Difference between revisions of "RPG/Purity Spells"

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|-
 
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!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Detoxify</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Detoxify</big>
 +
|-style="background:#C8C800"
 +
|'''MP''': 18 ||'''Cost''': $30 ||'''Difficulty''': 6 ||'''Oppose''': A 6 ||'''Range''': 30 ||'''Targets''': 1 ||'''Damage''': N/A ||'''Duration''': N/A
 
|-
 
|-
| style="background:#C8C800"|'''MP''':  || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''':  || style="background:#C8C800"|'''Oppose''':  || style="background:#C8C800"|'''Range''':  || style="background:#C8C800"|'''Targets''':  || style="background:#C8C800"|'''Damage''':  || style="background:#C8C800"|'''Duration''':
+
|colspan=8|When this spell is cast, the target creature is enveloped by a field of soft, pale, golden light.
|-
 
|colspan=8|Spelldescription
 
  
 +
Exposure to this light instantly removes all harmful toxins, poisons, and diseases and ceases any further damage they would have inflicted.  This spell will not undo damages that any such sources would have already caused.
 
|}
 
|}
  
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|-
 
|-
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Group Heal</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Group Heal</big>
 +
|-style="background:#C8C800"
 +
|'''MP''': 25 ||'''Cost''': $75 ||'''Difficulty''': 8 ||'''Oppose''': A 7 ||'''Range''': 60 ||'''Targets''': 30' Area ||'''Damage''': -5cd8 ||'''Duration''': N/A
 
|-
 
|-
| style="background:#C8C800"|'''MP''':  || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''':  || style="background:#C8C800"|'''Oppose''':  || style="background:#C8C800"|'''Range''':  || style="background:#C8C800"|'''Targets''':  || style="background:#C8C800"|'''Damage''':  || style="background:#C8C800"|'''Duration''':
+
|colspan=8|When this spell is cast, a burst of golden light is conjured at the targeted location and heals every creature in its area.  This spell also staunches bleeding from piercing trauma.
|-
 
|colspan=8|Spelldescription
 
  
 +
This spell will only affect creatures.
 
|}
 
|}
  
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|-
 
|-
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Shield</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Shield</big>
 +
|-style="background:#C8C800"
 +
|'''MP''': 20 ||'''Cost''': $65 ||'''Difficulty''': 6 ||'''Oppose''': A 6 ||'''Range''': 30' ||'''Targets''': 1 ||'''Damage''': N/A ||'''Duration''': 2cd6 Rounds
 
|-
 
|-
| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''': || style="background:#C8C800"|'''Oppose''':  || style="background:#C8C800"|'''Range''':  || style="background:#C8C800"|'''Targets''': || style="background:#C8C800"|'''Damage''': || style="background:#C8C800"|'''Duration''':
+
|colspan=8|When this spell is cast, the target creature or object is surrounded by a shimmering, translucent, amorphous sphere of golden light.  This sphere will follow the target and pass through other objects, creatures, and terrain as if immaterial while preventing damaging forces from hurting the target.
|-
+
 
|colspan=8|Spelldescription
+
For the duration of this spell, the target has a force barrier that functions as a buffer for HP damage. The barrier will absorb 100 HP damage before being destroyed.  The target's normal soak is not to be rolled until the barrier from this spell is destroyed.  If the barrier's HP would deplete from a damaging source, the remaining damage would pass on to the target and then be subject to normal soak.  The barrier will not prevent damage from a source that cannot normally be soaked, such as drowning or poison.
 +
 
 +
While under the effect of this spell, incoming attacks have a +5 to hit. In addition, as long as the spell is still in effect, the subject cannot suffer action denial from a precise critical unless that hit also depleted the barrier.
 +
 
 +
Damaging spells targeting the target of this spell do not have their oppose difficulties changed.  Any damage dealt by such a spell will apply to the barrier.  If another spell targeting something affected by this spell has an affect other than damage, it may or may not apply to the subject at the GM's discretion. Generally, spells that apply some physical force to deliver an additional effect, such as ''Earthquake'''s knockdown or ''Light Beam'''s blinding, will be blocked by this spell unless that spell would also deplete the barrier.  This spell will not buffer MP damage.
 +
 
 +
This spell's barrier has an elemental weakness to its opposite element.  If opposite-element damage depletes this barrier, any remaining damage is halved before it is applied to the subject of this spell. If the subject of this spell has an elemental weakness, it will not affect damage to this spell's barrier.  The spell's barrier is also treated as if it were soak when being struck by spells and attacks that do additional damage to soak.
 +
 
 +
If this spell is cast on a target already affected by ''Shield'' , the newer casting will replace the old one if it is superior.
 +
 
 +
'''Unique Boost: Layered Shield'''
 +
 
 +
By increasing the MP cost by 20, the material cost by $35, and the difficulty by 2, the spell can be changed so that the barrier's HP increases by 100. This boost can be applied multiple times, up to a maximum of 1000 HP.
 +
 
 +
'''Unique Boost: Power Shield'''
 +
 
 +
By increasing the MP cost by 40, the material cost by $335, and the difficulty by 5, the spell can be changed so that the barrier will generate a wave of force that strikes a creature who deals damage to the barrier with an attack or spell.  The damage dealt by this wave is equal to half the damage the barrier absorbed from that attack or spell. To be hit by this wave, the attacker must be adjacent to the subject of ''Shield'' , and the attacker gets an oppose chance with a difficulty equal to this spell's oppose +6.  If this effect is triggered by a strong critical and the attacker fails the oppose by 3 or more, the attacker will immediately be knocked down.
  
 
|}
 
|}
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!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Aid</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Aid</big>
 
|-
 
|-
| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''': || style="background:#C8C800"|'''Oppose''': || style="background:#C8C800"|'''Range''': || style="background:#C8C800"|'''Targets''': || style="background:#C8C800"|'''Damage''': || style="background:#C8C800"|'''Duration''':  
+
|-style="background:#C8C800"
 +
|'''MP''': 1 ||'''Cost''': $0 ||'''Difficulty''': 1 ||'''Oppose''': A 3 ||'''Range''': Touch ||'''Targets''': 1 ||'''Damage''': -1 ||'''Duration''': N/A
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When cast, this spell causes one of the caster's fingers to glow with golden light.  When the target creature is touched, its skin (or alternative surface) is flushed with the same light for an instant, imparting very light healing.  Superficial wounds close and leave no scars.
  
