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       #Post#: 12208--------------------------------------------------
       Adventurer Creator: Forum Game Style
       By: nitrox116 Date: September 25, 2014, 10:25 am
       ---------------------------------------------------------
       [center]Omni’s Adventurer Creator, D&D Style[/center]
       This is a mod of Omni’s CST Adventurer Creator in this
  HTML http://gamestarforum.createaforum.com/role-playing/cst-resource-adventurer-creator/<br
       />thread, that quantifies some data and allows it to be used for
        a
       Dungeons and Dragons-style game.  Credit goes to Omni for
       basically all of the ideas and creativity.  Such a game deals
       with probability and damage power, but is still be open to
       interpretation, with creative ideas being potentially
       successful.  Creating a character is basically the same: you
       have 1000 points to spend.
       First, some basic concepts of the game.
       Stats
       Health: Your remaining strength to battle.  This stat varies
       from species to species, but when it reaches zero, you fall
       unconscious.
       Attack: Your attacking power for physical attacks or weapons.
       Focus: Your attacking power for spells.
       Defense: Your ability to lower the damage of incoming attacks or
       spells.
       Speed: Your ability to move before your foe.  Higher Speed goes
       first.
       Accuracy: Your ability to hit the opponent.
       Evasion: Your ability to avoid the foe&#8217;s attacks.
       Luck: The chance of hitting a weak point with a physical attack
       or weapon.  This will bypass the foe&#8217;s Defense stat.
       There are some basic formulas you should know.
       Power = Strength + Attack or Strength + Focus.  Strength is a
       weapon or spell&#8217;s power.  Attack is used when dealing with
       physical attacks, Focus with magic.
       Damage = Power - Defense.  The minimum damage dealt by a
       damaging attack is 1.
       Probability of hitting (%) = 100 - 15 * (Evasion of foe -
       Accuracy of attacker + 1).  The minimum probability that an
       attack can hit is 20, although this will of course change if the
       target is far away or inaccessible.
       Probability of hitting a weak point (%) = Weapon weak point rate
       * Luck + 1.  The maximum probability of an attack hitting a weak
       point is 75%.
       Magic
       Magical attacks are spells.  They consume mana to use.  Mana
       regenerates over time at a rate of five mana per minute.  If you
       have too little mana to cast a spell, then you will lose the
       mana but be unable to cast it.  When your mana reaches zero, all
       of your active spells will deactivate.  Spells with a mana cost
       of above five generally require free movement of your hands.
       Elements
       Spells and some attacks utilize elements.  Each element is
       strong against one elements and weak against one element.  There
       are five in total.  A strong attack will deal 1.5x damage, while
       a weakened attack will deal 0.5x damage.
       Fire beats Ice but loses to Water.
       Ice beats Wind but loses to Fire.
       Wind beats Lightning but loses to Ice.
       Lightning beats Water but loses to Wind.
       Water beats Fire but loses to Lightning.
       Status Conditions
       Some attacks can inflict various status conditions.  While with
       some rationale, you could make up your own and explain its
       effect, these are the normal ones.
       Burn: Part of your body is burned.  The effect differs depending
       on the burned part of your body, but generally it will be more
       difficult (and painful) to use that part.  For example, if your
       hand or arm was burned, it would be more difficult to wield a
       weapon.
       Paralysis: A strong electric shock causes your muscles to seize
       up or go into spasms.  You will always move last, and your
       Accuracy is decreased by 1.
       Poison: Poison will slowly take effect on your body, causing 5
       damage every turn.  Outside of battle, it causes 1 damage every
       30 seconds.
       Freeze: You are prevented from moving at all, preventing you
       from attacking or using spells with a mana cost of above 5.
       Environmental conditions like strong sun, in addition to Fire
       attacks, will melt the ice.  The ice will melt naturally after
       about a minute.
       Lethargy: Extreme tiredness will make it difficult for you to
       move or concentrate, lowering your Attack and Focus by 1.  It
       wears off in 3 battle turns or 2 minutes out of battle.
       Naturally, lethargy caused by not sleeping enough will not wear
       off until you sleep.
       Fall: When you fall down, you cannot use any attacks that
       require leg movement that turn.  You will automatically get up
       at the end of your turn.
       [spoiler=Species]Species
       The list of species is the same as in the base game.  Species
       have various bonuses or negative effects.  They also have
       different amounts of base health.
       Human:
       [list][li]110 base health[/li]
       [li]+4 Accuracy (2 sight, 2 hearing)[/li]
       [li]+2 extra Accuracy when using a weapon[/li]
       [li]Can determine a target's elemental affiliation and magic
       classes unlocked[/li]
       [li]Has a 40% chance of identifying poisonous food before it's
       too late[/li]
       [li]-5% of being affected by extra negative effects[/li]
       [li]-2 Accuracy underwater[/li][/list]
       Elf:
       [list][li]80 base health[/li]
       [li]+7 Accuracy (3 Sight, 4 Hearing)[/li]
       [li]+3 extra Accuracy when using a weapon[/li]
       [li]Can determine a target's elemental affiliation and magic
       classes unlocked[/li]
       [li]Has a 40% chance of identifying poisonous food before it's
       too late[/li]
       [li]-25% of being affected by extra negative effects[/li]
       [li]-4 Accuracy underwater[/li]
       [li]-2 Defense[/li][/list]
       Orc:
       [list][li]120 base health[/li]
       [li]+3 Accuracy (3 Sight)[/li]
       [li]Can determine a target's elemental affiliation, magic
       classes unlocked, and location[/li]
       [li]Can boost the Tracking Skill class by one without spending
       any points[/li]
       [li]Has a 40% chance of identifying poisonous food before it's
       too late[/li]
       [li]-5% of being affected by extra negative effects[/li]
       [li]-2 Accuracy underwater[/li][/list]
       Dwarf:
       [list][li]105 base health[/li]
       [li]+5 Accuracy (3 Sight, 2 Hearing)[/li]
       [li]+2 extra Accuracy when using a weapon[/li]
       [li]Can determine a target's elemental affiliation and magic
       classes unlocked[/li]
       [li]Has a 40% chance of identifying poisonous food before it's
       too late[/li][/list]
       Lizardman:
       [list][li]95 base health[/li]
       [li]+4 Accuracy (3 Sight, 1 Hearing)[/li]
       [li]+2 extra Accuracy when using a weapon[/li]
