RPG/Light Spells

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Light Beam 1
MP: 7 Cost: $10 Difficulty: 4 Oppose: A 9 Range: 100 Targets: 1 Damage: 1d20 Duration: N/A
When this spell is cast, a beam of hyper-focused, white light strikes the target and generates a bright flash.

If the target fails the oppose, it is subject to damage. The target is also blinded, suffering a penalty to all sight-based rolls equal to the difference by which it failed the oppose. This penalty cannot be greater than 10, and it decreases by 2 at the end of every following round. On repeated hits, the penalty will replace the previous one if it is greater.


Unique Boost: Gamma Beam

By increasing the MP and material costs by 50% and the difficulty by 4, the spell can be changed so that the generated beam becomes high-frequency radiation that penetrates armor and obstacles. Only half of the damage from this spell can be soaked. The beam will also pass through walls and other barriers unless they are made of a material that blocks all radiation, such as lead, but its damage is reduced by 20% every time it passes through something that is not the target. The beam will also pass through any creature or object susceptible to light damage between the caster and the target, and any such extraneous target will suffer the damage of the spell if they fail to oppose, but any other affected target after that one, including the intended target, will suffer 20% less damage for each extraneous target affect before it along the beam's path. This can be applied to all variants of Light Beam .

Light Beam 2
MP: 20 Cost: $25 Difficulty: 6 Oppose: A 11 Range: 100 Targets: 1 Damage: 2cd20 Duration: N/A
This spell is functionally identical to Light Beam 1. The beam it generates is more intense and manifests more quickly.
Light Beam 3
MP: 35 Cost: $75 Difficulty: 8 Oppose: A 13 Range: 110 Targets: 1 Damage: 4cd20 Duration: N/A
This spell is functionally identical to Light Beam 1. The beam it generates is more intense and manifests more quickly.
Light Beam 4
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
This spell is functionally identical to Light Beam 1. The beam it generates is more intense and manifests more quickly.
Color Filter
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
For the duration of this spell, any other spell cast by you will have its color changed to whatever you choose. This only affects spells' visual effects. Mechanical effects of affected spells are not changed unless those effects would be dependent on its color. You may continue to change the spell's color even after you cast it; this takes no action or concentration.

The color change effect caused by this spell will persist throughout any other affected spell's duration, even if it would exceed the duration of this spell. However, if Color Filter's duration expires, you won't be able to change affected spells' colors anymore.

You have the option of spending an additional 5 MP when casting this spell. Doing so allows you to add patterns to a spell's color.

Anyone using a spell or ability that detects magical effects, such as Detect Auras , will automatically recognize if a spell is currently being altered by Color Filter as long as its duration is in effect.

Unique Boost: Color Control

By increasing the MP cost to 20, the material cost to $25, and the difficulty to 7, the spell can be changed so that its duration becomes 24 hours. The pattern addition to the spell's effect is inherent to this boost and requires no additional MP.

Hologram
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
This spell creates holographic imagery within the targeted radius. Any image imaginable can be generated within this radius, though the properties of this imagery will affect the difficulty of the spell. The caster may use this spell to communicate information with visual cues or to distract or confuse an opponent.

If the caster is trying to use this spell to mislead an onlooker with illusion, the onlooker may get a chance to disbelieve at no action, which requires an Intelligence check of at least 5, though this difficulty may also be modified by the image's properties or the caster's skill. If the onlooker fails this chance, it is either convinced that the image is physically real or unable to discern the reality of the image, depending on the context of the spell's use. For example, if the caster is creating an illusory image of their self and an opponent fails the disbelief chance, the opponent will be unable to tell whether the image or the caster is actually the caster and may attack either at random. If the onlooker has reason to believe the image is not real, it may get as many disbelief chances it desires until it succeeds, but doing so takes concentration in the form of a Speak action, and each subsequent attempt on the same round has its difficulty raised by 3.

Producing two-dimensional, non-animated imagery does not affect the spell's difficulty or the disbelief difficulty. Making the image three-dimensional increases the spell's difficulty and the disbelief difficulty by 3. Producing multiple, separate images within the radius increases the spell's difficulty by 3 and MP cost by 5 per additional image, though each image may require its own disbelief check.

Making the imagery animated increases the spell's difficulty and the disbelief difficulty by 5. An animated image can be moved in any way the caster can imagine; doing so costs no action. However, the imagery cannot be moved outside of the spell's target radius. Attempting to control more than one animated Hologram simultaneously will cause each one's disbelief difficulty to decrease by 2 for each one being controlled.

