Spells

STREAMLINED ELEMENTAL MAGIC
How it works: Start with three spells, gain more spells later either by leveling or from spell scrolls (which basically show formula of how to make spell)
Reason: Less spells, less overwhelming mage characters and it completely fits the elemental theme of the setting. Plus it allows magicians to cast a few powerful spells rather than a lot of mediocre spells.

//Rearrange this so Plus at starts so you no how many Minuses you can take

1. Choose Element used in Spell. Radiant, Fire, Wind, Shadow, Lightning, Water, Nature, Earth, Frost, Force.
2. What type of Action will it use: Standard, Full Round (+ 2)
3. How much Mana will it use: 0 (-4), 5 , 10 (+ 1), 15 (+ 2), 20 (+ 3), 30 (+ 4), 50 (+ 5). Damage dice is capped at the amount of Mana spent. I.e. a level 11 Wizard casting a 10 mana spell only rolls 10 dice.
4. Decide how the spell will target things. Single Target (+ 2), Two Targets (-1), or Area
4a. If Area choose whether it will be Blast (X by X square) or Burst (X square Radius) or Beam (Travels in a straight line, does half damage to every target past Area of effect). Blast and Beam start in an adjacent square to you.
5. Range: Standard 10, Long 20 (-1), Short 5 (+ 1).
5a. Specify the Area of Effect. Burst X: 1 (+ 1), 2 (0), 3 (-1), 5 (-3), 10 (-7)
Blast X by X: 3, 5 (-1); Beam X=Full damage, >X = Half damage: 1 (+ 2), 3 (+ 1), 5, 10 (-1), 20 (-3)

5b. You can make your Bursts Close meaning the Origin square is your square. Doing so prevent you from taking Opportunity Attacks for casting a spell in a melee. It also reduces the penalty for all bursts by 1.
6. Choose the Attack Stat and the relevant Defense. Int, Wis, or Cha vs Fort, Ref, or Will.
6a. Radiant, Shadow, and Nature spells gains a (+ 1) when using Cha vs Will. Earth, Water, and Wind spells gain a (+ 1) when using Wis vs Fort. Fire, Frost, and Lightning gain a (+ 1) when using Int vs Ref.
7. Decide who this spell will damage. All or just Enemies (-2)
8. Decide on any special effects. Status effects, Ongoing 5 (-1), 10 (-2), 15(-3); Daze (-1), Stun (-2), Reflect (-1), Unerring (-2), Splash Damage (-1), Blindness (-2), Dazzled (-1), Weakness (-2), Slow (-1), Edge (-1, 5 Mana only), Zone, etc.
8a. Decide whether there will be an aftereffect after the initial status condition has been removed by a Saving throw. Use same values for 8.
8b. If creating a Zone effect decide whether you want any of the abilities to be sustainable and what action it takes to sustain it. Minor (-2), Move (-1), Standard
9. Decide if whether the spell does half damage on a Miss. Area (-1) Else (-2)

Add up the modifiers, if the sum is not zero then the die size will be increased for positive or decreased for negative a number of steps equal to the sum. Max modifier is +/- 3. Die size starts at d6. It must make reasonable sense. For example after adding up all the modifiers Balzak the Magnificient has a total of +2 this increases the d6 base by two steps to a d8 then a d10.

