Post by Mog Boss on Mar 21, 2019 16:52:39 GMT
White Magic
Cure (E)
The user has learned to treat simple wounds through magic. They can cure 10 + 1d8 HP.
Out of Battle Effects: This user can cure cuts, scrapes, bruises, and burns. They can use magic to restore vitality in small plants such as flowers and 5ft patches of foliage.
(-10 mana.)
Blindna (E)
The user has learned to cure the effects of the blind status effect.
Out of Battle Effects: The user can cure an individual of less than perfect vision, and can even cure someone who is permanently blind with time.
(-10 Mana.)
Vox (E)
The user has learned to cure the silence status effect.
Out of Battle Effects: The user can cure an individual of mutism.
(-10 Mana.)
Poisona (E)
The user has learned to cure the poison status effect.
(-10 Mana.)
Aero (E)
The user casts a blade of wind forward, to cut at a foe. As a reaction, this spell can be used to buffet fall damage, reducing it by 10 points.
Out of Battle Effects: The user is capable of controlling wind to a small degree. They can cause air to vacate a 5ft area. They can also reduce the effects of fall damage by a degree of 10ft.
(Damage: 1d12+CHA wind damage | 6 tile range, +1 to hit. -10 Mana.)
Dia (D)
The user creates a ball of holy light thats cast forth as a projectile burning away any darkness in it’s path. The ball illuminates everything in it’s path up to 2 tiles away, and leaves a 1 tile area of light for 3 turns upon striking.
Out of Battle Effects: The user is capable of creating lights through magic. They can cast light from themselves up to 10ft around them. Alternatively they can cast these lights up to 30ft sustaining up to 2 at a time.
(Damage: 2d10+CHA holy damage | 6 tile range, -15 Mana.)
Stona (D)
The user has learned to cure someone of the break status effect.
(-15 Mana.)
Toadna (D)
The user has learned to cure someone of the toad status effect.
Out of Battle Effects: The user is capable of determining whether a toad was originally a person or not. They can also understand the basic intentions of a toad.
(-15 Mana.)
Minina (D)
The user has learned to cure someone of the mini status effect.
(-15 Mana.)
Cura (D)
The user has learned how to use magic to cure moderate wounds. They can cure 15 + 2d12 HP.
Out of Battle Effects: The user is capable of healing open wounds, set broken bones, and even cure up to third degree burns instantly. They can rejuvenate medium sized plants such as bushes or ferns, or a 10ft patch of grass.
(-15 Mana.)
Aerora (D)
The user casts forth a condensed ball of air that impacts a target before becoming a swirling vortex. As a reaction, this spell can be used to buffet fall damage - reducing it by 20 points.
Out of Battle Effects: The user is capable of controlling wind to a small degree. They can cause air to vacate a 10ft area. They can also reduce the effects of fall damage by a degree of 20ft. They can cause the wind to make basic sounds that can be heard from 15ft away.
(Damage: 2d12+CHA wind damage | 6 tile range, +1 to hit, Magic attack roll, 2 tile knockback. -20 Mana.)
Diara (C)
The user casts forward a bright ball of light. The ball lights up everything in it’s path revealing objects in the darkness up to 2 tiles around everywhere it travels, and leaves a 3x3 area of light for 3 turns upon striking.
Out of Battle Effects: The user is capable of creating lights through magic. They can cast light from themselves up to 20ft around them. Alternatively they can cast these lights up to 30ft sustaining up to 3 at a time.
(Damage: 3d12+CHA holy damage | 6 tile range, Magic attack roll. -30 Mana.)
Aeroga (C)
The user summons a whirlwind to travel forward sweeping away everything in it’s path until it makes contact with it’s target, sweeping them in a torrent of wind. This attack takes up a large area, with a straight line - threatening to indiscriminately rip and tear at anyone caught within its line of movement. As a reaction, this spell can be used to send the caster safely to the ground after being knocked into the air, reducing any fall damage from that elevation by 50 points.
Out of Battle Effects: The user is capable of controlling wind to a small degree. They can cause air to vacate a 15ft area. They can also reduce the effects of fall damage by a degree of 40ft. They can cause the wind to make sounds that can be heard by individuals or cast a booming sound that can be heard 30ft away
(Damage: 3d10+CHA wind damage | 6 tile line, 3 tile wide. Magic attack roll. Inflicts 'Bleed' on hit. -35 Mana.)
Dispel (C)
The user casts forth a ball of cleansing light upon contact cleanses a target of any beneficial status effects, to even out the playing field. Minor Dispel: Dispels one status effect (starting with the most recently attained effect.)
(Magical attack roll, inflicts 'Minor Dispel' effect on hit. 0 Damage. -30 mana)
Esuna (C)
The user prays to the ones above asking for a cleansing. A target of their choice is cleared of 1 negative status effect. (Starting with the newest).
(- 30 mana.)
Regen (C)
The user embeds a seal stored with a large amount of magic meant to release slowly over time healing wounds as they appear. Grants 'Regen'.
(- 30 Mana.)
Curaga (C)
The user has learned how to heal major wounds through the use of magic. Heals 20+ 3d12 HP. 6 tile range.
Out of Battle Effects: The user is able to reattach limbs that have been severed, cure major wounds that even stitches wouldn’t fix, heals all types of burns. They can also rejuvenate large plants including young trees, and patches of foliage up to 20ft.
(-30 Mana.)
Diaga (B)
The user casts forward a bright ball of light. The ball lights up everything in it’s path revealing objects in the darkness up to 3 tiles from its center everywhere it travels, and leaves a 3x3 area of light for 3 turns upon striking.
Out of Battle Effects: The user is capable of creating lights through magic. They can cast light from themselves up to 30ft around them. Alternatively they can cast these lights up to 30ft sustaining up to 4 at a time.
(Damage: 4d10+CHA holy damage | 6 tile range, Magical attack roll, -45 Mana.)
Aeroja (B)
The user summons a powerful vortex around them. Sitting at the eye of the storm, while the winds kick up they hold out their hand and release the winds in a torrential wave of gale force, threatening to shred and push back anything in its wake.
Out of Battle Effects: The user is capable of controlling wind to a masterful degree. They can cause air to vacate a 20ft area. They can also reduce the effects of fall damage by a degree of 80ft. They can cause the wind to make sounds that can be heard by individuals or cast a booming sound that can be heard a mile away.
(Damage: 4d12+CHA wind damage | 8 tile range, 3 tiles wide. Prompts a Reflex saving throw, inflicting 3 tile knockback, 'Bleed', and full damage on a failure ; or taking half damage on a success. -50 Mana.)
