Magic Skills & Abilities

Note: These aren't magic spells. These are skills and abilities to help improve your magic power.

1. Magic Skills Progression Tree

Magic Skills Progresson V7


2. Magic Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Skill Points to Skill Mastery

Prerequisites

1

Magic Absorb

Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action.

1 /3 rd damage to SA; Free Action

self

instant

1 skill point = 2 skill mastery %

N/A

1

Magic Defense

With this skill you pull yourself in, trying to shield yourself from a magic attack so that the attack wouldn't hurt as much. This skill takes half of your Mental and lets you use it as additional MR for that attack. So if your Mental is 50, you have an extra 25 MR absorbing the damage dealt to you.

10 EP; 1 defense

self

instant

1 skill point = 2 skill mastery %

N/A

2

Chi Magic Defense

When you use this skill you gather your inner power to increase the amount of magic damage you can defend against. This skill allows you to convert SA points into PR at a cost of 1 SA per PR, for that attack.

SA spent; 1 defense

self

instant

1 skill point = 1 skill mastery %

Magic Defense mastered and Chi Focus ability acquired

2

Counter Magic

This skill allows you to counter attack using a magic spell. The magic spell must be directed at the target that attacked you and be able to reach and affect that target. The magic spell's action cost cannot exceed your magic actions. If you are in the process of casting a spell, you cannot use this skill.

5 SA + cost of spell; 1 defense

spell's range affecting 1 target

instant

1 skill point = 1 skill mastery %

Magic Defense at 50% mastery

2

Magic Block

This skill allows you to block a magic spell. You can only block a hit with a weapon, shield, or arm armor and must choose with which to block with. Then you will subtract the block value of what you blocked with from the spell's damage. What is left from the spell's damage is what affects your character and the shield or weapon's DP or the armor's MR decreases by 10% of the damage blocked.

15 SA; 1 defense

self

instant

1 skill point = 1 skill mastery %

Either Block or Magic Defense mastered

2

Magic Ink

This spell allows you to enchant the ink you are using as if the ink were a rune stone. With this you could write spell scrolls to give to your friends, one spell per scroll. This would be a cheap and effective way of allowing your friends to cast your spells, following similar rules of using a rune stone in that at least 10% of the SA must come from them. The catch is that you are the rune stone, so whenever they use a spell scroll that you've written, whatever amount of SA they didn't use from themselves for the spell will come from you. They can cover the entire stat cost if they so desire. The action costs will come from them. You cannot write spell scrolls in battle.

25 SA; Free Action

1 spell scroll

instant

1 skill point = 1 skill mastery %

Create Rune Stone ability acquired

2

Rune Empower

This skill allows you to spend skill points to empower the spell healing or damage value effect from the spell within your rune stone. This only affects spells being cast from a rune stone. With every 2 skill points you can increase the rune stone's spell healing or damage value by 1 point.

Spent Skill Points; 1 support

spell's range and spell's area

instant

1 skill point = 1 skill mastery %

Create Rune Stone ability acquired

3

Rune Spell Empower

With this skill you can combine the effects of the spell you are casting with the spell in your rune stone. They do not have to be the same spell but they should have similar effects. For example, you could combine a reviving spell with a healing spell but you can't combine a healing spell with a damaging spell. If you combine the spell you are casting with a spell in your rune stone and they are the same exact spell, the spell's effects are doubled.

20 SA; 1 support

spell's range and spell's area

instant

2 skill points = 1 skill mastery %

Rune Empower at 50% mastery

3

Rune Tatooing

This ability allows you to transfer the stored spell within a rune stone to yourself or an ally in the form of a permanent tattoo. The tattoo would contain all of the information for the spell, allowing the spell to be cast from its bearer. This will destroy the rune stone, however, a tattoo is permanent and will never drain. Instead, all of the SA and Action Costs will come from its bearer. This is particularly useful if you wish to be able to always cast that water elemental spell without fear of the rune stone loosing all of its power and you are not of the water element. You cannot use this skill in battle.

40 SA; Free Action

self or 1 ally

instant

2 skill points = 1 skill mastery %

Magic Ink mastered

4

Magic Deflection

This skill lets you use your sword or shield to potentially deflect magic attacks away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the magic attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value. 

35 SA; 1 defense 1 support

self

instant

3 skill points = 1 skill mastery %

Magic Guard ability acquired

4

Quickening

This skill is a mage's best friend as it allows you to temporarily increase your Magic Actions. With this skill, you can increase your Magic Actions by spending SA, at a rate of 1 Magic Action for every 40 SA spent. While expensive, it cannot be argued that being able to increase your magic actions isn't worth it.