Selection: 1. Choose Element.
2. Action: Move (-2), Standard, Full Round (+ 2).
3. Damage: All, Enemies (-2), None (+ 2).
4. Defenses: Fort, Ref, Will
5. Attack Stat: Int, Cha, Con. This is also the stat you add to damage.
Special: Radiant, Shadow, Nature spells gain + 1 when using Cha vs Will. Earth, Water, Wind spells gain + 1 when using Con vs Fort. Fire, Frost, Lightning spells gains + 1 when using Int vs Ref.
6. Target: Personal, Single Target (+ 2), Two targets (-1), or Area (Blast/Burst or Beam (Half damage secondary targets) (+ 0)).
7. Range: Single, Two target, Beam: Standard 10, Long 20 (-1), Short 5 (+ 1). Area Close Blast 3, 5 (-1); Add + 2 for Close Bursts.
8. Mana: 0 (-4), 5 (-1), 10, 15 (+ 1), 20 (+ 2), 30 (+ 3), 50 (+ 4). Damage dice is capped at the amount of Mana spent.
9. Effects: Status effects, Ongoing 5 (-1), 10 (-2), 15(-3); Daze (-1), Stun (-2), Reflect (-1), Unerring (-2), Splash Damage (-1), Blindness (-2), Dazzled (-1), Weakness (-2), Edge (-1, 5 Mana only), etc.
9.b. Miss Effects: As 9, and Half damage (-2, -1 Area)
9.c. After Effects: As 9.
10. Sustain Effect: None, Minor (-2), Move (-1), Standard.

Add up the modifiers, each positive or negative integer increases or decreases the die size by one. Max modifier is +/- 3. Die size starts at d6. It must make reasonable sense.
Special:
30, 50 Mana is only accessible at level 10 and higher.

Examples:
Force
Magic Missle: 1. Force (1 Armor applies) 2. Standard. 3. Damage: All. 4. Ref. 5. Int. 6. Single Target (2). 7. Range 10. 8. Mana 5 (-1). 9. Unerring: 5 Hit (-2), Edge (-1).
Mana 5. Standard. Range 10: Int +5 vs Ref, Success: Level (d4
1) + Int Force Damage.
Fire
Burning Hands: 1. Fire 2. Standard. 3. Damage: All. 4. Ref. 5. Int (1). 6. Area Blast. 7. Close Blast 5 (-1) 8. Mana: 15 (1). 9. Ongoing Fire 5 (-1).
Mana 15. Standard. Close Burst 5: Int vs Ref, Success: Level d4 + Int Fire damage.
Fireball: 1. Fire 2. Standard. 3. Damage: All. 4. Ref. 5. Int (1). 6. Area Burst. 7. Range 10, Burst 3 (-1). 8. Mana 15 (1). 9.b. Miss: Half damage (-1).
Mana 15. Standard. Range 10 Burst 3: Int vs Ref, Success: Level d6 + Int Fire damage.

Wind
Sonic Scream
Buffeting Gale 1. Wind. 2. Full Round (2). 3. Damage: Enemies (-2). 4. Fort. 5. Con (1). 6. Area. 7. Range 10 Burst 3 (-1). 8. Mana: 20 (2). 9. Slide the target 2 squares (-1). 9.b. Creates a Zone, anyone enemy who starts their turn there is effected by 9. Move the Zone 5 squares as a move action. (-2) 10. Sustain: Minor (-2)

Mana 20. Full round. Target: Enemies. Range 10 Burst 3: Con vs Fort; Success: Slide the target 2 squares and create a zone which you has the same effect on any enemy that starts their turn there. You may move the zone as a Move action. Sustain Minor.
+Radiant

Color Spray: 1. Radiant. 2. Standard. 3. Damage: All. 4. Will. 5. Cha (1). 6. Area Blast. 7. Close Blast 3. 8. Mana: 10. 9. Dazed. (-1). 9.b. Dazzled (-1).