       [li]Can determine a target's elemental affiliation[/li]
       [li]Has a 20% chance of identifying poisonous food before it's
       too late[/li]
       [li]-10% of being affected by extra negative effects[/li]
       [li]+2 extra Accuracy when underwater[/li]
       [li]+1 Defense[/li][/list]
       Antharach:
       [list][li]90 base health[/li]
       [li]+4 Accuracy (3 Sight, 1 Hearing)[/li]
       [li]+2 extra Accuracy when using a weapon[/li]
       [li]Can determine a target's elemental affiliation[/li]
       [li]Has a 20% chance of identifying poisonous food before it's
       too late[/li]
       [li]-20% of being affected by extra negative effects[/li]
       [li]-2 Accuracy when underwater[/li]
       [li]+1 Defense[/li][/list]
       Rohn:
       [list][li]120 base health[/li]
       [li]+2 Accuracy (2 Hearing)[/li]
       [li]+2 extra Accuracy when using a weapon[/li]
       [li]+1 Attack[/li]
       [li]Can determine a target's elemental affiliation, magic
       classes unlocked, and location[/li]
       [li]Can boost the Tracking Skill class by one without spending
       any points[/li]
       [li]Has a 40% chance of identifying poisonous food before it's
       too late[/li]
       [li]-5% of being affected by extra negative effects[/li]
       [li]-1 Speed[/li]
       [li]-1 Accuracy underwater[/li][/list]
       Naga:
       [list][li]90 base health[/li]
       [li]+4 Accuracy (2 sight, 2 hearing)[/li]
       [li]+2 extra Accuracy when using a weapon[/li]
       [li]Can determine a target's elemental affiliation and magic
       classes unlocked[/li]
       [li]Has a 40% chance of identifying poisonous food before it's
       too late[/li]
       [li]-10% of being affected by extra negative effects[/li]
       [li]+5 extra Accuracy and +1 Speed when underwater[/li]
       [li]-1 Speed when on land[/li][/list]
       Ala:
       [list][li]100 base health[/li]
       [li]+7 Accuracy (4 sight, 3 hearing)[/li]
       [li]+2 Accuracy when using a weapon[/li]
       [li]Can determine a target's elemental affiliation, magic
       classes unlocked, and location[/li]
       [li]Can boost the Tracking Skill class by one without spending
       any points[/li]
       [li]-10% of being affected by extra negative effects[/li]
       [li]-4 Accuracy when underwater[/li]
       [li]-1 Speed and -1 Evasion when wet[/li]
       [/list][/spoiler]
       [spoiler=Weapons]Weapons
       Weapon and material cost is the same as in Omni&#8217;s.  I also
       list it here for your convenience.  A weapon&#8217;s magical
       resistance determines the amount it resists a spell cast through
       it.  A spell cast through a weapon will deal damaged reduced by
       the magical resistance.  For non-attacking spells, 2 resistance
       means half power, which is boosted/reduced by one fourth for
       each level of magical resistance lost/gained.  Weapons have a
       Base Weak Point rate, which is the chance that they will land on
       a weak point and bypass Defense.
       Shields work a little differently.  They have Health instead of
       Strength.  They will take attacks until their Health reaches 0,
       at which point it is knocked out of your hands and cannot be
       used for the rest of the battle.
       One-Handed Club:
       Requirements: Prehensile Limb
       Hands Used: 1
       Strength: 2
       Magical Resistance: 3
       Range: Short (Melee)
       Weak Point Rate: 5%
       Small Shield:
       Requirements: Prehensile Limb
       Hands Used: 1
       Health: 10
       Magical Resistance: 2
       Range: Self
       Will not block speedy or wide-ranging attacks.
       One-Handed Axe:
       Requirements: Prehensile Limb
       Hands Used: 1
       Strength: 2
       Magical Resistance: 2
       Range: Short (Melee)
       Weak Point Rate: 5%
       Can also be used to chop wood.
       Staff:
       Requirements: Prehensile Limb
       Hands Used: 1
       Strength: 0
       Magical Resistance: 0
       Range: Medium (Melee)
       Weak Point Rate: 5%
       Dagger:
       Requirements: Prehensile Limb
       Hands Used: 1
       Strength: 2
       Magical Resistance: 1
       Range: Short (Melee)
       Weak Point Rate: 10%
       Throwing Knives/Stars:
       Requirements: Prehensile, Precise Limb
       Hands Used: 1
       Strength: 2
       Magical Resistance: 2
       Range: Short (Ranged)
       Weak Point Rate: 10%
       Infinite ammunition included.
       Boomerang:
       Requirements: Prehensile, Precise Limb
       Hands Used: 1
       Strength: 2
       Magical Resistance: 2
       Range: Medium (Ranged)
       Weak Point Rate: 5%
       Will return to the wielder&#8217;s hand.  Can also be used to
       hit targets from behind.
       Disc:
       Requirements: Prehensile, Precise Limb
       Hands Used: 1
       Strength: 4
       Magical Resistance: 2
       Range: Medium (Ranged)
       Weak Point Rate: 15%
       Two discs included.
       One-Handed Sword:
       Requirements: Prehensile Limb
       Hands Used: 1
       Strength: 3
       Magical Resistance: 1
       Range: Medium (Melee)
       Weak Point Rate: 10%
       Scythe:
       Requirements: Prehensile Limb
       Hands Used: 1 (Focused) OR 2 (Spread)
       Strength: 3 (Focused) OR 1.5 (Spread)
       Magical Resistance: 1
       Range: Medium (Melee) (Focused) OR Medium (Melee), Wide (Spread)
       Weak Point Rate: 5%
       Can be swung focused on one foe or spread among many nearby
       foes.  Can also be used to harvest plants.
       Bow and Arrows:
       Requirements: Prehensile Limb, Precise Limb
       Hands Used: 2
       Strength: 5
       Magical Resistance: 2
       Range: Long (Ranged)
       Weak Point Rate: 5%
       Infinite ammunition included.  The damage that this weapon deals
       is not boosted by your Attack stat.
       Whip:
       Requirements: Prehensile Limb
       Hands Used: 1
       Strength: 2
       Magical Resistance: 2
       Range: Long (Melee)
       Weak Point Rate: 5%
       If you have a Precise Limb, then you can target an item to cause
       the holder to drop it.
       Crossbow:
       Requirements: Prehensile Limb, Precise Limb, Arm Strength I
       Hands Used: 2
       Strength: 8
       Magical Resistance: 2
       Range: Long (Ranged)
       Weak Point Rate: 5%
       Infinite ammunition included.The damage that this weapon deals
       is not boosted by your Attack stat.
       Large Shield:
       Requirements: Prehensile Limb, Arm Strength I
       Hands Used: 1
       Health: 20
       Magical Resistance: 2
       Range: Self
       Will not block wide-ranging attacks.
       Spear:
       Requirements: Prehensile Limb, Arm Strength I (Stab) OR
       Prehensile Limb, Precise Limb, Arm Strength I (Throw)
       Hands Used: 1
       Strength: 4
       Magical Resistance: 2
       Range: Medium (Melee) (Stab) OR Medium (Ranged) (Throw)
       Weak Point Rate: 10% (Stab) OR 100% (Throw)
       You may throw the spear, but it must be collected afterward.