SA Spent; 1 support

self

1d6 rounds

3 skill points = 1 skill mastery %

Magic Theory ability acquired

5

Magic Mirror

This skill allows you to redirect all blocked magic back at its caster. You use the effects of Magic Block to block the spell, the the blocked amount redirected at the target who cast the spell.

50 SA; 1 defense 1 support

self

instant

4 skill points = 1 skill mastery %

Magic Deflection mastered

3. Magic Abilities

Tier

Ability

Effects

Requirements & Restrictions

Cost to Acquire

1

Magic Sense

This ability allows you to sense and identify magic in the immediate area. With this ability you can determine the element of the magic, what the magic is , and another properties as determined by the GM. This is a permanent effect ability that has an area of 40 x 40 area blocks or 200 x 200 square feet.

N/A

50 skill points

1

Magic Store

This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

N/A

50 skill points

1

Battle Mage

You can use this ability whenever your character defends from a magic attack or is hit by a magic attack. This ability causes your character to absorb 20% of the spell damage and use that absorbed damage to restore his or her SA by that amount. It costs 5 EP to use this instant effect ability.

N/A

50 skill points

1

Basic Spell Crafting

This ability allows you to create Tier 1 spells of your character's runic element. Please refer to the Spell Components tables for components that you can use to create your spell and their costs.

N/A

50 skill points

1

Create Rune Stone

This ability allows you to pour your SA into a ylem stone to make a rune stone. Please refer to the rules about making rune stones in the magic section for more information.

N/A

50 skill points

1

Empathetic Mage

This ability allows for your emotions to fuel your magic damage or healing potential. If you attack an enemy with a magic spell, and are filled with anger, and apply this ability to that magic attack, your character's Magic Power will be increased by x 1.3 for that attack. Same thing if you use a healing spell with this ability if your character is filled with a feeling of urgency to help that other character. If your character has opposite feelings, such as happiness when using magic against an enemy and this ability, the spell simply won't do any damage. You can call upon this instant effect ability at any time by spending 10 SA.

Your character must have the Empathy talent.

100 skill points

2

Improved Magic Defense

This ability doubles the effect of magic defense, but increases the stat cost by x 1.5.

You must have the Magic Defense skill mastered.

150 skill points

2

Elemental Channeling

Using this ability allows your character to channel in elemental power into your melee attack, allowing you to add in the effects on attack that you would normally only add in with a magic attack. This could be useful when attacking a target that you are elementally strong against. To use this ability, you simply need to spend 3 SA with your melee attack.

Your character must have at least one magic spell mastered.

100 skill points

2

Elemental Restore

This ability causes any damage that is resisted due to elemental properties to restore HP, SA, or EP by the amount of resisted damage. The stat that is restored is up to you. This is a permanent effect.

Your character must have the Magic Absorb skill at 50% mastery.

100 skill points

2

Magic Study

When practising magic spells with this ability, your success and failure rates increase by +2. This is a permanent effect.

Study Habits ability acquired

100 skill points

2

Spell Focus

This ability increases your success roll of any non mastered spell by x 1.3 at the cost of an additional action and increasing the spell’s stat cost by x 1.2. In order to gain the success rate of skill points you would still have to roll the original mastery rate and below, however this will make it easier to at least perform the spell. Even if the spell is successful because of this ability, if the roll is not at or below the original mastery rate, then only skill points at the failure rate are obtained. This is an instant effect ability that can be called upon whenever needed.

Study Habits ability acquired

50 skill points

2

Magical Compounding

This ability allows you to add magic spells to a potion to add the spell's effects to the effects of the potion. This is an instant effect talent that may be called upon when needed, however the effect added to the potion is permanent. You must spend the spell's stat cost when adding it to a potion with this ability.

Create Basic Potions ability acquired

150 skill points

2

Magical Vampirisim

This ability allows the character to attach a draining effect upon a spell that returns 20% of the spell’s damage against an enemy to the character and restores his or her HP by that amount. This increases the spell’s stat cost by x 1.5. This is an instant effect ability that may be called upon when needed.

Magic Absorb at 50% mastery

100 skill points

2

Mounted Mage

With this ability you are able to cast spells while on a mount.

Horsemanship ability acquired

50 skill points

2

Novice Spell Crafting

This ability allows you to create Tier 2 spells of your character's runic element. Please refer to the Spell Components table for components that you can use to create your spell and their costs.

Must have Basic Spell Crafting, have created 1 spell, and have 1 Tier 2 spell.

100 skill points

2

Create Anima Stone

This ability allows you to create an Anima Stone using a pure crystal.

