Basic Bombardment Spells
Magical Cannon
Prerequisites: Pow 5
Cost: 5 mp
Action: 1 round
Range: Short
Magical Cannon is one of the most simplest bombardment spells and one of the simplest spells requiring only the raw power to pull it off. Magical Cannon is a beam of compressed magic launched at the enemy with violent force. Magical cannon gains a +4 bonus against shielding magic and deals the flowing damage Graze 1/2 POW Hit 1+POW Impact 1+3/2POW and 2 penetrating Break 2+POW and POW penetrating
Power Burst
Prerequisites Pow 5
Cost 10 mp
Action 1 round
Range: special
Power Burst hits everything you want to hit (so not your party members) within short range of you targets that are adjacent to you can't evade.
Area Bombardment
Prerequisites: Pow 7
Cost: 15 mp
Action: 1 round
Range: Way out
Chose a point in space or a person, Area Bombardment hits everything (including your party members so play nice) in Near Range of that point or person, if you targeted a person they can't evade nor can anyone adjacent to them. Area Bombardment has a +4 bonus against evasion even if the targets are in position to evade Damage is Graze 1/2 POW Hit 1+POW Impact 2+3/2POW Break (1+POW)x2
Spell modules
Aftermath: (cost: 20 mp) anyone who receives a Hit from your bombardment spell is dazed for one round and anyone who receives an Impact or better is dazed for two rounds
Quicken spell (cost: 20 mp): you can cast a quickened bombardment spell with a casting time of 1 round as a standard action or shave 1 round of the casting time of a bombardment spell with more than one round of casting time casting a quickened bombardment spell inflicts 1 point of stress.
Improved Range (cost 10 mp) Increase the Range of your bombardment spell by one increment
Improved Area (cost 10 mp) increase the area by one increment creatures not in the outermost increment can't evade
Extended Spell (cost 15 mp) you can extend the casting time of the bombardment spell by 1 round in exchange the spell gains a +6 bonus and it's damage increases by 3
Shield Breaker (cost 15 mp) (only Magical Cannon is eligible) on an hit or better your Magical cannon destroys two layers of Shield Magic rather than one, on a break it destroys all of the layers and inflicts hit damage.
Focus Bombardment (cost 40 mp) you gather the ambient magical energy around you to empower the ultimate magical attack a focus bombardment takes an additional round to cast and gains a bonus and increase in damage equal to the ambient mana rating of the surrounding area.
Casting a focus bombardment causes 4 points of Stress
Selective(20 mp) your bombardment spell doesn't hit your allies.
Binding Magic:
binding magic entraps it's victims in chains and shackles of light. It also can deactivate many Lost Logia. When you maintain a bind you can chose to add one additional layer A mage that has been bound can attempt to break the binds with raw strength as a full round action the mage rolls a POW check (DC 15+binder's skill ranks in bind) a success removes one layer. Binds becom passive if they are not maintained
Basic Binding Spells
Chain Bind
Prerequisites: MAS 5
Cost: 10 mp
Action: Standard
Range: Short
Chain bind prevent anyone under it's effect from moving and can be layered up to two layers
Restrict Lock
Prerequisites: MAS 6
Cost: 15 mp
Action: Standard
Range: Short
Restrict Lock prevent anyone under it's effect from moving or using melee attacks can be layered up to three layers Restrict lock can be taken as an upgrade to Chain Bind
Grounding Bind
Prerequisites: MAS 6 POW 6
Cost: 25 mp
Action: Standard
Range: Short
Grounding Bind prevent anyone under it's effect from moving, using melee attacks or casting any spell that don't target grounding bind. can be layered up to three layers Grounding Bind can be taken as an upgrade to Restrict Lock
Spell of Sealing
Prerequisites: -
Cost: 10 mp
Action: Standard
Range: Short
Spell of Sealing seals the power of a Lost Logia item if the binding check is successful the Item is rendered inactive.
Binding Spell modules
Cooperative bind (Cost 10 mp) as a standard action you can add one additional layer to a bind that someone cast
Reactive Bindings (Cost 20 mp) when you are the target of melee attack you can use a binding spell as
a reactive defense if the attack isn't successful then the person who attacked you is subject to your bind.
