EDIT : Okay, Magus Sphere tentative re-write to bring it into line with Aura stuff coming up. I thought it prudent to renovate the spells at the same time, despite Dev's preference to separate race and class and spells, since Magi are a rare case. Newly renovated Magus Sphere below.
I've gone through and tidied - I also removed the slightly peculiar occurrence that no Magi spell used !damage, but took max possible damage in every case. It seemed overpowered.
Battle Spells
Beglordios' Breath:
Level required: 16
Class required: Magi
Race required: Magi
Casting method: clomagatk
Defending method: clomagdef
Description: Class Restriction: Magi ::
Level: Magi X4 ::
Once long ago, they spoke of Beglordios, a reknowned Magi once said to sit closest to the Sun. Had he? There were few witnesses to the event, legend has it that he delved oft in the arts of the water mages but could never quite duplicate their abilities. Frustration reigned until he'd burst from a nearby lake and soared high towards the sun, spitting out his hatred of those he wished to most be like. And in his rage, a torrent of words spat outwards. It is said that Morpheus heard him and turned the waters upon his flesh to hot steam as he soared higher and higher and those watching swore that he touched upon the flaming star above and that hot rending steam... would be his end. Did he accomplish in death what he could not while living? Those that watched duplicated as close as they could, gathering the energy of the harsh rays of the sun and the water around them. Steam soaring upwards and outwards to sear at flesh and eyes.
MECHANICS : This spell takes two rounds to cast. In the first round, the Magi must extend their aura, reaching out for sunlight, and water. Without the presence of both, this spell is useless. The two energies are drawn into the aura, combined, then the magical energy coalesces into a cloud of boiling steam the Magi can envelop their opponent in. Dice are a standard !clomagatk vs !clomagdef, with !damage for damage. The immediate stamina cost is 12, +1 per three slots put into the spell. These slots provide only the usual +15 to the ATK roll. It is noted that if the Magi is interrupted by any hostile action (a shove, a strike, a spell), the spell goes awry, dealing 1d10 points of damage to both Magi and his target, as well as anyone else standing within arm's reach.
Deceptive Winds:
Level required: 15
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Class Restriction: Magi ::
Level: Magi X4 ::
The Magi are known to wield magics that bridge the elements, seemingly all, and none, at once. This spell would be more at home in the hands of an Air Mage, but the Magi make it just as devastating. When cast, at first.. nothing happens. The incantation ends with no more than perhaps a faint glow in the Magi's aura. Within moments, though, the normally placid corona boils, and rages around the caster, and the air follows it. Stirring faintly, then growing stronger, the spell goes from gentle breeze to gale force wind at the end of the first round, a devastating body of air striking like a charging Minotaur.
MECHANICS : This spell starts with a standard !ranmagatk. On hit, it manifests as a sudden, powerful blast of wind, going off at the end of the first round, knocking back and even cutting opponents. Opponents are knocked back 5 feet for every time the Magi has taken their class, with a Magi x 7 knocking their target 35 feet. Stamina cost is 2 per two slots, rounding up to the closest two. If, in the same round, an opponent "bullrushes" the Magi, and tackles them to the ground (lands a !clophyatk), damage is halved. Aside from that, !ranmagk vs ranmagdef, then !damage.
Energy Slap:
Race required: Magi
Casting method: clomagatk
Defending method: clomagdef
Description: Class Restriction: Magi
Level: Magi X1
The Magi are not usually the first to take the path of violence. However, this doesn't mean they lack the capacity for quick reaction. With this spell, the caster's aura solidifies, and coalesces around one outstretched palm for a single, devastating blow that, more often than not, leaves the target unconscious on the floor.
MECHANICS : This takes only a single round to cast and use. The spell is also "quick" to cast in that it requires no gesture to trigger it - only a swift incantation. Dice take the form of a !clomagatk vs !clomagdef, followed by !damage. Every three slots of Energy Slap add 1 to the final damage, with a maximum bonus of +5. Stamina cost is an immediate 5, +1 for every slot.
