MAGIC


Light Spells:

Radiant Dart: Cost 1MP, deal radiant damage equal to your magic score to one target.

Lesser Heal: Cost 1MP. Restore hit points equal to your magic score to one target.

Radiant Bolt: Cost 2MP, deal radiant damage equal to twice your magic score to one target.

Blinding flash:  2MP, until the start of your next turn, if the target makes any basic attacks, his attack misses if he rolls an even amount on his weapon die.

Heal: Cost 2MP. Restore hit points equal to twice your magic score to one target.

Restore: Cost 2MP, you remove any negative penalties to one stat of your choice on a target up to your magic score.

Greater Heal: Cost 3MP. Restore hit points equal to three times your magic score to one target.

Radiant Blast: Cost 3MP, deal radiant damage equal to three times your magic score to one target.

Healing Aura: Cost 3MP, you may target a number of targets equal to half your magic score, rounded down, and restore hit points equal to your magic score.

Radiant Burst: Cost 3MP, you may target a number of enemies equal to half your magic score, rounded down, and deal your magic stat in radiant damage to them.

Greater Restore: Cost 4MP, you remove any negative penalties to one stat of your choice on a target up to twice your magic score.

Greater Healing Aura: Cost 5MP, you may target a number of targets equal to your magic score, and restore hit points equal to twice your magic score.

Resurrect: Cost 5MP, Bring a target that has been slain during this battle back to life with a quarter of their total hit points. 


Dark spells:

Shadow Dart: Cost 1MP deal Shadow damage equal to your magic score

Shadow Bolt: Cost 2MP, deal Shadow damage equal to twice your magic score. 

Hex: Cost 2MP, pick a stat other than HP, the target takes a penalty to that stat equal to your magic stat, minus their spirit stat, for a number of rounds equal to half your magic stat, rounded down.

Life Drain:  Cost 2MP, you deal shadow damage equal to your magic score and regain health equal to the damage dealt. 

Shadow Blast: Cost 3MP, deal Shadow damage equal to three time your magic score. 

Darkness: Cost 3 MP:  You surround yourself with darkness obscuring your form. Any enemy that attacks you with a basic attack misses if they roll an even amount on their weapon dice.  The darkness lasts for a number of rounds equal to your magic score. 

Greater Life Drain:  Cost 4MP, you deal shadow damage equal to twice your magic score and regain health equal to the damage dealt. 

Curse: Cost 5MP, pick a stat other than HP, the target gains a penalty to that stat equal your twice your magic stat, minus their spirit stat, for a number of rounds equal to your magic stat,

Fear: Cost 5 MP, the target can take no other action other than to cower in fear.  If the target takes any damage it breaks this affect.  The effect of this spell lasts for as many rounds as point you have in magic, minus the targets Spirit.

Mass Hex: Cost 6MP. Pick a stat other than HP, Pick a number of targets equal to your magic stat, the target takes a penalty to that stat equal to your magic stat, minus their spirit stat, for a number of rounds equal to half your magic stat, rounded down


Earth Spells:
Note: due to their physical nature, earth spells have their damage reduced by Defense and not by Spirit

Rock Throw: Cost 1 MP, deal earth damage equal to your magic score to one target.

Earth Spike: Cost 2 MP, deal earth damage equal to twice your magic score to one target. 

Sand Blast: Cost 2 MP, deal earth damage equal to half your magic score and if the target uses any basic attacks it misses with any attack in which he rolls an even amount on his weapon dice until the beginning of your next turn.

Rock Hammer: Cost 2MP, you create a giant two handed Maul out of rock that has a weapon dice of 2d8. You are proficient with this weapon an may cast spells while wielding it. The hammer lasts for as many rounds as your magic stat. 

Rock Blast: Cost 3 MP, deal earth damage equal to three times your magic score to one target.

Foot Grab: Cost 3MP, you cause the earth to bind the targets feet to the ground, dealing earth damage equal to your magic score and reducing its agility to zero until the end of your next turn. 

Summon Rock Monster: Cost 4 MP:  You summon a Rock Monster for a number of rounds equal to half your magic score.  Stats of the Rock Monster can be found here. Without the Master Summoner ability may only have 1 summon active at a time.

Sand Storm: Cost 5MP, you target a number of enemies equal your magic score, each round they take earth damage equal to half your magic score and if the target uses any basic attacks it misses with any attack in which he rolls an even amount on his weapon dice.  This spell lasts a number of rounds equal to half your magic score. 

Summon Stone Giant: Cost 6 MP:  You summon a Stone Golem for a number of rounds equal to half your magic score.  Stats of the Stone Golem can be found here. Without the Master Summoner ability may only have 1 summon active at a time.

