Utility Spells (Main Campaign)

Tier 1 (Costs 1-5 Mana)edit | edit source
- Hover = allows the user to fly for 1d4 turns (2 Mana)

- Hover II = allows the user to fly for 2d4 turns (3 Mana)

- Glide = allows the user to fly for 3d10 turns with +1 to flying rolls (5 Mana)

- Glide II = allows the user to fly for 3d10 turns with +2 to flying rolls (6 Mana)

- Glide III = allows the user to fly for 3d10 turns with +3 to flying rolls (7 Mana)

- E Flight = allows the user to fly for 4d20 turns, Instead of adding Dexterity multiply it. (10 Mana)

- Cloak = turns user invisible for 1d4 of turns (3 Mana)

- Cloak II = turns user invisible for 2d4 turns (4 Mana)

- Cloak III = turns user invisible for 3d4 turns (5 Mana)

- Warm Cloak = turns the user invisible for as long as the user wants, can dispel the invisibility anytime they request (Technical: Roll 1d20 + Performance (if over 22) You gain Immunity to Status effects in the area as long as the spell is active) (7 Mana)

- Cautionary Step = user gains +2 to saving rolls for 2d3 turns (3 Mana)

- Cautionary Step II = user gains +3 to saving rolls for 2d4 turns (4 Mana)

- Cautionary Step III = user gains +4 to saving rolls for 2d5 turns (5 Mana)

- Rush = pushes user forward in a flow of air, for at least 3 meters (1 Mana)

- Rush II = pushes user forward in a flow of air, for at least 6 meters (2 Mana)

- Rush III = pushes user forward in a flow of air, for at least 9 meters (Technical: Roll 1d20 + Performance (if over 22) You gain the Exhilarated Status effect for 1d5 turns.) (3 Mana)

- Rad-Bad = Removes Radioactivity from food (5 Mana)

- Rad-Bad II = Removes Radioactivity from Items (5 Mana)

- Rad-Bad III = Removes Radioactivity from Players (5 Mana)

- X Button = Recover from 1 attack (EXP -20) (3 Mana)

- X Button II = Recover from 2 attacks for 1d3 turns (EXP -30) (4 Mana)

- X Button III = Recover from 3 attacks for 2d3 turns (EXP -40) (5 Mana)

- ∆ Button = Increase Death Saves by 1 for 1d3 Turns (EXP -30) (2 Mana)

- ∆ Button II = Increase Death Saves by 2 for 1d6 Turns (EXP -60) (3 Mana)

- ∆ Button III = Increase Death Saves by 3 for 2d2 Turns (EXP -70) (4 Mana)

- Remit Spell = User denies the casting of a spell (Double Disadvantage) (Requires Arcane 10+) (1 Mana) (Used as a Reaction)

- Remit Spell II = User denies the casting of a spell (Disadvantage) (Requires Arcane 10+) (2 Mana) (Used as a Reaction)

- Remit Spell III = User denies the casting of a spell (Roll Regular) (Requires Arcane 10+) (3 Mana) (Used as a Reaction)

- Remit Spell IV = User denies the casting of a spell (1d20 + Arcane) (4 Mana) (Used as a Reaction)

- Involvement = User gains Advantage in the next 6 turns (3 Mana)

- Involvement II = User gains Advantage in the next 5 turns (4 Mana)

- Involvement III = User gains Advantage in the next 4 turns (5 Mana)

- HighLight - Shoots a blast of Neon Ink towards an object giving it an aura that can be seen through walls for 1d3 turns. (2 Mana)

- HighLight II - Shoots a blast of Neon Ink towards an object giving it an aura that can be seen through walls for 1d4 + 1 turns. (3 Mana)

- HighLight III - Shoots a blast of Neon Ink towards an object giving it an aura that can be seen through walls for 2d2 + 1 turns. (4 Mana)

- HighLight IV - Shoots a blast of Neon Ink towards an object giving it an aura that can be seen through walls for 2d2 + 2 turns. (Tactical: Roll 1d20 + Performance (if over 22) Aura effect lasts 3d18 extra turn or until washed off.) (5 Mana)

- SmallSmell - User turns themself small (2 millimeters - Ant Size) reducing their movement speed & attacks by 27, but enhancing their traits by +17 for 1d6 turns (User can also get into small spaces and does not give off any sound but does smell, 1d100 for how bad the smell is) (2 Mana)

- SmallSmell II - User turns themself small (2 millimeters - Ant Size) reducing their movement speed & attacks by 27, but enhancing their traits by +17 for 2d6 turns (User can also get into small spaces and does not give off any sound but does smell, 1d100 for how bad the smell is) (3 Mana)

- SmallSmell III - User turns themself small (2 millimeters - Ant Size) reducing their movement speed & attacks by 27, but enhancing their traits by +17 for 3d6 turns (User can also get into small spaces and does not give off any sound but does smell, 1d100 for how bad the smell is) (4 Mana)

- Nothing Net = User sends a Net made out of thin air, The person captured must make a strength check with triple advantage to break out. (1 Mana)

- Nothing Net II = User sends a Net made out of thin air, The person captured must make a strength check with advantage to break out. (2 Mana)

- Nothing Net III = User sends a Net made out of thin air, The person captured must make a strength check to break out. (3 Mana)

- Nothing Net IV = User sends a Net made out of thin air, The person captured must make a strength check at disadvantage to break out. (4 Mana)

- Nothing Net V = User sends a Net made out of thin air, The person captured must make a strength check at double disadvantage to break out. (5 Mana)

- Driver-Assist = User summons an invisible buddy who assists in driving a little bit, +3 to Driving for 1d2 Turns. (1 Mana)

- Driver-Assist II = User summons an invisible buddy who assists in driving a little bit, +6 to Driving for 1d3 Turns. (2 Mana)

- Driver-Assist III = User summons an invisible buddy who assists in driving a little bit, +9 to Driving for 1d4 Turns. (3 Mana)

- Driver-Assist IV = User summons an invisible buddy who assists in driving a little bit, +12 to Driving for 2d2 Turns. (4 Mana)

- Driver-Assist V = User summons an invisible buddy who assists in driving a little bit, +15 to Driving for 2d3 Turns. (5 Mana)

- Driver-Assist VI = User summons an invisible buddy who assists in driving a little bit, +18 to Driving for 2d4 Turns. (6 Mana)

- Driver-Assist VII = User summons an invisible buddy who assists in driving a little bit, +21 to Driving for 2d5 Turns. (7 Mana)

- Vroom = This spell can be casted when user is using Nitro, user gains +5d3 extra bonus to your current speed check, if user used over 50% of the vehicles overall nitro than the vehicle recovers 12% Nitro back, If this spell is casted more than 3 times during a fight than the car has an 88% chance of gaining the overheated status effect. (3 Mana)

- Vroom II = This spell can be casted when user is using Nitro, user gains +5d3 extra bonus to your current speed check, if user used over 50% of the vehicles overall nitro than the vehicle recovers 12% Nitro back, If this spell is casted more than 4 times during a fight than the car has an 88% chance of gaining the overheated status effect. (4 Mana)

- Immoleo Tainuro = User propel themselves 1d1250 feet into the air, while in the air user gains +23 to an action in the air, if user uses this action in the air instead of pushing them higher instead slams them down towards the ground as they take 55% reduced fall damage. (4 Mana)

- Immoleo Tainuro II = User propel themselves 1d1250 feet into the air, while in the air user gains +23 to an action in the air, if user uses this action in the air instead of pushing them higher instead slams them down towards the ground as they take 65% reduced fall damage. (5 Mana)

