Madness

The following are spells for Madness magic.

When selecting spells, you can either make a spell to take or learn a premade spell. Premade spells have unique effects while these designed spells are typically standard attacking-type spells.

Spell Creation

When designing a spell you choose which level the spell will be for, and an Effect, Range, and Spread. Each spell created in this manner is always a standard action to cast, and these spells have a duration of Instantaneous as these spells are always spells which immediately come into effect.

You choose what level you want the spell to be when selecting the Effect of the spell. Range and Spread can modify the spell's level. Modifications to a spell's level cannot bring it below 1, and if the spell would be brought above Level 5 you increase the MP cost by every 2 the spell would go over 5 by.

You cannot create spells which would be of a higher level than you're able to cast.

Effect

When creating a spell, you must first choose an Effect. These are the crux of what the spell does when cast. Two effects can be applied to the same spell, however if this is done you decrease the effectiveness of both spell's Effects by one level. Thus if you wanted to create a Level 2 Spell which dealt fire damage and also inflicted a Status Effect, it would count as Level 1 for the damage, available status effects, and maximum status intensity.

Range

A spell's range determines how far it can go - if it can even go far at all. These serve as modifiers to the spell's overall level.

Range Level Adjustment
Melee -1 Level
Close (6 sq.) +0 Level
Medium (12 sq.) +1 Level
Long (24 sq.) +2 Level
Extreme (48 sq.) +3 Level

Spread

A spell's range determines how much of an area it effects, if it affects an area at all. If Melee is the Range, only Single can be chosen for the Spread.

Spread Type Level Adjustment
Single / Ray +0 Level
Burst +1 Level
Cone +1 Level
Radius +2 Level
Line +2 Level
Spiral +2 Level
Stream +2 Level
  • Ray / Single: This is either a ray or a single target spell. It affects the target it's aimed for, and nobody else.
  • Burst: This spell affects a single target first, then affects other targets adjacent to the original target. The adjacent targets are only deals half damage if damage is chosen. If status effect is chosen, the attack roll is at a -2k0 penalty.
  • Radius: This spell bursts out in a radius from a target square, spreading out from that area. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. The range of the spell is instead used for the radius' spread (for example, a Range of Close uses a Spread of 6 squares), and the Range of the spell is instead multiplied by 5.
  • Line: This spell comes out as a line from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. The range of the spell is instead used for the line's spread which is then multiplied by 5, and the spell's origin square is the caster instead.
  • Cone: This spell comes out as a cone from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. The range of the spell is instead used for the cone's spread, and the spell's origin square is the caster.
  • Spiral: This spell comes out as a spiral from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. This functions as a Line, but after the first 2 squares a new leg is created and turns 90 degrees (left or right, caster's choice), and each round after the first a new leg sprouts and turns 90 degrees. This is done out to the length of the spell if it were a Line, creating the final leg of the spell before dissipating the round thereafter.
  • Stream: This spell comes out as a stream from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. This functions as a Line, but every round for 1d5 rounds, you can move the line as if you had cast it again. Doing this will require a new attack against any enemies caught in the attack after it has been moved.

Special Rules

Madness

Premade Spell List

Spell Name Spell Level MP Cost Description
Move Object 1 1 Use telekinesis to move an object with your mind.
Thought Transfer 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Confusion Beam 3 8 Create a beam of multicolored, psychic energy which confuses foes.
Destroy Neurons 4 12 Inflict immense pain by destroying neurons within an opponent's brain.
Hitchhiker 5 16 Force your consciousness to enter another target's mind, becoming a permanent new resident.
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