Changes

Jump to navigation Jump to search
3,151 bytes added ,  20:03, 30 January 2021
no edit summary
=== Level 1 ===
* '''Dark Hit: ''' 1 mp MP - 1dmg''1 Difficulty'' - Reciting a spell, rangedthe mage sends a ball of dark energy at a target within Ranged Distance, dealing (1 dmg).* '''Darken: ''' 1 mp MP - ''0 Difficulty'' - Cast The mage casts a large shadow, able take the light out of a room, or put a small group/area in darkness (those inside of Ranged from the caster)* Drain Life: 1 mp - Xmp/turn - drain a target’s living force, causing X dmg/turn, stunning them for 1 turn, and making them feel cold and tired. Can The shadow is able to be sustained (as an instant) for that same X cost/turnshaped and controlled to a small extent.* Shroud: 1 mp - The mage gains +6 to next stealth rollUsed more like utility
=== Level 2 ===
* '''Shadow Walk: ''' 1 mp MP - ''1 Difficulty'' - Mage gets Weaving shadows around them, the caster chooses themselves or an ally to get +9 to their next stealth Stealth check.* '''Shadowstrike: 1 mp ''' 2 MP - ''2 Difficulty'' - 2dmgThe caster shoots dark energy in the shape of a large claw at a target within Ranged Distance, dealing (5 dmg) ranged.
=== Level 3 ===
* '''Hex:''' 6 MP - ''12 Difficulty'' - Cast on a target, and all damage done next turn (or this turn if you choose) by you can be re-distributed to any target(s) within Sight.
* '''Disappear:''' 7 MP - ''14 Difficulty'' - The caster passes their next stealth check with shadow magic.
* '''Mute:''' 7 MP - ''5 Difficulty'' - The mage picks a target within Ranged Distance and surrounds them with magic-suppressing arcane circles. All enchantments and buffs on the target are stripped, and the target is Silenced for 1 turn. Silenced targets cannot cast spells or use acrobatics.
* '''Dark Fulmination:''' 4 MP - ''12 Difficulty'' - The caster chooses an enemy within Ranged Distance to place a curse on, sinister glyphs proceeding to appear around the target. On the caster's next turn, the target is dealt 10 dmg Melee AOE and Blind10 [1 turn]. If the curse is placed on a target that's already debuffed, it activates immediately. This curse acts as a debuff and is able to be removed with the right potion, spell, etc.
* '''Rend and Ruin:''' 5 MP - ''14 Difficulty'' - The caster sends slashes of dark energy at a target within Ranged Distance, dealing (7 dmg). The target is then inflicted with Unhealable for 2 turns and Bleed15 [2 dmg/turn].
* '''Hades:''' 6 MP - ''16 Difficulty'' - The caster erupts Dark Magic under a target within Ranged Distance, dealing (6 dmg) and extending all debuff durations by 2 turns
=== Level 3 4 ===* Dark Call'''Inflict Agony: 3 mp ''' 4 MP - The mage must have 4 or less health ''13 Difficulty'' - use all mana to cast this spell. The mage gains 1hp caster places a hex on an enemy within Ranged Distance, dealing (8 dmg) and +3 to all stats for their next two Poison15 [5dmg/turn]. They get one physical attack this turnIf the spell hits a debuffed target, as welldeals 10 dmg and Poison20 instead.* Dark Fulmination'''Shot Through the Heart: 1 mp ''' 7 MP - ''12 Difficulty'' - The mage uses 1, 2 or 3 mana caster sacrifices 5 HP to put dark energy into shoot an ethereal arrow through the heart of an itemenemy within Ranged Distance, dealing (12 dmg). The item enemy is then explodes on the next turn, doing 1, 2 or inflicted with Unhealable and Unbuffable for 3 damage in Melee AOEturns.* Disappear'''Vampire's Seal: 1 mp ''' 6 MP - ''14 Difficulty'' - Pass next stealth checkBats created out of darkness swarm around a target within Ranged Distance, biting and clawing and talking a bit of trash. The target is dealt (14 dmg) and is inflicted with Vampiric Touch for 2 turns. Attacking an enemy who has Vampiric Touch will heal the attacker for 5 HP for every successful attack/spell.* Mute'''Spectral Terror: 8 mp ''' 10 MP - ''10 Difficulty'' - the The caster mutes momentarily manifests ghosts and spirits all magic around them to wreak havoc on the battlefield. All enemies within Range Lvl 3 Ranged Distance are dealt 10 dmg and underSleep12 [1 turn]. Existing enchantments If an enemy is not put to sleep, they are brokeninstead inflicted with Weakness for 2 turns. Weakened enemies deal - 5 dmg every attack.* '''Singularity:''' 8 MP - ''17 Difficulty'' - Within Far Distance, items and mages cannot perform casting. This continues until the beginning caster creates a point of corrupted energy with a radius of Ranged that pulls everything violently towards it. Every enemy in the caster’s next radius gets pulled, no matter their weight. After 1 turn, or the singularity detonates and deals 6 dmg to every enemy in its center. The singularity can be dispelled if the caster choosesattacked, can continue through which will deal 8 dmg to the end of that next turn (with no other movement or action)<br>attacker.
=== Level 5 ===
* '''Dark Call:''' 0 MP - ''0 Difficulty'' - This spell acts passively as long as it is in the mage's Spell List and can only be equipped by a mage of the spell's element. When the caster's HP ≤ 50%, Dark Call activates, causing all Dark spells to deal +2 dmg and +5 to debuff rolls.
* '''Finale:''' 13 MP - ''18 Difficulty'' - In order to save the world, a brave young warlock had to absorb the Archdemon's might and cast this spell across enemy lines, relinquishing his life as a result... The caster sacrifices 15 HP and creates a giant arcane circle under their feet, violently crackling with dark chaotic energy. All enemies within Far Distance are dealt 15 dmg and inflicted with Unbuffable, Weakness, Blindness, and Silence for 2 turns. Caster's HP cannot fall below 1 from casting this. Requires: 5 Dark Stackrings
* '''Bloom:''' 15 MP - ''18 Difficulty'' - A blood red aura explodes from the caster, filling the entire battlefield with a garden of scarlet roses of all different shapes and sizes. Before anyone can get the chance to 'stop and smell the flowers', all the roses burst. Every enemy is inflicted with Unhealable and Vampiric Touch for 3 turns before being dealt 20 dmg. Requires: 2 Dark Matter
=== Level 4 ===
* Inflict Agony: 2 mp - This spell is a multi use spell, it has multiple modes and effects for each 2 mana. Each mode can be picked once unless stated:
** 2 dmg up to 2 targets
** Blind2 to a target for two turns
** Stun0 to a target
** Life steal from a target, healing 1 hp and dealing 1 dmg to the target (this mode can be picked more than once)
* Singularity: 3 mp - Create a point of energy which pulls everything violently towards it. Ranged radius, up to a minute hold time. Pulls Light off their feet, pulls Medium to center, no effects to Heavy.
=== Multi-Type ===
Some spells are used by multiple types of mages, and require cross-casting otherwise.<br>[[Spells:_Multiple_Type|Click Here]] to see them.
239

edits

Navigation menu