RPG/Purity Spells

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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: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Group Heal
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
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Shield
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
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Aid
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
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Distill
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
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Clean
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
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Reincarnate
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Detect Auras
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Pure Zone
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Purify Thoughts
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
Righteous Blast
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
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Know Authority
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
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Pure Soul
MP: Cost: $ Difficulty: Oppose: Range: Targets: Damage: Duration:
Spelldescription
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 FireWaterEarthWindLightSoundPurityEntropyMindBody | SummoningBoosting Magic
Magic
Elements
FireWaterEarthWindLightSoundPurityEntropyMindBody
Other
SummoningBoosting Magic