 +
The target creature is healed for 1 HP.  A single creature can only be affected by this spell once per minute.  This spell also staunches bleeding from piercing trauma.
 
|}
 
|}
  
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|-
 
|-
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Distill</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Distill</big>
 +
|-style="background:#C8C800"
 +
|'''MP''': 7 ||'''Cost''': $5 ||'''Difficulty''': 3 ||'''Oppose''': N/A ||'''Range''': Self ||'''Targets''': Self ||'''Damage''': N/A ||'''Duration''': 2cd4 Rounds
 
|-
 
|-
| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''': || style="background:#C8C800"|'''Oppose''': || style="background:#C8C800"|'''Range''': || style="background:#C8C800"|'''Targets''':  || style="background:#C8C800"|'''Damage''': || style="background:#C8C800"|'''Duration''':
+
|colspan=8|When this spell is cast, the caster's hands glow brilliantly white until another spell is cast or the spell expires.
|-
+
 
|colspan=8|Spelldescription
+
The next time the subject of this spell casts a spell, any damage the spell would deal is treated as if it has no element.  This effect does not apply to negative damage (i.e. healing).
 +
 
 +
In addition, the thematic appearance of that spell will change to become colorless and elementally neutral.  This may result in the affected spell becoming more difficult to identify. Any condition that is triggered by an elemental spell being cast, such as the counter-casting of the Nerd facet, will not be triggered by spells affected by this spell.
 +
 
 +
This spell does not have any effect on any secondary effects a damaging spell would have. This spell does not remove the element of a spell. This spell also does not affect casting costs or difficulties of affected spells.
 +
 
 +
'''Unique Boost: Multi Distill'''
 +
 
 +
By increasing the MP and material costs by 100% and the difficulty by 2, the spell can be changed so that it will not expire after one spell, affecting any spell cast during this spell's full duration.
 +
 
 +
'''Unique Boost: Inverse Distill'''
  
 +
By increasing the MP and material costs by 100% and the difficulty by 4, the spell can be changed so that it will remove the elemental attribute of spells that deal negative damage (i.e. healing), but not those dealing positive damage.
 
|}
 
|}
  
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!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Clean</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Clean</big>
 
|-
 
|-
| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''': || style="background:#C8C800"|'''Oppose''': || style="background:#C8C800"|'''Range''': || style="background:#C8C800"|'''Targets''': || style="background:#C8C800"|'''Damage''': || style="background:#C8C800"|'''Duration''':  
+
|-style="background:#C8C800"
 +
|'''MP''': 3 ||'''Cost''': $5 ||'''Difficulty''': 1 ||'''Oppose''': A 5 ||'''Range''': Touch ||'''Targets''': 10' Area ||'''Damage''': N/A ||'''Duration''': N/A
 
|-
 
|-
|colspan=8|Spelldescription
+
|colspan=8|When this spell is cast, the target area is flushed with a glimmer of golden light as superficial impurities are removed.
  
 +
This spell has a degree of internal intelligence when it comes to determining what it should remove.  It is capable of following instruction from the caster as well as general application.  Generally, this spell removes stains from objects and surfaces, including natural mud, blood, grease, undesirable paint, and more.  However, this spell will not remove something that is clearly a work of art, including elaborate graffiti.  This spell can also be used to cleanse an area of minor pollutants, but it cannot remove substances that have a measurable, mechanical effect.
 +
 +
If this spell would affect an object carried or worn by a creature or an object that is sentient, it may get an oppose chance.
 +
 +
'''Unique Boost: Power Clean'''
 +
 +
By increasing the MP cost to 21, the material cost to $100, and the difficulty to 7, the spell can be changed so that it can wash away stubborn messes that have mechanical hindrances, including those generated by spells like ''Mud Splash'' .
 
|}
 
|}
  
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|-
 
|-
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Reincarnate</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Reincarnate</big>
 +
|-style="background:#C8C800"
 +
|'''MP''': 50 ||'''Cost''': $650 ||'''Difficulty''': 12 ||'''Oppose''': P 7 ||'''Range''': 15' ||'''Targets''': 1 ||'''Damage''': N/A ||'''Duration''': N/A
 
|-
 
|-
| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''': || style="background:#C8C800"|'''Oppose''': || style="background:#C8C800"|'''Range''': || style="background:#C8C800"|'''Targets''': || style="background:#C8C800"|'''Damage''': || style="background:#C8C800"|'''Duration''':
+
|colspan=8|This spell returns a dead creature to life in a new body.  The target creature's new body materializes in a column of golden light.
|-
+
 
|colspan=8|Spelldescription
+
To cast this spell, the target creature's remains or location of death must be within range.
 +
 
 +
The target's new body is determined by a series of rolls.
 +
Roll 1d6 (non-exploding).  On 1-3, the target reincarnates as the same race but with random sex and appearance.  On 4-6, the target has a randomly determined race.  To determine base race, roll 1d12 and refer to the base race chart .  Sub race may be determined randomly or by the player's choice at the GM's discretion. On 6, the target's disposition also changes to the player's choice, but the previous disposition cannot be chosen.
 +
 
 +
Once the target's new body has been determined, the new body will materialize at a location, chosen by the caster, within the spell's range.  The reincarnated character's current HP will be set to 1d6 per threat level.  If the target succeeds at a Per roll 7, their current MP will also be set to 1.  Any critical trauma the target suffered will be regenerated and set to half the critical level, rounded up.  Any piercing trauma will be staunched.  Any diseases will be removed from the target.
 +
Any items previously held or worn by the target will be in their possession, but if the target has changed sex (unless the target has ''Androgynous'' ) or size, there is a 50% chance that any non-magical equipment will no longer fit, plus an additional 25% for each step of size difference past the first.
 +
 
 +
If this spell targets a creature that has been dead for less than a day, no oppose is needed unless resisted.  If the target resists, the oppose roll used is such that the creature were alive.
 +
If this spell targets a creature that has been dead for more than a day, then the target must make an oppose roll for the spell to succeed.  The difficulty of this oppose increases by 1 for every day past the first that the target has been dead and an additional 3 for every failed consecutive attempt.  If the target has a weakness to the element of this spell, the oppose roll is treated as if the target were dead for 5 more days.  If the caster has any abilities or bonuses that would result in a higher oppose, the caster may choose to have them reduce the oppose instead.  If the target has been dead for more than a day and does not wish to be revived, the spell will fail.
 +
 
 +
This spell can target a creature that has died of natural cause, such as age.  At the discretion of the player controlling the target, the target's age may be reduced.  T hey must make a personality roll for every 1/10th of the character's natural lifespan restored in this manner with a difficulty equal to 7.  Each failed roll will cause the character to lose a race level from their most recently leveled race.  The target's total race level cannot be reduced to less than 1. If the target's race level is 1, its age cannot be reduced any further.
 +
 
