| Magic | ||||||||||
| In order to be able to use magic, one needs FP. To get FP, one must retrieve an FP flower from Amazee Daizee's Secret Garden in the high reaches of Flower Fields. Flower Fields is only reachable with Level 3 Climbing or Flight. The flowers only bloom in the spring, but they are still around in the summer, though they began wilting, and in the autumn they are near dead. When one first gets a full-bloom flower, they add 20 FP to their max (and 10 with subsequent flowers). A half-wilted flower adds 15 FP (and 8 with subsequent half-wilted flowers). A near-dead flowers adds 8 FP (and 4 with subsequent near-dead flowers). A maximum of 5 flowers can be gotten by one person. Only 1 flower is available per year to a person. Each race has several base spells: one enchantment, one instantaneous, one assault. Enchantments stay around after they are used, Instantaneous take effect at once, and assault are used to attack an enemy. Attacking with a weapon cannot be done in the same round as using assault magic (but defending with the weapon is fine). However, those with the Wizardry skill can gain more advanced spells. |
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| Home Story Rules Races Professions Weapons Skills Items Battling Miscellaneous The Hitchhiker's Guide to the Mushroom Kingdom Character Creation |
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| Koopa Spells: Withdraw: Add x to defense per action while enchantment is in effect. 1.5x FP per round. Takes 1 action to set up. Enchantment Shell Displacement: Removes the weight of the shell momentarily, regaining x stamina. Takes 2 actions. 1.5x FP. Instantaneous Koopa Kannon: Shoot a ball of powerful magical energy. Damages as well as burns(lowering enemy's defense per action by 1 next round, if it hits). Hits as two blunt hits to body. Atk: 2x + 2 (-d). 2 FP per action. Assault |
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| Bob-omb Spells: Flame Wall: Automatically adds one defense action per turn. Takes 2 actions to set up. 1 FP per round. Enchantment Fuse Wrap: Wrap fuse around enemy and then unwrap quickly, possibly causing dizzyness (80% chance). 5 FP. Instantaneous Explosion: Explode in a ball of fire. Regenerate 3 stamina the turn after, if alive. Hits as explosive attack to legs and body. Atk: 2x + 2. 2 FP per action. Assault |
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| Boo Spells: Fade: Adds 10 to total defense. Takes 2 actions to set up. 2 FP per round. Enchantment Dispell: Remove an enchantment. Takes 1 action. 3 FP. Instantaneous Drain Touch: If succesful, then half the stamina lost by the hit is gained by the caster. Hits as blunt hit to body. Atk: 2x + 3. 1 FP per action. Assault |
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| Dryite Spells: Sandstorm: Automatically negates one enemy attack per round. Takes 2 actions to set up. 1 FP per round. Enchantment Sandspray: Lowers enemy speed by 1/1 for 2 turns. Takes 2 actions. 3 FP. Instantaneous Glass Cut: If succesful, causes a wound which forces the opponent to lose 2 stamina per turn instead of 1 (unless status effects are healed). Hits as blade hit to body, arms or legs. Atk: 2x + 2. 2 FP per action. Assault |
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| Penguin Spells: Magic Armor: Creates armor in place where there is none. Takes 1 action. 3 FP for rusted, 5 FP for decent, 8 FP for blessed. Instantaneous Chill: Make conditions similar to Shiver Region (with the cold, etc). Takes 1 actions. 2 FP per round. Enchantment Snowball: A powerful attack. Atk: 4x + 2 Hits as explosive damage to body. 2 FP per action. Assault |
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| Yoshi Spells: Shell Hold: Creates a shell to place in the Yoshi's mouth, giving vaying abilities depending on the color of the shell. The color is random. Green: No effect, just a shell in the mouth. Red: Adds 2 power to Shell Expell's attack power per round, and may cause a burn(70% chance) when Shell Expell is used. Blue: Allows Yoshis to fly. Yellow: Creates an effect similar to Sandstorm. White: Give the Yoshi holding the shell +1 level in Regeneration (max level 4). Orange: Creates an effect similar to Flame Wall. Black: When Shell Expell is used, increase total attack power by 80%. Takes 2 actions. 1 FP for the first round; 3 FP for every round after the first the shell remains in the mouth. Enchantment Shell Change: Change the color of the shell used in Shell Hold to what color the caster wants. Takes 1 actions. 2 FP. Instantaneous Shell Expell: Shoot out the shell in the mouth. (Must have Shell Hold in effect to use). Hits as blunt. Atk: 3x + 2. 1 FP per action. Assault |
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| Level 1 Spells (Wizardry Skill) Anyone with Level 1 Wizardry can use the spells of all the races, not just their own. |
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| Level 2 Spells (Wizardry Skill) Bind: Creates a barrier around an enemy that slowly weakens over time. For 2 actions the trapped person can attempt to escape. At first, the chance of escaping is 35%, but each subsequent attempt (and each subsequent turn) adds 5% to the chance. If the escape fails, the trapped one loses 1 stamina. Takes 4 actions. 10 FP. Instantaneous Banish: Sends an opponent in a dungeon dimension. Can only be used when there is more than one opponent. The one in the other dimension comes back after 2 rounds. There is a 25% chance that the opponent, on returning, will automatically receive a hit (random body part) for double stamina loss, 25% chance he'll receive a hit for normal stamina loss, 25% chance that he'll receive a hit for 50% stamina loss (rounding up), and a 25% chance the caster of banish will receive a hit for normal stamina loss. Takes 3 actions. 10 FP. Instantaneous |
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| Level 3 Spells (Wizardry Skill) Power Word: Kill: Has a 15% chance of draining an opponents stamina to 1/10 of their max. If their stamina is already 10% max or less, has a 60% chance of killing/knocking unconscious (for sparring/mercy) the opponent. Takes 4 actions. 10 FP. Instantaneous |
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| Level 4 Spells (Wizardry Skill) Spellcrafting (with a catch): Spellcrafting allows a wizard to create his own spells, but they must be approved by both Wil and James. A max of 3 spellcrafted spells can be owned by a wizard at one time. Also, each spell-crafted spell must have a downside. Weapon Enchanting: A level four wizard has the ability to alter the relation of a weapon or item with the magical weave, allowing part of it to permeate the item. Effects are limited to spells the wizard knows and a series of other effects which will become apparent once the wizard reaches the fourth level, along with the process for enchanting. |
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| Level 5 Spells (Wizardry Skill) Spellcrafting (limitless): Spellcrafting allows a wizard to create his own spells, but they must be approved by both Wil and James. A max of 5 spellcrafted spells can be owned by a wizard at one time. There is no limits on the power of the spell except reason. |
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