Seal Evil (B)
A special seal is prepared. One that is meant to seal evil entities. The seal is cast forth and if it strikes an enemy with Holy weakness or Dark resistance the target must make a fortitude saving throw (DC 19), or suffer silence and paralysis for 3 turns.
(-40 mana)
Dispelara (B)
The user casts forth a bright cleansing light. Make a magical attack roll. On a successful attack roll, the target loses all beneficial status effects.
(6 Tile range, magical attack roll, 0 damage. -40 Mana.)
Esunara (B)
The user prays intensely for the cleansing of themselves or an ally. A friendly target within their range is cleansed of all negative status effects. 6 tile range.
(-40 Mana.)
Curaja (B)
The user has learned how to heal even the most dire wounds. They heal 30 + 4d12 HP. 6 tile range.
Out of Battle Effects: The user is capable of restoring limbs as long as the wound has not healed over. They can set and instantly heal broken bones, and can cure even the deepest burns. They can rejuvenate mature trees and patches of foliage up to 30 ft.
(-40 Mana.)
Asylum (B)
The user casts a sphere of magic that expands into a glittering dome upon reaching its target. Asylum covers a 3x3 area. Any friendly creature inside the asylum while it is active heals for 2d10 HP at the beginning of each turn. Any time a friendly creature is healed by a healing spell aside from Asylm, while inside the asylum they gain a bonus of +10 to the healing effect. Only 1 asylum can be activated by a user at a time. Asylums by different casters cannot overlap. Lasts for 4 turns.
(-50 mana.)
Dispelga (A)
The user casts forward a tightly packed ball of magic. Upon reaching its target the ball erupts, washing over everything in cleansing light.
(6 tile range, 3x3 AoE ; prompts a Fortitude saving throw (DC 18) - dispelling all positive status effects on a failure. -65 mana.)
Esunaga (A)
The user leans down to pray baking the area around them in holy cleansing light. Friendly targets within a 3x3 area of the caster are cured of all negative status effects.
(-65 mana.)
Curada (A)
The user has learned to pour everything they have to heal others. They can perform miracles with their healing and upon touching a target can restore nearly all their wounds, curing them of up to half their Max HP + 2d10. This leaves the white mage exhausted, giving them 1 stacks of exhaustion per usage. Melee range.
(-65 mana.)
Tornado(A)
A tornado is created within range starting with a small swirling of wind before erupting into a full cyclone. The Tornado can be moved up to 4 tiles a turn as a bonus action. If the Tornado moves into the range of a creature, they must make the saving throw for this ability.
Passive: This person's Wind Magic may now take on the 'Galeforce' attribute, allowing them to spend 8 MP in order to inflict 1d12 additional wind damage, and prompt a DC 20 Fortitude saving throw to inflict the 'Squall' status effect on failure, to any instance of Wind damage they cause.
(Damage: 6d12+CHA Wind damage | Targets a 5x5 AoE in view, prompts a Reflex saving throw ; dealing full damage, knocking a target back 3 tiles, and inflicting 'Bleed' on a failure ; or half damage on a success. -70 mana, 5 Mana per turn to sustain (may last up to a maximum of 5 turns.))
Holy (A)
The user calls to the gods above asking for their divine light and assistance. Light bathes their immediate area, and is released in the form of eight holy orbs that are flung towards a singular target in range, and aim to converge upon them.
(Damage: 8d10+CHA holy damage |8 tile range, prompts a Fortitude saving throw (DC 14+CHA+Rank bonus), inflicting full damage and 1 stack of exhaustion on a failure, or half as much damage on a success. -65 mana.)
Sacrifice (A)
The user touches another, and utilizing the immense power of sacrifice ; instills their remaining vitality and mana into the target giving up their life, but granting the receiver a tremendous boost, granting their knowledge and power to them by infusing them with some of the essence of their very soul.
(Fully restore HP , SP, and MP to the target, grant them temporary HP, SP, and MP equal to 50% of their maximum. Pick 4 of your perks to transfer to the person permanently (including Job perks) (T3 max.). You die.)
Temperance (A)
The user crystallizes their magic, forming angelic wings behind their back. Divine essence flows freely from them, blessing those within range who are in the creature's favor. While temperance is active the user heals a bonus 20 HP for each instance of healing. Friendly targets within 6 tiles of the user gain +5 to DR as long as the aura is active. Lasts for 4 turns.
(- 65 mana.)
Arise (S)
The user calls out to the heavens using a tremendous amount of their magic to drag someone's soul back from the afterlife. This spell takes a long time to cast requiring two full turns to take effect. The soul also requires that their living body be in a livable state requiring the mage to heal any great wounds on the body. This also means that the body cannot be too decayed.
(Revives another player if they have died within one OOC day of the spell being cast. - 100 Mana.)
Black Magic
Cure (E)
The user has learned to treat simple wounds through magic. They can cure 10 + 1d8 HP.
Out of Battle Effects: This user can cure cuts, scrapes, bruises, and burns. They can use magic to restore vitality in small plants such as flowers and 5ft patches of foliage.
(-10 mana.)
Blindna (E)
The user has learned to cure the effects of the blind status effect.
Out of Battle Effects: The user can cure an individual of less than perfect vision, and can even cure someone who is permanently blind with time.
(-10 Mana.)
Vox (E)
The user has learned to cure the silence status effect.
Out of Battle Effects: The user can cure an individual of mutism.
(-10 Mana.)
Poisona (E)
The user has learned to cure the poison status effect.
(-10 Mana.)
Aero (E)
The user casts a blade of wind forward, to cut at a foe. As a reaction, this spell can be used to buffet fall damage, reducing it by 10 points.
Out of Battle Effects: The user is capable of controlling wind to a small degree. They can cause air to vacate a 5ft area. They can also reduce the effects of fall damage by a degree of 10ft.
(Damage: 1d12+CHA wind damage | 6 tile range, +1 to hit. -10 Mana.)
Dia (D)
The user creates a ball of holy light thats cast forth as a projectile burning away any darkness in it’s path. The ball illuminates everything in it’s path up to 2 tiles away, and leaves a 1 tile area of light for 3 turns upon striking.
Out of Battle Effects: The user is capable of creating lights through magic. They can cast light from themselves up to 10ft around them. Alternatively they can cast these lights up to 30ft sustaining up to 2 at a time.
(Damage: 2d10+CHA holy damage | 6 tile range, -15 Mana.)
Stona (D)
The user has learned to cure someone of the break status effect.
(-15 Mana.)
Toadna (D)
The user has learned to cure someone of the toad status effect.
Out of Battle Effects: The user is capable of determining whether a toad was originally a person or not. They can also understand the basic intentions of a toad.
(-15 Mana.)
Minina (D)
The user has learned to cure someone of the mini status effect.
(-15 Mana.)