Fantasy:
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Restricted Class: Magi ::
Level: Magi X1 ::
The Magi have acquired what might be termed an unusual reputation, often as unattainable, exotic, or alien. This spell only furthers the image. They mutter something, and their Aura sparks, shimmers, catching the eye in a scintillating aurora of colour. Any unfortunate enough to be bedazzled by the spell find themselves bewitched by the image of their deepest fantasy, shimmering into life before their very eyes.
MECHANICS : This spell produces a sparkling shimmer in the Aura. If the target loses the standard !ranmagatk vs !ranmagdef, they become transfixed by the image that appears before them, of their deepest fantasy. Obviously, OOC consent and coordination is important here. The target is held, as if unable to move, or unwilling, for one round for every two slots put into this spell, rounding -down-. So a Magi with 15 slots still only gets 7 rounds. The Magi themselves is unable to move for the first round, but once that is up, he may move as he wishes. An attack will break the fantasy, and allow the entrapped one to move again, but slow, careful movements (such as, say, binding limbs) will not. This spell costs an immediate 1 Stamina per slot.
Silver Bow:
Level required: 10
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Class Restriction: Magi ::
Level: Magi X3 ::
Weapons have never suited the Magi well. Cumbersome, inelegant, and inconvenient, they've always much preferred the forces of magic. This spell neatly bridges the two. With an incantation, the Magi may form their Aura into a bow, coloured in similar fashion to the energy used to create it. Arrows are created, more like bolts of energy than anything else, as if from thin air.. and fired into the enemy with terrifying ease. The spell is named for a well-known Magi with a shimmering silver aura, who invented the spell.
MECHANICS : This spell costs only a single turn to cast. The Magi gathers their Aura in their hands, and moulds it into a simple bow shape. The arrows may only be loosed in the round -after- the casting, however. One may shoot as many arrows as one has slots in the spell, one per turn, and the stamina cost is an immediate 5, plus 1 per arrow. Dispelling the bow before one runs out of arrows (so having 15 slots, and dispelling the bow having fired only two) returns 3 stamina to the Magi. Attacking with the arrows is a !ranmagatk.
Rainbow Aurora:
Level required: 5
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Level: Magi X2 ::
A multi-purpose spell in that it serves as both a defensive spell and can also be used offensively. When cast the Magi's wings become brilliantly iridescent making it hard for anyone to look at, and hence target, them. Instead of letting the colors act as a defense, each round the spell is active for the Magi may opt to unleash the colors in the form of a Color Spray spell aimed at a single opponent. The spell ends after a number of rounds equal to slots used x 2 or when the attack option of the Color Spray is used.
MECHANICS:: When cast the Magi gains a +1 to all defenses against attacks that require sight (that is most physical and magical attacks) for each 2 slots used. A single slot gains nothing except pretty wings! To use the attack option requires the Magi to expend an additional 2 stamina and the Color Spray is used as the casters attack action and is fired at the target with an effect found by a normal !ranmagatk vs. !ranmagdef roll, with a number of slots equal to those used for the Rainbow Wings spell halved, rounded down - thus if Rainbow Wings is cast with 7 slots it will give the caster an additional 3 DEF and would allow a Color Spray of 3 slots power be fired. This spell causes no damage to the opponent and used as a defensive manner.
Shield of Morpheous:
Level required: 2
Class required: Magi
Race required: Magi
Casting method: clomagatk
Defending method: clomagdef
Description: Class Restriction: Magi ::
Level: Magi X1 ::
Sometimes, being able to throw a powerful spell isn't enough. Sometimes, it comes down to having a sword swinging towards you, and a second, maybe less, to stop it. This incantation barely takes a syllable or two, and the Magi need but throw up their hands and cry out the words - their Aura does the rest. Suddenly hardening, solidifying into mist, then stronger still, it can often absorb a blow that would have killed the caster. Composed, however, of only energy, and on such short notice, the Aura cannot come fully into existence, and as such, can at best slow the blow enough for it to miss, rather than stop it as a more solid shield might.
