Effect Spells (Main Campaign)

Tier 1 (Costs 1-5 Mana)edit | edit source
- Dot = Creates dots on Objects (1 Mana)

- Dot II = Creates Bigger dots on Objects (2 Mana)

- Dot III = Creates Explosive dots (1d8 Area) (3 Mana)

- Dot IV = Creates Bigger Explosive dots (2d8 Area) (4 Mana)

- Dot V = Creates Even Bigger Explosive dots (3d8 Area) (5 Mana)

- Dot VI = Creates Changeable sized, Large Explosive dots (4d8 + Players Level, Area) (6 Mana)

- Dot VII = Creates Changeable sized, Large Explosive dots (5d8 + Players Level, Area) (7 Mana)

- Dot VIII = Creates Changeable sized, Large Explosive dots (6d8 + Players Level, Area) (8 Mana)

- Dot IX = Creates Changeable sized, Large Explosive dots (7d8 + Players Level, Area, Energy) (9 Mana)

- Dot X = Creates Changeable sized, Large Explosive dots (8d8 + Players Level, Area, Energy) (Technical: Roll 1d20 + Performance (if over 22) User Can instead Multiply the damage by their Player Level instead of adding it.) (10 Mana)

- Leprosy = Withers down Target (1d2 every turn) (2 Mana)

- Leprosy II = Withers down Target Faster (2d2 every turn) (4 Mana)

- Leprosy III = Withers down Target Even Faster (4d8 every turn) (User gains the Weakened effect) (5 Mana)

-Humble Height = Sends User to the Roof (4 Mana)

-Humble Height II = Sends User & 1 other to the Roof (5 Mana)

- Quake = Makes a rumble in a small area (1d4 Area) (2 Mana)

- Quake II = Makes a rumble in a medium area (2d4 Area) (3 Mana)

- Quake III = Makes a rumble in a large area (3d4 Area) (4 Mana)

- Oppo-Music = Re-tunes Instruments (+2 to selected Instrument) (5 Mana)

- Finger Lit = Lighter for a cigarette (1 Mana) (Comes out of finger, Requires a Skill check)

- Finger Lit II = Bigger and Better lighter for a grill or cigarette (2 Mana) (Comes out of finger)

- Advert = Reverses a moving object (projectile) (3 Mana)

- Blockoo = Makes an invisible block for 1d4 turns (4 Mana)

- Contract = Creates Paper out of wood (4 Mana) (Requires a Skill check)

- Contract II = Creates Paper out of Air (5 Mana) (Requires a Skill check)

- Verta = Cleans an Object (+1 Charisma to Object, Requires a Skill check) (5 Mana)

- Wuna-Cure = Cures bad effects (Roll Double Disadvantage) (1 Mana)

- Wuna-Cure II = Cures bad effects (Roll Disadvantage) (2 Mana)

- Wuna-Cure III = Cures bad effects (Roll Regular) (3 Mana)

- Wuna-Cure IV = Cures bad effects (Roll Advantage) (Requires Arcane 10+) (4 Mana)

- O Button = User gains +3 to next evasion/movement check (EXP -30) (1 Mana)

- O Button II = User gains +4 to next evasion/movement check (EXP -50) (2 Mana)

- O Button III = User gains Advantage to next evasion/movement check (EXP -100) (3 Mana)

- Division of Insanity = User is immune to status effects for 1d4 turns (Requires Arcane 10+) (1 Mana)

- Division of Insanity II = User is immune to status effects for 2d2 turns (Requires Arcane 10+) (2 Mana)

- Division of Insanity III = User is immune to status effects for 2d2 +1 turns (Requires Arcane 10+) (3 Mana)

- Bofa = User heals both themselves and 1 ally by 1d5 HP (1 Mana)

- Bofa U = User heals both themselves and 1 ally by 2d5 HP (2 Mana)

- Bofa U 2 = User heals both themselves and 2 allies by 2d5 HP (3 Mana)

- Bofa U 2 Brotas = User heals both themselves and 2 allies by 2d10 HP (4 Mana)

- Bofa Brotas Beda Healz = User heals both themselves and 3 allies by 2d15 HP (Alignment must be Lawful) (5 Mana)

- Substitute = When user takes damage over 50+ User can cast this spell as a reaction, this spell creates a smoke duplicate of themselves as user gains Invisibility for 1d4 Turns (2 Mana)

- Substitute II = When user takes damage over 40+ User can cast this spell as a reaction, this spell creates a smoke duplicate of themselves as user gains Invisibility for 1d8 Turns (3 Mana)

- Substitute III = When user takes damage over 30+ User can cast this spell as a reaction, this spell creates a smoke duplicate of themselves as user gains Invisibility for 2d4 Turns (4 Mana)

- The Red Spy’s Technique = When user takes damage over 20+ User can cast this spell as a reaction, this spell creates a dead duplicate of themselves for 2d10 turns as user gains Invisibility for 3d4 Turns (HP -10) (5 Mana)

- Rebels Spell =  This Spell does Nothing but create Harmless small sparks (1 Mana)

- Rebels Spell (Special) =  This Spell does Nothing but create Harmless small sparks (Technical: Roll 1d20 + Performance (if over 22) When in combat this spell fires a steam rocket at an enemy dealing (1d90 Area, Poison), If this spell is cast your first turn than it gives you and 1 ally +19 Temporary HP, If this spell is cast outside of combat than it increases users speed by 13 for 4 turns) (2 Mana)

- Rebels Spell (Special II) =  This Spell does Nothing but create Harmless small sparks (Technical: Roll 1d20 + Performance (if over 22) When in combat this spell fires a steam rocket at an enemy dealing (1d90mi10 Area, Poison), If this spell is cast your first turn than it gives you and 1 ally +29 Temporary HP, If this spell is cast outside of combat than it increases users speed by 23 for 4 turns) (3 Mana)

- Pipe Dream Spell = User can cast any spell they currently have but it’s actually this spell, this spell cannot do anything but imitate other spells only by energy/aura/particle effects, the spells mana cost is based off the spell you want to cast reduced by 25%. (Other Spells cost reduced by 25%)

