Spell Creation

## **The Magic of Aetheria**

Due to the Meteor Shower that spread its influence upon the planet, the denizens themselves grew stronger with their magical capabilities. The magic of the planet formed into two main types: **Arcane** and **Elemental**.

A typical magi can have a repertoire of up to 8 different spells, or abilities, that they have access to. The spell lists composes of many different make ups and combinations of spell types, however, there are limits to how many spells of what type a user can have:

* **Melee**- Unlimited
* **Ranged**- Unlimited
* **Sniper**- Unlimited
* **Teleportation**- one per magi
* **Push-Back**- Unlimited
* **Shield spell**- unlimited
* **Ward spells**- unlimited
* **Multi-Hit**- one per magi
* **Multi-Target**- one per magi
* **Area-of-Effect**- one per magi
* **Disruption**- one per magi
* **Trap**- unlimited but can not stack
* **Magical Holds**- one per magi
* **Healing**- unlimited
* **Healing-Over-Time**- one per magi
* **Buff and Debuff**- unlimited
* **Status Effect**- Unlimited
* **Resistance**- one to two per magi, usually matching the element of the caster
* **Physical Shift**- one per magi, locked to 5 stars in magic.
* **Summoning**- one per magi, locked to 4 and 5 stars in magic
* **Environmental Displacement**- one per magi, locked to 5 stars in magic
* **Last Stand**- One per Magi

## Spell Types

### Melee Spells

Melee spells are those that can only be used within direct contact from the Magi casting the spell. This can be using ones physical body or even a weapon. These spells have a range of 5ft or the length of the weapon (polearms for example giving a 10ft reach) the magi is using. It follows the basic magic damage chart. These spells boost melee attacks if used on a weapon.

 **★★★★★** | 1d12 +5

 **★★★★★** | +5

**Melee Example**Examples of melee spells are fire fists, lightning swords, ice daggers, and stone claws.
### Range Spells

Range spells are those that can be sent across the battlefield to deal Magic damage. These spells have a range of 30ft with a disadvantage after that, and are ineffective after 60 ft. These spells can be cast alone or through a weapon for certain effects.

 **★★★★★** | 1d12 + 5

**Range Example**Example of range spells are magic missiles, lightning strike, and Flame Scythe.
### Sniper Spells

Sniper spells are spells meant to travel a great distance to their target. These spells take These spells have a range of 150ft with a disadvantage after that, and are ineffective after 300 ft. These spells can be cast alone or through a weapon for certain effects.

 **★★★★★** | 1d12 + 5

**Sniper Example**Example of range spells are Grasping Arrow, Thundering Bolt, Soundwave Bullet
### Pushback Spells

Pushback spells are a defensive spell meant to get a magi out of situations where they are surrounded. These spells push the enemy back up to 15 ft. This can be a solo target or even a group surrounding the Magi. Those within the spell must make a Strength throw against the casters magic DC, if they fail, they are knocked PRONE.

 **★★★★★** | 15

 **★★★★★** | 1d20 +5

**Pushback Example**An example of a Pushback spell is Gust.
### Teleportation

Teleportation spells allow a magi to travel over distances with ease. A magi's Magic determines the distance traveled. Teleportation can only be interrupted by anti-magic means.

 **★★★★★** | 90 ft

**Teleportation Example**Example of teleportation spells are Dawn Bringer, blink, flash step
### Shield Spells

Shield spells are a reactionary defense spell that allows a user to block one attack from making it's mark.**Shield Example**An Example of Shield spells is Glacial Bastion.
### Ward Spells

Wards are a stronger version of Shield spells which may protect the one it's protecting from multiple strikes! The ward health and rounds it lasts is determined by the Magi's Magic stat.

 **★★★★★** | 125

 **★★★★★** | 6

**Ward Example**An example of ward spells is Esper Bubble.
### Distortion Spells

Distortion spells are meant to disorient the enemy and make it harder to spot the Magi that cast the spell. It causes ADVANTAGE on stealth rolls to hide and DISADVANTAGE on perception checks as well as attack rolls against the Magi using that spell. The number of rounds this spell lasts is based on the Magi's Magic stat.