If the caster is performing an animated image as an illusion, they may attempt to mislead an onlooker by making the image appear to respond to an attack or other physical contact. To do so, the caster must spend a hand action and make a Mat/Acc or Art/Per roll, modified by any relevant elemental modifiers, plus 5. The difficulty of this roll is equal to the result of the roll made to hit the image. If the roll succeeds, the image successfully dodges contact or otherwise maintains belief, though the GM may allow a free disbelief chance if it is considered appropriate. The attempt to make a misleading animation in this fashion can be done any time, even out of turn, as long as the caster is able and willing to spend a hand action.

Any onlooker who successfully contacts a Hologram image will immediately recognize that image as an illusion. Spells and abilities that detect magical effects, such as Detect Auras , will automatically cause the disbelief chance to succeed. Other spells and abilities that grant a creature additional or enhanced senses may also grant a bonus to the disbelief chance or automatic success at the GM's discretion. Also, since the image cannot escape the radius of the spell, any attack or effect that would smother the entire radius of the spell will cause the spell to end or decrease its disbelief difficulty.

Once a creature successfully disbelieves a holographic image, it will not need to make another check to realize it is simply an image unless some event would occur that would cause the onlooker to lose track of the image, which is typically left to GM discretion.

The function of this spell is largely open-ended. For advanced use, GM judgment may be required. A Hologram immediately ends if its area intersects with the area of a Darkness spell.

Unique Boost: Solid Hologram

By increasing the MP and material costs by 100% and the difficulty by 5, the spell can be changed so that the images produced have a false semblance of solid matter. They cast shadows, have texture, and collide with objects, but they are still weightless, cannot make actions, and cannot produce sounds apart from those resulting from collisions with objects. This inherently increases the disbelief difficulty by 7, and touching the spell's images does not guarantee a disbelief success. In addition, each image produced by this spell has an HP value equal to spell's MP cost and no soak. When an image loses all of its HP, it vanishes.

Unique Boost: Shocking Hologram

By increasing the MP and material costs by 50% and the difficulty by 3, the spell can be changed so that an image produced by the spell will deal electric damage to any creature that touches it. This adds a damage value of 2d12 and an oppose of Agi 12. This damage can only be applied to one creature once per round. If multiple images are touching a creature, that creature can only be damaged by them once per round, though each image would require a separate oppose check. A creature making a melee attack to this image automatically fails the oppose. A creature taking damage from this image will successfully disbelieve it immediately.

Blinding Flash
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
When this spell is cast, brilliant bursts of white light swirl around the target location. Any creature that can see and is located within the spell's radius must overcome the spell's oppose or be be blinded, suffering a -10 penalty to all rolls that rely on vision. This penalty decreases by 2 at the end of every following round.

Anyone within the spell's radius is subject to this blinding effect, including the caster, regardless of the direction they face. However, anyone who has foreknowledge of the spell's casting may receive a +5 bonus to oppose, at no cost of action, to blink in time to avoid the spell.

This spell also brightly illuminates the area it is cast in for a brief moment. A creature who is outside the spell's radius but is still nearby may be startled by the spell, but it will not be blinded, even if looking directly at the spell's radius.

Unique Boost: Blinding Strobe

By increasing the MP cost to 36, the material cost to $30, and the difficulty to 15, the spell can be changed so that it has a duration of 2cd6 Rds. The bursts of light will continuously flash in the spell's area, blinding every target every round. This also increases the spell's oppose by 3.

Teleport
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
For the duration of the spell, you are capable of teleporting as per the Demon's Short-Range Teleport racial ability, allowing you to teleport to a location you can see. This can be performed on your turn at no cost of action once per round.

Unique Boost: Tireless Teleport

By increasing the MP cost by 75, the material cost by $4000, and the difficulty by 9, the spell can be changed so that its duration becomes 24 hours.

Unique Boost: Master Teleport

By increasing the MP cost by 50, the material cost by $2500, and the difficulty by 7, the spell can be changed so that works as per the Deviling's Teleport racial ability.

Photosynthesis Blast
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Illuminate
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Candlelight
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Color Bursts
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Shadow Stretch
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Reflective Shield
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Magnify
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Drain Color
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Darkness
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Remote Vision
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Ultra-Infravision
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Brilliant Soul
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
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