- Pipe Dream Spell II = User can cast any spell they currently have but it’s actually this spell, this spell cannot do anything but imitate other spells only by energy/aura/particle effects, the spells mana cost is based off the spell you want to cast reduced by 30%. (Other Spells cost reduced by 30%)

- Pipe Dream Spell III = User can cast any spell they currently have but it’s actually this spell, this spell cannot do anything but imitate other spells only by energy/aura/particle effects, the spells mana cost is based off the spell you want to cast reduced by 35%. (Other Spells cost reduced by 35%)

- Bubble Breath = Gives user 1d15mi5 Turns of Water Breathing, while the spell is active user takes 5% less damage from energy based attacks. (2 Mana)

- Bubble Breath II = Gives user 1d15mi8 Turns of Water Breathing, while the spell is active user takes 8% less damage from energy based attacks. (3 Mana)

- Bubble Breath III = Gives user 1d15mi10 Turns of Water Breathing, while the spell is active user takes 10% less damage from energy based attacks. (4 Mana)

- Why do I hear Boss Music? = User gives a song to the DM to play, as long as the song play’s (3 Turn Cycles) User and Ally’s all gain +4 to Hit, +10 to Damage deal by User’s. (1 Mana)

- Why do I hear Boss Music?? = User gives a song to the DM to play, as long as the song play’s (3 Turn Cycles) User and Ally’s all gain +8 to Hit, +15 to Damage deal by User’s. (2 Mana)

- Why do I hear Boss Music??? = User gives a song to the DM to play, as long as the song play’s (3 Turn Cycles) User and Ally’s all gain +12 to Hit, +20 to Damage deal by User’s. (3 Mana)

- Why do I hear Boss Music?!?! = User gives a song to the DM to play, as long as the song play’s (3 Turn Cycles) User and Ally’s all gain +16 to Hit, +25 to Damage deal by User’s. (Technical: Roll 1d20 + Performance (if over 22) All Players gain Advantage of Dodging/movement rolls while spell if active.) (5 Mana)

- Foretelling the Fake Future = Upon being casted user enters their mindscape as the DM than must tell a What IF story based on the user’s choice or description (must be a small summary), this spell is basically a time waster for fun, yes this is from someone else and they made me include this so enjoy…. (2 Mana)

Tier 2 (Costs 6-12 Mana) (Level 5+)edit | edit source
- Zip = Closes/Opens Doors (must be unlocked, Requires a Skill check) (6 Mana)

- Zip II = Closes/Opens Doors (must be unlocked) (7 Mana)

- Zip III = Closes/Opens Doors (8 Mana)

- Zip IV = Creates a Door (Break-in without blowing a wall down) (9 Mana)

- Collapse = Breaks cables (Requires a Skill check) (6 Mana)

- Flash-o-Light = Creates a Dull light from the palm of your hand (Requires a Skill check)

(6 Mana)

- Flash-o-Light II = Creates a Regular light from the palm of your hand (Requires a Skill check)

(7 Mana)

- Flash-o-Light III = Creates a Bright LED light from the palm of your hand (8 Mana)

- Warfstache = Fires a pink tuft of hair (6 Mana)

- Warfstache II = Fires a energy fused pink tuft of hair (1d4) (7 Mana)

- Warfstache III = Fires a powerful energy fused pink tuft of hair (1d6) (8 Mana)

- Warfstache IV = Fires a pure powerful mustache (1d12 Energy) (9 Mana)

- Warfstache V = Fires a pure powerful mustache with a poof sound effect

(2d12 +Intimidation, Energy) (10 Mana)

- Warfstache VI = Fires a pure powerful mustache with a poof sound effect (3d12 +Intimidation + Charisma, Energy) (11 Mana)

- Warfstache VII = Fires a pure powerful mustache with a poof sound effect (4d15 +Intimidation +Charisma, Energy) (Technical: Roll 1d20 + Performance (if over 22) User gains the Sponk effect for 1d7 Turns.) (12 Mana)

- Mana-Link = Steals mana from an enemy (Roll Double Disadvantage) (1d4 Mana recovered)

(-3 EXP)

- Mana-Drain = Steals mana from an enemy (Roll Disadvantage) (1d5 Mana recovered) (-4 EXP)

- Mana-Channeling = Steals 1d10 of mana from an enemy (Roll Regular) (-5 EXP)

- Mana-Conjuring = Steals 2d10 of mana from an enemy (Roll Regular) (-6 EXP)

- Ripple Effect = User changes the course of battle with the cast of this spell by rolling 1d3

(-1 Arcana Skill point) (10 Mana)

1. Entering at Disadvantage - Enemies gain Advantage for 1d6 Turns

2. Fighting Fair - Both sides are healed back to full HP (Enemies & Teammates)

3. Turning the Tables - Teammates gain Advantage for 1d6 Turns

- Persuading Pointer-Finger = User points at an opponent and uses persuasion as damage (1d12 + Persuasion) (9 Mana)

- Persuading Pointer-Finger = User points at an opponent and uses persuasion as damage

(2d12 + Persuasion) (12 Mana)

- timor Flammae oppugnationis = User fires a Black orb of Fear towards an enemy (1d4 Scared) (6 Mana)

- timor Flammae oppugnationis II = User fires a Big Black orb of Fear towards an enemy

(2d2 Scared) (7 Mana)

- Healthy Upbringing = User enchants an HP restoring Item (+1d23 Extra HP) (6 Mana)

- Healthy Upbringing II = User enchants an HP restoring Item (+2d17 Extra HP) (7 Mana)

- Healthy Upbringing III = User enchants an HP restoring Item with massive power (+3d12 Extra HP) (Item gives 50 Extra Temporary Points) (11 Mana)

- Steam on a cold day = User can reduce bad effects placed on teammates by 1

(7 Mana)

- Steam on a cold day II = User can reduce bad effects placed on teammates by 2

(9 Mana)

- Steam on a cold day III = User can reduce bad effects placed on teammates by 3

(11 Mana)

- Topsy-Turvy = User can confuse an enemy (Roll Double Disadvantage)

(Gives the Confusion Effect) (9 Mana)

- Topsy-Turvy II = User can confuse an enemy (Roll Disadvantage) (Gives the Confusion Effect) (10 Mana)

