Magic & you! - Undergoing Rework!

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Magic & you! - Undergoing Rework!

Post by Admin on Sun May 06, 2018 1:45 pm

Magic is inherently a chaotic force, and while there are some forms of magic that are inherently good, and inherently evil, there is always the chance to fail at casting the spell.

While you can be trained ICly in a form of magic over the span of 3 OOC days, it is the only training you are able to get ICly. If you wish to progress further than that, you must apply for your character in the form of a character sheet with all of your stuff listed down.

Starting at the age of 16, it takes 2 years to become a novice, 4 more years to become an adept, 6 more years at a total of 12 years to become an expert, and 8 more to become a master. You are not allowed to become a master at any school, as the limit is expert. Only event-characters can be masters. Training does not transfer between schools, and you can only learn one school at a time. Attunement allows you to learn your primary school -1 year less for a novice, and -2 for each further training level.

If the modifier to cast your spell is at 0 or below, you are unable to cast that type of spell.
If untrained in a category you attempted to cast in, you failed to cast the spell alltogether, and do not have any adverse effects.

A difficult spell or above takes one entire turn of charging, before you are able to cast it. You cannot charge and cast on the same turn.
If you are struck before casting a charged spell, then you will have automatically failed the roll.
If you fail to cast a spell, you are unable to cast a spell on your next turn.
A mage is allowed to add one additional charge to a spell that either requires a charge, or doesn't. Doing so increases the power of the spell by roughly 100%.




Spell Difficulty & Training Modifiers:

The rolling system for magic is backwards, meaning that a 1 is a critical success, and a 100 would be a critical failure. For instance, someone that's an adept at fire magic that casts a moderate spell, will have a 35% chance to successfully cast the spell without any additional effects. They must roll under 35 to do this.

Difficulty
Extremely Easy = +50
Very Easy = +35
Easy = +20
Moderate = +10
Difficult = -10
Very Difficult = -25
Extremely Difficult = -40


Training
No Training = -20
Trained = +/-
Novice = +10
Adept = +25
Expert = +45
Mastered +60

Arcane Magic:

+10 modifier if trained in this school.

The usage of this school is primarily to define a users' mana capabilities. The more difficult a spell is, the harder it will be for you to cast it. This is the only school which you can become a master in, as masters of other schools are event-based characters only. As you become trained in this school, you will passive emit a magical aura around you.

As an adept, if you wished to cast an easy spell, then you could break a moderate spell slot in half for two easy spells, and you can break it even further if you wished to.

Any magical artifacts that can alter your mana pool MUST be listed on your character sheet.

Untrained: The user is capable of casting four extremely easy spells, or two easy spells.
Trained: The user is capable of casting four very easy spells, or two easy spells
Novice: The user is capable of casting four  easy spells, or two moderate spells
Adept: The user is capable of casting four moderate spells, or two difficult spells
Expert: The user is capable of casting four difficult spells, or two very difficult spells
Master: The user is capable of casting four very difficult spells, or two extremely difficult spell

When casting spells in this category, regardless of the success of your roll, you must roll on the failtable. Failing your roll requires an additional roll.

An uncharged attack can penetrate the flesh
A charged attack can penetrate leather
A double charged attack can penetrate metal.

EE = The ability to sense a magical aura.
VE =  The ability to create tiny amounts of raw, arcane magic which can be used offensively or defensively.
ES = The ability to create small amounts of raw, arcane magic which can be used offensively or defensively.
MD = The ability to transfer mana between willing targets.
DC = The ability to create moderate amounts of raw, arcane magic which can be used offensively or defensively.
VD = The ability to create large amounts of raw, arcane magic which can be used offensively or defensively.
ED =  The ability to create extreme amounts of raw, arcane magic which can be used offensively or defensively.

Random Effect:

Your spell arcane magic, when used offensively, will have a random effect. Raw energy in of itself is a dark blueish color, of which has quite a bit of mass to it. Getting hit by a small arcane hit will be similar to getting hit by a large stone.

