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Wiki+ page: Damage Components

These are components that give a spell its damage power.

Component Description Restrictions SA Cost Change Cost for Component
1 Flat Damage Add 1 flat rate damage power to your spell. N/A +8 SA 50 skill points
1d4 Damage Add 1d4 damage power to your spell. N/A +1 SA (first application is free) 10 skill points
1d6 Damage Add 1d6 damage effect to your spell. N/A +2 SA 12 skill points
1d8 Damage Add 1d8 damage power to your spell. N/A +3 SA 14 skill points
1d10 Damage Add 1d10 damage power to your spell. N/A +4 SA 16 skill points
1d12 Damage Add 1d12 damage power to your spell. N/A +5 SA 18 skill points
1d20 Damage Add 1d20 damage power to your spell. N/A +6 SA 20 skill points
Magically Enhance Offense This allows you to add your magic power to your physical attacks. You choose either Melee, Throw, or Bow Power. You can apply this component up to three times to cover all three offensive stats. You need to apply a duration component with this component. +5 SA 20 skill points
Damage Armor Add 1 damage to the opponent's PR or MR. You choose which (PR or MR) with each application of this component. N/A +4 SA 15 skill points
Cause Weakness This component allows you to make a spell that makes its target weak against a certain type of attack, causing the attack to double damage. You would need to apply this component for each type of attack. The default duration is 1 round but that can be changed by applying a duration component.

Here are the attack types to choose from with each application.

  • Weapons: Choose a weapon type from the equipment list
  • Piercing Attacks: double damage to piercing attacks
  • Slashing Attacks: double damage to slashing attacks
  • Chopping Attacks: double damage to chopping attacks
  • Bashing Attacks: double damage to bashing attacks
  • Magic: choose a element per application
Cannot apply permanent duration component. +10 SA 50 skill points
Change Damage Type Applying this component to your spell allows you to change the spell's damage power type. Damage type would be HP damage, SA damage, or EP damage. You can apply this component a total of 3 times to cover all damage types. N/A +5 SA 20 skill points
Damage Weapon With this component you can make a spell that damages a weapon. The spell would damage the weapon's Durability (DP). The amount of DP damage is determined by the applied damage component. N/A +4 SA 15 skill points
Change Weapon Damage

This component allows you to make a spell that changes the target's weapon damage. This allows you to make a weapon that does magic damage as well as a sword that does chopping or piercing damage. The different damage types allow you to apply the different attack bonuses for those weapon types, such as ignoring 20% of armor for piercing weapons. The damage types are as follows:

  • Magic Damage
  • Slashing Damage
  • Piercing Damage
  • Chopping Damage
  • Bashing Damage
You must apply a duration component with this component. +6 SA 20 skill points
Pierce Armor This allows a spell to ignore 20% of your targets PR or MR. You can apply this component up to five times, thus allowing a spell to be able to ignore up to 100% of the target's PR or MR. N/A +10 SA 25 skill points
Split Damage This component would cause a spell to have its overall damage be divided among multiple hits. With each application of this component, you split the spell once, so that it affects another target. With each split, the total damage value of the spell is divided evenly. Range and damage are still determined by Base spell, and this component may be purchased multiple times to increase the overall number of hits. If multiple targets are in range you may designate which target gets hit by any number of hits up to the maximum by applying the 1 target component with each application of this component (each split). N/A +3 SA 10 skill points

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Wiki+ page: Healing Components

These are components that give a spell its healing power.

Component Description Restrictions SA Cost Change Cost for Component
1 Flat Rate Healing Add 1 flat rate point of healing power to your spell. N/A +10 SA 50 skill points
1d4 Healing Add 1d4 healing power to your spell. N/A +1 SA (first application is free) 10 skill points
1d6 Healing Add 1d6 healing power to your spell. N/A +2 SA 12 skill points
1d8 Healing Add 1d8 healing power to your spell. N/A +3 SA 14 skill points
1d10 Healing Add 1d10 healing power to your spell. N/A +4 SA 16 skill points
1d12 Healing Add 1d12 healing power to your spell. N/A +5 SA 18 skill points
1d20 Healing Add 1d20 healing power to your spell. N/A +6 SA 20 skill points
Heal Armor This allows the spell to repair damage to armor, restoring it's protective qualities. You can add this component with a healing power component to make a spell that "heals" armor. Basically, you can make a spell that uses this component with a healing power component to heal armor. So if you add this with a 1d20 healing power component, for example, you would have a spell that heals 1d20 PR or MR. The specification for PR or MR would be up to the caster, not the spell creator. N/A +5 SA 25 skill points
Heal Object This allows the spell to repair damage to any item or object that has DP. You can add this component with a healing power component to make a spell that "heals" objects. Basically, you can make a spell that uses this component with a healing power component to heal objects. So if you add this with a 1d20 healing power component, for example, you would have a spell that heals 1d20 DP. N/A +3 SA 20 skill points
Drain Effect This component allows for your spell to drain a certain amount of HP, SA, or EP and restore the caster with that amount. The drain effect is determined by the damage component applied. The restore is set up for caster only however you can apply area of effect components with multi-target component to restore others. You can set up the drain to do 10% drain, increasing that by 10 with each application of this component.Also you can drain and restore more than one stat by applying this component once for each stat. N/A +4 SA 10 skill points
Heal Wounds This component allows for a wound to be restored. With this component you can apply the body part targeting component and the component will heal the wound. If you want the spell to also restore lost HP, you would need to add a healing power component.

The basic use of this component is to restore wounds and thus remove wounds status effects. However, you can add the Resurrection component to allow the spell to mend broken bones and even regrow limbs

  • To mend broken bones, simply add the revive component as is.
  • To regrow limbs, add the revive component with the full revival option.
N/A +5 SA 10 skill points

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Wiki+ page: Status Effects Components

These components allow you to add status effects to your spell.