- Topsy-Turvy III = User can confuse an enemy (Roll Regular) (Gives the Confusion Effect)

(11 Mana)

- Ducky Blast = User fires a blast of energy Ducks towards an enemy (1d14 Duck, Energy) (7 Mana)

- Ducky Blast II = User fires a bigger blast of Ducks towards an enemy (2d14 Duck, Energy) (8 Mana)

- Ducky Blast III = User fires a pixelated blast of Ducks towards an enemy (3d14 Duck, Energy) (EXP -30) (9 Mana)

- Ducky Blast IV = User fires a Golden blast of Rubber Ducks towards an enemy (2d50 Duck, Energy) (Alignment must be Lawful) (10 Mana)

- C = User can add 1d3 to any player roll (EXP -50) (6 Mana)

- C+ = User can add 1d4 to any player roll (EXP -60) (7 Mana)

- C++ = User can add 1d6 to any player roll (EXP -70) (9 Mana)

- C Sharp = User can subtract 1d6 to any enemies roll, user can cast this spell as a reaction (EXP -70) (9 Mana)

- C Sharp II = User can subtract 2d3 to any enemies roll, user can cast this spell as a reaction (EXP -77) (10 Mana)

- C Sharp III = User can subtract 3d2 to any enemies roll, user can cast this spell as a reaction (EXP -80) (11 Mana)

- A Button = Gives user 1 extra turn to use an Item (Item can only heal 1-5 HP) (EXP -30) (6 Mana)

- A Button II = Gives user 1 extra turn to use an Item (Item can only heal 1-20 HP) (EXP -40) (7 Mana)

- A Button III = Gives user 1 extra turn to use an Item (Item can work no matter what HP Recovery) (EXP -50) (8 Mana)

- Intermission = User pauses the fight for 1d4 turns in order to do anything (2 Turn wait before Activation) (9 Mana)

- Dehance - Hits an enemy with a small debuff (-3 to all rolls for 1d4 turns) (6 Mana)

- Dehance II - Hits an enemy with a medium debuff (-5 to all rolls for 2d4 turns) (7 Mana)

- Dehance III - Hits an enemy with a large debuff (-10 to all rolls for 2d4 turns) (8 Mana)

- Rendered Useless - Hits an enemy with an extreme debuff (-19 to all rolls, effect user rolls at double disadvantage for 2d4 turns, Effect user Suffers the Mental Ristrain Status Effect for 1d5 Turns) (User Suffers the Confusion Effect for 1d5 Turns) (11 Mana)

- Rendered Obsolete - Hits an enemy with a beyond extreme debuff (Effect user suffers the Tired, Sad, and Weakened Status effect and must roll double disadvantage for 1d5 Turns) (User Flips a coin if Head user does not suffer the Confusion Effect, if tails they suffer the effect for 1d5 turns) (12 Mana)

- Heal - Heals 1d10 HP to yourself or a party member (6 Mana)

- Heal II - Heals 2d10 HP to yourself or a party member (7 Mana)

- Heal III - Heals 2d20 HP to yourself or a party member (8 Mana)

- Heal IV - Heals 2d25 HP to yourself or a party member (9 Mana)

- Heal V - Heals 3d25 HP to yourself or a party member (10 Mana)

- Heal VI - Heals 3d30 HP to yourself or a party member (11 Mana)

- Heal VII - Heals 4d30 HP to yourself or a party member (Tactical: Roll 1d20 + Performance (if over 22) give healed person/yourself 1d20 Temporary HP.) (12 Mana)

- Self-Benefit = User targets 1 Ally and drains their HP by 1d15, depending on the roll you receive (Rolls Amount) in Temporary HP (User Cannot Heal for 1 Turn) (6 Mana)

- Self-Benefit II = User targets 1 Ally and drains their HP by 2d15, depending on the roll you receive (Rolls Amount) in Temporary HP (User Cannot Heal for 2 Turn) (7 Mana)

- Self-Benefit III = User targets 1 Ally and drains their HP by 2d20, depending on the roll you receive (Rolls Amount) in Temporary HP (User Cannot Heal for 3 Turn) (8 Mana)

- Trail Mix = User uses their mana to channel and recover a random set of HP (!rr 3 4d5 HP) (If users HP is at max than HP gained from this spell can be transferred to Temporary HP (Max of 100)) (10 Mana)

- Trail Mix II = User uses their mana to channel and recover a random set of HP (!rr 3 4d6 HP) (If users HP is at max than HP gained from this spell can be transferred to Temporary HP (Max of 100)) (11 Mana)

- Trail Mix III = User uses their mana to channel and recover a random set of HP (!rr 3 4d7 HP) (If users HP is at max than HP gained from this spell can be transferred to Temporary HP (Max of 100)) (12 Mana)

- Animate = User Brings an object to life, this object speaks common and is alive for 1d4 Turns, this item cannot attack or do any action besides talk. (1 Turn wait before Activation) (13 Mana)

- Animate II = User Brings an object to life, this object speaks common and is alive for 2d4 Turns, this item can attack and gain limbs, they are limited to what they can do and can still die. (1 Turn wait before Activation) (14 Mana)

- Re-Animate = User Brings an Undead/Ghost back to life for 1d4 Turns, they can do anything they please, but after turns are over they are painfully ripped away from their life. (User gains the Weakened Status Effect for 1d5 Turns) (1 Turn wait before Activation) (15 Mana)

- Bullet-Sponge = User gains the Vital Orange Effect for 1d4 Turns (13 Mana)

- Bullet-Sponge II = User gains the Vital Orange Effect for 2d2 Turns (14 Mana)

- Bullet-Sponge III = User gains the Vital Orange Effect for 4d2 Turns (15 Mana)

- Bullet-Sponge IV = User gains the Vital Orange Effect for 4d3 Turns (16 Mana)

- Wither = Gives an Enemy/Player the Wither Status Effect for 5 Turns (12 Mana)

- Wither II = Gives an Enemy/Player the Wither Status Effect for 10 Turns (13 Mana)

- Wither III = Gives an Enemy/Player the Adv.Wither Status Effect for 15 Turns (User gains the Mental Restrain Effect) (14 Mana)

- Wither IV = Gives an Enemy/Player the Adv.Wither Status Effect for 20 Turns (User gains the Mental Restrain Effect) (15 Mana)

- Wither IV = Gives an Enemy/Player the Lethal Wither Status Effect for 25 Turns (User gains the Mental Restrain Effect) (16 Mana)

- Came from nowhere?! = User rolls 1d20, depending on what they roll something comes out of nowhere to assist. (12 Mana)

1-10 = A Small civilian is gifted with courage and is willing to assist in simple ways, without giving their life but still assisting.