Tier 2 (Costs 6-12) (Level 5+)edit | edit source
- Stepping Stone = user summons a small platform under their feet which they can stand on for 1d3 turns (6 Mana)

- Stepping Stone II = user summons a medium platform under their feet which they can stand on for 1d4 turns (7 Mana)

- Stepping Stone III = user summons a large platform under their feet which they can stand on for 1d5mi2 turns. (Tactical: Roll 1d20 + Performance (if over 22) User can control the Platform, they can move the platform to move straight up or down.) (8 Mana)

- Grapple = user admits a energy chain and grapples onto an object (Chains HP 5) (6 Mana)

- Grapple II = user admits a energy chain and grapples onto an object (Chains HP 10) (7 Mana)

- Grapple III = user admits a energy chain and grapples onto an object (Chains HP 15) (8 Mana)

- Grapple IV = user admits a energy chain and grapples onto an object (Chains HP 20) (9 Mana)

- Grapple V = user admits a energy chain and grapples onto an object (Chains HP = Players Level) (10 Mana)

- Deflect = user creates a orange wind that tries to deflect ranged attacks

(Roll Double Disadvantage) (6 Mana)

- Deflect II = user creates a orange wind that tries to deflect ranged attacks

(Roll Disadvantage) (7 Mana)

- Deflect III = user creates a green wind that deflects ranged attacks (Roll Regular) (8 Mana)

- Deflect IV = user creates a blue wind that deflects ranged attacks better (Roll 2d20) (10 Mana)

- Jack Jack’s Personal Deflect = user creates a brown wind that deflects melee/ranged/area attacks (Roll 3d20) (HP -60) (11 Mana)

- Capture = target an enemy or friend and bring them close with a gust of wind and energy

(Skill Check required) (6 Mana)

- Up & Down = user can change their own gravity either from down to up for 1d2 turns (6 Mana)

- Up & Down II = user can change their own gravity either from down to up for 1d4 turns (7 Mana)

- Air Dodge = user is immune to all damage while in the air for 1d2 turns (User must be in the air in order to cast this spell) (7 Mana)

- Air Dodge II = user is immune to all damage while in the air for 1d3 turns(User must be in the air in order to cast this spell) (8 Mana)

- Air Dodge III = user is immune to all damage while in the air for 1d4 turns (User must be in the air in order to cast this spell) (9 Mana)

- Extra Jump = user gains an extra move that must use a small jump (EXP -20) (6 Mana)

- Extra Jump II = user gains an extra move that must use a jump (EXP -20) (7 Mana)

- Extra Super Jump = user gains an extra move that must use a long jump (+3 to Jumping for 3d2 turns) (EXP -30) (8 Mana)

- Echolocation = user gains +10 to hearing for 1d2 turns (11 Mana)

- Echolocation II = user gains +20 to hearing for 1d2 turns (12 Mana)

- Water Walking = user can walk on water for 1d2 turns (6 Mana)

- Water Walking II = user can walk on water for 2d2 turns (7 Mana)

- Water Walking III = user can walk on water for 3d2 turns (8 Mana)

- Praise = user can heal 2d4 HP towards teammates or to themselves (Alignment must be Neutral) (6 Mana)

- Praise II = user can heal 2d6 HP towards teammates or to themselves (Alignment must be Neutral) (7 Mana)

- Commend = user can heal 2d12 HP towards teammates or to themselves (Alignment must be Neutral) (8 Mana)

- OverPraise = user can heal 4d12 HP towards teammates or to themselves (Alignment must be Neutral) (9 mana)

- Short Circuit = user gives the overheat effect to 1 enemy robot or enemy weapon (8 Mana)

- Short Circuit II = user gives the overheat effect to 1 enemy robot or enemy weapon (2d10 Shock) (9 Mana)

- Warm Up = Removes the Cold Effect (10 Mana)

- Warm Up II = Removes Cold/Freezing Effects (11 Mana)

- Gust of Fog = Creates a 7by7 area of fog to conceal or distract enemies. (3d4 Turns of concealment) (-3 Deception Skill Point) (8 Mana)

- Gust of Fog II = Creates a 7by7 area of fog to conceal or distract enemies. (4d4 Turns of concealment) (-2 Deception Skill Point) (9 Mana)

- Gust of Fog III = Creates a 7by7 area of fog to conceal or distract enemies. (5d4 Turns of concealment) (-1 Deception Skill Point) (10 Mana)

- Seal = Seals a door shut with hard energy (Armor 100) (9 Mana)

- Seal II = Seals a door shut with hard energy (Armor 200) (10 Mana)

- Seal III = Seals a door shut with hard energy (Armor 300) (11 Mana)

- Seal IV = Seals a door shut with hard energy (Armor 400 * 2) (12 Mana)

- Excelleratus = Rushes a vehicle forward giving the vehicle more speed (1d29 Speed) (9 Mana)

- Excelleratus II = Rushes a vehicle forward giving the vehicle more speed (2d15 Speed) (10 Mana)

- Excelleratus III = Rushes a vehicle forward giving the vehicle more speed (3d10 Speed) (11 Mana)

- Temporal Shift = User becomes a ghost and leaves their body for 1d5 turns, in ghost form they cannot attack but can look around and listen. (Mana 8)

- Temporal Shift II = User becomes a ghost and leaves their body for 2d3 turns, in ghost form they cannot attack but can look around and listen. (Mana 9)

- Temporal Shift III = User becomes a ghost and leaves their body for 3d3 turns, in ghost form they cannot attack but can look around and listen. (Mana 10)

- Temporal Liftoff = User separates their being of existence into two beings for 2d10 turns, one form is like the regular normal player while the other is a spirit form which can act as a ghost and a spirit, the ghost counterpart cannot attack but can posses objects and enemies for 1d4 turns. (Requires Arcane 10+) (12 Mana)

- Dauci = User chooses an opponent, the opponents Armor, DT, DG, and so on is disabled/ignored for 6 Turns. (6 Mana)

- Dauci II = User chooses an opponent, the opponents Armor, DT, DG, and so on is disabled/ignored for 18 Turns. (7 Mana)

- Disintegrating Dauci = User chooses an opponent, the opponents Armor, DT, DG, and so on is disabled/ignored for the rest of the fight. (HP -25) (8 Mana)

- Disintegrating Dauci II = User chooses an opponent, the opponents Armor, DT, DG, and so on is Broken and cannot be used until repaired. (HP -65) (9 Mana)

- React!?! = User Multiplies their Dexterity for dodging/evasion for 1d5 Turns but has a -13 put onto it. (6 Mana)

- React!?! = User Multiplies their Dexterity for dodging/evasion for 1d6 Turns but has a -13 put on it. (7 Mana)

- Re-Charge = User takes some of their lifeforce to fill up charges of an item (Item must use charges) (1d3 Charges back) (HP -25) (6 Mana)

- Re-Charge II = User takes some of their lifeforce to fill up charges of an item (Item must use charges) (2d2 Charges back) (HP -25) (7 Mana)

- Re-Charge III = User takes some of their lifeforce to fill up charges of an item (Item must use charges) (2d3 Charges back) (HP -25) (8 Mana)

- Regulate = User undo’s an Allies last Status Effect damage even if it killed them bringing them back. (-3 Survival Skill Points) (7 Mana)

- Regulate II = User undo’s an Allies last Status Effect damage even if it killed them bringing them back. (-2 Survival Skill Points) (8 Mana)

- Regulate II = User undo’s an Allies last Status Effect damage even if it killed them bringing them back. (-1 Survival Skill Points) (9 Mana)

- Joyful Spell = This spell allows the user to find peace for a minute, after the minute has passed they go back to their original state. (Requires Arcane 10+) (10 Mana)