 +
'''Unique Boost: Orchestrated Reincarnate'''
 +
 
 +
By increasing the MP cost to 150, the material cost to $4330, and the difficulty to 33, the spell can be changed so that the caster may choose the results of the spell's rolls to determine the target creature's new body. However, the caster may not choose to have the target's new body be identical to its last one. This cannot be applied with another spell boost.
 +
 
 +
'''Unique Boost: Healthy Reincarnate'''
  
 +
By increasing the MP cost to 108, the material cost to $2888, and the difficulty to 28, the spell can be changed so that the target creature will manifest in its new body with half its full HP and MP and half of the trauma it would have after a normal use of this spell.  This cannot be applied with another spell boost.
 
|}
 
|}
  
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|-
 
|-
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Detect Auras</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Detect Auras</big>
 +
|-style="background:#C8C800"
 +
|'''MP''': 28 ||'''Cost''': $50 ||'''Difficulty''': 7 ||'''Oppose''': N/A ||'''Range''': Self ||'''Targets''': Special ||'''Damage''': N/A ||'''Duration''': 3cd6 Minutes
 
|-
 
|-
| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''': || style="background:#C8C800"|'''Oppose''': || style="background:#C8C800"|'''Range''': || style="background:#C8C800"|'''Targets''':  || style="background:#C8C800"|'''Damage''': || style="background:#C8C800"|'''Duration''':
+
|colspan=8|When this spell is cast, the caster is able to see the auras of creatures.  Auras are fields of energy that are emanated by all creatures, and every creature has a unique one.  It is possible to recognize aspects of creature's identity by studying its aura.
|-
+
 
|colspan=8|Spelldescription
+
The range of detection is limited to the caster's vision.  Walls, terrain, and other inanimate objects can obstruct or obscure the detection of auras, but the auras of creatures who are invisible, intangible, or camouflaged can be seen normally.  If the caster is blind, they can still use this spell to sense auras as if they could see normally, but may perceive this sensation through alternative senses.
 +
 
 +
The details of an aura can indicate attributes and status of the creature, including emotional state, physical condition, strength of personality, elemental association, racial makeup, and magical abilities.  This spell can be used to identify a specific character, as every individual has unique aspects to their aura. This spell can be used to reveal when a character is impersonating another if prior knowledge of the subject's aura is available. This spell can be used to identify objects and events with magical properties, as well.
 +
 
 +
Surmising specific information regarding a character's weaknesses and abilities may require concentration and/or skill checks (usually Mag/Acc). If the caster is attempting to read a creature's aura, that creature can make a Mag/Per roll of 6 to realize that their aura is being read. The specifics of what can be discovered and what is needed to do so is typically left to the GM's discretion as the function of this spell is open-ended.
 +
 
 +
This spell will instantly reveal the presence and identify the strength and duration of any ''Soul'' spell within the user's vision range.
 +
 
 +
'''Unique Boost: Detect Hostilities'''
  
 +
By increasing the MP cost to 56, the material cost to $100, and the difficulty to 10, the spell can be changed so that the caster will automatically know if an observed creature has intentions to harm her .  Additionally, the caster will not lose initiative due to surprise attacks.
 
|}
 
|}
  
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|-
 
|-
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Pure Zone</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Pure Zone</big>
 +
|-style="background:#C8C800"
 +
|'''MP''': 40 ||'''Cost''': $100 ||'''Difficulty''': 10 ||'''Oppose''': N/A ||'''Range''': 0' ||'''Targets''': 60' Area ||'''Damage''': N/A ||'''Duration''': 2cd4 Hours
 
|-
 
|-
| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''':  || style="background:#C8C800"|'''Oppose''':  || style="background:#C8C800"|'''Range''': || style="background:#C8C800"|'''Targets''':  || style="background:#C8C800"|'''Damage''':  || style="background:#C8C800"|'''Duration''':
+
|colspan=8|When this spell is cast, a glimmer of golden light flashes through the area for an instant. Inside the area of this spell's effect, abilities and creatures that are Entropy-aligned are disrupted in various ways.
|-
+
 
|colspan=8|Spelldescription
+
A Deviling cannot teleport into or inside this area.
 +
Any time an Entropy-elemental spell would do damage or healing in this area, that amount is reduced by 2 per die rolled.
 +
Creatures with ''Elemental Specialization'' in Entropy and Entropy Elementals take 1d6 MP damage at the end of every round while inside the area of this spell.
 +
 
 +
Additionally, characters who do not have strong anarchic behavioral tendencies will feel slightly calmed while in the area of this spell, while those that do will feel minor discomfort.
 +
 
 +
If the area of this spell ever intersects with the area of an ''Entropic Zone'' spell, both spells immediately end.
 +
 
 +
'''Unique Boost: Pure Spring'''
  
 +
By increasing the spell's MP cost to 60, the material cost to $525, and the difficulty to 14, the spell can be changed so that purity-aligned spells and characters in the area are enhanced.  Purity-elemental spells deal 2 more damage or healing per die rolled, and creatures with ''Elemental Specialization (Purity)'' and Purity Elementals recover 1 MP at the end of every minute while inside the spell's area.
 
|}
 
|}
  
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|-
 
|-
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Purify Thoughts</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Purify Thoughts</big>
 +
|-style="background:#C8C800"
 +
|'''MP''': 25 ||'''Cost''': $90 ||'''Difficulty''': 8 ||'''Oppose''': P 9 ||'''Range''': 30' ||'''Targets''': 1 ||'''Damage''': N/A ||'''Duration''': 2cd6 Rounds
 
|-
 
|-
| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''': || style="background:#C8C800"|'''Oppose''': || style="background:#C8C800"|'''Range''': || style="background:#C8C800"|'''Targets''':  || style="background:#C8C800"|'''Damage''':  || style="background:#C8C800"|'''Duration''':
+
|colspan=8|This spell floods the target creature's mind with calming thoughts that may eliminate the effects of distractions and improve resistance to further distractions.
|-
+
 
|colspan=8|Spelldescription
+
When this spell is cast, the target's controlling player must decide to resist it or not. If not resisted or failed to oppose, the target is to re-roll any distraction it is currently under the effect of with a +6 bonus to oppose. Any characters who initiated those distractions must also re-roll at no action cost. The result of the re-roll replaces the old one if it is better for the victim.
 +
 
 +
For the duration of the spell, the target receives a +2 bonus to oppose all new distraction attempts.
 +
 
