Magic Users use mana points to cast spells. Every spell you learn uses the same research rules, but learning a single effect with a set mana cost, with mana cost standing in for complexity -1. Every spell has a mana point cost, once cast the points are gone until the adventure is over or you rest.
You
can regain 1 mana point each exploration turn by reading your
spellbook. If your spellbook is lost, you cannot rest to recover mana
points in this way. You can also drink a mana potion, which restores 1d6 Mana.
Casting
spells in combat uses up your round. Add your Intelligence modifier to your spell damage.
Character
Progression
Magic
users begin at first level with 2 mana.
Every
EVEN level, they gain +2 more mana.
Every
ODD level beyond first level (starting at 3rd level), they
gain Potence which allows them to bind magical creatures, cast ritual
spells, and other arcane powers not covered here.
1
Cost Spells
Mana Potion on belt |
✨ Conjure
an elemental bolt of fire, ice, or lightning that deals 1d4 damage.
✨ Levitate
for up to a minute. Walking pace speed. Can be sustained midair with
mana.
✨ Create
a flare that lights up an area, removing darkness penalties. Lasts
for 3 combat rounds if used in combat or a minute outside of combat.
✨ Draw
with glowing light streaks from your finger. Glow too dim to use as
light source.
✨ Bring
someone from 0 HP to 1 HP
✨ Telekinetic
control over object of 1 weight or less. Lasts for up to a single
turn. Simple actions only; getting a broom to sweep or lantern to
float besides you. Cannot be used as an attack.
2 Cost Spells
✨ Bolt
of elemental energy. Deals 1d6 damage.
✨ Lower
a monster's HD by one. If dropped to 0, monster becomes disabled and
useless until returned to at least 1 HD. Returns at a rate of 1 per
hour or 6 exploration turns.
✨ Heal
someone 1 HP.
✨ Magic
bubbles to carry objects. Carries up to 4 load for 1 turn.
✨ Repair
a basic weapon, a single piece of armor, or a shield. Cannot repair
obliterated items.
3 Cost Spells
✨ Block
off a doorway or hallway with a wall of solid darkness, totally
impassable. Lasts 1d4 turns.
✨ Hold
up a piece of something and it will help you find the whole. Won't
work on things too far away or too old to be 'part' of the object.
Bone to skeleton, stick to tree, weapon to armory, etc.
✨ Grant
an ally +2 AC for three rounds.
✨ Death
touch. Deals 1d10 ghoulish damage.
4 Cost Spells
✨ Elemental
barrage, deal 1d6 fire, cold, or lightning damage to enemy an all
adjacent to them.
✨ Create
a barrier of wind that batters away arrows & light projectiles,
lasts for 2 rounds.
✨ Cause
a single creature you are making eye contact with to make a morale
check.
✨ Create
sparkling magic cloud beneath you that can prevent you from taking
fall damage. Fills in space, can protect many others as well.
✨ Conjure
an Impish minion. It's very small and weak, 1 HD. It performs any order given, and will still dutifully carry
out a suicidal order, but will curse you as it does.
5 Cost
Effects
✨
Treat a reaction check as Friendly
result.
✨
Elemental Blast; 2d8 Fire, Cold, or Lightning to a single target. If damage 6+ then elemental overcharge. If 12+ then double overcharge effect.
✨
Create illusion lure, such as crying baby or smell of
cooking food. Lasts until something falls for it and comes close to
investigate.
✨
Disappear in combat for 1d4 rounds. You reappear in the
same location. Can cast on others.
✨
Give a temporary shield to an ally, +1d6 temp HP. Lasts
until combat ends or 1 minute.
✨
Cast a spontaneous spell with an effect equal or less in
power to a 1 or 2 cost spell.
Elemental
Overcharge Effects
Whenever
you deal 6 or more damage with elemental spells;
🔥 Fire
destroys 1 piece of armor, boils a potion, or burns a scroll/spellbook.
❄️ Ice sticks
the target's feet in place, must spend a round to break themselves
free.
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