- Joyful Spell II = This spell allows the user to find peace for an hour, after the hour has passed, they go back to their original state. (Requires Arcane 20+) (11 Mana)

- Hydra (Beast of 100 Heads/Dragon of Shadows) = Upon casting this spell for at least 16 Turns you gains a +19 to Travel/Driving/Swimming/Flying checks, If used in combat instead it will change the surrounding 150ft area into night and create a creature of stars, this creature will follow your commands for 5 turns before returning to the skies restoring time to its original state. (Requires Wisdom check over 31) (12 Mana)

- Zatus = Cures Poison (Does Not Cure Adv.Poison/Lethal Poison) (No Skill check needed) (User gains the Smolder Effect for 4 Turns) (13 Mana)

- Zatus II = Cures Poison/Adv.Poison (Does Not Cure Lethal Poison) (No Skill check needed) (User gains the Smolder Effect for 4 Turns) (14 Mana)

- Zatus III = Cures Poison/Adv.Poison/Lethal Poison (No Skill check needed) (User gains the Smolder Effect for 4 Turns) (15 Mana)

- Zatnus= Cures Poison/Adv.Poison/Lethal Poison (No Skill check needed) (User gains the Smolder Effect for 3 Turns) (Tactical: Roll 1d20 + Performance (if over 22) User can cure Wither/Adv. Wither/Lethal Wither (Roll Disadvantage) (16 Mana)

- DaJA VU! = When casting this spell all passengers gain 1 extra reaction for this turn (13 Mana)

- DaJA VU!! = When casting this spell all passengers gain 2 extra reactions for this turn (14 Mana)

- DaJA VU!!! = When casting this spell all passengers gain 3 extra reactions for this turn (15 Mana)

- Affect Another = User can cast this spell before casting another spell as a free action, This spell makes that if a spell can only be cast on the user be casted on an ally. (HP -87) (Requires Arcane 20+) (6 Mana)

- Affect Another II = User can cast this spell before casting another spell as a free action, This spell makes that if a spell can only be cast on the user be casted on an ally. (HP -77) (Requires Arcane 20+) (7 Mana)

- Affect Another III = User can cast this spell before casting another spell as a free action, This spell makes that if a spell can only be cast on the user be casted on an ally. (HP -67) (Requires Arcane 20+) (8 Mana)

- Affect Another for the Cause = User can cast this spell before casting another spell as a free action, This spell makes that if a spell can only be cast on the user be casted on multiple allies (4). (HP -61) (Requires Arcane 30+) (9 Mana)

- Dreadlock = User locks up another drivers controls of a vehicle for 1d3 turns. (-1d40 to driving checks) (7 Mana)

- Dreadlock II = User locks up another drivers controls of a vehicle for 1d6 turns. (-1d40 to driving checks) (8 Mana)

- Dreadlock III = User locks up another drivers controls of a vehicle for 2d3 turns. (-1d40 to driving checks) (9 Mana)

- Hyper-Space = User surrounds an area of 65by35 feet, what ever player/vehicle are in the area gains +3d8 to speed, vehicles within area (counting all vehicles, ex. Friendly & Enemy) regain +19% Nitro, for 1d3 Turns (8 Mana)

- Hyper-Space II = User surrounds an area of 65by35 feet, what ever player/vehicle are in the area gains +4d8 to speed, vehicles within area (counting all vehicles, ex. Friendly & Enemy) regain +19% Nitro, for 1d4 Turns (9 Mana)

- Hyper-Space III = User surrounds an area of 65by35 feet, what ever player/vehicle are in the area gains +4d8 to speed, vehicles within area (counting all vehicles, ex. Friendly & Enemy) regain +19% Nitro, for 1d5 Turns (10 Mana)

- Law+Limit = User calls a number from 1-10, if any other player/NPC rolls the selected number while driving they gain the smolder effect for 1d16 turns. (7 Mana)

- Law+Limit II = User calls a number from 1-10, if any other player/NPC rolls the selected number while driving they gain the smolder effect for 1d17 turns. (8 Mana)

- Immoderate Health = User/Ally gains +1d20 Temporary HP (Max of 20) (HP -1d20ma10) (8 Mana)

- Immoderate Health II = User/Ally gains +1d20 Temporary HP (Max of 20) (HP -1d20ma5) (9 Mana)

- Immoderate Health III = User/Ally gains +1d20 Temporary HP (Max of 20) (HP -1d20) (10 Mana)

- Hannah’s Trustful Orb = User gains a Damage Reducing/Magic Reducing orb shield that surrounds the user by a 3by3 cube area, this orb’s HP is based off the casters (EX. Current HP + Max HP = Amount), the Orb lasts 1d5ro<2 Turns. (7 Mana)

- Hannah’s Trustful Orb II = User gains a Damage Reducing/Magic Reducing orb shield that surrounds the user by a 3by3 cube area, this orb’s HP is based off the casters (EX. Current HP + Max HP = Amount), the Orb lasts 1d5ro<3 Turns. (8 Mana)

- Hannah’s Trustful Orb III = User gains a Damage Reducing/Magic Reducing orb shield that surrounds the user by a 3by3 cube area, this orb’s HP is based off the casters (EX. Current HP + Max HP = Amount), the Orb lasts 1d5ro<4 Turns. (9 Mana)

- Mirror-Elapse = User selects 1 enemy, that enemy when ever they attack the user deals the damage back at themselves, User has Disadvantage on all checks against selected enemy while this spell is active. (3d2 Turns) (8 Mana)

- Mirror-Elapse II = User selects 1 enemy, that enemy when ever they attack the user deals the damage back at themselves, User has Disadvantage on all checks against selected enemy while this spell is active. (3d3 Turns) (9 Mana)

- Mirror-Elapse III = User selects 1 enemy, that enemy when ever they attack the user deals the damage back at themselves, User has Disadvantage on all checks against selected enemy while this spell is active. (3d4 Turns) (10 Mana)

- Tractor Beam = User creates either a portal or a beam from either the portal or their hands or other body parts to isolate an object/enemy/player and either retract them or bring them closer to the user. (Holding Player/Enemies/Objects = User must beat 40 * Items/Player/Enemies Strength Check) (Requires Strength Check) (6 Mana)

- Tractor Beam II = User creates either a portal or a beam from either the portal or their hands or other body parts to isolate an object/enemy/player and either retract them or bring them closer to the user. (Holding Player/Enemies/Objects = User must beat 40 * Items/Player/Enemies Strength Check) (Requires Strength Check + 4) (7 Mana)

- Tractor Beam III = User creates either a portal or a beam from either the portal or their hands or other body parts to isolate an object/enemy/player and either retract them or bring them closer to the user. (Holding Player/Enemies/Objects = User must beat 40 * Items/Player/Enemies Strength Check) (Requires Strength Check + 8) (8 Mana)

- Blood-Drive! = User gives some of their well being to increase the speed of their vehicle, user can give up to +1-30 extra dice roll when roll for speed. (+depends on HP given) (-1-30HP) (6 Mana)

- Blood-Drive! II = User gives some of their well being to increase the speed of their vehicle, user can give up to +1-40 extra dice roll when roll for speed. (+depends on HP given) (-1-40HP) (7 Mana)

- Contiza - User fires a small burst of Healing confetti that heals the whole party by 1d20 - Player Level. (6 Mana)

- Contiza II - User fires a small burst of Healing confetti that heals the whole party by 2d20 - Player Level. (7 Mana)

- Contiza III - User fires a small burst of Healing confetti that heals the whole party by 3d20 - Player Level. (8 Mana)

- Strengthen! = User gains +4 to their next Strength check, the +4 remains until the user does a strength check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (6 Mana)

