Spells: Air
Revision as of 00:35, 28 April 2020 by Katerina Proeski (talk | contribs)
Level 1
- Cut: 1 mp - 1 dmg ranged
- Fly: 1 mp - The mage is able to fly for a round. 1mp each turn if sustained. +1mp/round if casted on another target.
- Gust: 1 mp - The mage causes air to move, creating wind. Blows away smoke or snuffs candles.
Level 2
- Blast of Air: 4 mp - 2 dmg to targets in immediate melee range, and knockback12 with a distance of 2. Can be cast toward one target at Range.
- Windblade: 1 mp - 2 dmg Ranged
- Run Like the Wind: 2 mp - Caster gets 2 movements this turn and no other actions. No combines.
- Flash: 2 mp; Move anywhere in Extreme Range.
Level 3
- Sonic Boom: 4 mp - Caster claps their hand causing a loud boom that deals 2 damage to everyone in Ranged and does Knockdown6.
- Zephyr Strike: 3 mp - Target swings their Melee weapon and it homes in on them dealing +2 dmg (still have to roll to hit)
- Smokestorm/Sandstorm: 4 mp - For 1 rounds, within Ranged of caster, every successful attack or spell is re-rolled (of coinflipped in case of spells)
- Clone: 2 mp - 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.
- Dust Mimic: 1 mp - Appears like a copy of any target. Disappears when attacked.
Level 4
- Zepher’s Wrath: 6 Mp - A tornado forms around you that lashes out at anyone in melee of you and knocks them back. Characters are thrown back and take DMG
- Light to Extreme, 8dmg
- Medium to Far, 6dmg
- Heavy to Range, 4dmg