Ward off the Rain
Cost: 1 Water MP
Description: Another rainy day? Whether you just love the rain or hate it, it’s always nice to stay dry from a unexpectant rainfall. Use this spell to create a very thin invisible shield around yourself in order to not only keep yourself dry, but also your clothing and anything else you carry, or chose to use it on another target besides yourself. However, the spell has a tendency to fail when used under pressure of battle.
Effect: No effect in battle, see description, the ward lasts until dismissed or when used in battle.
Ward off the Rainstorms
Cost: 2 Water MP
Description: A rainstorm coming your way? With this spell you’ll stay safe and dry, and its even useful to ward off minor attacks!
Effect: The user creates an invisible shield layer around themselves or the target’s body for three turns that not only keeps the target and anything they carry dry, but wards off water attacks and the negative effects of them as well! The effect ends immediately if the shield is "broken" by receiving damage equal to or greater than 2. Outside of battle the ward lasts for 3 hours.
Ward off the Sunlight
Cost: 1 Fire MP
Description: Tired of always needing to use sunscreen on hot days to protect your skin? Don’t want a tan? Or allergic to the sun, but still want to come out at day time? Even at its brightest? The user can cast this spell on any target including itself with a thin invisible shield layer around the body to protect themselves from the harmful sunlight, and still enjoy a nice day out in the sun.
Effect: No effect in battle, see description, the ward lasts for a full day.
Touch of the Incubi
Cost: 1 Chaos MP
Description: The user can cast it on a target, be it living or even an object. The spell allows it to share the sense of touch between the caster and target for about two hours or until dismissed. But the use for it? Well.. I’m sure you can think of something for it.
Effect: No effect in battle, see description.
( Could be useful for Cloud 18 related parts, plus give the other Incubi skills a chance to shine more, or just as a general prank like tapping someone on the shoulder from very, very far away! XD )
Sounds of Life
Cost: 5 Hollow MP
Description: When before there was only a maddening silence, you can now actually hear what is going on around you.
Effect: User can cast it on themselves or another target. Negates the trait or ability ‘Deaf’ for four turns in battle. Can only affect those who are ‘Deaf’. Outside of battle works for six hours.
Voice of the Silent One
Cost: 5 Hollow MP
Description: When before you could only croak (if lucky) when trying to talk, and yet still you couldn’t be heard, now it seems possible! Isn’t it odd you can finally hear your own voice? If only for a while?
Effect: User can cast it on themselves or another target. Negates the trait ‘Mute’ for four turns in battle and allows sound-based attacks or abilities to be effective again when used by the individual that was mute. Can only affect those who are ‘Mute’. Outside of battle works for six hours.
Sight for the Blind!
Cost: 10 Hollow MP
Description: Darkness might be all you’ve ever known, but that’s sure to change now!
Effect: User can cast it on themselves or another target. Negates the trait or ability ‘Blind’ for four turns in battle, and allows the target in question to see again with the same sight that their race naturally possesses. Can only affect those who are ‘Blind’. Outside of battle works for seven hours.
Roar of Defiance
Cost: 3 Hollow MP
Description: You know some of those predatory species are on the top of the food chain, and they make it known loudly to their prey. Freezing them in place. Yet, with this spell, you can imitate them!
Effect: Caster only needs to open their mouth, and the sound of a “Roar” from some unknown or known species is heard loud and clear, causing the opponent to skip it's next turn in battle.
Curse of Sleep Sickness
Cost: 5 Chaos MP
Description: The opponent starts to feel rather tired all of a sudden, enough so that they might even fall asleep at the most crucial of times possible!
Effect: The user casts a spell on their opponent. For three turns to see if they are awake, flip a coin each turn, if Heads, they can fight just at the nick of time. If Tails, opponent falls asleep and skip their turn in battle. Essentially the target gets the ability ‘Sloth’ for the duration of this spell.
Screams of the Death
Cost: 6 Dark MP
Description: Wisps of shadows start to surround the foe, there are never enough to block their sight, but what they do is something far more terrible. Each time a wisp reaches the opponent’s head they will hear a loud scream inside their mind, right down to the marrow of their bone, distracting them from the real threat and damaging their hearing for a little while.
