Spells: Multiple Type

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Level 1

  • Cling: 1 MP - 0 Difficulty - The mage climbs to a wall or surface and can move as normal for that turn. (Dark/Earth)
  • Amplify: 1 MP - 0 Difficulty - Caster amplifies their voice for a few moments, drawing everyone's attention to the caster. (Light/Wind)
  • Breathe Water: 1 MP - 0 Difficulty - Allows the target to breathe underwater for 10 minutes. Can be cast on any number of targets at once. (Water/Air)

Level 2

  • Flash: 2 MP - 0 Difficulty - Move anywhere in Extreme Range. (Air/Thunder/Light)
  • Taunt: 1 MP - 3 Difficulty - Draw aggro from an NPC, a GM may roll aggro12 in the case of bosses. (Light/Dark)
  • Heal: 0 MP - 0 Difficulty - The mage heals a target equivalent to the amount of mana spent (Light/Earth)
  • Draw Spirit: 0 MP - 0 Difficulty - The caster channels their magic, converting HP to MP or MP to HP. (Earth/Light)

Level 3

  • Clone: 2 MP - 0 Difficulty - Creates a look-alike clone of the caster, which can move around and act like the caster & can’t cast magic. Lasts 3 turns like a summon, can be destroyed by a single strike or spell. No ability to dodge or damage if it hits with an attack. Clones can act immediately, moving up to Range as normal but this may give away which one is real if the player has already moved. If a GM is present, DM to tell them which one is real. (Air/Earth/Light/Dark/Water)
  • Dust Mimic: 1 MP - 2 Difficulty - Appears like a copy of any target. Disappears when attacked. (Air/Earth)
  • Pacify: 4 MP - 0 Difficulty - The mage puts a weak-willed target to sleep. 4 mp sleep0, +1 effect roll for each additional mana used. (Light/Dark)
  • Accelerate: 4 MP - 0 Difficulty - The caster chooses a target within Melee Distance and covers body with arcane runes. Their next turn has twice the normal number of attacks and action points. Does not stack and can be cast on self. (Thunder/Air)
  • Miasma: 5 MP - 6 Difficulty - The caster drops a vile, nauseating mix of liquid and gas on top of a target within Ranged Distance, dealing (4 dmg) and Poison15 [3 dmg/turn]. If the target has 50+ max HP, triple the Poison effects. (Water/Earth)
  • Creeping Breeze: 6 MP - 9 Difficulty - The caster sends a chilly, haunted breeze towards a target within Ranged Distance, dealing (8 dmg) and Stun5 [1 turn]. If this hits a target inflicted with Bleed or Poison, the caster is healed for 5 HP. (Air/Dark)

Level 4

  • Smokestorm/Sandstorm: 4 MP - 5 Difficulty - An obscuring storm manifests around the caster with a radius of Ranged Distance. For 1 round, every successful attack or spell in the storm is re-rolled [of coinflipped in the case of spells]. (Earth/Air/Dark)
  • Pierce: 6 MP - 12 Difficulty - A deadly blade of shining magic is shot at a target within Ranged Distance at lightspeed, dealing (8 dmg) directly to the target's health. Bypasses Barriers and ignores any kind of damage reduction via shields, spells, etc. Deals triple damage to NPC's who have damage-preventative measures on them at the time. This spell does not do reduced damage to opposing types. (Air/Thunder)
  • Smite: 8 MP - 8 MP - 14 Difficulty - The caster shoots a barrage of stars at a target within Ranged Distance, dealing (10 dmg) and 5 additional dmg for every Debuff on the target. If the target dies from this spell, inflicts Extinction and prevents them from getting revived in any way. (Dark/Celestial)
  • Spirit Walk: 10 MP - 0 Difficulty - The caster shifts into a semi-ethereal form for the turn. They receive 50% dmg from all physical attacks for that duration. This spell takes 0 actions and can be used on an opponent's turn. This spell must be used and cast before it has any effect. (Light/Air/Dark)

Level 5