Yourmum Books N Stuff

 

Summoning Spell Rotes:

Name: Summon a foul mouthed imp (Availability - Necromancers only)
Ability: Summons a foul mouthed imp with a bow and arrow to fight along side you and take damage intended for you.
Roll Rules: In combat - roll intelligence D20. Uses 1 turn to summon. Imp gets its own attack turn, or you can place it in a defensive position for an ally (it reluctantly obeys) (each repositioning costs a turn. It default protects you). Uses4 magic to summon.
Imp attack turn: Follows normal attack rules. No stat boost. Hit damage  roll D10 + 4 generic bow and arrow damage (no distance handicap up to 100 feet).
Imp defend turn: Normally defends a player during their defend turn.  No stat boosts. Normal damage taken -3 due to dark aura.
Imp starts with 37 health, zero magic.
-cost $2500, 2500 experience.



Name: Summon a pixelated spider Level 1 
(Availability - Necromancers only)
Ability: Summons forth a pixelated spider (like from Minecraft) that can be ridden for a time either by you, or another ally. Spiders can climb high ledges of rock or trees and can jump great distances. Spiders also have venomous fangs.
Roll Rules: Passive or in combat - roll intelligence D20. Uses 1 turn to summon. Passively your spider can climb, and jump, allies to places they could otherwise not reach. In combat, spiders enhance can ally who rides it with the ability to overcome up to 100 foot distances (removes distance handicap) by bringing the far away ally close to enemies for close range attacks. Will cast the odd poison status to an enemy for -3 damage each turn (Roll D4 and get a 3). Takes 1 turn to reposition which ally is riding the spider.  Spider is destroyed if the damage done is greater than 12. Uses 4 magic to summon. 
-cost $800, 800 experience



Name: Summon a hell Pegasus (Availability - Necromancers only)
Ability: Summons forth a black ethereal Pegasus which can be ridden for a time by you, or another ally. Pegasi can fly, and hell pegasi can breathe fire. 
Roll Rules: Combat - roll intelligence D20. Uses 1 turn to summon. Ability to overcome reasonable distances (removes distance handicap) by bringing the far away ally close to enemies for close range attacks. Chance to roll for fire attack to an enemy for +4 damage each turn in addition to your normal attack from the pegasus (Roll D20). Takes 1 turn to reposition which ally is riding the pegasus.  Pegasus is destroyed if the damage done is greater than 16,  fall damage depending on height if the pegasus is currently flying. Uses 6 magic to summon. 
-cost $2000, 2000 experience

 

Elemental Spell Rotes:

Name: Fire Level 1 (Availability - Mindfreaks only)
Ability: A fireball shoots forth from the wand or staff and does fire damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive its a simple way to produce fire for local use. Flame isn't strong enough to vaporize or incinerate anything in a reasonable time. Does fire damage to enemies vulnerable to fire. Targets 1 enemy. Uses 1 turn. For damage roll Intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience



Name: Ice Level 1 (Availability - Mindfreaks only)
Ability: A blast of ice cold air shoots forth from the wand or staff freezing the water vapor in the air as it travels leaving a streak of white in the air. Does ice damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive its a simple way to freeze surface water, chill a room, put out small fires, etc. Does ice damage to enemies vulnerable to ice. Targets 1 enemy. Uses 1 turn. For damage roll Intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience



Name: Lightning Level 1 (Availability - Mindfreaks only)
Ability: a blast of electricity shoots forth from the wand or staff, electrifying the air and the intended target. Does electrical damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive its a simple way to damage on exposed circuit, give someone a small shock. Does electrical damage to enemies vulnerable to electricity. Targets 1 enemy. Uses 1 turn. For damage roll intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience



Name: Earth Level 1 (Availability - Mindfreaks only)
Ability: a storm of rocks and pebbles is generated from the wand or staff, pummeling the intended target. Does physical damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive it can be used to dent and damage things. Does physical damage to enemies vulnerable to physical damage. Targets 1 enemy. Uses 1 turn. For damage roll intelligence D10 + 4. Uses 2 magic to cast.
-costs $500, 500 experience



Name : Wind Storm Level 1 (Availability - Mindfreaks only)
Ability: a blast of cold wet strong bitter winds is generated from the wand or staff, pummelling the intended target. Does physical damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive it can be used to blow light things around, put out flame, fan flame, etc. Does physical damage to enemies vulnerable to physical damage. Targets 1 enemy. Uses 1 turn. For damage roll intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience

 

Other Spell Rotes:

Name: Illuminate (Availability - all magic users except Necromancers)
Ability: Brings light to an area with normal darkness. Useful if you don't have tools to create torches, or a flashlight, or a candle, or something)
Roll Rules:  Passive - roll intelligence D20. Uses 4 magic.
-costs $500, 500 experience



