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Elements of Magic - Revised Spell Listing
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<blockquote data-quote="Blue mage for hire2" data-source="post: 1528538" data-attributes="member: 16059"><p>oh yeah, the total MP cost of the spells above per "magic level" are: </p><p>Level 1 spells: total of 1 MP</p><p>Level 2 Spells: total 4 MP.</p><p></p><p>Level 3: total MP of average spell is 6 MP</p><p>Level 3 White Magic</p><p>Cure 2</p><p>Heal Life 5/ Gen 1</p><p>Total MP: 6</p><p>Range: 30 ft.</p><p>A more powerful version of cure, this spell heals 6d6 points of damage to any living creature within 30 ft. 1 MP range</p><p></p><p>Heal</p><p>Heal Life 1/ Gen 4</p><p>Total MP: 6</p><p>Area: 30 ft. burst</p><p>A useful spell for large armies, this heals 12 target creatures within 30 ft. of the caster for 2d6 damage. 3 Mp area, 2 MP discerning.</p><p></p><p>Dia 2</p><p>Evoke Life 4/ Gen 2</p><p>Total MP: 6</p><p>Range: 30 ft.</p><p>Area: 10 ft. burst</p><p>For use against the most foul hives of undead monsters. Releases a powerful shaft of positive energy that deals 5d6 points of Life damage. </p><p></p><p>Nullify Fire</p><p>Abjure Fire 4/ Gen2</p><p>Area: 20 ft. Burst</p><p>All in 20 feet gain Fire resistance 20. Not to be use if mages have no alternative to Evoke Fire spells for any dangerous enemies for might benefit from the spell, too.</p><p></p><p>Level 3 Black Magic</p><p>Focus 2</p><p>Hex Nature 4/ Gen 2</p><p>Range 30 ft.</p><p>Area 10 ft.</p><p>All with the area of effect take a -5 penalty to armor class vs. physical attacks.</p><p></p><p>Bind</p><p>Move Death 4/ Gen 2</p><p>Range: 30 ft.</p><p>Duration: 10 minutes</p><p>This spell reduces all but the fastest creatures to 10 ft. base speed. The targets speed drops by 60 ft., to a minium of 10 feet, for 10 minutes.</p><p></p><p>Bolt 2</p><p>Evoke Lightning 4/ Gen 2</p><p>Range: 30 ft.</p><p>Area: 10 ft.</p><p>Rain destruction from the sky! (or from a dimensional portal connected to the Lightning Elemental plane if your indoors.) This burst of Electricity deals 5d6 points of Lightning damage to all in the Area of effect.</p><p></p><p>Fire 2</p><p>Evoke Fire 4/ Gen 2</p><p>see Bolt 2, I'm lazy.</p><p></p><p>Level 4 White Magic</p><p>Vox</p><p>Dispel Magic 9/ Gen 1</p><p>Total MP: 10</p><p>Range: 30 ft.</p><p>Anyone who casts this spell from a spellbook makes a Dispel Magic check as if s/he had 9 ranks in dispel magic. This spell "knows" Evoke Death, and all the Illusion lists of the positive and negative elements. Most commonly used to undo magical silence and Illusions. 9 mp dispelling power, 1 Mp range.</p><p></p><p>Fear</p><p>Charm Humanoid 0/ Charm Vermin 2/ Charm Magical Beast 2/ Charm Monstrous Humanoid 2/ Gen 4</p><p>Total MP: 10</p><p>Area: 30 ft.</p><p>Duration: 1 minute</p><p>The caster raises his/her arms, and exudes a powerful aura of dread. This spell was used to combat the enemies of humanity, but it has some partial affect on humans, too. Vermin, Beasts, and Monstrous Humanoids are Frightened if they fail their Will saves, while Humanoids are merely Shaken. This spell affects up to ten creatures.</p><p>1 MP Discerning, 3 MP Area.</p><p></p><p>Nullify Ice</p><p>Abjure Ice 6/ Gen 4</p><p>Total MP: 10</p><p>Area: 30 ft.</p><p>Duration: 1 minute</p><p>Grants 10 Ice resistance and +6 on saving throws vs. Ice effects. to 10 creatures within 30 ft. of the caster. 1 Mp discerning, 3 MP area.</p><p></p><p>Esuna</p><p>Heal Life 10/ Gen 0</p><p>Range: Touch</p><p>Negates Poison, Disease, Exhaustion, Paralysis, make eight points of food and drink safe to consume, cure Blindness or Deafness, one Negative level, and/or 5 points of temporary ability damage with a gentle touch.</p><p></p><p>Level 4 Black Magic</p><p>Sleep 2</p><p>Charm Monstrous Humanoid 2/ Charm Vermin 2/ Charm Magical Beast 2/ Charm Giant 2/ Gen 2</p><p>Total MP: 10</p><p>Area: 20 ft.</p><p>Duration: 1 minute.</p><p>Puts most monsters into a deep slumber.</p><p></p><p>Ice 2</p><p>Evoke Ice 7/ Gen 3</p><p>Range: 30 ft.</p><p>Area: 20 ft.</p><p>8d6 points of Ice damage in a great big area.</p><p></p><p>Haste</p><p>Infuse Time 5/ Move Fire 2/ Gen 3</p><p>Duration: One Hour</p><p>Get more done in the hour! This spell grants the target one extra standard action and + 20 ft. movement each round for 600 rounds. Character can do 90 minutes of work in 60 minutes. 3 mp duration.</p><p></p><p>Muddle</p><p>Charm Monstrous Humanoid 3/ Charm Abberation 3/ Gen 4</p><p>Total MP: 10 </p><p>Area: 40 ft., centered on caster.</p><p>All monsters in the area start to act funny. 6 MP subtle charm (twice), 0 mp confuse, 4 MP area.</p><p></p><p>And with that, I'm going to sleep!</p></blockquote><p></p>