 +
When the spell ends, the target's accumulated oppose bonus to repeated distraction attempts is removed.
 +
 
 +
'''Unique Boost: Cloister Thoughts'''
  
 +
By increasing the MP cost to 50, the material cost to $220, and the difficulty to 12, the spell can be changed so that the bonus it grants to oppose new distraction attempts increases to +6 , and the spell also grants a +2 bonus to Per oppose checks.
 
|}
 
|}
  
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|-
 
|-
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Righteous Blast</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Righteous Blast</big>
 +
|-style="background:#C8C800"
 +
|'''MP''': 35 ||'''Cost''': $125 ||'''Difficulty''': 11 ||'''Oppose''': A 13 ||'''Range''': 50 ||'''Targets''': 1 ||'''Damage''': Special ||'''Duration''': N/A
 
|-
 
|-
| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''': || style="background:#C8C800"|'''Oppose''': || style="background:#C8C800"|'''Range''': || style="background:#C8C800"|'''Targets''': || style="background:#C8C800"|'''Damage''': || style="background:#C8C800"|'''Duration''':
+
|colspan=8|When this spell is cast, the target's head is surrounded by wisps of pale light whose shapes vaguely resemble the target's evil acts.  These wisps rapidly circle around the target's head for a moment before slamming the target with a pained wail.
|-
+
 
|colspan=8|Spelldescription
+
The damage of this spell, as well as the intensity of its appearance, is determined by the severity and frequency of the target's wrong doings.
 +
The die type is determined by the severity of the target's most evil act.  Minor acts of deception and kleptomania incur d4's. Average acts of theft and infidelity incur d6's.  Killing a creature in self-defense and acts of lesser malice may incur d8's.  Acts of terror may incur d10's.  Acts of torture may incur d12's.  Acts of murder and extreme malice may incur d20's.
 +
The die number is determined by the frequency of the target's wrong doings.  Someone who seldom acts wrongly over their lifetime is susceptible to only 1 die, while someone who has lived a life of wrong doings is likely to suffer up to 5 damage dice.  The dice of this damage are cumulative.  Particularly rare individuals who have never done a misdeed are not affected by this spell.
 +
Additionally, a target damaged by this spell will suffer a penalty to all rolls for being distracted by feelings of guilt.  This penalty is equal to the number of damage dice used plus a number corresponding to the size of the die (1 for d4, 2 for d6, 3 for d8, 4 for d10, 5 for d12, 6 for d20), up to a maximum penalty of -10.  This penalty decreases by two at the end of every round and does not stack with other forms of distraction. Monsters of pure malice and creatures completely incapable of feeling guilt are not subject to this distraction penalty but are still subject to the damage. The GM may also decide that the subject of this spell may deserve an additional Per oppose to resist this distraction, but this should be considered unusual.
 +
 
 +
A target who feels remorse for their wrong doings is likely to have their die type reduced by 1 size. If the target makes actions of redemption, it may also have its die size and die count reduced depending on the frequency and severity of those good acts. Misdeeds that were performed without a character's volition typically do not count toward the damage of this spell.
 +
 
 +
The effect of this spell is fairly open-ended according to the GM's discretion.
 +
 
 +
'''Unique Boost: Punishing Blast'''
  
 +
By increasing the MP cost to 70, the material cost to $650, and the difficulty to 14, the spell can be changed so that half of the damage it deals (before soak) will be dealt to the target's MP.  This also increases the the distraction penalty of the spell by 2, but the maximum penalty is still -10.
 
|}
 
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|-
 
|-
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Know Authority</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Know Authority</big>
 +
|-style="background:#C8C800"
 +
|'''MP''': 45 ||'''Cost''': $200 ||'''Difficulty''': 9 ||'''Oppose''': N/A ||'''Range''': Touch ||'''Targets''': Special ||'''Damage''': N/A ||'''Duration''': N/A
 
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| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''': || style="background:#C8C800"|'''Oppose''': || style="background:#C8C800"|'''Range''': || style="background:#C8C800"|'''Targets''': || style="background:#C8C800"|'''Damage''': || style="background:#C8C800"|'''Duration''':
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|colspan=8|This divination spell gives the caster clues regarding the person who carries the most significant authority over a creature, location, or object.
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|colspan=8|Spelldescription
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When this spell is cast, the caster must indicate whether they are querying for a creature, location, or object.  In standard situations, the caster will receive a mental image of the person with the highest form of authority for the subject. That authority is usually interpreted as leadership, ownership, or administration, but could also be interpreted as some other form of relevant mastery, such as thorough understanding. The result of this spell is heavily dependent on the context of the spell's casting. This spell will also reveal if a subject has no owner or leader, or if a subject is its own authority.
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If the caster succeeds the casting roll by 5 or more, the caster receives some insight regarding the nature of the authority. For example, if the caster is divining of the governmental leader of a particular area, the caster may learn of the qualifications of that leader or the general opinions of the people regarding that leader. As another example, if the caster subjects this spell to a particular object, the caster may learn some detail of that object's owner's level of skill. These additional details are subject to many forms of bias, misinformation, and personal interpretation.
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Casting this spell multiple times regarding the same subject in a short time period is unlikely to reveal additional information, though this may vary depending on the context of the caster's query.  Generally, this spell can be a useful tool for investigation purposes, but it can also be misleading if not used properly.
  
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The result of this spell is open-ended according to the GM's discretion.  The GM is not necessarily obligated to give the caster a truthful or straightforward answer.
 
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!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Pure Soul</big>
 
!colspan=8 style="color:#000000; background:#F7F700; text-align:left"| <big>Pure Soul</big>
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|-style="background:#C8C800"
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|'''MP''': 30 ||'''Cost''': $75 ||'''Difficulty''': 7 ||'''Oppose''': P 8 ||'''Range''': 30' ||'''Targets''': 1 ||'''Damage''': -2cd6 ||'''Duration''': 2cd12 Rounds
 
