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: Touch Targets: 1 Damage: N/A Duration: N/A
When this spell is cast on a target creature who has severed or shattered limbs due to traumatic damage, those limbs are reattached and restored. The reattached limbs immediately have their function and feeling returned as flesh is knitted back together.

The wounds' trauma ranks become the highest possible values before severing or shattering. In order for this spell to function, the severed or shattered limbs (or at least a majority of their parts), must be within 5 feet of the target's body.

If this spell is used to repair a severed or shattered head, neck, or torso, the spell will repair the creature's body but not return it to life.

This spell also staunches bleeding from piercing wounds.

Unique Boost: Regrowing

By increasing the MP cost to 60, the material cost to $450, and the difficulty to 14, the spell can be changed so that any severed limbs are regrown from the target's body. The severed limbs do not need to be nearby or even remotely intact. The trauma ranks of the wounds are still set to their highest values before severing or shattering.


Strength Drain
MP: 20 Cost: $40 Difficulty: 7 Oppose: D 9 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is successfully cast, its target feels its muscles become sore and weakened. The target of this spell has its Strength score reduced by 1d4 for the spell's duration. The target's Strength score cannot be reduced below 2.

The penalty generated by this spell will not stack with any other source of Strength penalty. If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled penalty or keep the previous one, 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 Boost , then that spell and this spell both immediately end.

Unique Boost: Strength Purge

By increasing the MP cost by 16, the material cost by $60, and the difficulty by 3, the spell can be changed so that the stat's penalty roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.

Defense Drain
MP: 20 Cost: $40 Difficulty: 7 Oppose: D 9 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is successfully cast, its target feels tired and sickened. The target of this spell has its Defense score reduced by 1d4 for the spell's duration. The target's Defense score cannot be reduced below 2.

The penalty generated by this spell will not stack with any other source of Defense penalty. If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled penalty or keep the previous one, 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 Boost , then that spell and this spell both immediately end.

Unique Boost: Defense Purge

By increasing the MP cost by 16, the material cost by $60, and the difficulty by 3, the spell can be changed so that the stat's penalty roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.

Agility Drain
MP: 20 Cost: $40 Difficulty: 7 Oppose: D 9 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6 Rounds
When this spell is successfully cast, its target feels its joints become more rigid. The target of this spell has its Agility score reduced by 1d4 for the spell's duration. The target's Agility score cannot be reduced below 2.

The penalty generated by this spell will not stack with any other source of Agility penalty. If this spell is cast on a creature already affected by this spell, the target will gain the newly rolled penalty or keep the previous one, 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 Boost , then that spell and this spell both immediately end.

Unique Boost: Agility Purge

By increasing the MP cost by 16, the material cost by $60, and the difficulty by 3, the spell can be changed so that the stat's penalty roll increases by a die count, taking highest. This boost can be applied multiple times, up to a maximum of 5d4.

Hold Breath
MP: 1 Cost: $0 Difficulty: 3 Oppose: D 5 Range: 30 Targets: 1 Damage: N/A Duration: Special
When this spell is cast, the target creature's requirement for respiration is temporarily suspended.

Roll one die of the subject's Defense score. The result of that roll is the duration of the spell. For that duration, the subject does not need to breathe, making it immune to damage from drowning, suffocation, or toxic gas. This does not necessarily protect the subject from damage associated to being exposed to a vacuum, though it can be helpful in such a situation. This spell also enables a character to perform speak actions in a situation where it would normally not be able to due to being unable to breathe, such as while being affected by the Water Bubble spell, though a speak action might still be prevented or hindered by other factors. Despite not needing to breathe, the subject of the spell may still choose to do so, though this does not affect the duration of the spell or grant any inherent benefits.

Once affected by this spell, the subject cannot be affected by this spell again until 30 seconds after it has expired. Attempting to cast this spell on the subject during this time will automatically fail.

This spell has no effect on a character who has the Self-Contained advantage due to redundancy.

Exhaust
MP: 8 Cost: $10 Difficulty: 5 Oppose: D 7 Range: 30 Targets: 1 Damage: N/A Duration: 1d12 Rounds
When this spell is successfully cast, the target creature will suddenly feel severely fatigued, as if from having just undergone overexertion.

The subject of this spell suffers a -1 penalty to all physical rolls for the spell's duration. Rolls affected by this spell include any checks that make use of the Str, Def, or Agi stats.

Unique Boost: Nauseate

By increasing the MP cost to 36, the material cost to $350, and the difficulty to 12, the spell can be changed so that the penalty to physical rolls increases to -3 as the subject is wracked by feelings of illness and vertigo.

Major Alterations
MP: 55 Cost: $800 Difficulty: 10 Oppose: D 5 Range: Touch Targets: 1 Damage: N/A Duration: 2cd6 Minutes
When this spell is cast, the target creature undergoes a significant transformation that improves its physical abilities or gives it a new one. The subject of this spell receives a P advantage of the caster's choice worth up to 250 XP that lasts until the spell ends.

