Spells: Any-Type

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Level 1

  • Draw Strength: -5 MP - 0 Difficulty - The mage meditates, recovering 5 MP.
  • Magic Missile: 0 MP - 1 Difficulty - The caster creates a number of arcane projectiles and sends them targets within Ranged Distance, each dealing 1 dmg. Each projectile costs 1 MP to create. The same target can be hit with multiple magic missiles.
  • Magic Scout: 1 MP - 0 Difficulty - The caster uses arcane to search out the earth, or water, or air surrounding them and understand the map/area within Extreme Distance.
  • Whisper: 1 MP - 0 Difficulty - The caster chooses a target within Extreme Distance to whisper a message to. The target (and only the target) hears the message and can reply in a whisper that only the caster can hear. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
  • Magic Whip: 3 MP - 1 Difficulty - The caster a rope of arcane energy around a target within Ranged Distance, dealing (2 dmg). Roll pull12 if the caster chooses to pull the target 2 distances towards them.
  • Steady Focus 1: 0 MP - 0 Difficulty - The mage casts this spell and skips their turn. The cost of the next spell they cast is reduced by 1 MP.

Level 2

  • Identify: 1 MP - 1 Difficulty - The mage draws wisdom from magic, and derives and understanding of an object. Get info about that object. Works on characters and NPCs.
  • Track: 2 MP - 3 Difficulty - Focus and find a known target within Extreme range even without eyesight. Roll against arcane for arcane elements.
  • True Sight: 1 MP - 0 Difficulty - Draping magic over their eyes, the caster chooses a target to able to see invisible, ephemeral, and ghostly forms for 4 turns.
  • Steady Focus 2: 0 MP - 0 Difficulty - The mage casts this spell and skips their turn. The cost of the next spell they cast is reduced by 2 MP.

Level 3

  • Spell Trap: 2 MP - 0 Difficulty - This spell is instant and is used alongside another spell. The caster sets any spell as a trap at a location within Melee Distance. It can be activated at any time, at a specific time, because of a specific condition, etc.
  • Teleport: 4 MP - 2 Difficulty - The caster touches an ally to teleport anywhere within Far Distance. Can be cast on self.
  • Steady Focus 3: 0 MP - 0 Difficulty - The mage casts this spell and skips their turn. The cost of the next spell they cast is reduced by 3 MP.

Level 4

  • Beam: 5 MP - 4 Difficulty - The caster shoots a ray of concentrated mana at a target, dealing (8 dmg).
  • Elemental Shift: 3 MP - 6 Difficulty - The mage focuses and shifts their form into an element of their choosing. They take 3x damage from opposing element instead of 2x, and can only cast spells of that type until they take a full turn to change back at no cost. Cross-casting now applies based on their current shifted type. (Does not allow you to learn or cast Inherent or Type-Locked spells.) Cannot be used to supersede rules like Lvl 5 type requirement, etc.
  • Wizard's Ward: 3 MP - 5 Difficulty - A thin wall of the caster's magic type is created. This can be used any time as an instant action (once/turn) and must add mana. This spell is targeted at incoming dmg and reduces that damage by 1/2 MP. (2/2 MP for opposing types, 0 for disadvantage).
  • Grand Focus: 0 MP - 0 Difficulty - The mage casts this spell and skips their turn. The cost of the next spell they cast is reduced by 50%
  • QuickCast 1: 2 MP - 0 Difficulty - After learning this spell, the mage can Quick-Cast a Lvl 1 spell (instant action) for the additional 2mp.
  • QuickCast 2: 3 MP - 0 Difficulty - After learning this spell, the mage can Quick-Cast a Lvl 2 spell (instant action) for the additional 3mp.
  • QuickCast 3: 5 MP - 0 Difficulty - After learning this spell, the mage can Quick-Cast a Lvl 3 spell (instant action) for the additional 5mp.
  • QuickCast 4: 8 MP - 0 Difficulty - After learning this spell, the mage can Quick-Cast a Lvl 4 spell (instant action) for and additional 8 MP.

Level 5