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| style="background:#C8C800"|'''MP''': || style="background:#C8C800"|'''Cost''': $ || style="background:#C8C800"|'''Difficulty''': || style="background:#C8C800"|'''Oppose''': || style="background:#C8C800"|'''Range''':  || style="background:#C8C800"|'''Targets''': || style="background:#C8C800"|'''Damage''': || style="background:#C8C800"|'''Duration''':
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|colspan=8|This spell wraps the target in a brightly shining golden aura.  The target is instilled with feelings of righteousness and confidence.  While affected by this spell, the target is healed at the end of every round.  The healing granted by this spell is not considered to have any elemental type, so it will still heal a target that is weak to the element of this spell.  The target also receives a -4 penalty to Strength for the duration of the spell. Strength cannot be reduced below 2 in this way.
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|colspan=8|Spelldescription
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In addition, a creature that is affected by this spell for its entire duration will receive one free traumatic self-healing check when the spell ends. This extra healing check will not interfere with other trauma healing checks the character would normally have.
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This spell overwrites other Soul spells. If the target is affected by ''Jagged Soul'' , both it and this spell immediately end.
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'''Unique Boost: Ascending Soul'''
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By increasing the spell's MP cost to 80, the material cost to $250, and the difficulty to 17, the spell gains the following additional effects.
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The target receives a bonus to all spell oppose rolls equal to 2cd4, as well as an additional non-cumulative stat die.
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The target receives a bonus to all distraction resistance rolls equal to 2cd8.
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Anytime the target takes damage to HP or MP, that damage is reduced by 2dc8 before soak is considered.
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Anytime the target takes traumatic damage, that trauma is reduced in severity by 1 (minimum 1).
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Anytime the target is hit by a melee attack or damaged by a spell's direct damage, the attacker receives this spell's healing value as damage as it is hit by a wave of retributive pure energy. This damage has no elemental type.
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When the spell ends, the target receives two trauma healing checks, both of which will automatically succeed.
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The spell's penalty to Strength becomes -6.
  
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The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted.
 
|}
 
|}
 
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{{RPGNavtemp}}
 
{{SpellNavtemp}}
 
{{SpellNavtemp}}

Latest revision as of 23:57, 16 April 2025

Heal Damage 1
MP: 8 Cost: $10 Difficulty: 4 Oppose: A 5 Range: 60' Targets: 1 Damage: -2cd12 Duration: N/A
When this spell is cast, a golden orb of pure energy appears above the target. That orb showers the target with beams of golden light that heal on contact. Superficial wounds close and leave no scars.

This spell also staunches bleeding from piercing trauma.

This spell can only target and affect creatures.

Unique Boost: Heal Trauma

By increasing the spell's MP and material costs by 66% and the difficulty by 4, the spell can be changed so that the next time the target of this spell makes a trauma healing check within 24 hours, the target will recover two levels of trauma instead of one if the check succeeds. Multiple castings of this spell will not have cumulative effect. This effect will be cancelled if the subject is damaged by an Entropy effect before the next trauma healing check. This can be applied to all variants of Heal Damage , but doing so may have different effects.

Heal Damage 2
MP: 20 Cost: $25 Difficulty: 6 Oppose: A 6 Range: 70' Targets: 1 Damage: -5cd12 Duration: N/A
This spell is functionally identical to Heal Damage 1 , but is more powerful.

Unique Boost: Heal Trauma

Like Heal Damage 1 , and the spell also reduces the difficulty of the next trauma healing check by 1.

Heal Damage 3
MP: 32 Cost: $75 Difficulty: 8 Oppose: A 8 Range: 80' Targets: 1 Damage: -8cd12 Duration: N/A
This spell is functionally identical to Heal Damage 1 , but is more powerful.

Unique Boost: Heal Trauma

Like Heal Damage 1 , and the spell also reduces the difficulty of the next trauma healing check by 3.

Heal Damage 4
MP: 55 Cost: $500 Difficulty: 10 Oppose: A 8 Range: 90' Targets: 1 Damage: -9cd20 Duration: N/A
This spell is functionally identical to Heal Damage 1 , but is more powerful.

Unique Boost: Heal Trauma

Like Heal Damage 1 , and the spell also causes the next trauma healing check to automatically succeed.

Revive
MP: 85 Cost: $2000 Difficulty: 15 Oppose: P 5 Range: 15' Targets: 1 Damage: N/A Duration: N/A
This spell returns a dead creature to life. The target creature's body is reconstructed in a brilliant shower of golden light.

There are two ways this spell can manifest, depending on how much of the target body's remains are intact. If at least 10% of the body is intact, 75% of those remains must be within 10 feet of each other or the spell will fail. If less than 10% of the body is intact, then the spell must be cast within range of where the target creature died.

A creature affected by this spell will have all of their limbs restored. Any traumatic damage that resulted in severing or crushing will be reduced to 1 less than the critical level. Any bleeding from piercing trauma will also be staunched. The affected creature's current HP is set to 1d10, and current MP is set to 1. Any diseases the target had are also removed.

If this spell targets a creature that has been dead for less than a day, no oppose is needed unless resisted. If the target resists, the oppose roll used is such that the creature were alive. If this spell targets a creature that has been dead for more than a day, then the target must make an oppose roll for the spell to succeed. The difficulty of this oppose increases by 1 for every day past the first that the target has been dead and an additional 3 for every failed consecutive attempt. If the target has a weakness to the element of this spell, the oppose roll is treated as if the target were dead for 5 more days. If the caster has any abilities or bonuses that would result in a higher oppose, the caster may choose to have them reduce the oppose instead. If the target has been dead for more than a day and does not wish to be revived, the spell will fail.

This spell cannot affect a creature that has died of old age or similar natural cause.

This spell can also be cast on a creature that has been petrified. Doing so causes the petrification effect to end immediately and safely.

Unique Boost: Resurrect

By increasing the MP cost to 145, the material cost to $3500, and the difficulty to 22, the spell will change so that only 1% of a body's remains are required for it to be effective, regardless of the proximity of any other parts or the location of death . In addition, a revived target will have 2 leves of traumatic damage from each body part healed, if any, and its HP will be restored to 60% of its maximum and its MP will be restored to 30% of its maximum.

Smite
MP: 30 Cost: $100 Difficulty: 9 Oppose: A 13 Range: 40' Targets: 1 Damage: 5cd20 Duration: N/A
When this spell is cast, the caster's personal or holy symbol appears and hovers before their hand or casting device. The symbol then emits a pulse of golden light that coalesces into orbs of light that fly toward the target.

This spell cannot do damage to a creature that is friendly to the caster. For the purpose of this spell, a friendly creature is defined as one that the caster would not earnestly seek to harm if fully lucid or one that shares the same faith as the caster. If the spell would pass through a space occupied by a friendly creature, it will pass through it harmlessly.

This spell cannot do damage to an inanimate object unless that object is genuinely considered offensive to the caster's beliefs. This spell will be blocked by inanimate walls.

Unique Boost: Banish

By increasing the MP cost to 45, the material cost to $200, and the difficulty to 11, the spell can be changed so that it will deal double damage to a summoned construct .

