Post by Zain Winters on Jul 11, 2009 15:48:44 GMT -5
please note the actual document looks much more organized <.<;
Introduction
Legend speaks that the Gods who created this Planet also created 6 orbs protected in chapels corresponding to there elements to control the elements of the Planet now known as Spire. When one man challenged the Gods he nearly escaped with his life and a heavenly artifact that tore the gate between the human realm and the god's paradise. As it was torn the Chapels sunk through the realm of the Gods and fell to Spire. Attracted to the greatest sources of there elements, where they now stay.
Many years after this legend began, humans have studied and perfected how the altars work, and how the orbs communicate. Over time a nameless man has mastered the fire orb and learned to harness its power by proving himself to the orb, and with this the art of summoning was born as he spread his information to the other chapels.
With this new found art. The Chapels have attracted many underground citizens and are widely kept secret due to dangerous beings. Many monks and worshipers of the elements stay in the chapels and protect the secret behind them. However, if you prove your knowledge and willingness to the elder of that chapel. He may allow you to take a trial to please the orb and prove yourself worthy of its prize.
What the orb offers to the human race is nothing beyond his\hers wildest dreams. Quite the contrary that is exactly what the orb offers. The power of your imagination coming to life. Whatever image is most prominent in your mind when the gift is offered is the form you shall summon when used. Dragons, Humans, Demons, Animals. Anything the orb seems worthy of being created it will give you the ability to summon and aid you when needed. (Also within talespinners restraints. I believe this creation process is only abused as long as the talespinner allows it to be abused.)
When you have proven yourself worthy of the orbs test it will send you into the depths of the chapel where you will be given a selection of default summons to use to complete your' trials through the dungeon. If you complete the said trials then you will be rewarded with your' new powers and form.
As you venture into this Trial you will learn the basics of summoning. As with to control your creature you must concentrate mostly to the summon. Impeding your ability to attack due to breaking your concentration. However you may still move but you and your' summon control the two turns that each character receives during there battle turn
Creation Process
To create a summoner you must first create a human, exactly as you normally would create a human, nothing is different outside the needed advantage of Summoning of at least level 1. If you are well into a campaign and wish to stop to a Chapel and learn to summon, you must complete the trials then spend a corresponding 10xp to learn the skill at level 1 after the trial is complete.
After you have created a human of your choosing, you will need a second sheet to create your summon. As you do this you may create it just as you would a human, body mind and skill may be whatever you wish as long as they don't go under 1 or over 3 and equal up to 6. When you reach the Advantages part. The summon has 5 advantage points at the start to split between what spell class they have (attack or support) if they have Claws, Wing, Teeth, Tails,Ethereal Weapons (weapons that are bound to the summon) or other things of the sort. Remember these must be reviewed with the Talespinner to make sure he\she allows what you want on your' summon.
Spells are listed at the end of the guide. As are Body part stats are listed in the Whitigo book. (which has yet to be completed...so consult your' all knowing talespinner). With your' Human and Summon fully created your' now ready for the...
Battle Process
When it is the Summoners turn, he must first roll his con+summoning to attempt to summon his creation. He must obtain a roll higher then the average of the summons stats. (if the summon has all stats of 3 then 3+3+3+3+3+3=24, 24\6=3, which means you would need 3 or higher to summon the creation) When it is successfully summoned, you may now control it with your' two turns. Your' human may also evade 1 time penalty free, after that his evasion will drop by 2 each time afterwards that he tries to evade. He may also use 1 of his 2 turns to move, but remember that you and your' creation share these turns.
If the summon is hit the summoner will retain some of the pain within him. In a sense this form is a spectral version of your' soul. (so being punched in the soul...) So when your' creation takes damage, the human will take 50% of that damage rounded down. (summon takes 4? you take 2, summon takes 7, you take 3) If the summon takes 50% or more damage in one hit you will need to reroll your con+summoning and get the successes needed to originally summon to keep the creation intact. If you fail it will be dismissed, and you will need to wait a total of 6 turns before you can resummon him at level 1 summoning.(5 turns at level 2, 4 turns at 3, 3 at 4, 3 at 5, 1 at 6).
