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Chapter 5 by 229

More Rules:

Spells, Potions, and Runes

Each spell is written like this.

Name (Difficulty, Bonus): Description, Tags, Requirements.

Bonus refers to the minimum bonus from XP to the field of magic and spell you have to have before you have to roll with Arcane as well. Bonuses from multiple groups don't stack (If you have +1 Electric and +1 Stealth, Shock still only gets a +1) except for Potion and Rune bonuses, which are added on, but if you are using those, if you don't meet the bonus you just can't make it.

When you attempt to purchase a spell with a requirement spell, roll as if you were casting the spell. If you fail, the XP is lost, and you do not learn the spell.

Potions and Runes have the same cost as spells, but it only costs 1 XP to learn the same ability in a different form, and this works the same way as a +1 bonus to a spell when it comes to advancements (see below). When determining whether a spell is advanced, add any bonus you have to Rune and Potion

Sometimes spells advance, meaning that another spell has the requirement of learning a similar spell with less power first, such as Shock requiring Spark. If a spell has a requirement labelled advancement, then a +1 bonus to that spell also applies to this requirement, and so on down the list. If you had purchased the +1 for the less advanced version, than when you buy the more advanced version, you can move it up. If you later buy a second advancement, such as Current, the +1 from Shock doesn't apply. If you have a +1 to Shock and a +1 to Current, you still only get a +1 to Spark, they are not added together.

The spells listed here are not comprehensive, and if you have an idea for a spell that isn't here, just tell me.

Basic Magic

Spark (6, 0): Creates a small charge on your fingertips, which feels like a very strong static shock. Electric. Requirements: None.

Shock (7, 0): Creates a small charge on your fingertips, which flies out to hit a nearby target. Electric, Stealth. Requirements: Spark (Advancement).

Electric Ray (8, 1): Similar to Shock, but slightly more powerful, and usable at long range. Electric, Stealth. Requirements: Shock (Advancement).

Electric Blast (9, 2): Similar to Electric Ray, but more powerful, able to damage enemies. Electric. Requirements: Electric Ray (Advancement).

Arc (11, 3): Similar to Electric Blast, but chains between targets. Electric. Requirements: Electric Blast (Advancement).

Arc Cycle (13, 5): Similar to Arc, but forms a cycle rather than going through each opponent only once, so is much stronger. Electric. Requirements: Arc (Advancement), Current.

Lightning (9, 4): Calls down a bold of lightning on a target, strength depends in part on weather. Electric, Weather. Requirements: Electric Ray.

Lightning Column (10, 7): Similar to Lightning, but much more powerful. Electric, Weather. Requirements: Lightning (Advancement).

Current (7, 0): Creates a small charge difference between two fingers on the same hand, which persists for a while. Can be used like a battery, not powerful enough to damage. Requirements: Spark (Advancement).

Great Current (7, 2): Creates a larger current between two hands, can deal damage. Electric. Requirements: Current (Advancement).

Current Blast (8, 3): Creates a large charge difference between two hands. A target touched with both takes damage and is blasted away. Electric, Physical. Requirements: Great Current (Advancement), Electric Blast.

Match (6, 0): Creates a small amount of fire, as a lighter. Fire. Requirements: None

Fireball (6, 1): Creates a palm sized ball of fire which can be thrown. Fire. Requirements: Match (Advancement).

Fire Breath (8, 3): Creates fire within you and breathes it out in a powerful blast. Fire. Requirements: Fireball (Advancement).

Heat (7, 0): Heats an item or area slightly. Heat. Requirements: None.

Mirage (8, 1): Heats an area making it difficult for others to target. Heat, Stealth. Requirements: Heat (Advancement).

Sear (7, 1): Heats an item dramatically. Heat. Requirements: Heat (Advancement).

Cleanse Water (7, 0): Cleanses water of impurities. Water, Purity. Requirements: None.

Freeze Water (7, 1): Turns water into ice. Water, Ice. Requirements: Cleanse Water (Advancement).

Frozen Blade (9, 2): Creates a weapon made of ice. Ice. Requirements: Freeze Water (Advancement).

Frozen Wall (9, 3): Creates a large object made of ice. Ice. Requirements: Frozen Blade (Advancement).