Component Description Restrictions SA Cost Change Cost for Component
Very Weak Poison Add a 1d6 per round poison effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +4 SA 12 skill points
Weak Poison Add a 1d8 per round poison effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +8 SA 16 skill points
Moderate Poison Add a 1d10 per round poison effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +12 SA 20 skill points
Strong Poison Add a 1d12 per round poison effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +16 SA 24 skill points
Lethal Poison Add a 1d20 per round poison effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +20 SA 40 skill points
Aging Add the aging status effect to your spell. Aging causes the target to temporarily age beyond his or her prime. Each application of aging decreases the target's melee power, throw power, bow power, HP, SA, and EP, by 10% with a maximum of 90%. The default duration is 1 round, but this can be changed by adding a duration component. With each application of this component, the aging status effect increases by 10%, with a maximum of 90%. That means you can only apply this component 9 times.

You can only apply duration components that are round based. No day, permanent, until cured, or etc duration components.
+5 SA 10 skill points
Anxiety Add the anxiety status effect to your spell which decreases the target's melee power by 1/2 and requires the target to make a will check against fear for each round the target is affected. The default duration of this effect is 1 round, but that can be changed by applying a duration component. N/A +4 SA 10 skill points
Berserk Add the berserk status effect to your spell which doubles the total damage values the target does but prevents the target from using any spells or defending. The default duration of this effect is 1 round but that can be changed by applying a duration component. If you want a true berserk status effect, consider adding the confusion status effect component with this component. N/A +4 SA 10 skill points
Blind Add the blind status effect to your spell, which requires the target to make perception checks to hit and decreases the target's perception by 1/2. The default duration of this effect is 1 round, but that can be changed by applying a duration component. N/A +10 SA 15 skill points
Burns Add the burns status effect to your spell which causes the target 1d6 damage to HP per round or minute, assuming there is any exposed skin. Burns lasts for 1 day or until cured, which ever comes first. You can only apply this component once per tier level of the spell that you are modifying or creating. What that means is that for each tier level that the mastered spell is, or that the created spell will be, this component can be applied once. +8 SA 12 skill points
Charmed Add the charmed status effect to your spell which causes the target to protect the caster at all costs. The default duration for this effect is 1 round but that can be changed by applying a duration component. N/A +10 SA 20 skill points
Confusion Add the confusion status effect to your spell which requires targets to make a mental check for each enemy and ally target to determine who the enemy target is. The target will look at another target, and make a mental check. If the target succeeds, the target will know if the other is an ally or enemy. A failed mental check will mean that the affected character thinks that target is an enemy target. The default duration of this effect is 1 round but that can be changed by applying a duration component. N/A +6 SA 20 skill points
Controll or Possesion This component applies the controlled or possession status to your spell, which puts the target completely in control of the caster. The default duration is 1 round, but that can be changed by adding a duration component. The default setting is for this component to only work of creatures with a mental stat that is 20% or less than the caster. This can be increased though. With every 10% increase, you add +25 to the SA increase. N/A +20 SA 30 skill points
Deafness Add the deafness status effect to your spell which decreases the target's perception by 1/4th. The default duration of this effect is 1 round but that can be changed by applying a duration component. N/A +8 SA 12 skill points
Death Add the death status effect to your spell which instantly kills the affected target. N/A +50 SA 100 skill points
Dehydrated Add the dehydrated status effect to your spell which causes the target 1d4 damage to HP and 1d10 damage to EP per round or minute until cured. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +5 SA 20 skill points
Depression Add the depression status effect to your spell.The default duration of this effect is 1 round, but that can be changed by applying a duration component. N/A +6 SA 15 skill points
Fatigue Add the fatigue status effect to your spell. The default duration of this effect is 1 round but that can be changed by applying a duration component. N/A  +2 SA 10 skill points
Fear Add the fear status effect to your spell. The default duration of this effect is 1 round but that can be changed by applying a duration component.

Causes the target to fear you and retreat from you at all costs.

One neat trick with this component is to apply an all allies area of effect component or an all enemy targets area of effect component with this component. The result of adding all allies is that the target will fear you and all of your allies. The result of all enemy targets is the target will fear you and all the other enemy targets, including his or her allies.

You must be careful how you apply the all allies or all enemy targets component though. You need to specify to which effect the component is applied, otherwise you could simply cause all your allies to have fear as well as the enemy target.

N/A  +4 SA 10 skill points
Forgetfulness Add the forgetfulness status effect to your spell. The default duration is 1 round but this can be changed by applying a duration component. N/A +8 SA 25 skill points
Frost Bite Add the frost bite status effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +8 SA 12 skill points
Grounded This locks the target into place, target cannot move or be moved Involuntarily, but they are immune to knockdown, and knockback. You must add a duration component but you cannot add the permanent duration component. +6 SA 10 skill points
Hallucinations With this component you can inflict the status effect, Hallucinations. The default duration of this component is 1 round, which can be changed by adding a duration component. This causes the target to see things that aren't there. N/A +4 SA 10 skill points
Heat Exhaustion Add the heat exhaustion status effect to your spell which causes the target 1d8 damage to their EP per round or minute and removes any bonuses the target has to his or her actions, until cured. N/A +4 SA 15 skill points
Heavily Distracted This component causes the status effect, Heavily Distracted. Causes the target to be unable to cast spells or use skills that cost more actions than they have. The default duration for this component is 1 round, which can be changed by adding a duration component. N/A +2 SA 10 skill points
Imbalance With this component you can cause the status effect, Imbalance, on a target. Imbalance causes the target to need to make Speed Checks (used as Agility checks) each time the target moves or the target will fall down (Knocked Down Status Effect) and need to spend another move action to get back up. The default duration for this component is 1 round, which can be changed by adding a duration component. N/A +2 SA 5 skill points
Knocked Down Add the Knocked Down status effect to your spell which causes the target to fall on the ground, loosing 1 round to get back up. The target can make a strength check against this effect. N/A +4 SA 10 skill points
Loss of Self Add the Loss of Self status effect to your spell which causes the target to not desire to do anything. N/A +10 SA 25 skill points
Masochistic This component allows you to apply the status effect, Masochistic, which causes the affected to desire pain. They desire pain so much that they purposely do whatever they can to receive pain without causing pain to them self. The default duration for this component is 1 round, but that can be changed by adding a duration component. N/A +8 SA 15 skill points
Mental Encumbered This component allows you to make a spell that weighs down the target's brain. This status effect - Mental Encumbered - prevents the affected from using the concentrate ability, and doubles the affected's spell stat cost and action costs. The default duration of this component is 1 round, but that can be changed by adding a duration component. N/A +6 SA 20 skill points
Nausea Add the nausea status effect to your spell which decreases the target's movement rates by half and renders the target immune to haste or action increasing effects. The default duration for this effect is 1 round, but that can be changed by applying a duration component. N/A +2 SA 5 skill points
Phobia This component allows you to apply the status affect, Phobia.