When your' summon is knocked out it will return to you and will be healed at 1 hp per turn but cannot be summoned until its full hp is restored. Mp will not be regenerated this way and will be fully healed when the human falls to sleep.
Trials
(may add some default for each altar but thats 6-24 trials I dont feel like typing up currently, I may later but this is good enough to get feed back on so far and I cant think of anything I missed about the book)
All fractions are rounded up unless stated otherwise.
All spells are casted by the summon, not you. even the initial spells.
Ignescent [ig-nes-uh nt] = Fire
Initial Magic :
Fire Start : able to start a small fire at the cost of 1 mp
Magic Attack: Fire based missile that will cause the target to catch flame resulting in more damage and possibly worse. The roll is (int+spell) and your damage will be from your successes.
Rank 1:
Fire Missile: Stage 1= 2 MP cost to cast, Small Fireball with no chance of catching the target aflame
stage 2 = roll a die and if it is 5-6 it will catch the target aflame for 1-2 hp damage
Rank 2:
Fireball: Stage 1= 3MP cost to cast a small radius of a 5 feet explosion. Split your successes 50\50 and the result will be the damage to the targets it has hit (6successes\50%= 3, 3 targets receive 3 damage, 1 target alone will receive only 3 also)
+2 add 1 damage to the damage split outcome (instead of 3 it is now 4) roll a die for each target, if you obtain a 6 that target will catch aflame for 1-2 hp damage the radius is also 10 feet now
Rank 3:
Sticky Flame: Stage 1= 4MP cost to cast, a goop flame is thrown and attached to the target burning the area on the target it is stuck on. (Roll a trine roll for the damage to the target during this stage) on the next casters turn the flame will explode causing the spell+int damage.
Stage 2= the explosion has a 10feet radius doing 50% damage to any near people
Support Spell: Will create various Supportive effects on the target.
The roll is (wil+Spell)
Rank 1:
Flames Warmth: Stage 1 = 1mp cost, Heal yourself target with your successes.
stage 2 = 1mp cost, Heal yourself with your successes. + 2
Rank 2:
Fires Blessing: Stage 1 = 3mp cost, Raise your Vit by the successes for 3 minutes
stage 2 : can choose between Str or Vit for 5 minutes
Rank 3:
Burning Desire: Stage 1= 6mp 3hp cost, Save one thing from the Brink of death and heal them 25%, also brings out of unconscious state. (if your hp is 6 max or lower you MUST roll a system shock) if the target has been dead for more then 10minutes the spell will not work
Stage 2 = brings back with 50% hp and able to revive targets that have been deceased for 15min
Aqueous [ey-kwee-uh s] = Water
Initial Magic:
Water Creation: Can create 1 Liter of Purified water at the cost of 1mp
Magic attack: A forcefully blast of water thrown at the target. (Int+Spell)
Rank 1
Aqua Shot: Stage 1= 1mp cost, a small Water ball the size of a baseball shot at insane speed. (target cannot dodge)
Stage 2: roll a die and if 6 the target is dazed for 1 turn at the sacrifice of 2 hp damage from the spell (if you roll 4 die and get 3 successes that would be normally 3 damage, but if you roll the stun die and get 6 that stuns the target for 1 turn but the damage is now only 1 hp damage)
Rank 2
Aqueous Unleashed: Stage 1= 3mp cost, a 5foot Linear beam of water will damage the target and anyone else it comes in contact with. (successes cut in half for damage)
Stage 2: 10foot linear beam
Rank 3
Water Split Stage 1: 5mp 2hp cost, two spears of water shoot from the sides of the Beast and attack the Target. 3 foot range. Requires 2 turns to use. (roll int+spell, twice and half successes)
Stage 2= 3 spears the 3rd spear shoots from the stomach and shoots straight as the others arc towards the target from the sides of the stomach (roll int+spell, three times, and half successes)
Support Spells: Will create various Supportive spells on the target.
The roll is (Wil+Spell)
Rank 1
Water Breathing+1= 1mp cost per 15min, Allows the target to become linked with the beast giving the target the air supply of the beast, after an hour has passed the beast will faint from lack of air cutting off the spell. Roll must be made every 15min and must gain 2 successes to start the spell, 3 for the next, 4 for the next, and 5 for the last.