Cura (D)
The user has learned how to use magic to cure moderate wounds. They can cure 15 + 2d12 HP.
Out of Battle Effects: The user is capable of healing open wounds, set broken bones, and even cure up to third degree burns instantly. They can rejuvenate medium sized plants such as bushes or ferns, or a 10ft patch of grass.
(-15 Mana.)
Aerora (D)
The user casts forth a condensed ball of air that impacts a target before becoming a swirling vortex. As a reaction, this spell can be used to buffet fall damage - reducing it by 20 points.
Out of Battle Effects: The user is capable of controlling wind to a small degree. They can cause air to vacate a 10ft area. They can also reduce the effects of fall damage by a degree of 20ft. They can cause the wind to make basic sounds that can be heard from 15ft away.
(Damage: 2d12+CHA wind damage | 6 tile range, +1 to hit, Magic attack roll, 2 tile knockback. -20 Mana.)
Diara (C)
The user casts forward a bright ball of light. The ball lights up everything in it’s path revealing objects in the darkness up to 2 tiles around everywhere it travels, and leaves a 3x3 area of light for 3 turns upon striking.
Out of Battle Effects: The user is capable of creating lights through magic. They can cast light from themselves up to 20ft around them. Alternatively they can cast these lights up to 30ft sustaining up to 3 at a time.
(Damage: 3d12+CHA holy damage | 6 tile range, Magic attack roll. -30 Mana.)
Aeroga (C)
The user summons a whirlwind to travel forward sweeping away everything in it’s path until it makes contact with it’s target, sweeping them in a torrent of wind. This attack takes up a large area, with a straight line - threatening to indiscriminately rip and tear at anyone caught within its line of movement. As a reaction, this spell can be used to send the caster safely to the ground after being knocked into the air, reducing any fall damage from that elevation by 50 points.
Out of Battle Effects: The user is capable of controlling wind to a small degree. They can cause air to vacate a 15ft area. They can also reduce the effects of fall damage by a degree of 40ft. They can cause the wind to make sounds that can be heard by individuals or cast a booming sound that can be heard 30ft away
(Damage: 3d10+CHA wind damage | 6 tile line, 3 tile wide. Magic attack roll. Inflicts 'Bleed' on hit. -35 Mana.)
Dispel (C)
The user casts forth a ball of cleansing light upon contact cleanses a target of any beneficial status effects, to even out the playing field. Minor Dispel: Dispels one status effect (starting with the most recently attained effect.)
(Magical attack roll, inflicts 'Minor Dispel' effect on hit. 0 Damage. -30 mana)
Esuna (C)
The user prays to the ones above asking for a cleansing. A target of their choice is cleared of 1 negative status effect. (Starting with the newest).
(- 30 mana.)
Regen (C)
The user embeds a seal stored with a large amount of magic meant to release slowly over time healing wounds as they appear. Grants 'Regen'.
(- 30 Mana.)
Curaga (C)
The user has learned how to heal major wounds through the use of magic. Heals 20+ 3d12 HP. 6 tile range.
Out of Battle Effects: The user is able to reattach limbs that have been severed, cure major wounds that even stitches wouldn’t fix, heals all types of burns. They can also rejuvenate large plants including young trees, and patches of foliage up to 20ft.
(-30 Mana.)
Diaga (B)
The user casts forward a bright ball of light. The ball lights up everything in it’s path revealing objects in the darkness up to 3 tiles from its center everywhere it travels, and leaves a 3x3 area of light for 3 turns upon striking.
Out of Battle Effects: The user is capable of creating lights through magic. They can cast light from themselves up to 30ft around them. Alternatively they can cast these lights up to 30ft sustaining up to 4 at a time.
(Damage: 4d10+CHA holy damage | 6 tile range, Magical attack roll, -45 Mana.)
Aeroja (B)
The user summons a powerful vortex around them. Sitting at the eye of the storm, while the winds kick up they hold out their hand and release the winds in a torrential wave of gale force, threatening to shred and push back anything in its wake.
Out of Battle Effects: The user is capable of controlling wind to a masterful degree. They can cause air to vacate a 20ft area. They can also reduce the effects of fall damage by a degree of 80ft. They can cause the wind to make sounds that can be heard by individuals or cast a booming sound that can be heard a mile away.
(Damage: 4d12+CHA wind damage | 8 tile range, 3 tiles wide. Prompts a Reflex saving throw, inflicting 3 tile knockback, 'Bleed', and full damage on a failure ; or taking half damage on a success. -50 Mana.)
Seal Evil (B)
A special seal is prepared. One that is meant to seal evil entities. The seal is cast forth and if it strikes an enemy with Holy weakness or Dark resistance the target must make a fortitude saving throw (DC 19), or suffer silence and paralysis for 3 turns.
(-40 mana)
Dispelara (B)
The user casts forth a bright cleansing light. Make a magical attack roll. On a successful attack roll, the target loses all beneficial status effects.
(6 Tile range, magical attack roll, 0 damage. -40 Mana.)
Esunara (B)
The user prays intensely for the cleansing of themselves or an ally. A friendly target within their range is cleansed of all negative status effects. 6 tile range.
(-40 Mana.)
Curaja (B)
The user has learned how to heal even the most dire wounds. They heal 30 + 4d12 HP. 6 tile range.
Out of Battle Effects: The user is capable of restoring limbs as long as the wound has not healed over. They can set and instantly heal broken bones, and can cure even the deepest burns. They can rejuvenate mature trees and patches of foliage up to 30 ft.
(-40 Mana.)
Asylum (B)
The user casts a sphere of magic that expands into a glittering dome upon reaching its target. Asylum covers a 3x3 area. Any friendly creature inside the asylum while it is active heals for 2d10 HP at the beginning of each turn. Any time a friendly creature is healed by a healing spell aside from Asylm, while inside the asylum they gain a bonus of +10 to the healing effect. Only 1 asylum can be activated by a user at a time. Asylums by different casters cannot overlap. Lasts for 4 turns.
(-50 mana.)
Dispelga (A)
The user casts forward a tightly packed ball of magic. Upon reaching its target the ball erupts, washing over everything in cleansing light.
(6 tile range, 3x3 AoE ; prompts a Fortitude saving throw (DC 18) - dispelling all positive status effects on a failure. -65 mana.)
Esunaga (A)
The user leans down to pray baking the area around them in holy cleansing light. Friendly targets within a 3x3 area of the caster are cured of all negative status effects.
(-65 mana.)
Curada (A)
The user has learned to pour everything they have to heal others. They can perform miracles with their healing and upon touching a target can restore nearly all their wounds, curing them of up to half their Max HP + 2d10. This leaves the white mage exhausted, giving them 1 stacks of exhaustion per usage. Melee range.