Effect: Lasts for three turns, while in effect opponent looses 2 dexterity, and receives 1 point in damage for each turn this is in effect.
Summon the Bumblebee’s
Cost: 1 Earth MP
Description: Who better to pollinate then the bumblebee’s themselves? Caster can summon a small swarm of these insects to help out in their garden. Yet should they summon them in battle, the caster can direct the bumblebee’s attention to the opponent and swarm right up at the foe’s face. Blocking their sight and making an annoying buzz sound that can be quite distracting, lets hope for your opponent's sake they don’t want to sting!
Effect: Flip a coin, if Heads the bumblebee’s block the opponent’s sight for one turn, giving the opponent 1/2 accuracy for all attacks. If Tails, does 1 Physical Damage before dispersing.
Incubi’s Touch
Cost: 4 Chaos MP
Description: Caster consumes a tiny amount of energy from their target and adds it to their own. It might hardly be noticeable!
Effect: Drains about 2 stamina worth of their victim’s health and adds the stamina on top of their own. Should that exceed their maximum stamina they will keep the extra points until they are lost from damage.
Shield of Butterflies
Cost: 7 Hollow MP, 1 Chaos MP
Description: Caster summons a swarm of butterflies to stay near their summoner, or the caster can choose another target to protect with this shield. These butterflies aren’t ordinary butterflies though! For all that they are the size of your palm, their bodies are super tough and capable of even blocking gunshots for a while!
Effect: Caster summons a swarm of butterflies for three turns, the butterflies tend to swarm close to the vitals of the target without blocking their sight, and for each turn sacrifice one butterfly against either an arrow, bolt or one gunshot for that turn, dispersing in colorful sparks when hit. Shield will only work against Bows, Crossbows, and Firearms Expertise. Other types of attacks the butterflies tend to avoid at all costs. Outside of battle, butterflies stays with target for three hours before dispersing.
Chaos Warp
Cost: 3 Chaos MP
Description: Strange purple energy gathers around yourself and infuses with your body for just a moment as you look where you’re aiming for to warp. When at its peak, poof, your gone! Only to appear behind your opponent a second later!
Effect: Casting this spell allows you to teleport behind your target when you’re at close or midrange distance, and grants you an extra attack where the foe has 1/2 the regular dexterity for that turn. Works only for the caster, and anything they wear or any non-living beings they carry or are carried by that stays with them when they warp (ex. Robots and those considered Lifeless), while any living being gets left behind, so, belter watch when your using it!
Pocket Dimension
Cost: 2 Hollow MP, 2 Hollow MP Semi-Permanently lost for storing each object
Description: Casting this spell brings forth an ominous portal of little more than a meter tall, dark purple mist swirls at the edges, with within there is absolute darkness. By the caster’s will, they can easily decide where it opens for them, allowing it to always be within easy reach. Wait!? Why are you placing your hand inside it!? Are you crazy! What are you trying to pull out of it?!
Effect: When the spell is cast and the portal appears, the caster can place inanimated objects into the portal so long as they fit through it while intoning the word(‘s) they associate with said object for when they wish to retrieve it. The portal freezes the object in time together with any spells cast on it, thus preserving the spell on the object until it is retrieved, in which it will continue running on the time limit it still has left. The portal has a time limit of five minutes in which objects can be added or retrieved, it pushes out any living matter when it hits the time limit and closes up. In battle the portal stays open for two turns, the turn its cast, and the turn one object is retrieved or put inside it, the user won’t be able to attack or defend within that time frame.
The portal once an object is placed in it stays permanently connected on the caster unless certain conditions are met, it is always near their presence while remaining intangible by both sight and touch until the caster once more uses this spell to open their portal and have it become visible. Magical items put into the Pocket Dimension stay inactive until retrieved from it, they stay frozen in time until it happens.
