Fantasy Tales
Odyssey
Amplify Magic
1cc
Cost: Free
Range: N/A
Duration: Next Spell
Criteria:
Type: Build Up, Spell.
Skip a turn. - You receive an Advantage on the next spell you cast.
(Spellslinger - Branch Ability)
Magic Circle
1cc
(Spellslinger - Branch Ability)
Cost: 1 PP.
Range: 1 Yard Radius
Duration: Until Mage leaves Circle.
Criteria: The moment the Mage leaves the radius of the circle, it fades.
Type: Build Up, Spell-Rune.
Skip a turn. - Create a circle under your feet. As long as you are standing inside of it, you have +1d on Magic.
Spell Mastery
1cc
Cost: Free
Range: 45 yards
Duration: N/A
Criteria:
Type: Passive. Spell
You can attack with Wisdom for free as a basic attack. Your basic spell for such attack does not apply effects, and must be a magical projectile of your design, no bigger than 2 feet radius.
Wild Magic
3cc
Cost: Free
Range: N/A
Duration: N/A
Criteria:
Type: Passive Spell
After you cast a spell, roll d1. If it hits a star, the Mage casts a random instant, magical spell or effect picked by the DM.
Invisibility
3cc
Cost: 1 PP/Target
Range: N/A
Duration: Up to 1 Hour
Criteria:
- Creatures with increased senses may detect your presence. - Detect Magic can detect the spell in 50 feet.
Type: Illusion, Spell.
The mage, or a willing creature it touches becomes invisible. Roll magic. Any spellcasting, or actions that are not Illusion Magic, will break the effect.
Spellbinding
3cc
Cost: 1 PP/2pTurn -> 1 Life/2pTurn
Range: 20 Yards
Duration: Until Cancelled
Criteria:
- If you run out of power, the spell begins to feed on your life energy. - After using this spell, you cannot regenerate for 1 days, and you have -1 Might and Agility.
Type: Channeling, Spell.
The Mage focuses on a target, creating a runic spell-prison around him, which the Mage fuels with crackling wild magic emitting from his hands. It requires the full focus of the mage, any actions interrupts the spell casting. - While the chanelling is happening, nor the mage or the Target of the spell can move, or cast spells.
Detect Magic
1cc
Cost: 1 PP
Range: 30 Yards
Duration: N/A
Criteria:
Type: Spell, Divination
The Mage either:
- Attempts to detect whether a magical effect is active in 30 yards radius.
- Attempts to determine the Spell on an object or creature the mage points at.
- Attempts to sense the source-direction of an active spell the Mage is aware of.
Chronomancy
3cc
(Spellslinger - Core Ability)
Cost: 3 PP
Range: N/A
Duration: N/A
Criteria:
- After using Chronomancy, the mage enters Existential Crisis for 1 days.
Type: Spell
Skip a turn. -
Activate any "Build Up" Spells you have with no mana cost in this turn.
Blink
1cc
Cost: Free
Range: 50 Yards
Duration:
Criteria: Can only use once every hour.
Type: Teleport, Movement-Spell
Teleport to any direction the Mage can see, imagine and focus on within 50 yards. If the location is already occupied by something else, the Mage gains a disadvantage in the situation.
Conjure: Armory
3cc
Cost: 1-2 PP
Range: 10 yards
Duration: 1 Hours/Until destroyed
Criteria: Only up to three armory may be conjured and be active at a time.
Type: Conjuration, Spell, Construct
1 PP: The mage may conjure up to any type of weapons or armour that can be used.
2 PP: The Mage may conjure up to a living weapon/armour to fight and serve by their side.
Cosmic Eyes
2cc
Cost: Free
Range: N/A
Duration: 1 Hours
Criteria: The Mage will has blurred sight after the spell ends.
Type: Enchantment, Spell
After casting the spell, the next time you blink, your eyes will turn into violet, allowing to read arcanic information inside of the plain that is naturally invisible.
Can see Ghosts, and other creatures on different plains.
Evocation
1c
Cost: Free
Range: N/A
Duration: 1 Turn/1 Minute
Criteria: The Mage can't defend in the next enemy turn.
Type: Build Up, Spell
Skip a turn. - Refill 1 Power.
Roll Evocation 1. - If it's a moon refill 1 Power.
