Spell List Part Seven (Alpha 0.3)
Added 2023-01-24 07:48:18 +0000 UTCMinor Rift
Action: Two-Handed
MP Cost: 25
Range: 1-12
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effects: Choose two unoccupied spaces within this spell's range that you can see. The ground of those spaces become occupied by a rift, connecting these two spaces. If a creature enters this rift, they immediately appear on the closest unoccupied space to the other rift created when you cast this spell. The rifts last for 2d4 turns. If you cast this spell again while this spell is active, the previously active rifts of your previous cast of this spell disappear.
Classes: Arcanist, Priest, Naturalist
Greater Rift
Action: Two-Handed
MP Cost: 75
Range: 1 Mile
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effects: Choose two unoccupied spaces within this spell's range that you have seen before. Each of those spaces become occupied by a rift, connecting these two spaces. If a creature enters this rift, they immediately appear on the closest unoccupied space to the other rift created when you cast this spell. The rifts last for 1d4 turns. If you cast this spell again while this spell is active, the previously active rifts of your previous cast of this spell disappear.
Classes: Mystic, Magus, Fate-Twister, Archsage
Rift Of Realms
Action: Two-Handed
MP Cost: 125
Range: 1
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effects: Choose a Realm other than the Realm you're currently on. If you've previously visited the realm you choose, you may choose a specific location within that Realm that you've been to. The closest unoccupied space to you becomes a rift to the Realm you chose. Within the realm you chose, a rift appears (in either the location you specified or one chosen at random). . If a creature enters this rift, they immediately appear on the closest unoccupied space to the other rift created when you cast this spell. This rift lasts until the end of your next turn.
Classes: Fate-Twister, Archsage, Angel Summoner, Demon Summoner
Elemental Sentry
Action: Two-Handed
MP Cost: 20
Range: 1-5
Accuracy Dice: None
Spell Damage: 2d6 + Mind
Damage Type: Elementalist damage type
Additional Effects: You create a floating crystal imbued with elemental energy. The crystal's HP is equal to Twice your Mind, its Defense and Resolve are equal to your Mind, and its immune to psychic damage. If a creature starts its turn within 2 spaces of this crystal, that creature sustains 2d6 + Mind damage of your chosen element's damage type. As a one-handed action, you may move this crystal up to three spaces. Whenever you cast a spell, you may have the spell originate from this crystal. The crystal remains active for ten turns, until it is destroyed, or until you cast this spell again.
Classes: Elementalist
Mental Probe
Action: One-Handed
MP Cost: 5
Range: 1-5
Accuracy Dice: 1d8 + Finesse
Spell Damage: 1d10 + Mind
Damage Type: Psychic
Additional Effects: Intruding a creature's mind, in addition to dealing psychic damage, when a creature is dealt damage by this spell, roll 1d4. If the target is capable of casting spells, you become aware of a number of spells on that creature's spell list equal to the result.
Classes: Esper
Haze
Action: Two-Handed
MP Cost: 5
Range: 1-8
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effects: Choose a point within this spell's range. A 5x5 space square of thick hazy fog appears centered on your chosen point. All creatures with less than 10 awareness within this obscured space reduce rolls made to hit by 1d6. This haze lasts for one minute or until you cast this spell again.
Classes: Naturalist, Elementalist (Water only)
Encumbering Chill
Action: One-handed
MP Cost: 5
Range: 1-5
Accuracy Dice: 1d10
Spell Damage: 2d6 + Mind
Damage Type: Ice
Additional Effects: If a creature is dealt damage by this spell, their movement is reduced by -1 until the start of your next turn. If the result of both D6s you roll as this spell's damage are the same, instead that target's movement becomes 0 until the start of your next turn instead.
Classes: Elementalist (Ice only)
Invigorating Static
Action: One-handed
MP Cost: 7
Range: 1-5
Accuracy Dice: 1d10
Spell Damage: 1d6
Damage Type: Lightning
Additional Effects: Choose a creature within this spell's range. For the next minute (10 turn rotations), that creature becomes cloaked in an aura of lightning. While this spell is active, weapon and spell attacks that creature makes deal an additional 1d6 lightning damage. Additionally, this spell's target's movement increases by +1. If you cast this spell again while it's active, it ends prematurely.
Classes: Elementalist (Lightning only)