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

1. Magic Skills Progression Tree

Magic Skills Progresson v9a

2. Magic Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Success Rate

Prerequisites

Cost to Acquire
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 self permanent 100  N/A 50
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 self permanent 100  N/A 50
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 5 SA.  5 SA; Free Action self instant 60  Must have the Empathy Talent 25

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

60

N/A

 50
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 self permanent 100  N/A 50
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.  25% of stored damage to SA per round self  until stored damage is released 100  N/A 25
2 Arcane 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. N/A self permanent 100  Create Basic Potions 100
2 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. 5 EP; 1 defense self instant 55  At least 1 spell mastered 100

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

55

Chi Focus

 100
2 Create Anima Stone  This ability allows you to create an Anima Stone using a pure crystal. N/A self permanent 100  Create Rune Stone 100
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. 3 SA; 1 support self instant 55  At least 1 spell mastered 80
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.  N/A self permanent 100  Magic Absorb 100
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. N/A self permanent 100  Create Rune Stone 100

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.

15 SA; 1 defense

self

instant

55

Block mastered

75

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, where all of the spell cost would come from them but the spell information comes from the scroll. The spell will have a 75% chance of casting. Once the scroll is used however, it will no longer function. You cannot write spell scrolls in battle.

25 SA; Free Action

1 spell scroll

instant

55

Create Rune Stone

100
2 Magic Study  This special skill increases the skill points you gain for attempting to use a spell, successful or not, by 1. N/A self permanent 100  Study Habits 100
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.  Spell Stat Cost x 1.5; 1 support self instant 55  Magic Absorb 100
2 Mounted Mage  With this ability you are able to cast spells while on a mount. N/A self permanent 100  Horsemanship 80
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. N/A self permanent 100  Basic Spell Crafting 100

2

Rune Empower

This skill allows you to spend skill points to empower the effect of your rune stone. With every 4 skill points you can increase the rune stone's effect by 1 point.

Spent Skill Points; 1 support per 10 points increased

runestone in hand

permanent

55

Create Rune Stone

100
2 Spell Focus  This ability increases your success roll of any non mastered spell by 10 at the cost of an additional support action and increasing the spell’s stat cost by 15. In order to gain 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 the spell still counts as a failed attempt.  increases stat cost by 15; 1 support self instant 55  Study Habits 100
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. N/A self permanent 100  Basic Spell Crafting 100
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.  N/A self permanent 100  Novice Spell Crafting 150
3 Counter Magic This ability allows you to counter magic with either a normal attack or a magic spell. This works with using the ability Counter Attack. You won't use the spell's action costs however you cannot use a spell that costs more actions than you currently have as this spell must be used immediately.  Counter Attack + 5 SA + spell cost  self instant 50  Counter Attack and at least 1 attack spell mastered  150
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. N/A self permenant 100  Energy Reserve 150
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. spent SA; 1 support per increase of 10 self instant 50  Spell Focus 150
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.  1 SA per 2 MR; 1 support per 10 MR  self instant 50  Magic Block and Guard 150
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 +10. N/A self permanent 100  Magic Study 150

3

Rune Spell Empower

With this skill you can combine the effects of the spell you are casting with your rune stone. This will cause the point value of your rune stone to be added to the point value of the spell you are casting. The rune stone will be drained by 1/2 of the SA cost of the spell you are casting.

1/2 of spell's stat cost from rune stone; 1 support

spell's range and spell's area

instant

50

Rune Empower

150

3

Rune Tatooing

This ability allows you to transfer the stored effects 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 rune stone, 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. You cannot use this skill in battle.

40 SA; Free Action

self or 1 ally

instant

50

Magic Ink

150
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.  N/A self permanent  100  Spell Focus acquired and at least at Tier 3 in magic 150
3 Staggering Spell This ability causes your magic attack to knock the breath out of the target, decreasing the target's movement range by half and its damage potential by 20%. It costs 5 SA to use this instant effect ability. This can be used with any offensive spell. 5 SA + Spell Cost; 1 support self instant 50  Magic Study 130
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 Rune Stones for more information.  N/A self permanent 100  Create Anima Stone 150
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. N/A self permanent 100  Create Talisman and Mediocre Crafting 200
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.  N/A self permanent 100  Magic Theory 200

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

45

Magic Guard mastered

200
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. N/A self permanent 100  Better Spell Crafting 200
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. N/A self permanent 100  Skilled Spell Crafting 250

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

40

Magic Deflection mastered

 250
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. N/A self permanent 100  Advanced Spell Crafting 300