The caster may choose to bestow the target with an advantage worth more XP. For every 250 XP more of the advantage's worth, the caster must spend 20 more MP to cast the spell, and the difficulty increases by 2. This modification to the spell is not considered a boost and does not affect the spell's base MP cost, thus it does not affect the costs of boosts nor does it require a greater casting limit to perform.

If the caster chooses to bestow an advantage that upgrades an advantage the target already has, the chosen advantage is considered cheaper for the purpose of this spell's limitation. The chosen advantage bestowed by this spell will not increase the target's Threat Level.

A subject of this spell can be affected by this spell multiple times, with each instance of the spell bestowing a different advantage and having a different, independent duration. If this spell is cast on a subject who is already affected by an instance this spell or a similar ability that grants the same advantage as the one intended, then the new casting will replace the old one if the duration is greater. This spell will automatically fail if it intends to bestow an advantage the subject already has.

This spell may result in a change to the subject's physical appearance. For example, Water Breather may cause the subject to grow gills and Glide may cause the subject to grow wings. The subject of this spell is inherently aware of the new advantage and knows how to make use of it unless coincidentally disoriented.

The effects of this spell also include the effects of the Minor Alterations spell, though any such effects delivered with this spell will expire when the spell ends.

Unique Boost: Malign Alterations

By increasing the MP cost to 65, the material cost to $1000, and the difficulty to 15, the spell can be changed so that it bestows a disadvantage instead of an advantage. This also increases the spell's base oppose by 4.

Beautify
MP: 38 Cost: $350 Difficulty: 8 Oppose: D 5 Range: Touch Targets: 1 Damage: N/A Duration: 2cd4 hours
When this spell is successfully cast, the target creature's appearance is subtly altered to make it appear more aesthetically appealing.

For the duration of the spell, the subject gains a +4 bonus to Infatuate attempts and a -4 penalty to Intimidate attempts. In addition, if the subject of this spell has the Bishy advantage, then the GM may decide that the subject of the spell may inadvertently make Infatuate attempts toward random other characters.

The subject of this spell is not inherently aware of the changes made by this spell, though looking at one's reflection will make it immediately aware of the spell's effect.

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

Deform
MP: 43 Cost: $500 Difficulty: 9 Oppose: D 11 Range: Touch Targets: 1 Damage: N/A Duration: 2cd4 Hours
When this spell is successfully cast, the target creature's appearance is subtly altered to make it appear twisted and revolting.

For the duration of the spell, the subject gains a +4 bonus to Intimidate attempts and a -4 penalty to Infatuate attempts. In addition, if the subject of this spell has the Imposing advantage, then the GM may decide that the subject of the spell may inadvertently make Intimidate attempts toward random other characters.

The subject of this spell is not inherently aware of the changes made by this spell, though looking at one's reflection will make it immediately aware of the spell's effect.

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

Hormone Boost
MP: 30 Cost: $300 Difficulty: 9 Oppose: P 11 Range: 30 Targets: 1 Damage: N/A Duration: 2cd8 Minutes
When this spell is cast, the target creature's endocrine system (or whatever is its physiological equivalent) is thrown out of balance in such a way that it is more easily distracted by carnal attractions.

While affected by this spell, the subject receives a -6 penalty to resist Infatuation, and any repetitive Infatuation attempts made toward the subject do not suffer the standard cumulative penalty. Once the subject of this spell has been infatuated, it cannot be infatuated by anyone else unless the attempt beats the last one as well as the subject's resistance check.

This spell has no effect on the subject's sexual preference.

When this spell ends, the subject loses all effects of infatuation.

Outer Soul
MP: 30 Cost: $75 Difficulty: 7 Oppose: P 9 Range: Touch Targets: 1 Damage: N/A Duration: 2cd12 Rounds
This spell wraps the target in an aura of pale, red light that pulsates rhythmically. The target is instilled with feelings of assertiveness and excitement. While affected by this spell, the target's Str, Def, and Agi scores are increased by 2 and Acc, Int, and Per scores are decreased by 2. None of these stats can be reduced to less than 2.

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

Unique Boost: Expanding Soul

By increasing the spell's MP cost to 80 , the material cost to $250, and the difficulty to 16, the spell gains the following additional effects. The target receives a bonus to distraction attempt rolls equal to 2cd10. The target receives a bonus to Defense oppose rolls equal to 2cd4. The target receives a bonus to attack rolls equal to 2cd6. Anytime the target hits with an attack whose damage is based on Str, Agi, or Def, that attack deals 2cd6 more damage. This damage is doubled on a strong critical. Anytime the target casts a Body spell (except this one), that spell's duration increases by 1d6+1 rounds. This additional duration is not affected by boosting or special abilities. This spell's stat bonuses are doubled, but the penalties are not affected. 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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