Spells

Air School

Level 1


Wind Tunnel (Alpha)
Cost:   2 MP
Level:   1
Create a sudden burst of wind in a space you can see.
Damage:   -
Details:   Move a foe you can see 1 space in any direction. This can also be done to move objects remotely, as per Zaldar's discretion.

Level 2


Level 3


Level 4


Level 5


Level 6


Level 7


Level 8


Level 9


Level 10


Fire School

Level 1


Searing Spear (Alpha)
Cost:   2 MP
Level:   1
Throw a concentrated spear of fire.
Requirements:   Line of Sight
Range:   10
Damage:   1d6 + INT
Details:   Searing Spear allows the spellcaster to throw a 6' long (1 space) spear of fire at a target within 10 spaces. The spear deals 1d6 + INT blockable Fire damage upon impact. If a 6 is rolled on the 1d6, then the target becomes On Fire, regardless of whether or not the Searing Spear inflicted any damage.

Level 2


Level 3


Level 4


Level 5


Level 6


Level 7


Level 8


Level 9


Level 10


Water School

Level 1


Ice Flurry (Alpha)
Cost:   4 MP
Level:   1
Condense and freeze ambient moisture into ballistic needles.
Damage:   1d4 Magic Water damage to a visible 2x2 area
Details:   The spellcaster can choose any 2x2 (12 square feet) area they can see. All creatures within this chosen area are struck by a barrage of small icicles, inflicting 1d4 Magic Water damage. Roll the d4 once and apply that result to all affected creatures.

Level 2


Level 3


Level 4


Level 5


Level 6


Level 7


Level 8


Level 9


Level 10


Emara School

Level 1


Emaran Empathy (Alpha)
Cost:   1 MP
Level:   1
Connect on a spiritual level with the natural world surrounding you.
Range:   1
Details:   Spellcaster may exchange a few words with an adjacent plant, tree, animal, or vegetation.

Level 2


Binding Vines (Alpha)
Cost:   3 MP
Level:   2
Summon a patch of coarse, leafy vines to ensnare a foe.
Range:   Visible
Details:   When cast upon a visible, non-flying character with a physical body, a sudden explosive growth of vines will crack through the ground and wrap around the target's legs.

The target may not Move while the Binding Vines are wrapped around their legs.

The Binding Vines are destroyed when they receive 10 HP of cumulative damage. The Binding Vines do not have any defense.

Level 3


Lifeforce Conduit
Cost:   5 MP
Level:   3
Channel the regenerative energies of Mother Emara to restore health.
Range:   1
Details:   While standing next to a tree, bush, or plant of suitable size (roughly the size of the spellcaster or greater, per Zaldar's discretion), a spellcaster places one hand upon the vegetation and silently asks Emara for her blessing. Doing so will restore the spellcaster's HP to maximum. Alternately, if another character is standing adjacent to the spellcaster and holds the spellcaster's hand, the spellcaster can choose to instead restore the adjacent character's HP to maximum.

Level 4


Binding Vines (Delta)
Cost:   4 MP
Level:   4
Summon a patch of coarse, barbed vines to ensnare a foe.
Range:   Visible
Details:   When cast upon a visible, non-flying character with a physical body, a sudden explosive growth of vines will crack through the ground and wrap around the target's legs. These vines are barbed with thorns, and immediately inflict ( 1d6 + Spellcaster's INT ) Physical Damage against the target.

The target may not Move while the Binding Vines are wrapped around their legs.

The Binding Vines are destroyed when they receive 10 HP of cumulative damage. The Binding Vines roll 1d4 for defense.

Level 5


Level 6


Level 7


Binding Vines (Omega)
Cost:   5 MP
Level:   7
Summon a patch of coarse, barbed vines to ensnare a foe.
Range:   Visible
Details:   When cast upon a visible, non-flying character with a physical body, a sudden explosive growth of vines will crack through the ground and wrap around the target's legs. These vines are barbed with thorns, and immediately inflict ( 1d12 + Spellcaster's INT ) Physical Damage against the target.

The target may not Move while the Binding Vines are wrapped around their legs.

The Binding Vines are destroyed when they receive 10 HP of cumulative damage. The Binding Vines roll 1d8 for defense.

If the Binding Vines are not destroyed following an attack, the vines will immediately inflict 1d8 Physical Damage against the target.

Level 8


Level 9


Level 10


Heart School

Level 1


Calm
Cost:   1 MP
Level:   1
Chill widit
Damage:   -
Details:   text texttext text

Level 2


Level 3


Level 4


Level 5


Level 6


Level 7


Level 8


Level 9


Level 10


Chaos School

Level 1


Brainshock (Alpha)
Cost:   3 MP
Level:   1
Short circuit a creature's synapses with sinister vocalizations.
Requirements:   Line of Sight, Invocation
Damage:   Variable
Details:   Choose a target within your Line of Sight, utter a series of random words or noises, and place a 'Magic' status flag on the character.

On that character's next turn, roll a d6.

On a 1-2, the target may not MOVE on their turn;

On a 3-4, the target takes 3 or 4 (based on die roll) Chaos Magic damage;

On a 5-6, the target may use NO ACTIONS on their turn.

Level 2


Level 3


Level 4


Level 5


Seal of Saturn
Cost:   5 MP
Level:   5
--
Requirements:   Adjacent to Target
Damage:   Variable
Details:   --

Level 6


Level 7


Level 8


Level 9


Level 10