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 Special Magic: Casters Guide

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Join date : 2011-08-13

Special Magic: Casters Guide Empty
PostSubject: Special Magic: Casters Guide   Special Magic: Casters Guide EmptySat Aug 13, 2011 4:53 pm

Spell List

Novice Magic:


Float: Allows the player to walk on air, The user may hover up to 5ft in the air.


Distance:50ft

Quality:1

Truth: Mind altering magic that makes it difficult for the target to lie to the caster upon successful INT test. Target can contest with an INT test.

Quality:1

Flame bolt: Launches a small bolt of fire at an enemy. To successful cast you must pass a INT test, then to hit target user must pass a BS test.
Dmg: 1
Quality: 5 per day

Magic Missle: Launches non-elemental Magic bolt at an enemy. To successful cast you must pass a INT test, then to hit target user must pass a BS test.
DMG: 2
Quality: 5 per day

Charm: Charm is an Ocular Launched spell that uses mind effecting magic to sway biasness toward the user. requires a INT test, The target also can contest it with a INT test.

Quality: 1 per day


Sense Magic: Allows the user to Sense Magic.

Quality: Unlimited

Magic Torch: upon Successful INT test, The users hand now glows as a torch lighting 20 foot radius.

Quality: Unlimited

Fear: Upon successful INT test, Your enemy now fears the user of this spell, And must move away from them. The target can contest this with a toughness test.

Quality:1 per day


Rapid Healing: Only can be self cast. Upon Successful INT test the user now regains 1 wound at the beginning of each turn. However, the caster must remain still to heal.
Quality:1 per day

Novice Cleric (Lores required: Light and Life)

Cure Light:Upon successful INT test, to any one player or NPC.
Heal: +2
Quality: 3 per day

Cure: Upon successful INT test, to any one player or NPC.
Heal:+5
Quality: 2 per day

Cure Critical: Upon Success INT test, to any one Player or NPC.
Heal: +all Wounds
Quality: 1
side effect: Roll one D6, If a 6 is rolled: -5 wounds of DMG to caster.


Banish Evil: Upon Successful INT test, The caster may contest a demon (Lesser), or any Undead,
Quality: 1 per day


Almighty Bless: Upon Successful INT test, The caster will roll d20 equalivent to party members.
Each roll represents wounds healed to each member.
Quality: 1 per day
Side Effect: roll one d6, if a 6 is rolled: -5 wounds of DMG to caster.


Repel Undead:Upon successful INT test, Undead now avoid caster.
Quality: 1 per day

Interupt Necromancy: Upon Successful INT, The user may contest the Necromancers magic with INT vs INT. If a tie results, Continue rolling til uncontested.
Cleric victory: Target Necromancers spell fails to launch.
Necromancer victory: Cleric fails, Necromancy spell launches.

Quality: Unlimited

Novice Fire Mage: (Lores Required: Fire)
Create fire: Upon successful INT test, Caster can create fire as a task. Example Lighting touches, Camp fires, and Stoves.

Quality:Unlimited


Flame Burst: Upon Successful INT Test, The caster can summon a force of flames 10ft radius.
DMG:4
Quality: 1 per day

Tears of Aries: Upon successful INT Test, Summon fire to rain down on target(s) position. Target may contest with AG test to dodge.
DMG:8
Quality: 1 per day

Summon Fire element: Upon Successful INT Test, The caster summons a Lesser Fire Element from the Realm of Fire.
Quality: 1 per week
Side Effect: roll one d6, if roll results in a 6, The Fire Element breaks from casters control and becomes Violent.

Flame shot: Upon Successful INT test, Caster launches a large Burning stream 15 Yards, 10 Feet high. Targets may contest with an AG test to dodge.
DMG:8
Quality: 1 per day

Novice Ice Mage: (Lores required: Ice)

Freeze burst: Upon Successful INT test, Caster launches Frosty burst 20 ft radius.
DMG:4
Quality:1 per day

Summon Frost weapon: Upon successful INT test, The caster can summon a weapon with the following stats
Frost DMG: +2
Anti-Armor + 1
Quality: unlimited


Frozen Touch: Upon successful INT test, Caster can freeze any water based liquid.
Quality:Unlimited

Summon Ice Element: Upon Successful INT test, The caster can summon a Lesser Element of Ice from the realm of Ice,
Quality: 1 per week
Side Effect: roll one d6, if roll results in a 6, The Ice Element breaks from casters control and becomes Violent.

Cold Torture: Upon Successful INT test, The resulting roll of 1 d6 determines the amount of active turns.
The caster releases an unbareablely cold aura
Radius:5ft. (Melee range)
DMG: 1
Quality:1 per day

Novice Necromancer: (Lore: Death/Life)


Control Undead: Upon Successful INT test, The user may contest the Necromancers magic with INT vs INT. If a tie results, Continue rolling til uncontested.
Caster wins: The caster assumes control over local minons
Target wins: Casters Control undead fails.

Rot: Upon Successful INT test, Caster Summons a force to disease Target.
Target becomes sick and must make toughness test at the start of each turn.
Failure of toughness test is; Target begins to vomit violently, Can not move nor attack.
Lasts until treated.

Quailty: 2 per week

Summon Undead: Upon successful INT test, 1 Lesser Corpse Zombie is beckoned from below.

Quality: 10 Per day.

Repel Undead:Upon successful INT test, Undead now avoid caster.


Banish Evil: Upon Successful INT test, The caster may contest a demon (Lesser), or any Undead,
Quality: 5 per day



Novice Wind Mage

Wind Walk: Upon Successful INT test, Caster may Float no faster than running speed 10 ft high max. Self cast.
Distance: 50 feet


Quality:2 per day


Harsh Gust: Upon Successful INT test, Caster can cause a Harsh Gust to test a targets Strength to remain standing.

DMG: 1d6 + Bashing damage.

Quality:5 Per day


Razor Wind Shot:Upon Successful INT test, Caster can Create a painful Gust
of razor winds that cut and tear the flesh. Target can contest with AG test to dodge.
Shoots 10ft

DMG: 1d6 per each target.

Quality:1 per day

Detect Storms:Upon Successful INT test, Caster can sense storm near-by or forming.
Quality:Unlimited

Create Storm: Upon Successful INT test, Caster begins creation of an eventually powerful storm. Roll a single d20. Results decide duration until Storm is finished growing. Caster must remain still while Storm grows and forms. Roll a single d6 to determine duration of Storm effects.
Side Effects: Heavy storm cause -2 to all AG tests, -3 to all WS tests, -6 to all BS tests. Storm covers whole battle area.

Quality: 1 per week


Wrath of God: Upon Successful INT test, Caster creates Lightening strike from a Heavy storm( Caster made or not) on Target(s) within 50 ft of Caster. Lightening strikes cover 10 sq feet or four (4) squares on the playing mat.

DMG: 2 d6

Quality: 5 per day


Identifier Mage
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