- Strengthen!! = User gains +5 to their next Strength check, the +5 remains until the user does a strength check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (7 Mana)

- Strengthen!!! = User gains +6 to their next Strength check, the +6 remains until the user does a strength check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (8 Mana)

- Hasten! = User gains a +4 to their next Dexterity check & gain +10 to Movement speed, the +4 & +10 remains until the user does a dexterity check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (6 Mana)

- Hasten!! = User gains a +5 to their next Dexterity check & gain +20 to Movement speed, the +5 & +20 remains until the user does a dexterity check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (7 Mana)

- Hasten!!! = User gains a +6 to their next Dexterity check & gain +30 to Movement speed, the +6 & +30 remains until the user does a dexterity check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (8 Mana)

- Brainy! = User gains a +4 to their next Intelligence check, the +4 remains until the user does an intelligence check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (6 Mana)

- Brainy!! = User gains a +5 to their next Intelligence check, the +5 remains until the user does an intelligence check. (but also if user takes over 58+ damage) (Does Stack for 5 times) (7 Mana)

- Brainy!!! = User gains a +6 to their next Intelligence check, the +6 remains until the user does an intelligence check. (but also if user takes over 68+ damage) (Does Stack for 5 times) (8 Mana)

- Experienced! = User gains a +4 to their next Wisdom check & gain a 0.5% extra EXP bonus, the +4 & +0.5% remains until the user does a wisdom check. (Unless user takes over 48+ damage) (Does Stack for 5 times) (6 Mana)

- Experienced!! = User gains a +5 to their next Wisdom check & gain a 0.5% extra EXP bonus, the +5 & +0.5% remains until the user does a wisdom check. (Unless user takes over 48+ damage) (Does Stack for 5 times) (7 Mana)

- Experienced!!! = User gains a +6 to their next Wisdom check & gain a 0.5% extra EXP bonus, the +6 & +0.5% remains until the user does a wisdom check. (Unless user takes over 48+ damage) (Does Stack for 5 times) (8 Mana)

- Charismatic! = User gains a +4 to their next Charisma check, the +4 remains until the user does a charisma check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (6 Mana)

- Charismatic!! = User gains a +5 to their next Charisma check, the +5 remains until the user does a charisma check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (7 Mana)

- Charismatic!!! = User gains a +6 to their next Charisma check, the +6 remains until the user does a charisma check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (8 Mana)

- Adroitness! = User gains a +4 to all skills (only skills not main modifiers), the +4 remains until the user does any skill based check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (8 Mana)

- Adroitness!! = User gains a +5 to all skills (only skills not main modifiers), the +5 remains until the user does any skill based check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (9 Mana)

- Adroitness!!! = User gains a +6 to all skills (only skills not main modifiers), the +6 remains until the user does any skill based check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (10 Mana)

- One shot means everything! = If user has 1 Ammunition left of any type of ammunition, the user can cast this spell as a reaction and user can flip a coin if user gets heads than they don’t subtract the 1 bullet as the bullet finds its way back to your gun for 1 more use. (7 Mana)

- One shot means everything!! = If user has 1 Ammunition left of any type of ammunition, the user can cast this spell as a reaction and user can flip a coin if user gets heads than they don’t subtract the 1 bullet as the bullet finds its way back to your gun for 2 more uses. (8 Mana)

- One shot means everything!!! = If user has 1 Ammunition left of any type of ammunition, the user can cast this spell as a reaction and user can flip a coin if user gets heads than they don’t subtract the 1 bullet as the bullet finds its way back to your gun for 3 more uses. (9 Mana)

- Hex: Utilizing Elements = User creates a Hex status effect (Utilizing Elements), while active user gains the use of a periodic table and can make multiple combinations from subtracting Life force to construct such elements (HP), Hex is active for 1d4 Turns, when Hex ends the Hex’s effect is Triggered, when Hex effect is triggered user’s HP is restored back to full but things combined/constructed with any of the periodic elements dissolves over time (1d4 Days). (2% Chance of Curse) (9 Mana)

- Sonic Speed = User’s Vehicle gains +90 to Speed based checks and user’s vehicle also gains a DD:9 while spell is active. (Active for 1d15 Turns) (11 Mana)

- Sonic Speed II = User’s Vehicle gains +90 to Speed based checks and user’s vehicle also gains a DD:10 while spell is active. (Active for 1d25 Turns) (12 Mana)

- Unlimited Velocity! = When user casts this spell a selected vehicle doesn't have to roll speed checks for 1d4 turns as it will either go faster or slower depending on casters say, if faster than it will go at extremely fast speeds that automatically beat other speed checks but the vehicle gains the Overheat status effect for 2d12 turns after, if slower than the car will act like it stops but still moves just extremely slow but gains the slowed effect for 2d2 turns after. (10 Mana)

- Unlimited Velocity!! = When user casts this spell a selected vehicle doesn't have to roll speed checks for 2d4 turns as it will either go faster or slower depending on casters say, if faster than it will go at extremely fast speeds that automatically beat other speed checks but the vehicle gains the Overheat status effect for 2d12 turns after, if slower than the car will act like it stops but still moves just extremely slow but gains the slowed effect for 2d2 turns after. (11 Mana)

- Unlimited Velocity!!! = When user casts this spell a selected vehicle doesn't have to roll speed checks for 3d5 turns as it will either go faster or slower depending on casters say, if faster than it will go at extremely fast speeds that automatically beat other speed checks but the vehicle gains the Overheat status effect for 2d12 turns after, if slower than the car will act like it stops but still moves just extremely slow but gains the slowed effect for 2d2 turns after. (12 Mana)

- Ondulation de Métamorphose = User surrounds themselves in a magic based cocoon, the cocoon has an Armor of 600 + Max Mana, In order for the spell to be in full effect user needs to wait in the cocoon for 4 + 1d25 Turns without being interrupted, if the cocoon is destroyed than the spell ends, but if not interrupted and if user past the turn wait than user gains the following effects, For 7d2 Turns user gains +35 to Nature/Religion/& Intimidation Checks, while also gains a +2d30 to Charisma based checks, user also gains a new appearance with rather cleaner clothing or different clothing in general and having slight differences as either more confidence or more ego. (9 Mana)

- Ondulation de Métamorphose II = User surrounds themselves in a magic based cocoon, the cocoon has an Armor of 650 + Max Mana, In order for the spell to be in full effect user needs to wait in the cocoon for 4 + 1d25 Turns without being interrupted, if the cocoon is destroyed than the spell ends, but if not interrupted and if user past the turn wait than user gains the following effects, For 7d3 Turns user gains +40 to Nature/Religion/& Intimidation Checks, while also gains a +3d30 to Charisma based checks, user also gains a new appearance with rather cleaner clothing or different clothing in general and having slight differences as either more confidence or more ego. (10 Mana)

- Ondulation de Métamorphose III = User surrounds themselves in a magic based cocoon, the cocoon has an Armor of 700 + Max Mana, In order for the spell to be in full effect user needs to wait in the cocoon for 4 + 1d15 Turns without being interrupted, if the cocoon is destroyed than the spell ends, but if not interrupted and if user past the turn wait than user gains the following effects, For 7d3 Turns user gains +40 to Nature/Religion/& Intimidation Checks, while also gains a +3d30 to Charisma based checks, user also gains a new appearance with rather cleaner clothing or different clothing in general and having slight differences as either more confidence or more ego. (11 Mana)

- Letter Shield!!! = User creates a small barrier made out of gibberish or construct phrases shouted out by the caster, the Armor & other stats of the barrier are based on the words spoken to make the barrier (EX. Powerful!, Strong!, Mighty!), Armor:100 + Word quality, DT:33 + Word quality, DG:PlayerLevel + Word Quality, SD: 50. (EXP -44) (6 Mana)

