
Magecites are raw elemental essence locked in a stone. Each Magecite will unlock the use of magic spells as you battle and earn experience.
MP is calculated by Character Level + Wisdom Modifier.
Wind Magecite
| SMALL WIND MAGECITE | |||
| Spell | MP | Description | Experience |
| Air Blade | 1mp | 1d10 slashing + air gust of air at high speeds acts as a blade. | 100 |
| Healing Wind | 2mp | 1d4 healing for a creature | 300 |
| MEDIUM WIND MAGECITE | |||
| Spell | MP | Description | Experience |
| Gust | 1mp | See Link | 100 |
| Feather Fall | 2mp | Slows your fall to 60 ft per round. Lasts 1 minute. If you land while in effect you take no fall damage. | 200 |
| Wind Wall | 3mp | Creates a 15 ft tall. 1 ft thick. Up to 15 ft long wall of wind. Projectiles and loose items go flying.
Only large+ enemies and items can pass through it unaffected. Small enemies must make a strength saving throw. Or they cannot pass through and also take 3d8 bludgeoning damage |
500 |
| LARGE WIND MAGECITE | |||
| Spell | MP | Description | Experience |
| Feather Fall | 2mp | Slows your fall to 60 ft per round. Lasts 1 minute. If you land while in effect you take no fall damage. | 200 |
| Wind Bash | 3mp | You dash up to 30 feet in one direction, causing a light wind to trail behind you. If you strike an object or creature while dashing in this manner, the target take 3d10 bludgeoning damage. A creature hit by this spell can make a Dexterity saving throw to instead take half damage. You take damage equal to half the amount dealt to an object or creature | 300 |
| Healing Aura | 10mp | 3d4 healing for all allies including yourself within 20 ft of you. | 700 |
| Control Winds | 7mp | See Link | 700 |
Ice Magecite
| SANTA’S ICE MAGECITE | |||
| Spell | MP | Description | Experience |
| Forge Ice Minion | 5mp | Forge a minion made of Ice. Only one minion can be cast at any given time. The minion can cast FrostBite once per Attack Turn. The minion has a maximum of 1 HP. Outside of battle, the minion will listen to any order that it’s master says. it will not listen to anyone else in the party. minion can carry 25 lbs. | 1500 |
Time Magecite
| Small Time Magecite | |||
| Spell | MP | Description | Experience |
| Unknown | Unknown | Unknown | Unknown |
Fire Magecite
| Large Fire Magecite | |||
| Spell | MP | Description | Experience |
| Fire Blast
60ft cone |
4mp | Flames fill the area, dealing 1d6 points of fire damage per intelligence modifier (maximum 10d6) to any creature in the area that fails its saving throw. | 4520 exp |
| Flame Shield
15ft cube |
2mp | A dome of fire surrounds a 15ft cube originating from the caster. Shield does not deal any damage. However it will block all attacks(incoming and outgoing). Magic attacks cannot be cast on the opposite side of the shield from the caster. Creatures cannot enter from the outside, nor can they leave once inside. The shield lasts 2 rounds or until the caster moves away from the origin. |
6110 exp |
| Forge of Fire
self |
5mp | Draw in the energy from the world around you. Instantly forge 1d4 worth of basic ammunition (dart, bullet, arrow, bolt, shuriken) forged ammo cannot be sold, they last 24 hours then dissipate. | 9700 exp |
| Boiling Blood
single creature 100ft |
4mp | Your target’s skin begins to redden as his blood starts to boil within his veins. The subject of the spell suffers as his blood heats up, taking 2d6 points of fire damage. For every three levels of the casting member, the spell lasts an additional round (up to a maximum of 7 rounds at 18th level), dealing another 2d6 points of damage each round. A successful Fortitude save reduces the duration of the spell to 1 round.. Creatures immune to extra damage from critical hits are immune to this spell, as are creatures that lack blood or similar internal fluids. |
13500 exp |