(-65 mana.)
Tornado(A)
A tornado is created within range starting with a small swirling of wind before erupting into a full cyclone. The Tornado can be moved up to 4 tiles a turn as a bonus action. If the Tornado moves into the range of a creature, they must make the saving throw for this ability.
Passive: This person's Wind Magic may now take on the 'Galeforce' attribute, allowing them to spend 8 MP in order to inflict 1d12 additional wind damage, and prompt a DC 20 Fortitude saving throw to inflict the 'Squall' status effect on failure, to any instance of Wind damage they cause.
(Damage: 6d12+CHA Wind damage | Targets a 5x5 AoE in view, prompts a Reflex saving throw ; dealing full damage, knocking a target back 3 tiles, and inflicting 'Bleed' on a failure ; or half damage on a success. -70 mana, 5 Mana per turn to sustain (may last up to a maximum of 5 turns.))
Holy (A)
The user calls to the gods above asking for their divine light and assistance. Light bathes their immediate area, and is released in the form of eight holy orbs that are flung towards a singular target in range, and aim to converge upon them.
(Damage: 8d10+CHA holy damage |8 tile range, prompts a Fortitude saving throw (DC 14+CHA+Rank bonus), inflicting full damage and 1 stack of exhaustion on a failure, or half as much damage on a success. -65 mana.)
Sacrifice (A)
The user touches another, and utilizing the immense power of sacrifice ; instills their remaining vitality and mana into the target giving up their life, but granting the receiver a tremendous boost, granting their knowledge and power to them by infusing them with some of the essence of their very soul.
(Fully restore HP , SP, and MP to the target, grant them temporary HP, SP, and MP equal to 50% of their maximum. Pick 4 of your perks to transfer to the person permanently (including Job perks) (T3 max.). You die.)
Temperance (A)
The user crystallizes their magic, forming angelic wings behind their back. Divine essence flows freely from them, blessing those within range who are in the creature's favor. While temperance is active the user heals a bonus 20 HP for each instance of healing. Friendly targets within 6 tiles of the user gain +5 to DR as long as the aura is active. Lasts for 4 turns.
(- 65 mana.)
Arise (S)
The user calls out to the heavens using a tremendous amount of their magic to drag someone's soul back from the afterlife. This spell takes a long time to cast requiring two full turns to take effect. The soul also requires that their living body be in a livable state requiring the mage to heal any great wounds on the body. This also means that the body cannot be too decayed.
(Revives another player if they have died within one OOC day of the spell being cast. - 100 Mana.)
Black Magic
Water (E)
In Battle Effects: Release a blast of condensed water upon a target within range. Applies 'Wet' on hit.
Out of Battle Effects: This individual is capable of controlling water. They can move up to 5ft of water from one location to another within view. They are capable of creating a 5ft puddle from water in the air.
(Damage: 1d12+WIS water damage | 10 tile range, Magical attack roll. -5 Mana.)
(Damage: 1d12+WIS water damage | 10 tile range, Magical attack roll. -5 Mana.)
Blizzard (E)
In Battle Effect: Creates a shard of ice that is launched towards the target and shatters on impact. If an enemy has the 'Wet' status effect, applies 'Slow' on hit.
Out of Battle Effects: This individual is capable of freezing or thawing a source of water they can touch up to 5ft in size.
(Damage: 1d12+WIS ice damage | 10 tile range, Magical attack roll. -5 Mana.)
(Damage: 1d12+WIS ice damage | 10 tile range, Magical attack roll. -5 Mana.)
Fire (E)
A small and simple ball of fire that is launched towards the target. On hit, prompts a DC 12 Fortitude saving throw, applying 'Burn' on failure.
Out of Battle Effects: This individual is capable of ignite an object within 5ft of themselves. They can spread a fire within view 5ft in any direction.
(Damage: 1d12+WIS fire damage | 10 tile range, Magical attack roll. -5 Mana.)
(Damage: 1d12+WIS fire damage | 10 tile range, Magical attack roll. -5 Mana.)
Thunder (E)
Above the target, the aether becomes volatile before a bolt of lightning forms and arcs down towards the target. Creatures affected with 'Wet' prompt this attack roll to gain +3 to hit.
Out of Battle Effects: This individual is capable of generating or taking an electrical charge from an object they touch. They can sense whether an object has an electrical charge or not.
(Damage: 1d12+WIS thunder damage | 10 tile range, Magical attack roll. -5 Mana.)
(Damage: 1d12+WIS thunder damage | 10 tile range, Magical attack roll. -5 Mana.)
—----------------------------------------------------------------------------------------------------------------
Watera (D)
A medium sized, tightly packed ball of water is launched towards the target. Applies wet on hit.
Out of Battle Effects: This individual is capable of controlling water. They can move up to a 10x10ft block of water from one location to another within view. They are capable of creating a 10ft puddle from water in the air.
(Damage: 2d12+WIS water damage | 8 tile range, Magical attack roll. -15 Mana.)
(Damage: 2d12+WIS water damage | 8 tile range, Magical attack roll. -15 Mana.)
Blizzara (D)
The caster creates a shard of ice in the air, then crashing it down into the ground and releasing its cold temperature like a small nova.
Out of Battle Effects: This individual is capable of freezing or thawing a source of water within a 60ft range and up to 10ft in size. They are capable of creating simple shapes out of ice.
(Damage: 2d12+WIS ice damage | 3x3 AoE at a point within 10 tiles. Prompts a reflex saving throw, dealing full damage on a failure, or half as much on a success.)
(Damage: 2d12+WIS ice damage | 3x3 AoE at a point within 10 tiles. Prompts a reflex saving throw, dealing full damage on a failure, or half as much on a success.)
Fira (D)
A medium sized ball of fire that when launched explodes on impact. On hit, prompts a Fortitude saving throw. On a failure, creatures take an additional 1d10 fire damage, and are afflicted with 'Burn'.
Out of Battle Effects: This individual is capable of igniting or extinguishing an object within 30ft of themselves. They can spread a fire within view 5ft in any direction.
(Damage: 2d12+WIS fire damage | 10 tile range, 3x3 sized projectile. Magical attack roll. -15 Mana.)
(Damage: 2d12+WIS fire damage | 10 tile range, 3x3 sized projectile. Magical attack roll. -15 Mana.)
Thundara (D)
The aether above the target becomes volatile before two bolts of electricity arc down towards the target. These attack rolls gain +3 to hit against creatures who have the 'wet' status effect applied to them.
Out of Battle Effects: This individual is capable of generating or taking an electrical charge from an object within 30ft. They can sense whether an object has an electrical charge or not.