Skate (10, 2): Creates ice skates, allowing you to move quickly over slippery terrain. Ice, Movement. Requirements: Frozen Blade (Advancement).

Create Water (7, 1): Creates clean water. Water, Purity. Requirements: Cleanse Water (Advancement).

Jet (8, 2): Creates a blast of water. Water. Requirements: Create Water (Advancement).

Control Water (8, 1): Telekinesis on water. Water. Requirements: Create Water (Advancement)

Heat Water (7, 1): Heats water. Water, Heat, Purity. Requirements Cleanse Water (Advancement).

Move Earth (6, 0): Duh. Earth. Requirements: None.

Harden Earth (7, 0): Turns dirt to rock. Earth. Requirements: Move Earth (Advancement).

Armor (7, 1): Hardens skin into armor. Earth, Physical. Requirements: Harden Earth (Advancement).

Soften Metal (7, 1): Bend metal. Earth. Requirements: Harden Earth (Advancement).

Dig (7, 0): Tunnel through the ground. Earth, Movement. Requirements: Move Earth (Advancement).

Sense Tremor (10, 3): Sense position and movements of things touching and in the ground. Earth, Sense. Requirements: Dig (Advancement)

Shatter (7, 1): Break rocks. Earth, Physical. Requirements: Move Earth (Advancement).

Trip (8, 2): Shake the ground beneath somebody, causing them to fall. Earth, Stealth. Requirements: Shatter. (Advancement)

Breeze (6, 0): Creates small wind. Wind. Requirements: None.

Gust (6, 1): Creates medium wind. Wind. Requirements: Breeze (Advancement).

Updraft (8, 2): Prevents damage from falls. Wind, Stealth. Requirements: Gust (Advancement).

Fly (10, 3): Allows the user to fly. Wind, Movement. Requirements: Updraft (Advancement) or Telekinesis (Advancement).

Whisper (7, 0): Allows transmission of messages without interception. Sound, Stealth, Illusion. Requirements: Breeze (Advancement).

Breathe (10, 0): Target is able to breathe for the next hour in any environment.

Amplify (7, 1): Increases volume of voice to reach a large area. Sound, Illusion. Requirements: Whisper (Advancement).

Suggestion (9, 0): Whispers a suggestion into the target's ear, works like Request with a +1 bonus, and they believe the idea to have originated with them. Sound, Stealth, Illusion, Mind. Requirements: Whisper (Advancement).

Minor Alter (8, 1): Mildly changes the physical properties of an item, such as color. Transformation. Requirements: None

Alter Dress (10, 1): Changes the shape and appearance of an item, usually an outfit. Transformation. Requirements: Minor Alter (Advancement).

Alter (11, 2): Greatly changes the physical properties of an item, such making cloth fireproof, or a staff as strong as steel. Transformation. Requirements: Minor Alter Dress (Advancement).

Levitate (7, 0): Make something light float, not actually easier or faster than carrying it, but it looks way cooler. Force. Requirements: None

Telekinesis (7, 1): Move heavier objects around. Force. Requirements: None

Telekinetic Object (9, 1): Creates invisible or semi visible object, such as sword, or a dildo, which you can control. Force. Requirements: Levitate (Advancement).

Grope (9, 0): Creates invisible hands that you can feel through, allowing you to manipulate objects and feel them. Force, Sense. Requirements: Telekinetic Object (Advancement).

Impact (6, 2): Touched target experiences heavy blow. Force, Physical. Requirements: None

Grand Impact (8, 4): Struck target experiences very powerful blow, strong enough to knock down doors. Force, Physical. Requirements: Impact (Advancement).

Intermediate Magic

Lightning (9, 4): Calls down a bold of lightning on a target, strength depends in part on weather. Electric, Weather. Requirements: Electric Ray.

Lightning Column (10, 7): Similar to Lightning, but much more powerful. Electric, Weather. Requirements: Lightning (Advancement).

Lightning Step (10, 3): Move in a straight line as fast as lightning. Electric, Movement. Requirements: Electric Blast

Magnetic Finger (9, 0): Creates an internal current that generates a magnetic field through your body that allows you to detect metal near your fingertips. Magnetic. Requirements: Current.

Magnetic Palm (9, 2): Similar to Magnetic Finger but on your whole hand. Longer range, and mild telekinesis on metal. Magnetic. Requirements: Magnetic Finger (Advancement).