       Orb:
       Requirements: Prehensile Limb, Fundamental Magic
       Hands Used: 1
       Strength: 4
       Magical Resistance: 0
       Range: Long (Ranged)
       Weak Point Rate: 5%
       Uses your Focus in damage calculation, not Attack.  Can be
       maneuvered magically.  Costs 5 mana to use, with one additional
       mana for every second the orb is flying.
       Two-Handed Axe:
       Requirements: Prehensile Limb, Arm Strength I
       Hands Used: 2
       Strength: 5
       Magical Resistance: 2
       Range: Short (Melee)
       Weak Point Rate: 5%
       Can also be used to chop wood.  With Arm Strength IV or V, can
       be used with one hand.
       Flail:
       Requirements: Prehensile Limb, Arm Strength I
       Hands Used: 1
       Strength: 5
       Magical Resistance: 3
       Range: Short (Melee)
       Weak Point Rate: 10%
       Lowers your Defense by 1 for the turn after use.
       Two-Handed Club/Hammer:
       Requirements: Prehensile Limb, Arm Strength I
       Hands Used: 2
       Strength: 5
       Magical Resistance: 3
       Range: Medium (Melee)
       Weak Point Rate: 5%
       The hammer can also be used in forging.  With Arm Strength IV or
       V, can be used with one hand.
       Tower Shield:
       Requirements: Prehensile Limb, Arm Strength I
       Hands Used: 2
       Health: 50
       Magical Resistance: 2
       Range: Self
       Two-Handed Sword:
       Requirements: Prehensile Limb, Arm Strength I
       Hands Used: 2
       Strength: 5
       Magical Resistance: 1
       Range: Short (Melee)
       Weak Point Rate: 10%
       With Arm Strength IV or V, can be used with one hand.
       [spoiler=Materials]A weapon must be made out of a material.
       Materials affect the cost of the weapon, its strength, and its
       magical resistance.  Some materials have other effects.  Bronze,
       Iron, Gold, Silver, and Steel are metals.  This gives them
       magnetic and conductive properties.
       [table]
       [tr]
       [td]Material
       Wood
       Stone
       Bronze
       Iron
       Gold
       Silver
       Steel
       Pyrestone
       Aethrum
       Diamond
       Sagestone
       Crystal[/td]
       [td]Cost
       -40
       -30
       -20
       +0
       +0
       +20
       +30
       +40
       +50
       +60
       +60
       +70[/td]
       [td]Strength
       -2
       -1
       -1
       +0
       -1
       +0
       +2
       +2
       +0
       +3
       +0
       +3[/td]
       [td]Magical Resistance
       -0
       +1
       -0
       -0
       -2
       -2
       -0
       -0
       -2
       -0
       -3
       -3[/td]
       [td]Effect
       None
       None
       None
       None
       None
       None
       None
       Fire element, 10% burn
       +2 Accuracy
       None
       None
       None[/td]
       [/tr][/table][/spoiler]
       [/spoiler]
       Spells
       Spells are organized into six classes, which work the same way
       as in Omni&#8217;s unmodded version.  You need Fundamental Magic
       to learn Elemental or Distilled Magic, Elemental or Distilled
       Magic to learn Deep Magic, and Deep Magic to learn Progressive
       or Artisan Magic.  The classes themselves allow learning of
       spells within the class, in addition to other effects.  Buying a
       class will increase your Focus (magical attacking power) by 1.
       Buying a spell will increase your maximum mana by 5.  The mana
       cost of each spell is equal to its cost in points to learn.
       Spells that last a long time say how long they last, but they
       can be sustained for an additional mana cost.  After casting a
       spell, you can deactivate it at no mana cost.
       Most spells can be channeled through weapons.  The weapon may
       alter the effect of the spell.  When a spell is channeled
       through a weapon, its range drops to the weapon&#8217;s range.
       [spoiler=Fundamental Magic (30 points)]
       Fundamental magic gives the user basic knowledge of magic and
       the capability to use magical devices.  It also gives the user
       100 mana.
       Force Spark:
       Power: 0.5
       (Mana) Cost: 5&#8232;Range: Short (Ranged)
       Element: None
       N Spell:
       Power: None
       (Mana) Cost: 5
       Range: Self
       Element: None
       Gives the user increased number processing skills for ten
       minutes.
       Color Flare:&#8232;Power: None
       (Mana) Cost: 10
       Range: Medium (Ranged)
       Element: None
       A colored orb is created that will disappear if it hits
       anything.
       Dust Flare:
       Power: 1
       (Mana) Cost: 10&#8232;Range: Short (Ranged)
       Element: None
       Mage Quill:
       Power: None
       (Mana) Cost: 15&#8232;Range: Self
       Element: None
       Your finger creates a glowing purple trail that lasts for ten
       minutes.
       Weight:&#8232;Power: None
       (Mana) Cost: 15
       Range: Short (Ranged)
       Element: None
       The nonliving area you are focusing on increases in mass (up to
       double).
       Palm Shield:
       Power: None
       (Mana) Cost: 20&#8232;Range: Self
       Element: None
       Creates a shield with 10 health.  Speedy or wide-ranging attacks
       will not be blocked.
       Speed Path:
       Power: None
       (Mana) Cost: 20&#8232;Range: Self
       Element: None
       Increases your Speed by 2 for five minutes.
       Growth:
       Power: None
       (Mana) Cost: 25&#8232;Range: Short (Ranged)
       Element: None
       The living non-animal target grows incredibly quickly for 20
       seconds.
       Heal:
       Power: None
       (Mana) Cost: 25&#8232;Range: Contact
       Element: None
       The target&#8217;s health is restored by 40, and their status
       conditions are cured.
       [/spoiler]
       [spoiler=Elemental Magic (30 points)]
       Elemental magic allows you to determine the elements an object
       contains, be unaffected by many environmental factors, and move
       about 5 ounces of water or a slight gust of air without using
       mana.  Once you have a spellforge, it allows Spell Advancement
       to be used.
       Fireball:
       Power: 1
       (Mana) Cost: 5
       Range: Medium (Ranged)
       Element: Fire
       Frost Burst:
       Power: 1
       (Mana) Cost: 5&#8232;Range: Short (Ranged)
       Element: Ice
       Waterball:
       Power: 1
       (Mana) Cost: 5&#8232;Range: Medium (Ranged)
       Element: Water
       Life Burst:
       Power: None
       (Mana) Cost: 5&#8232;Range: Short (Ranged)
       Element: None
       Cures the target of status conditions.
       Gust:
       Power: 0.5
       (Mana) Cost: 5&#8232;Range: Medium (Ranged), Wide
       Element: Air
       Has a 20% chance of causing the target to fall.
       Light:
       Power: 0.5
       (Mana) Cost: 5&#8232;Range: Medium (Ranged)
       Element: Lightning
       Can be sustained indefinitely without mana drain.
       Heat Stream:
       Power: 2
       (Mana) Cost: 10&#8232;Range: Short (Ranged), Wide
       Element: Fire
       Has a 20% chance of giving the opponent a burn.
