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Quests Of Change
Quests Of Change

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Spell List Part Two (Alpha 0.1)

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.)


Dubious Doppelganger 

Action: Two-Handed

MP Cost: 10

Range: 1-6

Accuracy Dice: None

Spell Damage: 2d4 + Mind

Damage Type: Dark

Additional Effect: You create a translucent violet copy of yourself in a space within the spell's range. This copy lasts until it sustains damage, it is detonated, or one minute passes. This copy occupies the space it is created on. On a subsequent turn in which the copy is still present, if the copy's creator would cast a spell, they can choose to have it originate from the copy instead. This copy has 0 in every combat stat save for finesse, in which this stat's value is equal to that of its creator. If the copy sustains any damage from any source, or this spell is cast again while it is still active, the copy immediately detonates. Additionally, while the copy is present, its creator can do either of the following as a one-handed action, but they may only do one of each of these actions once per turn:
-The copy moves up to a number of spaces equal to your movement
-The copy detonates, dealing the spell's damage to each creature on a space adjacent to it

Crystalline Wall 

Action: Two-Handed

MP Cost: 5-15

Range: 1-5

Accuracy Dice: None

Spell Damage: 1d6 + Mind

Damage Type: Earth

Additional Effect: You create a wall of crystal with a size and density determined by the amount of MP spent to cast this spell. For every 5 MP spent to cast this spell, the wall occupies on additional space. Additionally, rather than possessing HP, the wall produced by this spell has a number of Crystal charges equal to 1 + the amount of times 5 MP was spent to cast the spell. If this was sustains any amount of damage from a single source, it loses one crystal charge. As soon as the last crystal charge is removed from the wall, it is destroyed. If you create this wall on a space occupied by a creature, that creature sustains this spell's damage and that creature is moved to the closest available unoccupied space. If there are several spaces that qualify, that creature chooses which of those spaces it is moved to.

Classes: Naturalist


Safety Warp

Action: One-handed

MP Cost: 13

Range: 2-10

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effect: You target an ally or another willing creature you can see within this spell's range. That creature is teleported to an unoccupied space adjacent to you, or the closest possible space if each adjacent space is occupied. That creature gains +1 defense and +1 resolve until the beginning of your next turn.

Classes: Priest


Devil's Deceit

Action: One-handed

MP Cost: 5

Range: 0

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effect: You channel the deceptive nature of fiends, increasing your subtlety by +5 for the next minute. If you blood cast this spell, your subtlety increases by an additional +2 for the spell's duration. You cannot benefit from this spell more than once at a time (doesn't stack upon re-cast)

Classes: Arcanist


Freeze Over

Action: Two-handed

MP Cost: 17

Range: 0-4

Accuracy Dice: None

Spell Damage: 1d6

Damage Type: Ice

Additional Effect: You freeze the ground around you, coating  each space within the spell's range with a thick sheet of ice for one minute. Due to the slippery nature of this ice, any creature besides this spell's caster that would move on one of these frozen spaces, must spend two movement per space. Additionally, if a creature on a frozen space would sustain ice damage from any source, that creature sustains an additional 1d6 ice damage.

Classes: Elementalist (Ice Only)


Wild Swiftness

Action: One-handed

MP Cost: 5-15

Range: 0-3

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effect: You enhance a creature's perception, instincts, and reflexes. While under the effects of this spell, the target's movement and finesse each increase by 1. Additionally, the target ignores non-transformative effects that would reduce their movement such as terrain. This benefit lasts a number of turns equal to 3 times the number of times 5 MP was spent to cast this spell. A creature cannot benefit from this spell more than once at a time (doesn't stack upon re-cast)

Classes: Naturalist


Detect Curse

Action: One-handed

MP Cost: 10

Range: 0-1

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effect: You touch an object or creature, determining curse-related information regarding it. If you touch an object this way, you determine if that object is cursed. If you touch a creature this way, you determine how many curses are afflicting that creature and you understand the methods required to remove said curses.

Classes: Priest, Arcanist


Elemental Lash

Action: One-handed

MP Cost: 12

Range: 0-5

Accuracy Dice: 1d10

Spell Damage: 2d8

Damage Type: Varies

Additional Effect: You send out a magical lash of energy imbued with your element's type towards a creature. If a creature is hit by this spell, you may move the target up to two spaces either horizontally or towards you.

Classes: Elementalist


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