- Letter Shield!!! II = User creates a small barrier made out of gibberish or construct phrases shouted out by the caster, the Armor & other stats of the barrier are based on the words spoken to make the barrier (EX. Powerful!, Strong!, Mighty!), Armor:200 + Word quality, DT:33 + Word quality, DG:PlayerLevel + Word Quality, SD: 50. (EXP -34) (7 Mana)

- Letter Shield!!! III = User creates a small barrier made out of gibberish or construct phrases shouted out by the caster, the Armor & other stats of the barrier are based on the words spoken to make the barrier (EX. Powerful!, Strong!, Mighty!), Armor:300 + Word quality, DT:62 + Word quality, DG:PlayerLevel + Word Quality, SD: 50. (EXP -24) (8 Mana)

- Letter Shield!!! IV = User creates a small barrier made out of gibberish or construct phrases shouted out by the caster, the Armor & other stats of the barrier are based on the words spoken to make the barrier (EX. Powerful!, Strong!, Mighty!), Armor:400 + Word quality, DT:62 + Word quality, DG:PlayerLevel + Word Quality, SD: 50. (EXP -14) (9 Mana)

- Hex: I'll Make it on my Own = User creates the Hex status effect (I’ll Make it on my Own), while active user gains an aura based shield that gives the user the following bonuses, Armor: +2d90 & +1d300 Temporary HP, While this Hex is active user cannot assist other Ally’s/Players/NPC’s and can only help themselves, this hex remains active until triggered, If at any point user’s armor & Temporary HP is depleted than this Hex is triggered, when triggered the user gains the “Mental Restrain” status effect until assisted. (40% Chance of Curse) (12 Mana)

- Concealing Voice = User can cast this spell only as a reaction, when casted 1 selected player’s voice is muted or lowered to a whisper to enemies or other nearby but to the user they still talk normally. (Lasts 2d3 Turns) (8 Mana)

- Concealing Voice II = User can cast this spell only as a reaction, when casted 1 selected player’s voice is muted or lowered to a whisper to enemies or other nearby but to the user they still talk normally. (Lasts 2d5 Turns) (9 Mana)

- Concealing Voice III = User can cast this spell only as a reaction, when casted 1 selected player’s voice is muted or lowered to a whisper to enemies or other nearby but to the user they still talk normally. (Lasts 3d5 Turns) (10 Mana)

- Healing Smite! = User selects one ally, a large beam of light shines down onto the ally as it restores 1d100 HP, User then cannot cast this spell again until after 6 turns have passed. (Alignment must be Good) (9 Mana)

- Healing Smite!! = User selects one ally, a large beam of light shines down onto the ally as it restores 1d100mi50 HP, User then cannot cast this spell again until after 6 turns have passed. (Alignment must be Good) (10 Mana)

- Healing Smite!!! = User selects one ally, a large beam of light shines down onto the ally as it restores 2d100mi50 HP, User then cannot cast this spell again until after 6 turns have passed. (Alignment must be Good) (11 Mana)

- Healing Judgement! = User heals all allies within eyesight of the user, a large beam of light shines down onto each ally as it restores 2d100mi50 HP, User then cannot cast this spell again until after 6 turns have passed. (Alignment must be Good) (Technical: Roll 1d20 + Performance (if over 22) all ally’s gain an extra 1d30 Temporary HP.) (11 Mana)

Tier 3 (Costs 13-19 Mana) (Level 10+)edit | edit source
- Massive Mana Shield = user creates a large barrier in front of them (DT = 1d12 + constitution, DD = 2, DG = 1d15 + Strength, Armor: 150) (HP -25) (13 Mana)

- Massive Mana Shield = user creates a huge barrier in front of them (DT = 1d14 + constitution, DD = 2, DG = 1d20 + Strength, Armor: 250) (HP -35) (14 Mana)

- Regenerate = user gives a teammate/theirself the regeneration effect for 10d6 Turns

(13 Mana)

- Regeneration = user gives a teammate/theirself the adv.regeneration effect for 12d3 Turns

(14 Mana)

- Advanced Regeneration = user gives a teammate/theirself the enhanced regeneration effect for 13d3 Turns & +20 HP back (18 Mana)

- Teleport = user can teleport at least 1 foot away from their last placement (16 Mana)

- Teleport II = user can teleport at least 3 feet away from their last placement (17 Mana)

- Teleport III = user can teleport at least 1 yard away from their last placement (18 Mana)

- Teleport IV = user can teleport at least 3 football fields away from their last placement

(19 Mana)

- Musca (The Fly) = User gains Unlimited Flight at Advantage for as long as they want, but while the user is in the air they take X 6 more damage from all attacks. (Requires Wisdom check over 31) (12 Mana

- Holo-Hand = user makes a small holo-hand that can grab and do things from a distance away (Allows simple ranged moves, give it s physical weapon and it can now do long ranged attacks) (Alignment must be Neutral) (17 Mana)

- Nitro-Expel = Gives a vehicle +5% more Nitro (14 Mana)

- Nitro-Expel II = Gives a vehicle +10% more Nitro (15 Mana)

- Nitro-Expel III = Gives a vehicle +15% more Nitro (16 Mana)

- Nitro-Expel IV = Gives a vehicle +20% more Nitro (17 Mana)

- Fuzzy Glitch = User glitches up and can walk through objects temporarily (1d3 Phasing) (EXP -50) (13 Mana)

- Fuzzy Glitch II = User glitches up and can walk through objects temporarily (2d2 Phasing)

(EXP-55) (14 Mana)

- Fuzzy Glitch III = User glitches up and can walk through objects temporarily (3d2 Phasing) (EXP-60) (15 Mana)

- Arena! = User creates a 80by80 feet square area forcefield which cannot be destroyed or dispelled until the fight within the dome is concluded (13 Mana)

- Arena!! = User creates a 85by85 Yard square area forcefield which cannot be destroyed or dispelled until the fight within the dome is concluded, People within the dome cannot Heal (14 Mana)

- Arena!!! = User creates a 90by90 Yard square area forcefield which cannot be destroyed or dispelled until the fight within the dome is concluded, People within the dome cannot Heal, Status effects last until fight has concluded (15 Mana)

- Deflect Time = User Skips the next players/enemies turn depending on the turn cycle, if skipping another player the player gains advantage on dodging, if skipping an enemy the enemy gains the taunted effect. (-1 History Skill Point) (14 Mana)

- Deflect Time II = User Skips the next players/enemies turn depending on the turn cycle, if skipping another player the player gains advantage on dodging, if skipping an enemy the enemy gains the taunted effect, Caster gains the Vital Red Effect for 1 Turn. (-1 History Skill Point) (15 Mana)

- Wall of Prismatic Good = User creates a 3by7 small rainbow crystal wall (DT. 30) (DG. Players Level) (Only good Alignments can pass through the wall) (Alignment must be Good) (13 Mana)

- Wall of Prismatic Good II = User creates a 3by7 medium rainbow crystal wall (DT. 60) (DG. Players Level) (Only good Alignments can pass through the wall) (Alignment must be Good) (14 Mana)

- Wall of Prismatic Good III = User creates a 3by7 large rainbow crystal wall (DT. 80) (DG. Players Level) (Only good Alignments can pass through the wall) (Alignment must be Good) (15 Mana)

- Wall of Prismatic Good IV = User creates a 3by7 large rainbow crystal wall (DT. 80) (DG. Players Level) (Only good Alignments can pass through the wall) (Alignment must be Good) (Tactical: Roll 1d20 + Performance (if over 22) user can choose selectively who can pass through the wall even if they don’t meet the Alignment.) (16 Mana)