Magnetic Shield (9, 4): Similar to Magnetic Palm but longer range, greater telekinesis, and ability to reject metal from you immediate vicinity. Can stop bullets. Magnetic. Requirements: Magnetic Palm (Advancement)

Magnetize (10, 2): Touched object becomes magnetic. Magnetic. Requirements: Magnetic Palm (Advancement).

Magnetizing (+2, +1): Modifier, can be added to a spell with the Electric tag, targets hit become powerfully magnetized. Magnetizing Arc can be used to pull enemies together. Magnetic. Requirements: Magnetize (Advancement).

Cupid's Arrow (14, 5): Hit's one or two targets, and makes them feel attraction towards each other. Targets view their partner as sexy and charming, and will react accordingly. Erotic, Magnetic, Mind. Requirements: Arc, Magnetize, Arouse.

Flame of the Pure Heart (12, 6): Create a powerful white flame that burns away impurities and sin, leaving the target temporarily incapable of negative emotions or deeds. Fire, Purity. Requirements: Fire Breath.

Flame of the Sinful Heart (12, 6): Create a powerful black flame that uses the target's sinful thoughts as fuel, taking the strongest desires and amplifying them greatly. Does not make people evil, but much more likely to indulge in their desires. Fire. Requirements: Fire Breath.

Fever (10, 1): Heats a target slightly, causing dizziness or knocking them out. Heat. Requires: Heat (Advancement), Arecae.

Arouse (9, 0): Makes a target become suddenly aroused. Heat, Erotic. Requirements: Heat.

Oestrus (12, 2): Makes a target go into heat, experiencing a powerful desire for sex, amplified by pheromones. Erotic. Requirements: Arouse (Advancement).

Chill (7, 1): Chills an item or small area. Ice. Requirements: Freeze Water.

Freeze (9, 2): Freezes the target, usually a person, temporarily. Requirements: Chill (Advancement).

Perfume (9, 2): Creates pleasant smelling water, which can be a mild aphrodisiac. Water, Purity, Erotic. Requirements: Create Water (Advancement).

Create Cosmetics (11, 2): Creates something such as lube, soap, shampoo, lotion, hair dye, etc. All of which, of course, can be mild aphrodisiacs. Water, Purity, Erotic. Requirements: Perfume (Advancement).

Restore Youth (12, 4): Removes most effects of aging, such as wrinkles, gray hair, pains, etc. Water, Purity, Erotic. Requirements: Create Cosmetics (Advancement), only Arecae can use this on others, all others can only use on themselves.

Rain (9, 3): Causes rain. Water, Weather. Requirements: Jet (Advancement).

Earthquake (10, 5): Creates earthquake. Earth, Weather. Requirements: Trip (Advancement).

Tornado (10, 4): Controls wind on a grand scale, allowing for the creation of major weather patterns. Wind, Weather. Requirements: Gust (Advancement).

Darkness (7, 0): Prevents light from passing through an area. Illusion. Requirements: None.

Light (7, 1): Creates a source of light. Illusion Requirements: Darkness (Advancement).

Illusory Object (9, 1): Creates an illusion of an object. Illusion. Requirements: Light(Advancement).

Invisibility (10, 2): Turns an object or person invisible, cannot be used if you cannot see what is behind the object. Illusion, Stealth Requirements: Darkness (Advancement).

Illusion Form (11, 3): Replaces an object, or person's appearance with that of a different one. Illusion. Requirements: Illusory Object (Advancement), Invisibility.

Moving Illusion. (12, 3): Creates an illusion that you can control, such as a person who walks. Illusion. Requirements: Illusory Object, Invisibility (Advancement).

Illusory Appearance (12, 4): Creates an illusion around you of an alternate appearance. Illusion, Stealth. Requirements: Illusion Form, Moving Illusion.

Silence (7, 0): Prevents sound from passing through an area. Illusion. Requirements: None

Gag (8, 1): Prevents a target from speaking. Illusion. Requirements: Silence (Advancement).

Illusory Sound (8, 1): Creates a sound. If you have other illusion spells, casting them automatically includes appropriate sounds. Illusion, Sound. Requirements: Amplify(Advancement), Silence.