Mana 10. Standard. Close Blast 3: Cha vs Will, Success: Level d4 + Cha Radiant damage and the target is dazed. Miss: The target is Dazzled.
+Lightning

Lightning Bolt: 1. Lightning 2. Standard. 3. Damage: All. 4. Ref. 5. Int (1). 6. Beam. 7. Range 20 (-1). 8. Mana 15 (1). 9. Reflects off walls (-1).
Mana 15. Standard. Range 20 Beam: Int vs Ref, Success: Anyone in a straight line from the caster is a target from the spell, should the spell hit a wall it moves back the direction it came until it reaches the end of it’s range. On hit: Level d6 + Int Lightning damage. No target may be hit more than twice.
Water
Acid Arrow: 1. Water. 2. Standard. 3. Damage: All. 4. Fort. 5. Int. 6. Single Target (2). 7. Range 10. 8. Mana 20 (2). 9. Splash Damage (Half damage to adjacent squares on hit) (-1), Ongoing Acid (Water) 10 (Save Ends) (-2).
Mana 20. Standard. Range 10: Int vs Fort, Success: Level d8 Int Acid (Water) damage and the target takes Ongoing 10 Acid (Water) damage (Save ends). All targets in adjacent squares take half of the damage.
Healing Rain
Geyser 1. Water. 2. Full Round (
2). 3. Damage: Enemies (-2). 4. Fort. 5. Con (1). 6. Area 7. Close Burst 5 (-1). 8. Mana: 50 (4). 9. Prone (-1). 9.b. Half Damage (-1).
Mana 50. Full Round. Target: Enemies. Close Burst 5: Con vs Fort, Success: Level d10 + Con Water damage and the target is knocked prone. Failure: Half damage.
Shadow
Ray of Enfeeblement: 1. Shadow. 2. Standard. 3. Damage: All. 4. Fort. 5. Int. 6. Single Target (2). 7. Range 10. 8. Mana 10. 9. Weakness (Save ends) (-2). 9.c. After Effect: Fatigue (-1).
Mana 10. Standard. Range 10: Int vs Fort, Success: Level d4 +Int Shadow damage and the target is Weakened (Save ends). Aftereffect: After Weakened is removed the target is fatigued (-2 attack, -1 speed) (Save ends).
+Personal Darkness
: 1. Shadow. 2. Standard. 3. Damage: All. 4. Will. 5. Cha (1). 6. Single Target (2). 7. Range 10. 8. Mana: 20 (2). 9. Blindness (Save ends) (-2). 9.b. Miss: Blindness (Save ends) (-2). 10. Sustain: Minor (-2).
Mana 20. Standard. Range 10: Cha vs Will, Success: Level d4 +Int Shadow damage and the target is blinded (Save ends). Failure: Target is blinded (Save ends).
Frost
+Cone of Cold
: 1. Frost. 2. Standard. 3. Damage: All. 4. Fort. 5. Int. 6. Area Blast. 7. Close Blast 5 (-1). 8. Mana 30 (+3). 9. Slowed (-1). 9.b. Miss: half damage (-1). 9.c. Aftereffect: Slowed. (-1). 10. Sustain: Standard.
Mana 30. Standard. Close Blast 5: Int vs Fort, Success: Level d4 + Int Frost damage and the target is slowed (save ends). After effect: Slowed (Save ends). Miss: Half damage. Sustain: Standard action.
Nature
Grasping Canopy: 1. Nature 2. Move 3. None 4. Fort 5. Cha 6. Target: Area; 7. Range 20 Burst 5; 8. 20 Mana 9. Seal: Flight. 10. Sustain Move (-3)
Treetop branches reach out and pull creatures down from the sky. Cha vs Fort, Success: Target is affected with Seal: Flight (Save ends +3). You may sustain this power as a move action, it continuously attacks flying creatures while doing so.

Metamagic
Initial – +1 Single Target Spells
Ex2 – +2 Sustain: Standard
Ex3 – +1 Close Spells
Ex4 – +1 Burst/Blast greater than 3.
Ex5 – +1 Spell modifier if the Mana cost is greater than 20.
Ex6 – +1 Area Spells
Ex7 – +1 Two Targets
Ex8 – +1 One Effect category – Ongoing, Daze/Stun, Dazzle/Blindness, Unerring/Edge, Splash/Reflect, Weakness, etc.
Ex9 – +1 Damages only enemies

Spells

Elemental Isle Nihl Redhobbit