Stage 2 = upon this spell being cast, the summoner is able to keep the spell going and move about as if the beast isn't out, 3mp per 15min while summoner is active
Rank 2
Aqua Shield: Stage 1= 3mp per 2 turns, creates a 3foot shield made out of water around the target. It reduces the force caused by attacks. The (wil+spell) roll will be the bubbles vitality, (For the hell of it lets say 3) when you take damage you will roll your bubbles vitality and then your own vitality. The damage absorbed by your bubble should be counted, (so if you get hit by 5, the bubble roll is 2, and your vit roll is 2, then you only take 1 damage, and your bubble takes 2) as after 5 damage is absorbed the bubble will pop and leave the caster dazed for 1 turn (2 actions) (the Axe's Armor Breaking special will break the bubble completely)
Stage 2= the bubble can absorb 10damage before breaking
Rank 3
Revitalize: Stage 1= 4mp, the success roll will be cut in half and your vit, wil, and dex will be raised by that number (4 success roll, 2 to all 3 stats)
Stage 2 = your hp will also be healed by the successes halved
Zephyr [zef-er] = Wind
Initial Spells:
Small 5mph Wind
Offensive Spells:
Rank 1:
Aero Blade: Stage 1= MP1 a sharp blade is shot out at extreme speed. (no chance to dodge)
Stage 2= The blade is shot at higher speeds causing an auto +1 damage
Rank 2:
Wind Snare: Stage 1 = MP2 the target is snared in a small tornado and Is constantly cut. (successes\halved=damage) roll a die and if 6 the target is cut twice (roll your dice again to calculate the damage done)
Stage 2 = MP3 roll a die after the attack, if 5 the target takes two cuts, if 6 the target takes 2 cuts and looses 1 turn
Rank 3:
Tornado: Stage 1= MP5 a small tornado is throw at the target knocking him off of his feet 100% forcing the target to forfeit 1 turn to recover
Stage 2: MP7 the Tornado is massively grown in a size of 5 foot radius, hitting all targets around the initial target (including friendly targets) roll 1 die per target hit other then the main target, if 6 that target looses their turn, the initial target will loose their turn.
Supportive Spells
Rank 1:
Evasive Winds: Stage 1= MP1 raises the evasion (not dex) of the target by the successes.
Stage 2= Raises the Evasion and Acrobatics of the target by the successes
Rank 2:
Aero Guard: Stage 1= MP2\2turns Creates a barrier of wind around target that deflects projectiles (the amount of successes determines the damage of the projectile that can be redirected, 4 power sheild can deflect 4damage arrows\small spells)
Stage 2= if physically attacked, roll a die, if you get 3+ the attacker will receive 1 hp damage.
Rank 3
Aerotic: Stage 1= mp5\1min Surrounds the target with an impenetrable shield but makes the target immovable for the length of the spell.
Stage 2= slowly heals the target with 2hp per minute
Galvanic [gal-van-ic] = Electric
Initial Spells :
Small Static shock
Offensive Spells
Rank 1
Static Shock: Stage 1= MP1 a small static ball is shock at the target, causeing 50% of the success damage, roll a die and if you get 4+ the target is shocked slightly and looses 1 action (not turn)
Stage 2= the static now does full damage
Rank 2
Electric Escape: Stage 1= MP4 an electrical shock is shot threw the ground paralyzing all targets that are hit for 1 turn. Inflict 25% (rounded down) damage to all targets. Beast is auto unsummoned after this spell is casted.
Stage 2= Will miss friendly targets and inflict 50% damage
Rank 3
Chain Lightening: Stage 1= MP 5 a lightening bolt is thrown at the target for full damage, then chains into the next closest person for 50% damage, then the next closest for 25% damage.