Phobia is an unnatural deep fear of something, which the spell creator will describe with the creation of a phobia spell. Phobia will cause the affected to avoid the source of the fear for the duration of the battle, should the source of the phobia come within 3 hexes the affected will scream and develop another status effect, anxiety.

You do not need to add the Anxiety and Fear components with this component, as they are a part of this component.

You must add a duration component but you cannot add the permanent duration component. +20 SA 50 skill points
Pinned This allows the spell to pin the target down, they cannot voluntarily move from that spot, but they can still be moved involuntarily, and are still subject to knockdown and knock back effects. You must add a duration component but you cannot add the permanent duration component. +6 SA 10 skill points
Self Harming This component allows you to apply the status effect, Self Harming. Self Harming causes the target to need to make a will check with each attack action with a failed will check meaning that the target will give in to the very strong urge to attack itself instead. The default duration for this component is 1 round, but that can be changed by adding a duration component. N/A  +4 SA 15 skill points
Sickness Add the sickness status effect to your spell which decreases the affected's movement rates in half and any damage they deal by 25%. The default duration for this effect is 1 round, but this can be changed by applying a duration component. N/A +2 SA 10 skill points
Elemental Block This allows the spell the ability to silence the target of the spell preventing them from casting spells. You must add a duration component but you cannot add the permanent duration component. +8 SA 50 skill points
Sleep Add the sleep status effect to your spell which causes the target to fall asleep and stay asleep until awakened. N/A +1 SA 5 skill points
Slow Add the slow status effect to your spell which decreases the target's movement rates by 50% for the first application or by 75% if applied twice. The default duration of this effect is 1 round but this can be changed by applying a duration component. N/A +2 SA 10 skill points
Stasis This allows the spell to place the target into a statis. In a Stasis, the target cannot take actions of any kind, cannot be moved by any means and cannot be harmed in any way. You must add a duration component but you cannot add the permanent duration component. +12 SA 20 skill points
Stone Add the stone status effect to your spell which slowly turns the target into stone one portion of the body at a time. Total transformation takes 6 rounds or minutes and must be cured to be removed. N/A +4 SA 10 skill points
Stun Add the stun effect to your spell. By default, the stun effect lasts for 1 round. This can be increased by applying a duration component to this effect. N/A +12 SA 25 skill points
Visual Stability Add Visual Stability effect to your spell which requires the target to make a Perception check to hit a target. The duration of this effect is 1 round unless a duration component is added to this effect. N/A +1 SA 5 skill points
Dazed Add the dazed status effect. It causes the affected to immediately loose 1 attack and movement action for the next active round. If the affected only had 1 attack or movement action, the affected will not be able to attack or move for the next round. Furthermore, the affected must make a Will check to use a magic spell in the next active round. By default, the dazed effect lasts for 1 round. This can be increased by applying a duration component to this effect. N/A +6 SA 10 skill points

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Wiki+ page: Status Curing Components

These are components that cure status effects, including poisons and death.

Component Description Restrictions SA Cost Change Cost for Component
Revive This allows this spell to bring your target back to life, thus curing the Death status effect. The amount of resurrection is determined by the applied healing power component. The duration of time you have upon death to be able to use a spell with this component by default is 1 round, but that can be changed by adding a duration component.

By default this component uses healing power components to determine the amount of HP restored upon revival. It also has a default of 1 round time that you can use this component to revive a dead target, which can be changed by applying duration components.

So if you wanted to recreate Spark of Life, you would need to add the following components:

  • Resurrection
  • 1 Flat Rate Healing Power
  • 5 - 1 round components
  • instant duration component
  • 1 target component
     

However, for a full revival, you can make use of the Full Revival Option: resurrect with fully restored HP for an additional 40 SA cost increase.

N/A +8 SA 50 skill points
Remove Status Effect This allows the spell to cancel or remove a status effect from a target or location. You can apply area and/or range components to specify the target of the spell. You add the status effect component that you wish the spell with this component to cure. Basically, you will need to add a status effect component with this component. This component will cause the spell to cure or remove the attached status effect. So if you wanted to cure weak poison, you would attach a weak poison component with this component. If you wanted to cure all poisons, you would attach a lethal poison component, as poison removal would remove the attached poison component and lower, unless of course your GM decides other wise.

If you wanted to make a remedy spell (remove all except death) you would add one of each status effect component except death and countdown.

If you wanted to make a dispel spell, which ends any on going magic effect, add the Death status effect component.
N/A +1 SA 20 skill points

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Wiki+ page: Stat Modifying Components

These are components that modify one's stats.

Component Description Restrictions SA Cost Change Cost for Component
Double Movement Rates This component allows you to apply an effect that doubles movement rates. The default setting of this component is to double all movement rates, but that could be changed. The default duration is 1 round, but that can be changed by applying a duration component. 

While the default setting is to double all movement rates, you can actually take off a movement type which would decrease this component's stat increase. The movement types are World, Area, and Battle. With each movement type you remove, the stat increase decreases by 2. You must however keep one movement type.

You can also reduce the movement increase. The default is double, but you can change it to the following:

  • x 1.75 = -2 SA increase
  • x 1.5 = -4 SA increase
  • x 1.25 = -6 SA increase
Cannot apply permanent duration component. +10 SA 25 skill points
Increase Learning Rate With this component you can make a spell that increases the target's success rate or failure rate by 10% (per application of this component). The spell creator must choose which. Both can be chosen by applying this component twice for each 10% increase. The default duration of this component is 1 round, but that can be changed by applying a duration component. The way this component works is simple - each application of this component increases the chosen skill point rate by 10% (x 1.1).

