MankQuest

Magic

Version 1.56

Updated October 2 2009


Casting Spells requires the use of Magic Points. Magic points can be regained by resting, using items like Mana Potions and Wizard's Wine, or even the Soul Steal spell.

Most spells are effected by INT, this is always the INT of the caster, not the target of the spell, though the target's INT will factor in to its resistance roll. When casting a spell to Buff your Intellect, use your intellect value before the spell is cast.

The Arcana abilities work similar to weapon and armour proficiency. The higher your Arcana level, the more powerful versions of spells you can cast. Basic spells cost 1 MP, Adept cost 2 MP and Master spells cost 3 MP. Once you've learned a spell, you can cast it at any level your Arcana ability allows. Equipping Spell Books or Wands can enhance your ability to cast a specific spell (see Magic Items)


Magic Abilities:

Basic Arcana: 15 exp. required to learn spells and cast them in their most basic form.(1 MP cost) Required to use scrolls, spell books, and wands.

Adept Arcana: +35 exp (50 total) required to cast spells at the adept level (2 MP cost)

Master Arcana: + 100 (150 total) exp. required to cast spells at the master (3 MP cost). May also cast Basic spells as secondary action. Not to be confused with Spell Mastery

Learn a Spell: 10 EXP per spell. Once a spell is known to you, you may cast it at any level your Arcana skill allows.

Spell Focus: 25 exp. Choose a spell. Whenever you cast this spell, treat it as if your INT were +1

Spell Mastery: +75 exp (100 exp total). upgrade from Spell Focus. Whenever you cast this spell, treat it as if your INT were +2

Magic Points: Raise your Max MP one point at a time by spending an ammount of EXP equal to the new Max MP Value. For example, to raise your Max MP from 6 to 7 would cost 7 EXP. To raise from 7 to 8 would cost 8 EXP


Spells:

Agility: A buff that temporarily increases the Dexterity attribute.

Agility(basic): 1MP, single target gains 1 dexterity for 1 turn per INT

Agility(adept): 2 MP, single target gains 1 dexterity for 2 turns per INT

Agility(master): 3 MP, single target gains 2 dexterity for 2 turns per INT

Brilliance: A buff that temporarily increases the Intellect Attribute.

Brilliance(basic): 1MP, single target gains 1 intellect for 1 turn per INT

Brilliance(adept): 2 MP, single target gains 1 intellect for 2 turns per INT

Brilliance(master): 3 MP, single target gains 2 intellect for 2 turns per INT

Fireball: Create a great ball of fire and lob it towards of enemies. This is a quick burst of fire doesn't add engulf counters unless it hits something particularly flammable (soaked in flammable oil, for example). Friendly targets caught in the area effect may take damage as well.

Fireball (basic): 1MP, line of sight, area effect 2x2, attack all creatures in area with 2 + INT

Fireball (adept): 2MP, line of sight, Area Effect 3x3, attack all creatures in area with 3 + INT

Fireball (master): 3MP line of sight, Area Effect 4x4, Attack all creatures in area with 4 + INT

Flaming Orb: A utility spell that can also be used to attack. It conjures a small globe (or globes) of fire that can be held without burning you, useful as a source of light (8 squares) and ignition. At the Basic level, it requires a free hand (main hand or off hand) to hold the Flaming Orb. At higher levels, the orbs orbit the caster, leaving his hands free to hold equipped weapons, and the orbs can be handed off to allies (free action), but unless they have Advanced Arcana, they will need a free hand to hold the orbs. Because you would have to spend a Primary Action to cast this spell and a secondary action to throw it, it's not the best choice for an attack spell

Flaming Orb (basic): creates a small globe of fire that may be held in the caster's hand and used as a source of light and ignition. May be thrown up to 10 squares as a primary or secondary action for 2 + INT

Flaming Orb (adept): creates 2 small globes of fire that orbit around the caster and may be used as a source of light and ignition. May be given to allies (free action, ally must equip in off hand) May be thrown up to 10 squares as a primary or secondary action for 3 + INT