0-16 - Healing Effect
17-32 - Fire Effect
33-48 - Water/Ice Effect
49-64 - Lightning Effect
65-80 Earth Effect
81-96 Air Effect
97-100 Reroll, and roll for an additional effect.

Failed Rolltable:

100-90 - You cast a spell from another category of magic that you are trained in, and roll on the fail table for it as well.

89-80 -  You cast your spell normally. However, your spell costs you double the amount of mana.

79-70 -  You explode in arcane energy, damaging everything around you in a ten foot radius.

69-60 - You cast your spell normally. However, roll for two random effects, and roll on those associated fail tables.

59-50 - Your body turns into an element of one of the random effects, and you are able to cast three spells free of mana cost. If you roll for healing, instead, you will be able to instantly heal either yourself, or someone around you in a ten foot radius.

49-40 - You cast your spell normally. However, you cannot cast another spell unless your spell causes damage, or you cause damage.

39-30 - Your spell does not get casted. Instead, your body is locked in a mystic, arcane field, which cannot be penetrated for three turns.

29-20 - You cast your spell normally, but cannot cast a spell on your next turn.

19-10 - Your spell fails to be casted. Every time you speak, bubbles comes out of your mouth. Every step you take, you bounce high into the air, for the next three turns. Any casted magic during this time gets a -15 modifier

9-5 - Your spell, if offensively used, is casted upon yourself. A defensive spell is casted on another target within 15 feet, or is otherwise wasted.

4-1 - Roll on the rolltable of each school you are trained in.

0 = Automatic Reroll

Fire Magic:

+10 modifier during the day
An uncharged attack usually gives a 2nd degree burn(Past the skin)
A single charged attack usually gives a 3rd degree burn(Past the skin, to the bone)
A double charged attack usually gives a 4th degree burn(Past the skin, into the bone)

EE = Creating a spark, or a simple flame, which may be nurtured into something bigger.
VE =  Creating a small orb of fire in your hand, which may be manipulated
ES = Creating a firebolt in your hand, which may be manipulated  or a sustained fire attack.
MD = Creating a ball of fire in your hand, which explodes up to 8 feet, giving all nearby targets burns.
DC = Creating a circle of fire
VD = Creating a wall of fire.
ED = Creating a storm of fire.

Failed Rolltable:

100-90 - The fire you cast is so devastating, it causes deep third degree burns on impact. It will either render an injured target unconscious from shock, or downright dead.

89-80 -  The effect of the spell is negated, and you are unable to cast for three turns.

79-70 - Your fire explodes into a bright fiery mess, doubling the AoE effect, otherwise it has a 8 foot radius.

69-60 - Your fire is a different color than usual. This effect lasts for the next three turns.

59-50 - You fail to cast your spell

49-40 - You fail to cast your spell

39-30 - Magic courses through your blood, allowing you to cast an additional spell of the same category as the one you casted.

29-20 - A ring of fire emerges from your center, leaving you unscathed, but burning everything near you within a 10 foot radius.

19-10 - The spell is casted normally, with no additional effects.

9-5 - The spell is casted normally, however, you will be rendered drained, and unable to cast magic for the next five turns.

4-1 - The effect of the spell is casted upon yourself, at full strength. Ontop of that, you must reroll for an additional effect. If the spell is charged, you will be rendered unconscious from shock, or downright killed.

0 = Automatic Reroll

Water Magic:

+10 modifier while the rain.
Water magic is all about movement, and fluid motion.
Only very difficult spells and above requires a charge.

EE - Basic manipulation of water, cannot be used as a weapon.
VE - Minor manipulation of water, a small orb would be similiar to that of a rock.
ES - Moderate manipulation of water, the user can slash others with their water, like a sharp blade.
MD - Major manipulation of water, a stream of water from a source can be used to push back multiple targets
DC - The ability to gather water from unorthodox sources, such as the humidity or plant life. Can change temperatures.
VD - The ability to create a wall of water around the user.
ED - The ability to create a storm
Failed Rolltable:

100-90 - Your water is frozen if used in a defensive manner, or turned to steam, if used in an offensive manner.