Regenerate
MP: 22 Cost: $50 Difficulty: 5 Oppose: A 8 Range: 60' Targets: 30' area Damage: -2cd4 Duration: 3cd4 Rounds
When this spell is cast, the target area is flooded with motes of golden light that gently float into the wounds of creatures and heal them.

Any creature in the area of the spell during its duration will be healed at the end of every round. This spell also staunches bleeding from piercing trauma.

Any creature who has been exposed to this spell for its entire duration will get a free trauma healing check when the spell expires. This heal check will not interfere with any trauma healing checks they would normally have. This benefit does not occur if the spell ends prematurely.

Detoxify
MP: 18 Cost: $30 Difficulty: 6 Oppose: A 6 Range: 30 Targets: 1 Damage: N/A Duration: N/A
When this spell is cast, the target creature is enveloped by a field of soft, pale, golden light.

Exposure to this light instantly removes all harmful toxins, poisons, and diseases and ceases any further damage they would have inflicted. This spell will not undo damages that any such sources would have already caused.

Group Heal
MP: 25 Cost: $75 Difficulty: 8 Oppose: A 7 Range: 60 Targets: 30' Area Damage: -5cd8 Duration: N/A
When this spell is cast, a burst of golden light is conjured at the targeted location and heals every creature in its area. This spell also staunches bleeding from piercing trauma.

This spell will only affect creatures.

Shield
MP: 20 Cost: $65 Difficulty: 6 Oppose: A 6 Range: 30' Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is cast, the target creature or object is surrounded by a shimmering, translucent, amorphous sphere of golden light. This sphere will follow the target and pass through other objects, creatures, and terrain as if immaterial while preventing damaging forces from hurting the target.

For the duration of this spell, the target has a force barrier that functions as a buffer for HP damage. The barrier will absorb 100 HP damage before being destroyed. The target's normal soak is not to be rolled until the barrier from this spell is destroyed. If the barrier's HP would deplete from a damaging source, the remaining damage would pass on to the target and then be subject to normal soak. The barrier will not prevent damage from a source that cannot normally be soaked, such as drowning or poison.

While under the effect of this spell, incoming attacks have a +5 to hit. In addition, as long as the spell is still in effect, the subject cannot suffer action denial from a precise critical unless that hit also depleted the barrier.

Damaging spells targeting the target of this spell do not have their oppose difficulties changed. Any damage dealt by such a spell will apply to the barrier. If another spell targeting something affected by this spell has an affect other than damage, it may or may not apply to the subject at the GM's discretion. Generally, spells that apply some physical force to deliver an additional effect, such as Earthquakes knockdown or Light Beams blinding, will be blocked by this spell unless that spell would also deplete the barrier. This spell will not buffer MP damage.

This spell's barrier has an elemental weakness to its opposite element. If opposite-element damage depletes this barrier, any remaining damage is halved before it is applied to the subject of this spell. If the subject of this spell has an elemental weakness, it will not affect damage to this spell's barrier. The spell's barrier is also treated as if it were soak when being struck by spells and attacks that do additional damage to soak.

If this spell is cast on a target already affected by Shield , the newer casting will replace the old one if it is superior.

Unique Boost: Layered Shield

By increasing the MP cost by 20, the material cost by $35, and the difficulty by 2, the spell can be changed so that the barrier's HP increases by 100. This boost can be applied multiple times, up to a maximum of 1000 HP.

Unique Boost: Power Shield

By increasing the MP cost by 40, the material cost by $335, and the difficulty by 5, the spell can be changed so that the barrier will generate a wave of force that strikes a creature who deals damage to the barrier with an attack or spell. The damage dealt by this wave is equal to half the damage the barrier absorbed from that attack or spell. To be hit by this wave, the attacker must be adjacent to the subject of Shield , and the attacker gets an oppose chance with a difficulty equal to this spell's oppose +6. If this effect is triggered by a strong critical and the attacker fails the oppose by 3 or more, the attacker will immediately be knocked down.

Aid
MP: 1 Cost: $0 Difficulty: 1 Oppose: A 3 Range: Touch Targets: 1 Damage: -1 Duration: N/A
When cast, this spell causes one of the caster's fingers to glow with golden light. When the target creature is touched, its skin (or alternative surface) is flushed with the same light for an instant, imparting very light healing. Superficial wounds close and leave no scars.

The target creature is healed for 1 HP. A single creature can only be affected by this spell once per minute. This spell also staunches bleeding from piercing trauma.

Distill
MP: 7 Cost: $5 Difficulty: 3 Oppose: N/A Range: Self Targets: Self Damage: N/A Duration: 2cd4 Rounds
When this spell is cast, the caster's hands glow brilliantly white until another spell is cast or the spell expires.

The next time the subject of this spell casts a spell, any damage the spell would deal is treated as if it has no element. This effect does not apply to negative damage (i.e. healing).

In addition, the thematic appearance of that spell will change to become colorless and elementally neutral. This may result in the affected spell becoming more difficult to identify. Any condition that is triggered by an elemental spell being cast, such as the counter-casting of the Nerd facet, will not be triggered by spells affected by this spell.

This spell does not have any effect on any secondary effects a damaging spell would have. This spell does not remove the element of a spell. This spell also does not affect casting costs or difficulties of affected spells.

Unique Boost: Multi Distill

By increasing the MP and material costs by 100% and the difficulty by 2, the spell can be changed so that it will not expire after one spell, affecting any spell cast during this spell's full duration.

Unique Boost: Inverse Distill

By increasing the MP and material costs by 100% and the difficulty by 4, the spell can be changed so that it will remove the elemental attribute of spells that deal negative damage (i.e. healing), but not those dealing positive damage.

Clean
MP: 3 Cost: $5 Difficulty: 1 Oppose: A 5 Range: Touch Targets: 10' Area Damage: N/A Duration: N/A
When this spell is cast, the target area is flushed with a glimmer of golden light as superficial impurities are removed.

This spell has a degree of internal intelligence when it comes to determining what it should remove. It is capable of following instruction from the caster as well as general application. Generally, this spell removes stains from objects and surfaces, including natural mud, blood, grease, undesirable paint, and more. However, this spell will not remove something that is clearly a work of art, including elaborate graffiti. This spell can also be used to cleanse an area of minor pollutants, but it cannot remove substances that have a measurable, mechanical effect.

If this spell would affect an object carried or worn by a creature or an object that is sentient, it may get an oppose chance.

Unique Boost: Power Clean

By increasing the MP cost to 21, the material cost to $100, and the difficulty to 7, the spell can be changed so that it can wash away stubborn messes that have mechanical hindrances, including those generated by spells like Mud Splash .