Flaming Orb (master): creates 3 balls of fire that orbit around the caster and may be used as a source of light and ignition. May be given to allies (free action, ally must equip in main or off hand) May be thrown up to 10 squares as a primary or secondary action for 4 + INT

Flight: The target temporarily gains the ability to fly. Actions must be spent Flapping or Hovering to gain aloft counters and stay flying (see Aloft condition)

Flight (Basic): 1MP, single target gains flight ability for 1 turn per INT

Flight (Adept): 2 MP, 2 targets gain flying for 1 turn per INT, or a single target gains flying for 2 turns per INT.

Flight (Master): 3MP, 3 targets gain flying for 1 turn per INT, or a single target gains flying for 3 turns per INT.

Force field: a translucent wall of force protects an area centered around the caster. Friendly units and attacks pass freely through the force field, but it blocks enemy movement and attacks, both ranged and mellee. Once cast, a force field lasts for 1 hour or until it's HP is depleated. Forcefields don't roll any defense or resistance dice. Any left over damage from an attack that destroys a forcefield is ignored.

Force Field (Basic): personal force field around the caster absorbing 1 damage per INT.

Force Field (Adept): a 3x3 area absorbing 2 HP per INT of the caster.

Force Field (Master): a 5x5 area absorbing 3 HP per INT of the caster.

Gate: Open a portal to transport yourself, and at higher levels, your allies accross any distance. May require a magic circle, commonly found at most wizard's towers, magic schools, and spell caster's personal residence. Knowledge of this spell teaches the caster how to draw such circles, which takes 1 hour.

Gate (Basic): 1MP, caster teleports himself and any items worn and carried in his inventory to a magic circle in a place known to him.

Gate (Adept): 2 MP turn an unoccupied square within reach into a magic portal, this portal connects to a magic circle in a place known to the caster. The portal stays open for 1 round per INT, or may be closed before this by the caster as a free action.

Gate (master): 3 MP, turn an unoccupied square within reach into a magic portal, this portal connects to a place known to the caster (no magic circle needed) some places may be warded against such portals. The portal stays open for 1 round per INT, or may be closed before this by the caster as a free action.

Grasping Roots: Roots come up from the ground, dealing damage and ensnaring the target (the target can't move). No additional damage is dealt beyond the additonal damage.

Grasping Roots (basic): 1MP, attack single target 1 + INT, each hit deals 1 damage and adds 1 ensnared counter.

Grasping Roots (adept): 2 MP, attack single target 2 + INT, each hit deals 1 damage and adds 1 ensnared counter.

Grasping Roots (master): attack single target 3 + INT, each hit deals 1 damage and adds 1 ensnared counter.

Healing: Restores lost HP to injured targets. Can restore knocked out targets (at zero HP or lower) but not dead targets.

Healing (basic): 1MP, line of sight, single target regains INT+ranks in healing skill HP. In place of HP gained, poison, engulf, or sleep counters may be removed.

Healing (adept): 2 MP, 2x (INT + Healing skill Ranks) may be divided between multiple targets in line of sight. In place of HP gained, poison, engulf, or sleep counters may be removed.

Healing (master): 3 MP, 3x (INT + Healing skill Ranks) may be divided between multiple targets in line of sight. In place of HP gained, poison, engulf, or sleep counters may be removed.

Immolate: Creates intense heat to set enemies or objects on fire. Deals damage when first cast, plus adding engluf counters, each of which will deal additional damage beginning at the start of the target's next turn.

Immolate(basic): 1 MP, attack single target 1 +INT, each hit deals 1 damage and adds 1 engulf counter.

Immolate(adept): 2MP, attack single target 2 +INT, each hit deals 1 damage and adds 1 engulf counter.

Immolate(master): 3 MP, attack single target 3 +INT, each hit deals 1 damage and adds 1 engulf counter.