 **★★★★★** | 4

**Distortion Example**Example of distortion spells are Cheshire Trick and Step Sideways
### Multi-Hit Spells

This a spell that splits into multiple projectiles that can hit multiple targets at once or one target multiple times. The cost for the split is lowering the damage per projectile. **The max number of projectiles a spell can split into is four**. Each projectile gets its own attack roll as well as damage roll.

 **★★★★★** | 1d4 + 5

**Multi-Hit Spell Example**An example of this is a fire based spell that is a ball of fire thrown at their enemy that is split to hit more than one target.
### Multi-Target Spells

Multi-target spells typically are Buff/Debuff, healing, or curse spells that target up to a set number of users based on the caster's Magic stat. These may be refuted with a roll by the one being targeted if they do not want the effect. This is typically a Constitution (fortitude) roll. More information can be found in the respective sections: Healing and Buff/DeBuff

 **★★★★★** | +/- 3

 **★★★★★** | 1d20 + 5

 **★★★★★** | 5 Targets

**Multi-Target Example**Group healing spells, multi-person speed buff, multi-person strength debuff
### Area Of Effect Spells

Area of Effect spells are a spell type that either center around the magi casting it or over a range away from the caster. Typically the max radius for a AoE is 15 feet (a full 30 foot area) and can be cast as far away from the user at 50 feet. Depending on the type of effect the AoE produces the counter roll will either be a Dexterity or a Fortitude roll.

 **★★★★★** | 1d12 +5

 **★★★★★** | 1d20 + 5

 **★★★★★** | 1d20 + 5

**AoE Example**Lightning Strikes with a Dodge roll, Ground Wave with a Constitution roll to stay standing.
### Disruption Spells

 Disruption spells are meant to temporarily cause difficult terrain to make it easier for a Magi to escape. They have a 15 ft radius and last a number of rounds based on the magi's Magic stat.

 **★★★★★** | 6

**Disruption Spell Examples**Mass Vines that reduce movement, Smoke Screen to cause BLIND.
### Trap Spells

Players and NPCs may lay traps to entrap their enemies and targets. In order to find the traps, you must make a DC15 intelligence roll. To dodge a trap you must make a DC15 agility roll. You can attempt to locate traps by rolling an intelligence die.

 **★★★★★** | 1d20 + 5

 **★★★★★** | 1d20 + 5

 **★★★★★** | 1d20 + 5

 **★★★★★** | 1d20 + 5

**Trap Example**Bear Trap, needle spikes, explosive runes
### Magical Hold Spells

A hold-person spell may not do any damage, but it can stop a person in their tracks! These are useful to allow the heavy hitters to get some blows in. A person can roll a DC15 Dodge Roll to try to avoid the effects of the spell. If a person is caught by the spell, they can roll a DC15 Strength check to try to escape the effects.

 **★★★★★** | 1d20 + 5

 **★★★★★** | 1d20 + 5

**Magical Hold Example**Magical nets, vines, magical chains
### Healing Spells

Healing is based on a single roll done by the casting magi or the user. Magic healing is based on the caster's magic stat. Healing potions are based on the creator, the higher the intelligence, the stronger the healing potion created. The user will roll to see what healing they get back from the item.

 **★★★★★** | 1d12 + 5

**Healing Example**Cure- heals a single user a small amount.
### Healing Over Time Spells

Healing Over Time spells do not heal much initially, but they continually heal for a varying number of rounds. HoT spells are based on the casters Magic Stat count.

 **★★★★★** | 6 Rounds

 **★★★★★** | 1d6 + 5

 **★★★★★** | 1d4 + 5

**HoT Example**Kagami's Aiding Ember
### Buff and Debuff Spells

Buff and Debuff spells typically result in a temporary stat change to self, a specific target, or a set of targets. The amount of rounds a buff or debuff spell lasts depends on the users magic stat. If the target is not willing they can attempt to make a fortitude counter roll to resist or break the effect. The DC of the spell is 10 + the magi's magic stat. If the spell takes hold, the unwilling target can continue to make one counter roll per round until the spell ends. The caster can break the spell early. Stats can not be buffed or debuffed more than once. The spells also buff or debuff stats based on the magic users stat score. A user that reaches ★★★★★★ (6 Stars) or ★★★★★★★ (7 Stars) due to a buff, they get a added bonus of +6 or +7 to their roll instead of their current boost.