Transform Earth Elemental: Cost 6MP, you transform into an Earth Elemental for a number of rounds equal to half your magic score.  You lose access to all your equipment when transformed and your stats are replaced with that of an Earth Elemental. Stats of the earth elemental can be found here.


Wind Spells:

Discharge:  Cost 1MP, one weapon you touch becomes charged with electricity. The next target that weapon hits takes electric damage equal to your magic score.  The effect then ends.

Spark: Cost 1MP, Deal 1 point of electric damage per point of magic stat you have to a target.

Lightning Bolt:  Cost 2MP, Deal 2 points of electricity damage per point of magic stat you have to a target.

Tail Wind: Cost 3MP, though the assistance of wind increase the targets agility by an amount equal to your magic score.  The bonus lasts for a number of rounds equal to your magic score.

Lighting Arc: Cost 3MP, Deal 3 times your magic damage to one enemy. You may pay an additional 1MP to hit another Enemy for 1/3 of the original damage. Max targets obtainable = to magic score.

Lighting Blast:  Cost 4MP: Deal 4 points of electric damage per point of magic stat you have to a target.

Summon Dust Devil: Cost 4 MP:  You summon a Dust Devil for a number of rounds equal to half your magic score.  Stats of the fire imp can be found here. Without the Master Summoner ability may only have 1 summon active at a time.

Lightning Storm:  Cost 5MP, You summon a storm for a number of rounds equal to half your magic score.  While the storm exists roll a 4 sided dice at the beginning of your turn.  You gain free Lightning Bolts equal to the number you rolled to be used on enemies that turn.

Summon Zephyr: Cost 6 MP:  You summon a Zephyr for a number of rounds equal to half your magic score.  Stats of the fire imp can be found here. Without the Master Summoner ability may only have 1 summon active at a time.

Transform Wind Elemental: Cost 6MP, you transform into a wind elemental for a number of rounds equal to half your magic score.  You lose access to all your equipment when transformed and your stats are replaced with that of a wind elemental. Stats of the wind elemental can be found here


Fire Spells:

Singe: Cost 1MP, Deal 1 point of fire damage per point of magic stat you have to a target.

Fire Bolt:  Cost 2MP, Deal 2 points of fire damage per point of magic stat you have to a target.

Flaming Weapon:  Cost 2MP, You touch a weapon, igniting it on fire.  Whenever a target is hit with that weapon it takes fire damage equal to your magic stat.  The weapon remains on fire for a number of rounds equal your magic stat.

Flaming Body: (2MP) Fire ripples over your body.  Whenever a target hits you with a melee attack it takes fire damage equal to your magic stat.  This affect lasts for a number of rounds equal to your magic stat.

Fire Blast: Cost 3MP, Deal 3 points of fire damage per point of magic stat you have to a target.

Flame Burst: Cost 3MP, you may target a number of enemies equal to half your magic score, rounded down, and deal your magic stat in fire damage to them.

Incinerate: Cost 4MP: Deal 4 points of fire damage per point of magic stat you have to a target.

Blue Flame:  Cost 4MP, Deal 2 points of fire damage per point of magic stat you have to a target.  This spell ignores the target's resist Stat.

Summon Fire Imp: Cost 4 MP:  You summon a Fire Imp for a number of round equal to half your magic score.  May only have 1 summon active at a time. Stats of the fire imp can be found here.

Fire Storm:  Cost 5MP, you may target a number of enemies equal to your magic score, deal twice your magic stat in fire damage to them.

Summon Lava Beast: Cost 6MP, you summon a Lava Beast for a number of round equal to half your magic score.  May only have 1 summon active at a time. Stats of the lava beast can be found here.

Transform Fire Elemental: Cost 6MP, you transform into a fire elemental for a number of rounds equal to half your magic score.  You lose access to all your equipment when transformed and your stats are replaced with that of a fire elemental: Stats for the fire elemental can be found here.


Ice Spells:

Snowball: Cost 1MP, Deal 1 point of cold damage per point of magic stat you have to a target.

Frost Bolt:  Cost 2MP, Deal 2 points of cold damage per point of magic stat you have to a target.

Ice Spike: Cost 2MP, Deal 2 points of cold damage per point of magic stat you have to a target.  This spell ignores resistance and is instead reduced by defense. 

Ice Armor: Cost 2MP, you gain a bonus to your defense stat equal to your magic stat, lasts a number of rounds equal to your magic stat. 

Ice Sword: Cost 2MP, you create a short sword out of ice with a weapon dice of 1d8. You are proficient with this weapon an may cast spells while wielding it. The sword lasts for as many rounds as your magic stat. 