       Freeze:
       Power: None
       (Mana) Cost: 10&#8232;Range: Contact
       Element: Ice
       Deals damage equal to half of your Focus (rounded up) per
       second.  Contact for (10 - Focus) seconds will cause lethargy.
       Contact for double that time will freeze your opponent.
       Drain:
       Power: None
       (Mana) Cost: 10&#8232;Range: Short (Ranged)
       Element: None
       Deals damage equal to half of your Focus (rounded up) per
       second.  Contact for (10 - Focus) seconds will cause lethargy.
       Restore 2 mana for every point of damage you deal.  Can be
       sustained for a minute.
       Wind Force:
       Power: None
       (Mana) Cost: 10&#8232;Range: Short (Ranged)
       Element: Air
       Boost your target&#8217;s Speed by 2 for two minutes.
       Shock:
       Power: 2
       (Mana) Cost: 10&#8232;Range: Medium (Ranged)
       Element: Lightning
       Has a 20% chance of causing paralysis.
       Flame Wall:
       Power: 2
       (Mana) Cost: 15&#8232;Range: A circle with a radius of 3 meters
       centering on you
       Element: Fire
       Creates a ring of flame for 20 seconds.  Anyone that touches it
       will be burned and take damage.
       Ice Wall:
       Power: 2
       (Mana) Cost: 15&#8232;Range: A circle with a radius of 3 meters
       centering on you
       Element: Ice
       Creates a ring of ice with 15 health.  Anyone that touches it
       will take damage.
       Water Sphere:
       Power: None
       (Mana) Cost: 15&#8232;Range: Self
       Element: Water
       Creates a sphere of water for 1 minute.  Fire attacks will be
       stopped, while other attacks will do 70% damage.  Lightning
       attacks are unaffected.
       Poison Cloud:
       Power: None
       (Mana) Cost: 15&#8232;Range: Medium (Ranged), Wide
       Element: None
       Poisons people inside the cloud.  Poison will deal two extra
       damage to people inside the cloud.  The cloud lasts
       approximately one minute.
       Whirlwind:
       Power: None
       (Mana) Cost: 15&#8232;Range: Self
       Element: Air
       Creates a whirlwind around you for one minute that stops
       Lightning spells and reduces the accuracy of other attacks and
       spells by 70%.  Ice attacks are unaffected.
       Static Field:
       Power: None
       (Mana) Cost: 15&#8232;Range: Self
       Element: Lightning
       Creates a static field around you that boosts your Focus by 1.
       Bronze, Iron, Gold, Silver, or Steel weapons will have their
       power boosted by 2 and are given a 30% of paralysis.
       Combust:
       Power: 3
       (Mana) Cost: 20&#8232;Range: Medium (Ranged)
       Element: Fire
       Has a 10% chance of burning the opponent.
       Frost Strike:
       Power: 3 (Focused) OR 1 (Spread)
       (Mana) Cost: 20&#8232;Range: Medium (Ranged) (Focused) OR Medium
       (Ranged), Wide (Spread)
       Element: Ice
       Has a 10% chance of freezing the opponent.  Can be used focused
       on one foe or spread among many.
       Typhoon:
       Power: 3
       (Mana) Cost: 20&#8232;Range: Medium (Ranged)
       Element: Water
       Has a 10% chance of making the opponent fall down.
       Life Rune:
       Power: None
       (Mana) Cost: 20&#8232;Range: Short (Ranged)
       Element: None
       Restores the target&#8217;s health by 10 every 10 seconds for 2
       minutes, costing 2 mana each time.
       Convection:
       Power: None
       (Mana) Cost: 20&#8232;Range: Short (Ranged)
       Element: Air
       Carry even very large objects in a tornado and throw them
       wherever you like.
       Lightning Whip:
       Power: 2
       (Mana) Cost: 20&#8232;Range: Long (Ranged)
       Element: Lightning
       Has a 10% chance of paralyzing the opponent.  If channeled
       through a melee weapon, its range becomes Medium (Ranged).
       [/spoiler]
       [spoiler=Distilled Magic (30 points)]
       Distilled Magic gives you the ability to sense magical spells,
       as well as giving you +1 Evasion against magic.  Once you have a
       spellforge, it allows Spell Distillation to be used.
       Blast:
       Power: 1
       (Mana) Cost: 5&#8232;Range: Short (Ranged)
       Element: None
       Has a 10% chance of causing the opponent to fall down.
       Tether:
       Power: None
       (Mana) Cost: 5&#8232;Range: Contact
       Element: None
       Creates a magic wire that attaches two objects.  It can be
       sustained easily.
       Impact:
       Power: None
       (Mana) Cost: 5&#8232;Range: Contact
       Element: None
       The next time the imbued object strikes something, it will deal
       2 extra damage.
       Iactum:
       Power: 1
       (Mana) Cost: 5&#8232;Range: Long (Ranged)
       Element: None
       Sense:
       Power: None
       (Mana) Cost: 5&#8232;Range: Self
       Element: None
       You can sense everything around you for one minute.
       Blade:
       Power: 2
       (Mana) Cost: 10&#8232;Range: Medium (Ranged)
       Element: None
       Disc Shield:
       Power: None
       (Mana) Cost: 10&#8232;Range: Self
       Element: None
       Creates a shield with 10 health.  It will not block speedy or
       wide-ranging attacks.
       Impulse:
       Power: None
       (Mana) Cost: 10&#8232;Range: Contact
       Element: None
       The target is launched at high speeds in a direction of your
       choice.  It cannot be heavier than you could physically lift.
       Scatter Blast:
       Power: 1
       (Mana) Cost: 10&#8232;Range: Short (Ranged), Wide
       Element: None
       Lock:
       Power: None
       (Mana) Cost: 10&#8232;Range: Contact
       Element: None
       Protects a door or lock magically.  The more mana you put in,
       the better the protection.
       Beam:
       Power: 2
       (Mana) Cost: 15&#8232;Range: Medium (Ranged)
       Element: None
       Has a 20% chance of burning the target.
       Enlarge:
       Power: None
       (Mana) Cost: 15&#8232;Range: Contact OR Self
       Element: None
       Grows the target about 20% taller for ten minutes.
       Sphere Shield:
       Power: None
       (Mana) Cost: 15&#8232;Range: Self
       Element: None
       Creates a shield with 20 health, but physical attacks or objects
       will pass through.
       Stupor:
       Power: None
       (Mana) Cost: 15&#8232;Range: Medium (Ranged), Wide
       Element: None
       Causes lethargy.
       G Spell:
       Power: None
       (Mana) Cost: 15&#8232;Range: Short (Ranged)
       Element: None
       Change the amount that gravity affects the target, from 0.5
       g&#8217;s to 1.5 g&#8217;s, for 3 minutes.
