Spell List Part Three (Alpha 0.1)
Added 2022-05-03 08:00:04 +0000 UTCThese 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.)
Ripple Of Reprieve
Action: Two-Handed
MP Cost: 15
Range: 1-3
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effects: Centered on yourself, you create a wave capable of curing your allies wounds. The closer to you an ally is to you when you cast this spell, the more they benefit. All allies.
-All allies within 3 spaces of you regain 1d8 + Mind HP.
-All allies within 2 spaces of you regain 2d8 + Mind HP.
-All allies within 1 space of you regain 3d8 + Mind HP and are cured of the Poisoned status condition.
Classes: Priest
Retribution Bolt
Action: Two-Handed
MP Cost: 10
Range: 1-10
Accuracy Dice: None
Spell Damage: 1d12 + Mind
Damage Type: Dark
Additional Effects: You unleash a bolt of dark energy that seeks out the last creatures that dealt damage to you. This spell automatically hits as long as there is a path this bolt can take. (This bolt can bend and turn, but it cannot pass through walls). If you have five or less HP, this spell deals twice as much damage (doubled after calculating damage against target's resolve). If an invisible creature is hit by this spell, it faintly glows purple until the beginning of your next turn, losing the benefits of invisibility.
Classes: Priest
Divine Sanctuary
Action: One-Handed
MP Cost: 5
Range: 1-6
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effects: You create a glowing sanctuary that wards against corrupt energy and demons. Select a 2x2 space square within this spell's range which lasts for ten turn rotations. Allies within that square gain resistance to dark damage, and they cannot be charmed, hypnotized, or frightened by demons while in that square . Demons with less than 100 Max HP cannot willingly enter that square. If a Demon starts its turn within that square it sustains 3d10 light damage. This spell's effect ends prematurely if you cast this spell again.
Classes: Priest
Glacial Spike
Action: One-Handed
MP Cost: 5
Range: 1-6
Accuracy Dice: 1d8
Spell Damage: 1d6 +Mind
Damage Type: Ice
Additional Effects: You summon a frozen spike upwards, from beneath a target. If a creature is dealt damage by this spell, that creature's movement is reduced by -1 until the beginning of your next turn. If this is the second time you've damage that creature with this spell this turn, that creature's movement is reduced by -2 instead.
Classes: Elementalist (Ice Only)
Rending Scorch
Action: Two-Handed
MP Cost: 8
Range: 1-4
Accuracy Dice: 1d8
Spell Damage: 1d12 +Mind
Damage Type: Fire
Additional Effects: You strike a target with disarming embers, targeting a creature's primary source of physical offense such as their hands, claws, etc. If a creature is dealt damage by this spell, it's Strength is reduced by 1d4 until the beginning of your next turn.
Classes: Elementalist (Fire Only)
Jolt Rush
Action: Two-Handed
MP Cost: 8
Range: 1-7
Accuracy Dice: 1d8
Spell Damage: 1d10 +Mind
Damage Type: Lightning
Additional Effects: If this spell hits a creature, you may have a creature adjacent to the target sustain that much damage as well. Then, you may have a different creature adjacent to that creature sustain this damage. You may repeat this process any number of times as long as a single creature is dealt damage by it no more than once.
Classes: Elementalist (Lightning Only)
Warding Bubble
Action: Two-Handed
MP Cost: 12
Range: 0-1
Accuracy Dice: None
Spell Damage: Varries
Damage Type: Water
Additional Effects: You create a ward composed of a single magic bubble around yourself or an adjacent ally. While this ward is active the target gains resistance to all non-lightning magic damage and vulnerability to lightning damage. If a creature under this effect sustains Ice damage, the warded creature's defense increases by +2 and they're movement is reduced by -1 for as long as they remain warded. This ward lasts for five turns. It ends prematurely if the target is damaged by a melee attack. If this ward ends prematurely, each creature adjacent to the warded creature sustains an amount of Water damage equal to half the inciting damage.
Classes: Elementalist (Water Only)
Cerebral Siphon
Action: Two-Handed
MP Cost: 10
Range: 1-4
Accuracy Dice: 1d6
Spell Damage: 2d6 + Mind
Damage Type: Psychic
Additional Effects: You attempt to siphon another creature's willpower, harnessing it for yourself. You regain Will equal to the amount of Psychic damage this spell deals. If this would cause you to have more than your maximum Will, your Mind and Resolve each get +2 until the end of your next turn.
Classes: Esper
Seasonal Shift
Action: One-Handed
MP Cost: 5
Range: 0-5
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effects: You attune a creature within range to either Summer or Winter, temporarily altering their defenses and vulnerabilities for five turn rotations. When you cast this spell, choose one of the following effects:
-Target creature within range gains resistance to Ice damage and Vulnerability to Fire damage. The target is unaffected by extreme cold weather conditions.
-Target creature within range gains resistance to Fire damage and Vulnerability to Ice damage. The target is unaffected by extreme heat weather conditions.
This spell's effects end prematurely if you cast it again while it's still active.
Classes: Naturalist