blackhole://nilFM

chaos awakening magic system

This magic system is built on top of GURPS Lite, and most of the names/effects of the magic are blatantly borrowed from Tales games. The goal is to keep it simple while still providing balance and some versatility in and out of combat.

Characters can take up to 2 elements, which cost 10 EXP per level, except the last (4th) level which costs 20 EXP. After mastering two elements, a character can (after discussing with the game master) combine spells.

Spells are rolled against Will to successfully cast. Then the cost is applied if successful. -3 to Dodge rolls when defending against magic.

Range of "ranged" means (IQ+Per)/4 hexes

healing

level name effect range/diameter cost
1 Heal 1d + IQ/3 HP healed ranged/1 lifeform 1 FP
1 Bolster +3 max HP for 1 minute ranged/1 lifeform 1 FP
2 Recover Heal 1HP/sec for 10 sec ranged/1 lifeform 1 FP
2 Refresh Heal minor poison (up to -4 HT to overcome) ranged/1 lifeform 2 FP
3 Healing Circle 1d + IQ/3 HP healed ranged/3 hex 2 FP
4 Charge Transfer FP to someone ranged/1 lifeform FP transferred
4 Revitalize 1d + IQ/2 HP healed ranged/3 hex 3 FP, -2 Will to cast

light/lightning

level name effect range/diameter cost
1 Photon Bullet 1d + IQ/4 dmg; also acts as the D&D spell 'light' projectile/1 hex 1 FP
2 Thunder Blade 1d + IQ/3 dmg close/4x1 hex 1 FP
2 Thunder Field 1d + IQ/3 dmg close/3 hex 2 FP
3 Holy Lance 2d + IQ/3 dmg ranged/1 hex 2 FP
4 Laser Beam (IQ/3)d dmg beam/1 hex 3 FP, -2 Will to cast

darkness/spacetime

level name effect range/diameter cost
1 Quicken 1d + IQ/5 bonus Spd,Mv for 5 sec ranged/1 lifeform 2 FP
1 Dull -(IQ/5)d Do,DX for 5 sec ranged/1 lifeform 2 FP
2 Slow -(1d + IQ/4) Spd,Mv,Do for 5 sec, slow death/poison ranged/1 lifeform 3 FP
2 Gravity Well 2d + IQ/3 dmg, no movement (can still block/dodge) for 3 sec ranged/1 hex 3 FP
3 Halt Halt all sense of time for 3 sec (no movement, block, dodge) ranged/1 lifeform 3 FP
4 Bloody Lance (IQ/3)d dmg, 50% chance of opening a rift gate ranged/1 hex 4 FP, -2 Will to cast

heat/fire

level name effect range/diameter cost
1 Fireball 1d + IQ/5 dmg*; also acts as the D&D spell 'light' projectile/1 hex 1 FP
2 Flare Blade 1d + IQ/3 dmg* close/4x1 hex 2 FP
3 Flare Storm 1d + IQ/3 dmg* ranged/3 hex 3 FP
3 Explosion 2d + IQ/3 dmg* ranged/1 hex 4 FP
4 Maser Beam (IQ/3)d dmg* beam/1hex 4FP, -2 Will to cast

*Also sets aflame (if flammable): 1 dmg/sec.

cold/ice

level name effect range/diameter cost
1 Cold Snap 1d + IQ/4 dmg* ranged/1 hex 1 FP
2 Freeze Lancer 1d + IQ/3 dmg* projectile/1 hex 2 FP
3 Ice Tornado 1d + IQ/3 dmg* ranged/3 hex 3 FP
3 Deep Freeze 2d + IQ/3 dmg* close/3 hex 3 FP
4 Absolute Zero (IQ/3)d - 2 dmg* close/4 hex 4 FP, -2 Will to cast

*Also freezes (if applicable; obv you can't freeze a ghost or fire elemental, etc). Target rolls the highest of ST or Will (-3) to break free every turn. After 3 turns, they automatically break free.

psychokinetics

level name effect range/diameter cost
1 Bullet Shot 1d + IQ/4 dmg (up to +2 for larger shot)* projectile/1 hex 1FP
2 Fluid Edge 1d + IQ/3 dmg† linear/1 hex 1FP
2 Glaive 1d + IQ/3 dmg‡ ranged/1 hex 2 FP
3 LifeStream Contest Will rolls with target to control movement ranged/1 lifeform 3 FP, -3 Will to cast
4 Abyss (IQ/3)d dmg◊ ranged/3 hex 4 FP, -2 Will to cast

*Can be used to move larger objects at much lower accelerations.

†Requires a large volume of liquid; can be used to create a sustained liquid cage or similar for double cost every turn.

‡Leaves a stalagmite, wall, etc. where the attack struck. Can be used to create cover.

◊Can construct the physical effect out of any combination of Bullet Shot (including large objects and machines), Fluid Edge, and Glaive.