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Infinity Weapon
Copies of the caster’s sword or other melee weapon shoot out toward their opponents. As the caster
becomes more and more proficient with this spell, they are able to create more copies of their weapons
and fire them in differing patterns. The copied weapons fade soon after they are cast.
Cast: 1 Action
5 n/a ? ? ? 60 3
Effect: The Dmg, DWB, and DWD of this spell are equal to that of the weapon used to cast it, so
the higher your level of proficiency with that weapon, the better this spell will become. The
Damage modifier for this spell is (Hrt).
6 n/a ? ? ? 80 5
Effect: Effect: Add the DWB and DWD of the weapon to this spell’s attack two times. These
bonuses are subject to dual wielding bonus limits.
7 n/a ? ? ? 100 7
Infinity Weapon Wall: You may spend +3 Myth and +1 Actions in order to add “Multi-Attack 3”
and “Beam 2” To this attack.
Or
Infinity Weapon Sphere: You may spend +3 Myth and +1 Actions in order to choose a point up to
the range of this spell and create a sphere with a radius of 20ft. All characters within that sphere
are attacked by this spell with “Multi-Attack 3.”
Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 2, epic
10 n/a ? ? ? 120 10
Infinity Weapon Wall Lv2: You may spend +3 Myth and +1 Actions in order to add “Multi-Attack
4” and “Beam 3” To this attack.
Or
Infinity Weapon Sphere Lv2: You may spend +3 Myth and +1 Actions in order to choose a point
up to the range of this spell and create a sphere with a radius of 40ft. All characters within that
sphere are attacked by this spell with “Multi-Attack 4.”
Infinity Shot
Your bullet splits into multiple clones of itself midair, forming a wall on oncoming missiles.
Lv1: This spell is used in combination with a ranged spell or weapon attack. Add “Multi-Attack 2” and
“Beam 2” to this attack or half the attack’s range and add the “Cone” effect instead. Myth: 3 Cost: 1
Lv2: Add the DWB and DWD of the attack used in combination with this spell. These bonuses are subject
to dual wielding bonus limits. Myth: 5 Cost: 1
Lv3: Increase the effect to: “Multi-Attack 4” Beam 3. When using the Cone effect, increase the range by
+30ft instead. Myth: 7 Cost: 1
System Shield
The system creates a barrier of energy in front of you to defend against oncoming attacks.
Shield Spell Lv5: This spell can block ranged attacks. When you use this spell, add +5 to your
protection score for one enemy attack. When more than one shield spell is being used at a time,
add only the strongest protection score bonus and then add another +1 for each shield type
spell beyond the first.
Shield Spell Lv6: Increase the base protection score bonus to: +6.
Shield Spell Lv7: Increase the base protection score bonus to: +7.
Shield Spell Lv8: Increase the base protection score bonus to: +8.
Shield Spell Lv9: Increase the base protection score bonus to: +9.
Lv6: Off Def Dmg DWB DWD Rng Myth Cost: 2, epic
Shield Spell Lv12: Increase the base protection score bonus to: +12.
Overcharge: For each stack of overcharge you use when casting this spell, add +1Off, +10 curse turns to
this attack. Myth: +10
Cyber Strike
The caster’s attacks are enhanced by machine parts materialized from the system that are integrated
with their weapons and spells.
Lv1: Add +4 damage to all attacks for the duration of this spell. Myth: 5 Cost: 1
Lv2: Increase the bonus damage to +7. Additionally, any weapons that you are holding now count as
part of your hands. Myth 7 Cost: 1
Lv3: Increase the bonus damage to +10. Additionally, choose one weapon from you “Data Pack.” That
weapon now counts as a multi-weapon mixed with one other weapon you are holding or one of your
empty hands. Myth 10 Cost: 1
Overcharge: For each stack of overcharge you use when making an attack amplified by this spell, add
+1Off, +20Dmg or +1Off, +10Dmg when dealing with “Multi-Attacks.” Myth: +10
Faze Strike
The caster’s attacks become partially incorporeal, allowing them pass through armor and scramble the
molecules of those they strike.