MECHANICS : This takes a single round to cast, and comes into effect immediately. It lasts for one round per slot put into the spell, presuming there is only one attacker. That is to say, it will soften the damage for 15 !clophyatks, presuming the Magi has 15 slots. If there are two people hitting the Magi every hand, obviously, this spell lasts only 7 and a half rounds. It absorbs 1 point of damage per slot, however, it is -not- dispelled by taking maximum damage. That is to say, it can absorb up to fifteen damage per attack. Stamina cost is an immediate 5, +1 per slot put into the spell.
EXAMPLE : Marlo the Magi is attacked by Brett the Barbarian. Marlo manages to cast the Shield of Morpheous, which he cleverly has 15 slots in. Brett attacks with his sword, beats Marlo's defence, and deals 10 points of damage. The Shield absorbs all of it. Next round, Brett attacks again, and deals 20 points of damage. The shield absorbs 15, but is not dispelled, and Marlo takes 5 points of damage.
Silenced Echo:
Level required: 15
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Class restriction: Magi ::
Level: Magi X4 ::
There's no such thing as absolute silence. There's always a little white noise, static, something beneath all other sounds. Sufferers of tinnitus would recognise it as ringing, but most people go totally unaware of it. With the right resonance, however, this becomes a deadly weapon. A Magi casting this spell is obvious, if one knows what to look for. They hum a note, sing something under their breath, and the Aura around them flickers, buzzes with the sound. A careful listener might catch snatches of the spell coming, a buzzing, humming noise that sets the teeth on the edge. When they've found it, though, woe betide their target. With a flick of the fingers, their Aura pulses, releases a sound as one might send out a sonar ping. Beyond that pulse, and the sound, there's no sign of the attack, but the victim feels it. A sudden, high-pitched ringing that digs into the jaw and teeth, driving needles into the ears. Glasses in their hand break, and their balance collapses - but no one else can hear it.
MECHANICS : A simple, yet very dangerous spell. It takes two rounds to cast, during which the Magi must hum, or make some sort of noise to locate the pitch of the spell, then in the second round, extend their hand and utter the triggering incantation. If the !ranmagatk in the 2nd round connects, the spell surrounds the victim, blanketing their hearing in the painful ringing echo, dealing physical damage and debilitating them. The spell lasts for 1 round per slot, and reduces the victim's attack and defence by one per slot. It should be noted that the damage does not recur each round - merely the defensive debuff. Stamina cost is immediate - half of the Magi's current stamina. If the spell is interrupted during the first two rounds, it doesn't go off, and cannot be cast again for the remainder of the scene.
N.B Music, and loud areas (such as the Inn) make it very difficult to use this spell. As such, Magi take a -5 penalty to their !ranmagatk if they attempt to use this in a loud place, or while music is playing.
Slick Dealings:
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Class Restrictions: Magi ::
Level: Magi X1 ::
Another spell that would seem more apt in the hands of another, this time, an Earth Mage. In a technique designed to restrain and humiliate, the Magi reaches to the Earth and Water beneath, and blends the two together into a sticky ball of mud. The Magi must be near open, and at least partially wet, earth - no use in a desert! Their Aura extends, drinks from the earth.. and expels the projectile of mud in exchange. It is unnaturally sticky, with a tendency to expand, and stick the victim to the closest surface.
MECHANICS : This spell takes a single turn to cast, and requires the caster to be near both earth and water. Wet earth is fine. It requires both hands, and 5 stamina, +1 stam for every three slots in the spell. As the Aura is not particularly fond of drinking mud, this spell may only be used twice a week, at risk of dirtying their Aura, and being unable to cast should they exceed this. It does no damage, but instead, inflicts -1 to the opponent's agility for every two slots of the spell, to a maximum of -7.
Vortex of Sand:
Race required: Magi
Casting method: clomagatk
Defending method: clomagdef
Description: Level: Magi X1
Race Restriction: Magi
There are those that believe in the power of spirals. They hold that everything moves in circles, and that mastering the key concepts of this movement leads to true understanding of the universe. While skeptical of the more religious aspects of this belief, the Magi know well the power of centrifugal force. This spell harnesses it. It starts with a simple circle, stirred in their aura, held up before them as if for inspection. The energy however.. keeps spinning. Slowly at first, then five seconds later, the Magi hurls a spinning vortex of energy towards their foes, that sucks in dirt, glass, and everything loose to batter the target with.