       Corrode:
       Power: None
       (Mana) Cost: 20&#8232;Range: Contact (nearly)
       Element: None
       Deals damage equal to your Focus every second.  Contact for (10
       - Focus) seconds will cause a burn.
       Aspirate:
       Power: None
       (Mana) Cost: 20&#8232;Range: Self
       Element: None
       You do not need air to breathe for one hour.
       Focus:
       Power: None
       (Mana) Cost: 20&#8232;Range: Self
       Element: None
       Your next spell will cost double the mana, but deal double
       damage and have a double chance of inflicting other effects.
       Tranquility:
       Power: None
       (Mana) Cost: 20&#8232;Range: Short (Ranged)
       Element: None
       The target loses its anger.
       Insight:
       Power: None
       (Mana) Cost: 20&#8232;Range: Short (Ranged)
       Element: None
       You get a five-second glimpse of being in the mind of the
       target.
       Mage Weapon:
       Power: None
       (Mana) Cost: 25&#8232;Range: Self
       Element: None
       A weapon of your choice appears in your hand.  It deals half the
       damage of the normal weapon.  It can be sustained indefinitely
       without additional mana drain.
       Velocity:
       Power: None
       (Mana) Cost: 25&#8232;Range: Self
       Element: None
       Increase your speed by 1.5x for ten seconds.
       Teleport:
       Power: None
       (Mana) Cost: 25&#8232;Range: Self or Short (Ranged)
       Element: None
       Move you or a target up to 10 feet away.  The amount of time
       that this spell takes to cast increases with distance.
       Raise:
       Power: None
       (Mana) Cost: 25&#8232;Range: Contact
       Element: None
       Move a circle on a surface (radius 1 meter) upwards up to 5
       feet.
       Circle:
       Power: None
       (Mana) Cost: 25&#8232;Range: Short (Ranged)
       Element: None
       Creates a circle in the air (radius 0.5 meters) that will cause
       spells that go through it to deal 1.5x damage.
       [/spoiler]
       [spoiler=Deep Magic (50 points)]
       Deep Magic gives you the ability to modify magical devices and
       utilize a spellforge (more details later on).  It also allows
       you to exchange your health for mana (or vice versa) at a ratio
       of 1:1.  You may exchange up to 30 health/mana per hour.
       Spell Drain:
       Power: None
       (Mana) Cost: 25
       Range: Short (Ranged)&#8232;Element: None
       Drains mana from unconscious targets at a rate of 1 mana every 2
       seconds.  Using it to restore 100 mana will turn the
       target&#8217;s skin very pale, and usage for much longer will
       kill the target.
       Spell Bubble:
       Power: None
       (Mana) Cost: 25
       Range: Short (Ranged)
       Element: None
       A floating bubble is created that can be physically moved.
       Within ten seconds, you can cast another spell inside the
       bubble.  If the bubble is hit with force or unsummoned, the
       spell will launch in the opposite direction of the thing that
       hit it.
       Spell Double:
       Power: None
       (Mana) Cost: 30
       Range: Self
       Element: None
       Allows you to use two spells at once next turn, but each will be
       at half power.
       Mage Object:
       Power: None
       (Mana) Cost: 30
       Range: Short (Ranged)&#8232;Element: None
       Creates a stationary object of your choice.  Can be sustained
       for an hour.
       Levitate:
       Power: None
       (Mana) Cost: 35
       Range: Self
       Element: None
       Hover above the ground for half an hour.  At higher altitudes,
       you may lose control.
       Spell Break:
       Power: None
       (Mana) Cost: Variable
       Range: Short (Ranged)&#8232;Element: None
       Neutralizes the target spell.  If it is a spell that you know,
       the mana cost is 25.  If you do not know the spell but it is in
       a class that you know, the mana cost is 35.  If it is in a tier
       but not a class that you know (i.e. it&#8217;s Progressive and
       you only know Artisan), the mana cost is 45.  If it&#8217;s not
       in a tier of magic you have (i.e. you only have Deep and below
       and the target is Artisan), you cannot use this spell.[/spoiler]
       [spoiler=Progressive Magic (40 points)]
       Progressive Magic allows you to draw mana gradually from your
       environment (sunlight, humidity, or soil).  It also allows you
       to perform Elemental Infusion.
       Pyro Orb:
       Power: 2
       (Mana) Cost: 20&#8232;Range: Medium (Ranged)
       Element: Fire
       Has a 50% chance of causing a burn.
       Cryo Orb:
       Power: 2
       (Mana) Cost: 20&#8232;Range: Medium (Ranged)
       Element: Ice
       Has a 50% chance of freezing the target.
       Venom Touch:
       Power: 2
       (Mana) Cost: 20&#8232;Range: Short (Melee)
       Element: None
       Poisons the target.
       Rumble:
       Power: 2
       (Mana) Cost: 20&#8232;Range: Short (Ranged), can hit multiple
       foes in a line
       Element: None
       Has a 50% chance of making the target fall down.
       Solar Trail:
       Power: 2
       (Mana) Cost: 20&#8232;Range: Medium (Ranged), Wide
       Element: Fire
       Electro Touch:
       Power: 2
       (Mana) Cost: 25&#8232;Range: Short (Melee)
       Element: Lightning
       Paralyzes the target.
       Rage Force:
       Power: 3
       (Mana) Cost: 25&#8232;Range: Medium (Ranged), Wide
       Element: None
       You lose 10 health.
       Inspired Force:
       Power: 2
       (Mana) Cost: 25&#8232;Range: Short (Ranged)
       Element: None
       Does not require the use of your hands, so you can use it while
       frozen or restrained.
       Crystallize:
       Power: None
       (Mana) Cost: 25&#8232;Range: Short (Ranged)
       Element: None
       The non-organic liquid or soft solid target crystallizes.
       Geyser:
       Power: 2
       (Mana) Cost: 25&#8232;Range: Short (Ranged)
       Element: None
       Throws the foe upward about 10 feet.
       Bend:
       Power: None
       (Mana) Cost: 30&#8232;Range: Contact
       Element: None
       The imbued object or spell will home in on its target, always
       striking them in most situations.
       Globe of Harm:
       Power: None
       (Mana) Cost: 30&#8232;Range: Short (Ranged)
       Element: None
       Create a sphere with a maximum radius of 1.5 feet that will deal
       5 damage per second to anyone inside it.  Lasts for two minutes.
       Rake:
       Power: 3
       (Mana) Cost: 30&#8232;Range: Short (Melee)
       Element: None
       In the two minutes after casting this spell, you can use it
       again for no mana cost.
       Great Blade:
       Power: 3
       (Mana) Cost: 30&#8232;Range: Medium (Ranged), Wide
       Element: None
       T Spell:
       Power: None
       (Mana) Cost: 30&#8232;Range: Self
       Element: None
       Your hands gain a time-slowing field for a minute that will heal
       at a rate of 1 health every two seconds and make most magical
       spells that enter fizzle out.
