Spell List Part One (Alpha 0.1)
Added 2021-10-02 23:40:46 +0000 UTCSpells in Quests of Change come in a variety of forms and can be used in and out of combat based on the spell. Each spell dictates which classes are capable of learning that spell, if it's a one-handed or two-handed action, and if the spell requires additional time to cast. Spells that require additional time to cast can usually not be used within combat. It should be noted that characters are only capable of learning spells whose MP costs don't exceed their maximum MP.
Unless specified otherwise, the way to calculate a spell's damage is to take the spell's total damage (mind + rolled damage) - the target's resolve. Like weapons, each spell has its own accuracy dice.
These are some examples of spells commonly used by early level spellcasters. New spells will be added to the game's ever-growing spell list several times a month.
(Spells shown are listed alphabetically. While these Alpha 0.1 versions of spells only state their mechanical uses, flavorful descriptions for each of these spells will be added at a later date. Additionally, as these are early alpha versions of spells, damage and MP costs of every spell listed is subject to change.)
Alleviate:
Action: Two-Handed
MP Cost: 6
Range: 1-4
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effect: Target regains 2d4 + ½ resolve HP.
Classes: Priest
Calm Soul:
Action: Two-Handed
MP Cost: 6
Range: 1-4
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effect: Target regains 2d4 + ½ resolve Will.
Classes: Priest
Crippling Wave
Action: Two-Handed
MP Cost: 15
Range: 3. Targets all creatures within a 3-space line originating from the caster.
Accuracy Dice: 2d6
Spell Damage: 1d10 + Mind
Damage Type: Dark
Additional Effect: For every 5 damage the target suffers from the damage of this spell, the target’s strength, defense, and finesse are reduced by 1 until the beginning of your next turn.
Classes: Arcanist
Displacement Wave
Action: Two-Handed
MP Cost: 15 MP
Range: 1-5
Accuracy Dice: None
Spell Damage: 0
Damage Type: None
Additional Effect: Target a creature within the spell’s range. Move that target up to 15 spaces in any one horizontal direction.
Classes: Arcanist, Elementalist
Elemental Blast
Action: Two-Handed
MP Cost: 15
Range: 1-3
Accuracy Dice: 2d6
Spell Damage: 3d6 + Mind
Damage Type: Elementalist Type (Fire, Ice, Lightning, or Water)
Additional Effect: Roll 1d10. On a 6 to 10, the target is inflicted with the corresponding elemental status for 3 rounds.
Classes: Elementalist
Elemental Pulse:
Action: One-Handed
MP Cost: 5
Range: 1-2
Accuracy Dice: 1d10
Spell Damage: 2d4 + Mind
Damage Type: Elementalist Type (Fire, Ice, Lightning, or Water)
Additional Effect: Roll 1d10. On a 9 or 10, the target is inflicted with the corresponding elemental status for 3 rounds.
Classes: Elementalist
Elemental Spark:
Action: One-Handed
MP Cost: 0
Range: 1
Spell Damage: 0 + Mind
Damage Type: Elementalist Type (Fire, Ice, Lightning, or Water)
Additional Effect: None
Classes: Elementalist
Lingering Generosity:
Action: One-Handed
MP Cost: 5
Range: 1-10
Spell Damage: 0
Damage Type: None
Additional Effect: Upon casting this spell, note your current HP and Will. If you are reduced to 0 HP or Will before the beginning of your next turn, you may have another creature within this spell's range gain an amount of HP or Will equal to the noted amount. Whether the target gains HP or Will this way is dictated by which was reduced to 0.
Classes: Priest
Lingering Spite:
Action: One-Handed
MP Cost: 10
Range: 1-4
Spell Damage: 0
Damage Type: Dark
Additional Effect: You create a link of spite between you and another creature. If that creature reduces you to 0 HP with damage from a weapon or spell, you may cause that creature to sustain an amount of dark damage equal to the amount of damage that reduced you to 0 HP. If the aforementioned attack dealt more damage to you than your remaining HP, Lingering Spite still deals as much damage as the attack would’ve done.
Classes: Arcanist
Mind Game:
Action: One-Handed
MP Cost: 0
Range: 1
Accuracy Dice: 1d8 (per class tier)
Spell Damage: 0 + Mind
Damage Type: Psychic (Deals damage to Will)
Additional Effect: None
Classes: Arcanist, Priest
Minor Poison Mist
Action: One-Handed
MP Cost: 6
Range: 1-3
Accuracy Dice: 1d8
Spell Damage: 0
Damage Type: Poison
Additional Effect: If a target is hit by this attack, they are inflicted with minor poison. This poison lasts 3 turns. A creature inflicted with this poison has their resolve reduced by one. Additionally, at the beginning of an inflicted creature’s turn, they sustain 1d4 poison damage.
Classes: Arcanist, Naturalist
Purge The Profane
Action: Two-Handed
MP Cost: 6
Range: 1-3
Accuracy Dice: 1d8 + An additional 1d8 if the target is a demon or has more than five points of corruption.
Spell Damage: 1d8 + Mind. This spell deals an additional 2d8 if the target is a demon or has more than five points of corruption.
Damage Type: Light
Additional Effect: If A demon or creature with five or more points of corruption has their resolve reduced by 2 until the end of this spell’s caster’s next turn.
Classes: Priest
Resistance:
Action: One-Handed
MP Cost: 5
Range: 1-3
Spell Damage: None
Damage Type: None
Additional Effect: Target is imbued with magical resistance. Their resolve is increased by 3 for the next three rounds. A target cannot benefit from this effect more than once at a time.
Classes: Priest, Naturalist
Salve:
Action: One-Handed
MP Cost: 0
Range: 1
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effect: Target regains an amount of HP equal to half you resolve rounded up. A target can only benefit from the effects of this spell from a given caster once per day.
Classes: Priest
Shadow-Bolt:
Action: One-Handed
MP Cost: 0
Range: 1-2
Accuracy Dice: 1d8 (Per class tier)
Spell Damage: 0 + Mind
Damage Type: Dark
Additional Effect: None
Classes: Arcanist
Soothe:
Action: One-Handed
MP Cost: 0
Range: 1
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effect: Target regains an amount of Will equal to half your Resolve rounded up. A target can only benefit from the effects of this spell from a given caster once per day.
Classes: Priest
Spell Magnet:
Action: Two-Handed
MP Cost: 2
Range: 1-5
Accuracy Dice: None
Spell Damage: 0
Damage Type: 0
Additional Effect: Select one creature. The next time you cast a damaging spell that costs 8 or less MP and that targets that creature, you automatically hit your target.
Classes: Elementalist, Arcanist, Naturalist, Priest
Thorn Tangle
Action: One-Handed
MP Cost: 0
Accuracy Dice: 1d8 (per class tier)
Range: 1-3
Spell Damage: 0
Damage Type: Plant
Additional Effect: Roll 1d4.The target suffers 1d4 plant damage (ignores defense and resolve) and the target’s movement is reduced by the rolled result until the end of their next turn.
Classes: Naturalist
Whirlwind
Action: Two-Handed
MP Cost: 8
Range: 1-5
Accuracy Dice: 3d4
Spell Damage: 1d6 + Mind
Damage Type: Wind
Additional Effect: If the rolled damage of this spell is greater than the target’s defense, you may move the target in one horizontal direction a number of spaces equal to the result of the d6 damage roll.
Classes: Naturalist