- Cosmic Construction = User increases Morals of workers for 2d9 Turns, Giving a +18 to all Construction/Working type rolls. (17 Mana)

- Cosmic Construction II = User increases Morals of workers for 3d9 Turns, Giving a +19 to all Construction/Working type rolls. (18 Mana)

- Cosmic Construction III = User increases Morals of workers for 4d9 Turns, Giving a +20 to all Construction/Working type rolls. (19 Mana)

- Pass the Plate = When User casts this spell they choose how the turn order goes, but skipping their next 2d4 Turns. (16 Mana)

- Pass the Other Plate = When User casts this spell they choose how the turn order goes, but skipping their next 2d2 Turns. (17 Mana)

- Give me the right fucking Plate god damn it = When User casts this spell they choose how the turn order goes, but skipping their next 1d2 Turns. (18 Mana)

- Pavo (Peacock’s 100 Eyes) = User summons several hovering eyes (2d16 eyes) that can be places like stickers or hover and follow with you, these eyes can be seen through when passing a Wisdom check to see, all eyes last 7 Turns before fading away. (Requires Wisdom check over 31) (13 Mana)

- Guide of the Sky (The North Star) = When casting this spell user gains 1 Free pass to any Travel Check, The user than flips a coin and depending on what they get they get from the chart below. (Requires Wisdom check over 31) (13 Mana) (18 Mana)

Heads: 1 Inspiration (If user has 3 or more inspiration already than they don’t obtain this inspiration)

Tails: 1d50 Temporary HP (If user already has 100 or More Temp Hp than they don’t obtain this given HP)

- Hypnotize = User concentrates to put 1 enemy into a trance, User must pass a Wisdom check against the Enemies Constitution check, Once under a trance they can do any simple task until they pass the Constitution check. (-1 Deception Skill Point) (13 Mana)

- Hypnotize II = User concentrates to put 2 enemies into a trance, User must pass a Wisdom check against the Enemies Constitution check, Once under a trance they can do any simple task until they pass the Constitution check. (-2 Deception Skill Point) (14 Mana)

- Hypnotize III = User concentrates to put 3 enemies into a trance, User must pass a Wisdom check against the Enemies Constitution check, Once under a trance they can do any basic task until they pass the Constitution check. (-2 Deception Skill Point) (15 Mana)

- Hypnotize IV = User concentrates to put 4 enemies into a trance, User must pass a Wisdom check against the Enemies Constitution check, Once under a trance they can do any complex task until they pass the Constitution check. (-3 Deception Skill Point) (16 Mana)

- Primal Instinctual Setting = User enhances their senses to increase their hunting and fighting prowess, User rolls 6d30mi5, depending on the rolls from top to bottom is the bonus Pluses to the players Main Modifiers for 5 Turns. (EXP -50)

- Primal Instinctual Setting II = User enhances their senses to increase their hunting and fighting prowess, User rolls 6d30mi10, depending on the rolls from top to bottom is the bonus Pluses to the players Main Modifiers for 5 Turns. (EXP -100)

- Primal Instinctual Setting III = User enhances their senses to increase their hunting and fighting prowess, User rolls 6d30mi15, depending on the rolls from top to bottom is the bonus Pluses to the players Main Modifiers for 5 Turns. (EXP -150)

- True Deja-vu = Upon casting this spell user gains +15 to History checks for 7 Turns, and gain a +25 to all History checks relating to something of their past. (14 Mana)

- True Deja-vu II = Upon casting this spell user gains +20 to History checks for 7 Turns, and gain a +30 to all History checks relating to something of their past. (15 Mana)

- True Deja-vu III = Upon casting this spell user gains +20 to History checks for 11 Turns, and gain a +30 to all History checks relating to something of their past. (16 Mana)

- Curse Ease = User reduces an effect of a curse by 1 (17 Mana)

- Curse Ease II = User reduces an effect of a curse by 2 (18 Mana)

- Curse Ease III = User reduces an effect of a curse by 3 (19 Mana)

- Curse Ease IV = User reduces an effect of a curse by 4 (20 Mana)

- Curse Ease V = User reduces an effect of a curse by 5 (21 Mana)

- Curse Ease VI = User reduces an effect of a curse by 6 (22 Mana)

- Curse Ease VII = User reduces an effect of a curse by 7 (Tactical: Roll 1d20 + Performance (if over 22) reduce the curse by an extra 1d20.) (23 Mana)

- Gutj = User increases current spells on User by 1 (Increases Turns of Use if used on user) (13 Mana)

- Gutjin = User increases current spells on User by 2 (Increases Turns of Use if used on user) (-1 Arcana Skill Point) (14 Mana)

- Gutjinu = User increases current spells on User by 3 (Increases Turns of Use if used on user) (-2 Arcana Skills Points) (15 Mana)

- Desperation = If User takes lethal damage they can cast this spell as a reaction, the user will be put in Negative HP depending on how much damage exceed to kill them, User rolls (1d4) for how many turns they are Prone before they must make a death save, if user is healed to positive HP they gain the Vital Green Effect. (Alignment must be Neutral) (14 Mana)

- Desperation II = If User takes lethal damage they can cast this spell as a reaction, the user will be put in Negative HP depending on how much damage exceed to kill them, User rolls (1d8) for how many turns they are Prone before they must make a death save, if user is healed to positive HP they gain the Vital Green Effect. (Alignment must be Neutral) (15 Mana)

- Desperation III = If User takes lethal damage they can cast this spell as a reaction, the user will be put in Negative HP depending on how much damage exceed to kill them, User rolls (2d4) for how many turns they are Prone before they must make a death save, if user is healed to positive HP they gain the Vital Green Effect. (Alignment must be Neutral) (16 Mana)

- Wisdom Form = User Transforms themselves into a Wise Scholar for as long until they lose all of their mana, User in this form gains +Players Wisdom to all their rolls, has Immunity to all Status Effects, User gains Flight for as long as the form persists, User cannot use physical attacks while in this form. (-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 anyone) (Requires Arcane 20+)

- Wisdom Form II = User Transforms themselves into a Wise Scholar for as long until they lose all of their mana, User in this form gains +Players Wisdom + 1d30 to all their rolls, has Immunity to all Status Effects, User gains Flight for as long as the form persists, User cannot use physical attacks while in this form. (-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 anyone) (Requires Arcane 30+)

- Wisdom Form III = User Transforms themselves into a Wise Scholar for as long until they lose all of their mana, User in this form gains +Players Wisdom + 2d30 to all their rolls, has Immunity to all Status Effects, User gains Flight for as long as the form persists, User cannot use physical attacks while in this form. (-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 anyone) (Requires Arcane 35+)

- 88 MPH = User can roll 1d100 for speed, if user rolls 88 or higher they gains +88 to all driving and speed checks for the next 16 turns, user’s vehicle gains the vital orange effect until after 16 turns. (13 Mana)

- 88 MPH II = User can roll 1d100 for speed, if user rolls 88 or higher they gains +88 to all driving and speed checks for the next 16 turns, user’s vehicle gains the vital orange effect until after 17 turns. (14 Mana)

- 88 MPH III = User can roll 1d100 for speed, if user rolls 88 or higher they gains +88 to all driving and speed checks for the next 16 turns, user’s vehicle gains the vital orange effect until after 18 turns. (15 Mana)

- Fork in the road = User spits 1 round into 2 rounds, all players/NPCs/Enemies must roll a constitution check, depending on those who rolled they will be split into both rounds, lower numbers will be put into round 1 (1-10), higher numbers will be put into round 2 (11-20).for the next 28 Turns. (16 Mana)