Stage 2= MP 8 100% for the first target, 75% for the 2nd, 50% for the 3rd and 25% for the 4. and stuns the 5th target and looses the last target 1 turn
Supportive Spells
Rank 1
Energy Transfer: Stage 1= MP1\2turns with your successes you may transfer stats to another target (successes=4, str=4, transfer the str to someone else and boosts there str by 4 and the beasts is now 0 for now)
Stage 2= you may now transfer hp at 50% damage to yourself and 100% heal to them (you get 4 on your roll, you can heal someone for 4 and take 2 damage)
Rank 2
Electrifying Senses: Stage 1= 3mp\2turns Raises the Accuracy of the Target by 50% of the successes.
Stage 2= 75% of successes, 4mp\2turns
Rank 3
Extreme Conductor: Stage 1= MP5 The target is imbued with electricity. When hit by a physical attack the attacker will receive 50% damage that was dealt. This spell will last the same amount of turns as successes
Stage 2= roll a die, if it is 3+ the attacker looses his next turn. If it is 2- then the defensive rolls a system shock to control the disruption in the electricity
Resplendent [ri-splen-duh nt] = Holy
Initial Spell
Flash: light up a small area
Offensive Magic
Rank 1
Holy Flash: Stage 1= MP1 Throws a ball of holy light causeing a giant flash that disorients anyone who looks for 1 turn, causes 50% damage to a direct hit target
Stage 2= 100% damage to target, roll die, if 5-6 then disorients for 2 turns
Rank 2
Holy Javelin: Stage 1= MP2 a javelin is thrown at the target and causes damage, if the target is undead it will do 200% damage
Stage 2= MP3 Can be used as a Preemptive strike, Roll a die if 4-6 then the strike will happen (you may choose to roll the die or not, if you choose to roll and fail the turn is still taken away)
Rank 3
Light of Hope: Stage 1= MP7 the sky shines bright focusing holy light onto the target, doing 50% damage to the target and healing the user by the same amount of damage done
Stage 2: 100% damage and the beast and summoner is healed by the damage done
Supportive Spells
Rank 1
Holy Life: Stage 1=2mp Heal the target
Stage 2= Heal two targets (50% of successes go to hp on both targets)
Rank 2
Protective Light: Stage 1= 3MP Casts a light around a target that keeps them immune to all attacks for number of successes turns, if the target moves the spell is broken
Stage 2: Heals the target by 50% the successes
Rank 3
Holy Blessing: Stage 1= 7MP. Everyone in a 10foot radius is healed by the successes.
Stage 2= if casted on a single target that target is revived fully. If casted on a party roll a die, if 4-6 raise all targets Vit by 2 for 2turns
Aphotic [ey-foh-tik] = Dark
Initial Spell:
Darkness Envelope: creates a dark shadow with the radius of 2 feet that envelopes the summoner (great for hiding, and just enough to cover yourself and only yourself <.< >.>)
Offensive Spells
Rank 1
Soul Steal: Stage 1=2MP A dark arrow is shot at the target, the damage it does is sent back at 50% (you do 6hp damage you get healed by 3)
Stage 2= The arrow now does an automatic 1 damage
Rank 2
Evil Incarnate:Stage 1= MP3 is consumed by the pain of past and present and turns it into a physical pain. Brings out the rage and betrayal in an opponent causing him to turn against his comrades for 2 turns. (after casted once in a battle, the spell will do only damage)
Stage 2: Roll a die. If 5-6 the Target will join for the rest of the fight and possibly join afterwards
Rank 3
Destruction of Light: Stage 1= MP8 the target will be consumed in darkness and tortured for 1 turn. Automatic +2 hp damage
Stage 2: roll a die, if 5, any one target near the target will be sucked in and tortured also, if 6 then any 2 targets will be sucked in and tortured Automatic +3 damage.
Supportive Spells
Rank 1
Beserker Rage:Stage 1= MP2\4turns Raises strength of the target double the successes and lowers accuracy by the successes, Target looses all thought processes and rushes opponets
Stage 2= Vitality is Raised by half of the successes
Rank 2
Night Revealed: Stage 1= 3MP\3min the target can see in the dark, Accuracy raised by successes.
