Creating and modifying spells is an art in itself, and may take some practice. Much like the wizards of old, youβll be scheming how limitations and effects can counterbalance one another, or how a simple upgrade could make a Basic Spell all it needs to be. Settle in to the ancient library, and ponder the mysteries of Custom Spellsβ¦
We call them Spells but they can be also supernatural powers, all that changes is the flavor, how the Effect manifest, and how your character display this power
Effects
- Alter β Change a Creatureβs body.
- Area β Increase area of a spell.
- Banish β Destroy summoned creatures with ease.
- Create β Create an object from nothing imbued with a spell.
- Defensive β Magically defend against incoming attacks
- Duration β The spell lasts longer.
- Dispel β Cancel other magic.
- Dominate β Force another creature to do your bidding.
- Harm β Add damage to your spell.
- Haste β Increase your speed.
- Hidden β Cast this spell without anyone noticing.
- Mend β Repair a piece of equipment.
- Illusion β Create fake imagery.
- Lasting β Your spell become permanent.
- Obscure β Magically hide objects or creatures.
- Passive β The Spell effect is always active on yourself.
- Psychokinesis β Use Might at a distance.
- Randomic β TODO.
- Ranged β The spell no longer require to touch the target.
- Restore β Heal yourself or an ally.
- Sensory β Enhance or manipulate a creature senses.
- Shapechange β Your body changes in that of an animal.
- Summon β Summon Creatures or Animate Objects to do your bidding.
- Telepathy β Read the minds, or indulge in a private conversation.
- Transmute β Manipulate an inanimate object to your will.
- Transport β Magically teleport a creature or an object.
- Ward β Block access of a specified creature, through a passage.
- Wither β Weaken another creature.
Limitations
- Binding Oath β You learned this spell as part of a deal.
- Cannot be customized β You cannot modify this spell anymore.
- Cannot be targeted β Spell always flies wild.
- Elemental anchor β This spell can only be conjured via a particular element.
- Eldrich bond β You and the target of the spell become temporarily connected.
- Exhausting β No magic can be used in the following round after cast.
- Cost material to cast β When cast, one item in your inventory is destroyed.
- Druidic β Cannot be cast if the caster wears or is touching any metal.
- Debilitating β After this spell is cast, you can only make one action on your next turn.
- Linked to physical object β The spell manifests with or through an object.
- Maddening β There is a chance of going temporarily crazy.
- Must be sustained β The spell is difficult to maintain and cast.
- Mana drain β Sacrifice another of your spells.
- Nullified by β Some type of enemies are unaffected.
- Only works on specific target type β Only a type of enemy is affected.
- Only works outdoors β Elemental forces are required to cast.
- Painful β Be careful when casting this spell, it will try to harm you.
- Rad speech β You need to shout when casting.
- Requires Contact β Cannot be cast on yourself, and you need to touch your target/s.
- Ritual β The spell is really difficult to cast.
- Sacrificial rite β The spell demands fresh blood.
- Symbiotic β A friendly caster needs to help you.
- Takes one turn to cast β Slower to cast.
- Temporal lock β This spell can only be cast at a specific time of day.
- Unstable β A wobbly, barely-contained magic.
- Uses infernal powers β Ancient forces might attack you if you use this spell.
- Veil of silence β Lose your voice.