Spells: Any-Type

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Level 1

  • Draw Strength: (-2 mp) - The mage meditates, recovering 2 mp.
  • Magic Missile: 1 mp - The mage forms magical energy and sends it to hit a target. The mage can create missiles of magical energy which hit as many separate targets as they like. 1mp/missile, 1dmg/ea
  • Magic Scout: 1 mp - Mage attempts to search out the earth, or water, or air surrounding them and understands the map or area.
  • Magic Whip: 4 mp - Throw a rope of arcane energy around a target. Do 2dmg elemental, roll pull12 if you choose to pull the target 2 distance towards you. Can sustain the spell for 1mp/turn doing an additional 2dmg.
  • Steady Focus 1: 0 mp - Passive. The caste may choose to skip their turn. If done so, the cost of the next spell they cast is reduced by 1.
  • True Sight: 1 mp - Makes the target able to see invisible, ephemeral, and ghostly forms for 4 rounds.
  • Whisper: 1 mp - You point your finger towards a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings. With extreme range.


Level 2

  • Identify: 1 mp - The mage draws wisdom from magic, and derives and understanding of an object. Get info about that object. Works on characters and NPCs.
  • Steady Focus 2: 0 mp - Passive. The caster may choose to skip their turn. If done so, the cost of the next spell they cast is reduced by 2.
  • Track: 2 mp; Focus and find a known target within Extreme range even without eyesight. Roll against arcane for arcane elements.


Level 3

  • Maelstrom: 2mp - Elemental magic surrounding the caster in an aura, causing 1 dmg to all in melee range once/turn. Lasts for 2 turns.
  • Spell Trap: 2 mp - Instant, use this spell along with another. Set any spell as a trap at a location within melee range of the mage, to be triggered on a location, at a time, etc.
  • Steady Focus 3: 0 mp - Passive. The caster may choose to skip their turn. If done so, the cost of the next spell they cast is reduced by 3.


Level 4

  • Beam: 5 mp, 10 dmg - 10 dmg to a target.
  • Elemental Shift: 3 mp - 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.
  • Grand Focus: 0 mp - Passive. The caster may choose to skip their turn. If done so, the cost of the next spell they cast is reduced by 50%
  • Teleport: 0 mp - The caster moves instantly, up to 2 distance.
  • QuickCast1: 2 mp - After learning this spell, the mage can Quick-Cast a Lvl 1 spell (instant action) for the additional 1mp.
  • QuickCast2: 3 mp - After learning this spell, the mage can Quick-Cast a Lvl 2 spell (instant action) for the additional 3mp.
  • QuickCast3: 5 mp - After learning this spell, the mage can Quick-Cast a Lvl 3 spell (instant action) for the additional 5mp.
  • QuickCast4: 8 mp - After learning this spell, the mage can Quick-Cast a Lvl 4 spell (instant action) for the additional 8mp.