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=====Basic Magic===== Basic spells are more easily obtained than advanced spells, but are also less powerful. A starting character may not select advanced spells as starting equipment, only basic spells. Basic spells can also be obtained in-game by paying rupees -- perhaps for an item that casts the spell, as a fee to a sage or other tutor, to purchase a tome or scroll containing instructions on how to cast it, or some other way that makes sense. The recommended cost for a basic spell is 100 rupees, but this can be adjusted at GM discretion. Basic spells are the only spells that can be modified using general |Magic| techniques. '''Blast''' (Power) *Single Action *Cost: 3MP *Duration: Instant *Range: 10 *Target: Single creature or object *Check: Opposed (defense) *Effect: 1/2H damage per success. If the target takes damage from this spell, they suffer Knockback 1. The spell is considered a Medium creature for the purposes of this knockback effect. '''Burn''' (Power) *Single Action *Cost: 2MP *Duration: Instant *Range: 20 *Target: Single creature or object *Check: Opposed (defense) *Effect: 1/4H (fire) damage per success. If the target takes damage from this spell, they catch fire and continue to burn, taking 1/4H (fire) damage at the start of each of their turns until extinguished. The target or an adjacent creature can spend actions to put out the flames, which requires two actions total. '''Cripple''' (Power) *Single Action *Cost: 4MP *Duration: Sustain *Range: 10 *Target: Single creature *Check: Opposed (defense) *Effect: The target takes a -1k0 penalty to attack and defense rolls per success. If the target's rolled dice are reduced to less than their kept dice by this spell, the target normalizes their roll as normal by pulling from their kept dice, and then makes their roll. '''Freeze''' (Wisdom) *Single Action *Cost: 2MP *Duration: Instant *Range: 20 *Target: Single creature or object *Check: Opposed (defense) *Effect: The target takes 1/2H (cold) damage and their speed is reduced by 2 per success over the target's defense until the start of your next turn. If the target's speed is reduced to 0, it becomes Frozen for 1 round. '''Heal''' (Wisdom) *Single Action *Cost: 4MP *Duration: Instant *Range: 5 *Target: Single creature *Check: N(4) *Effect: The target recovers 1 heart per success. '''Shield''' (Wisdom) *Single Action *Cost: 2MP *Duration: Sustain *Range: 5 *Target: Single creature *Check: 3(2) *Effect: The target of this spell gains 1/2 heart of damage reduction. This damage reduction stacks with armor. '''Inspire''' (Courage) *Single Action *Cost: 2MP *Duration: 1 round *Range: 10 *Target: Single creature *Check: N(4) *Effect: The target gains bonuses to attacks based on the number of successes. For the 1st, 3rd, and 5th success the target gains +1k0, and for the 2nd, 4th, and 6th success they gain +0k1. The maximum number of successes that a target can benefit from is equal to your Magic skill. '''Lift''' (Courage) *Single Action *Cost: 1MP *Duration: Sustain *Range: 10 *Target: Single creature *Check: N(4) *Effect: You increase the distance the target can fly or jump horizontally by 1 meter per success, and increase the distance they can jump vertically by half that amount (rounded down). '''Shift''' (Courage) *Single Action *Cost: 2MP *Duration: Instant *Range: 10 *Target: Single creature or object *Check: N(4) *Effect: An ally or object up to medium size is telekinetically moved 1 meter per success. This movement can be in any direction (other than up) and does not provoke opportunity attacks. The spell is not strong enough to overcome the resistance of a creature that is unwilling or the weight of a large object. It also may not be strong or precise enough to operate many switches, levers, or buttons, at the DM's discretion.
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