11-15 = A nearby object will either fall/trip/or explode/etc to give you & your party and opportunity.

16-20 = A Rare Item/Creature will put aside what they are doing (they must be in the area) and come to assist you the best way they can.

- Came from nowhere?!?! = User rolls 1d20, depending on what they roll something comes out of nowhere to assist. (13 Mana)

1-11 = A Small civilian is gifted with courage and is willing to assist in simple ways, without giving their life but still assisting.

12-16 = A nearby object will either fall/trip/or explode/etc to give you & your party and opportunity.

17-20 = A Legendary Item/Creature will put aside what they are doing (they must be in the area) and come to assist you the best way they can.

- Deus Ex Machina = User rolls 1d30, depending on what they roll something comes out of nowhere to assist.(Requires Wisdom check over 31) (Requires Arcane 10+) (13 Mana)

1-10 = A Small civilian is gifted with courage and is willing to assist in large ways, without giving their life but still assisting, they gain legendary weapons.

11-20 = A nearby object will either fall/trip/or explode/etc to give you & your party and the opportunity to have a giant fighting chance.

21-29 = A Legendary Item/Creature will put aside what they are doing (they must be in the area) and come to assist you the best way they can, using their god like powers or abilities.

30 = An object or chain of events somehow help you out in the biggest and best way possible.

- Recite Imagery = User can create a holographic/prismatic item/location/or creature, this item/location/creature is a small image that shows details of either the Item, shows population if location, and strength and abilities of a creature. (1d15 Turns active) (-1 Insight Skill Point) (6 Mana)

- Recite Imagery II = User can create a holographic/prismatic item/location/or creature, this item/location/creature is a small image that shows details of either the Item, shows population if location, and strength and abilities of a creature. (2d15 Turns active) (-1 Insight Skill Point) (7 Mana)

- Recite Imagery III = User can create a holographic/prismatic item/location/or creature, this item/location/creature is a small image that shows details of either the Item, shows population if location, and strength and abilities of a creature. (2d20 Turns active) (-1 Insight Skill Point) (8 Mana)

- Cutting at the seams = User gives a selected enemy the Smolder Effect for 1 Turn, Enemy has Disadvantage on Landing an attack against you for 1 Turn. (8 Mana)

- Cutting at the seams II = User gives a selected enemy the Smolder Effect for 19 Turn, Enemy has Disadvantage on Landing an attack against you for 3 Turn. (-3 Arcana Skill Points) (9 Mana)

- Cutting at the seams III = User gives a selected enemy the Smolder Effect for 28 Turn, Enemy has Disadvantage on Landing an attack against you for 10 Turn. (-2 Arcana Skill Points) (10 Mana)

- Sniffles become!~ = User hits an enemy with a beam of soft energy, they must beat a constitution check against the user’s wisdom, if they didn’t pass they must make a sneezing sound effect every 5 Turns, if user doesn't on the turn they should they skip their next turn. (6 Mana)

- Sniffles become!~ II = User hits an enemy with a beam of soft energy, they must beat a constitution check against the user’s wisdom, if they didn’t pass they must make a sneezing sound effect every 3 Turns, if user doesn't on the turn they should they skip their next turn. (7 Mana)

- Sniffles become!~ III = User hits an enemy with a beam of soft energy, they must beat a constitution check against the user’s wisdom, if they didn’t pass they must make a sneezing sound effect every 1 Turn, if user doesn't on the turn they should they skip their next turn. (8 Mana)

- False Fear - User can cast this spell as a reaction, attack, dodge, etc, This spell must be told only to DM when casted, When casted user gains a 78% automatic success on the action they want to do, this action is an illusion but looks 100% accurate to what is described, if an attack it will deal damage but all damage will be undone when user either stops the spell or get 25 meters away from casting area/subject. (7 Mana) (Illusion can be broken if enemies/subject passes an intelligence check against caster)

- False Fear II - User can cast this spell as a reaction, attack, dodge, etc, This spell must be told only to DM when casted, When casted user gains a 88% automatic success on the action they want to do, this action is an illusion but looks 110% accurate to what is described, if an attack it will deal damage but all damage will be undone when user either stops the spell or get 35 meters away from casting area/subject. (8 Mana) (Illusion can be broken if enemies/subject passes an intelligence check against caster)

- False Fear III - User can cast this spell as a reaction, attack, dodge, etc, This spell must be told only to DM when casted, When casted user gains a 100% automatic success on the action they want to do, this action is an illusion but looks 110% accurate to what is described, if an attack it will deal damage but all damage will be undone when user either stops the spell or get 40 meters away from casting area/subject. (-1 Survival & Arcane Skill points) (9 Mana) (Illusion can be broken if enemies/subject passes an intelligence check against caster)

- Foriegn Locked = User rolls 1d3, depending on the number from top down in traits user cannot use trait that number landed on for 1d14 Turns. (6 Mana)

- Foriegn Locked II = User rolls 1d3, depending on the number from top down in traits user cannot use trait that number landed on for 2d14 Turns. (7 Mana)

- Foriegn Locked III = User rolls 1d4, depending on the number from top down in traits user cannot use trait that number landed on for 2d14 Turns. (8 Mana)

- Uromaroma = User targets 1-3 Enemies and 1-3 Party members (Not counting User), selected enemies/players/npc’s must make a charisma saving throw against the user’s Intelligence check, those who fail suffer the Charmed Status Effect for 2d7 + 1 Turns. (9 Mana)

- Uromaroma II = User targets 1-3 Enemies and 1-3 Party members (Not counting User), selected enemies/players/npc’s must make a charisma saving throw against the user’s Intelligence check, those who fail suffer the Charmed Status Effect for 2d7 + 2 Turns. (10 Mana)