If you wanted to make a spell that doubled the target's success rate, you would apply this component ten times. If you wanted to make a spell that doubled the target's success rate and failure rate, you would apply this component twenty times.
Cannot apply permanent duration component. +8 SA 30 skill points
Modify Battle Actions This allows the spell to increase or decrease (choose one) a battle action of the target. (Offensive, Defensive, Support, or Magic, choose one). The amount of increase or decrease is 1. Cannot apply permanent duration component. You can only apply this component once per action type. +15 SA 50 skill points
Modify Magic Power This component allows the spell to either Increase or Decrease Magic Power. The rate of increase is determined by healing power components while the rate of decrease is determined by damaging power components. The default duration is 1 round which can be changed by applying duration components. You could also use the 10% increase option, increasing Magic Power by 10% per application of this component. Cannot apply permanent duration component.  +6 SA 20 skill points
Modify Stats This component allows you to increase a stat. When purchasing this component you must pick one of the stats to increase, which could be one of the main stats, one of the vital stats, or one of the secondary stats. Multiple purchases of this component will allow you to pick different stats each time. You can increase a stat by applying healing power components or you can decrease a stat by applying damaging power components. The default duration is 1 round which can be changed by applying duration components.

On it's own this spell does not actually increase the stat, it merely allows for a stat to be Increased above, or Decreased below the normal value listed on the target's character sheet. A Healing Effect component must be purchased to provide the amount that the stat will increase or a Damage Effect to provide the amount the stat will decrease.

Permanent may not be selected as a duration because permanent stat increase is only available through use of Stat Points as discussed in the Character Growth section.

You could opt for a 10% increase or decrease of the selected stat. Each application of this component will then allow for a 10% increase or decrease of your selected stat during spell creation, so if you applied this component 15 times to increase strength, your spell will increase strength by 150% (x1.5)

+5 SA 20 skill points
Modify Offense This allows the spell the either Increase or Decrease of Melee Power, Throw Power, or Bow Power, one stat per application of component. The rate of increase is determined by healing power components while the rate of decrease is determined by damaging power components. The default duration is 1 round which can be changed by applying duration components. You could also use the 10% increase option, increasing the selected offense stat by 10% per application of this component. Cannot apply permanent duration component.  +6 SA 20 skill points
Skill Set Faux Mastery This allows the spell to boost a skill set (choose one) of a specific tier (Choose one) to 95% temporarily. You must apply a duration component, cannot apply permanent duration component. Tier 1 - 40 SA
Tier 2 - 45 SA
Tier 3 - 50 SA
Tier 4 - 55 SA
Tier 5 - 60 SA
Tier 6 - 65 SA
Tier 1 - 20 skill points
Tier 2 - 25 skill points
Tier 3 - 30 skill points
Tier 4 - 35 skill points
Tier 5 - 40 skill points
Tier 6 - 45 skill points

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Wiki+ page: Protection Components

These are components that add special protective effects to your spell.

Component Description Restrictions SA Cost Change Cost for Component
Magical Armor This allows the spell to add to your targets temporary PR or MR, choose one. The amount that can be added is determined by the healing power component applied. The duration for the effect is determined by the duration component applied. The duration component applied must be a round based duration component. +2 SA 10 skill points
Damage Reduction This allows the spell to reduce incoming damage , physical or magical (choose one) to your target. The amount of the reduction can either be defined by applying Healing Power components. The duration component applied must be a round based duration component. +2 SA 10 skill points
Enviromental Immunity This component allows you to apply immunity to certain environmental conditions and any status effects that would come with them. The default duration for this component is 1 round, that can be changed by applying a duration component.

You can apply immunity to one of the conditions listed below per application of this component:

  • Heat
  • Cold
  • Water (for movement restrictions)
  • Sand (for movement restrictions)
  • Mountain (for movement restrictions)
  • Rough Terrain (for movement restrictions)
  • Blinding or Sight Diminishing Conditions
  • Encumbered
Any duration component can be applied. +4 SA 10 skill points
Obscure Target This component allows you to add an effect to your spell that basically hides the spell's target, giving others a perception penalty based on the distance they are from the protected target and the environment. You can apply ally immunity area of effect component with this component to allow allies to see the protected. The default duration of this component is 1 round, which can be changed by applying a duration component.

This component can be applied with Modify Percentage Stats to give the other targets the negative percentage and with a range component to determine the range that the negatives occur. Basically, if you select a flat rate 5 decrease to Perception % with a 1 hex range, every 1 hex distance away from the protected target they are, everyone not immune will receive an additional -5 to their Perception % finding that target.

You can also apply the following options:

  • Darkness: -5 to Perception % for dark environments (+5 SA increase and +5 skill points cost per application)
  • Natural Environments: -5 to Perception % for natural environments (+5 SA increase and +5 skill points cost per application)
  • Man Made Environments: -5 to Perception % for man made environments (+5 SA increase and +5 skill points cost per application)
The duration component applied must be a round based duration component.  +2 SA 20 skill points
Attack Immunity With this component you can set a spell to give its target a temporary immunity to a certain damage type. You will need to apply this component per damage type.

With this component, you can make a spell that gives immunity to certain types of attacks. You can apply a status effect to give immunity to that status effect. You could also apply a damage component to give immunity to any selected type of damage done that is equal to the applied damage component or less. Below are damage types:

  • All physical damage: + 20 SA increase (tier limits may apply, up to GM)
  • All magical damage: + 20 SA increase (tier limits may apply, up to GM)
  • 1 Magic Element: choose element, + 10 SA increase per element (tier limits may apply, up to GM)
  • Weapons: Choose a weapon type from the equipment list
  • Piercing Attacks: immunity to their special damages
  • Slashing Attacks: immunity to their special damages
  • Chopping Attacks: immunity to their special damages
  • Bashing Attacks: immunity to their special damages
The duration component applied must be a round based duration component. +10 SA (+ description) 50 skill points
Magical Cage/Fortress This allows a spell to create an area that cannot be affected from the outside. Anyone inside the area cannot affect anything on the outside, and vice versa. It depends on how this component is used, as to how it effects your target. The caster, and anyone he or she chooses may pass into or out of the spell effect at will.

