Alt Magic/ Casting Rules in Envious | World Anvil
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Alt Magic/ Casting Rules

  • Magic and Casting
Magic spells to work on a perk based system - Magic levels like a normal Skill expect at any point the player can spend 3 of those skill points to learn a spell.   At character creation the player can spend 3 of their Skill points to get a spell instead a maximum of 3 times.   Spells can be cast at any time but can only be used up to the character Magic score without negative effects each day.   For every spell cast after the characters Magic score the character will take damage equal to the amount of spells over their score they have cast today.   For example - a Magic score of 4 can cast 4 times a day. Casting 5 times the character will take 1 point of Damage. 6 times will mean 2 points of Damage and so on.   Example Spells  
  • Good News - The next thing you say is considered good news to all who hear it. Right up until they have some time to actually think about it.
  • Chairs! - A ghostly crowd watches a fight and they are ready for blood. The next attack is made they will throw anything that is not nailed down, for 1d6 rounds of combat items will be flying through the air putting anyone in the immediate areas at risk. Thrown items will use Thrown Item Medium/ Large stats with a Strength + Brawl Score of 7 - they will be thrown at the end of each person round.
  • Call Crusher - Crusher is a living wall who can talk, see, hear and most importantly to them - fall. They will talk about falling and how they can't wait to crush. They climb out the ground and eagerly wait to topple over onto anyone who's not their friend - A friend of Crusher is anyone the caster considers a friend. They will also fall on their own if they wait too long, or onto items or even lesser walls when asked politely. Their attack is Strength+ Brawl with a score of 9 and a -4 to defence being Earth and Force type.
  • Spoilage - Touching material spreads rot through it - food becomes inedible, doors and floorboard show age and may break with some strain - people and other creatures being sickly for about 15 minutes.
  • Lightning Rod - Call lightning down centred on you and whatever you happen to be touching. You take 3d6 electric type damage and anyone touching you or touching them in a line takes 2d6. Electrical equipment you are touching may also power up.
  • Biggening - Doubling in size so you're tall, for you anyways. Strength is doubled and Dexterity is halved rounded up. It lasts 10 seconds x your magic score continuing past this point roll 3d6+Magic score rolling under the last roll each round to keep it up.
  • Float - Lightening yourself, the air around you is swimmable and easy to get around. While this spell is in effect you have a fly speed equal to your swim speed. You slowly flat to the ground when the spell ends. It lasts 10 seconds x your magic score continuing past this point roll 3d6+Magic score rolling under the last roll each round to keep it up.
  • Second Sight - Choose a point you can see, for the next 24 hours, when you close your eyes you see through that point as if you were stood in that spot.
  • Monstrous Grin - Your mouth widens, your teeth sharpen. Spooky. People don't want to get close, even your words feel sharp. Unarmed Attacks you make have a frightened type in addition to the other types. Lasts your magic score + 1 hours.
  • Audience - When this spell is cast on someone they feel an audience watching them. The caster controls the audiences general mood, be it excited, judgemental, bored or others.
  • Eggshells - The air is tense around a target with a 15m radius. Rolls effecting the target get -3 to their CV. If a roll fails because of this minus then the target gains +3CV to their next roll against another. Lasts Magic score + 1 rounds.
  • Organise - When this spell is cast in a room If it's not nailed down, all items will organise themselves into different piles they they seem to think fit.
  • Ice Spike - A sharp ice spike about the side of the casters arm appears. It's painfully could to touch and uses close range weapon stats for attacking. It is cold and piecing type. When it's used it will shatter and melts away into normal drinkable water.
  • Special Friend - Call upon a friend, new or old, that the caster knows the face of. They must be in another plane, the caster must know their face and they friend must know the casters face, they must both have positive views of each other. They appear in front of the caster, about 1 foot tall and semi transparent, they can talk and move as normal but cannot interact with anything physically in the current plane. The friend can leave when they want to. If the caster or the friend start viewing each other in a neutral or negative light the spell wont work.
  • Special Fiend - Very Very Similar to the spell Special Friend however both the caster and the fiend must have negatives opinions on each other. The Fiend is about a foot tall and transparent but can interact with items around them. They cannot interact with living creatures however.  The fiend can leave when they want to. If the caster or the fiend start viewing each other in a neutral or positive light the spell wont work.
  • Eyes and Tendrils - The caster chooses a surface they can see. It gains eyes for seeing and tendrils for grabbing. It grabs whatever creatures is closest. The grab CV is 10 and the spell ends when a grabbed creature breaks out.
  • Emotional Push - Force a target to experience an emotion of you choice. The target must make a heck using their Wits Score and Insight Skill or experience the given emotion for the casters Magic Score + 1 * 10 Minutes.
  • Boom Blast and Ruin - An explosion with a 10m Radius is called centred on the casters location. Everyone in that radius must make a check using their Dexterity Score and Athletics Skill or take 3d6 fire and earth type damaged. The caster immediately takes 2d6 fire and earth type damage.

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