- Uromaroma III = User targets 1-3 Enemies and 1-3 Party members (Not counting User), selected enemies/players/npc’s must make a charisma saving throw against the user’s Intelligence check, those who fail suffer the Charmed Status Effect for 2d7 + 3 Turns. (11 Mana)

- Uromaroma IV = User targets 1-3 Enemies and 1-3 Party members (Not counting User), selected enemies/players/npc’s must make a charisma saving throw against the user’s Intelligence check, those who fail suffer the Charmed Status Effect for 2d7 + 4 Turns. (12 Mana)

- Bilk = Target 1 Enemy/Ally, the selected person’s money will fly out of their pocket and magnit towards you, 1d20 gp, 1d100 dollars, 0.5% Rare Money Item. (6 Mana)

- Bilk II = Target 1 Enemy/Ally, the selected person’s money will fly out of their pocket and magnit towards you, 1d20 gp, 1d100 dollars, 1% Rare Money Item. (7 Mana)

- Bilk III = Target 1 Enemy/Ally, the selected person’s money will fly out of their pocket and magnit towards you, 1d20 gp, 1d100 dollars, 1.5% Rare Money Item. (8 Mana)

- Temporary Trait = User can gain 1 random trait from the DM for 1d3 Turns, user can only have a max of 1 traits given to them, once the spell has been dispelled/ended user loses the trait and gains the smolder effect for 3d5 turns. (7 Mana)

- Temporary Trait II = User can gain 1 random trait from the DM for 1d3 Turns, user can only have a max of 1 traits given to them, once the spell has been dispelled/ended user loses the trait and gains the smolder effect for 2d5 turns. (8 Mana)

- Temporary Trait III = User can gain 1 random trait from the DM for 1d3 Turns, user can only have a max of 1 traits given to them, once the spell has been dispelled/ended user loses the trait and gains the smolder effect for 1d5mi3 turns. (9 Mana)

- Temporary Trait IV = User can gain 1 random trait from the DM for 1d3 Turns, user can only have a max of 1 traits given to them, once the spell has been dispelled/ended user loses the trait and gains the smolder effect for 1d5 turns. (10 Mana)

- Gravity Hold = User creates an Aura of Gravity to hold them on a selected direction, this lasts 2d6 Turns, while active the user gains the Vital Purple effect. ((Gravity is affected by location/sight)) (9 Mana)

- Gravity Hold II = User creates an Aura of Gravity to hold them on a selected direction, this lasts 3d6 Turns, while active the user gains the Vital Purple effect. ((Gravity is affected by location/sight)) (10 Mana)

- Gravity Hold III = User creates an Aura of Gravity to hold them on a selected direction, this lasts 4d6 Turns, while active the user gains the Vital Purple effect. ((Gravity is affected by location/sight)) (11 Mana)

- Gravity Hold IV = User creates an Aura of Gravity to hold them on a selected direction, this lasts 5d12 Turns, while active the user gains the Vital Purple effect. ((Gravity is affected by location/sight)) (12 Mana)

- Corrosive Spray = User sprays 1-3 enemies with a very flammable liquid, that lasts 1d3 turns, if selected enemies are shot/set on fire/or shocked user gains the Lethal Burn status effect, while user has the liquid (not on fire) on them they gain the Wet status effect. (6 Mana)

- Corrosive Spray II = User sprays 1-3 enemies with a very flammable liquid, that lasts 1d4 turns, if selected enemies are shot/set on fire/or shocked user gains the Lethal Burn status effect, while user has the liquid (not on fire) on them they gain the Wet status effect. (7 Mana)

- Corrosive Spray III = User sprays 1-3 enemies with a very flammable liquid, that lasts 2d4 turns, if selected enemies are shot/set on fire/or shocked user gains the Lethal Burn status effect, while user has the liquid (not on fire) on them they gain the Wet status effect. (8 Mana)

- Corrosive Spray IV = User sprays 1-3 enemies with a very flammable liquid, that lasts 2d4 turns, if selected enemies are shot/set on fire/or shocked user gains the Lethal Burn status effect, while user has the liquid (not on fire) on them they gain the Adv.Wet status effect. (9 Mana)

- Corrosive Spray V = User sprays 1-5 enemies with a very flammable liquid, that lasts 2d4 turns, if selected enemies are shot/set on fire/or shocked user gains the Lethal Burn status effect, while user has the liquid (not on fire) on them they gain the Adv.Wet status effect. (10 Mana)

- Green Mana Barrier = User summons a Green Mana Barrier, Armor: 2d400, DD:1d4, DG: 1d50, While people are within the barrier (including enemies) recover 5 Mana & 5 HP per every 2 Turns. (6 Mana)

- Green Mana Barrier II = User summons a Green Mana Barrier, Armor: 2d500, DD:1d4, DG: 1d60, While people are within the barrier (including enemies) recover 10 Mana & 10 HP per every 2 Turns. (8 Mana)

- Green Mana Barrier III = User summons a Green Mana Barrier, Armor: 2d1000, DD:1d4, DG: 1d70, While people are within the barrier (including enemies) recover 15 Mana & 15 HP per every 2 Turns. (10 Mana)

- Go the fuck to Sleep! - User affects a small area of enemies, enemies must then pass a constitution check over 25, if failed enemies gain the Asleep status effect. (6 Mana)

- Go the fuck to Sleep!! - User affects a medium area of enemies, enemies must then pass a constitution check over 35, if failed enemies gain the Heavy Asleep status effect. (7 Mana)

- Go the fuck to Sleep!!! - User affects a large area of enemies, enemies must then pass a constitution check over 45, if failed enemies gain the Deep Asleep status effect. (8 Mana)

- John Knocks you the fuck out!!! - User affects a large area of enemies, enemies must then pass a constitution check over 55, if failed enemies gain the Deep Asleep status effect & are stunned for 3 extra Turns. (Requires an Arcana over 15+) (9 Mana)