Name: Black Bolt Level 1 (Availability - Necromancers only)
Ability:
A blast of something dark and evil feeling shoots forth from your weapon, causing damage and dread to come over the intended target.
Roll Rules: Combat - roll intelligence D20. Does dark damage to enemies vulnerable to dark. Targets 1 enemy. Uses 1 turn. For damage roll intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience



Name: Ghonnoherpesiphilaids (Availability - Necromancers and Mindfreaks)
Ability:
Gives the target ghonnoherpesiphilaids, a terrible terrible genital disease. It's way worse than Blue Waffle.
Roll Rules:
Combat - roll intelligence D20. Initial cast does no damage, but will do disease damage for +3 each turn if successful. Can target more than one enemy per turn but must roll for each and will cost 3 magic for each attempt. Uses 1 turn.
-costs $1750, 1750 experience



Name: Gravity Level 1 (Availability - Mindfreaks only)
Ability:
Brings into being a small gravitational field that draws a small and medium sized enemy closer to or onto the ground. It can also slow down other enemies, causing them to hit for less on physical attacks.
Roll Rules:
Combat - roll intelligence D20. Targets up to 2 nearby enemies. Uses 1 turn to cast initially. Does no damage. Uses 3 magic per each target initially, and 1 magic per each target for each subsequent turn you want the spell to be active.
-costs $1100, 1100 experience




Name: Expelliarmus (Availability - Mindfreaks and Stoners only)
Ability: Expel a weapon or shield from an enemies hands
Roll Rules: Combat - intelligence D20. Single target. Uses a turn. Uses 4 magic.
-costs $800, 800 experience




Name: Happy Slime (Availability - Ghostbusters only)
Ability: A potent goo that can cause someone angry to become passive, in some cases friendly, and in some cases amorous. Also can cause bronze statues to move.
Roll Rules: Passive or combat - roll intelligence D20. In combat the attack can either end the battle in a stalemate, cause an enemy to lose its next turn until provoked or attacked again, or bring to life a bronze construct nearby. (Bronze constructs will have their own abilities depending on the construct). It does no damage on its own. Uses a turn. Single target.  Uses 3 magic. 
-costs $750, 750 experience



Name: I Ain't Afraid Of No Ghosts (Availability - Ghostbusters only)
Ability: Removes the fear status from an ally that is causing them to stop involuntarily trying to run away each turn.
Roll Rules:
Passive, or Combat - roll intelligence D20. Removes fear statuses from an ally. Single target. Uses a turn. Uses 3 magic points.
-costs $500, 500 experience



Name: Hold the trap Level 1 (Availability - Ghostbusters only)
Ability: Holds undead enemies in place. Does not cause them to miss turns. Does cause them to be pinned to one spot for as long as the trap holds.
Roll Rules:
Combat - roll intelligence D20. Initial casting takes 1 turn. Single target. As long as enemy is trapped, it cannot move. It must perform its turns from one spot, if even possible. Undead or spectral enemies only. It also makes the target more vulnerable from 3 sides. Uses 4 magic to cast and 2 magic each turn you wish to hold the trap in place.
-cost $1000, 1000 experience



Name: That sticky icky (Availability - Stoners only)
Ability: Evvvvvverythhhhhhhhing innnnn slowwwwww moooooootion, maaaaaaaan. Puts the next turn of battle into a unique perspective. You can know what the enemy attacks are going to be in their next turn before they even take place. Could be useful.
Roll Rules:
Combat - roll intelligence D10 and wisdom D10. Requires 1 turn. Targets all enemies on the battlefield. Reveals only the immediate next enemy turn intention only. If an enemy is killed or blasted back or away, it obviously will change things but you will be informed. Takes 4 magic to use.
-cost $1000, 1000 experience



Name: Herbal Remedy (Availability - Stoners only)
Ability:
Cure a health depleting status ailment (like poison, or thorns, or parasitism, or the cold)
Roll Rules:
Combat or passive - roll intelligence D20. Single target only. Uses a turn. Uses 4 magic.
-costs $600, 600 experience




Name: Relax, Man (Availability - Stoners only)
Ability: Heal an allies health.
Roll Rules: Combat or passive - roll intelligence D20. Single target only. Cures 20 health points. Uses a turn. Uses 5 magic. 
-costs $1000, 1000 experience

 

Yourmum Market Square

 

General Goods:

 Delivery Ticket - This ticket entitles one free instantaneous delivery of goods purchased from one store to another store or location somewhere else in the world. You see, not all stores are the same. Some stores have some items, and in another city their stores may have other items, or at a different price. However if you see something you want in this town, but can't afford it, you may want to pick up a delivery ticket so that when you are really far away, too far to come back and pick it up yourself, you can have it brought to you and purchased at the other locationfor the same price.
-cost $1250



A rope - you never know when a rope might come in handy.
-30 feet - cost $50
-75 feet -cost $100
-120 feet -cost $150
-250 feet -cost $200
-500 feet -cost $250
-1000 feet -cost $300




Brew Pot - you need this if you are a stoner, or a witch, or a witch who gets stoned, in the non lethal way.
-cost $500