MECHANICS : This is a one round spell, that takes a single point of stamina per slot, and hurls a vortex of sand and dust towards the opponent, cutting and striking with the force of a kick to the ribs. Dice are simple !clomagatk vs !clomagdef, followed by damage.
Ethereal Grace:
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Race Restriction: Magi::
Level: Magi X1 ::
There is a theory that the Magi don't actually walk, but rather, float millimeters from the ground, and move their legs in graceful imitation of the movement for everyone else's comfort. It's not true, but it captures the otherworldly grace the race can carry themselves with. It is, of course, a cheat. Their muscles are as anyone else's - the Magi simply imbdue their aura into themselves to help a little with grace, and swift movement. This spell accounts for the success of many Magi dancers, as well as more martial roles.
MECHANICS : With this spell, the majority of the Aura sinks into the Magi's body, with only traces showing here and there. The !ranmagatk is not so much to determine if it hits, but if it succeeds - augmenting one's own reflexes and muscles with magic is a subtle art indeed. A successful caster may add 1 to his agility for every three slots of the spell, lasting the duration of the spell. They may also use the otherworldy grace bestowed to bewitch a watcher, and keep them from breaking eye contact for one turn per two slots of the spell - if they win the !ranmagatk v !ranmagdef. It costs an immediate 4 stamina to cast.
Out of Battle Spells
The Visionary:
Level required: 2
Class required: Magi
Race required: Magi
Casting method: clomagatk
Defending method: clomagdef
Description: Class Restrictions: Magi ::
Level: Magi X1 ::
We cannot imagine Oceana. It is a continent from another world, a whole new life in the sky we can but dream of. Still, the Magi encourage, and foster those dreams with glimpses, whispered words and tales of home to entice the imagination. A muttered spell can make it all the more real. Balling the aura within their hands, the Magi opens long fingers to reveal images of home, the tall, golden towers and bridges like spiderwebs, interlaced across a city in the sky, more like a dream than anything else..
MECHANICS : By drawing in spectators with words of their home, the Magi can bring the world to life in more ways than simple storytelling. A ghostly image of Oceana shimmers into being in their hands. It is intended as on Out of Battle spell, but those wishing to fight the effects may roll !clomagatk vs !clomagdef. If one loses, one is drawn to the image, unable to even blink, for one turn per slot of the spell. This costs the Magi only three Stamina, but they must remain stationary and do nothing but cast to maintain the spell.
Spirit Scry:
Level required: 5
Class required: Magi
Race required: Magi
Casting method: other
Defending method: none
Description: Class Restriction: Magi ::
Level: Magi X2 ::
Some people are described as never seeing what's in front of them. The Magi are able to do exactly that. With this spell, and a steady gaze into their own Aura, cupped in hands, the Magi can bring images to life of a place that is not here, or a person. They can either scry a place they know, or a person they know well. The vision shows the person, and their immediate surroundings, but only to the Magi.
MECHANICS : This takes two turns to cast, with the vision stabilising on the second turn. The Magi must focus intently - interruption breaks the spell, which may not be recast for at least an hour. For every slot in the spell, the Magi can see five cubic feet around the person they are focussing on. Stamina cost is an immediate 5, and they can do nothing else but cast. There is no seeing the future, nor is there sound - and the vision is generally not clear enough for lip-reading.
Anywhere Spells
Morpheous' Breath
Level required: 18
Class required: Magi
Race required: Magi
Casting method: other
Defending method: none
Description: Class restriction: Magi ::
Level: Magi X4 ::
Living in the sky sounds wonderful.. but it's not quite as easy as it sounds. How, for instance, does one visit the island of the Magi? Or leave it? Anyone that knows the Magi knows how - in a flying ship. At the heart of this phenomenon is this spell. By intense concentration that comes closer to meditation, a Magi can lend their magical power to to defy the power of gravity, and lift something from the ground. Their aura extends, wraps around the object.. and as if by magic, it lifts into the air. However, there are limits few people comprehend.
