Spell List Part Six (Alpha 0.2)
Added 2022-09-28 06:11:00 +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. (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.)
Seed of Life
Action: One-Handed
MP Cost: 4
Range: 1-3
Accuracy Dice: 1d6 + Finesse
Spell Damage: 1d4 +1 (Per turn)
Damage Type: Plant
Additional Effects: You target a creature with a magical seed. If this seed hits a creature, a small red-leafed plant sprouts on that creature's body where the seed was planted. For as long as this plant remains, at the beginning of the affected creature's turn, that creature sustains 1d4 +1 plant damage. You regain HP equal to the amount of plant damage this plant deals to the affected creature. The affected creature or a creature adjacent to it may spend a one-handed action to remove the plant, causing this spell to end prematurely. Additionally, if the affected creature sustains Fire or Ice damage, the plant is immediately destroyed. A given creature may only be affected by one instance of this spell at once.
Classes: Naturalist
Seed of Woe
Action: One-Handed
MP Cost: 4
Range: 1-3
Accuracy Dice: 1d6 + Finesse
Spell Damage: 1d4 +1 (Per turn)
Damage Type: Psychic
Additional Effects: You target a creature with a magical seed. If this seed hits a creature, a small purple-leafed plant sprouts on that creature's body where the seed was planted. For as long as this plant remains, at the beginning of the affected creature's turn, that creature sustains 1d4 +1 psychic damage. You regain Will equal to the amount of psychic damage this plant deals to the affected creature. The affected creature or a creature adjacent to it may spend a one-handed action to remove the plant, causing this spell to end prematurely. Additionally, if the affected creature sustains Fire or Ice damage, the plant is immediately destroyed. A given creature may only be affected by one instance of this spell at once.
Classes: Naturalist
Grounding Stone
Action: One-Handed
MP Cost: 8
Range: 1-6
Accuracy Dice: 1d8 + Finesse
Spell Damage: 4d4 +Mind
Damage Type: Earth
Additional Effects: Harnessing magics within the earth, you project a heavy, condensed stone that can disrupt the flight patterns of a creature. This spell deals an additional 2d4 damage to flying creatures. Additionally, if an airborne creature is hit by this spell, they must roll 1d8, adding their Defense. If the total is less than your Mind, that creature immediately falls to the ground and cannot gain the benefits of flight until the end of their next turn.
Classes: Naturalist
Environmental Attunement
Action: Two-Handed
MP Cost: 8
Range: 0
Accuracy Dice: None
Spell Damage: None
Damage Type: Varies
Additional Effects: Attuning yourself to your surroundings, you alter your defenses and gain the ability to change the damage type of your spells based on your environment. For the next minute, you gain a damage resistance based on your surroundings as dictated below. Additionally, while this spell is active, if a spell you cast would deal damage to another creature, you may replace that spell's damage type with the damage type corresponding to your current environment. While within a manmade structure such as a house or castle, this spell has no effect.
Cave: Earth
Desert: Fire
Forest: Plant
Jungle: Plant
Mountain: Earth
Ocean/Lake: Water
Tundra: Ice
Volcano: Fire
Classes: Naturalist
Seasonal Shift
Action: Two-Handed
MP Cost: 6
Range: 0-3
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effects: You produce an aura that causes you and your allies within this spell's range to gain a benefit based on the current season. This aura lasts for one minute. This spell ends prematurely if you're defeated.
Winter: Defense and Resolve +1, all offensive spells cast by you and allies within this aura deal an additional 1d4 ice damage.
Spring: Strength and Finesse +1, all ranged weapon attacks dealt by you and allies within this aura deal an additional 1d4 water damage.
Summer: Evasion and Speed +1, all melee attacks dealt by you and allies within this aura deal an additional 1d4 fire damage.
Autumn: Movement +1, at the beginning of your turn, you and all allies within this aura regain 1d4 HP and Will.
Classes: Naturalist
Uplifting Winds
Action: Two-Handed
MP Cost: 0
Range: 0-5
Accuracy Dice: None
Spell Damage: None
Damage Type: None
You target a willing creature, manipulating the air and wind around it to allow that creature to move through the air with ease. That creature can fly a number of spaces equal to its movement during its next turn.
Classes: Naturalist
Rile
Action: Two-Handed
MP Cost: 10
Range: 1-5
Accuracy Dice: 1d6
Spell Damage: None
Damage Type: None
Additional Effects: Targeting the will and resolve of a target, you attempt to aggravate them into lashing out, attacking with brute force rather than strategy. On a hit, the target must roll 1d6, adding their resolve. If the total is less than your Mind, that creature must use its actions during its next turn to make melee attacks to the nearest creature it views as an enemy. If there are no creatures it views as enemies within its range during that turn, it must use as much of its movement as possible to move closer to a hostile creature.
Classes: Arcanist, Esper
Martyr's Blessing
Action: Two-Handed
MP Cost: 10
Range: 1
Accuracy Dice: None
Spell Damage: None
Damage Type: None
Additional Effects: You touch a willing creature, bestowing it with a bond that binds you to that creature for one minute. While this bond lasts, if that creature's HP or Will would be reduced to 0, you may prevent the damage that would cause the target to be defeated, immediately reducing your HP and Will to 0, ending this spell in the process. You may only cast this spell once per day.
Classes: Priest