       Force Storm:
       Power: 3
       (Mana) Cost: 35&#8232;Range: Medium (Ranged), Wide
       Element: None
       Force Bash:
       Power: 4
       (Mana) Cost: 35&#8232;Range: Medium (Ranged)
       Element: None
       Smoke Lash:
       Power: 3
       (Mana) Cost: 35&#8232;Range: Short (Ranged)
       Element: None
       Restores health equal to the damage you deal.[/spoiler]
       [spoiler=Artisan Magic (40 points)]
       Artisan Magic lets you easy destroy weak enchantments without
       spending much mana.  It also allows you to make Spell Scrolls.
       Duplicate:
       Power: None
       (Mana) Cost: 20&#8232;Range: Contact for the original, Short
       (Ranged) for the copy
       Element: None
       The non-sentient target is copied, and the original goes away in
       5 minutes.
       Mass Balance:
       Power: None
       (Mana) Cost: 20&#8232;Range: Contact
       Element: None
       Redistribute the mass of an object not attached to anything.
       You cannot increase or decrease the overall mass, and you cannot
       create regions with 0 or negative mass.
       Mind Melt:
       Power: None
       (Mana) Cost: 20&#8232;Range: Contact
       Element: None
       Deals damage equal to 1.5 times your Focus per second.
       Faultless Motion:
       Power: None
       (Mana) Cost: 20&#8232;Range: Self
       Element: None
       Allows you to walk or stand sideways or upside down for five
       minutes.
       Rune Link:
       Power: None
       (Mana) Cost: 25&#8232;Range: Short (Ranged)
       Element: None
       Two objects are enchanted so that when one moves, the other will
       too.  You must be able to see both objects.  Lasts half an hour.
       Order:
       Power: None
       (Mana) Cost: 25&#8232;Range: Medium (Ranged)
       Element: None
       Causes lethargy and crystallizes weaker substances.
       Carapace:
       Power: None
       (Mana) Cost: 25&#8232;Range: Self
       Element: None
       Creates a shield around you with 20 health.  While active, your
       physical attacks will always go last.
       Reversal Orb:
       Power: None
       (Mana) Cost: 25&#8232;Range: Short (Ranged)
       Element: None
       Create a small, stationary orb that will deactivate spells that
       go within a two-foot radius of it.  You can add more mana to let
       it absorb more spells.
       Preserve:
       Power: None
       (Mana) Cost: 30&#8232;Range: Short (Ranged)
       Element: None
       Preserve a small area (radius 3 feet) barren of animal or
       sentient life in time for an hour.  If something enters the
       area, the spell is broken.
       Flux:
       Power: None
       (Mana) Cost: 30&#8232;Range: Self
       Element: None
       Nearby small, lightweight objects will orbit you for ten
       minutes.
       Balance Bolt:
       Power: 2
       (Mana) Cost: 30&#8232;Range: Medium (Ranged)
       Element: None
       If this attack misses, your next attack will always go first.
       Refractor:
       Power: 1-3
       (Mana) Cost: 30&#8232;Range: Medium (Ranged)
       Element: None
       Will refract off of a surface twice, gaining 1 power each time.
       Reiterate:
       Power: None
       (Mana) Cost: 35&#8232;Range: Self
       Element: None
       Go 10 seconds back in time, preserving your mind but not your
       body.  During those 10 seconds, your Focus is decreased by 1.
       You cannot use Reiterate again during that time.
       Animate:
       Power: None
       (Mana) Cost: 35&#8232;Range: Short (Ranged)
       Element: None
       A small amount of liquid or formless solid becomes a small
       animal or creature based on the substance.  You cannot control
       what animal is made.  This animal will not be immediately
       hostile to you, but it will not necessarily obey your orders.
       Warp:
       Power: None
       (Mana) Cost: 35&#8232;Range: Medium (Ranged)
       Element: None
       Change the position (within a 1-foot radius) and direction of
       the target small object.
       Mage Path:
       Power: None
       (Mana) Cost: 35&#8232;Range: Short (Ranged), but the curve can
       extend longer
       Element: None
       Draw a 20-meter solid road on the ground or the sky that lasts
       for ten minutes.[/spoiler]
       [spoiler=The Spellforge]The Spellforge
       A spellforge is a magician&#8217;s workplace that allows him to
       perform various tasks.  It can be anywhere from a desk to a
       patch of ground.  Unlocking Deep Magic allows use of a
       spellforge, but other tiers allow you to do various other
       things.
       Runecrafting
       Requirements: Deep Magic OR Craft II
       Runes are essentially delayed-action spells.  Engraving or
       writing a spell&#8217;s rune on something and infusing it with
       mana allows it to be used later without consuming your mana.
       You can create a rune for any spell you know.  You must then
       infuse it with mana. Every time you activate the rune and use
       the spell, then it will consume its internal mana storage.  If
       its mana storage reaches zero, then the rune and the object it
       is written on will disintegrate.  Stronger, heavier runes can
       hold more mana.  A rune may not contain a spell you unlocked
       through the spellforge.
       Runes can be written with any material on any surface small
       enough to hold in your hand.  However, note that if the text is
       damaged, then the rune will lose all of its mana and become
       unusable.  After writing the rune, the infusion process takes
       place.  You can only infuse a rune once, and the process takes
       about a minute for every mana you infuse.  After infusing, you
       lock the rune, which allows you to activate it and use the spell
       inside.
       Spell Advancement
       Requirements: Elemental Magic, Deep Magic
       By studying a spell in depth, you can create upgraded spells
       that may have higher power, longer range, or better effects.
       The upgraded spell will cost more mana.  The process for
       creating an upgraded spell takes a number of hours equal to the
       mana cost of the base spell, with a choice of what part of the
       spell you want to upgrade halfway through the process.  Note
       that you will only be offered two choices, which will be chosen
       randomly.
       Spell Distillation
       Requirements: Distilled Magic, Deep Magic
       By discovering the individual components (or signs) of a spell,
       you can mix-and-match parts of spells and create new spells with
       unique effects.  Distilling a spell, which is a process that
       takes the same amount of time as advancing a spell (hours equal
       to the mana cost), will give you signs for the spell&#8217;s
       element, range, power, or effect.  You will only receive two
       signs, so you might have to distill a spell multiple times to
       get the one you want.  You can then combine four of these signs
       to create a new spell that combines these effects.  The new
       spell&#8217;s mana cost will be dependent on the costs of the
       constituent signs.
       Elemental Infusion
       Requirements: Deep Magic, Progressive Magic
       With enough power and time, you can permanently infuse an object
       with a specific element.  This will give the object all of the
       characteristics of that element, rendering it good against what
       that element is strong against and weak against what that
       element is weak against.  You can even infuse yourself once a
       day, which not only affects the damage you take but also makes
       your spells of that element stronger your spells that are strong
       against your element weaker.  The infusion process takes about
       two hours.