Should the caster having performed this spell while not having swallowed a Node not be in contact with their Node somehow either by touch or having it be stored somewhere close to their body, It will take about a week for the magic to disperse back in to the Node’s used naturally if within that time frame the caster still hasn’t been into contact with said Node’s used for it. Should that happen the portal will appear exactly after seven days near the caster and starts spitting out the objects until it either is completely empty of stored objects and disperses its presence entirely from the caster after time runs out (which can happen as well when the caster takes out all their items from it without putting anything new in it), or if within that time frame some of the Node’s are touched or stored very near the caster’s body it will spit out enough objects to be able to support itself and have at least 2 MP free that can naturally regenerate within a day in order to be able to cast the spell again should there be need for it.
Using this spell to store objects into the Pocket Dimension will require the user to make a separate page on their Spell Library labeled Pocket Dimension, each object recorded within it will need to be given a number and the word(‘s) used to retrieve said object. The maximum number of objects the user can store within their personal dimension depends solely on how much MP their capable of using. Each object within the dimension takes 2 MP out of their magic pool, taking out said object from the portal frees 1 MP immediately for use while the other takes a day to regenerate back. Make a note in your Pocket Dimension what your total magic pool is that fills back up each day (Don't forget to note down which types of elemental Nodes are used!), then deduct the cost for each object stored to keep the portal permanently connected to the user, the remaining magic you have available can be used to cast other spells with it. The Pocket Dimension will always need to have at least 2 MP available that can regenerate on its own in order to be capable of casting this spell again at some point. Though, the MP cost can rise quite high if one put each individual object in the portal, it is known with this spell that to lower the cost a bag, container or another object that can store items can keep about five items within, and still count as one object from the Pocket Dimension’s perspective before it would reject it should more then five be stored within it.
When the Pocket Dimension starts spitting out objects when certain conditions are met as described above, the objects can be spit out of the portal up to four feet of distance from the user. Should it only need to spit out enough objects to cover the absence of the Nodes used instead of all of them. Roll a die with the maximum number of objects stored within the Pocket Dimension to see which ones are spit out, rolling a die on the same number -In case you need the portal to spit out more than one item- will mean you need to roll a die again to see which one needs to be getting rid of to free up your MP if you still don’t have any left that can regenerate back on its own 2 MP at the minimum.
Shrink and lighten the load!
Cost: 3 Hollow MP, 2 Wind MP
Description: Now... What’s a thief to do if the object they desire is too big to carry? Why, shrink it of course!
Effect: Items bigger than 12 inches are shrunk down to that size, and have their weight lightened to the point it almost feels like your carrying air! For fifteen minutes the item stays small before rapidly growing back into their original size. The spell fails to work should the object that it is casted on contains within it a humanoid or a creature that isn't a complete robotic being. To cast on a ally or pet and shrink them, look up the spell Shrink. When used in battle shrinks the targeted foe’s weapon for two turns (their defending and attacking turn) making it almost impossible for them to use their shrunken weapon in that time frame, still, there is always more ways to fight then just using your weapons.
Dimensional Shroud
Cost: 10 Hollow MP
Description: Over my dead body! You’re not getting my hoard, you hear me?!
Effect: Only effective against the spell Dimensional Breakthrough, will not work against any other expertise or spell in combat. In battle summon a ‘shield’ that covers the user’s whole body in swirling purple mist from which both parties can still clearly see each other. This mist stays active for four turns in battle, the turn the spell is cast takes up one turn in battle, and the resulting spell will only react against the spell Dimensional Breakthrough, absorbing some of the more dangerous effects to those who have a Pocket Dimension. The spell will make it react as if the user has no personal Pocket Dimension, and will instead trick the Dimensional Breakthrough to open a random portal near the user that collapses the moment it is made. Receiving 4 damage that is unavoidable, nor can it be resisted when the backlash of the resulting explosion happens the moment the portal collapses.
Dimensional Breakthrough
Cost: 15 Hollow MP
Description: While it saps a lot of magic to cast, should the gamble pay off, your foe won’t know what hit ‘em!
Effect: When casting this spell against someone using a Pocket Dimension to store objects in it, a portal similar to that spell appears and tosses out 1-5 objects randomly away from the target's body, throwing it just far enough that it will make it harder for the target to gather those object('s) back to their side while fighting! Roll a 5-sided die to see how many objects are tossed out, and then for each object roll a die with the maximum number of objects they have to see which random object is tossed out. Should the second or fifth roll of the die be on the object number already tossed out, then nothing happens.