If the attack is successful you it hit's you one degree better then it would otherwise be.
Extended Bind (Cost 15 mp) If you extend the casting time of your bind by one round your bind gains a +4 and inflicts another layer of bind
Counter Magic.
Basic Counter spells
Shatter Binding
Prerequisites: POW 4
Cost: 5 mp
Action: Standard
Range: Near
This spell destroys bindings reviving a +4 bonus against them. A success destroys 1 layer on a graze 2 layers on a hit or better and 3 Layers on a break
Dispel Magic
Prerequisites: -
Cost: 10 mp
Action: Standard
Range: Near
This spell ends other spells on a success removing 1 layer from a layered effect
Counterspell
Prerequisites:-
Cost: 10 mp
Action: Standard
Range: Short
This spell interrupts the casting of a spell with a 1 round or greater casting time if you succed on a counter magic test (with a +4 bonus) vs the spell's skill
Spell modules
Improved Unweaving (Cost 20 mp) you can use counter magic on effects that are effecting you as a minor action.
Information Magic: Magic that creates illusions, facilitates communications, hacks into magical computer networks, searches areas, and jams communications are all filed under information magic
Basic Information Spells
Area Search
Prerequisites: MAS 3
Cost: 10 mp
Action: Special
Range: Special
Area Search scans the are for an object or objects what objects you can locate is based on that objects difficulty rating less than your ranks in search. Search magic attuned to magic finds all magic, lost logia, and mages you can locate in the area an tells you the nature and location of them and automatically tells you the amount of ambient mana in the air. If the object is less than 2 search ratings harder to find than your effective search ranks you know it's in the searched area but not it's location. When searching for non-magical objects you must specify the material you are searching for and you receive the location size and general shape of all objects of the specified material in the searched area. If you search for humans specifically you can tell if they are injured if your search rating is 4 greater then the difficulty to locate them. (don't modify this for the persons rank as a mage.)
Object | Difficulty Rating
|
Non-magical object building size | -1
|
Non-magical object bus size or larger | 1
|
Non-magical object bus size or smaller | 3
|
Non-magical person sized | 6
|
Non-magical smaller than a breadbox | 8
|
Human (non-mage) | 5
|
Mage B rank or weaker | 3
|
Mage A-AAA rank | 0
|
Mage S rank or greater | -2
|
Active Spell | as the caster +2
|
Time-Space Barrier | 1
|
Lost Logia or Magical object* high energy | 0
|
Lost Logia or Magical object* low energy | 4
|
In addition you effective ranks in search are modified based on situation
Situation | Difficulty Rating Modifier
|
Searching the area within near range of you | 0
|
Searching the area within short range of you | 2
|
Searching the area within way out range of you | 4
|
Searching the area within extreme range of you | 8
|
Searching each mile radius you add to the search area. | 4
|
Cast Area search as a minor action | 4
|
Cast Area search as a standard action | 0
|
Cast Area search as a 1 round spell | -4
|
Take 1 Minute to cast area search | -6
|
Telepathic Link
Prerequisites: -
Cost: 0
Action: None (passive)
Range: Short
Telepathic link allows you to impart your thoughts to another mage within short range who also posses the telepathic link spell. You may also create a temporary link that allows you to send messengers across any distance on the same world as a standard action, you can have an number of such links active equal to your ranks in search.
Jamming Field
Prerequisites: -
Cost: 10 mp
Action: Standard
Range: Special
Jamming Field creates an area centered on you where searching magic, telepathy, and other communications effects are non-functional. Jamming Field is a passive or active effect like other spell and can be defeated by an opposed information magic check however Jamming Field has a +4 inherent bonus. The area created has a maximum radius that is based on your ranks in Information magic
Rank | Maximum Radius of Area
|
1-4 | Near
|
5-6 | Short
|
7-9 | Way out
|
9 or more | Extreme
|
Optic Hide
Prerequisites: Information Magic 6 ranks
Cost: 15 mp
Action: Standard
Range: Personal
Optic Hide bends the light around you making you invisible. Moving more than 100ft a round causes the the air around you to ripple revealing your position to anyone familiar with invisibility casting a spell that targets someone who's not you, attacking someone, or being hit for damage ends the spell. Otherwise you can't be detected by visual means, have fun with that.
