Difference between revisions of "Spells: Light"
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* Guiding Light: 4 mp - Endows a party with vigor, +2 to-hit for the turn. | * Guiding Light: 4 mp - Endows a party with vigor, +2 to-hit for the turn. | ||
* Light Blast: 1 mp - 2 dmg ranged. | * Light Blast: 1 mp - 2 dmg ranged. | ||
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Revision as of 22:36, 28 April 2020
Level 1
- Shine: 1 mp - Shine a light for as long as you like, and bring it back during that rest period for no cost.
- Sunburn: 1 mp - 1 dmg ranged.
Level 2
- Disenchant: 2 mp - If the target is enchanted with a Lvl 1 spell, it is removed (if many, at random). If target is in the process of casting a Lvl 1 spell (it can be casted during opponent’s turn), target is interrupted and all mana/etc are still spent.
- Guiding Light: 4 mp - Endows a party with vigor, +2 to-hit for the turn.
- Light Blast: 1 mp - 2 dmg ranged.
Level 3
- Savior: 5 mp - the mage spends all their mana and their HP becomes 1. All party players currently KO’d are returned to full HP.
Level 4
- Dispell: 8 mp - If the target is enchanted with a Lvl 4 spell, it is removed (if many, at random). If target is in the process of casting a Lvl 4 spell, target is interrupted and all mana/etc are still spent.
- Heaven’s Call: 5 mp; The mage uses all of their mana to cast this spell. Everyone in the party (within Extreme Range) recover 4 hp and 2 mp.
- Radiant Destruction: 8 mp; the caster calls upon the power of light, casting out radiant beams of light, four beams, you can target any enemy within an individual beam, each doing 2 damage and causing a blind2 effect.