You may choose to assign HP to the spell area, potentially allowing your opponents to break through, or break out.
Spell effect has…
  • 200 HP - reduce SA/skill points cost by 4
  • 100 HP - reduce SA/skill points cost by 8
  • 50 HP - reduce SA/skill points cost by 10
You may choose to allow ranged attack and spells to pass through the spell area depending on your location. If the caster is outside the attacks would be allowed to pass into the spell area. If the caster was inside the spell area, the attacks would pass out of the spell area.
Cannot apply the permanent duration component. +20 SA 25 skill points
Magical Protection Causes the spell's effect to be a protection that applies the protective effect to the target for the applied duration. Basically you could protect from damage by applying a damaging component, so that this spell would protect the target from that amount of damage. Or you could apply a status effect component so that the spell protects the target from the applied status effect. Cannot apply the permanent duration component. +5 SA 15 skill points
Magical Redirection This allows a spell to redirect a type of attack away from you and the next closest target. The spell creator needs to determine the type of attack that is redirected and only 1 type of affect can be applied per application of this component. The duration component applied must be a round based duration component. +5 SA 10 skill points

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Wiki+ page: Duration Components

These are components that dictate how long a spell or its effects last.

Component Description Restrictions SA Cost Change Cost for Component
1 Day Use this to make or increase a non-battle spell's or effect's duration by 1 day. N/A +15 SA 50 skill points
1 Hour Use this to make or increase a non-battle spell's or effect's duration by 1 hour. N/A +8 SA 20 skill points
Flat 1 Round Use this component make a spell's duration be a flat 1 round. N/A +10 SA 20 skill points
10 Hours Use this to make or increase a non-battle spell's or effect's duration by 10 hours. N/A +15 SA 30 skill points
1d10 Hours Use this to make or increase a non-battle spell's or effect's duration by 1d10 hours. N/A +8 SA 15 skill points
1d10 Rounds Use this to make or increase a spell's or effect's duration by 1d10 rounds. N/A +4 SA 10 skill points
1d12 Rounds Use this to make or increase a spell's or effect's duration by 1d12 rounds N/A +5 SA 12 skill points
1d20 Rounds Use this to make or increase a spell's or effect's duration by 1d20 rounds. N/A +6 SA 14 skill points
1d4 Rounds Use this to make a spell's duration cost or increased by 1d4 rounds. N/A +1 SA 4 skill points
1d6 Rounds Use this to add or increase a spell's or effect's duration by 1d6 rounds. N/A +2 SA 6 skill points
1d8 Rounds Use this to make or increase a spell's or effect's duration by 1d8 rounds. N/A +3 SA 8 skill points
Countdown

Add a countdown duration to your spell. Each application adds a round of countdown towards a specific status effect or other effect happening. Each round the target's countdown decreases by 1, and when it reaches 0, the applied effect happens. When creating a spell that you want to add Countdown to, you are required to apply this component at least three times. The SA cost increase, 8, will increase those three times to be 24 SA. Any further application of this component will not increase the SA cost though, so if you apply this component 6 times, the SA increase will still only be 24 SA.

If you are adding this component to an already mastered spell as a countdown duration, you are only required to apply this component twice. The SA increase is the same as with creating a new spell, it only increases up to three times.

If you have mastered a spell that already has countdown (an existing spell or one you created), you can use this component once to remove 1 round of countdown. In this case the SA cost of the spell will not increase.

Changing an instant status effect such as Death to require a countdown before happening will decrease the countdown's SA cost change from the spell.

N/A +/- 8 SA 20 skill points
Instant Effect This component causes either the spell or the effect of the spell it is placed on, to happen instantly. When creating a spell and you want the instant effect for the entire spell, there is no SA or Stat increase.

However, if you want to apply the instant duration only to one aspect of a spell's effect, it will increase the spell's SA cost by 2 SA per application. For example, say you have a spell who's main effect will be an 1d4 rounds, but that same spell also has heat exhaustion, and you want heat exhaustion to be instant effect. Applying this to heat exhaustion would increase the spell's SA cost by 2. But if you had simply made the whole spell an instant effect there would be no increase to SA cost.
N/A +2 SA (first application free) 10 skill points
Permanent Effect This allows a beneficial effect from a spell to become permanent. N/A +20 SA 100 skill points
Until Cured This allows an ongoing damage effect to stay on the target indefinitely. The only way to stop the effect is to dispel it, cure it, or die. N/A +10 SA 25 skill points
Trigger Effect This allows a spell that has multiple trigger effects, to last until all assigned triggers have been used, regardless of the number of rounds.

Trigger effect takes place when target of spell…

  • Uses an Attack, Defense, Support, Movement, or Magic action. (Pick one) 10 SA/10 skill points
  • "X" number of rounds go by: 2 SA/skill points per round.
  • Suffers from a specific status effect, including death. (Pick one) 10 SA/10 skill points
  • HP, SA OR EP is reduced to a specific number (Pick one) 5 SA/5 skill points
  • PR, MR, OR DP reaches a specific number (Pick one) 5 SA/5 skill points
  • Enemy/Ally moves into spell area (Pick one) 10 SA / 10 skill points
  • Benefits from healing 5 SA/ 5 skill points
  • Takes secondary or delayed damage (damage over time effects) 5 SA/ 5 skill points
  • Takes HP damage 10 SA/10 skill points
  • Retaliation - happens whenever you are attacked regardless if H.P. is affected. 20 SA/20 skill points
     

This component can be applied to any effect in the place of or along side a duration component. Furthermore this component can make instant effect spells not take place until the trigger event takes place. One example would be to apply this component to Spark of Life, creating basically a triggered resurrection spell. The spell caster would cast the spell on the target, but the spell would not actually cast until the death event trigger takes place. Upon that trigger, the spell would cast reviving the dead character.