Reincarnate
MP: 50 Cost: $650 Difficulty: 12 Oppose: P 7 Range: 15' Targets: 1 Damage: N/A Duration: N/A
This spell returns a dead creature to life in a new body. The target creature's new body materializes in a column of golden light.

To cast this spell, the target creature's remains or location of death must be within range.

The target's new body is determined by a series of rolls. Roll 1d6 (non-exploding). On 1-3, the target reincarnates as the same race but with random sex and appearance. On 4-6, the target has a randomly determined race. To determine base race, roll 1d12 and refer to the base race chart . Sub race may be determined randomly or by the player's choice at the GM's discretion. On 6, the target's disposition also changes to the player's choice, but the previous disposition cannot be chosen.

Once the target's new body has been determined, the new body will materialize at a location, chosen by the caster, within the spell's range. The reincarnated character's current HP will be set to 1d6 per threat level. If the target succeeds at a Per roll 7, their current MP will also be set to 1. Any critical trauma the target suffered will be regenerated and set to half the critical level, rounded up. Any piercing trauma will be staunched. Any diseases will be removed from the target. Any items previously held or worn by the target will be in their possession, but if the target has changed sex (unless the target has Androgynous ) or size, there is a 50% chance that any non-magical equipment will no longer fit, plus an additional 25% for each step of size difference past the first.

If this spell targets a creature that has been dead for less than a day, no oppose is needed unless resisted. If the target resists, the oppose roll used is such that the creature were alive. If this spell targets a creature that has been dead for more than a day, then the target must make an oppose roll for the spell to succeed. The difficulty of this oppose increases by 1 for every day past the first that the target has been dead and an additional 3 for every failed consecutive attempt. If the target has a weakness to the element of this spell, the oppose roll is treated as if the target were dead for 5 more days. If the caster has any abilities or bonuses that would result in a higher oppose, the caster may choose to have them reduce the oppose instead. If the target has been dead for more than a day and does not wish to be revived, the spell will fail.

This spell can target a creature that has died of natural cause, such as age. At the discretion of the player controlling the target, the target's age may be reduced. T hey must make a personality roll for every 1/10th of the character's natural lifespan restored in this manner with a difficulty equal to 7. Each failed roll will cause the character to lose a race level from their most recently leveled race. The target's total race level cannot be reduced to less than 1. If the target's race level is 1, its age cannot be reduced any further.

Unique Boost: Orchestrated Reincarnate

By increasing the MP cost to 150, the material cost to $4330, and the difficulty to 33, the spell can be changed so that the caster may choose the results of the spell's rolls to determine the target creature's new body. However, the caster may not choose to have the target's new body be identical to its last one. This cannot be applied with another spell boost.

Unique Boost: Healthy Reincarnate

By increasing the MP cost to 108, the material cost to $2888, and the difficulty to 28, the spell can be changed so that the target creature will manifest in its new body with half its full HP and MP and half of the trauma it would have after a normal use of this spell. This cannot be applied with another spell boost.

Detect Auras
MP: 28 Cost: $50 Difficulty: 7 Oppose: N/A Range: Self Targets: Special Damage: N/A Duration: 3cd6 Minutes
When this spell is cast, the caster is able to see the auras of creatures. Auras are fields of energy that are emanated by all creatures, and every creature has a unique one. It is possible to recognize aspects of creature's identity by studying its aura.

The range of detection is limited to the caster's vision. Walls, terrain, and other inanimate objects can obstruct or obscure the detection of auras, but the auras of creatures who are invisible, intangible, or camouflaged can be seen normally. If the caster is blind, they can still use this spell to sense auras as if they could see normally, but may perceive this sensation through alternative senses.

The details of an aura can indicate attributes and status of the creature, including emotional state, physical condition, strength of personality, elemental association, racial makeup, and magical abilities. This spell can be used to identify a specific character, as every individual has unique aspects to their aura. This spell can be used to reveal when a character is impersonating another if prior knowledge of the subject's aura is available. This spell can be used to identify objects and events with magical properties, as well.

Surmising specific information regarding a character's weaknesses and abilities may require concentration and/or skill checks (usually Mag/Acc). If the caster is attempting to read a creature's aura, that creature can make a Mag/Per roll of 6 to realize that their aura is being read. The specifics of what can be discovered and what is needed to do so is typically left to the GM's discretion as the function of this spell is open-ended.

This spell will instantly reveal the presence and identify the strength and duration of any Soul spell within the user's vision range.

Unique Boost: Detect Hostilities

By increasing the MP cost to 56, the material cost to $100, and the difficulty to 10, the spell can be changed so that the caster will automatically know if an observed creature has intentions to harm her . Additionally, the caster will not lose initiative due to surprise attacks.

Pure Zone
MP: 40 Cost: $100 Difficulty: 10 Oppose: N/A Range: 0' Targets: 60' Area Damage: N/A Duration: 2cd4 Hours
When this spell is cast, a glimmer of golden light flashes through the area for an instant. Inside the area of this spell's effect, abilities and creatures that are Entropy-aligned are disrupted in various ways.

A Deviling cannot teleport into or inside this area. Any time an Entropy-elemental spell would do damage or healing in this area, that amount is reduced by 2 per die rolled. Creatures with Elemental Specialization in Entropy and Entropy Elementals take 1d6 MP damage at the end of every round while inside the area of this spell.

Additionally, characters who do not have strong anarchic behavioral tendencies will feel slightly calmed while in the area of this spell, while those that do will feel minor discomfort.

If the area of this spell ever intersects with the area of an Entropic Zone spell, both spells immediately end.

Unique Boost: Pure Spring

By increasing the spell's MP cost to 60, the material cost to $525, and the difficulty to 14, the spell can be changed so that purity-aligned spells and characters in the area are enhanced. Purity-elemental spells deal 2 more damage or healing per die rolled, and creatures with Elemental Specialization (Purity) and Purity Elementals recover 1 MP at the end of every minute while inside the spell's area.

Purify Thoughts
MP: 25 Cost: $90 Difficulty: 8 Oppose: P 9 Range: 30' Targets: 1 Damage: N/A Duration: 2cd6 Rounds
This spell floods the target creature's mind with calming thoughts that may eliminate the effects of distractions and improve resistance to further distractions.

When this spell is cast, the target's controlling player must decide to resist it or not. If not resisted or failed to oppose, the target is to re-roll any distraction it is currently under the effect of with a +6 bonus to oppose. Any characters who initiated those distractions must also re-roll at no action cost. The result of the re-roll replaces the old one if it is better for the victim.