Flask - you need this too if you are a stoner. Stores 1 potion for drinking. Cannot be reused, chemical residues and all that.
-cost $200




A Picnic Basket - keep it away from bears. Seriously. If your quest requires you to stop for a night, a meal might be a good idea. This picnic basket feeds 5 people and will restore up to 40% of your health if you get a full nights rest.
-cost $700




A minor healing potion - there's only 6 of these available in store at this time. Restores up to 20 health on one ally, or does 20 damage on an undead foe . Takes one turn in combat.
- cost $400



A flip blade - this is way too small to use in battle. I am not sure when it could come in handy questing but it might.
-cost $50




A hand pickaxe - you know, if you like to collect rocks and shit
-cost $300




A pocket chain - goddamn thieves everywhere. Chain down one item (or cash) successfully stolen with this little simple gadget. One time use if successful.
-cost $1500




A Bike - built for one, this is an excellent way to get from one place to another in a fairly short time. They tend to break down on you though. Suppose it comes in handy to know someone with a screwdriver and some bike parts...
-cost $250




Bike Parts - just a generic box of bike parts to repair bikes n stuff. You still need a screw driver though, or a Swiss army knife...
-cost $150


Weapons:

A 1 Wood - If you use this properly you could get a hole in 1! If you use this improperly you could beat the hell out of someone.
(two handed. Durable and made of carbon fibre. Adds +3 damage per hit)
-cost $700



Police Surplus Wood Billy Clubs - these were designed with the police in mind. Bash a skull, anyone?
(single handed. Can be dual wielded. Durable but still made of wood. Adds +1 damage per hit. Absorbs -1 damage done by enemy per hit taken)
-cost $750



Wooden Hockey Stick - I knew a guy once who wore a hockey mask and carried around a knife. Sorry, I mean a hockey stick. Bad ass dude.
(two handed. Durable but made of wood. Adds +2 damage per hit)
-cost $500




Swiss Army Knife - It does everything! But mostly it houses a short blade good for stabbing things with.
(one handed. Low to moderate durability. Adds +1 damage per hit. Adds +5 more health when eating food. Can be used as a general tool for wisdom passive rolls)
-cost $450



Wooden Short Bow - Shoots arrows.
(two handed. Requires arrows. Adds +2 damage per hit. Ranged weapon. Won't begin to lose attack strength until over 60 feet. Durable but made of wood)
-cost $900



Basic Short Sword - Basic short sword. What more can I say?
(one handed. Can be dual wielded. Low to moderate durability. Adds +3 damage per hit)
-cost $900



Long Crooked Staff - Your basic run of the mill magical staff. You need this, or a wand,  if you are to cast magic spells as a Mindfreak. Other classes can use magic without a wand or staff.
(two handed.  Unbreakable. Get +1 intelligence weapon bonus on your stat sheet.)
-cost $750



A quiver of wooden arrows, iron tipped - Required for use with any bow. These ones have no special effects. There are 18 arrows per quiver
-cost $350

Armour:

Orange Training Gi - Any good martial artist trains in something light and flexible, yet surprisingly resilient.
(Body armour. -1% of damage done by enemy per hit. Strong durability)
-cost $500



Cape - Any superhero is not a superhero without a flashy cape. Or maybe he is more sane without one. I dunno.
(Body armour. -1% of damage done by enemy per hit. Strong durability)
-cost $600



Tights - what goes well with a cape? Spandex!
(Leg armour. -1 damage done by enemy per hit. Strong durability)
-cost $550



Hockey Mask - ...bad ass dude, I tell ya.
(Head armour. -1 damage done by enemy per hit. Strong durability)
-cost $550



Weighted Gear - A great way to train is weighted gear, and it affords some protection.
Headpiece- cost $650

(-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable)
Leggings - cost $650
(-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable)



Blood Red Robes - Are these....are these dyed with actual blood? Made of leather.
(Body Armour. -2 damage done by enemy per hit. Moderate durability. Allows blood mages to use magic at 10% reduction in health cost)
-cost $1000



Blood Red Hood - Are these.... are these dyed with actual blood? Made of leather.
(Head Armour. -2 damage done by enemy per hit. Moderate durability. Allows blood mages to use magic at 10% reduction in health cost)
-cost $1000



Blood Red Leggings - Are these.... are these dyed with actual blood? Made of leather.
(Head Armour. -2 damage done by enemy per hit. Moderate durability. Allows blood mages to use magic at a 10% reduction in health cost)
-cost $1000



Dwarf Leather Gear - they are made by dwarves, but they come in all sizes. Though, they ARE made by dwarves... the cheap pricks.
Chestpiece - $500

(-1 damage done by enemy per hit. Low to moderate durability)
Headpiece - $500
(-1 damage done by enemy per hit. Low to moderate durability)
Leggings - $500
(-1 damage done by enemy per hit. Low to moderate durability)

Make a free website with Yola