Stage 2 = 2mp\4min, healed by 1hp per minute as long as you remain in the dark
Rank 3
Overwhelming Darkness: Stage 1= MP 8\4turns All targets in a 5 foot radius has its stats boosted by 25% the successes
Stage 2= 50%
Woohoo clusterfuck that was down here is gone d(~.^)n
Introduction
Legend speaks that the Gods who created this Planet also created 6 orbs protected in chapels corresponding to there elements to control the elements of the Planet now known as Spire. When one man challenged the Gods he nearly escaped with his life and a heavenly artifact that tore the gate between the human realm and the god's paradise. As it was torn the Chapels sunk through the realm of the Gods and fell to Spire. Attracted to the greatest sources of there elements, where they now stay.
Many years after this legend began, humans have studied and perfected how the altars work, and how the orbs communicate. Over time a nameless man has mastered the fire orb and learned to harness its power by proving himself to the orb, and with this the art of summoning was born as he spread his information to the other chapels.
With this new found art. The Chapels have attracted many underground citizens and are widely kept secret due to dangerous beings. Many monks and worshipers of the elements stay in the chapels and protect the secret behind them. However, if you prove your knowledge and willingness to the elder of that chapel. He may allow you to take a trial to please the orb and prove yourself worthy of its prize.
What the orb offers to the human race is nothing beyond his\hers wildest dreams. Quite the contrary that is exactly what the orb offers. The power of your imagination coming to life. Whatever image is most prominent in your mind when the gift is offered is the form you shall summon when used. Dragons, Humans, Demons, Animals. Anything the orb seems worthy of being created it will give you the ability to summon and aid you when needed. (Also within talespinners restraints. I believe this creation process is only abused as long as the talespinner allows it to be abused.)
When you have proven yourself worthy of the orbs test it will send you into the depths of the chapel where you will be given a selection of default summons to use to complete your' trials through the dungeon. If you complete the said trials then you will be rewarded with your' new powers and form.
As you venture into this Trial you will learn the basics of summoning. As with to control your creature you must concentrate mostly to the summon. Impeding your ability to attack due to breaking your concentration. However you may still move but you and your' summon control the two turns that each character receives during there battle turn
Creation Process
To create a summoner you must first create a human, exactly as you normally would create a human, nothing is different outside the needed advantage of Summoning of at least level 1. If you are well into a campaign and wish to stop to a Chapel and learn to summon, you must complete the trials then spend a corresponding 10xp to learn the skill at level 1 after the trial is complete.
After you have created a human of your choosing, you will need a second sheet to create your summon. As you do this you may create it just as you would a human, body mind and skill may be whatever you wish as long as they don't go under 1 or over 3 and equal up to 6. When you reach the Advantages part. The summon has 5 advantage points at the start to split between what spell class they have (attack or support) if they have Claws, Wing, Teeth, Tails,Ethereal Weapons (weapons that are bound to the summon) or other things of the sort. Remember these must be reviewed with the Talespinner to make sure he\she allows what you want on your' summon.
Spells are listed at the end of the guide. As are Body part stats are listed in the Whitigo book. (which has yet to be completed...so consult your' all knowing talespinner). With your' Human and Summon fully created your' now ready for the...
Battle Process
When it is the Summoners turn, he must first roll his con+summoning to attempt to summon his creation. He must obtain a roll higher then the average of the summons stats. (if the summon has all stats of 3 then 3+3+3+3+3+3=24, 24\6=3, which means you would need 3 or higher to summon the creation) When it is successfully summoned, you may now control it with your' two turns. Your' human may also evade 1 time penalty free, after that his evasion will drop by 2 each time afterwards that he tries to evade. He may also use 1 of his 2 turns to move, but remember that you and your' creation share these turns.
If the summon is hit the summoner will retain some of the pain within him. In a sense this form is a spectral version of your' soul. (so being punched in the soul...) So when your' creation takes damage, the human will take 50% of that damage rounded down. (summon takes 4? you take 2, summon takes 7, you take 3) If the summon takes 50% or more damage in one hit you will need to reroll your con+summoning and get the successes needed to originally summon to keep the creation intact. If you fail it will be dismissed, and you will need to wait a total of 6 turns before you can resummon him at level 1 summoning.(5 turns at level 2, 4 turns at 3, 3 at 4, 3 at 5, 1 at 6).