89-80 -  The effect of the spell causes minimal damage, and you are unable to cast magic for the next three turns.

79-70 - The water you cast is more dense, allowing it to hit harder, though it drains you. You cannot use the next turn.

69-60 - The water you cast turns to a color of your choosing, however it is usually based on emotion.

59-50 - You fail to cast your spell

49-40 - You fail to cast your spell

39-30 - Magic courses through your blood, allowing you to cast an additional spell of the same category as the one you casted.

29-20 - The magic you cast is pressurized, and dense, causing more damage to the target if applicable.

19-10 - The spell is casted normally, with no additional effects.

9-5 - The spell is casted normally, however, you will be rendered confused, and unable to cast magic for the next five turns.

4-1 - The effect of the spell is casted upon yourself, at full strength. Ontop of that, you must reroll for an additional effect.

0 = Automatic Reroll

Earth Magic:

+10 modifier during an earthquake
A single charged spell has the ability to knock down large targets.
A double charged spell has the ability to knock down giant targets

EE - Basic manipulation of the earth, can move small pebbles.
VE - Minor manipulation of the earth, can move small stones
ES - Moderate manipulation of the earth, can move larger stones. Shockwaves can be generated by stomping.
MD - Major manipulation of the earth, can move small boulders
DC - The ability to create an earth tremor, in a 10 foot radius around the user.
VD - The ability to create a wall of earth.
ED - The ability to create a earthquake.
Failed Rolltable:

100-90 - The earth trembles with every step you take for the next minute, causing those around you to have difficulties standing

89-80 -  You lose your ability to control the earth, and are unable to cast magic for the next three turns.

79-70 - If you were creating an earth tremor, it is doubled in strength. Otherwise, you create one.

69-60 - Your skin is covered with a thick rock. This acts like armor, however, it makes movement extremely difficult.

59-50 - You fail to cast your spell

49-40 - You fail to cast your spell

39-30 - Magic courses through your blood, allowing you to cast an additional spell of the same category as the one you casted.

29-20 - The effect of the spell is intensified.

19-10 - The spell is casted normally, with no additional effects.

9-5 - The spell is casted normally, however, you will be rendered confused, and unable to cast magic for the next five turns.

4-1 - The effect of the spell is casted upon yourself, at full strength. Ontop of that, you must reroll for an additional effect.

0 = Automatic Reroll

Air magic:

+10 modifier during a storm
An uncharged spell will have a small area of effect
A single charged spell will have a medium area of effect
A double charged spell will have a large area of effect

EE - The ability to create a tiny gust of wind, up to 10 m/ph.
VE - The ability to create a small gust of wind, up to 25 m/ph
ES - The ability to create a moderate gust of wind, up to 40 mp/h, or levitate a small object or creatures
MD - The ability to create a major gust of wind, up to 80 mp/h, or levitate a medium-sized object or creatures
DC - The ability to create an orb of wind around the user, protecting them from projectiles.
VD - The ability ability to levitate large-sized objects or creatures
ED - The ability to create a large tornado
Failed Rolltable:

100-90 - The winds you cast are doubled in speed.

89-80 -  The effect of the spell causes minimal damage, and you are unable to cast magic for the next three turns.

79-70 - You expel a great force of wind from yourself, possibly causing nearby people and things to fall over.

69-60 - You begin to levitate a foot or two off the ground for the next minute. You can only be moved by outside forces for this duration.

59-50 - You fail to cast your spell

49-40 - You fail to cast your spell

39-30 - Magic courses through your blood, allowing you to cast an additional spell of the same category as the one you casted.

29-20 - An orb of wind is generated around you, protecting you from any projectiles, for the next minute. However, this suffocates you.