(Damage: 2d6+WIS thunder damage | 10 tile range, 2 seperate magical attack rolls. -15 Mana.)
(Damage: 2d6+WIS thunder damage | 10 tile range, 2 seperate magical attack rolls. -15 Mana.)
—----------------------------------------------------------------------------------------------------------------
Waterga (C)
A large ball of water is tightly compacted and launched in an arc, then exploding with concussive force at its target location.
Out of Battle Effects: This individual is capable of controlling water. They can move up to a 15x15ft block of water from one location to another within view. They are capable of creating a 15ft puddle from water in the air. They are capable of diving sources of water up to 5 miles away.
(Damage: 3d12+WIS water damage | 10 tile range, 3x3 sized projectile. Prompts a reflex saving throw, which if failed causes full damage - and inflicts 'Wet'. On a success, take half damage. -30 Mana.)
(Damage: 3d12+WIS water damage | 10 tile range, 3x3 sized projectile. Prompts a reflex saving throw, which if failed causes full damage - and inflicts 'Wet'. On a success, take half damage. -30 Mana.)
Blizzaga (C)
A large crystal of ice is formed above a medium sized area. It then crashes down to explode, sending freezing chunks of ice at any creature within its range. Creatures who are hit, and have the 'wet' status effect have 'Slow' applied to them.
Out of Battle Effects: This individual is capable of freezing or thawing a source of water within a 80ft range and up to 15ft in size. They are capable of creating most shapes out of ice.
(Damage: 3d12+WIS ice damage | 5x5 AoE at an epicenter within 10 tiles, Magical attack roll. -30 Mana.)
(Damage: 3d12+WIS ice damage | 5x5 AoE at an epicenter within 10 tiles, Magical attack roll. -30 Mana.)
Firaga (C)
A large fireball is launched towards the target, with hissing flames. It explodes on contact with its target location. Creatures who are hit by the fire-ball must make a Fortitude saving throw (DC 18) or take an additional 3d12 fire damage, and be afflicted with 'Burn'.
Out of Battle Effects: This individual is capable of igniting or extinguishing an object within 50ft of themselves. They can spread a fire within view 10ft in any direction.
(Damage: 3d12+WIS fire damage | 10 tile range, 3x3 sized projectile. Magical attack roll. -30 Mana.)
(Damage: 3d12+WIS fire damage | 10 tile range, 3x3 sized projectile. Magical attack roll. -30 Mana.)
Thundaga (C)
The aether above the target becomes volatile before a massive, spear-like bolt of lightning strikes down upon a target. On hit, a creature must succeed a DC 15 Fortitude saving throw, or suffer from the 'Paralyze' status effect. This attack has a +3 to hit against creatures with 'Wet' applied to them.
(Damage: 4d10+WIS thunder damage | 10 tile range, Magical attack roll. -30 Mana.)
(Damage: 4d10+WIS thunder damage | 10 tile range, Magical attack roll. -30 Mana.)
—----------------------------------------------------------------------------------------------------------------
Waterja (B)
An ancient runic circle forms underneath the target, upon activation a torrent of water is summoned to assault the target area with its raging tides.
Out of Battle Effects: This individual is capable of controlling water. They can move up to a 30x30ft block of water from one location to another within view. They are capable of creating a 30ft puddle from pure magic. They are capable of divining sources of water up to 10 miles away.
(Damage: 5d12+WIS water damage | 5x5 AoE at a point in view, prompts a Reflex saving throw ; dealing full damage, inflicting 'Wet', and knocking prone on failure - or dealing half damage on a success. -45 Mana.)
(Damage: 5d12+WIS water damage | 5x5 AoE at a point in view, prompts a Reflex saving throw ; dealing full damage, inflicting 'Wet', and knocking prone on failure - or dealing half damage on a success. -45 Mana.)
Blizzaja (B)
An ancient runic circle forms under the target, upon activation it pelts the area with hundreds of sharp snowflakes, and a truly chilling breeze. Creatures with the 'Wet' status effect who fail the saving throw are also afflicted with 'Slow'.
Out of Battle Effects: This individual is capable of freezing or thawing a source of water within a 100ft range and up to 25ft in size. They are capable of creating intricate shapes out of ice.
(Damage: 5d12+WIS ice damage | 5x5 AoE at a point in view, prompts a Fortitude saving throw ; dealing full damage, and inflicting 'Frostbite' on a failure, or half damage on a success. -45 Mana.)
(Damage: 5d12+WIS ice damage | 5x5 AoE at a point in view, prompts a Fortitude saving throw ; dealing full damage, and inflicting 'Frostbite' on a failure, or half damage on a success. -45 Mana.)
Firaja (B)
An ancient runic circle forms under a target before superheating the area and erupting in a powerful column of flame.
Out of Battle Effects: This individual is capable of igniting or extinguishing an object within 60ft of themselves. They can spread a fire within view 20ft in any direction.
(Damage: 6d12+WIS fire damage | 5x5 AoE at a point in view, prompts a Reflex saving throw ; dealing full damage, and inflicting 'Burn' on a failure, or half damage on a success. -45 Mana.)
(Damage: 6d12+WIS fire damage | 5x5 AoE at a point in view, prompts a Reflex saving throw ; dealing full damage, and inflicting 'Burn' on a failure, or half damage on a success. -45 Mana.)
Thundaja (B)
An ancient runic circle forms above a target. Upon activation powerful bolts of lighting strike the area. Creatures with the 'Wet' status effect suffer disadvantage on this saving throw. In addition, a creature with 'Wet' releases a bolt of lightning with a 17 to hit against any creature within 3 tiles of them, dealing 2d12 additional thunder damage on a successful hit.
(Damage: 5d12+WIS thunder damage | 5x5 AoE at a point in view, prompts a Reflex saving throw ; dealing full damage, and inflicting 'Paralyze' on a failure, or half damage on a success. -45 Mana.)
(Damage: 5d12+WIS thunder damage | 5x5 AoE at a point in view, prompts a Reflex saving throw ; dealing full damage, and inflicting 'Paralyze' on a failure, or half damage on a success. -45 Mana.)
Flare (B)
Magic is concentrated into dense glowing spheres around a target. The spheres of raw Mana bulge and spark before exploding outward into a small nova.
(Damage: 6d10+WIS force damage | Magical attack roll, ignores up to 10 magical DR. -45 Mana.)
(Damage: 6d10+WIS force damage | Magical attack roll, ignores up to 10 magical DR. -45 Mana.)
Flood (B)
Magic is used to form a puddle under a target. More and more water is created before it erupts upwards in a powerful column that sends the target up into the air.
(Damage: 3d12+WIS water damage | Single target within view, Magical attack roll, on hit launches target 6 tiles into the air. -40 mana.)
