Magic

Magical Abilities: Magic uses Magic Points to fuel them. You must have a Magic Score equal to the base cost of the ability to use it. You may only enhance it until it’s cost equals your Magic Score.

Arcane: Arcane Magic is whatever doesn’t fit anywhere else. Telekinesis, Telepathy, Levitation, Teleporting, and other things that need a group. Practitioners of Arcane Magic use a basic hit die (d4). Arcanists are usually the mages with the highest amount of Magic Points. Practitioners of Arcane Magic add 1 to their Magic Points for every two levels they possess.

  • Force Strike: Send an invisible bolt of force at an enemy, dealing 1d6 with a +1 to attack rolls. Enhancing it increases the damage by 1 per enhancement. The base cost of the ability is 2 magic points and enhancing it costs 1. It costs 3 points to purchase this ability.
  • Force Armor: The next two successful attacks count as misses. A critical counts as two attacks. Lasts for a number of rounds equal to your Magic score. Enhancing it increases the duration in rounds and amount of attacks it blocks by 1. The base cost of this ability is 3 points and enhancing it costs 1 point. It costs 4 points to purchase this ability. Requires Force Strike.
  • Energy Strike: Send a bolt of pure energy at your enemy, dealing 1d6+1. The base cost of the ability is 4 magic points and enhancing it costs 2. Each enhancement increases the damage by 1. The cost of purchasing is 6 points
  • Double Vision: Create an illusionary form of yourself to one side of yourself. It has an AD and DD equal to yours. They mirror your actions and seem real. If it is struck or if it strikes a target each of the enemies involved have a chance to see through the illusion. The DC of this check is 10 + your Magic Score + your level. It lasts a number of rounds equal to your level + 1/2 your Magic Score. It costs 5 points to cast and 2 points to enhance. Each enhancement increases the duration by 1 and every 2 adds another illusionary double. Each double must be placed within 2 squares of you. If one is in front of you, it still blocks your Line of Sight.
  • Arcane Talent: Add your Magic Score to your Magic Points total twice. This ability is always active. This ability costs 10 points to purchase. Requires at 5 other Arcane Abilities

Dark: The Magic of the Shadows, gaining power by striking dark deals Evil entities or taking it from others. It involves all magical abilities considered evil or unnatural. Practitioners of Dark Magic obtain a weak hit die (d6). Dark Mages generally have lower Magic Points, but make up for it by stealing power from others. Users of Dark Magic also gain +1 to their magic attack rolls for every four levels they posses.