Siren Song (12, 3): A song that causes listeners to think about nothing but seeking out the source. Illusion, Sound. Requirements: Illusory Sound (Advancement).

Examine Patient (8, 1): Provides basic data on a naked target. Injuries, level of arousal, measurements, and Physical are all noticeable. Heal, Sense. Requirements: None.

Analyze Patient (9, 1): Provides basic data on clothed target, or more advanced data, such as areas of particular physical sensitivity, and how often orifices are used for sex in general, and recently. Heal, Sense. Requirements: Examine Patient (Advancement).

Eye Fuck (10, 1): Your gaze makes a target feel exposed, and makes them think about sex. Even with clothes, you can tell roughly how much sex someone is getting, and and sensitive spots. Sense, Erotic. Requirements: Analyze Patient (Advancement).

Sleep (8, 0): Puts target to sleep. Requirements: None.

Heal (8, 1): Heals minor wounds. Healing is mildly painful. Healing, Purity. Requirements: Analyze Patient.

Energize (8, 0): Touched target is revitalized and refreshed. Removes dizziness, headaches, etc. Side effects include blushing, giggling, and smiling. Not painful. Healing, Purity. Requirements: Heal.

Restore (9, 2): Heals major wounds. Healing is painful. Healing, Purity. Requirements: Heal (Advancement).

Regenerate (10, 3) Restores lost body parts. Healing is very painful. Healing, Purity. Requirements: Restore (Advancement).

Painless Healing (+1, 0): Heal is not painful, Energize is mildly pleasurable, Restore is mildly painful, Regenerate is painful. Healing, Purity. Requirements: Heal.

Pleasurable Healing (+2, 0): Heal is mildly pleasurable, Energize is extremely pleasurable, Restore is not painful, Regenerate is mildly painful. Healing, Purity, Erotic. Requirements: Painless Healing (Advancement).

Minor Transformation (9, 1): Changes hair or eye color, limited to normal human values. Transformation. Requirements: None

Style (10, 1): Changes hair length, style, and color, eye color, and can apply affects similar to makeup. Transformation. Requirements: Minor Transformation (Advancement).

Shapechange (12, 2): Changes general shape. Exceeding 12 grants more options, e. g., maximum cup size change is 1 + 1 for point over 12. Transformation is unpleasant and can result in feeling sick. Transformation. Requirements: Style (Advancement).

Growth (10, 3): Increases size by up to 50%. Can be used on individual body parts. Can also be used to shrink. Transformation, Physical. Requirements: Minor Transformation (Advancement).

Giant Form (12, 6): Grow up to triple your size or decrease to as much as one quarter. Transformation, Physical. Requirements: Growth (Advancement).

Colossal Form (14, 12): Grow up to ten times your size or shrink to up to one twelfth. Transformation, Physical. Requirements: Giant Form (Advancement).

Pleasurable Change (+0, +1): Shapechange and advancements feel fairly nice. Transformation. Requirements: Shapechange.

Summon Object (7, 1): Summon an object to your hand. Summon. Requirements: None

Minor Summon (8, 1): Summons a creature such as an imp, or fairy. Summon. Requirements: Summon Object (Advancement).

Major Summon (10, 5): Summon a creature such as a succubus or nymph. Summon. Requirements: Minor Summon (Advancement).

Teleport (10, 4): Instantly transfer location. Summon, Movement. Requirements: Summon Object (Advancement).

Far Sight (7, 0): See significantly farther. Sense. Requirements: None.

Clairvoyance (10, 4): See remote sights. Sense. Requirements: Far Sight (Advancement).

Astral Projection (12, 6): Can project spirit out of body, spirit can move, see, and hear. Sense, Mind. Requirements: Clairvoyance.

Dark Sight (7, 0): See in the dark. Sense. Requirements: None.

X Ray Vision (10, 2): See through solid objects such as walls. Sense, Requirements: Dark Sight (Advancement), Sense Tremor.

Naked Sight (11, 2): See through clothes. Sense, Erotic. Requirements: X Ray Vision (Advancement).

Magic Sight (8, 1): Can see magic. Sense. Requirements: Far Sight, Dark Sight.

Mystic Analysis (10, 2): Can figure out what magic is being worked, or was worked recently. Sense. Requirements: Magic Sight (Advancement).