19-10 - The spell is casted normally, with no additional effects.

9-5 - The spell is casted normally, however, you will be rendered confused, and unable to cast magic for the next five turns.

4-1 - The effect of the spell is casted upon yourself, at full strength. Ontop of that, you must reroll for an additional effect.

0 = Automatic Reroll

Lightning Magic:

+10 modifier during a storm.
An uncharged attack will leave a target stunned until their next turn.
A charged attack will leave a target stunned for 2 turns, and will leave them with third degree burns at the point of contact
A double charged attack will leave a target stunned for 3 turns, and will knock them unconscious, or otherwise dead.

EE - The ability to have sparks inbetween your finger tips, provides a tingling sensation at most.
VE - The ability to have an electric grip, which is nonlethal.
ES - The ability to have an shocking grip, which is lethal.
MD - The ability to send an arc of electricity towards someone at a short distance.
DC - The ability to send a bolt of lightning at an extreme distance.
VD - The ability to send create a lightning which can branch off up to 3 targets.
ED - The ability to create a lightning storm.
Failed Rolltable:

100-90 - Electricity surges out from your body, increasing your charge by one.

89-80 -  The effect of the spell is negated, and you are unable to cast magic for the next three turns.

79-70 - Electricity surges out from your body. You must select three targets within an 8 foot radius to receive a lightning bolt. If no additional targets remain, you take the attack. This effect is considered to have a single charge.

69-60 - Your electricity shines a different color than the usual whiteish/blue for the next minute.

59-50 - You fail to cast your spell

49-40 - You fail to cast your spell

39-30 - Magic courses through your blood, allowing you to cast an additional spell of the same category as the one you casted.

29-20 - The spell you casted is considerably increased, however, you must choose either yourself or an additional target to receive a portion of this electricity.

19-10 - The spell is casted normally, with no additional effects.

9-5 - The spell is casted normally, however, you will be rendered confused, and unable to cast magic for the next five turns.

4-1 - The effect of the spell is casted upon yourself, at full strength. If it is a charged spell, you will be rendered unconscious from shock, or otherwise dead. Ontop of that, you must reroll for an additional effect.

0 = Automatic Reroll

Healing Magic:

+10 modifier if the wound has been cleaned & treated.
It takes 1 turn to cast a healing spell, however, it takes 3 turns for a wound to be fully healed.
Using a less difficult spell to heal a greater wound will take an additional turn p/each difficulty decrease.
Using a more difficult spell to heal a lessor wound will take one less turn, p/each difficulty increase.
Using a healing spell again decreases the length by an additional turn, from the original healing spell casted.

Spells in this category are unable to be charged.

EE - The ability to heal a paper cut, or a tiny bruise. This does not require rolling.
VE - The ability to heal a small cut, or bruise.
ES - The ability to heal a moderate cut or bruise, and lessen poison effects
MD - The ability to heal a large cut or bruise, or eliminate a poison effect
DC - The ability to release a healing aura of easy level within 5 feet of you, which effects all targets within the area.
VD - The ability to fully restore someone back to full health, except for any magical-based effects, such as a curse.
ED - The ability to resurrect someone that has been dead for no longer than five minutes.
Failed Rolltable:

100-90 - Your spell heals significantly faster, taking one less turn.

89-80 -  The spell you cast has a reverse effect, instead, causing damage to your target.

79-70 - If your healing spell has an AoE effect, it is doubled. Otherwise, it heals another target of your choice.

69-60 - Although you are able to heal your target, the wound is instead transferred to another target within a 10 foot radius of yourself. If none are present, you are forced to take it, and the wound will even greater

59-50 - You fail to cast your spell

49-40 - You fail to cast your spell

39-30 - Magic courses through your blood, allowing you to cast an additional spell of the same category as the one you casted.

29-20 - Your spell is casted as a difficulty level higher, and thus, has stronger healing. However, you will not be able to cast next turn.

19-10 - The spell is casted normally, with no additional effects.