- Fork in the road II = User spits 1 round into 2 rounds, all players/NPCs/Enemies must roll a constitution check, depending on those who rolled they will be split into both rounds, lower numbers will be put into round 1 (1-10), higher numbers will be put into round 2 (11-20).for the next 29 Turns. (17 Mana)

- Fork in the road III = User spits 1 round into 2 rounds, all players/NPCs/Enemies must roll a constitution check, depending on those who rolled they will be split into both rounds, lower numbers will be put into round 1 (1-10), higher numbers will be put into round 2 (11-20).for the next 30 Turns. (18 Mana)

- Zaminatin = User gains the New Approach Status effect for 1d16 Turns, When spell is active if user takes damage than user has a 25% chance to receive a (1d5) Geiger Counter/s. (16 Mana)

- Zaminatin II = User gains the New Approach Status effect for 2d16 Turns, When spell is active if user takes damage than user has a 20% chance to receive a (1d5) Geiger Counter/s. (17 Mana)

- Zaminatin III = User gains the New Approach Status effect for 2d16 Turns, When spell is active if user takes damage than user has a 15% chance to receive a (1d5) Geiger Counter/s. (18 Mana)

- Rules of Uncooperation = User while in a fight/challenge can cast this spell as a reaction and only as a reaction, once casted you can make up (1d4) Rules of the challenge/fight and the fight/challenge is then based off those rules, those who do not follow the rules will slowly take 2d20 direct damage each turn, and gains the Mystified status effect. (-15 Max HP) (20 Mana)

- Archive Thought = User when casting this spell can hold onto an idea/though, this thought/idea can be stored for up to 1d16mi3 hours, if over the amount of time the thought/idea will be lost in the train of thought, This thought can only accessed through the user or through the user another Archive Through spell. (18 Mana)

- Archive Thought II = User when casting this spell can hold onto an idea/though, this thought/idea can be stored for up to 1d16mi4 hours, if over the amount of time the thought/idea will be lost in the train of thought, This thought can only accessed through the user or through the user another Archive Through spell. (19 Mana)

- Archive Thought III = User when casting this spell can hold onto an idea/though, this thought/idea can be stored for up to 1d16mi5 hours, if over the amount of time the thought/idea will be lost in the train of thought, This thought can only accessed through the user or through the user another Archive Through spell. (20 Mana)

- Mind Swap = User and selected target must both roll a constitution check, if user beats the selected target then they both switch bodies, if selected target wins then user takes 3d60 Mental Damage. (In order to switch back user must cast Mind Swap again on selected Target) (19 Mana)

- Vandi (Vanish without Trace) = User selects 3 Items or 18by16 areas and the selected items/area are concealed and look as they originally look or are hidden completely for 1d3 Hours. (20 Mana)

- Vandi II (Vanish without Trace) = User selects 3 Items or 18by16 areas and the selected items/area are concealed and look as they originally look or are hidden completely for 1d4 Hours. (21 Mana)

- Vandi III (Vanish without Trace) = User selects 4 Items or 20by18 areas and the selected items/area are concealed and look as they originally look or are hidden completely for 2d4 Hours. (-2 Stealth Skill Points) (22 Mana)

- Form Temporary Structure = This structure can be anything from small homes to large buildings that last 1d10ma9 Days, User rolls (1d100) depending on the roll is how well the structure is constructed, Structures HP is depending on User’s current HP X Constructed Roll. (Max of 3 Structures Active) (20 Mana)

- Going Under = User debuffs themselves but buffs 1 selected Ally/Player, user rolls 1d6 + Player Level depending on the roll is how much of a Minus & Plus is distributed. (User gains Minus to all attack/mana related actions for 1d13 Turns, Selected Ally/Player gains Plus to all attack/mana related actions for 1d13 Turns.) (22 Mana)

- Going Under II = User debuffs themselves but buffs 1 selected Ally/Player, user rolls 2d6 + Player Level depending on the roll is how much of a Minus & Plus is distributed. (User gains Minus to all attack/mana related actions for 2d13 Turns, Selected Ally/Player gains Plus to all attack/mana related actions for 2d13 Turns.) (23 Mana)

- Going Under III = User debuffs themselves but buffs 1 selected Ally/Player, user rolls 2d12 + Player Level depending on the roll is how much of a Minus & Plus is distributed. (User gains Minus to all attack/mana related actions for 2d13 Turns, Selected Ally/Player gains Plus to all attack/mana related actions for 2d13 Turns.) (24 Mana)

- Triple Shield = User rolls !rr 3 2d15, user than summons 3 mana constructed shields that hover & circle around the user, the closest moves the fastest around you, the second for you moves a bit slower than the first, and the farthest from you moves way slower than the other two. (Rolls are how much Armor the shields have) (Closest Shield has a 38% Magic Resistance) (Second Closest Shield has an 18% Magic Resistance) (Farthest Shield has a 5% Magic Resistance) (Requires an Arcana over 15+) (16 Mana)

- Triple Shield II = User rolls !rr 3 2d20, user than summons 3 mana constructed shields that hover & circle around the user, the closest moves the fastest around you, the second for you moves a bit slower than the first, and the farthest from you moves way slower than the other two. (Rolls are how much Armor the shields have) (Closest Shield has a 38% Magic Resistance) (Second Closest Shield has an 18% Magic Resistance) (Farthest Shield has a 5% Magic Resistance) (Requires an Arcana over 25+) (17 Mana)

- Triple Shield III = User rolls !rr 3 2d30, user than summons 3 mana constructed shields that hover & circle around the user, the closest moves the fastest around you, the second for you moves a bit slower than the first, and the farthest from you moves way slower than the other two. (Rolls are how much Armor the shields have) (Closest Shield has a 38% Magic Resistance) (Second Closest Shield has an 18% Magic Resistance) (Farthest Shield has a 5% Magic Resistance) (Requires an Arcana over 35+) (18 Mana)

- Manal Admiral Conjuring = User can Conjure mana into a Lifeless being or object, instead of giving them a life of their own user fills the object with some of their own Lifeforce creating a creature with their own stats. (!randchar) User keeps track of stats, HP is the user’s HP but halved. (All checks with your Creature are Animal Handling) (Requires a Wisdom check over 31) (Requires an Arcana over 15+) (16 Mana)

- Hex: Dream a Dream = User creates a Hex stage effect (Dream a Dream), while active for 28d6 Turns User and all Party members, Enemies, & Selected location for a 1.8 mile radius is put into a Dream World version of it, User can than command what happens as what rules there are and control this dream world, Hex persists until turn limit ends or user runs low on Mana. (Under 35 Mana) (25% Chance of Curse) (16 Mana)

- Hex: Amazing Patch Notes = User creates a Hex stage effect (Amazing Patch Notes), while active user can add Advantage/Disadvantage/-1-10/+1-10/X2/÷2 to Any Player/Enemy/Ally/or Npc, you need to add at least one of each on the list to someone (One person can have a max of 3 Patch Notes Updates) (EX. Player gives you +4 to all checks, X2 to Wisdom checks, & lastly Disadvantage towards Stealth), these effects last for 2d15 Turns, Hex persists until turn limit ends or user runs low on Mana. (Under 35 Mana) (30% Chance of Curse) (EXP -30) (Mana 17)

- Hex: Stand Alone = User creates a Hex stage effect (Stand Alone), while active all other party members besides the user disappear for a small amount of time but while they are supposedly gone they all roll 1dPlayer Level and user adds those rolls to every check as long as this hex is active, Hex stays active for 1d30 Turns or until user takes over 45+ Damage. (25% Chance of Curse) (20 Mana)