N/A See Description See Description
Until All Enemies Are Defeated This allows a spells effects to continue until all enemies are dead. N/A +10 SA 25 skill points
End of Battle This Component can be used to make an effect last until the end of battle N/A +10 SA 25 skill points
Until Stopped This duration component allows a spell's effects to last until dropped or until stopped, so that the effects last until the caster deems otherwise. N/A +10 SA 25 skill points
Until Death or Battle's End This allows a spell with multiple rounds of damage to stay on a target until they die, or battle ends. Can be used on each status effect that can be affected by duration. N/A +10 SA 25 skill points
Until Destination Is Reached This allows a non battle spell or effects duration to last until you reach a specific location N/A +10 SA 25 skill points

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Wiki+ page: Spell Range Components

These components dictate the range of a spell.

Component Description Restrictions SA Cost Change Cost for Component
1 Area Block Have your spell's range increased by or affect 1 area block (outside of battle use). N/A +4 SA 20 skill points
1 Hex  Increases or adds 1 hex range to your spell. When creating a spell, you can decide the spell has 1 hex range without increasing the spell's SA cost. However each additional use of this component on that same spell will increase its SA cost by 1 per application. N/A +1 SA (first application free) 5 skill points
1 Target Use this component if you want your spell to affect any 1 target on the battlefield. If you create a spell you can apply this component once without increasing its SA cost. However, you can also apply this component more than once if you have a multiple part spell that has the potential of attacking more than 1 target, so any additional application of this component will increase the spell's SA cost. N/A +4 SA (first application free) 10 skill points
Targeted Spell The allows a spell to target a body part, you can only choose one per application. This has the benefit of reducing the amount of PR or MR since only the PR or MR of the targeted body part applies.

Body parts you can choose are:

  • Arms (both): +10 SA
  • Head: +15 SA
  • Torso: +5 SA
  • Legs (both): +5 SA
Can only be applied once per spell. See Description 25 skill points

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Wiki+ page: Spell Area of Effect Components

These components dictate the area a spell could affect.

Component Description Restrictions SA Cost Change Cost for Component
Large Area of Effect This is a spell creator defined range that covers a large area outside of battle. This is typically used to indicate a long range that spans a level on an area map, or across long distances on the world map. N/A +10 SA 50 skill points
1x1 Hex Area This is an initial 1x1 hex area, meaning it only affects 1 block or hex on a battlefield. You will want to apply this component for each additional hex that you want to cover. If you wish to have a 3x3 hex area of effect spell, you will need to apply this component a total of 9 times (simply 3*3=9).

If you applied this component 9 times, the SA cost will only increase 8 times, thus giving your spell an SA increase of 8.
N/A +1 SA (first application free) 5 skill points
All Allies Use this component to either make the spell affect all allies or to make all allies immune to an area of effect effect. N/A +10 SA 25 skill points
All Enemy Targets Use this component to cause your spell to effect all enemy targets or make it so that enemy targets cannot be affected by your area of effect spell. N/A +10 SA 25 skill points
Aura Causes an aura that provides the spell's effect for the applied duration, around a target where hitting or interacting with the protected target could cause the spell's effect to take place. N/A +2 SA 10 skill points
Battlefield Use this component to cause your spell to effect the entire battlefield and everyone on it. N/A +5 SA 10 skill points
Line of Sight Adds a line of sight area of effect component to your spell. With line of sight, you can add 1 target components to affect any target in the caster's line of sight. You can also add area of effect 1x1 hex components to make a spreading cone. Line of Sight can be limited as well. By default line of sight has no real limit, it simply is as far as the caster can see. However, a limit can be placed by specifying a limit. For example, one can say "line of sight up to 8 hex".

As long as the limit placed is 10 battle hex or less, applying a limit decreases the SA increase by half.

If you want to make a cone effect, simply make use of 1x1 area hex components. Stat with 1, then 3, then 5, and so on. You can specify when the cone widens. You only need to apply the cone SA increases and character point costs when you add another width to the cone, so if you do two rows of 3x1, you will only have the SA increase for those three 1x1 components once.
N/A +4 SA 10 skill points

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Wiki+ page: Miscellaneous Components

These components do not fit in any other category.

Component Description SA Cost Change Cost for Component
10% Chance

Add a 10% chance of the status effect happening instead of it being a sure bet.

This is a special component that can change a status effect from being a sure thing when a spell is cast to only being a chance of it happening. This component increases that chance by 10% with each application. The benefit of this component is that you can get a chance of a desired status effect while decreasing the spell's stat cost. Use of this component also allows you to ignore the tier level restrictions of status effect components, as there is a chance the status effect will not happen. Obviously, you can not use this component to increase the chance to 100% to get around the tier restriction as the limit of uses per effect is 9 applications (90% chance).

The initial "SA Increase" of this application is -18 SA, which is really a decrease. However, that decrease amount decreases by 2 with every application of this component on an effect.

  • 1 Application = -18 SA  
  • 2 Applications = -16 SA  
  • 3 Applications = -14 SA
  • 4 Applications = - 12 SA
  • 5 Applications = -10 SA
  • 6 Applications = -8 SA
  • 7 Applications = -6 SA
  • 8 Applications = -4 SA
  • 9 Applications = -2 SA
See Description 10 skill points
Decrease Power This allows the spell to be less powerful as needed. This only works with created spells that have incremental or variable costs, such as Create Doppelganger Minion and Illusion. Sometimes you may not need to use a spell to your maximum capabilities, and you can use this component to tone down the spell based in the needs of the caster.

For example - if you could cast Illusion up to Large range, but you only needed a small Illusion, you could do that with this component so that you do not waste SA. Or if you had a 5d10 spell but you are fighting a rabid bunny rabbit, you could tone it down to 1d10.

