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Quests Of Change
Quests Of Change

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Spell List Part Four (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.)


Manipulate

Action: Two-Handed

MP Cost: 15

Range: 1-5

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effects: You target one creature within this spell's range. That creature must roll 1d8, adding their resolve. If the total is equal to less than 2 plus your mind, you hypnotize that creature until the end of your next turn. While hypnotized this way, you control that creature's movement and how they spend their actions. While hypnotized this way, a creature cannot cast a spell with an MP cost greater than 15.

Classes: Esper


Flash-Freeze

Action: Two-Handed

MP Cost: 25

Range: 8

Accuracy Dice: None

Spell Damage: 8d6 + Mind

Damage Type: Ice

Additional Effects: You freeze all water within 8 spaces of you solid. This water remains completely frozen until the end of your next turn. Any creature completely submerged in water and any creature with the Drenched status within this spell's area of effect sustains 8d6 Ice damage and has a movement of 0 while frozen this way.

Classes: Elementalist (Ice)


Storm Surge

Action: Two-Handed

MP Cost: 20

Range: 1-10

Accuracy Dice: 1d8 

Spell Damage: 3d8 + Mind

Damage Type: Lightning

Additional Effects: You manipulate the current weather conditions, calling down a lightning bolt from the sky to strike a target within the spell's range. If there are no clouds in the sky or you are indoors, this spell automatically fails. If it is currently raining, double this spell's accuracy and damage dice. If it is currently a thunder storm, this spell automatically hits its target and its damage dice is tripled. 

Classes: Naturalist, Elementalist (Lightning)


Blinding Shade

Action: One-Handed

MP Cost: 4

Range: 1-5

Accuracy Dice: 1d6

Spell Damage: None

Damage Type: None

Additional Effects: You temporally shroud the target in a veil of obscuring shadows. If hit, a target is blinded until the beginning of your next turn.

Classes: Arcanist


Psyche Shift

Action: Two-Handed

MP Cost: 25

Range: 1-8

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effects: You choose two creatures within this spell range. Any number of creatures you target with this spell can subject themselves to it willingly, automatically experiencing its effect. If a creature doesn't willingly subject itself to the spell, it must roll 1d6, adding its resolve. If the total is less than your Mind, it is affected by the spell. If both targets of this spell are affected, they exchange their current total Will. A creature immune to Psychic damage or mind altering effects cannot be affected by this spell.

Classes: Esper


Dread Burn

Action: One-Handed

MP Cost: 8

Range: 1-5

Accuracy Dice: 1d10

Spell Damage: 1d8 + Xd8 + Mind

Damage Type: Dark

Additional Effects: You target a creature with a burst of darkness, dealing additional damage proportional to the target's suffering. This spell deals an additional 1d8 damage for each status affect currently afflicting the target.

Classes: Arcanist


Thought Reinforcement

Action: One-Handed

MP Cost: 5-15

Range: 1-5

Accuracy Dice: None

Spell Damage: None

Damage Type: None

Additional Effects: You place one to three wards on the mind of a creature within this spell's range. For each 5 MP spent to cast this spell, that creature gains one mental ward. The next time that creature would be afflicted with a mental status effect or a mind-altering effect, one ward is removed and that effect is negated. A creature can have no more than three of these wards on them at once.

Classes: Esper, Naturalist


Purity Retribution

Action: One-Handed

MP Cost: 10

Range: 1-5

Accuracy Dice: 1d10

Spell Damage: 1d8 + Xd8 + Mind

Damage Type: Light

Additional Effects: You attack with a beam of bright divine retribution against those who've harmed you. This spell deals an additional Xd8 damage equal to the number of status effects afflicting you. If you target a creature with this spell that afflicted you with a status effect since your last turn, it automatically hits its target.

Classes: Priest


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