Create Rune Stone ability acquired

100 skill points

2

Spell Modification

This ability allows you to modify existing spells that you have mastered. You can only apply modifications to mastered spells within your mastered spell's tier level. Modifications must also fit within your character's element. Please refer to the Spell Components tables for components that you can add to your spell and their costs.

Basic Spell Crafting ability acquired

100 skill points

2

Energy Reserve

This ability allows you to use a ylem stone to make a special type of rune stone for HP, SA, or EP. These so-called life stones and energy stones can be used to store HP, SA, or EP. For more information concerning how these energy stones or life stones work, including any special restrictions, please refer to the Rune Stones rules in the Magic System section of this book.

Your character must have the Create Rune Stone ability.

150 skill points

3

Enhance Magic

This ability allows you to increase the damage or healing value of your spells by spending SA into them. Every 2 SA spent into a spell with this skill increases your Magic Power by 1 point, for that one instance or one round of that spell’s effect.

Spell Focus ability acquired

150 skill points

3

Magic Guard

This ability works like the ability Guard with the bonus that you can spend SA to create a temporary armor on you to better absorb magical damage for your friend. 1 SA spent gives you 2 MR.

Guard and Magic Block at 50% mastery

100 skill points

3

Better Spell Crafting

This ability allows you to create Tier 3 spells of your character's runic element. Please refer to the Spell Components table for components that you can use to create your spell and their costs.

Must have Novice Spell Crafting, have created 2 Tier 2 spells, and have mastered one Tier 3 spell.

150 skill points

3

Spell Master

This ability allows you to more quickly use the spells that you have already mastered. It does so by permanently decreasing their magic action cost by 1.

Spell Focus ability acquired and at least 1 mastered spell

150 skill points

3

Magic Theory

This ability allows you to use your knowledge of the laws of magic to increase your magical power. This ability increases your Magic Power by x 1.5 per round at a cost of 5 SA per round.

Magic Study ability acquired

100 skill points

3

Create Talisman

This ability  allows you to transform something you already possess into a magical talisman. The talisman decreases the action costs of any spell you are casting by 1 and the stat cost by 10%. However, the talisman has only as much SA that you put into it. The talisman will lose the spell's SA cost in SA each time you cast a spell while holding the talisman, and once the SA cost is depleted, the talisman becomes a normal object again, no longer providing its effect. To create a talisman, simply hold the object you wish to enchant and spend your SA into it, 10 SA at a time, until you are satisfied. Every 10 SA spent takes 1 minute of game time. This ability can't be used in combat.

Energy Reserve ability acquired

150 skill points

3

Use Anima Stone

This ability allows you to summon forth a spirit from an Anima Stone. The cost to use an Anima Stone depends upon the type of Anima Stone and how strong the stone's 'spirit' is. Please refer to the rules about Anima Stones in Arcessomancy for more information.

Create Anima Stone ability acquired

150 skill points

4

Magic Break

When you use this ability you are throwing your own magic power at a target to forcibly end any magical enchantments or spells that are currently active. You must throw 1.5 x the SA cost of the spell that you are trying to end. You can also use this to break any magic traps, enchantments, or locks on an area, if you have sufficient SA to throw at it.

You must have the Magic Theory ability.

100 skill points

4

Craft Relic

This ability allows you to create an item that will become a magical relic. The effects of the relic will be the effects of the spell or ability that you place into it at the cost of that spell or ability. In other words, you will forget that spell or ability but you can relearn it. The benefits are that with the relic you can get the effects constantly at no cost from you. This can be useful in creating stat boosting or health regeneration relics.

Create Talisman and Mediocre Crafting abilities acquired

200 skill points

4

Skilled Spell Crafting

This ability allows you to create Tier 4 spells of your character's runic element. Please refer to the Spell Components table for components that you can use to create your spell and their costs.

Must have Better Spell Crafting, have created 3 Tier 3 spells, and have 3 Tier 4 spells.

200 skill points

5

Advanced Spell Crafting

This ability allows you to create Tier 5 spells of your character's runic element. Please refer to the Spell Components table for components that you can use to create your spell and their costs.

Must have Skilled Spell Crafting, have created 3 Tier 4 spells, and have mastered 1 Tier 5 spell.

200 skill points

6

Master Spell Crafting

This ability allows you to create Tier 6 spells of your character's runic element. Please refer to the Spell Components table for components that you can use to create your spell and their costs.

Must have Advanced Spell Crafting, have created 3 Tier 5 spells, and have mastered 1 Tier 6 spell.

300 skill points


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  • mythus
    mythus  1 week ago

    Dryads, awaken! :P

  • mythus
    mythus  1 week ago

    version 8 update still in progress. lots of improvements and fixes going into the RP

  • mythus
    mythus  3 weeks ago

    test

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