- Hex: Big Rigs over the road racing… = User creates the speed spell status effect (Big Rigs over the road racing), While active user gains +3d15 to Driving/Actions that involve driving, while driving user can go into any terrain while hex is active without being restricted from elements or terrain, This Hex is active for a total of 1d20 + Player Level Turn when the turn limit is up this Hex is triggered, when Triggered User’s car gains +1 Drunken Inspiration that they can used in 3 turns if not used in 3 turns the Inspiration is wasted. (50% Chance of Curse) (12 Mana)

- Hex: Mutation of Blessings!!! = User creates the Hex stage effect (Mutation of Blessings), While active all active player/enemy blessings are disabled while Hex is active, at any point if any Player/Enemy rolls a Nat Fail(1) than this Hex is triggered, when triggered this Hex is disabled as the Player/Enemy who rolled a Nat 1 must disable 1 Selected trait/blessing for 1d3 Day(s). (5% Chance of Curse) (20 Mana)

Tier 3 (Costs 13-19 Mana) (Level 10+)edit | edit source
- Self Sacrifice = User gets rid of a part of themselves to save 1 other teammate (To Teammate Max HP, 1d4 Turn Advantage to all rolls) (HP -100) (17 Mana)

- Self Sacrifice II = User gets rid of a part of themselves to save 2 other teammates (To Teammates Max HP, 1d4 Turn Advantage to all rolls) (HP -150) (18 Mana)

- Self-Disembowelment = User gets rid of their state of being to save 1 other teammate during any turn (To Teammate Max HP, +100 Combat Damage for 2d2 Turns) (HP -600) (-2 Survival Skill points) (19 Mana)

- Uchi no chikara = User gains advantage for 1d2 Turns (14 Mana)

- Uchi no chikara II = User gains advantage for 1d3 Turns (15 Mana)

- Uchi no chikara III = User gains advantage for 1d4 Turns (16 Mana)

- Uchi no chikara IV = User gains advantage for 1d5 Turns (17 Mana)

- Uchi no chikara V = User gains advantage for 1d6 Turns (18 Mana)

- Uchi no chikara VI = User gains advantage for 2d3 Turns (Alignment must be Good)

(19 Mana)

- UnderVocal = User summons one of these creatures by rolling 1d7 (User suffers from the UnderVocal Effect) (18 Mana)

1. Bad Time Tom - HP.1 Cannot Attack, Only annoys everyone and leaves next turn.

2. Pox Power Flame Guard - HP.108, Attacks with large flame sword (3d50 Lethal Burn)

(Leaves after 1d4 Turns)

3. Mix Master Wu - HP.320, Attack using advanced martial arts (44d22 Physical)

(Leaves after 1d4 Turns)

4. Demo-Pan - HP.150, Attacking using a frying pan (1d200 Komik Retribution)

(Leaves after 2d1 Turns)

5. Fanasco - HP.60 Cannot Attack, Gives HP back to summoner (+1d50 HP)

(Leaves after 1 Turn)

6. Spell Maker - HP.15, Casts 1 Random Spell

(Leaves after 3 Turns)

7. Hans Kipler - HP.Overthecounter, Using the Over infinity ability all party members gain +15 to their next rolls (Leaves after 1 turn)

- Transformer = Changes the vehicle to some form of advanced creature

(choose from 1-4 for transformation) (Lasts 1d6 Turns) (17 Mana)

1.Tiger = Vehicle can climb up objects and deal slashing Damage now.

2.Turtle = Vehicle moves way slower but gains a DT.600.

3.Dolphin = Vehicle moves faster in the water & all attacks gain the wet effect

4.More than meets the eye = Vehicle changes to a auto-bot looking creature and gains a plasma railgun which deals 2d55 Plasma Damage.

- Komik Dancing = User makes a enemy do a very painful (humiliating) Dance (2d400 Komik Retribution) (16 Mana)

- Komik Dancing II = User makes a enemy do a very painful (humiliating) Dance (2d450 Komik Retribution) (17 Mana)

- Komik Dancing III = User makes a enemy do a very painful (humiliating) Dance (2d500 Komik Retribution) (-1 Athletics Skill point) (19 Mana)

- Imagination Influx = User summons a creation of the first thing they think of and stays for 3 turns (Require Arcane 10+) (3 Turn wait before Activation) (17 Mana)

- Imagination Influx II = User summons a creation of the first thing they think of and stays for 4 turns (Require Arcane 10+) (3 Turn wait before Activation) (18 Mana)

- Mensa (Table Mountain) = User Creates a large table in front of them, this table cannot be destroyed by any known attack, it cannot be moved, it dissipates after 2d15 turns (Requires Wisdom check over 31) (13 Mana)

- Critical Zone = While User & Allies are in a 10ft radius around the caster/user their rolls that identify as a Critical Hit goes down to a 19-20 for 4 Turns (If players already have an effect like this than make it go down by an extra 2) (20 Mana)

- Critical Zone II = While User & Allies are in a 11ft radius around the caster/user their rolls that identify as a Critical Hit goes down to a 18-20 for 4 Turns (If players already have an effect like this than make it go down by an extra 2) (Require Arcane 20+) (21 Mana)

- Critical Zone III = While User & Allies are in a 12ft radius around the caster/user their rolls that identify as a Critical Hit goes down to a 17-20 for 4 Turns (If players already have an effect like this than make it go down by an extra 3) (Require Arcane 25+) (22 Mana)

- Critical Zone IV = While User & Allies are in a 12ft radius around the caster/user their rolls that identify as a Critical Hit goes down to a 16-20 for 4 Turns (If players already have an effect like this than make it go down by an extra 4) (Require Arcane 30+) (Requires Wisdom check over 31)  (23 Mana)

- Komik Killing = User projects a flash of light affecting whoever is closest or in a 15ft area, those who are affected (This can include enemies/party members/ allies/ etc) take 2d5000mi1000 Energy, Area, Komik Retribution Damage and suffer from the Slowed Effect for 1d4 Turns (16 Mana)

- Komik Killing II = User projects a flash of light affecting whoever is closest or in a 15ft area, those who are affected (This can include enemies/party members/ allies/ etc) take 2d5000mi1000 Energy, Area, Komik Retribution Damage and suffer from the Slowed Effect for 2d4 Turns (User suffers from Geiger Counter 2 for 5 Turns) (17 Mana)