  • Life Drain: You touch an enemy and drain 1d4 hit points from them, gaining the same amount. If this amount gained would cause you to go above your normal maximum, they are gained as Temporary Hit Points, which are lost before normal hit points. These last up to a day. The base cost of the ability is 4 points, and enhancing it costs 2. Each enhancement increases the amount of life stolen by 1d4. To purchase this ability it costs 6 points
  • Energy Drain: You touch an enemy and drain 1d4 Magic Points from them. This ability costs 2 points and 1 point to enhance. If you enhance it, you also drain your Magic Score’s worth of points as well. This can allow you to go above your Magic Points above your normal Maximum, but only up to your Constitution Score + twice your level. These Magic Points last indefinitely, but they are used first, before your normal Magic Points. This ability costs 7 points to purchase.
  • Shadow Bolt: Send bolts of pure dark energy at your enemies. Each deals 1d4+1. The base cost of this ability is 4 and enhancing it costs 2. Each enhancement adds an extra bolt, which may be directed at a different target, but it is not required. This ability costs 6 points to purchase.
  • Shadow Jump: Jump from one shadow to another. The distance you can travel is 2 squares per point of Magic Score you possess. The base cost of this ability is 5 points and enhancing it costs 2. Each enhancement costs 2 points and increases the distance by 1 square. The distance you may travel is doubled at night. This ability costs 6 points to purchase. Requires Aura of Shadows to purchase.
  • Bestow Curse: The signature ability of Dark Magic. You curse your enemy with one of many curses. To bestow a Curse, in general you must use 3 points, but some Curses use more Magic Points. You buy each curse individually, except for Curse of Lethargy, which comes with Bestow Curse. Each Curse lasts a number of rounds equal to your Magic Score + your level unless otherwise noted. Each Curse deals 1d6 Cursed damage, which heals at half the normal rate. This ability costs 5 points to purchase.
  • Curses: Curse of Lethargy decreases the target’s AD and DD by 2. Enhancing it costs 1 point and if you do it affects their attack roll and Speed as well. Curse of Madness drives them mad, making them see everyone as an enemy and causing them to attack the nearest person until either they or the target dies or the duration ends. The duration is equal to your level + 1/2 your Magic Score. This only affects them for this one target. This curse costs an additional 2 point and enhancing it costs 2. For each enhancement the subject of the curse will attack an additional target and the duration increases by 1 round. Curse of Madness costs 4 additional points to purchase. Curse of the Beast turns the target into a monstrous creature from the realm of nightmares. They become a creature that is a hybrid of man and beast, increasing their hit points by 4d6, increasing their attack roll by your magic score, and their DD by 1d10. They grow claws that deal 2d4 damage as well as 1d3 Cursed Damage. This curse costs 8 points to purchase.
  • Aura of Shadow: You are surrounded by shadow, increasing your DD by 2. Lasts a number of rounds equal to your Magic Score. The base cost is 3 points and enhancing it costs 1 point. Each enhancement increases the bonus to your DD and the duration by 1. This costs 4 points to purchase.
  • Darkness: You engulf the area around you in supernatural shadows that only you can see through. The radius engulfed is 2 + your Magic Score. The base cost of this ability 5 points and enhancing it costs 2. Each enhancement increases this radius by 1 square. This costs 5 points to purchase.
    Requires Aura of Shadow to purchase.

Elemental Magic: Elemental Magic is the magic of the Four Classic Elements (and some extra). It is gained by accessing the parts of your Body that are made up by the Elements. These Mages are called Elementalists and must choose one element to specialize in. When you are in an area that is powerful in your specialty, the Magic Point cost of abilities is decreased by 2. Each ability must be bought with one element. If you choose to buy it again as a different element, you must pay the cost again. Elementalists receive a hit die depending on their specialty. Earth and Water receive a weak hit die (d6) while Fire and Air receive a basic hit die (d4).

