Character Creation:

Magic:

This is the most magic types of magic spells that will be added to your character once you choose them by spending whatever Class Points you have still.

The list here will be constantly updated throughout the RPG, so if you want to hold onto points that is also fine (note that you will be given more points with every level up).


Basic Elemental Magic Part I (Intelligence 5):

This teaches Fire and Earth [Costs 1 Class Point]

Basic Elemental Magic Part II (Intelligence 5):

This teaches Wind and Water [Costs 1 Class Point]

Basic Elemental Magic Part III (Intelligence 5):

This teaches Lightning and Ice Magic. [Costs 1 Class Point]

Basic Elemental Magic Part IV (Intelligence 10):

This teaches Holy and Dark. [Costs 1 Class Point]


Advanced Elemental Magic Part I (Intelligence 10):

This teaches Advanced Fire Magic - granting Fire Blast [Costs 2 Class Point - must have basic]

Advanced Elemental Magic Part II (Intelligence 10):

This teaches Advanced Earth Magic - granting Rock Crush [Costs 2 Class Point - must have basic]

Advanced Elemental Magic Part III (Intelligence 10):

This teaches Advanced Wind Magic - granting Air Shock [Costs 2 Class Point - must have basic]

Advanced Elemental Magic Part IV (Intelligence 10):

This teaches Advanced Water Magic - granting Water Blast [Costs 2 Class Point - must have basic]

Advanced Elemental Magic Part V (Intelligence 10):

This teaches Advanced Lightning Magic - granting Thunderbolt [Costs 2 Class Point - must have basic]

Advanced Elemental Magic Part VI (Intelligence 10):

This teaches Advanced Ice Magic - granting Freeze Arrow [Costs 2 Class Point - must have basic]

Advanced Elemental Magic Part VII (Intelligence 15):

This teaches Advanced Holy Magic - Holy Circle [Costs 2 Class Point - must have basic]

Advanced Elemental Magic Part VIII (Intelligence 15):

This teaches Advanced Dark Magic - granting Shadow Strike [Costs 2 Class Point - must have basic]


Healing Magic (Intelligence 5):

This teaches basic healing spells - restores damage to body and half HP. [Costs 1 Class Point]

Advanced Healing Magic (Intelligence 10):

This teaches advanced healing spells - restores damage to body and full HP. [Costs 1 Class Point, needs basic]

Restoration Healing Magic (Intelligence 15):

This teaches reviving spells - helps revive a person to 1 HP. [Costs 5 Class Point, needs advanced]

Group Healing Magic (Intelligence 15):

This does group level healing. [Costs 2 Class Point, needs advanced]


Status Ailmemt Magic (Intelligence 10):

Cures most known ailments. [Costs 2 Class Point]

Group Status Ailmemt Magic (Intelligence 15):

Cures the entire group of most ailments. [Costs 3 Class Point - needs basic]


Magic Shield (Intelligence 15):

This casts a shield of magic to protect the user from magic attacks. [Costs 2 Class Point]

Reflect (Intelligence 20):

Reflect all magic back, even good spells. [Costs 2 Class Point]


Magic Weapon (Intelligence 25):

Creates a weapon made entirely of magic to use against enemies. [Costs 3 Class Point]


Buff Magic (Intelligence 15):

Allows you to increase the attack (physical or magical) of yourself or another player by 2 points. [Costs 2 Class Point]

DeBuff Magic (Intelligence 15):

Allows you to decrease the attack (physical or magical) of yourself or another player by 2 points. [Costs 2 Class Point]


Mana Detection (Intelligence 10):

This allows one to detect sources of mana in the world. [Costs 1 Class Point]

Mana Capture (Intelligence 15):

This allows one to draw and contain extra mana into crystals and make Mana Crystals; this allows a Magi to hold extra mana, even in areas without mana. [Costs 2 Class Point]


Magic Super Attack (Intelligence 25):

Whatver your chosen spell of choice (and you can use this multiple times for each of the elemental), will allow you to unleash a massive large scale attack using it - either a blaze of fire to scorch the enemy, form a rock wall for defense, a tidal wave to sweep your enemies away, a wind to blow them back, a powerful lightning bolt to strike them, ice to piece them, a holy spell to burn them, or the shadows to claw them. [Costs 5 Class Point - advanced spells]


Round 2

Animal Charmer Spell (Intelligence 15, Charisma 10):

This allows one to charm nearby animals so that they either will not attack you or possibly will approach you/help you. [Costs 3 Class Point]

Animal Companion (Intelligence 15, Charisma 15):

You can use your magics to choose one type of animal to become a companion, allowing it to become a trained companion on the journey. [Costs 3 Class Point - Animal Charmer Spell]

Monster Repel (Intelligence 15, Charisma 15):

This only repels low grade monsters, making it so they do not wish to fight you. [Costs 3 Class Point - Animal Charmer Spell]


Alarm I (Intelligence 10, Wisdom 10):

This allows you to set up a basic alarm spell around a room so that you and your friends cannot be ambushed in any way. If anyone attempts to mess with the windows/doors to the room by anyone not of your party, you are alerted. [Costs 2 Class Point]

Alarm II (Intelligence 15, Wisdom 15):

The size of the alarm parameter can be increased now to include a building or a large camp site so that if anyone enters the building, you are alerted, or if someone nears your camp site you are given prior warning. [Costs 3 Class Point - Alarm I]

Alarm III (Intelligence 20, Wisdom 20):

The ultimate alarm spell, this allows the Magi to set up a parameter large enough to cover a small village; this allows if anyone enters the village, they will be alerted. [Costs 5 Class Point - Alarm II]


Invisibility (Intelligence 20):

This spell allows the caster to turn invisible for a bried period of time. This does not mean there are not spells nor abilities that do not allow the Magi to still be seen. [Costs 4 Class Point]

Arcane Eye (Intelligence 20, Wisdom 15):

This allows one to see that which should not be seen - such as invisible items as well as other things. [Costs 4 Class Point]


Detect (Intelligence 20):

This spell can be used to try to detect the true nature of an object or person for insight. [Costs 1 Class Point]


Charm I (Intelligence 15, Charisma 10):

This spell can attempt to charm a target into doing what you want them to do - this spell usually works on weaker people without much defense against magic. [Costs 2 Class Point]

Charm II (Intelligence 20, Charisma 15):

A higher level charm spell that can usually get more people to do what you want - for a short amount of time. [Costs 4 Class Point - Charm I]


Magi Strength (Intelligence 20, Strength 10):

This spell will increase the strength of the Magi for a short duration to allow them to pack more of a punch - this will triple their overall strength stat. [Costs 2 Class Point]


Intelligence Boost (Intelligence 25):

Increase your max overall Intelligence by 5 points. [Costs 5 Class Point]


 

 

 

 

 

 

 

 

 

 
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