       Spell Scrolls
       Requirements: Deep Magic, Artisan Magic
       Runes are useful to use many spells at once, but limited by
       their mana storage.  Creating a scroll of a spell circumvents
       this problem, enabling you to use the spell contained in the
       scroll without destroying the scroll.  Creating a scroll costs
       double the mana that the spell costs, and takes one minute per
       mana the spell costs.  A Spell Scroll may not contain a spell
       that you unlocked through a spellforge.  After the scroll is
       created, you can activate the spell inside at any time.  After
       the spell is used, the scroll will recharge.  The recharge time,
       in minutes, is equal to the mana cost of the spell inside.  Keep
       in mind that, unlike runes, Spell Scrolls must be written on a
       Papyrus Scroll.  This is a relatively rare object, so choose
       your Scrolls wisely![/spoiler]
       Training
       The training system works the same way as the original.  Each
       thing you can train is organized into tiers, with higher tiers
       being more expensive.  You can pick one tier out of the five, or
       none at all to leave that skill untrained.  While some training
       has effects that I have added on, please refer to Omni&#8217;s
       list for more detailed descriptions of what you can accomplish
       with that training.
       [spoiler=Muscular Strength]
       Make yourself physically stronger, boosting your stats.
       Core Strength:
       Tier I - 20, Tier II - 70, Tier III - 80, Tier IV - 90, Tier V -
       120
       Boosts Attack by 1 per tier.
       Endurance:
       Tier I - 15, Tier II - 50, Tier III - 60, Tier IV - 70, Tier V -
       100
       Boosts Health by 10 per tier.
       Arm Strength:
       Tier I - 20, Tier II - 40, Tier III - 60, Tier IV - 80, Tier V -
       100
       Boosts Attack by 1 per tier, provided you are using your arms in
       the attack.
       Tier I allows use of heavier weapons, Tier IV allows use of
       two-handed weapons with one hand with a slight accuracy drop,
       Tier V allows full use of two-handed weapons with one hand.
       Leg Strength:
       Tier I - 20, Tier II - 40, Tier III - 60, Tier IV - 80, Tier V -
       100
       Boosts Speed by 1 per tier.  Also, boosts Attack for by 1 per
       tier, provided you are using your legs in the attack.[/spoiler]
       [spoiler=Sensory Strength]
       Make yourself more prone to picking up cues around you,
       increasing stats and the like.
       Perception:
       Tier I - 15, Tier II - 60, Tier III - 70, Tier IV - 80, Tier V -
       110
       Boosts Evasion by 0.5 per tier, and gives you sharper eyesight.
       Awareness:
       Tier I - 10, Tier II - 40, Tier III - 50, Tier IV - 60, Tier V -
       90
       Boosts Accuracy by 1 per tier.
       Tracking Skill:
       Tier I - 10, Tier II - 30, Tier III - 35, Tier IV - 40, Tier V -
       50
       Increases your ability to find notable &#8216;clues&#8217;
       around you and use them to find or deduce things.
       Reflexes:
       Tier I - 20, Tier II - 40, Tier III - 60, Tier IV - 80, Tier V -
       100
       Boosts Evasion and Speed by 0.5 per tier.[/spoiler]
       [spoiler= Combat Technique]
       Make yourself more adept at combat, increasing your stats or
       abilities.
       Mastery:
       Tier I - 15, Tier II - 60, Tier III - 70, Tier IV - 80, Tier V -
       110
       Boosts Attack and Luck by 0.5 per tier.
       Protection:
       Tier I - 10, Tier II - 40, Tier III - 50, Tier IV - 60, Tier V -
       90
       Boosts Defense by 1 per tier.
       Guerilla Technique:
       Tier I - 20, Tier II - 40, Tier III - 60, Tier IV - 80, Tier V -
       100
       Boosts Attack by 1.5 per tier, provided you are fighting
       bare-handed or with unconventional weaponry.
       Balance Technique:
       Tier I - 20, Tier II - 40, Tier III - 60, Tier IV - 80, Tier V -
       100
       Lowers your chance of being affected by status by 5% per
       tier.[/spoiler]
       [spoiler=Scientific Technique]
       Make yourself more knowledgable, improving the kinds of things
       you can do.
       Mechanical Study:
       Tier I - 15, Tier II - 60, Tier III - 70, Tier IV - 80, Tier V -
       110
       Improve your skill with functioning, repairing, altering, and
       finding machines.
       Organic Study:
       Tier I - 10, Tier II - 40, Tier III - 50, Tier IV - 60, Tier V -
       90
       Boosts chance of recognizing poison by 20% and Luck by 0.5 per
       tier.
       Craft:
       Tier I - 20, Tier II - 50, Tier III - 55, Tier IV - 60, Tier V -
       70
       Improve your skill with gathering materials and building
       structures or tools.  Tier II lets you make Fundamental Magic
       runes and Tier V lets you make Elemental and Distilled Magic
       runes.  If you already know a spell, then it lets you make the
       runes more efficient and use 75% mana.
       Alchemy:
       Tier I - 15, Tier II - 30, Tier III - 35, Tier IV - 40, Tier V -
       50
       Improve your potion repertoire, detailed in the Alchemy
       section.[/spoiler]
       [spoiler=Survival Skills]
       Improve your ability to survive efficiently in the wild.
       Hunting-Gathering:
       Tier I - 15, Tier II - 60, Tier III - 70, Tier IV - 80, Tier V -
       110
       Increases your ability to find and use resources from nature.
       Sheltering:
       Tier I - 10, Tier II - 40, Tier III - 50, Tier IV - 60, Tier V -
       90
       Improve your ability to create safe shelters and hide from
       attackers.
       Travel Wisdom:
       Tier I - 10, Tier II - 30, Tier III - 35, Tier IV - 40, Tier V -
       50
       Improve your navigation and general survival skills, and
       increase inventory space by 5 per tier.
       Creature Control:
       Tier I - 25, Tier II - 50, Tier III - 55, Tier IV - 60, Tier V -
       70
       Improve your ability to tame, command, and fight with
       pets.[/spoiler]
       [spoiler=Equipment]
       Mage Bead:
       Cost: 1
       Effect: Boosts maximum mana by 2.  You can carry up to 50 beads.
       Potion:
       Cost: 5
       Effect: A liquid potion from potion tier I or II that refills
       every day.
       Instrument:
       Cost: 5
       Effect: Any musical instrument that does not have a significant
       effect outside of playing music.
       Small Pack (new addition):
       Cost: 5
       Effect: Increases inventory space from 5 to 10.
       Tent:
       Cost: 10
       Effect: A pre-built shelter.
       Cooking Tools:
       Cost: 20
       Effect: Makes your cooking faster and more efficient.
       Weighted Net:
       Cost: 30
       Effect: Can be thrown to temporarily trap enemies or animals.
       Giant Pack (new addition):
       Cost: 30
       Effect: Increases inventory space from 5 to 20.