If the gamble pays off you can really inconvenience your target by having them loose their concentration in battle! Each object successfully thrown out can cause the target to lose 1 dexterity point on their attacking turn for three rounds. And with the rather explosive closing of the portal the target gets 2 points of damage that is unavoidable nor can it be resisted when hit with the backlash.
Casting this spell against someone who doesn’t use a Pocket Dimension will receive 4 damage that is unavoidable, nor can it be resisted. A portal much like a pocket dimension appears, only to collapse within moments close to the target’s body, injuring the target with the backlash from the resulting explosion when the collapsing of the portal happens.
Keep ém fresh
Cost: 2 Order MP
Description: It’s been four days, and it still looks so fresh! Even smells that way too! Yum!
Effect: Edible items that are quick to rot will remain frozen in time for a period of four days or until its eaten. Handy for travelers with carnivore companions and have a difficult time hunting enough prey to feed them while on the road. No use in battle.
Summoner's Recall
Cost: 6 Hollow MP
Description: Should the caster lose their weapon(‘s) due to being disarmed or having thrown it at their foe, they can cast this spell to summon the weapon(‘s) back into their hand(‘s), just in time to attack or defend once more against their foe!
Effect: The summoning of the weapon(‘s) only works for the caster’s own weapons as the spell uses the memories of what the weapon looks like, the feel and weight in the hand(‘s) of the caster, and summons it into their empty hand(‘s). Should all hands be full already when the spell is cast, the resulted summoning has the weapon smacks against the caster’s hand before falling to the ground. Doing 1 point in physical damage to the caster. This happens for each weapon the caster lost on the battlefield and is unable to hold in their hand, adding 1 point in physical damage each time.
Deny the Summoning!
Cost: 8 Hollow MP
Description: The caster uses a spell on their target that makes it impossible for them to use any kind of summoning magic!
Effect: For four turns in battle the target cannot use any type of magic that summons creatures to their side, nor be able to summon back their weapon(‘s) from the battlefield in their hand(‘s) should they get disarmed or have thrown it at the caster!
Sharp no more!
Cost: 5 Hollow MP
Description: Those blades look awfully sharp, don’t they? Let’s fix that right up!
Effect: Cast a spell on the targeted weapon of your choice, be it your foe’s weapon or your own, this weapon now does blunt damage instead of bladed or piercing damage for four turns in battle. The weapon gains a thin invisible layer that blunts the edges temporarily. Outside of battle works for five hours. Does not work on firearms, bows, crossbows or weapons that already do blunt damage.
Intimidating Aura
Cost: 4 Dark MP, 2 Chaos MP
Description: The caster summons a cloak of grasping shadows on their body, and glowing red eyes that stare at the foe with their unblinking gaze, there might even be shadows formed near the caster’s body that represents some unknown predatory animal. Honestly, it’s the teeth that likely are the worst to look at. See how long and sharp it looks!
Effect: For three turns in battle the caster has the ability intimidation. Outside of battle last for four hours.
Crescere Aures
Cost: 6 Chaos MP, 4 Hollow MP
Description: A second set of ears grows on top of your head or below your true ears of your own imagination. This new set of ears are fully functioning and allows even the deaf to hear, if only for a short while. It sharpens the hearing to the point you can tell when someone is sneaking behind you.
Effect: Gives the ability “Keen Senses” for five rounds in battle. Outside of battle works for five hours.
Altior Sensus Odor
Cost: 1 Chaos MP, 3 Hollow MP
Description: Your sense of smell gets heightened to the point of unnatural, even for one of your own kind who are known to have an excellent sense of smell. This can obviously come in quite handy when you want to track something down that doesn’t leave much traces behind in a normal way.