Advanced Magic

Storm (15, 8): Controls weather patterns completely. Wind, Water, Electric, Weather. Requirements: Rain, Tornado, Lightning.

Change Weight (9, 5): Change an object's weight, greater success means more possible change. Gravity. Requirements: Harden Earth

Gravity Field (10, 10): Change gravity in an area. Gravity. Requirements: Change Weight

Succubus Glamour (15, 5): Appear to observers as the most attractive person imaginable. Can have multiple appearances for multiple people, or choose one person's fantasy for everyone. Illusion, Erotic, Mind. Requirements. Illusory Appearance (Advancement).

Succubus Form (17, 6): Transform into the most attractive person as determined by target(s). Erotic, Mind, Transformation. Requirements: Succubus Glamour, Sex Change

Detect Lie (10, 2): Whenever somebody lies, something happens, usually you bind a spell to this that activates on lies. Mind, Sense. Requirements: None.

Truth (11, 3): Forces target to answer a question truthfully. Unlike Detect lie, you can't just stay silent. Mind, Sense. Requirements: Detect Lie (Advancement).

Read Thought (12, 4): Hear the thoughts of a target. With Illusory time, proper mind reading with images and video. Mind, Sense, Stealth. Requirements: Truth (Advancement).

Dreamwalk (13, 5): Enter target's dream. Illusion, Mind. Requirements: Read Thought (Advancement).

Stimulate (12, 3): Directly stimulates a target's nervous system, causing them to feel a simple sensation. Mind, Illusion. Requirements: Shock, Current.

Ghostly Sensations (15, 4): Directly stimulates a target's nervous system, making them feel complex sensations, like a ghostly touch. Mind, Illusion. Requirements: Stimulate (Advancement).

Personal Illusion (13, 5): Create a full scale sensory illusion, including touch, that only targets one person, locking them inside a hallucination. Mind, Illusion. Requirements: Moving Illusion, Ghostly Sensations (Advancement).

Illusory Time (+3, +3): Spell affects the target's perception of time, so that they can be trapped in an illusion for what feels like much longer than it is, or much shorter. Illusion, Mind. Requirements: Personal Illusion.

Sensitivity Shift (11, 3): Sensitivity of various parts of touched target are altered, such as making the mouth as sensitive as genitals, so that oral sex feels like regular sex. Erotic, Mind. Requirements: Pleasurable Healing, Analyze Patient.

Share Sense (12, 4): Two targets share senses, each feeling what happens to the other. Erotic, Mind. Requirements: Sensitivity Shift (Advancement).

Live Fantasy (13, 3): In an instant view a target's greatest fantasy. Sense, Illusion, Erotic, Mind. Requirements: Illusory Time, Dreamwalk, Eye Fuck.

Implant Fantasy (15, 5): Implant a sexual idea into somebody's mind. The thought will recur frequently, wearing off over time unless they start enjoying it. Illusion, Erotic, Mind. Requirements: Live Fantasy, Suggestion (Advancement).

Stun (8, 2): Touched target is stunned for a small amount of time, not realizing that any time is passing. Mind, Stealth. Requirements: Spark.

Pause (10, 4): Touched target is stunned for a longer amount of time, not realizing that any time is passing. Mind, Stealth. Requirements: Stun (Advancement).

Trance (12, 6): Touched target is temporarily placed into a trance, in which they are extremely gullible. Cannot make somebody do something they are strongly opposed to. Mind. Requirements: Pause (Advancement).

Hypnotize (14, 8): Target is placed into a trance without needing to be touched, some sort of repetitive stimulation is required. Cannot make somebody do something they are strongly opposed to. Mind. Requirements: Trance (Advancement).

Lasting Command (15, 3): Target in trance carries over one instruction when leaving trance, usually assigned with a signal that will activate it. Cannot make somebody do something they are strongly opposed to. Mind. Requirements: Hypnotize (Advancement)

Pilot (15, 8): Can enter target in trance and control their body. Mind. Requirements: Trance, Astral Projection (Advancement).

Erase Memory (15, 7): Target loses a small amount of recent memories. Mind, Stealth. Requirements: Trance.

Replace Memory (18, 9): Target loses a small amount of recent memories, replaced with an illusion. Mind, Stealth, Illusion. Requirements: Erase Memory (Advancement), Personal Illusion.