Add with "10% Chance" component to use as 10% power, per application of the "10% Chance" component.
-10 SA 10 skill points
Disarm This allows the spell to disarm the target. Once disarmed, the the target cannot pick up their weapon until their next turn, requires a support action to pick up the weapon. +1 SA 10 skill points
Split Cost With this component you can split a spell's total stat cost over a determined duration. For example, if a spell cost 60 SA to cast and lasts for 6 rounds, you could use this component to say that the spell costs 10 SA per round. You can also apply a Until Stopped duration. 0 20 skill points
Raise Dead With this component you can create a spell which raises a target which is dead as an undead target.The default duration for this component is 1 round, which may be changed by adding a duration component. 

There are certain options that need to be chosen with use of this component.

How Long Dead Options

  • recently killed (within 3 rounds): +2 SA
  • killed any point in battle: +4 SA
  • killed within a week: +8 SA
  • killed within a month: +10 SA
  • killed within a year: +12 SA
  • killed at any time: +14 SA
  • not yet killed (transform to lich): +15 SA
     

Reanimation Options

  • as is: +2 SA
  • as skeleton: -5 SA
  • as ghost: +5 SA
  • lich transformation: N/A
     

Stats at Reanimation

  • fully restored: +10 SA
  • 75%: -5 SA
  • 50%: -10 SA
  • 25%: -15 SA
  • double vitals: +15 SA
  • double all stats: +20 SA
See Description 50 skill points
Apply Spell Effects With this component you can apply the effects of an existing spell to a spell you are creating or modifying. Effects are not healing or damage powers, but instead stat changing, status effects, and so on. +2 SA 25 skill points
Augmented Perception This allows the caster to change the scope of what he is capable of seeing and / or hearing beyond his physical ability. +2 SA 25 skill points
Remove Target This allows the spell to remove a target from the battlefield temporarily. +15 SA 50 skill points
Richochet Spell This allows a spell to hit a second target within the spells range after your first target is hit, at 50% of the first targets damage/ healing. +10 SA 25 skill points
Change Healing/Damage This component allows a healing component or damaging component to heal or damage SA or EP instead of HP. +2 SA 20 skill points
Change Stat Cost Type This component allows you to use either HP or EP as the spell's stat cost instead of SA. 0 20 skill points
Elemental Channeling This allows the spell to channel the casters element into purely destructive blasts of raw elemental energy. +4 SA 25 skill points
Supernatural Communication This allows the spell to grant the caster the ability to communicate with a Spirit, or Possibly a Diety that the caster is aware of. The nature of the spirit can be worked out with you and the DM. +2 SA 20 skill points
Language Comprehension This allows the spell to grant the ability to understand any language or text they do not currently understand. By default this does not allow for the speaking of another language, just the understanding of another language. The default duration is 1 round, which can be changed by adding a duration component. You can add the ability to speak the heard language by increases the SA cost of this component by + 10. +4 SA 50 skill points
Relationship Bias This allows a spell to have either a beneficial effect or a detrimental effect based off the casters relationship with the target +1 SA 10 skill points
Barrier This allows the spell to temporarily create a physical wall of magical force. It is immune to climbing, and the height and length are determined by the caster, with the max dimensions set by the creator. When creating a barrier spell, the spell creator needs to determine the maximum size of a barrier that the spell will allow for. The spell creator does this by applying this component the number of times needed to cover the desired height and length of the barrier that can be created by the spell.
Each application of this component allows for the creation of a barrier block that is 1 hex wide by 1 hex long by 1 hex tall. If you wanted to create a 10 hex tall barrier that was 5 hexes long, you would apply this component 15 times.
+5 SA 25 skill points
Minion This allows the spell to create a magical faximile of the caster, or some other humanoid construct. This creation will only obey the commands of the caster, which can be mental or verbal commands. It has 1 of every type of battle action, but can be empowered, in different ways, see list below.

Minion is created with…

  • 10% of your stats - 20 SA / skill points
  • 20% of your stats - 40 SA / skill points
  • 30% of your stats - 60 SA / skill points
  • 40% of your stats - 80 SA / skill points
  • 50% of your stats - 100 SA / skill points
  • 60% of your stats - 120 SA / skill points
  • 70% of your stats - 140 SA / skill points
  • 80% of your stats - 160 SA / skill points
  • 90% of your stats - 180 SA / skill points
  • 100% of your stats - 200 SA / skill points
See Description See Description
Reveal Location This allows the spell to reveal to the target the location of an object, person, or place they desire to find. The default spell cannot overcome magical attempts to obscure an object, person or place, and it cannot determine if what you see is an illusion. +8 SA 30 skill points
Spell Guide This allows the spell to guide the target through a maze, dungeon, dense forest, or otherwise difficult to navigate locale. This only allows the target to know the most direct navigable path to the center, or to the most direct path out of an area, it does not take into account the dangers along the way. +8 SA 30 skill points
Runic Sight This component allows you to make a spell that grants its target the ability to see runic elements in some way (to be decided by the spell creator). +4 SA 25 skill points
Enchantment With this component you make the magic spell you are creating or modifying enchant a weapon or armor instead of targeting a particular target. For armor enchanting, add the target body part component to enchant the armor on the body part. For the duration of the enchantment, you need to add a duration component. The enchanted weapon or armor will take on the effects of the spell this component is applied to. +1 SA 15 skill points
Faster Spell Your spell moves to its target faster than anticipated, reducing the chance for it to be evaded by 25%. +5 SA 30 skill points
Grant Ability This allows the spell to temporarily grant the target an ability. Duration components determine for how long. The ability granted is chosen during spell creation from the abilities list. +10 SA 25 skill points + ability cost
Grant Skill This allows the spell to temporarily grant the target a skill. Duration components determine for how long. The ability granted is chosen during spell creation from the skill lists. The stat increase is equal to the stat cost of the given skill. +10 SA 125 skill points
Create Illusion

This allows the spell to create an Illusion. The size, scale and nature of the illusion is up to the caster. 

  • Small illusion - (up to a 4ft area) - 10 SA / skill points
  • Medium Illusion - (up to an 8ft area) - 15 SA / skill points
  • Large illusion - (up to a 12 ft area) - 20 SA / skill points
  • For every additional 4 ft of area add 4 SA / skill points
  • If you are creating an illusion that can move around add 10 SA / skill points


Examples of way you could use illusion.