MECHANICS : By intense concentration, a Magi can sink their energy into a mundane object, to allow it to defy the pull of the Earth, and fly. Objects are divided into three groups, Small, Medium, and Large. Small covers anything from a pebble, to a stool, but no bigger. Medium covers objects bigger than a stool, up to the size of a large wardrobe. Anything bigger is a Large object. Small Objects require Magi x3, at least, to move. Medium objects, Magi x6. A Large object, however, requires Magi x 20. Obviously, this is impossible for a single character. For individuals, however, stam cost is an immediate half of their stamina to lift the object, and two every turn for small, four every turn for Medium. One may expend three stam points per turn to move a Small object, slowly, but a Medium object requires outside assistance to move. During casting, the Magi is extremely vulnerable - as much as a loud greeting can disturb the spell, causing pain, and the dropping of the object. This spell requires two turns to instigate for small objects, four for Medium. On setting the object down, the Magi may immediately recover one quarter of their starting stamina.
GROUP MECHANICS : To achieve the total Magi x 20 required to make, say, a ship fly, one needs a group of Magi, working together. To work efficiently together, they must know one another well, and work frequently together so that their auras are used to each other. For a large object, the total classes must exceed 20 - so, say, 4 Magi x 5, with another present to steer. Stamina cost is an immediate half of their combined stam, with 5 per turn of flight - for the group. As such, most Magi ships have several "flight crews" on rotation. The only exception to this is the Hierarchs of the various temples (NPC only). They are believed to be able to lift a whole ship.. alone, or, more frequently, in pairs.
Dark Energy cloak:
Level required: 2
Race required: Magi
Casting method: other
Defending method: other
Description: Level: Magi X1
Race restriction: Magi
Energy is a peculiar thing. Neither light nor dark, white, black, nor any colour of the rainbow. It interacts with light in a way not even the Magi understand completely. However, they have managed to work out enough to create this spell. With a muttered incantation, the Magi pulls their Aura over and around them like a cloak.. and vanishes from sight. The Magi is still present, obviously, merely invisible. It should be noted that the invisibility goes both ways - the invisible Magi can no more see out from his Cloak than others can see in.
MECHANICS : This is a purely OOB spell - it requires too much concentration to be used in the hectic scenario of battle. It can be detected by a Detect Illusion spell, which triggers a !ranmagatk against !ranmagdef. Should the Magi win, he goes undetected - should the caster win, they can see a shimmering cloud of energy at his position. Unmolested, the Cloak lasts for as many rounds as slots put into it. However, it is easily dispelled. If the Magi's concentration is broken, he becomes visible - and is temporarily blinded as his eyes adjust to light once more. Likewise, if someone bumps into the Magi, or a loud noise is heard. Rain, also, dispels the illusion. The Magi is, after all, still physically present. He also makes noise!
Wings of Iris
Level Required : 1
Race Required : Magi
Casting Method : Other
Defending Method: None
Level : Magi x1
Race : Magi
Description:
Wings are a natural thing for the Magi to make from magic. Living as they do in the sky, and worshipping a winged Goddess, the Wings of Iris (named for the first Magi the spell was bestowed upon) is the first spell taught to all Magi. It takes a single round to cast, and shapes the aura into a pair of shimmering, translucent wings, the same coloration as the Magi's Aura. They are fully functional, though, obviously, not as powerful as the natural wings of Torians or Chirot. However, the Magi are still impressive flyers - usually, because they cheat with a little magical assistance.
MECHANICS : No attack roll needed, the Magi simply casts, and wings form. If they are used for flight, then usual flight stamina rules apply. Wings may manifest in pairs, or, on rare occasions, in two pairs on a single Magi, and tend to have a total span from 10-18 feet. Stamina cost is calculated via an "Investment" system. To cast the spell initially, the Magi expends five Stamina, with no recurring cost to keep the wings in place. However, the stamina is non-regenerating, until the Wings are dismissed, at which point, the Magi regains one Stam instantly, and may regenerate the rest in the usual fashion.
SPECIAL : For every time the Magi takes the Magi class, they become more and more adept at using the Wings of Iris. At Magi x2, the initial stam cost is reduced to 3. At Magi x3, it goes down to 2. At Magi x5, the stam cost for the Wings of Iris is only one. At Magi x7, there is no Stam cost for this spell.