Difference between revisions of "Spells: Air"
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=== Level 1 === | === Level 1 === | ||
− | * ''' | + | * '''Gust:''' 1 MP - ''0 Difficulty'' - The mage causes air to move, creating wind. Able to blow away smoke and snuff candles. |
− | * ''' | + | * '''Cut:''' 1 MP - ''1 Difficulty'' - The caster shoots a slice of air at a target within Ranged Distance, dealing ''1 dmg''. |
− | * ''' | + | * '''Fly:''' 1 MP - ''1 Difficulty'' - The mage can cast this on themself or an ally, allowing them to fly for 1 turn. This can be sustained for 1 MP/turn. |
− | |||
=== Level 2 === | === Level 2 === |
Revision as of 01:35, 6 May 2020
Contents
Level 1
- Gust: 1 MP - 0 Difficulty - The mage causes air to move, creating wind. Able to blow away smoke and snuff candles.
- Cut: 1 MP - 1 Difficulty - The caster shoots a slice of air at a target within Ranged Distance, dealing 1 dmg.
- Fly: 1 MP - 1 Difficulty - The mage can cast this on themself or an ally, allowing them to fly for 1 turn. This can be sustained for 1 MP/turn.
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
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)
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, 8 dmg
- Medium to Far, 6 dmg
- Heavy to Range, 4 dmg
Multi-Type
Some spells are used by multiple types of mages, and require cross-casting otherwise.
Click Here to see them.