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Quests Of Change
Quests Of Change

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Spell List Part Five (Alpha 0.2)

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.

(While these Alpha 0.1 versions of spells only state their mechanical uses, additional 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.)


Essence Blade

Action: One-Handed

MP Cost: 10

Range: 1

Accuracy Dice: 1d6

Spell Damage: 1d8 + Mind (+Xd8)

Damage Type: Dark

Additional Effects: Summoning a blade of pure darkness, you strike at a target on an adjacent space. By default, this spell deals 1d8 Dark damage. If you have less than half your maximum HP, this spell deals an additional 1d8 damage for each level of Arcanist you have. If you have 3 or less remaining HP, in addition to dealing this additional damage, replace the damage dice of this spell with d12

Classes: Arcanist


Dark Rattle

Action: Two-Handed

MP Cost: 6

Range: 1-5

Accuracy Dice: None

Spell Damage: Varies

Damage Type: Psychic

Additional Effects: You hex the mind of a target, converting dark damage recently dealt to that creature into psychic damage. A creature of your choice within this spell's range must roll 1d6, adding their resolve. If the total is less than your Mind, the target sustains an amount of psychic damage equal to the amount of dark damage that creature had sustained since the beginning of your last turn.

Classes: Arcanist


Karmic Justice 

Action: Two-Handed

MP Cost: 15

Range: 1-5

Accuracy Dice: None

Spell Damage: Varies

Damage Type: Psychic

Additional Effects: You target a creature, attempting to overwhelm that creature with guilt of their recent acts of violence.. A creature of your choice within this spell's range must roll 1d6, adding their resolve. If the total is less than your Mind, the target sustains an amount of psychic damage equal to the amount of damage that creature has dealt to other creatures since the beginning of your last turn.

Classes: Priest


Empowered Discipline 

Action: Two-Handed

MP Cost: 3

Range: 0

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effects: You channel divine magics to steel your resolve and protect your mind. Until the end of your next turn, you gain resistance to psychic damage, and add +3 to all Resolve rolls you make. When you cast this spell, you may pay an additional 7 MP and reduce your Evasion and Speed by -3 for as long as this spell remains active. If you do, you may cast this spell as a one-handed action rather than as a two-handed action.

Classes: Naturalist, Priest


Winds Of Change

Action: Two-Handed

MP Cost: 10

Range: 1-5

Accuracy Dice: 1d8

Spell Damage: 1d10 +mind

Damage Type: Wind

Additional Effects: Channeling the winds around you, you hinder the movement of a target of this spell while using it to bolster the movement of your allies. On a hit, the target of this spell becomes ensnared by twisting winds. That target's movement is reduced by 1d4 until then end of the turn. Then, you may choose one other creature within this spell's range. That target's movement is increased by the decrease result roll. These Movement alteration last until the end of your next turn.

Classes: Naturalist


Telekinetic Crush

Action: Two-Handed

MP Cost: 25

Range: 1-5

Accuracy Dice: 1d6 + Finesse

Spell Damage: 3d8 + Mind 

Damage Type: Physical

Additional Effects: You wrap a target in harsh, telekinetic force, preventing them from moving while dealing damage for as long as they remain bound. When a creature is hit by this spell, it becomes Bound, reducing its speed to 1 and its Movement to 0. While bound this way, a creature may still take actions. At the end of that creature's turn, it may roll 1d6, adding its Strength. If the total is greater than your mind, the creature is no longer bound by this spell. Otherwise, the creature sustains 1d8 physical damage and remains bound. This spell ends automatically after 1 minute if the creature was unable to break out.

Classes: Esper


Psychokinetic Assault 

Action: One-Handed 

MP Cost: 0 

Range: 1-4 

Accuracy Dice: 1d6 

Spell Damage: 1d6 + Mind 

Damage Type: Physical 

Additional Effects: You telekinetically take hold of loose unattended objects, such as pieces of rubble, stones, metal scraps or glass shards, and hurl them at the target. If you have the “Improved Telekinesis” optional trait, you may choose to make an additional attack with this spell, but if you do, both attacks are made with a -3 penalty to the accuracy roll. 

Classes: Esper


Psychic Murmur

Action: One-Handed

MP Cost: 0

Range: 1-3

Accuracy Dice: None

Spell Damage: Mind

Damage Type: Physical

Additional Effects: You subtly murmur haunting psychic whispers to the mind of a creature in this spell's range. This spell's damage is equal to your Mind and automatically hits its target, not factoring the target's evasion. 

Classes: Esper


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