Players HandBook: Mage

Started by Hasabushi, March 18, 2013, 04:05:09 PM

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Hasabushi

"The magic's of the world are constantly in a struggle to maintain balance, equilibrium and harmony. Good must balance evil, light must balance darkness, and yin must balance yang. Without these balances all would come to and end and to a beginning..."                 
Mr Equal Master of Magicks


[catbar width=75%]Rules of Magic Use[/catbar]
1. All magic must be balanced by its counter, failure to do so could result in minor to serious harm to the caster!
2. Neutral magics cannot harm nor help another!
3. Summoning is the most dangerous practice in magic, all summons most be learned from a master or one who knows
    the summon.

[catbar width=75%]Rules of Casting[/catbar]
1. All spells take concentration each type of spell will be declared by the player than assigned a level of difficulty based
    on Time to cast (TOC), difficulty and duration, this will be determined by the GM.
2. Spells that require an extreme amount of concentration, cannot be interrupted, spells that are interrupted could result
    in physical or psychic damage to the caster.
3. All components of the spell must be present, (items, relics, written word) in order for the casting to take place.

[Just getting this down]


[catbar]Spell Book[/catbar]

[catbar width=75%]Cantrips[/catbar]

Type:Magic Bolt (lightning
TOC:single shot
Level:minor cast
Diffculty:2
Effect:Caster releases magick energy in order to fire a brief bolt of energy. Does 1d4 damage per missle, can also be uses as a brief flare light source. Can also cause brief blindness due to magnesium like flare.

[catbar width=75%]Summons[/catbar]


Type:summon elemental (lightning
TOC:until released
Level:minor summon
Diffculty:5
Effect:Caster summons an elemental of lightning to act as a protective force it surrounds the caster and deflects any non energy based attacks. Attacker receives 1d6 points of electrical damage

[catbar width=75%]Order Spells[/catbar]

[catbar width=75%]Chaos Spells[/catbar]