Silhouette
Prerequisites: Information Magic 6 ranks
Cost: 15 mp
Action: Standard
Range: Short or Special
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create, smell, texture, or temperature. You can move the image within the range of the spell. Images created by silhouette can't be larger than one 10ft cube per rank in Information Magic. Alternatively Silhouette can create a number of illusionary duplicates of yourself or another person you know well equal to your ranks in Information Magic. Silhouettes share you passive evasion value and vanish if they are struck or you stop maintaining the spell.
Melee: Melee primarily involves hitting people with things you know the drill
Basic Melee
Prerequisites: -
Cost: 0
Action: Standard
Range: Adjacent
You hit the target with your device your fists or some other melee weapon on a success you do damage Graze ¼ POW{round down minimum 1} Hit ½ POW Impact POW Break 3/2 POW
Shield Shattering Blow
Prerequisites: POW 4
Cost: 10 mp
Action: Standard
Range: Adjacent
this attack functions as basic melee only you gain a +2 bonus against shielding magic effects
Swift Strike
Prerequisites: AGI 4
Cost: 10 mp
Action: Standard
Range: Adjacent
this attack functions as basic melee only you gain a +2 bonus against evasion effects
Dazing Strike
Prerequisites: POW 5
Cost: 15 mp
Action: Standard
Range: Adjacent
this attack functions as basic melee only you daze the target for Graze 1 round Hit 2 rounds Impact 2 rounds Break 3 rounds
Knockback Strike
Prerequisites: POW 5
Cost: 15 mp
Action: Standard
Range: Adjacent
this attack functions as basic melee only the target is Pinned for Graze 1 round Hit 2 rounds Impact 2 rounds Break 3 rounds you also hurl the target away form you out to near range (short range on a Break) casing them to take falling damage if they hit a hard surface.
Spellburst Strike
Prerequisites: POW 5
Cost: 15 mp
Action: Standard
Range: Near
You strike an nearby enemy with magic released from your fist or weapon on a success you do damage Graze ¼ POW{round down minimum 1} Hit ½ POW Impact POW Break 3/2 POW
Melee modules
Critical stun (cost 20 mp) on a break your melee attacks stun the target for one round
Parry (Cost 10 mp) you may use melee as a reaction to defend against shooting magic or melee attacks
Improved Parry (Cost 10 mp: requires parry) when you successfully parry an attack from an enemy Adjacent to you you deal damage as though you had successfully melee attacked them.
Flurry (Cost 20 mp) When you make a melee attack you may chose to make that attack a flurry roll twice for the attack and pick the highest roll. Using flurry inflicts one point of stress.
Whirlwind (Cost 20 mp) When you make a melee attack you may chose to attack as many people as you can reach doing so inflicts one point of stress.
Movement: for every 2 ranks you spend in movement your base land speed increases by 10ft
Passive evasion all characters have a passive evasion score that applies as a defense as long as they are capable of movement.
Basic Movement Spells
Evade
Prerequisites: -
Cost: 0
Action: Reaction
Range: Personal
When targeted by an attack evasion serves as an active defense if you successfully evade an attack you may move your speed
Rapid Move
Prerequisites: AGI 4
Cost: 10 mp
Action: Move
Range: Personal
You may move a twice your speed you may take your standard action at any point during this movement.
Spelljump
Prerequisites: AGI 4 POW 4
Cost: 10 mp
Action: Move
Range: Personal
Launch yourself into the air with magic. You move as though you are flying at twice your speed though some restrictions apply. You can only change directions if your are in contact with a solid opbject and if you end your movement in the air you fall. You may take your standard action at any point during this movement.
Flight
Prerequisites: Mage Rank A or higher
Cost: 10 mp
Action: Passive
Range: Personal
You gain a fly speed equal to twice your Base Land Speed
Blitz Charge.
Prerequisites: AGI 4
Cost: 10 mp
Action: Move+Standard
Range: Personal
Move three times your speed, then you may make one of your melee attacks at a +2 bonus