- Komik Killing III = User projects a flash of light affecting whoever is closest or in a 15ft area, those who are affected (This can include enemies/party members/ allies/ etc) take 2d5000mi1000 Energy, Area, Komik Retribution Damage and suffer from the Slowed Effect for 2d6 Turns (User suffers from Geiger Counter 4 for 5 Turns) (18 Mana)

- Scry Sky = When user takes damage next turn and they have armor, subtract the lost armor and add what armor you lost to temporary HP, if armor is destroyed than you do not gain any Temporary HP. (19 Mana) (Can be casted before guarding)

- Pillow Fight = All Weapons in the fight are temporarily transformed into pillows that do 1d3 Damage, Armor is negated, & Spells cost double their mana cost (1d15 Turns) (3 Turn wait before activation) (17 Mana)

- Master Form = User Transforms themselves into a Master for as long until they lose all of their mana, User in this form gains a DD. 1d28 until form ends, User can add all of their main modifiers to damage. (-55 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot kill, use ranged weapons, or heal)

- Master Form II = User Transforms themselves into a Master for as long until they lose all of their mana, User in this form gains a DD. 1d29 until form ends, User can add all of their main modifiers to damage. (-50 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot kill, use ranged weapons, or heal)

- Master Form III = User Transforms themselves into a Master for as long until they lose all of their mana, User in this form gains a DD. 1d30 until form ends, User can add all of their main modifiers to damage. (-45 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot kill, use ranged weapons, or heal)

- Vindictive Aerosol = User shoots a 10by10 area of invisible gas that when breathed in they must pass a Constitution check against the users Strength Check, if failed the player/ally/npc will be enraged and will attack the nearby ally/foe until either ally/foe is killed or prone. (17 Mana)

- Vindictive Aerosol II = User shoots a 12by15 area of invisible gas that when breathed in they must pass a Constitution check against the users Strength Check, if failed the player/ally/npc will be enraged and will attack the nearby ally/foe until either ally/foe is killed or prone. (18 Mana)

- Vindictive Aerosol III = User shoots a 17by25 area of invisible gas that when breathed in they must pass a Constitution check against the users Strength Check, if failed the player/ally/npc will be enraged and will attack the nearby ally/foe until either ally/foe is killed or prone. (19 Mana)

- Anti-Magic = User shoots an orb/triangle of Negative types of energy, depending on given roll (1d9) spell does the listed effect of Anti-Magic. (User gains the Smolder effect for 1d5 Turns) (17 Mana)

1. Deals Heavy Negative Nova Damage (8d71 Nova)

2. Selected enemy cannot cure their current status effects, if a status effect cannot be removed unless doing an action then the enemy takes 1d40 Mental Damage every enemy turn.

3. Enemy selected is skipped for 1d20 Turns, Does not count as a stun counts as a skip/baton toss.

4. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Heavy Negative Nova Damage (8d71 Nova)

5. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Light Negative Nova Damage (4d20 Nova)

6. Selected enemy’s traits are disabled for 1d4 Turns.

7. Selected enemy’s skill bonuses (+’s) are disabled for 1d4 Turns.

8. Selected enemy gains the Manacollusion effect for 2d18 turns & enemy’s traits are disabled for 1d4 Turns.

9. Selected enemy gains the Manacollusion effect for 2d18 turns, enemy’s traits are disabled for 1d4 Turns, & takes Heavy Negative Nova Damage (8d71 Nova)

- Anti-Magic II = User shoots an orb/triangle of Negative types of energy, depending on given roll (1d9) spell does the listed effect of Anti-Magic. (User gains the Smolder effect for 1d5ma4 Turns) (18 Mana)

1. Deals Heavy Negative Nova Damage (8d71 Nova)

2. Selected enemy cannot cure their current status effects, if a status effect cannot be removed unless doing an action then the enemy takes 1d40 Mental Damage every enemy turn.

3. Enemy selected is skipped for 1d20 Turns, Does not count as a stun counts as a skip/baton toss.

4. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Heavy Negative Nova Damage (8d71 Nova)

5. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Light Negative Nova Damage (4d20 Nova)

6. Selected enemy’s traits are disabled for 1d4 Turns.

7. Selected enemy’s skill bonuses (+’s) are disabled for 1d4 Turns.

8. Selected enemy gains the Manacollusion effect for 2d18 turns & enemy’s traits are disabled for 1d4 Turns.

9. Selected enemy gains the Manacollusion effect for 2d18 turns, enemy’s traits are disabled for 1d4 Turns, & takes Heavy Negative Nova Damage (8d71 Nova)

- Anti-Magic III = User shoots an orb/triangle of Negative types of energy, depending on given roll (1d9) spell does the listed effect of Anti-Magic. (User gains the Smolder effect for 1d5ma3 Turns) (19 Mana)

1. Deals Heavy Negative Nova Damage (8d71 Nova)

2. Selected enemy cannot cure their current status effects, if a status effect cannot be removed unless doing an action then the enemy takes 1d40 Mental Damage every enemy turn.

3. Enemy selected is skipped for 1d20 Turns, Does not count as a stun counts as a skip/baton toss.

4. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Heavy Negative Nova Damage (8d71 Nova)

5. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Light Negative Nova Damage (4d20 Nova)

6. Selected enemy’s traits are disabled for 1d4 Turns.

7. Selected enemy’s skill bonuses (+’s) are disabled for 1d4 Turns.

8. Selected enemy gains the Manacollusion effect for 2d18 turns & enemy’s traits are disabled for 1d4 Turns.

9. Selected enemy gains the Manacollusion effect for 2d18 turns, enemy’s traits are disabled for 1d4 Turns, & takes Heavy Negative Nova Damage (8d71 Nova)

- Seal-Spirit = User can seal a spirit or ghost figures/entities into selected items, Item than acts as a Spirit Item. (Requires a Wisdom check over 31) (User has to beat the selected enemies/spirits constitution + wisdom check) (use Intelligence check) (17 Mana)