  • Create a small illusion centered on yourself, add on visual instability - you force your opponent to make a perception check every time they want to hit you.
  • Create an illusion on yourself to make you seem like another race or wearing different armor or clothes.
  • Create an illusion over an area to make it seem like someplace it's not, or hiding a pit trap etc.
See Description See Description
Incite This allows a spell to force all enemy opponents to attack the target of the spell. +2 SA 20 skill points
Magical Construct This component causes some kind of magical thing to appear that functions on its own to do the magical effect of the spell for the applied duration. Battle actions given are limited to attack, move, and maybe magic; movement range is equal to the spell's creator.

The summon is only given 1 action, which the creator can choose which of the three: attack, move, or magic. The creator can give the create extra of these actions for a 10 SA increase on the spell per action given.
+10 SA 40 skill points
Invisible Spell This component will cause your spell to be invisible and therefore harder to sense. See Defensive Round for combat effect. +10 SA 40 skill points
Move or Manipulate This allows the spell to grant the caster the ability to remotely move or manipulate a target, based on the casters one handed lift capacity. For the purposes of this spell the Mental Stat will be used to determine what you are capable of lifting instead of the Strength Stat. 

When moving/manipulating an object the movement rate of the object is 1/ 4 of the casters movement rate rounded down.

When calling an object to your hand the object moves at your full movement rate.

You can increase the size limit of the object you are capable of moving by expending an additional amount of SA

  • Increase to your two handed carry limit - add 5 SA / 50 skill points
  • Your full carry weight - add 10 SA / 100 skill points
  • Double your carry weight - add 14 SA / 140 skill points
  • 3X your carry weight - add 18 SA / 180 skill points
  • 4X your carry weight - add 20 SA / 200 skill points
  • 5X your carry weight - add 25 SA / 250 skill points
     

You can use this to make a levitating spell as well.

+4 SA 25 skill points
Magic Obscure This allows a spell to hide an object, person, or place from remote magical viewing. +12 SA 35 skill points
Pass Through Object Applying to component to your spell allows you to create a spell that lets the target pass or walk through a physical object. Duration is usually set as a range of movement but can also be set as a normal duration. You should choose which type of material this component allows the target to move through with each application of this component. 

Here's a list of material categories:

  • Earthen - rock, dirt, clay, sand, diamond, crystal, stone, anything of the earth
  • Natural - plant life, trees, anything growing
  • Metals - steel, iron, mythril, anything considered a metal
  • Cloth - leather, cotton, anything considered a cloth
  • Special Materials - glass, ylem, and dragonscale, any magically mutated material as well
+10 SA 50 skill points
Identify Illusion This allows the spell to give it's target the ability to identify and see through an illusion. +8 SA 30 skill points
Roulette Effect This component allows a spell to have a random effect. The random effect could be a change to damage, an applied status effect (to caster, allies, or enemies), or any other added component. You would apply a component for each effect desired. You can apply each effect per application of this component. The effects would be applied depending upon a dice roll. An example of a Roulette effect is the aeromancy spell, Chaotic Winds. It has 3 effects, so a 1d3 roll is added to the spell. Effect 1 is half damage - achieved by applying 10% chance module 5 times, applying the -5 spell cost. Effect 2 is normal damage. Effect 3 is double damage, achieved by applying 10% Chance 20 times and applying +18 to the spell cost.

With Roulette Effect, you can apply the 10% chance more than the set 9 times to achieve 2x and more damage increases, because the roulette effect makes it a chance that this could occur.

You could also apply status effects and apply area of effects to those status effects. For example, you could have a bad roulette effect be 2d10 poison to all allies.
+2 SA 40 skill points
Special Runic Effect This is a special component that is used to create certain element-specific effects. This is basically a "catch-all" if you will, allowing the spell creator and the GM to work together to create a specific type of spell that might only be possible in a certain element. The player would describe the intended effect to the GM and the GM would determine the component cost and stat increase based on the situation.  First and foremost, use of this component requires working with the GM. The spell creator will describe the intended effect and the GM will first help the player look through the existing components to see if a component exists to satisfy that effect.

If a component doesn't exist, the GM will have to decide if the effect is possible with the spell creator's element and the SA cost for this component only. The component can and should be used with other components to create the entire spell.

Basically, this component is similar to Minor Elemental Manipulations. The spell creator is describing an effect and the GM is deciding the cost. The difference is that the effect is being applied to a spell being created or modified.
Determined by GM Determined by GM
Split Cost With this component you can split the stat cost. Combined with the Change Stat Cost Type component, you can split the stat cost between two different stats. For example, if the spell being created cost 50 SA and you want to make it cost 25 EP and 25 SA, apply this component and the Change Stat Cost Type component. The total stat cost will be what is used to determine tier and action costs. 0 25 skill points
Telepathy

This allows the spell to grant the caster the ability to communicate directly into the mind of someone else. You can effectively transmit 1 short phrase with this component. 

  • If you want to communicate with someone you do not know - add 5 SA
  • For each additional mind you wish to speak to increase cost by 10%
  • Remove line of sight restriction - increase cost by 5 SA
  • Read Minds for Response Only: increase cost by 5 SA
+1 SA 10 skill points
Teleportation

This allows the spell to grant the ability to the caster to move instantaneously to another place, as long as it is within line of sight. 

  • For every additional person you teleport with you: +4 SA
  • To teleport with you anyone or anything that grabs on to you: +8 SA
  • Remove Line of Sight restriction - add 15 SA
+6 SA 50 skill points
Time Sight

This allows the spell to give the user a brief glimpse into the future or past. You apply a duration effect to this spell to determine how far forward or backward in time this spell component allows one to see. 

For example, you want to know what is coming around the corner or when you open the door, apply a duration in rounds as minutes, or even an hour component. If you want to see what will happen next week, you will add 1 day components. If you want to see what happened ten years ago on that spot, you would set the component during spell creation to look back and add 1 day components.

In order to keep the spell cost from getting crazy, when applying the 1 Day component, only the SA cost of the first component applies. Additional uses of the 1 Day component will not increase the spell's SA Cost.

+2 SA 50 skill points

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