Lv1: All of your attacks now ignore armor. Additionally, attacks made with this spell cannot be blocked
by non-magical means. Weapons enhanced by amplification spells count as magical weapons for the
purposes of this spell. Myth: 7 Cost: 1
Lv2: Add +4Dmg to all attacks amplified by this spell. Myth 10 Cost: 1
Lv3: Increase the bonus to amplified attacks to: +2Off, +6Dmg. Myth 12 Cost: 1
Lv4: Increase the bonus to amplified attacks to: +2Off, +14Dmg. Myth: 15 Cost: 2, epic
Overcharge: For each stack of overcharge you use when making an attack amplified by this spell, add
+1Off, +20Dmg or +1Off, +10Dmg when dealing with “Multi-Attacks.” Myth: +10
Summon Weapon
Most Programmers have weapons and armor stored in the system, but this spell gives you access to a
much larger weapons cash.
Lv1: Create a weapon and place it in an open hand. You may spend +1 myth any number of times in
order to create more weapons. You may place these created weapons in any open hands that you have
or up to 15ft away from you. Myth: 3+ Cost: 1
Lv2: Weapons created from this spell get +4Dmg. Myth: 5+ Cost: 1
Lv3: Add: +1Off, +1Def, +1Dmg to all weapons created with this spell. Additionally, these weapons now
count as a free hand for spellcasting purposes. Myth: 7+ Cost: 1
Lv4: Increase the Lv3 bonus to: +3Off, +3Def, +3Dmg, +1DWB, +1DWD. Myth: 10+ Cost: 2, epic
Summon Drones
You summon a hovering drone equipped with a weapon from your data pack to fight alongside you.
Lv1: Summon one “drone” summoning up to 30ft away from you. This summoning is equipped with one
weapon from your “Data Pack” or it is equipped with a generic weapon with no upgrades from the
system database. Alternatively, you may choose for this summoning to be equipped with a spell hand
and up to one accessory from your data pack. This summoning has proficiency in the weapon it was
summoned with and the “Dodge” weapon equal to your own proficiency in those weapons or Lv1. If you
chose to give this drone a spell hand, it may cast non-racial and non-genetic spells that you know at the
same level that you know them at. If the drone casts spells in this way, all myth is pulled from your own
myth reserves. This summoning has the stats listed below. The stats in parentheses are your stats. You
may summon a number of these summonings equal to 1 plus the number of stacks of overcharge you
have access too, but you must pay the myth cost for each separately. Whenever one of these
summonings dies, the limit to how many drones you may have out at once decreases by -1 for one day.
Myth: 5/3+
Cost: 2
HP: 5 Size: 1
Lv2: When you cast this spell, you may spend +3 myth in order to add +1 summonings up to one time.
The number of total summonings you may have from this spell has increased to: 2 plus your overcharge
stacks. Myth: 5+/3+ Cost: 2
Lv3: These summonings are now summoned with two weapons, two spell hands, or one of each. You
may still only have up to one accessory equipped to this summoning even if you choose two spell hands.
These drones now have a special shield that protects them from “Aura” type spells. The stats for these
summonings are improved below.
Myth: 7+/4+
Cost: 2
HP: 10 Size: 1
Lv4: You may now spend +3 myth up to two times in order to add +1 summoning to this spell. The
number of total summonings you may have from this spell has increased to: 3 plus your overcharge
stacks. Myth: 7+/4+ Cost: 2
Cost: 2
HP: 30 Size: 1
Lv6: Summonings created from this spell may now have weapons and/or spell hands in any combination
totaling up to four. Additionally, you may now spend +3 myth up to five times in order to add +1
summonings to this spell and the limit of summonings you may have at a time with this spell is increased
to: 5 plus your overcharge stacks. The Improved stats of your summonings are below.