[QUOTE="Blue mage for hire2, post: 1528538, member: 16059"] oh yeah, the total MP cost of the spells above per "magic level" are: Level 1 spells: total of 1 MP Level 2 Spells: total 4 MP. Level 3: total MP of average spell is 6 MP Level 3 White Magic Cure 2 Heal Life 5/ Gen 1 Total MP: 6 Range: 30 ft. A more powerful version of cure, this spell heals 6d6 points of damage to any living creature within 30 ft. 1 MP range Heal Heal Life 1/ Gen 4 Total MP: 6 Area: 30 ft. burst A useful spell for large armies, this heals 12 target creatures within 30 ft. of the caster for 2d6 damage. 3 Mp area, 2 MP discerning. Dia 2 Evoke Life 4/ Gen 2 Total MP: 6 Range: 30 ft. Area: 10 ft. burst For use against the most foul hives of undead monsters. Releases a powerful shaft of positive energy that deals 5d6 points of Life damage. Nullify Fire Abjure Fire 4/ Gen2 Area: 20 ft. Burst All in 20 feet gain Fire resistance 20. Not to be use if mages have no alternative to Evoke Fire spells for any dangerous enemies for might benefit from the spell, too. Level 3 Black Magic Focus 2 Hex Nature 4/ Gen 2 Range 30 ft. Area 10 ft. All with the area of effect take a -5 penalty to armor class vs. physical attacks. Bind Move Death 4/ Gen 2 Range: 30 ft. Duration: 10 minutes This spell reduces all but the fastest creatures to 10 ft. base speed. The targets speed drops by 60 ft., to a minium of 10 feet, for 10 minutes. Bolt 2 Evoke Lightning 4/ Gen 2 Range: 30 ft. Area: 10 ft. Rain destruction from the sky! (or from a dimensional portal connected to the Lightning Elemental plane if your indoors.) This burst of Electricity deals 5d6 points of Lightning damage to all in the Area of effect. Fire 2 Evoke Fire 4/ Gen 2 see Bolt 2, I'm lazy. Level 4 White Magic Vox Dispel Magic 9/ Gen 1 Total MP: 10 Range: 30 ft. Anyone who casts this spell from a spellbook makes a Dispel Magic check as if s/he had 9 ranks in dispel magic. This spell "knows" Evoke Death, and all the Illusion lists of the positive and negative elements. Most commonly used to undo magical silence and Illusions. 9 mp dispelling power, 1 Mp range. Fear Charm Humanoid 0/ Charm Vermin 2/ Charm Magical Beast 2/ Charm Monstrous Humanoid 2/ Gen 4 Total MP: 10 Area: 30 ft. Duration: 1 minute The caster raises his/her arms, and exudes a powerful aura of dread. This spell was used to combat the enemies of humanity, but it has some partial affect on humans, too. Vermin, Beasts, and Monstrous Humanoids are Frightened if they fail their Will saves, while Humanoids are merely Shaken. This spell affects up to ten creatures. 1 MP Discerning, 3 MP Area. Nullify Ice Abjure Ice 6/ Gen 4 Total MP: 10 Area: 30 ft. Duration: 1 minute Grants 10 Ice resistance and +6 on saving throws vs. Ice effects. to 10 creatures within 30 ft. of the caster. 1 Mp discerning, 3 MP area. Esuna Heal Life 10/ Gen 0 Range: Touch Negates Poison, Disease, Exhaustion, Paralysis, make eight points of food and drink safe to consume, cure Blindness or Deafness, one Negative level, and/or 5 points of temporary ability damage with a gentle touch. Level 4 Black Magic Sleep 2 Charm Monstrous Humanoid 2/ Charm Vermin 2/ Charm Magical Beast 2/ Charm Giant 2/ Gen 2 Total MP: 10 Area: 20 ft. Duration: 1 minute. Puts most monsters into a deep slumber. Ice 2 Evoke Ice 7/ Gen 3 Range: 30 ft. Area: 20 ft. 8d6 points of Ice damage in a great big area. Haste Infuse Time 5/ Move Fire 2/ Gen 3 Duration: One Hour Get more done in the hour! This spell grants the target one extra standard action and + 20 ft. movement each round for 600 rounds. Character can do 90 minutes of work in 60 minutes. 3 mp duration. Muddle Charm Monstrous Humanoid 3/ Charm Abberation 3/ Gen 4 Total MP: 10 Area: 40 ft., centered on caster. All monsters in the area start to act funny. 6 MP subtle charm (twice), 0 mp confuse, 4 MP area. And with that, I'm going to sleep! [/QUOTE]
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