Clone
Eyes of Gemini
ult
Cost: 2 PP / 1 PP
Range: N/A / 50 Yards
Duration: N/A / 1 Hours
Criteria: Can Only use Once a day. - After using, the Mage's eye becomes bloodshed, no other eyes can be activated, and you have -1d on Spell.
Type: Conjuration, Spell, Buff.
Clone: Create a True Clone of yourself, mimicing every of your actions. Roll d10 to determine whether enemies are attacking you or not. The Clone is a Level 3 Mage.
Eyes of Gemini: Your eyes become red, and every creature the Mage can look into the eyes of, freezes just for the moment the Mage attacks them.
Prestidigitation
1cc
Cost: 1 PP
Range: 5 yards
Duration: Up to 1 hour.
Criteria: For 1 PP, you can cast three Prestidigitations. Three is the maximum Prestidigitations that can be active at a time.
Type: Spell
You can create a small, harmless effect of any magical school. e.g.: A short musical note to appear, a small hand sized object to appear. A change of colour. A symbol printed on something etc.
Mage Hand
1cc
Cost: 1 PP
Range: 50 Yards
Duration: 1 Hours
Criteria: Physical contract with a humanoid creature, or a sudden projectile kills the hand. - Only one hand may be active at a time.
Type: Conjuration, Spell.
Project your hand to a non occupied area within 50 yards. The hand may physically touch objects, and can lift up to 5.6 lbs.
Mirror Image
3cc
Cost: 1 PP
Range: N/A
Duration: Until last Image dies.
Criteria: Each Image dies upon the slightest impact. - Images can't make noise, or have a smell. Units with increased senses may ignore this spell.
Type: Spell. - Illusion.
Summon three illusionary images of yourself, rotating around you as they mimic every of your action. They cause no damage, but it is impossible to determine the original target.
- Whanever a creature declares an attack against you, you must roll d10 with DM. If you Over-roll the DM, the creature attacks an Image instead of you.
Frogify
2cc
Cost: 1 PP
Range: 45 Yards
Duration: 10 Minutes
Criteria:
Type: Transmutation, Spell.
Turn a target creature or object into a frog. It will behaive as a frog. - While being a frog, a creature regenerates, but will feel sick for a day. Any damage cancels the spell.
Fool's Gold
3cc
Cost: 1 PP
Range: N/A
Duration:
Criteria: After the spell expires, the gold turns back into the initial object it was.
Type: Transmutation, Spell Effect.
Roll Magic, and transmute up to a handful bag of gold, by sacrificing any object that would fit into your hand.
Leyline: Overcharge
3cc
(Spellslinger - Branch Ability)
Cost: N/A
Range: 50 Yards
Duration: N/A
Criteria:
Type: Passive Spell
Whanever you make a succesful offensive spell, roll d1.
Moon: Release a free d5 instant, palm sized meteor flying towards a direction.
Skull: Freeze your hands, prevent yourself from casting the next turn.
Leyline: Build Up
2cc
(Spellslinger - Core Ability)
Cost: Free
Range: N/A
Duration: N/A
Criteria:
Type: Build Up, Spell
Skip a Turn. - The next turn of the Mage, they can cast two Spells.
Portal Mage
3cc
Cost: 1 PP
Range: N/A
Duration: N/A
Criteria:
Type: Passive, Transmutation-Spell
You may receive portal licenses to every major city you visit, by talking to the Grand Mage of the city. - For one PP, you may project a circular portal of 15 feet radius that lasts for 10 minutes, or until closed. Anyone passing the portal will be teleported to the portal-stone of the city.
Zap!
2cc
Cost: 1 PP
Range: 100 yards
Duration:
Criteria: Creature must be under 10 total life for the effect to activate.
Type: Conjuration, Spell
Zap target creature, object or terrain with electricity. If it's a creature, they can't defense in the next turn. -- Zap can interrupt Spellcasting, Channeling, Chanting, or Rituals.
Ice Block
3cc
Cost: 1 PP
Range: N/A
Duration: 10 Minutes
Criteria: - The next turn of the Mage, they can only use d1 for any actions.
Type: Spell, Defensive, Frost
Surround the Mage's body in a massive block of ice, preventing all incoming damage.
Grand Illusion
3cc
Cost: 2 PP
Range: 100 yards
Duration:
Criteria: On physical contact, the Illusion reveals itself.