9-5 - The spell is casted normally, however, you will be rendered confused, and unable to cast magic for the next five turns.

4-1 - The effect of the spell is negated, instead, you drain the life from the target, causing them to be rendered unconscious, or dead.

0 = Automatic Reroll

Illusion Magic:

+10 modifier to spells casted during the night.
Spells in this category are unable to be charged.

EE - The ability to cast a small orb of light.
VE - The ability to cast a large orb of light, or multiple small ones.
ES - The ability to create a simple illusion, of which can be a tiny object.
MD - The ability to turn yourself opaque, up to 25%, or a minor illusion of a small creature.
DC - The ability to turn yourself opaque, up to 60%, or a moderate illusion of a medium creature
VD - The ability to turn yourself completely invisible, or a major illusion of a large creature.
ED - The ability to create multiple illusions of large size, or a single giant illusion.
Failed Rolltable:

100-90 - Your illusion becomes reality, and is capable of interacting with the world. However, it's duration is brief. If casting invisibility/chameleon, your spell level is increased by one level.

89-80 -  You fail to cast the illusion, and are unable to cast spells for the next 3 turns.

79-70 - You are capable of replicating your illusion, and can duplicate your spell.

69-60 - You shine very brightly for the next half hour. This light can be any color of your choosing.

59-50 - You fail to cast your spell

49-40 - You fail to cast your spell

39-30 - Magic courses through your blood, allowing you to cast an additional spell of the same category as the one you casted.

29-20 - The spell is casted normally, with no additional effects.

19-10 - The spell is casted normally, with no additional effects.

9-1 - The spell is casted normally, however, you will be rendered confused, and unable to cast magic for the next five turns.

0 = Automatic Reroll

Alteration:

+10 modifier if the object is currently being created, or was created in the past 10 minutes.
Spells in this category cannot be charged.

EE -The ability to change the color of an object.
VE - The ability to minorly manipulate an object's physical properties.
ES - The ability to moderately manipulate an object's physical properties.
MD - The ability to inscribe simple runes onto an object, granting it magical properties. Requires knowledge of related school.
DC - The ability to significantly manipulate an object's physical properties, or inscribe moderate runes into an object.
VD - The ability to remove inscriptions from an object.
ED - The ability to inscribe significant runes into an object.

Failed Rolltable:

Spells within this category simply fail when not properly casted. However, failing to enchant an item with runes may give the object an unintended effect.

Alchemy:

+10 if trained in Druidism

EE - The ability to find/harvest simple herbs.
VE - The ability to create a lesser potion
ES - The ability to find/harvest uncommon herbs.
MD - The ability to create a minor potion
DC -  The ability to find/harvest rare herbs.
VD - The ability to create a major potoin
ED - The ability to find/harvest exotic herbs.

Potion Effects:

Remind me to put something descriptive here, I'll probably forget.
Lesser Potions:


Minor Potion:


Major Potions:


Chaos Magic:

Spells in this category do not require a charge.

EE - The ability to minorly manipulate chaos magic
VE - The ability to give a victim a minor curse
ES - The ability to moderately manipulate chaos magic
MD - The ability to give a victim a moderate curse
DC - The ability to significantly manipulate chaos magic
VD - The ability to give a victim a major curse
ED - The ability to rip a soul out from an unwilling target.

In order to curse a target, it requires the victim to be unconscious. Depending on the curse, you will need a variety of items, and perhaps even time. Minor curses generally don't need authorizations, but moderate & major will.

Spells in this category simply fail when the roll fails.

Druidism:

+10 modifier while outside an urban enviroment.

EE - The ability to have minor manipulation of plant life. You can make a branch move slightly.
VE - The ability to communicate with an animal. Failing the roll means you do not understand them, or they you.
ES - The ability to have moderate manipulation of plant life. You can grow at a slow speed.
MD - The ability to have major manipulation of plant life. You can grow plants at a fast speed.
DC - The ability to command a lesser creature. Failing this roll may turn them hostile towards you.
VD - The ability to command a greater creature, so long it is not sentient. Failing this roll may turn them hostile towards you.
ED - The ability to grant sentience to a creature.
Failed Roll:

The roll is simply failed, and the spell is uncasted.