       Flask Set:
       Cost: 40
       Effect: Gives you two normal flasks and one airtight flask.
       Psychic Athame:
       Cost: 50
       Effect: When pointed at an object under 5 pounds, allows you to
       telekinetically move it.
       Ligamin:
       Cost: 60
       Effect: A small, tough cord that can grow up to 10 meters.
       Pocket Portal:
       Cost: 70
       Effect: Enables you to return to a set location at any time.
       Forge:
       Cost: 80
       Effect: Enables you to repair metal items..
       Booth:
       Cost: 90
       Effect: Gives your business a sense of legitimacy, increasing
       sales.
       Blue Orb:
       Cost: 100
       Effect: Can be programmed with Artisan Magic to move, change
       size, change color, rotate, make sounds, send information to
       other Blue Orbs, etc. based on external factors such as motion,
       sound, temperature, etc.[/spoiler]
       Alchemy
       Alchemy is the art of brewing potions and restorative drinks.
       You can buy potions from potion vendors, or you can brew your
       own with the Alchemy skill.  Each advancement in the Alchemy
       skill allows you to carry and brew more potions.
       Potions require materials that you can find in nature to brew,
       in addition to a source of heat.  Common Herbs can be found in
       most environments and are easy to identify; Uncommon Herbs are
       rarer but still not hard to identify, Rare Herbs are very
       secluded and often confused with poisons.  Some potions require
       special items that can be bought or picked up from defeated
       foes.
       Potions come in three types: a liquid potion that contains only
       one dose, a concentrated solid balm or powder that contains
       multiple doses, or a single-use gaseous vapor that must be
       stored in an airtight container, but will affect everyone who
       inhales it.  Liquid potions are simply brewed with water, solid
       potions with Sticky Sap, and gaseous potions with a Reactive
       Pellet.  Note that gaseous potions have a reduced effect, and
       more concentrated solid potions require more herbs to brew.
       Alchemy II is required to brew solid potions, and Alchemy IV is
       required to brew gaseous potions.
       Note: A higher tier of Alchemy will automatically unlock the
       previous tier&#8217;s potions and effects.
       [spoiler=Tier I Potions (unlocked by Alchemy I)]
       One Flask is gained with this level.
       Health Restorative:
       Components: Common Herb
       Effect: Restores 20 health.
       Mana Restorative:
       Components: Common Herb
       Effect: Restores 20 mana.
       Potion of Attack:
       Components: Uncommon Herb
       Effect: Boosts Attack by 1 for five minutes.
       Potion of Focus:
       Components: Uncommon Herb
       Effect: Boosts Focus by 1 for five minutes.[/spoiler]
       [spoiler=Tier II Potions (unlocked by Alchemy II)]
       One Flask is gained with this level.
       The brewing of solid potions is unlocked with this level.  Solid
       potions require a Sticky Cream and double the components, but
       produce a balm or powder with two doses.
       Potion of Speed:
       Components: Uncommon Herb
       Effect: Boosts Speed by 1 for five minutes.
       Potion of Jumping:
       Components: Uncommon Herb
       Effect: Boosts your jump height by about a foot for five
       minutes.
       Potion of Sensory Acuity:
       Components: Uncommon Herb, Common Herb
       Effect: Boosts your senses for five minutes.
       Potion of Mental Acuity:
       Components: Uncommon Herb, Common Herb
       Effect: Boosts your intelligence and processing speed for five
       minutes.[/spoiler]
       [spoiler=Tier III Potions (unlocked by Alchemy II)]
       One Flask is gained with this level.
       Health Regenerator:
       Components: Uncommon Herb x2
       Effect: Restores your health by 1 every 5 seconds for 5 minutes
       and cures status.
       Mana Regenerator:
       Components: Uncommon Herb x2
       Effect: Restores your mana by 1 every 5 seconds for 5 minutes
       and cures status.
       Potion of Physical Resistance:
       Components: Rare Herb
       Effect: Non-magical attacks do 3 less damage to you for 5
       minutes, but your non-magical attacks do 1 less damage.
       Potion of Magical Resistance:
       Components: Rare Herb
       Effect: Magical attacks do 3 less damage to you for 5 minutes,
       but your magical attacks do 1 less damage.[/spoiler]
       [spoiler=Tier IV Potions (unlocked by Alchemy IV)]
       One Airtight Flask is gained with this level.
       The brewing of gaseous potions is unlocked with this level.
       Gaseous potions require a Reactive Pellet and have halved
       effect, but will affect a wide range of targets.  They must be
       stored in an Airtight Flask.
       Toxic Potion:
       Components: Rare Herb, Green Powder
       Effect: Causes poison.
       Stiffness Potion:
       Components: Rare Herb, Yellow Powder
       Effect: Causes paralysis.
       Knockout Potion:
       Components: Rare Herb, Blue Powder
       Effect: Causes lethargy.  In concentrated doses, knocks out the
       target.
       Acidic Potion:
       Components: Rare Herb, Red Powder
       Effect: Causes a burn.[/spoiler]
       [spoiler=Tier V Potions (unlocked by Alchemy V)]
       One Flask and one Airtight Flask are gained with this level.
       Health Panacea:
       Components: Rare Herb x2
       Effect: Restores 80 health and cures status, but causes
       lethargy.
       Mana Panacea:&#8232;
       Components: Rare Herb x2
       Effect: Restores 80 mana and cures status, but causes lethargy.
       Potion of Physical Superiority:
       Components: Rare Herb x3, Black Horn
       Effect: Greatly increases physical strength for 5 minutes,
       boosting Attack by 2 and lowering the damage you take from
       non-magical attacks by 2.  After these 5 minutes, your Attack is
       lowered by 1 and the damage you take from non-magical attacks is
       increased by 1 for ten minutes.
       Potion of Magical Superiority:
       Components: Rare Herb x3, White Horn
       Effect: Greatly increases magical strength for 5 minutes,
       boosting Fcous by 2 and lowering the damage you take from
       magical attacks by 2.  After these 5 minutes, your Focus is
       lowered by 1 and the damage you take from magical attacks is
       increased by 1 for ten minutes.[/spoiler]
       The game is currently in the TESTING phase.  This is the point
       where we try to find unbalanced, etc. components.  Please make
       characters and perform mock battles.  Here are the things I want
       to test:
       1) Are weapons balanced with magic?
       a) Is the mana system too restrictive?  Not restrictive
       enough?
       b) Are the Advanced or Distilled spells created with the
       spellforge too strong?
       2) Are accuracy and evasion balanced?  Can you use an evasive
       strategy without being too overpowered?
       3) Are there any items or techniques that are too powerful?
       4) Is the potion system balanced?  Is Alchemy too good?
       5) Is the amount of health right for the amount of damage that
       is usually taken?
       When creating characters, feel free to give them a few Advanced
       or Distilled spellforge spells (just ask me and I'll tell you
       the advanced form).
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