Ice Spear: Cost 3 MP, Deal 3 points of cold damage per point of magic stat you have to a target.  This spell ignores resistance and is instead reduced by defense. 

Frost Blast: Cost 3MP, Deal 3 points of cold damage per point of magic stat you have to a target.

Summon Frost Faerie: Cost 4 MP:  You summon a Frost Farie for a number of round equal to half your magic score.  May only have 1 summon active at a time. Stats of the fire imp can be found here.

Blizzard:  Cost 5MP, you may target a number of enemies equal to your magic score, the target takes damage each round equal to your magic stat. This spell lasts for a number of rounds equal to half your magic score.

Summon Ice Giant: Cost 6 MP:  You summon an Ice giant for a number of round equal to half your magic score.  May only have 1 summon active at a time. Stats of the fire imp can be found here.

Transform Ice Elemental: Cost 6MP, you transform into a Ice elemental for a number of rounds equal to half your magic score.  You lose access to all your equipment when transformed and your stats are replaced with that of a fire elemental: Stats for the fire elemental can be found here.


Nature Spells:

Renew Sprit: Cost 1MP+. The target gains the Regeneration ability for a number of rounds equal to your magic score.  The amount of hit points regenerated is equal to the number of MP spent when casting this ability. 

Shield from Elements: (Costs 1+MP) Pick either fire, ice, earth or wind. For each point of MP you spend on casting this spell block 2 points of damage from the school of magic on the target for a number of rounds equal to your magic score.

Animate Plant:  Cost 1MP: You summon an Animated Plant for a number of round equal to half your magic score, rounded down.

Weaken Spirit:  Cost 2MP, the targets next basic attack deals half as much damage. This spell has no effect if the targets resist stat is higher than your magic stat.

Neutralize: Cost 2MP, end one ongoing poison effect on the target.

Summon Badger: Cost 2 MP:  You summon a Badger for a number of round equal to half your magic score, rounded down. 

Animate Bush: Cost 3 MP, You summon an Animated Bush for a number of rounds equal to half your magic score, rounded down.

Summon Wolf: Cost 3 MP:  You summon a Wolf for a number of round equal to half your magic score, rounded down. 

Summon Vines:  Cost 3 MP. You summon vines out of the ground that grab the target reducing its agility to zero and preventing them from moving.  This spell lasts for a number of rounds equal to your magic stats -minus the targets might stat.  The target may try to break the vines by attacking them.  The vines have HP equal to three times your magic score. 

Clear Mind: Cost 3MP. Removes any negative penalties from being demoralized.  Also protects the target from being demoralized for a number of round equal to half your magic score, rounded down.

Summon Bear: Cost 4MP:  You summon a bear for a number of round equal to half your magic score, rounded down. 

Summon Treant:  Cost 5MP:  You summon a Treant for a number of round equal to half your magic score, rounded down. 

Fascinate: Cost 5 MP, the target can take no other action other than to stare at you in amazement.  If the target takes any damage it breaks this affect.  The effect of this spell lasts for as many rounds as point you have in magic, minus the targets Spirit.  If the targets Spirit stat is higher than your magic stat this spell has no effect.


Arcane Spells:

Arcane Dart: Cost 1MP, deal magic damage equal to your magic score to one target.

Arcane Bolt: Cost 2MP, deal magic damage equal to twice your magic score to one target.

Enchant: Cost 2MP, you touch a weapon its weapon dice increase by one category for a number of round equal to half your magic score.

Mana Drain: Cost 2MP, you drain MP from the targets mana pool equal to half your magic score, rounded down.

Mana Shield: Cost 2MP. You gain temporary hit points equal your Magic stat.

Arcane Blast: Cost 3MP, deal magic damage equal to three times your magic score to one target.

Arcane Burst: Cost 3MP, you may target a number of enemies equal to half your magic score, rounded down, and deal your magic stat in magic damage to them.

Dispel: Cost 3MP, you may remove one beneficial spell affect from an enemy or remove one negative spell effect from yourself or an ally.

Imbue:  3MP, pick a stat other than HP, the target gains a bonus to that stat equal to half your magic stat, rounded down, for a number of rounds equal to half your magic stat, rounded down.

Arcane Bomb: Cost 4MP, deal magic damage equal to four times your magic score to one target.

Greater Mana Drain: Cost 4MP, You drain MP from the targets mana pool equal to your magic score.

Greater Mana Shield: Cost 4MP. You gain temporary hit points equal to twice your Magic stat.

Banish: Cost 4MP, dismiss one summoned creature from the battle. Does not work on Eidolons.