Spells: Air

From Wikihart
Jump to navigation Jump to search

Level 1

  • Cut: 1 mp - 1 dmg ranged
  • Fly: 1 mp - The mage is able to fly for a round. 1m each turn if sustained. +1m/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

1) Light to Extreme, 8dmg 2) Medium to Far, 6dmg 3) Heavy to Range, 4dmg