Myth: 20+/10+
Cost: 5, epic
HP: 40 Size: 1
Spd (Cun) Pow (Hrt) Skl (Cun) Cun (Cun) Hrt (Hrt)
Overcharge: For each stack of overcharge you use when casting this spell, add +1 summonings to this
casting. Myth: +5
Faze Shadows
As the programmer fights, they break apart into multiple copies of themselves that zip around the
battlefield before reforming together into one.
Lv1: This spell may not be cast in combination with any attack type techniques other than special
combos. Turn your attacks into Multi-Attack 2 attacks, then make two standard or magic attacks in a
row. Myth: 10 Cost: 3
Overcharge: For each stack of overcharge you use when casting this spell, add +1Off, +10Dmg to this
attack. Myth: +10
Animated Weapon
Multiple weapons float around the caster and attack or defend at their will.
Lv1: You may have one extra weapon hovering near you that does not require an open hand to hold.
This weapon uses your (Hrt) Instead of (Pow) as the stat modifier for the Dmg. These stat modifiers only
apply if you are using a hovering weapon as your main weapon, meaning that any other weapons
weather hovering or held count as dual wielded weapons. Weapons that float in this way give a
minimum of a +1 DWB and +2 DWD even if they would usually give no bonus or even a penalty.
Additionally, add +10ft Rng to all melee weapons hovering in this way. Finally, though this spell does not
require hands to cast, if you have 2 free hands open, then you may add +2 free floating weapons to this
spell. Myth: 5 Cost: 1
Lv2: You may add another free-floating weapon (total of 2-4). Myth: 7 Cost: 1
Lv3: You may add another free-floating weapon (total of 3-5). Myth: 10 Cost: 1
Lv4: You may add another 2 free-floating weapons (total of 5-7). Myth: 12 Cost: 2, epic
Overcharge: For every stack of overcharge you spend, you may add +5 animated weapons for the
duration of one attack. Myth: +10
Lv2: whenever an attack amplified by this spell deals damage to a target, that target loses -15 myth.
Myth: 18 Cost: 3
Lv4: Increase the myth loss to: -50. Additionally, you may now have up to 1 other amplification spell
active at the same time that you have this spell active. Myth: 35 Cost: 5, epic
Overcharge: For each stack of overcharge you use when making an attack amplified by this spell, add
+1Off, +10Dmg, -10Myth or +1Off, +5Dmg, -5Myth when dealing with “Multi-Attacks.” Myth: +10
Type: Ranged
3 N/A 2 +1 +2 60ft 5
Effect: This spell cannot be blocked by spells and ignores armor and protection spell bonuses
created by spells. Additionally, weapons created by spells cannot block this attack and are
instantly destroyed if your opponent tries. Objects created by magic such as barriers, walls,
traps, clones, and summonings that are hit by this attack are instantly destroyed. The exception
to this rule is leveling summonings. Clones who share the same HP and Myth pools as their
caster that are destroyed by this spell do not instantly kill the caster, but instead the caster will
take the normal amount of damage from the amplified attack before the clone disappears. This
spell is unaffected by amplification spells except for “Negative Energy Strike” and up to one
other amplification spell if “Negative Energy Strike” is Lv4. When “Negative Energy Strike” is
active, add +10 Dmg to this spell.
4 N/A 4 +1 +2 60ft 7
Effect: When this spell causes damage to a target, that target loses -5 myth.
5 N/A 6 +2 +4 60ft 10
6 N/A 8 +2 +4 60ft 12
7 N/A 10 +3 +4 80ft 15
Lv6: Off Def Dmg DWB DWD Rng Myth Cost: 2, epic
8 N/A 14 +4 +6 100ft 5
Overcharge: For each stack of overcharge you use when using this attack, add +1Off, +10Dmg, -10Myth,
+50ft Rng to this attack.