Magic Missile: Create one or more magic projectiles to throw at your enemies. You may put all your attack dice into a single missile aimed at one target, or divide them any way you like into any number smaller, weaker missiles. For example, A mage with INT 2 casting BasicMagic Missile could make a single large missile with 4 attack dice, two smaller missiles with 2 attack dice each, or 4 tiny missiles with 1 attack dice each. He could also make a large 3-dice missile and a tiny 1 dice missile.

Magic Missile (basic): 1MP line of sight, 2 + INT dice may be divided between multiple targets in line of sight.

Magic Missile (adept): 2MP, line of sight, 4 + INT dice may be divided between multiple targets in line of sight.

Magic Missile (master): 3MP, line of sight, 6+ INT dice may be divided between multiple targets in line of sight.

Might: A buff that temporarily increases the Strength Attribute

Might (basic): 1 MP, single target gains 1 Strength for 1 turn per INT

Might (adept): 2 MP, single target gains 1 Strength for 2 turns per INT

Might (master): 3 MP, single target gains 2 Strength for 2 turns per INT

Poison Bolt: A projectile attack that damages and poisons a target. Deals damage when first cast, plus poison damage beginning at the end of the target's next turn. Creatures take 1 damage at the end of each turn if they have any number of poison counters on them. Multiple poison counter's don't add more damage, they just make it harder to get rid of the poison.

Poison Bolt (basic): 1 MP, attack single target 1 + INT, each hit deals 1 damage and adds 1 poison counter.

Poison Bolt (adept): 2MP, attack single target 2 + INT, each hit deals 1 damage and adds 1 poison counter.

Poison Bolt (master): 3 MP, attack single target 3 + INT, each hit deals 1 damage and adds 1 poison counter.

Resurrect: Bring the dead back to life. Cast on the body of the deceased.

Resurrect (basic): takes 1 hour to cast. Bring a dead creature back to life with HP equal to INT

Resurrect (adept): cast as primary action. Bring a dead creature back to life with HP equal to INT.

Resurrect (master): cast as primary action. Bring a dead creature back to life with HP equal to 2x INT.

*resurrect cannot be cast as a secondary action with the Master Arcana ability.

Sleep: Puts enemies to sleep. While enemies are asleep, they can't take any actions, and they lose their dexterity bonus to defense, and since they're eyes are closed, they're also blind, meaning they only successfully defend on a roll of 6. Taking damage instantly wakes up a sleeping target. If they take enough damage to kill them, they wake up to find out that they are dead.

Sleep (basic): 1 MP roll 2 + INT, each hit adds 1 sleep counter (no damage)

Sleep (adept): roll 4 + INT, each hit adds 1 sleep counter (no damage) dice may be divided between multiple targets

Sleep (master): roll 6 + INT, each hit adds 1 sleep counter (no damage) dice may be divided between multiple targets.

Soul Steal: Drain the life force from a target, dealing damage while replenishing your own HP. At higher levels you can also replenish your own MP. This spell cannot steal more HP than a target has, or grant you more than your Max HP or MP.

Soul Steal(basic): 1MP, close range, single target, 1+ INT, regain 1 HP for each damage dealt.

Soul Steal (adept): 2MP, close range, single target 2+INT, regain 1 MP or HP for each damage dealt.

Soul Steal (master): 3MP, close range, single target 3+INT, regain 1 MP or HP for each damage dealt. Double this gain if the damage dealt kills the target.

Speed: A buff that temporarily increases the Mobility attribute.

Speed (basic): 1 MP, single target gains 1 mobility for 1 turn per INT

Speed (adept): 2 MP, single target gains 1 mobility for 2 turns per INT

Speed (master): 3 MP single target gains 2 mobility for 2 turns per INT

Summon Creature: used to create a companion to fight with you. Could be a woodland animal, a demon, an elemental, or an animated corpse, depending on your style. Stays until slain or dismissed. MP spent to summon a creature can't be regained until that creature is slain or dismissed. Dismissing a Summoned Creature instantly returns it's casting cost minus 1 MP (no refund for Basic Summoned Creatures)

Summon Creature (Basic): 1 MP, summon a creature with the following stats:

2 HP, 2 Attack, 2 defense, 2 resist, 2 mobility.

Summon Creature (Adept): 2 MP, summon a creature with the following stats:

4 HP, 3 attack, 3 defense, 3 resistance, 2 mobility, Add one dice in attribute of choice.

Summon Creature (Master): 3 MP, summon a creature with the following stats.