  • Elemental Strike: The signature ability of an Elementalist, this ability sends an attack that hits all targets in a line of squares equal to your Magic Score. It deals 1d4 + your Magic Score damage of the Element of your choice to all in the line. It costs 4 Magic Points to cast and 2 to enhance it. Each enhancement increases the damage by 1d4. It costs 6 points to purchase.
  • Elemental Armor: Surround yourself with your Element, increasing your defense and granting other abilities. If you choose, you may cast it on another. Air Armor increases your DD by your Magic Score and increases your speed and attack bonus by 1. It costs 5 points to cast and 2 points to enhance. If you choose to enhance it, it grants you an additional +2 bonus to your speed and attack bonus. You may only enhance it once. Earth Armor increases your AD by your Magic Score and decreases your speed by 2. It costs 6 points to cast and 3 to enhance. If you enhance it it grants an additional 2 to your AD and removes the penalty to your speed, as well as granting you Damage Reduction of 2. It costs 7 points to purchase. -Fire Armor_ adds 2 to your DD. It deals 1d4 + 2 to you each turn and to each enemy who gets within 1 square of you. Enemies that attack you are dealt 1d6 + 2 damage. There is no save for this damage. They must also make a Reflex Save equal to 10 + your Magic Score or be caught on fire and dealt 1d4 each round. It costs 4 points to cast and 2 points to enhance. If you enhance it, each enhancement increases the distance it affects enemies by 1 square and decreases the damage it deals you by 1 and increases the damage to enemies by 1. It costs 8 points to purchase. Water Armor increases both your AD and DD by 4. It costs 5 points to cast and 3 points to enhance. Each enhancement increases the bonus to your defense by 1. It costs 8 points to purchase.
  • Elemental Resistance: You become more resilient to your element of choice. You gain (Elemental) Resistance of 4 which allows you to ignore 4 points of damage, which lasts a number of rounds equal to your Magic Score. It costs 4 points to cast and 2 points to enhance. If you enhance it, it increases the amount of damage you can ignore and the duration is increased by 1 for each enhancement. This ability costs 5 points to purchase
  • Elemental Bolt: The basic ability of an Elementalist, this ability sends a small portion of your Element hurtling at your enemies. It deals 1d4 to one enemy within 4 squares. It costs 3 points to cast and 1 point to enhance. Each enhancement increases the damage and range by 1. If you enhance it three times, you may have it affect all targets within the range of the ability. This ability costs 4 points to purchase.
  • Enhance Weapon: Imbue your weapon with your Chosen Element. Your weapon deals an extra 1d4 damage of your element for 2 strikes. It costs 4 points to cast and 2 points to enhance. Each enhancement increases the damage by 1d4 and the amount of strikes by 1. If you choose, you may expel all your potential energy on one critical hit. (Damage increase is 2d4 as well as an additional 1d4 from critical damage)
  • Electric Strike: add your Magic score to your next attack, whether magic or melee. This damage is not affected by Elemental Resistance
  • Acid Strike: Add your Magic Score to your next attack, whether magic or melee. This damage is not affected by Elemental Resistance.

Wild Magic: Wild Magic is derived from Nature. It allows you to shape-shift, take on aspects of animals, or control plants. Many Wild Mages choose to focus on either Bestial or Plant Magic, but this is not required. You may also use your Endurance Points as a secondary source of magic fuel. You also add your Constitution Score twice to your Endurance Points. You still suffer the normal penalties for running out of Endurance. Wild Magic grants you a medium hit die (d8). You may add 1 to your AD and DD for every 4 levels you have.

  • Bestial Hide: This grants you a +2 bonus to your DD and AD. It costs 2 point to cast and 1 point to enhance. Each enhancement increases the bonus by 1. If you choose, you may cast it on another.
  • Vine Whip: Attack an enemy with a plant from somewhere within 1 square of you. It deals 1d6+1 slashing damage at a +1 to attack roll to one enemy within 2 squares of you. Casting it costs 2 points and enhancing it costs 1. Each enhancement increases the number of enemies you can attack by 1.
  • Claws of the Beast: gain a set of claws that deal 1d6+1 at a +2 to your attack roll. It costs 4 points to cast and 2 points to enhance. If you enhance it, you add your Magic Score to your attacks and attack rolls. It lasts a number of rounds equal to your level. It costs 6 points to purchase.
  • Leaf Armor: Surround yourself with flying leaves, adding 3 to your DD. It costs 2 to cast and 1 to enhance. It lasts a number of rounds equal to your Magic Score. Each enhancement increases your DD by 1. If you choose, you may send all the leaves flying in a radius of 1 square centered around you, granting you full cover (Enemies attacking you take a -5 penalty) and adding your Magic Score + 3 to your DD. If you do, it only lasts a number of rounds equal to 1/2 your magic Modifier. It costs 6 points to purchase this ability.
  • Mark of the Beast: Something that almost all Wild Mages gain, this ability grants you a single bestial quality, whether it’s fangs, small claws, a thin coat of fur, funny ears, or something else, setting you apart from the civilized world. You wear this quality proudly, and it is something that other Wild Mages look for when socializing with you. It grants you a +5 bonus to diplomacy with other Wild Mages, but a -2 when dealing with others.

Magic

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