Effect: The target or user it is casted on gains the skill “Advanced Tracking” by the use of smell and has a 10% more chance to find exactly what it is your tracking down, well... So long as the one it is casted on does know which scent it is you need to trail after or have a scent sample of the target your tracking down with you. You DO have it with you right? In water the spell works only on those who have the ability Aquatic or Amphibious in order to breath and smell scents in the water. In the air it only has 5% percent chance of working if the target is close by and the wind is in the right direction. In battle spell works for two rounds and has a chance of finding out where a opponent using any type of Stealth move is by 10%, but any attacks using scents will have their effects be twice as effective against the one using this spell. Lasts for four hours.
Copycat Clone
Cost: 15 Order MP, 5 Chaos MP
Description: Casting this spell on the user or target creates a literal clone on the one it is casted on, this clone knows everything of the one it is casted on up till the point it is created, and feels as solid as anyone made out of flesh and bones. Be wary, they can make up their own mind on what to do!
Effect: Creates a clone with 1/3 the stats, and 1/2 the remaining Stamina for three rounds in battle or until destroyed. It can use all the abilities, moves or skills the target knows. Anything worn or equipped by the target at the time the spell is cast that has stats of their own will have their stats become 1/2 while any magical accessories that are not related to stats are rendered useless unless given the original accessories. When it is destroyed or the three rounds are up, the memories of their double get returned to them, and the resulting backlash makes focusing just a little harder as it gets processed, while becoming exhausted by the experiences the clone went through. Their true self gets -1 Dexterity and -1 Mentality for two turns in battle with a loss of 1 Stamina immediately when the clone is gone. Outside of battle lasts for eight hours.
Strong in Mind
Cost: 6 Order MP
Description: While you may be magically shielded against mental assaults at least for the most part, they can still hurt you if they are mentally stronger then you.
Effect: The user or target this spell is cast on gains temporarily Psychic Resistance for six turns in battle. Outside of battle last for five hours.
Animate Toy Minor
Cost: 8 Hollow MP
Description: If you have a small plushy with you it can help you out in battle with this spell, or serve as a temporarily playmate for a couple of hours, how neat!
Effect: Casting this spell on a small plushy whose species is designed for land dwellers (walking on two or four legs) gives the toy a resembles to life by looking just a tad more real then one would expect and gains a mental link to the one who casted the spell. It follows a preset of moves designed in battle, or if commanded to play with your pet, does exactly that! It even makes cute sounds that doesn’t make any sense! In battle toy has 3 Stamina, 0 Strength, 2 Resistance, 7 Dexterity, 3 Mentality and uses the moves Dodge and Snitch to inconvenience your opponent for three rounds in battle or until the toy is destroyed before time runs out. If the spell is cast on a plushy designed after water-dwellers such as a fish it has the same preset of moves but its stats are changed due to soaking up the water and becomes 3 Stamina, 0 Strength, 4 Resistance, 5 Dexterity and 3 Mentality. Outside of battle last for three hours.
Animate Toy Major
Cost: 10 Hollow MP, 5 Light MP
Description: If you have an extra large toy with you it can help you out in battle with this spell, or serve as a temporarily playmate for a couple of hours, how neat!
Effect: Casting this spell on a large plushy whose species is designed for land dwellers (walking on two or four legs) gives the toy a resembles to life by looking just a tad more real than one would expect and gains a mental link to the one who casted the spell. It follows a preset of moves designed in battle, or if commanded to play with your pet, does exactly that! It even makes cute sounds that doesn’t make any sense! In battle toy has 5 Stamina, 0 Strength, 5 Resistance, 7 Dexterity, 3 Mentality and uses the moves Dodge and Holy Shield to help defend the caster against their opponent for three rounds in battle or until the toy is destroyed before time runs out. If the spell is cast on a plushy designed after water-dwellers such as a Plaithor it has the same preset of moves but its stats are changed due to soaking up the water and becomes 5 Stamina, 0 Strength, 7 Resistance, 5 Dexterity and 3 Mentality. Outside of battle last for four hours.
(This was designed with the idea in mind that the Playful Pup could gain more customers as the toy is gone when destroyed, requiring you to buy a new one should you wish to use this spell. And hey! Its perfect target practise material as these guys
move. >:D)
Lure of the Incubus
Cost: 5 Chaos MP
Description: For some reason your scent becomes stronger and more pleasing to the nose, its such a relaxing aroma, what did you do? It smells like my favorite scent!