When your' summon is knocked out it will return to you and will be healed at 1 hp per turn but cannot be summoned until its full hp is restored. Mp will not be regenerated this way and will be fully healed when the human falls to sleep.
Trials
(may add some default for each altar but thats 6-24 trials I dont feel like typing up currently, I may later but this is good enough to get feed back on so far and I cant think of anything I missed about the book)
All fractions are rounded up unless stated otherwise.
All spells are casted by the summon, not you. even the initial spells.
Ignescent [ig-nes-uh nt] = Fire
Initial Magic :
Fire Start : able to start a small fire at the cost of 1 mp
Magic Attack: Fire based missile that will cause the target to catch flame resulting in more damage and possibly worse. The roll is (int+spell) and your damage will be from your successes.
Rank 1:
Fire Missile: Stage 1= 2 MP cost to cast, Small Fireball with no chance of catching the target aflame
stage 2 = roll a die and if it is 5-6 it will catch the target aflame for 1-2 hp damage
Rank 2:
Fireball: Stage 1= 3MP cost to cast a small radius of a 5 feet explosion. Split your successes 50\50 and the result will be the damage to the targets it has hit (6successes\50%= 3, 3 targets receive 3 damage, 1 target alone will receive only 3 also)
+2 add 1 damage to the damage split outcome (instead of 3 it is now 4) roll a die for each target, if you obtain a 6 that target will catch aflame for 1-2 hp damage the radius is also 10 feet now
Rank 3:
Sticky Flame: Stage 1= 4MP cost to cast, a goop flame is thrown and attached to the target burning the area on the target it is stuck on. (Roll a trine roll for the damage to the target during this stage) on the next casters turn the flame will explode causing the spell+int damage.
Stage 2= the explosion has a 10feet radius doing 50% damage to any near people
Support Spell: Will create various Supportive effects on the target.
The roll is (wil+Spell)
Rank 1:
Flames Warmth: Stage 1 = 1mp cost, Heal yourself target with your successes.
stage 2 = 1mp cost, Heal yourself with your successes. + 2
Rank 2:
Fires Blessing: Stage 1 = 3mp cost, Raise your Vit by the successes for 3 minutes
stage 2 : can choose between Str or Vit for 5 minutes
Rank 3:
Burning Desire: Stage 1= 6mp 3hp cost, Save one thing from the Brink of death and heal them 25%, also brings out of unconscious state. (if your hp is 6 max or lower you MUST roll a system shock) if the target has been dead for more then 10minutes the spell will not work
Stage 2 = brings back with 50% hp and able to revive targets that have been deceased for 15min
Aqueous [ey-kwee-uh s] = Water
Initial Magic:
Water Creation: Can create 1 Liter of Purified water at the cost of 1mp
Magic attack: A forcefully blast of water thrown at the target. (Int+Spell)
Rank 1
Aqua Shot: Stage 1= 1mp cost, a small Water ball the size of a baseball shot at insane speed. (target cannot dodge)
Stage 2: roll a die and if 6 the target is dazed for 1 turn at the sacrifice of 2 hp damage from the spell (if you roll 4 die and get 3 successes that would be normally 3 damage, but if you roll the stun die and get 6 that stuns the target for 1 turn but the damage is now only 1 hp damage)
Rank 2
Aqueous Unleashed: Stage 1= 3mp cost, a 5foot Linear beam of water will damage the target and anyone else it comes in contact with. (successes cut in half for damage)
Stage 2: 10foot linear beam
Rank 3
Water Split Stage 1: 5mp 2hp cost, two spears of water shoot from the sides of the Beast and attack the Target. 3 foot range. Requires 2 turns to use. (roll int+spell, twice and half successes)
Stage 2= 3 spears the 3rd spear shoots from the stomach and shoots straight as the others arc towards the target from the sides of the stomach (roll int+spell, three times, and half successes)
Support Spells: Will create various Supportive spells on the target.
The roll is (Wil+Spell)
Rank 1
Water Breathing+1= 1mp cost per 15min, Allows the target to become linked with the beast giving the target the air supply of the beast, after an hour has passed the beast will faint from lack of air cutting off the spell. Roll must be made every 15min and must gain 2 successes to start the spell, 3 for the next, 4 for the next, and 5 for the last.
