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Renmaru
God of Lust
God of Lust
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Spell List

Post by Renmaru » March 14th, 2011, 3:06 pm

Spell Schools: Light, Dark, Nature (trees/ lightning), Earth, Fire, Water + Frost, Air, Arcane, Summons

Master specializations:

Balthazar Blake- Specializes in Earth, Water/ Frost. Secondary schools of Fire, Arcane and Summons

Horvath- Specializes in Dark and Fire. Secondary schools of Air, Arcane and Summons. (Please note that Dark magic is “forbidden” and Horvath will only acknowledge he knows any to his most trusted of apprentices!)

Veronica- Specializes in Light and Nature. Secondary schools of Arcane and Air.


Spells: (more may be added) TP: (x) This is the amount of training poitns required to learn this spell! TP will be explained in the level/ combat thread!

Light:
Buff Spells- Buffs friendly target’s stat (Health, Energy, spell power or Will) by half of your spell power for 5 turns. When Health, Energy or Will are buffed both sides of the stat go up. (ex. Health before buff 1/20 > 6/25) However once the buff runs out the health is lost. Range: 6 Energy cost: 5 TP: (4)

Heal Spells- Heals a friendly target, heals more according to how much energy you spend. Heals for half your spell power at an energy cost of 6, each point of energy spent beyond this will increase the healing by 1 point, to a maximum energy cost of 10. Meaning if your spell power is 5 you can heal a person for up to 9 health. Range: 6 TP: (5)

Smite- Smites the target with holy energy. Deals damage according to your spell power. Costs 4 energy. Range: 5 TP: (3)

Cleansing Prayer: A prayer that cleanses 1 hostile de-buff or damage over time effect from the target and Restores Will. Will restored equal to ½ of spell power. Range: 6 TP: (4)

Blades of Light- The user summons a blade of light on each hand, extending off the edge of the hand, these blades will not bend even if a fist is made, and essentially they extend off the pinky finger’s knuckle. These blades deal your spell damage +3, but require you to be in melee range. Drains 2 energy per turn, and disables energy regeneration, other spells can be cast with this active but your energy will not regenerate. TP: (3)

Shackles of Light: Binds the target, preventing them from attacking or moving and slowly draining will each turn. Range: 2 (Keep in mind if you damage the target’s health you will likely break this effect!) Any damage other then the shackles own effect will break the effect, 2 will is drained per turn, the effect can last a maximum 4 turns. TP: (5)

Dark:
Life Drain: Drain Health from your target, healing yourself for half the damage done. Deals spell power, costs 5 energy. Useable every 2 turns. Range: 4 TP: (5)

Energy Drain: Drain Energy from the target, steals half of your spell power from opponent’s energy pool and gives it to you. Costs 2 health! Range: 4 TP: (3)

Deathly Touch: Short range powerful spell, halves your opponent’s health at the cost of a quarter of your own. (very useful when your health is low and your opponents is high.) Costs 6 energy. Range: 2 TP: (6)

Agonizing Pain: Deals damage over four turns. One quarter of your spell power each turn. Costs 4 energy. Range: 5 TP: (4)

Mind Destruction: Deals massive damage to Will along with some damage to Health. ¼ of spell power to Health twice your spell power to Will. Causes the target to falter in confusion for 1 turn, this spell may only be used once every 5 turns. Costs 6 energy. Range: 3 TP: (5)

Crushing Shadows: Encircles the foe with shadows, preventing attack and movement and slowly draining will each turn. Range: 2 (Keep in mind if you damage the target’s health you will likely break this effect!) Any damage other then the shackles own effect will break the effect, 2 will is drained per turn, the effect can last a maximum 4 turns. TP: (5)

Shadow Spikes: Imbues your melee strikes with shadow magic, causing spell damage +3 and has a chance to distort the foes mind, causing small will damage. Drains 2 energy per turn, and disables energy regeneration, other spells can be cast with this active but your energy will not regenerate. Melee range. TP: (3)

Nature:
Heal Spells- Heals a target for half of your spell power each turn for 3 turns. Costs 6 energy. Range: 6 TP: (5)

De-buff Spells- Inflicts ¼ of you spell power to the target every turn for 3 turns and reduces their spell power by 5. Costs 3 energy. Can only be placed on one target every four turns, placing this effect on another target will remove it from the first. Range: 5 TP: (5)

Roots of Binding- Roots sprout from the ground and hold the target in place for four turns, very effective against casters with short range spells. Range: 7 Costs 3 energy. TP: (4)

Poison Spores: Releases a cloud of spores on a target area, damaging foes in the area and causes all targets in the area to become disoriented for 1 turn, leaving them unable to cast but able to move. Spores will stay active for three turns and if a player does not move out of them the spores will continue to irritate them, leaving them unable to cast until they clear. Costs 7 energy, aoe = target area plus up to two squares in all directions. 3 damage each turn players do not move. Range: 5 TP: (3)

Thorn Whip: Generates a vine whip with thorns that deals spell damage +3, has an effective range of 2 and a small chacne to poison the target for 3 damage every turn for 3 turns. Drains 2 energy per turn, and disables energy regeneration, other spells can be cast with this active but your energy will not regenerate. Range: 2 TP: (3)