Effect: Caster releases a relaxing aroma that lower the opponents guard by using their favorite scents against them. Lowers the opponents resistance by 2 until the end of battle, or until four hours have passed.
Grow Big!
Cost: 4 Order MP
Description: Sometimes with small objects it can be handy to actually have them grow bigger. That bird house over there? That’s my temporal home, watch this!
Effect: Casting this spell on an object can make them by the casters will grow up to six times in size, smaller than six times is possible, but sadly no bigger than that. Objects will also increase in weight. In battle for each increase you will need to cast each time and the size increase becomes irregular as its harder to focus, the objects won't be able to become twice the size with each time it is used but the caster can still cast on one piece six times before it has no effect on it anymore.
When cast on a weapon there size increases by ten centimeter and there is a bigger chance that the object will break or become more unwieldy to use. Giving the target who uses the weapon a -1 chance to attack or defend for each time the spell is cast to increase the size. And any armor piece it is cast on will have there size increasing every two centimeters to become more lose and easier to fall off the body by ten percent each time it happens to that particular piece. Roll a 10d each round to see if it happens for every armor piece it is cast on. Outside of battle the spell last for twelve hours or until dismissed.
Frost Wall
Cost: 2 Water MP, 2 Wind MP, 1 Hollow MP
Description: You could really use a breather from all those ranged attacks, best to create some cover for it!
Effect: Summon a straight frost wall of two meters in length and one and half meter tall with a depth of half a meter to hide behind. It even has on the casters side protrusions for hands and feet to climb on! Frost wall has 15 Stamina, and 10 Resistance with Cold Resistance and Fire Weakness. The wall lasts for three rounds in battle as it then melts away or until destroyed. So long as the opponent is on the opposite side of the wall it can protect the caster from attacks temporarily, better hope the opponent doesn’t decide to walk around it! Outside of battle lasts for two hours.
Wall of Sand
Cost: 5 Earth MP
Description: You could really use a breather from all those ranged attacks, best to create some cover for it!
Effect: Summon a straight sand wall of two meters in length and one and half meter tall with a depth of half a meter to hide behind. It even has on the casters side protrusions for hands and feet to climb on! This sand wall has 10 Stamina, and 15 Resistance with Earth Resistance and Water Weakness. The wall lasts for three rounds in battle as it will then lose cohesion and crumble or until destroyed. So long as the opponent is on the opposite side of the wall it can protect the caster from attacks temporarily, better hope the opponent doesn’t decide to walk around it! Outside of battle lasts for two hours.
Switch our Sights
Cost: 2 Chaos MP, 3 Hollow MP
Description: Wait! Why am I seeing myself standing there?!
Effect: Switches the sight between the caster and target, they see what the target now sees, but so does the target with the casters sight, this obviously can be rather difficult to handle as the sight they see from is directly from the targets own body, while the target has the same issue with seeing only from the casters point of view. During this spell it is impossible to see from their own body. Caster and target both lose -2 Dexterity while it is happening and gain the sight from the opposing party, attacks only have 2/3 accuracy if not Blind. For those who have the trait or ability Blind the opposing party gains all the advantages and repercussions from it while the other doesn’t, if one has Sonar Sense the one who doesn’t merely gains Blind as a trait or ability while the one with Sonar Sense only gains -1 Dexterity and no accuracy problems as they don’t use their eyes to see, but can still become confused with the overlapping sights they get to process. Spell lasts for four turns in battle, or one hour outside of battle or until dismissed.
Locating the Enemy
Cost: 2 Chaos MP, 2 Wind MP, 1 Hollow MP
Description: Caster only needs to open their mouth to send out sonic waves to locate the enemy with beyond accurate accuracy.
Effect: Caster can use the spell on themselves or a friendly target that will be able to use the move ‘Echolocation’ and all it entails, their hearing getting sharpened only for that moment to receive the information gained from it.
Spells put into the thrash bag when new info about Nodes came out.
