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Quests Of Change
Quests Of Change

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Advanced Spells Part One (Alpha 0.1)

Many Advanced Classes within Quests of Change allow a character to gain potent spells upon leveling up. The following spells can be obtained by various Advanced Classes, providing a character with additional utility in combat.

Radiant Ward

Action: Two-Handed

MP Cost: 22

Range: 0-1

Accuracy Dice: None

Spell Damage: N/A

Damage Type:  Light

Additional Effect: You place a ward of resplendent light upon yourself or a creature you touch. This ward lasts for one minute or until the target sustains damage from a spell or attack. If the warded creature would sustain damage while warded, that damage is reduced to 0 (though damage is still rolled and calculated), with the energy of the attack being transferred into a weapon held by the warded creature. The next time the warded creature would make an attack with that weapon within the next minute, that attack deals an additional amount of Light damage equal to half the amount of damage that was prevented through the ward, rounded up.

Classes: Zealot, Holy Knight


Divine Bisection

Action: Two-Handed

MP Cost: 16

Range: 1-6

Accuracy Dice: 2d6

Spell Damage: None

Damage Type: None

Additional Effect: You send a blade of searing light towards a corrupt being. If this blade connects with a demon, an undead, or a creature with at least one level in a corruptor class, that creature's remaining HP and Will are halved, rounded down. If this spell is used to target a creature than a demon, undead, or creature with levels in a corruptor class, the blade of light harmlessly shatters upon hitting the target.

Classes: Zealot


Plague

Action: Two-Handed

MP Cost: 35

Range: 1-5

Accuracy Dice: None

Spell Damage:  8d8 - target Resolve.

Damage Type: Poison

Additional Effect: You emanate a pestilent aura, spreading a toxic mist around yourself. Each plant and each creature that must breathe to survive within five spaces of you sustains 8d8 poison damage. (You do not sustain this damage)

Classes: Poisoner


Bounty Of Blossoms

Action: Two-Handed

MP Cost: 65

Range: 0-15

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effect: Gently falling glowing flower blossoms descend in the area surrouding you, curing the wounds of your allies and providing a wave of calm to those around you. Distribute 100 HP and 100 Will among any number of creatures within 15 spaces of you. Until the beginning of your next turn, each creature that gained HP or Will through this effect is resistant to Dark, Poison, and Psychic damage.

Classes: Guardian Angel, Wild Warden 


Rifting Displacement:

Action: One-Handed

MP Cost: 12

Range: 0-10

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effect: Choose two creatures within 12 spaces of you. (You can choose yourself). A creature can willingly subject themselves to this effect. If creature doesn't, the roll 1d6, adding their Resolve. If the total is less than your Mind, they are affected by this spell. If both targets are affected by this spell, you open a temporal rift in reality, causing those two creature to exchange spaces. 

Classes: Demon Summoner, Holy Summoner, Fate Twister, Guardian Angel


Elemental Outburst

Action: Two-Handed

MP Cost: 12

Range: 1

Accuracy Dice: None

Spell Damage: 3d10 + Mind

Damage Type: Varies

Additional Effect: You create a magical burst of elemental energy, damaging those around you with thunderous effect. Each creature on an adjacent space to you sustains 3d10 damage of your corresponding element, and is pushed one space away from you if able. Then for each creature damaged this way, roll 1d10. On a roll of 10, that creature is afflicted with that element's corresponding status effect.

Classes: Spellblade, Spell-Fist


Grim Pursuit

Action: One-Handed

MP Cost: 6

Range: 20

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effect: You focus your efforts on hunting down a specific target that you can see within 20 spaces of you. Until that creature is defeated or until you can't see it, your movement speed is doubled and you can only use your movement to get closer to that creature. Attacks you make against that target deal an addition 1d6 unpreventable Dark damage. At the end of each of your turns while this spell is active, if you have not damaged that creature, you sustain 1d6 psychic damage.

Classes: Reaper


Bolt Of Truth

Action: Two-Handed

MP Cost: 12

Range: 1-12

Accuracy Dice: None

Spell Damage: 3d6 + Mind

Damage Type: Varies

Additional Effect: Uttering a creature's name, you fire a bolt of energy (your elemental type if Spell-Sniper or Light if Guardian Angel) that automatically finds and hits the creature you named. If you don't say the creature's name, this spell automatically fails. This bolt maneuvers and weaves around cover, objects, and other creatures, hitting the target even if it is invisible. Upon hitting a creature, they sustain 3d6 damage and begin to faintly glow for the next minute, negating their ability to benefit from invisibility and reducing Subtlety rolls they make to hide by -5.

Classes: Guardian Angel, Spell-Sniper


Apocalypse Wave

Action: Two-Handed

MP Cost: 26

Range: 1-5

Accuracy Dice: None

Spell Damage: 3d8 +3d8 + Mind

Damage Type: Dark And Fire

Additional Effect: You unleash a temporal rift to the demonic realm, unleashing a wave of violet hellfire in a 5-space line. Each creature in that line must roll 1d8, adding their Resolve. If the total is less than your strength or mind (your choice), that creature sustains 3d8 dark damage, 3d8 fire damage, and that creature is frightened of you until the end of your next turn. If the creature passes it's Resolve roll, it isn't frightened and it sustains half as much damage, rounded up.

Classes: Dark Knight, Reaper


Sentry Willow

Action: Two-Handed

MP Cost: 35

Range: 0-15

Accuracy Dice: None

Spell Damage: 2d6

Damage Type: Plant

Additional Effect: You summon a magic, animated spectral tree that can protect your allies and damage those that may attempt to attack them. This tree takes up a 2x2 space square and can only be places on an unoccupied space with sufficient space to support it. If a creature within two- spaces of the tree would cast a spell or make an attack, you can cause the tree's branches to lash out at that creature, causing them to take 2d6 plant damage. Additionally, if any of your allies within two spaces of the tree would take damage from a spell or attack, you can cause the tree to intercept that attack, taking the damage instead. The tree has 30 HP and is destroyed if it reaches 0 HP. If attacked, it has 5 Defense, 5 Resolve, 0 Finesse, vulnerability to Fire and Poison damage, resistance to Plant and Water damage, and immunity to Psychic damage. The tree lasts indefinitely until it is destroyed or you cast this spell again.

Classes: Wild Warden


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