6 HP, 4 attack, 4 defense, 4 resistance, 2 mobility, Add one dice in 2 attributes of choice.

Terrain Sculpting: Change squares on the map. Higher levels give more options on the kind of terrain, and increase the damage done if the terrain is hazardous terrain. Hazardous terrain created underneath a creature will instantly deal damage to that creature. A spire is a square of raised terrain that must be climbed over or moved around, a pit is a square of lowered terrain, that must be jumped over or climbed out of. 1 level = 5 feet. Multiple alterations may be stacked on the same square, for example, a wizard with 3 INT casting Adept Terrain Sculpting could alter 6 squares or he could alter 1 square 6 times, digging a pit 10 levels deep (2 levels x5 alterations) and putting spikes on the bottom (hazardous terrain, 2 damage).

Terrain Sculpting(basic): 1MP change 1 square of terrain per INT into clear terrain, rough terrain, 1 level spire or pit, or hazardous terrain causing 1 damage

Terrain Sculpting (adept): 2 MP, change 2 x INT squares of terrain into clear terrain, rough terrain, 2 level spire or pit, or hazardous terrain causing 2 damage

Terrain Sculpting (master): 3 MP, change 3 x INT squares of terrain into clear terrain, rough terrain, 3 level spire or pit, or hazardous terrain causing 3 damage

Telekinesis: Move and manipulate objects with your mind. Can be used to attack enemies, or move willing allies. Also useful for picking locks, and opening suspicious doors and chests.

Telekinesis (basic): 1MP attack single target 1 + INT, each hit deals 1 damage and applies 1 other TK effect.

Telekinesis (advanced): 2 MP attack single target 3 + INT, each hit deals 1 damage and applies 1 other TK effect. Attack dice may be divided between multiple targets.

Telekinesis (master): 3 MP attack single target 5 + INT, each hit deals 1 damage and applies 1 other TK effect.

TK effects: Move target 1 square. Add or remove counters for aloft, bound, ensnared.

Use on Friendly, Willing targets: When using telekinesis to move friendly, willing targets, don't bother rolling attack dice, just assume they all hit, move the target and deal no damage.

Other uses for telekinesis: Theivery: Instead of rolling attack dice, a telekinesis spell may be used as a thievery check to pick a lock or steal (no lockpicks required!) Add ranks in thrivery when using telekinesis in this way.

Teleport: Instantly transport yourself a short distance. At higher levels, you may attempt to teleport into other creatures, causing damage and possibly exploding them completely (a "tele-frag" if you will)

Teleport (basic): move 3 x INT squares, into an unoccupied square.

Teleport (Adept): move 5 x INT into a square, if occupied, push target into an adjacent unoccupied square of the caster's choice.

Teleport (master) move into any square in line of sight, if occupied, attack occupant with 3 + INT(tele-frag), if he survives, push him on to an adjacent, unoccupied square of the caster's choice.

Web: Binds and / or Ensnares a target. The caster rolls the dice and decides how many Bound or Ensnare counters to put on the target, 1 counter for each successful hit that goes past the target's resistance. This spell deals no damage.

Web (basic): roll 2 + INT, each hit adds 1 bound or ensnared counter or (no damage)

Web (adept): roll 4 + INT, each hit adds 1 bound or ensnared counter or (no damage). Dice may be divided between multiple targets.

Web (master): roll 6 + INT, each hit adds 1 bound or ensnared counter or (no damage) dice may be divided between multiple targets