Stage 2 = upon this spell being cast, the summoner is able to keep the spell going and move about as if the beast isn't out, 3mp per 15min while summoner is active
Rank 2
Aqua Shield: Stage 1= 3mp per 2 turns, creates a 3foot shield made out of water around the target. It reduces the force caused by attacks. The (wil+spell) roll will be the bubbles vitality, (For the hell of it lets say 3) when you take damage you will roll your bubbles vitality and then your own vitality. The damage absorbed by your bubble should be counted, (so if you get hit by 5, the bubble roll is 2, and your vit roll is 2, then you only take 1 damage, and your bubble takes 2) as after 5 damage is absorbed the bubble will pop and leave the caster dazed for 1 turn (2 actions) (the Axe's Armor Breaking special will break the bubble completely)
Stage 2= the bubble can absorb 10damage before breaking
Rank 3
Revitalize: Stage 1= 4mp, the success roll will be cut in half and your vit, wil, and dex will be raised by that number (4 success roll, 2 to all 3 stats)
Stage 2 = your hp will also be healed by the successes halved
Zephyr [zef-er] = Wind
Initial Spells:
Small 5mph Wind
Offensive Spells:
Rank 1:
Aero Blade: Stage 1= MP1 a sharp blade is shot out at extreme speed. (no chance to dodge)
Stage 2= The blade is shot at higher speeds causing an auto +1 damage
Rank 2:
Wind Snare: Stage 1 = MP2 the target is snared in a small tornado and Is constantly cut. (successes\halved=damage) roll a die and if 6 the target is cut twice (roll your dice again to calculate the damage done)
Stage 2 = MP3 roll a die after the attack, if 5 the target takes two cuts, if 6 the target takes 2 cuts and looses 1 turn
Rank 3:
Tornado: Stage 1= MP5 a small tornado is throw at the target knocking him off of his feet 100% forcing the target to forfeit 1 turn to recover
Stage 2: MP7 the Tornado is massively grown in a size of 5 foot radius, hitting all targets around the initial target (including friendly targets) roll 1 die per target hit other then the main target, if 6 that target looses their turn, the initial target will loose their turn.
Supportive Spells
Rank 1:
Evasive Winds: Stage 1= MP1 raises the evasion (not dex) of the target by the successes.
Stage 2= Raises the Evasion and Acrobatics of the target by the successes
Rank 2:
Aero Guard: Stage 1= MP2\2turns Creates a barrier of wind around target that deflects projectiles (the amount of successes determines the damage of the projectile that can be redirected, 4 power sheild can deflect 4damage arrows\small spells)
Stage 2= if physically attacked, roll a die, if you get 3+ the attacker will receive 1 hp damage.
Rank 3
Aerotic: Stage 1= mp5\1min Surrounds the target with an impenetrable shield but makes the target immovable for the length of the spell.
Stage 2= slowly heals the target with 2hp per minute
Galvanic [gal-van-ic] = Electric
Initial Spells :
Small Static shock
Offensive Spells
Rank 1
Static Shock: Stage 1= MP1 a small static ball is shock at the target, causeing 50% of the success damage, roll a die and if you get 4+ the target is shocked slightly and looses 1 action (not turn)
Stage 2= the static now does full damage
Rank 2
Electric Escape: Stage 1= MP4 an electrical shock is shot threw the ground paralyzing all targets that are hit for 1 turn. Inflict 25% (rounded down) damage to all targets. Beast is auto unsummoned after this spell is casted.
Stage 2= Will miss friendly targets and inflict 50% damage
Rank 3
Chain Lightening: Stage 1= MP 5 a lightening bolt is thrown at the target for full damage, then chains into the next closest person for 50% damage, then the next closest for 25% damage.
Stage 2= MP 8 100% for the first target, 75% for the 2nd, 50% for the 3rd and 25% for the 4. and stuns the 5th target and looses the last target 1 turn
Supportive Spells
Rank 1
Energy Transfer: Stage 1= MP1\2turns with your successes you may transfer stats to another target (successes=4, str=4, transfer the str to someone else and boosts there str by 4 and the beasts is now 0 for now)
Stage 2= you may now transfer hp at 50% damage to yourself and 100% heal to them (you get 4 on your roll, you can heal someone for 4 and take 2 damage)
Rank 2
Electrifying Senses: Stage 1= 3mp\2turns Raises the Accuracy of the Target by 50% of the successes.
