N/A
When this spell is successfully cast, the target creature is transformed into the opposite sex.

This spell has no effect on creatures that have no sex or have a race with a sex restriction.

Race Change
MP: 60 Cost: $1000 Difficulty: 12 Oppose: D 14 Range: 30 Targets: 1 Damage: N/A Duration: N/A
When this spell is successfully cast, the target creature is transformed into the race of the caster's choice.

The caster may choose to change the target's race into any base race or sub race.

This spell has no effect on creatures that do not have a race.

If the target is changed into a race that has a trait that is incompatible with a trait the target already has, then one of the incompatible traits will cease to function until the spell is reversed, and the target gets to choose which of those traits does not function. However, if the target fails the oppose by 5 or more, the caster instead may choose which of the incompatible traits ceases function out of an incompatible pair, and the caster may choose another trait negation from a pair for every additional oppose failure difference of 5.

Unique Boost: Race Emulation

By increasing the MP cost to 80, the material cost to $1500, and the difficulty to 14, the spell can be changed so it gains a duration of 2+d4 rounds and the subject of the spell acquires 1 level's worth of its new race's special abilities for that duration. For every 5 over which the cast roll succeeds the difficulty, the target gains an additional level's worth of that race's abilities. When the spell's duration expires, the additional racial abilities granted disappear, but the spell's usual effects remain. If the effects of any racial abilities used via this spell have durations that extend beyond the duration of this spell, they will continue to function until they normally expire.

Size Change
MP: 38 Cost: $600 Difficulty: 9 Oppose: D 10 Range: 30 Targets: 1 Damage: N/A Duration: 4cd8 Minutes
When this spell is successfully cast, the target creature is transformed into the size category of the caster's choice.

The caster may choose any size for the target to be changed into, to a maximum of Large4 or a minimum of Small4.

This spell can also change a creature's height and weight according to the caster's choice, though the ratio of height to weight should not change in the case of this spell.

Unique Boost: Extreme Size Change

By increasing the MP cost to 72, the material cost to $900, and the difficulty to 15, the spell's maximum size becomes Large8, and its minimum size becomes Small8.

Minor Alterations
MP: 10 Cost: $35 Difficulty: 7 Oppose: D 5 Range: 30 Targets: 1 Damage: N/A Duration: N/A
When this spell is cast, the target creature is transformed in small ways, changing its superficial features.

Such features that may be changed include hair color, length, texture, and style, eye color and shape, skin tone and color, general facial structure, voice, and nearly any other aspect of simple appearance. It is also possible to modify a creature's height and weight as long as they do not escape the bounds of the creature's size category.

It is possible to use this spell in an attempt to disguise as a certain character. The accuracy of the disguise is determined by a Art/Acc roll.

Body Copy
MP: 95 Cost: $2500 Difficulty: 15 Oppose: D 15 Range: 30 Targets: 2 Damage: N/A Duration: 2cd4 Hours
When this spell is cast, the caster must choose two targets. If both of those targets fail or forfeit their oppose chance, then one of those targets will be transformed into a physical duplicate of the other target, at the caster's choice.

The target who was transformed now has the other target's appearance, race, maximum HP, Base Str, Def, and Agi, and P and P/M advantages and disadvantages for the duration of the spell. The transformed target also loses the functionality of its previous P and P/M advantages and disadvantages.

The transformed target also has its racial levels changed to match those of the other target. If the other target has more levels than the transformed target, then the transformed target's levels will change to match according to the GM's best guess. If the other target has fewer levels, then the transformed target keeps any racial levels that were not changed.

When boosting this spell to have more targets, the number of targets must always be divisible by 2, as the function of this spell requires a chosen pair. However, the target with the "destination form" may be selected twice for this purpose, allowing the other two targets to be transformed into the first target's form.

Unique Boost: Body Swap By increasing the MP cost by 25, the material cost by $1000, and the difficulty by 5, the spell can be changed so that the two targets in a pair are both transformed to match each others' true physical forms. Unique Boost: Body Twin By increasing the MP cost by 70, the material cost by $3500, and the difficulty by 10, the spell can be changed so that it has no duration.

Reattaching
MP: 40 Cost: $300 Difficulty: 9 Oppose: D 5 Range: Targets: Damage: Duration:
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