Holy Magic:

EE -
VE -
ES -
MD -
DC -
VD -
ED -
Failed Rolltable:

100-90 - Special Effect #1

89-80 -  The effect of the spell causes minimal damage, and you are unable to cast magic for the next three turns.

79-70 - Special AoE Effect #2

69-60 - Special Cosmetic Effect #3

59-50 - You fail to cast your spell

49-40 - You fail to cast your spell

39-30 - Magic courses through your blood, allowing you to cast an additional spell of the same category as the one you casted.

29-20 - Special Intensity #4

19-10 - The spell is casted normally, with no additional effects.

9-5 - The spell is casted normally, however, you will be rendered confused, and unable to cast magic for the next five turns.

4-1 - The effect of the spell is casted upon yourself, at full strength. Ontop of that, you must reroll for an additional effect.

0 = Automatic Reroll

Blood Magic:

+10 modifier if the user is a vampire
Spells in this category are unable to be charged.

When casting blood magic to control someone, you are only able to do it for one turn at a time, otherwise you must roll again to force an additional action. However, the individual is capable of resisting, and is able to slightly change the command you force their body to obey.

EE - The ability to minorly manipulate blood itself, much like water magic.
VE - The ability to be able to control a tiny living creature, like a small rat.
ES - The ability to moderately manipulate blood itself.
MD - The ability to control a small creature, like a dog.
DC - The ability to significantly manipulate blood itself.
VD - The ability to control a bigger creature, like a human.
ED - The ability to control a large creature, like a giant.

Failed Rolltable:

100-90 - You are able to take control of the individual for the next three turns.

89-80 -  You are unable to take control of the individual, and are unable to cast magic for the next three turns.

79-70 - You are able to take control of the individual individual for the next three turns, however, upon stopping, you immediately collapse from fatigue.

69-60 - You fail to cast your spell.

59-50 - You fail to cast your spell.

49-40 - You fail to cast your spell.

39-30 - Magic courses through your blood, allowing you to cast an additional spell of the same category as the one you casted.

29-20 - The individual you control is rendered completely under your control, and unable to resist your command at all.

19-10 - The spell is casted normally, with no additional effects.

9-5 - The spell is casted normally, however, you will be rendered confused, and unable to cast magic for the next five turns.

4-1 - You lose control of your body, and collapse.

0 = Automatic Reroll

Psionic:

+10 modifier to cast while in a meditative, sitting position.
Spells in this category cannot be charged.

Spells in this category simply fail, when failed. However, telepathy gives the user a headache, with strength based on the difficulty of the spell attempted.

When attempting to convince others to perform a task, it must be a reasonable suggestion. The victim can resist the command, but must be influenced it in some way.

EE - Basic Telekinesis, the ability to lift up to a 5 pounds object.
VE - Basic Telepathy, allowing you to mentally transmit thoughts to anyone you are touching.
ES - Minor Telekinesis, the ability to lift up to a 25 pound object.
MD - Minor Telepathy, allowing you to mentally transmit thoughts to anyone within a ten foot radius.
DC - Moderate Telekinesis, the ability to lift up to a 50 pound object.
VD - Moderate Telepathy, allowing you to mentally transmit thoughts to anyone within a fifty foot radius
ED - Major Telepathy & Telekinesis, allowing you to lift up a 200 pound object, or transmit a thought to anyone in the globe that you are familiar with.

Conjuration:

+10 modifier if the user has casted a familiar.
When using conjuration, the creation usually lasts roughly 5 minutes, if it is not dispelled by the user.
Generally speaking, you must dispel your current creation before creating another, within the same category. i.e. weapons & summon creatures.
Spells in this category cannot be charged.

