Spells: Light
Revision as of 19:41, 2 May 2020 by 78.170.135.12 (talk)
Contents
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: 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: 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.
Multi-Type
Some spells are used by multiple types of mages, and require cross-casting otherwise.
Click Here to see them.