- Hex: I am Speed! = User creates the speed spell stage effect (I am Speed!), While active user now rolls !rr 14 4d7 before a speed/driving checks, user can choose one of the numbers of their choice to add onto their next driving/speed, if the next check number goes over 88 than this Hex’s effect is triggered, when triggered user automatically uses Nitro next turn (Even if user doesn't have Nitro). (Hex is disabled after triggered) (44% Chance of Curse) (20 Mana)

- Hex: Ruin = User creates the Hex stage effect (Ruin), while active all enemies gain a -10 stackable debuff per check enemy fails (Max -200), while active all enemies gain +4 to evading/dodging checks while the caster gains a +25% extra bonus to counters/guarding, If at any point any enemy/player rolls a Nat 20 than this Hex is Triggered, When Triggered the player who rolled a Nat 20 instead rolled a Nat 1 (Failure) and this Hex is Disabled, If this Hex was triggered by the caster than caster gains a -89% to all checks for luck/chance/success percentage. (71% Chance of Curse) (User while casting this Hex gains the smolder status effect until the hex has ended) (25 Mana)

- Calling of Celestial Focus!!! = User brings in celestial energy to focus all of their inner thoughts and abilities towards their next action, During user’s next turn after casting this spell user gets to add all of their skill modifiers to their next check, but after that turn user must skip 1d5mi3 turns. (Requires a Wisdom check over 31) (15 Mana)

- Calling of Celestial Focus!!! II = User brings in celestial energy to focus all of their inner thoughts and abilities towards their next action, During user’s next turn after casting this spell user gets to add all of their skill modifiers to their next check, but after that turn user must skip 1d5mi2 turns. (Requires a Wisdom check over 31) (16 Mana)

- Calling of Celestial Focus!!! III = User brings in celestial energy to focus all of their inner thoughts and abilities towards their next action, During user’s next turn after casting this spell user gets to add all of their skill modifiers to their next check, but after that turn user must skip 1d3mi2 turns. (Requires a Wisdom check over 31) (17 Mana)

- Perfect Dodge! = When casting this spell the next 3 turns if the player guards then instead of DG the guard now counts as DT. (EXP -400) (19 Mana)

- Perfect Dodge! = When casting this spell the next 4 turns if the player guards then instead of DG the guard now counts as DT. (EXP -500) (18 Mana)

- Perfect Dodge! = When casting this spell the next 5 turns if the player guards then instead of DG the guard now counts as DT. (EXP -600) (17 Mana)

- Hex: Off Switch!!! = User creates the Hex Universal effect (Off Switch!!!), While active all Players/Ally’s/Enemies/NPC’s in a 77 Meter area around the caster has all of their Active Traits disabled until the hex ends, The Hex stays active for 6dPlayer Level - 2d15 Turns, when this Hex ends this hex’s ending effect is triggered, when triggered the caster gains +15% of their overall HP back. (EXP -150) (63% Chance of Curse) (20 Mana)

- Form Fog Armor! = User creates a dim mist (1d14 for Quality) that surrounds the user to form a temporary set of armor. (Armor: 4d13 X Quality, DG: 3d20, DT: 2d15 X Quality), While in this set of armor user regains 1d10mi2 Mana after every 3 Turns. (Armor is active until destroyed or after 26 Turns) (13 Mana)

- Form Fog Armor! II = User creates a dim mist (1d14 for Quality) that surrounds the user to form a temporary set of armor. (Armor: 4d13 X Quality, DG: 3d20, DT: 2d15 X Quality), While in this set of armor user regains 1d10mi2 Mana after every 3 Turns. (Armor is active until destroyed or after 31 Turns) (14 Mana)

- Form Fog Armor! III = User creates a dim mist (1d14 for Quality) that surrounds the user to form a temporary set of armor. (Armor: 4d13 X Quality, DG: 3d20, DT: 2d15 X Quality), While in this set of armor user regains 1d10mi2 Mana after every 3 Turns. (Armor is active until destroyed or after 36 Turns) (15 Mana)

- PsyJa = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (25% Mental/Phasing Resistance) (13 Mana)

- PsyJa II = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (30% Mental/Phasing Resistance) (14 Mana)

- PsyJa III = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (35% Mental/Phasing Resistance) (15 Mana)

- PsyJa IV = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (40% Mental/Phasing Resistance) (16 Mana)

- PsyJa V = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (45% Mental/Phasing Resistance) (17 Mana)

- PsyJa VI = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (50% Mental/Phasing Resistance) (18 Mana)

- ForceJa = User creates a metabolic shift within their body giving their body resistances to Brutal/Physical or Piercing based attacks for 2d14 Turns. (15% Physical/Brutal/Piercing Resistance) (15 Mana)

- ForceJa II = User creates a metabolic shift within their body giving their body resistances to Brutal/Physical or Piercing based attacks for 2d14 Turns. (25% Physical/Brutal/Piercing Resistance) (16 Mana)

- ForceJa III = User creates a metabolic shift within their body giving their body resistances to Brutal/Physical or Piercing based attacks for 2d14 Turns. (35% Physical/Brutal/Piercing Resistance) (17 Mana)

- ForceJa IV = User creates a metabolic shift within their body giving their body resistances to Brutal/Physical or Piercing based attacks for 2d14 Turns. (45% Physical/Brutal/Piercing Resistance) (18 Mana)

- JK = Caster selects 1 Enemy, that selected enemies Resistances are inverted for the next 16 Turns. (EX. 45% Resistance to Magic turns to -45% Resistance to Magic) (HP -45) (25 Mana)

- JK II = Caster selects 1 Enemy, that selected enemies Resistances are inverted for the next 26 Turns. (EX. 45% Resistance to Magic turns to -45% Resistance to Magic) (HP -35) (26 Mana)

- JK III = Caster selects 1 Enemy, that selected enemies Resistances are inverted for the next 36 Turns. (EX. 45% Resistance to Magic turns to -45% Resistance to Magic) (HP -25) (27 Mana)

- Resistance is Futile  = Caster selects 1 Enemy, that selected enemies Resistances are inverted for the next 46 Turns, If the enemy has any form of Immunity then the Immunity is nullified for as long as this spell remains active. (EX. 45% Resistance to Magic turns to -45% Resistance to Magic) (HP -15) (28 Mana)

- Timeline Manipulate! (Slowdown) - User upon casting this spell allows time from the user’s perspective to slow down by 3 seconds, this effect will be active for 30 Turns, while active the User gains a +30 to Dexterity/Movement/Performance/Perception based checks, If casted while in combat then the User gains +1 extra action for as long as this effect is Active. (Can only be casted once per fight) (Requires a Intelligence over 40) (40 Mana)

- Timeline Manipulate! (Forward) - User upon casting this spell allows time from the user’s perspective to speed up from 2 minutes to 30 minutes, this effect is instant and will only affect the user, If casted while in combat then the User skips everyone enemy/player below them in the turn cycle till they return to themself again. (Can only be casted once per fight) (Requires an Intelligence over 40) (40 Mana)

- Timeline Manipulate! (Pause) - User upon casting this spell freezes time from the user’s perspective for a maximum of 15 Turns, while active the User gains a +100 to all checks and can do as many actions they wish before the turn limit is up, If casted while in combat then the User can do up to 25 actions at advantage for 1 turn. (Can only be casted once per session) (Requires a Intelligence over 40) (60 Mana)

- Timeline Manipulate! (Rewind) - User upon casting this spell rewinds time from the user’s point/place they currently stand by a 35by35 meter radius, This will undo the last 25 turns of time around the user undoing everything around the user, this cannot be casted during combat. (Can only be casted once per long rest) (Requires a Intelligence over 40) (40 Mana)