A familiar is based off the other magics that you practice. If you only practice conjuration, then the creature has an arcane, mystic look.

EE - The ability to conjure a basic tool.
VE - The ability to conjure a simple weapon, like a dagger, or a tiny creature, like a rat
ES - The ability to summon a lesser creature, like a dog, or two tiny creatures.
MD - The ability to summon your familiar, or a standard weapon, like a sword, or shield.
DC - The ability to summon a minor creature, like a skeleton, or two lesser creatures
VD - The ability to summon armor & equipment, or a large creature like an undead orc, or two minor creatures
ED - The ability to create two orcs, or four minor creatures.
Failed Rolltable:

100-90 - Your creation becomes powerful, lasting for twice the amount of time. If it is a tool, it does the work for you.

89-80 -  You cast an extremely tiny creation of whatever you wished to make.

79-70 - A duplicate of your creation appears.

69-60 - Your creation is distorted, making it either useless or simply terrible at it's required task. The creation lasts for three turns, and cannot be dispelled.

59-50 - You fail to cast your spell

49-40 - You fail to cast your spell

39-30 - Magic courses through your blood, allowing you to cast an additional spell of the same category as the one you casted.

29-20 - Various rats are conjured up around the user, and begin to swarm around his legs, biting at them. It leaves no wounds, but the pain will feel real.

19-10 - The spell is casted normally, with no additional effects.

9-5 - The spell is casted normally, however, you will be rendered confused, and unable to cast magic for the next five turns.

4-1 - Your creation turns hostile towards you, or otherwise is not created. Roll for an additional effect.

0 = Automatic Reroll

Eldritch Magic:

+10 modifier if you were attacked by a spell since your previous /me, once a new combat situation has initiated.
This field of magic is used to counter magic. As such, it does not effect anything other than magic. The aura lasts for three turns at moderate difficulty, plus one for each stronger difficulty.
Spells in this category are not charged.

An aura is generally ten feet around a user. The color of this aura is usually a clearish blue.

EE - The ability to create an aura to dispel, or re-direct magic of equal difficulty, or diminish lower-difficult magic.
VE - The ability to create an aura to dispel, or re-direct magic of equal difficulty, or diminish lower-difficult magic.
ES - The ability to create an aura to dispel, or re-direct magic of equal difficulty, or diminish lower-difficult magic.
MD - The ability to create an aura to dispel, or re-direct magic of equal difficulty, or diminish lower-difficult magic.
DC - The ability to create an aura to dispel, or re-direct magic of equal difficulty, or diminish lower-difficult magic.
VD - The ability to create an aura to dispel, or re-direct magic of equal difficulty, or diminish lower-difficult magic.
ED - The ability to create an aura to dispel, or re-direct magic of equal difficulty, or diminish lower-difficult magic.
Failed Rolltable:

100-90 - Any magic around you is instantly dispelled regardless of difficulty, and you absorb it. You become resistant to the absorbed spells. A firebolt grants you fire resistance, for example. (Resistance =/= immunity). Redirects become more powerful.

89-80 -  Instead, you cast an aura of magic which empowers other spells around you, regardless of their nature. Redirects are failed.

79-70 - You cast your spell normally, however, the aura is instead 25 feet around you. If re-directing, then a 10 foot aura is generated.

69-60 - Your field of aura pulsates in color, but otherwise acts normal. Your re-directed magic turns colors, otherwise.

59-50 - You fail to cast your spell

49-40 - You fail to cast your spell

39-30 - Your spell lasts for double the amount of time it normally does. If re-directing, you can cast the same spell for free at the same target or another.

29-20 - For each category of spell that is dispelled or re-directed, you must roll on that fail table.

19-10 - The spell is casted normally, with no additional effects.

9-5 - The spell is casted normally, however, you will be rendered confused, and unable to cast magic for the next five turns.

4-1 - The spell is casted normally, however, you must roll for an additional effect on this table.

0 = Automatic Reroll

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