Stage 2= 75% of successes, 4mp\2turns
Rank 3
Extreme Conductor: Stage 1= MP5 The target is imbued with electricity. When hit by a physical attack the attacker will receive 50% damage that was dealt. This spell will last the same amount of turns as successes
Stage 2= roll a die, if it is 3+ the attacker looses his next turn. If it is 2- then the defensive rolls a system shock to control the disruption in the electricity
Resplendent [ri-splen-duh nt] = Holy
Initial Spell
Flash: light up a small area
Offensive Magic
Rank 1
Holy Flash: Stage 1= MP1 Throws a ball of holy light causeing a giant flash that disorients anyone who looks for 1 turn, causes 50% damage to a direct hit target
Stage 2= 100% damage to target, roll die, if 5-6 then disorients for 2 turns
Rank 2
Holy Javelin: Stage 1= MP2 a javelin is thrown at the target and causes damage, if the target is undead it will do 200% damage
Stage 2= MP3 Can be used as a Preemptive strike, Roll a die if 4-6 then the strike will happen (you may choose to roll the die or not, if you choose to roll and fail the turn is still taken away)
Rank 3
Light of Hope: Stage 1= MP7 the sky shines bright focusing holy light onto the target, doing 50% damage to the target and healing the user by the same amount of damage done
Stage 2: 100% damage and the beast and summoner is healed by the damage done
Supportive Spells
Rank 1
Holy Life: Stage 1=2mp Heal the target
Stage 2= Heal two targets (50% of successes go to hp on both targets)
Rank 2
Protective Light: Stage 1= 3MP Casts a light around a target that keeps them immune to all attacks for number of successes turns, if the target moves the spell is broken
Stage 2: Heals the target by 50% the successes
Rank 3
Holy Blessing: Stage 1= 7MP. Everyone in a 10foot radius is healed by the successes.
Stage 2= if casted on a single target that target is revived fully. If casted on a party roll a die, if 4-6 raise all targets Vit by 2 for 2turns
Aphotic [ey-foh-tik] = Dark
Initial Spell:
Darkness Envelope: creates a dark shadow with the radius of 2 feet that envelopes the summoner (great for hiding, and just enough to cover yourself and only yourself <.< >.>)
Offensive Spells
Rank 1
Soul Steal: Stage 1=2MP A dark arrow is shot at the target, the damage it does is sent back at 50% (you do 6hp damage you get healed by 3)
Stage 2= The arrow now does an automatic 1 damage
Rank 2
Evil Incarnate:Stage 1= MP3 is consumed by the pain of past and present and turns it into a physical pain. Brings out the rage and betrayal in an opponent causing him to turn against his comrades for 2 turns. (after casted once in a battle, the spell will do only damage)
Stage 2: Roll a die. If 5-6 the Target will join for the rest of the fight and possibly join afterwards
Rank 3
Destruction of Light: Stage 1= MP8 the target will be consumed in darkness and tortured for 1 turn. Automatic +2 hp damage
Stage 2: roll a die, if 5, any one target near the target will be sucked in and tortured also, if 6 then any 2 targets will be sucked in and tortured Automatic +3 damage.
Supportive Spells
Rank 1
Beserker Rage:Stage 1= MP2\4turns Raises strength of the target double the successes and lowers accuracy by the successes, Target looses all thought processes and rushes opponets
Stage 2= Vitality is Raised by half of the successes
Rank 2
Night Revealed: Stage 1= 3MP\3min the target can see in the dark, Accuracy raised by successes.
Stage 2 = 2mp\4min, healed by 1hp per minute as long as you remain in the dark
Rank 3
Overwhelming Darkness: Stage 1= MP 8\4turns All targets in a 5 foot radius has its stats boosted by 25% the successes
Stage 2= 50%
Woohoo clusterfuck that was down here is gone d(~.^)n