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Spells

Most of these spells are direct flavor rips from the old FFRPG system, thus they still fit in Sharna's world. The rest are ones that, for one reason or another, don't quite fit in the standard world of Thirteen. They don't make good example spells for the rules though, so here they are as a happy medium.

Haste Series

Haste

Type - Moderate Spell (Cosmic)
Cost - 10 EP per target
Range - 10' per level
Duration - Level/2 Rounds
Area - Up to Level/2 Targets
Initiative - Last
Action Required
+1 Action at -100 initiative as long as their initiative is greater than 100. Adds an extra move action to the target otherwise. No extra actions are given until the next round.
The extra action cannot be used for going on "First" or "Last".

Double Beat

Type - Major Spell (Cosmic)
Cost - 10 EP per target
Range - 10' per level
Duration - Level/2 Rounds
Area - Up to Level/2 Targets
Initiative - Last
Action Required
+1 Action for all targeted starting next round.

Comprehend Languages series

Know Language

Type - Weak Spell (Mystic)
Cost - 3 EP or 5 EP
Range - Self or Touch
Duration - Concentration
Area - Self or anyone touching the caster
Action Required
For 3 EP, allow yourself to understand one language you have heard spoken and have had translated to you before.
NOTE: Imp/Moogle cannot be understood this way due to the lack of speech patterns.
For 5 EP, allow all targets to understand all languages that you know.

Communicate Language

Type - Moderate Spell (Mystic)
Cost - 3 EP or 5 EP
Range - Self or Touch
Duration - Concentration
Area - Self or anyone touching the caster
Action Required
For 3 EP, allow yourself to understand and speak one language you have heard spoken and have had translated to you before.
NOTE: Imp/Moogle cannot be understood this way due to the lack of speech patterns.
For 5 EP, allow all targets to understand and speak all languages that you know.

Miscellaneous

Ghost

Type - Moderate Spell (Mystic)
Cost - 10 EP
Range - Self or Touch
Duration - Up to level hours
Area - Self or one creature touched
Action Required
Enchanted creature becomes ghostlike and can now move though solid objects and become invisible to those that lack a moderate or greater ability to see spirits.
NOTE: Being invisible with this spell does not mean you are silent or hidden from other senses.

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Page last modified on June 21, 2008, at 01:26 AM