Love (20, 10): Target falls deeply in love. Erotic, Mind. Requirements: Cupid's Arrow (Advancement).

Add Part (13, 4): Alter a person's body to include something not belonging to a human, such as claws, or a tail. Transformation, Physical. Requirements: Shapechange (Advancement).

Sex Change (15, 3): Dramatically change target's form, including sexual characteristics. Result does not need to be male or female. Changes scale similar to Shapechange, but more dramatically. E. g., max cup size change is 3 + 2 per point over 15. Fluids produced by genitalia are the same as those produced by the original ones. Transformation, Erotic. Requirements: Pleasurable Change, Shapechange (Advancement).

Produce (+1, +1): Makes a part more functional by causing it to produce its natural product, such as venom from fangs, semen from a penis, or milk from breasts. This can be either a small amount like they normally tend to produce, or greater, up to a constant stream. Transformation, Physical, Erotic. Requirements: Add Part or Sex Change, Energize.

Small Gate (10, 5): Creates a small portal leading elsewhere in space. Dimension. Requirements: None.

Glory Hole (10, 5): Creates a small portal, of one of two types, which are linked. People who make one kind are randomly linked to the other. It's used for sexual relief, obviously, based on a have dick/want dick system. Dimension, Erotic. Requirements: Small Gate (Advancement).

Seeker of Glory (11, 5): Similar to Glory Hole, but the portal is only made on one side, and leads directly to somebody who is filled with desire, you choose whether it's someone who has a cock or someone who wants one. Dimension, Mind, Erotic. Requirements: Glory Hole (Advancement), Read Thought.

Large Gate (12, 6): Creates large portal, big enough to walk through, to elsewhere in space. Dimension, Movement. Requirements: Small Gate (Advancement).

Dimension Gate (13, 6): Create portal into another dimension. Summon, Dimension, Movement. Requirements: Teleport, Large Gate (Advancement).

Analyse Dimension (14, 5): Understand the properties of a dimension. Dimension, Sense. Requirements: Analyze Magic (Advancement)

Dimension Sight (14, 6): See where a dimensional gate leads. Dimension, Sense. Requirements: Magic Sight (Advancement).

Create Dimension (18, 10): Create a small dimension of your own, which you control. Dimension: Requirements: Analyze Dimension, Dimension Sight, Dimension Gate

Permanents

The following abilities are always active, as such, they only have one number attached to them, their XP cost. If two permanents have contradicting physical effects, purchasing one costs an additional 2 XP, and overrides the previous one unless you have Evershifting Form. These are just a few possibilities I came up with, and if you have some of your own ideas, I'd love to hear them.

Human Form (10): You can turn off your permanents at will, shifting into a human form. Requirements: 2 Permanents

Evershifting Form (15): You can mix and match your permanents, activating whichever ones you please. Permanents with contradicting effects cannot be active at the same time. If a Permanent has a requirement Permanent, than it must also be active. Requirements: Human Form.

Skin of Steel and Silk (8): Skin is both incredibly soft, and incredibly strong, making it almost impossible to be cut or stabbed. Lose all body hair and callouses. Requirements: Armor, Soften Metal.

Kiss of Burning Desire (13): Contact with your lips causes Arouse. Ingesting your saliva causes Oestrus, but using that ability causes Arouse on you. Your lips become a glossy bright red, and slightly thicker and more defined, and leave a red mark whenever you kiss something. Your default expression is a seductive smile. Requirements: Oestrus, Fire Breath

Eternal Youth (8): You are young (appearance of early twenties) forever. You can no longer grow a beard. If you do not have sex for a month, your hymen slowly repairs. Requirements: Restore Youth.

Cat's Eye (8): Dark Sight is permanent. You have cat-like slits for pupils. Requirements: Dark Sight.

Potions

Some spells can be made into potions. For this, basically ask yourself how much sense it makes as a potion. Electric Blast can't be a potion, for instance, but Heat can, but will only affect the drinker.

Runes

Spells can be cast into runes, which can be put on items or areas to form magical items or traps. Runes work similarly to potions.

Eternal Rune (+2, +2): Basic Magic. Rune's effect is permanent, and will not only be used once. For things like Electric Blast, it may still need charging in between uses, but something like light can be perpetual. Requirements: None

What's next?

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