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
|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|
|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|
|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|
|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.
|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.
|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.