For the duration of the spell, the target receives a +2 bonus to oppose all new distraction attempts.

When the spell ends, the target's accumulated oppose bonus to repeated distraction attempts is removed.

Unique Boost: Cloister Thoughts

By increasing the MP cost to 50, the material cost to $220, and the difficulty to 12, the spell can be changed so that the bonus it grants to oppose new distraction attempts increases to +6 , and the spell also grants a +2 bonus to Per oppose checks.

Righteous Blast
MP: 35 Cost: $125 Difficulty: 11 Oppose: A 13 Range: 50 Targets: 1 Damage: Special Duration: N/A
When this spell is cast, the target's head is surrounded by wisps of pale light whose shapes vaguely resemble the target's evil acts. These wisps rapidly circle around the target's head for a moment before slamming the target with a pained wail.

The damage of this spell, as well as the intensity of its appearance, is determined by the severity and frequency of the target's wrong doings. The die type is determined by the severity of the target's most evil act. Minor acts of deception and kleptomania incur d4's. Average acts of theft and infidelity incur d6's. Killing a creature in self-defense and acts of lesser malice may incur d8's. Acts of terror may incur d10's. Acts of torture may incur d12's. Acts of murder and extreme malice may incur d20's. The die number is determined by the frequency of the target's wrong doings. Someone who seldom acts wrongly over their lifetime is susceptible to only 1 die, while someone who has lived a life of wrong doings is likely to suffer up to 5 damage dice. The dice of this damage are cumulative. Particularly rare individuals who have never done a misdeed are not affected by this spell. Additionally, a target damaged by this spell will suffer a penalty to all rolls for being distracted by feelings of guilt. This penalty is equal to the number of damage dice used plus a number corresponding to the size of the die (1 for d4, 2 for d6, 3 for d8, 4 for d10, 5 for d12, 6 for d20), up to a maximum penalty of -10. This penalty decreases by two at the end of every round and does not stack with other forms of distraction. Monsters of pure malice and creatures completely incapable of feeling guilt are not subject to this distraction penalty but are still subject to the damage. The GM may also decide that the subject of this spell may deserve an additional Per oppose to resist this distraction, but this should be considered unusual.

A target who feels remorse for their wrong doings is likely to have their die type reduced by 1 size. If the target makes actions of redemption, it may also have its die size and die count reduced depending on the frequency and severity of those good acts. Misdeeds that were performed without a character's volition typically do not count toward the damage of this spell.

The effect of this spell is fairly open-ended according to the GM's discretion.

Unique Boost: Punishing Blast

By increasing the MP cost to 70, the material cost to $650, and the difficulty to 14, the spell can be changed so that half of the damage it deals (before soak) will be dealt to the target's MP. This also increases the the distraction penalty of the spell by 2, but the maximum penalty is still -10.

Know Authority
MP: 45 Cost: $200 Difficulty: 9 Oppose: N/A Range: Touch Targets: Special Damage: N/A Duration: N/A
This divination spell gives the caster clues regarding the person who carries the most significant authority over a creature, location, or object.

When this spell is cast, the caster must indicate whether they are querying for a creature, location, or object. In standard situations, the caster will receive a mental image of the person with the highest form of authority for the subject. That authority is usually interpreted as leadership, ownership, or administration, but could also be interpreted as some other form of relevant mastery, such as thorough understanding. The result of this spell is heavily dependent on the context of the spell's casting. This spell will also reveal if a subject has no owner or leader, or if a subject is its own authority.

If the caster succeeds the casting roll by 5 or more, the caster receives some insight regarding the nature of the authority. For example, if the caster is divining of the governmental leader of a particular area, the caster may learn of the qualifications of that leader or the general opinions of the people regarding that leader. As another example, if the caster subjects this spell to a particular object, the caster may learn some detail of that object's owner's level of skill. These additional details are subject to many forms of bias, misinformation, and personal interpretation.

Casting this spell multiple times regarding the same subject in a short time period is unlikely to reveal additional information, though this may vary depending on the context of the caster's query. Generally, this spell can be a useful tool for investigation purposes, but it can also be misleading if not used properly.

The result of this spell is open-ended according to the GM's discretion. The GM is not necessarily obligated to give the caster a truthful or straightforward answer.

Pure Soul
MP: 30 Cost: $75 Difficulty: 7 Oppose: P 8 Range: 30' Targets: 1 Damage: -2cd6 Duration: 2cd12 Rounds
This spell wraps the target in a brightly shining golden aura. The target is instilled with feelings of righteousness and confidence. While affected by this spell, the target is healed at the end of every round. The healing granted by this spell is not considered to have any elemental type, so it will still heal a target that is weak to the element of this spell. The target also receives a -4 penalty to Strength for the duration of the spell. Strength cannot be reduced below 2 in this way.

In addition, a creature that is affected by this spell for its entire duration will receive one free traumatic self-healing check when the spell ends. This extra healing check will not interfere with other trauma healing checks the character would normally have.

This spell overwrites other Soul spells. If the target is affected by Jagged Soul , both it and this spell immediately end.

Unique Boost: Ascending Soul

By increasing the spell's MP cost to 80, the material cost to $250, and the difficulty to 17, the spell gains the following additional effects.

The target receives a bonus to all spell oppose rolls equal to 2cd4, as well as an additional non-cumulative stat die.

The target receives a bonus to all distraction resistance rolls equal to 2cd8.

Anytime the target takes damage to HP or MP, that damage is reduced by 2dc8 before soak is considered.

Anytime the target takes traumatic damage, that trauma is reduced in severity by 1 (minimum 1).

Anytime the target is hit by a melee attack or damaged by a spell's direct damage, the attacker receives this spell's healing value as damage as it is hit by a wave of retributive pure energy. This damage has no elemental type.

When the spell ends, the target receives two trauma healing checks, both of which will automatically succeed.

The spell's penalty to Strength becomes -6.

The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted.

MSF High RPG
Characters Character Creation Races Facets(SpecialGalacticOther) • Skills and Stats Advantages Disadvantages Dispositions
Items Weapons Magical Clothing Shields Spellbooks Concoctions Item Enhancements Crafting Mundane Items Legion-Exclusive
Rules Combat Trauma Rolling Animals Vehicles Other Rules
Magic Spells (FireWaterEarthWindLightSoundPurityEntropyMindBody) | SummoningBoosting Magic
Magic
Elements
FireWaterEarthWindLightSoundPurityEntropyMindBody
Other
SummoningBoosting Magic