 **★★★★★** | 6 Rounds

 **★★★★★** | 1d20 + 5

 **★★★★★** | ★★

**Buff and Debuff Example**Increase or decrease to any stat.
### Status Effect Spells

Status Effect spells are typically those that cause some sort of effect due to the caster's element. The status effect typically comes directly from the result of a damage spell. Some status effects do not cause added damage per round, while others do such as BURN and FROSTBITE. There is a chance for the targeted person or creature to resist these effects if they make a Fortitude resist roll. Status effects of the same type can not stack. The DC for the spell is 10 + Magic Bonus.

 **★★★★★** | 1d12 + 5

 **★★★★★** | 1d20 + 5

 **★★★★★** | 6

 **★★★★★** | 1d4 + 5

 **★★★★★** | 15

**Status Effect Example**Paralysis, Blind, Burn, Freeze
**STATUS EFFECT LIST**

### Resistance Spells

Resistance spells typically focus on one type of resistance at a time that can decrease the damage taken or add a resistance to certain effects.

Elemental Resistance- Reduces damage taken by half of that matching type.

Effect Resistance- Gives the target advantage on countering an effect.

**Resistance Example**Resistances to elements such as fire, water, ice, lightning, or to certain mental magics such as charms and control.
### Physical Shift Spells

Physical shift spells are spells only the most highly trained magi can achieve. These spells allow the user to turn into an elemental over a part of their body or their whole form. This gives all physical attacks added magical damage. Physical shift spells last for 6 rounds.

Some elements can choose intangible forms such as Shadow, Water, Fire, Light, Mist, and Ash. The perk of these is they can not be hit, but in turn they can't land any attacks either. These elements typically use Physical Shift as a way to escape.

 **Physical Shift Example**
An example of this is Embodiment of Hellfire

### Summoning

Summons are a higher tiered magic ability that only some Magi have access to. The minimal stat requirement to meet is 4 points into Magic. There are some key differences between a 4 star magic user and a 5 star magic user. A 4 star magic user has the maximum of 2 summons they can connect to while a 5 star summon can connect to a max of 4 summons. A Magi can only command one summon at a time. Another important stat to pay attention to is mana. Mana determines the amount of time a Summoner can keep their summon active in combat. Each point into Fortitude represents two round of combat. However, this does not mean that if you have 5 points into Fortitude that the summon will remain in battle for 10 rounds.

The following are some ways for a summon to be taken off of the field:
* The summon chose to leave the field on its own.
* The summoner dismissed the summon.
* The summon was defeated in battle.
* The summon's connection to the user was cut by magical means such as an anti-magic field.
* Each Summon has their own stat chart and follows the 25 stat limit that the Magi has.

**Summoning Example**A Earth Magi summoning a Stone Golem. A Fire Magi summoning a Fire Elemental.
### Environmental Displacement Spells

Environmental Displacement spells are a spell type locked to **5 Star** magi users. This spell type is extremely hard to master and often takes years to perfect. They range around to user upwards of 500 feet and completely change the environment around them. There's a few side things they can do;

* Environmental displacement spells often boost the matching element magi in the area , both ally and enemy, +1 Star in magic.
* They can cause the space within the spell's radius to become difficult terrain.
* They can change the time of day and sky to match if the sky is visible.

**Environmental Displacement Example**Zafarius' Scar of Ash and Flame
### Last Stand Spells

Last Stand is exactly how it sounds, it's a last ditch effort to help your allies in defeating the enemy with what little mana you have remaining if the situation is dire enough. There are many boosts during this stage but the aftermath can result in instant unconsciousness or death depending on how far your character pushes themselves past their limit. These spells much match the characters element(s). Last Stand are a single round. They can cause status effects that continue past the original spell. Last Stands use up entire turn.

Last Stands deal a total of 6d12 +36 +magic bonus damage.

For singular attacks, this can be split up a total of 6 times to be 1d12 +6 +magic per hit.

If your character is using their weapon as a part of their attack, you can add their strength bonus as well.

If you use one Limbo die, you can strengthen your LAST STAND to max damage.

If you use two Limbo dice, you can do double the max damage during your LAST STAND. This will result in instant unconsciousness.

 **★★★★★** | 3 Rounds

 **Last Stand Example**
Ser Berkant's Whiteout