(Damage: 3d12+WIS water damage | Single target within view, Magical attack roll, on hit launches target 6 tiles into the air. -40 mana.)
—----------------------------------------------------------------------------------------------------------------
Freeze(A)
The air around the user grows. Extremely cold creatures in the area start to see their breath and see ice particles form all around them covering the ground with a blanket of snow. Affects an 8 tile range around the user. Creatures starting their turn in the area of effect must make a fortitude saving throw or be rendered frozen. When frozen, creatures are unable to move and cannot use bonus actions or reactions. They take 1d12 Ice damage for each turn frozen, and receive critical damage from fire based damage, with the first instance of fire damage they take dethawing them. If the caster of Freeze stops sustaining the Freeze ability, all frozen creatures are dethawed.
Passive: This person's Ice Magic may now take on the form of 'Sheer Frost' - allowing them to spend 8 MP in order to prompt a DC 20 Fortitude saving throw on any instance of Ice damage that they cause, inflicting 'Frosbite' on failure.
(-65 mana, 10 per turn sustained.)
Passive: This person's Ice Magic may now take on the form of 'Sheer Frost' - allowing them to spend 8 MP in order to prompt a DC 20 Fortitude saving throw on any instance of Ice damage that they cause, inflicting 'Frosbite' on failure.
(-65 mana, 10 per turn sustained.)
Ardor(A)
A sphere of flame is created growing larger and larger until it reaches its apex size. The sphere is superheated, burning so hot it turns blue in color before erupting into a cyclone of searing heat.
Out of battle effects: The user is capable of superheating any source of fire, doubling the damage caused by environmental fire damage, and turning the fire blue.
Passive: This person's Fire Magic may now take on the form of 'Blue Fire' - allowing them to spend 8 MP to add 2d12 fire damage to any instance of Fire damage that they deal, as an incidental action.
(Damage: 7d12+WIS fire damage | Targets a 5x5 AoE in view, Magical attack roll. Inflicts 'Burn' on hit. -70 Mana.)
Passive: This person's Fire Magic may now take on the form of 'Blue Fire' - allowing them to spend 8 MP to add 2d12 fire damage to any instance of Fire damage that they deal, as an incidental action.
(Damage: 7d12+WIS fire damage | Targets a 5x5 AoE in view, Magical attack roll. Inflicts 'Burn' on hit. -70 Mana.)
Meltdown (A)
The user churns an area of the ground heating it and turning it into a molten crater of magma. They then cause the area to erupt firing molten debris. The first attack manifests as Fire, the second manifests as molten rock, and the third as scorching winds. Each element has a different associated status effect:
Fire: Burn
Earth: Heavy
Wind: Bleed
(Damage: 3d8+WIS fire/earth/wind | 5x5 AoE in view. Prompts 3 Reflex saving throws, one for each element. On a failure, take full damage and be inflicted with that element's status effect. On a success, take half damage. -70 mana.)
Fire: Burn
Earth: Heavy
Wind: Bleed
(Damage: 3d8+WIS fire/earth/wind | 5x5 AoE in view. Prompts 3 Reflex saving throws, one for each element. On a failure, take full damage and be inflicted with that element's status effect. On a success, take half damage. -70 mana.)
Tsunami (A)
The user holds out their hand collecting a significant amount of water before releasing it in a giant wave that sweeps away anything in front of them.
Passive: This person's Water magic may now take on the 'Whorl' attribute, allowing them to spend 8 MP in order to inflict 2d10 additional water damage, and prompt a DC 20 Fortitude saving throw to inflict the 'Whorl' status effect on failure, to any instance of Water damage they cause.
(Damage: 6d12+WIS Water damage | Targets a 7 tile long, 5 tile wide zone in front of the caster, prompts a Fortitude saving throw (DC 16+WIS+Rank bonus), dealing full damage and inflicting 'Wet', carrying the creature to the edge of the AoE, and knocking prone on a failure, and dealing half damage on a success. -70 mana.)
Passive: This person's Water magic may now take on the 'Whorl' attribute, allowing them to spend 8 MP in order to inflict 2d10 additional water damage, and prompt a DC 20 Fortitude saving throw to inflict the 'Whorl' status effect on failure, to any instance of Water damage they cause.
(Damage: 6d12+WIS Water damage | Targets a 7 tile long, 5 tile wide zone in front of the caster, prompts a Fortitude saving throw (DC 16+WIS+Rank bonus), dealing full damage and inflicting 'Wet', carrying the creature to the edge of the AoE, and knocking prone on a failure, and dealing half damage on a success. -70 mana.)
Scathe (A)
The user creates a disc of concentrated magic in front of them. The disc grows larger, sparking with energy until it is released forward in the form of a massive, and powerful beam.
(Damage: 9d10+WIS force damage | 5 tile wide, 10 tile long wave. Prompts a Fortitude saving throw, dealing full damage on a failure, and half on a success. Ignores up to 15 points of damage reduction. -70 mana.)
(Damage: 9d10+WIS force damage | 5 tile wide, 10 tile long wave. Prompts a Fortitude saving throw, dealing full damage on a failure, and half on a success. Ignores up to 15 points of damage reduction. -70 mana.)
Flare Star (A/Unique)
The user creates 5 spheres of searing energy around a target in range. The spheres ascend upwards combining into a single projectile that flies downwards and impacts against the target creating a powerful explosion.
(Damage: 10d8+WIS force damage | Single target, Magical attack roll. Ignores all damage reduction. -90 mana.)
(Damage: 10d8+WIS force damage | Single target, Magical attack roll. Ignores all damage reduction. -90 mana.)
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Megaflare(S)
The user forms a sphere of energy in their hand. The sphere is charged until it radiates a blue glow surging with energy. It is then fired in front of the user, meant to obliterate most conventional forms of protective magic and destroy the chosen target without mercy.
(Damage: 10d12+WIS force damage | 3 tile wide, 8 tile long wave. Prompts a Reflex saving throw, dealing full on a failure, or half on a success. Ignores the effects of reflect or shell. -120 mana)
(Damage: 10d12+WIS force damage | 3 tile wide, 8 tile long wave. Prompts a Reflex saving throw, dealing full on a failure, or half on a success. Ignores the effects of reflect or shell. -120 mana)
Apocalypse(S)
The user casts a glyph onto the ground. The glyph is a dark purple color with a sinister energy. Targets in the AoE feel an unsettling energy. Targets in the AoE have 20 mana siphoned from them to form a ball of energy in the sky that explodes, raining down bursts of energy onto the targeted area. The attack makes an attack roll in the area for each individual who had Mana sapped.
(Damage: 4d10+WIS force damage | 5x5 AoE, magical attack roll. -120 mana.)