Earth:
Boulder- Hurl a boulder at the target. Deals spell damage, Range: 5 TP: (3)

Earthquake- Large area of effect causing minor damage every turn for three turns, cannot be stopped or dispelled. Has a 50% chance to harm friendly targets each turn. Deals 3 damage each turn, first turn ONLY caster is immune to damage. Range: 4 AoE: 5 Caster will ALWAYS be in the AoE for the first turn. TP: (5)

Rock Barrage- Hurls clusters of tiny rocks at the foe. Every point of spell power adds one rock to the cluster thrown, every 2 rocks deals 1 damage. Three clusters can be thrown at 3 energy each cluster. 3 energy = ½ spell damage 6 energy = spell damage 9 energy = 1.5x spell damage. TP: (4)

Stone Prison: Encages your foe in stone, preventing attack and movement and slowly draining will each turn. Range: 2 (attacks against target’s health can break this effect!) Any damage other then the shackles own effect will break the effect, 2 will is drained per turn, the effect can last a maximum 4 turns. TP: (5)

Fists of Stone: Enhances your melee attacks with your spell power +3, must be in melee range and drains 2 energy per turn, and disables energy regeneration, other spells can be cast with this active but your energy will not regenerate, has a small chance to stun the target for 1 turn. TP: (3)

Fire:
Fireball- hurl a fireball at your foe! Deals spell damage. Costs 4 energy Range: 5 TP: (3)

Circle of Fire- AoE around self, deals more damage to closer targets. Range: 1-7 Costs 8 energy. Deals spell damage to targets at range 1, half to targets at 2-4 and ¼ to targets at 5-7. TP: (5)

Fire Breath- Breath fire three squares in front of self, chance to light targets on fire, burning them for half the damage done on their next turn. Straight line forward from caster, costs 7 energy, deals spell damage. 50% chance to light target. TP: (4)

Claws of Fire: Imbues melee attacks with searing heat, causing spell damage +3 Also has a small chance to burnt he victim for an additional 3 damage every turn for 3 turns. Drains 2 energy per turn, and disables energy regeneration, other spells can be cast with this active but your energy will not regenerate. TP: (3)

Water/ Ice:
Geyser- Summon a geyser of water that erupts under a small target area and deals damage equal to your spell power. Costs 4 energy, Range: 5 TP: (3)

Freezing Breath- Chill targets up to three squares in front of you for damage, has a chance to slow them. Straight line from caster, costs 6 energy and has a 50% chance to slow. TP: (4)

Monsoon- A huge blast of water is sent forth, pushing targets away from you. Deals 3 damage and pushes target back 3 squares. Costs 4 energy. Wave that travels 3 squares in a 3 square line in front of the caster. TP: (4)

Claws of Ice: Same as Claws of Fire but rather then burning your victim you have a chance to chill them, slowing them for two turns. Drains 2 energy per turn, and disables energy regeneration, other spells can be cast with this active but your energy will not regenerate. TP: (3)

Air:
Blast of Air- Hit the target with a focused blast of air, dealing spell damage. 4 energy Range 5 TP: (3)

Whirling Winds- You spin about and cause a tornado around yourself, dealing minor damage and impeding enemy action for two turns, this spell will make you dizzy for 1 turn afterwards however. Enemies may still move out of the 3 square range but may not take any other actions until the turn after they do. Costs 3 energy. Deals ¼ of your spell damage each turn. TP: (4)

Cyclone- Summon a cyclone to hold the target in place, it deflects most incoming spells but deals minor damage until your next turn. Useable once every four turns. Costs 4 energy and deals 3 damage. TP: (5)

Stiletto of the Winds: Summons a small dagger with a long blade made entirely of air, imbues your melee attacks with your spell damage +3. Has a chance to cause a strong gust to strike your opponent and drain a small amount of will. Drains 2 energy per turn, and disables energy regeneration, other spells can be cast with this active but your energy will not regenerate. TP: (3)

Arcane:
Plasma Bolt- A basic attack spell. Costs 2 energy, deals half your spell power in damage. TP: (0)

Trap Spells- Get creative with them, push your foe through a mirror or make them sink into a rug. Incapacitates the target for 3-5 turns. Costs 3 energy, larger traps may cost more (trapping multiple foes or larger ones like summons) TP: (2)

Time Distortion- Slow a foe or speed a friend, the choice is yours, lasts 3 turns. Costs 5 energy. TP: (3)

Summons:
You can summon almost any creature you want, size and time affect energy cost, Small summons cost 2 energy and last ten turns, they are fairly weak. Medium summons cost 4 energy and last 5 turns but can be kept up for an additional five turns for a cost of 5 energy. This will be taken at the beginning of the turn and you will still be able to act. Large Summons cost 10 energy and stays active for only 3 turns but are very durable to keep them active for additional 3 turns you must spend 20 additional energy when you cast the spell. TP: Small; (4) Medium; (5) Large; (6)

((Please post spell suggestions/ questions in the suggestions/ questions thread, I'll get to everything in there in time and update this accordingly of course.))

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