Pocket Dimension
Cost: 2 Hollow MP, 1 Hollow MP Semi-Permanently lost for storing each object
Description: Casting this spell brings forth an ominous portal of little more then a meter tall, dark purple mist swirls at the edges, with within there is absolute darkness. By the caster’s will, they can easily decide where it opens for them, allowing it to always be within easy reach. Wait!? Why are you placing your hand inside it!? Are you crazy! What are you trying to pull out of it?!
Effect: When the spell is cast and the portal appears, the caster can place inanimated objects into the portal so long as they fit through it while intoning the word(‘s) they associate with said object for when they wish to retrieve it. The portal freezes the object in time together with any spells cast on it, and has a time limit of five minutes in which objects can be added or retrieved, it pushes out any living matter when it hits the time limit and closes up. In battle the portal stays open for two turns, the turn its cast, and the turn one object is retrieved or put inside it, the user won’t be able to attack or defend within that time frame.
The portal once an object is placed in it stays permanently connected on the caster, always near their presence and remains unseen and untouchable until the caster once more uses this spell to open their portal and have it become visible. Magical items such as for example Nodes who don’t require the touch of the user but only need to be near their presence will continue to work for the user. The Pocket Dimension will only disperse its presence entirely if all objects are taken out of it and the time limit that allows it to stay active runs out. Using this spell to store objects into the Pocket Dimension will require the user to make a separate page on their Spell Library labeled Pocket Dimension, each object recorded within it will need to be given a number and the word(‘s) used to retrieve said object. The maximum number of objects the user can store within their personal dimension depends solely on how much magic their capable of holding.
Each object within the dimension takes 1 MP out of their magic pool, taking out said object from the portal frees 1 MP immediately for use. Make a note in your Pocket Dimension what your total magic pool is that fills back up each day, then deduct the cost for each object stored to keep the portal permanently connected to the user, the remaining magic you have available can be used to cast other spells with it. The Pocket Dimension will always need to have at least 2 MP available that can regenerate on its own in order to be capable of casting this spell again at some point.
The portal can also appear unnuanced when the caster loses all their Nodes or enough Nodes to affect how many objects are stored within it (if not swallowed to be capable of permanently casting spells), spitting out just enough objects from which it can land up to four feet of distance to make up for the loss and give you at a minimum 2 MP when it happens, or spits out all the objects from the portal when unable to do any magic anymore. Roll a die with the maximum number of objects stored within the Pocket Dimension to see which ones are spit out (if the user doesn’t have their magic permanently lost), rolling a die on the same number -In case you need the portal to spit out more than one item- will mean you need to roll a die again to see which one needs to be getting rid of to free up your MP if you still don’t have any left that can regenerate back on its own 2 MP at the minimum.
Dimensional Breakthrough
Cost: 15 Hollow MP
Description: While it saps a lot of magic to cast, should the gamble pay off, your foe won’t know what hit ‘em!
Effect: When casting this spell against someone using a Pocket Dimension to store items in it, a portal similar to that spell appears and tosses out 1-3 items randomly away from the target's body, throwing it just far enough that it will make it harder for the target to gather those item(‘s) back to their side while fighting! Roll a 3-sided die to see how many items are tossed out, and then for each item roll a die with the maximum number of items they have to see which random item is tossed out. Should the second or third roll of the die be on the item number already tossed out, then nothing happens. If the gamble pays off in that they store a Node in their personal dimension that gets spit out, the consequences for the target can be quite severe, as it may lead towards a domino effect when the Pocket Dimension tries to support itself enough with the magic the MP the target has left or will get when more items are tossed out (look up the spell Pocket Dimension for distance of thrown out items and what will happen should it be a Node that gets tossed out). It is after all also well known for those who use a Pocket Dimension that a bag or container can store many items within, and still count as one object from the Pocket Dimension’s perspective, thus saving the high MP cost compared to storing each item individual, yet poses its own risk for this exact reason.
Casting this spell against someone who doesn’t use a Pocket Dimension will receive 4 damage that is unavoidable, nor can it be resisted. A portal much like a pocket dimension appears, only to collapse within moments close to the foe’s body, injuring the foe with the backlash from the resulting explosion when the collapsing of the portal happens.