- Ying-Yang = User splits themselves into two identities/players, one with one alignment and the other with the other half for 2d18 Turns. (EX. Lawful Evil = 1 Lawful, 2 Evil) (Spell only ends when both halves form back together, spell cannot end if one half is not with the other, if this happens both users takes 2d15 Mental Damage every turn) (Requires Wisdom Check over 31) (19 Mana)

- Yang-Ying = User splits themselves into two identities/players, one with one alignment and the other with the other half for 2d18 Turns, but opposite. (EX. Lawful Evil = 1 Chaotic, 2 Good) (Spell only ends when both halves form back together, spell cannot end if one half is not with the other, if this happens both users takes 2d15 Mental Damage every turn) (Requires Wisdom Check over 31) (19 Mana)

- Hex: Guaranteed Chance = User creates a Hex status effect (Guaranteed Chance), while active for 7d2 Turns User gains 1 Extra roll/coin flip/and reaction towards any check, User will be surrounded by a Bronze Aura that is spirtatic and wavy. (Chance Aura), While active all checks user does also count as chance checks now. (45% Chance of Curse) (16 Mana)

- Hex: Action is coming! = User creates a Hex stage effect (Action is coming!), while active enemies of unidentified factions or race will be summoned to attack the user and their group, while active user will have to fight 1d80 Enemies who are at levels of !rr (Last Roll) 1d200, once user/party defeats the entire hoard than this Hex’s effect is triggered, when triggered all EXP gained is multiplied by 2 but must subtract 100. (70 Chance of Curse) (20 Mana)

- Hex: Saviour of the Universe!!!! = User creates a Hex status effect (Saviour of the Universe), while active user’s Stats/Skills/Traits/Blessings/Curses/etc (Anything that gives bonuses) are disabled, User gains the Vital Red Status Effect for as long as this Hex is Active, While active user starts to lose 1d10 HP every Turn (Including enemy/ally/npc/player Turns), User regains 1d5mi3 HP everytime user does a successful action, If user is at Max HP and does a successful action than user can roll 1d10 for Temporary HP (Stacks), User’s Stats (Skills & Modifiers) change to 200, User’s Max HP is changed to 10 while Hex is active (is restored when Hex ends), If user is knocked prone or killed while this Hex is active than the Hex is Triggered, When Triggered User puts their HP back to Max HP at their original HP, The Hex is disabled and the User gains a +400 to their next Action, If users misses their next action while spell was Triggered than user gains +3 Charges & +50 Mana back towards Traits and Items. (Requires an Arcana over 35+) (88% Chance of Curse) (75 Mana)

- Hex: Hope is never Lost!!! = User creates the Hex Universal effect (Hope is never Lost!!!), while active all Active Players gains the Invincible status effect for 9dPlayer Level Turns, While active all Players gains the ability to baton pass without using up their turn (EX. Uses their turn than can Baton Pass), once every players Invincibility has ended this Hex’s effect is Triggered, When triggered if there is any enemies still in your path or a Puzzle or such obstacle that you cannot pass in your way when this effect is triggered well all players roll 1 chance check against the DM (DM must roll 1d20), if players pass DM must find a way to get rid or find a story related reason on how the obstacle get defeated by the winning user’s. (After triggered Hex is disabled.) (Requires a Wisdom check over 31) (76% Chance of Curse) (100 Mana)

- Nova d'Âme = When casted against an enemy both the User and Enemy roll constitution, depending on who got higher the winner will lose control of their soul and take a direct 6d30 Mental, Nova damage, The winner than gains control of the enemy for 1d25 Turn before either they die or gain control of their body again. (Requires a Wisdom check over 31) (-4 Perception Skill Point) (21 Mana)

- Nova d'Âme II = When casted against an enemy both the User and Enemy roll constitution, depending on who got higher the winner will lose control of their soul and take a direct 60d30 Mental, Nova damage, The winner than gains control of the enemy for 1d25 Turn before either they die or gain control of their body again. (Requires a Wisdom check over 31) (-3 Perception Skill Point) (26 Mana)

- Nova d'Âme III = When casted against an enemy both the User and Enemy roll constitution, depending on who got higher the winner will lose control of their soul and take a direct 60d30 Mental, Nova damage, The winner than gains control of the enemy for 2d25 Turn before either they die or gain control of their body again. (Requires a Wisdom check over 31) (-2 Perception Skill Point) (32 Mana)

- Nova d'Âme IV = When casted against an enemy both the User and Enemy roll constitution, depending on who got higher the winner will lose control of their soul and take a direct 60d60 Mental, Nova damage, The winner than gains control of the enemy for 2d30 Turn before either they die or gain control of their body again. (Requires a Wisdom check over 31) (-1 Perception Skill Point) (42 Mana)

- Hex: Mystery Gift! = User creates a Hex Item chance effect (Mystery Gift!), while active the user gains a 7% chance while doing their next 1d30 actions to get a very powerful but risky gift. If user gets the chance while during the 1d30 actions than the Hex is triggered, When triggered user gains a gift of random rarity (based off DM), this gift could hold a powerful Item/Weapon/Ally/or Trait, but also this Item could hold a very powerful Enemy/Trap/or Curse, If the gift isn’t opened but kept instead than the user cannot cast this spell again until last gift was opened… (50% Chance of Curse) (16 Mana)

- Hex: Aura of the Nether = User creates a Hex status effect (Aura of the Nether), while active user gains a powerful Aura, User then gains a Power of 2 (p^2) to all regular non combat based actions for 1d27 Turns, Also while the spell is active user takes 5% Less damage from Magic based attacks, 10% Less damage from particle/plasma based attacks, 25% Less damage from energy based attacks, & Lastly 85% Less damage from Fire/Wither based attacks, at any point while the spell is active your can trigger this hex, when triggered the spell disables itself to cure the user of 1 selected status effect or decrease an afflicted status effect on a player/ally by 1d3. (22% Chance of Curse) (User gains the Adv. Cripple Status effect after spell ends) (20 Mana)

- Blow Bonuses Away! = User can only cast this spell as a reaction after an Alley/Player/Enemy/etc. Has finished their roll, once this spell is casted the selected target's final roll is reduced by any + 's & other dice rolls besides the main roll. (Requires a Skill check) (Require Arcane 25+) (20 Mana)