(Damage: 4d10+WIS force damage | 5x5 AoE, magical attack roll. -120 mana.)
Ultima(S)
The ultimate magic ability. The user unleashes everything they have in a powerful magical explosion. The spell uses up all the users mana dealing 1d10 force damage, and growing in range by 1 tile for every 10 mana consumed to cast the spell [max of 40d10 at 400 Mana spent]. Targets caught in the effect must succeed a Reflex saving throw (DC 26) or take the full damage ; taking only half on a successful save.
(Drain: 100% of current Mana. Adds 3 stacks of exhaustion to caster.)
(Drain: 100% of current Mana. Adds 3 stacks of exhaustion to caster.)
Green Magic
Protect (E)
The user focuses their magic around an individual in range. Forming a barrier against physical damage. Grants protect for 4 turns. 6 tile range.
(-10 mana)
Shell (E)
The user focuses their magic around an individual in range, forming a barrier against magical damage. Grants Shell for 4 turns. 6 tile range.
(-10 mana)
Barfire (D)
The user concentrates their magic into a red orb. The red orb is attuned to fire magic and can completely block one instance of fire damage before being consumed. Lasts until the end of battle if not used. Range: View
(-15 mana)
Barwater (D)
The user concentrates their magic into a blue orb. The blue orb is attuned to water magic and can completely block one instance of water damage before being consumed. Lasts until the end of battle if not used. Range: View
(-15 mana)
Barblizzard (D)
The user concentrates their magic into a white orb. The white orb is attuned to ice magic and can completely block one instance of ice damage before being consumed. Lasts until the end of battle if not used. Range: View
(-15 mana)
Barthunder (D)
The user concentrates their magic into a yellow orb. The yellow orb is attuned to thunder magic and can completely block one instance of thunder damage before being consumed. Lasts until the end of battle if not used. Range: View
(-15 mana)
Barstone (D)
The user concentrates their magic into a brown orb. The brown orb is attuned to earth magic and can completely block one instance of earth damage before being consumed. Lasts until the end of battle if not used. Range: View
(-15 mana)
Baraero (D)
The user concentrates their magic into a green orb. The green orb is attuned to wind magic and can completely block one instance of wind damage before being consumed. Lasts until the end of battle if not used. Range: View
(-15 mana)
Bravery (C)
The user through physical contact is able to cast a spell on the target that inflicts the brave status. This lasts four turns. Range: 6 tiles.
(- 30 Mana.)
Faith (C)
The user through physical contact is able to cast a spell on the target that inflicts the faith status. This lasts four turns. Range: 6 tiles.
(-30 Mana)
Haste (C)
The user through physical contact is able to cast a spell on the target that inflicts the haste status. This lasts four turns.Range: 6 tiles.
(- 30 Mana.)
Bubble (C)
The user forms a bubble around a target in range, granting them the bubble status. Lasts for four turns. Range: 6 tiles.
(- 30 Mana.)
Stoneskin (C)
The user casts magic over a target causing a hardened layer of skin to form over them. Grants +25 temp HP with a boost of 5 DR as long as the user has temp HP. Lasts for 5 rounds. Range: 6 tiles.
(-30 mana.)
Protectga (B)
Spreads a magical aura from the user that grants them, and anyone directly around them with the protect status. Grants all friendly targets within 10ft of the user protect. Lasts for 4 turns. Range: 6 tiles.
(-40 mana.)
Shellga (B)
Spreads a magical aura from the user that grants them, and anyone directly around them with the shell status. Grants all friendly targets within 10ft of the user shell. Lasts for 4 turns. Range: 6 tiles.
(-40 mana.)
Refresh(B)
The user applies a seal stored with a large amount of magic meant to draw magical energy from the environment into the target. Grants 'Refresh' to the target. Range: 6 tiles.
(-40 mana.)
Safe(B)
The user applies a protective seal to the target in question, meant to ward off curses and malicious attacks upon one's wellbeing. This applies the 'Safe' status effect to the target creature. Range: View
(-25 Mana.)
Safega(A)
The user releases a multitude of protective seals to their party, meant to ward off curses and malicious attacks upon one's wellbeing. This applies the 'Safe' status effect to the entire party. Range: View
(-60 Mana.)
Stoneskinga (A)
The user gives off a burst of magic that forms around all friendly targets around the user giving each of them +20 temp HP. As long as they have temp HP they receive +5 DR. Lasts for 1 minute. Range: View
(-40 mana)
Pailing (S) - The user erects a spherical barrier that stops any physical attack no matter how powerful. This technique takes a large amount of mana to sustain not being able to last very long. The bigger the user makes the barrier the more mana it takes to sustain. Creates a radial barrier that nullifies all physical attacks from passing through. Hostile creatures can not enter the barrier, and are halted by it.
(Costs 20 mana per turn to sustain per tile radius.)
Magic Barrier (S) - The user erects a spherical barrier that stops any magical attack no matter how powerful. This technique takes a large amount of mana to sustain not being able to last very long. The bigger the user makes the barrier the more mana it takes to sustain. Creates a radial barrier that nullifies all magical attacks from passing through.
(Costs 20 mana per turn to sustain per tile radius.)
Arcane Magic
Blind (E)
The user has learned how to inflict the blind status effect. Target must make a fortitude save or suffer blind for four turns. 6 tile range.
Out of Battle Effects: The user is capable of tricking a target's sight. They can temporarily cause their sight to become blurry or cause irritation in their eyes. The effect is subtle and targets are mostly unable to determine magical tampering.
(Fortitude saving throw (DC 10+WIS+Rank bonus), inflicts Blind on failure. -15 Mana)
Silence (D)
The user casts forward a bolt of magick aimed at a targets throat. Upon contact the bolt will pass through the target locking their ability to speak. Target must make a fortitude saving throw or suffer silence. 6 tile range.
(Fortitude saving throw (DC 10+WIS+Rank bonus), inflicts Silence on failure. -15 mana.)
Osmose(D)
The caster creates a blue orb of magic from their hand. The orb is able to sprout a tendril that can travel to a medium range or a bit longer depending on how much mana the user wishes to put into the spell.
(Damage: 2d12 to MP | 6 Tile range, Magical attack roll, drains damage to MP dealt. -1 Mana.)
Out of Battle Effects: The user is capable of draining magic placed in an object.
Drain (D)
The caster creates a red tendril of magic that latches onto a target siphoning life force into the user.
(Damage: 2d12 to HP | 6 Tile range, Magical attack roll, drains damage to HP dealt. -15 mana.)
Sleep (D)
The caster creates a dark cloud. Upon contact the cloud lulls the target to sleep.
(Damage: 1d8+WIS force | 6 Tile range, Magical attack roll, inflicts Sleep on hit. -15 mana.)