Type: Illusion - Spell
Project an Illusion of whatever the Mage saw in their life, and can imagine. The illusion is harmless, but mimics the behaviour of the object, creature, or terrain the mage wishes.
Spellsteal
Eyes of Me'kra'nai
ult
Cost: 1 PP / 1+x PP
Range: 80 Yards / 50 Yards
Duration: Initial / 1 Hours
Criteria: Can Only use Once a day. - After using, the Mage's eye becomes bloodshed, no other eyes can be activated, and you have -1d on Spell.
Type: Build Up, Spell, Buff
Spellsteal: Skip a turn. - Dispell a magical effect on a target creature, object, or structure, and apply it on yourself.
Eyes of Me'kra'nai: Your eyes turn purple. Analyze and Understand every spell cast around you in 50 Yards that the Mage can look at and sense. Spend 1 PP every turn this effect is active. - Once you stop the spell, Skip a turn. -> On the skipped turn, you can release every spell the Mage learned.
Conjure: Fire
2cc
Cost: 1 PP
Range: 30 Yards
Duration: 1 Hour
Criteria:
- Anything resistant to Fire or Magic are resistant to both/either natures of the spell.
Type:
Conjure up to a 2 feet radius fire that behaives as natural fire, but is a Spell. - You may cast the spell on any terrain or target creatures.
Focused Blast
2cc
Cost: 1 PP
Range: 30 yards
Duration: Until target switch
Criteria:
- The fifth stack removes the spell.
Type: Spell
Blast a target creature with pure runic, arcane energy. Mark the target with: This target receives +1 damage from Focused Blast, and Focused blast requires no further PP against this target.
This effect can be stacked up to 4 times.
Freeze
2cc
Cost: 1 PP
Range: 30 Yards
Duration: Dice Amount
Criteria:
Type: Transmutation,Spell
Target a creature, object or terrain. The area freezes slowly. Channel this ability for 1 more turns, to completly freeze it.
Enchanting
3cc
Cost: 1 PP
Range: 5 yards
Duration: 5 Hours
Criteria:
Only three enchantments may be active at a time.
Type: Spell, Enchantment.
The Mage can Enchant objects with certain elemental powers.
Fire: Deals +1 damage and applies d4 burn.
Frost: Slows the target by d4.
Earth: D1 Lifesteal.
Lightning: D1 chance to interrupt spells, increases to D5 in water.
Light: The object glows in the dark, and can blind.
Earth: Increases defense by d1
Wind: Wielder may attack twice, and can fly/dash forward.
Darkness: Object is invisible, surrounded by a cloud of darkness.
Spell of Tongues
2cc
Cost: 2 PP
Range: N/A
Duration: 10 Minutes
Criteria: After the spell expires, the Mage will be blinded and mute for 30 Minutes.
Type: Enchantment, Spell
The Mage can enchant his own tongues and eyes, to automatically translate anything to any language.
Conjure: Explosion
3cc
Cost: 1 PP
Range: 100 Yards
Duration: 3 Seconds
Criteria: Can target any creature, terrain, or object.
Type: Spell, Conjuration, AOE
Conjure up a maximum one tile large explosion to a target area. The explosion behaives as a natural explosion, eventho it is a spell. Roll Magic for AOE damage.
Animate
2cc
Cost: 1 PP
Range: 30 Yards
Duration: 1 Hours
Criteria: The spell can be dispelled.
Type: Enchantment, Spell
Animate an object to mimic the behaviour of a willing, friendly animal. The object is a Level 2 creature.
Power Word: Death
Eyes of Na'dari
ult
Cost: 3 PP / 2 PP
Range: 50 Yards / ~1-2 Miles
Duration: N/A / 1 Hour
Criteria: Can Only use Once a day. - After using, the Mage's eye becomes bloodshed, no other eyes can be activated, and you have -1d on Spell.
Type: Spell, Necromancy, Buff.
Power Word: Death:
The Mage chants a powerful, forbidden word of magic, that immidiately takes the life of a creature that is Level 3 or lower, or is under 10 Life Points.
Eyes of Na'dari: Your eyes turn black. Any object or terrain you look at will be activated. E.G.: Vulcans errupt. Doors and chests unlock. Traps Activate, Light up or snuff candles. Etc.