Magic Sandbox
Nakoma's Booke of Storm Magick Spells
65925 10%
59332.5
Magical Aptitude 25
General Knowledge Rank Base Ch. Cast Ch. Range Duration Damage # of targets Exp Multiplier Total Ranks Point Cost Spell
Resistance to Lightning G1 4 40 62 100 10 1000 G-1
Bottled Lightning G2 4 50 72 75 10 750 42.4-4
Mage Wind G3 4 30 52 125 10 1250 G-3
Speak with Air Creatures G4 4 50 72 75 10 750 G-4
Summon Avian G5 4 30 52 100 10 1000 G-7
Minor Healing G6 4 40 62 100 10 1000 43.4-6
Conjur Mist/Fog G7 4 20 42 100 10 1000 G-6
Walk Unseen G8 4 50 72 100 10 1000 44.4-9
Special Knowledge
Windstorm S1 4 40 62 200 10 2000 S-1
Call Storm S2 4 40 62 200 10 2000 S-2
Dispel Storm S3 4 40 62 200 10 2000 /S-2
Control Avians S4 4 20 42 200 10 2000 S-4
Shock Bolt S5 8 40 74 200 36 7200 42.6-2
Web of Lightning S6 4 15 37 200 10 2000 42.6-4
Weapon of Thunder S7 4 30 52 250 10 2500 S-9
Freezing Winds S8 4 30 52 250 10 2500 S-5
Barrier of Wind S9 4 20 42 300 10 3000 S-10
Ice Projectiles S10 4 30 52 300 10 3000 S-6
Lightning Bolt S11 6 25 53 525 21 11025 42.6-10
Chain Lightning S12 4 5 27 675 10 6750 42.6-9
Thunderbolt S13 0 1 11 500 0 0 S-17
Whirlwind S14 0 1 11 650 0 0 S16
Common Rituals:
Ward 0 1 0
General Knowledge Rituals
Wind-Talking 4 1 150 10 1500
Purification 4 1 200 10 800
Special Knowledge Rituals
Control Weather 4 1 450 10 4500
Investment 4 1 300 10 1200
Summon and Control Lightning Elemental 0 1 250 0 0
Talents:
Predict Weather 4 special 150 10 1500
Detect Aura 8 special 75 36 2700 43.3-1
Magic
Learning Spells
Adepts may not advance a special knowledge spell past rank 8 until all general knowledge spells are at least rank 4. Adepts must learn Special Knowledge spells in order (some games have allowed adepts to learn out of order if an appropriate bribe was paid).
Fatigue Expenditure to Cast Spells
- This magical ability may be gained once all general knowledge spells are at rank 4, with the expenditure of 500 xp and two weeks training with a knowledgeable adept.
Adepts may expend extra fatigue to increase the chances of getting a spell to work.
+5% to the base chance per additional fatigue point expended.
The adept may put no more fatigue in a spell than 1/3 of his own endurance (rounded down). In other words, the mage cannot stun himself by casting a spell. Exceptions: Mind mages may use up to 1/2 of their endurance value in fatigue to cast a spell or use of fatigue from a fatigue storage device.
Fatigue Storage
- This magical ability may be gained once an adept achieves rank 8 with the Investment Ritual, with the expenditure of 500 xp and two weeks training with a knowledgeable adept.
The adept may store fatigue in a wooden object for later use. After successfully completing an investment ritual, the amount of fatigue stored is equal to the rank of the ritual and 1/2 the fatigue value of the adept (RK+[1/2*FT]). If this device is destroyed, the adept immediately takes damage equal to the amount of fatigue currently stored. The damage will affect endurance if the damage exceeds current fatigue.
Investment Limitations
Investments may only be placed in precious metals or gems.
An adept may only have a total number of invested items in existence equal to their rank with the investment ritual.
An adept may only carry a total number of invested items on their person equal to 1/3 of their MA (including those from other adepts).
Invested items continue to count against the adept's total number of personally invested items even if lost or in someone else's possession. They remain so until used or the item is destroyed.
Comments (3)
Anonymous said
at 10:04 pm on Apr 30, 2008
I assume Johnny Ray's Pie would be an acceptable bribe....
mikeray said
at 10:14 pm on Apr 30, 2008
absolutely
rogers said
at 10:16 pm on Apr 30, 2008
That would come under spells of gastronomy
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