Bio (D)
The caster creates a corrosive bubble Upon contact with the target the bubble pops coating its target with poison. On a successful hit, the target must also make a Fortitude saving throw (DC 15) or be inflicted with 'Poison'.
(Damage: 2d12+WIS Bio damage | 6 tile range, Magical attack roll. -15 mana)
Blindga(C)
The user spews a cloud of magical black ash that blinds everything it comes in contact with.
(Damage: 2d6+WIS force | 6 tile range, Magical attack roll, inflicts Blind on hit. - 30 mana)
Hold(C)
The user casts their spell creating a ball of crackling Mana onto the ground. The ball travels at the caster's control. From the ball chains of lightning can be created. The tendrils can extend up to six feet from the ball, and can wrap around an enemy creating a minute electric shock that can paralyze them in place.
Out of Battle Effects: The user is capable of using their magic to hold objects or people in place. The tendrils are capable of restraining an object up to 20 feet in size.
(Damage: 2d4+WIS force | 5 tile range, Prompts a reflex saving throw (DC 10+WIS+Rankbonus), inflicting stun and dealing full damage on a failure, or half damage on a success. -30 Mana.)
Toad (C)
The user creates an orb of magic in their palm. They then shape the orb into the form of a frog. The spell is nearly indistinguishable from a normal frog. The spell can move on its own - leaping, and traveling like a real frog. On a successful hit, a creature is prompted with a Fortitude saving throw (DC 15), being inflicted with the 'Toad' status effect on a failure.
Out of Battle Effects: This user is capable of communicating with toads. They have a fairly detailed knowledge on them and gain advantage on any naturalist checks regarding frogs or toads.
(Damage: 1d12+WIS force | 5 tile range, Magical attack roll. -30 Mana.)
Bioara (C)
The caster creates a corrosive bubble Upon contact with the target the bubble pops coating its target with poison. On a successful hit, the target must also make a Fortitude saving throw (DC 18) or be inflicted with 'Poison'.
(Damage: 3d10+WIS Bio | 6 Tile range, Magical attack roll. -30 mana.)
Osmosega(B)
Acts the same as the syphon spell, but the user is able to split the end of the tendril into several smaller parts allowing them to attach to multiple targets at once. There is no limit to the amount of tendrils created, but the more that are made the weaker, and smaller they will become.
(Damage: 3d12 to MP | 5 tile cone, prompts a Reflex saving throw (DC 14+WIS+Rank bonus), dealing full damage and draining on a failure, or dealing half damage to MP on a success. -5 Mana.)
Drainga (B)
Acts the same as the drain spell, but the user is able to split the end of the tendril into several smaller parts allowing them to attach to multiple targets at once. There is no limit to the amount of tendrils created, but the more that are made the weaker, and smaller they will become.
(Damage: 3d12 to HP | 5 tile cone, prompts a Fortitude saving throw (DC 14+WIS+Rank bonus), dealing full damage and draining on a failure, or dealing half damage to MP on a success. -50 mana.)
Corpse (B)
The caster reaches out to all freshly fallen corpses in view. Using the negative energy created from their death they cause the corpses to explode in a nova of dark energy. Each corpse explodes into a 5x5 AoE, and prompts a 'Corpse' saving throw attack to any creature within its radius. This can be used on willing 'Zombie' and 'Skeleton' creatures, as a medium as opposed to a corpse so long as those creatures are the caster's allies. View range.
(Damage: 4d8+WIS dark | 5x5 AoE, prompts a Reflex saving throw (DC 14+WIS+Rank bonus), dealing full damage on a failure, or half on a success. - 60 mana)
Sleepga (B)
The user starts to exhale a strange white powder forming it into a ring of clouds around them. Once the cloud is built to a large size the user throws their arms out at the clouds disperse outward spreading among the area. If the cloud is breathed in it will make the afflicted drowsy, and an excessive amount will put them to sleep entirely.
(Damage: 3d10+WIS Force | 5x5 AoE within 10 tiles, Magical attack roll. Inflicts Sleep on hit. - 60 Mana.)
Bioaga (B)
The caster creates a huge bubble of corrosive poison liquid. The bubble travels until it reaches its target, popping and raining hell upon the area below. On a successful hit, a creature must make a Fortitude saving throw (DC 19) ; being inflicted with 'Poison' on a failure.
(Damage: 5d12+WIS Bio damage | 10 tile range, 5x5 size projectile, Magical attack roll. -70 Mana.)
Scourge (A)
The caster injects a section of land with poisonous scourge. Everything in the land dries up and dies, smelling of rot. The poison initially covers a 3x3 AoE, spreading an additional 1 in every direction at the end of the users turn [capping at 10x10]. Targets who begin their turn while in the rot take 3d10 Bio damage.
(-65 initial mana to cast, -10 to sustain.)
Break (A)
The user casts several stones that fly towards an enemy. The stones seep an eerie mist, and seem to be pale in color. The stones are a trick as if they hit something they do very little damage at all, but if it comes into contact with a living thing it will turn the area it hit into stone.
(Damage: 1d10+WIS force | 10 Tile range, Magical attack roll. Inflicts Break on hit. -80 Mana.)
Toadga (A)
The user forms an orb of magic above their head. The orb shifts and changes shape until it bursts spewing magical toads in every direction. On a successful hit, prompts a Fortitude saving throw (DC 18) ; inflicting 'Toad' on a failure.
(Damage: 5d12+WIS Force damage | 10 tile range, 3x3 sized projectile. Magical attack roll. - 80 mana.)
Breakart Pentagram (A Unique)
The user forms a pentagram of magic. The magic is imbued with energy of the abyss and is capable of interfering with the bond that keeps espers on this plane. It is particularly effective against Summon / Eidolon type creatures, as it removes their very lifeforce from this plane, bit by bit.
(Damage: 10d8+WIS force damage | 10 tile range, 5x5 AoE. Only damages summons / half espers. Magical attack roll. -65 mana.)
Death (S)
The user forms a skull entity made of magic. The skull travels as a projectile before colliding with its target unleashing its dark energy directly into the heart of the target. On a successful hit, if the target has less than 100 HP after damage calculation, they die instantly. Otherwise it does nothing. -100 mana. Can only be cast once per day.
(Damage: 4 Force damage | Magical attack roll. -150 Mana.)
Breakga (S)
The user holds their hand in front of them. What appears to be a stone forms by magic in their hand. The stone forms into hundreds of splinters firing out and peppering the area in front of the user, damaging and inflicting 'Break' onto anything it hits.
(Damage: 2d10+WIS force | 5 tile cone, Magical attack roll, inflicts Break on hit. -100 Mana.)