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Alteration Chips

Basic, range is 8, accuracy is 6+, do neutral damage.

Repair—On turn after using this target heals 2HP to a location


Paralise—Target pass Will or become paralised
Confuse—Pass sanity or become confused
Burn—Pass resistence or burn
Freeze—Pass resistence or freeze
Shock—Pass resist or parralised
Controll—Pass will of be controlled
Distort—Pass San or become distorted [accurary penalty]
Boost—Enchants a melee weapon with an effect. You can choose incinerate, frost, or shock. Lasts 1
round.
Accelerate—Gives a takget +1 action. Costs 2 spirit,
Regen—On next turn heal 1HP, on turn after that heal 2hp. Costs 2 spirit
Acid—If hits lowers foe's armor by -1 to each location
Sloth—Foe gets move -2 for battle

>The above spells that cause levels cause level 0. If use on some one already at a level add +1 to the
level.

Advanced Spells

Reach out—Costs 1 spirit and is a free action. Your next spell you cast has a range of 20.

Corruption—If hits the target must pass a resistence test each turn or loose 1 HP to a random location.
Keeps happening till either caster or target is dead. Costs 3 spirit.

Decay—If hits target gains 3 stacks of decay. While have decay any time take damage they take 1
more damage. Each turn loose 1 stack. Costs 3 spirit.

Bolt—On hit does d8 neutral damage. Also causes paralisation to target and all in blast=1. Costs 3
spirit

Boom—Hits taget and blast=1 area. Does weak d6 damage. All hit get burn. Costs 3 spirit

Ice spike—Does d8 strong damage. Taget also gets frost. Costs 3 spirit

Mindless—Hits target and blast=2. All in suffer distort.

Recovery—Costs 4 spirit. On next round target heals 2hp to each location.

Gas eruption—Hits target and all in blast=1. They all suffer acid. 3 spirit.

Distruction—Target weapon get inhanced. It causes either burn or frost [choose when cast] when it
does damage. Lasts 4 rounds. 3 spirit.

stagnate—Target foe gets -1 action for 4 rounds. Costs 3 spirit.


Master spells
Cost 3 spirit.

Unmaker—Chose a weapon. Attacks with that weapon are always strong agains anything they attack.
Lasts 4 rounds.

Erase—This spell has 2 shots. Each one that hits gives acid. If both hit they loose 1HP to torso.

Ice shards—R=25, Sh=3, D=d6. Each hit causes frost. Is strong vs all armors.

Fire Ball—Has a blast of 2, D=d10, all in gain burn.

Lighting—Hits target then it can hit another target in a range of 2 of your choice. D=d20 and causes
paralise.

Break—Foe becomes confused. They gain d4 levels of it.

Condemend—Foe gains corruption and rot. 1 use a mission.

Accelerator—Target gets +1 action for 4 rounds.

Entrophy—Each time foe acts they loose 1 HP. Lasts till caster dies.

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