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Post by Kaiscoolness on Nov 1, 2016 18:28:37 GMT
DARKNESS SPELLS:
Encouraging Self-Hypnotism: By hypnotizing yourself into believing you're stronger than you actually are, all of your stats, excluding mana, are slightly increased for the next 2 turns. Increases the users health and stamina by 15 points. Also increases accuracy by 1. All attacks done do +5 damage. Uses 60 mana. Lasts 2 turns. Holy spell.
Solar Eclipse: The user gives the illusion of the sun being blocked out by something that's definitely NOT a moon, what with the eyes, teeth and tentacles, to the target. This severely demoralizes and maybe even terrifies the target, assuming the spell worked completely as intended. Costs 50 mana to use. Decreases the targets health, mana and stamina by 10 points. Roll 1 dice with 6 sides. Roll 1 or 6 to terrify, stunning the target for their next turn/post. Lasts 2 turns. Holy spell.
LIGHT SPELLS:
Helios' Holy Spear: The user materializes a spear of pure light in their hand and throws it at the enemy, dealing massive damage to whoever it strikes. Does 35 light damage. Uses 40 mana. Roll 1 dice with 6 sides. Roll 1 or 6 to hit. Holy spell.
Nova: The user compresses particles of pure light and energy to create a pulsing crystal-like orb of energy, ready to violently burst when it hits someone. Due to it's burst effect, it's too dangerous to use at melee range. Does 15 damage. Uses 15 mana. Roll 1 dice with 6 sides. 1 or 6 to hit. Mid range at most, close range at least. Holy spell.
Nova Storm: A direct upgrade to the Nova spell. Instead of firing just 1 compressed energy orb, Nova Storm fires 5 orbs at the enemy, although they don't deal as much damage due to the lesser concentration on each individual orb. Rather hard to avoid due to the machine gun like effect of the spell. Does 10 damage per hit (50 in total if all attacks hit). Uses 55 mana. Roll 5 dices with 6 sides. 1, 3 or 6 to hit. Mid range at most, close range at least. Holy spell.
VOID SPELLS:
Vortex of Mayhem: The upgraded version of Ripple. The target's body, my condolences to whoever it is, is warped beyond recognition, bending, turning and grinding their bones, if not breaking them beyond recognition. Does 65 damage. Uses 60 mana. Roll 1 dice with 6 sides. 1 or 6 to hit. Unholy spell.
Tarous Drake: The Tarous Drake spell is similar to the Void Warrior spell, but instead of a warrior, it summons a 5 meter tall and 12 meters long drake that obliterates everything in it's way. It doesn't have any wings, though. Uses 90 mana to summon. Can attack 2 times every turn (single target). Summoner rolls up to 2 dice every round. 1 or 6 to hit. Each attack deals 10 damage. Health 150, AP 3. Disappears after 7 turns. Holy spell.
Spelly Spell: This spell is rather odd. The spell has 6 different effects and, as such, is only really used as a last resort of sorts. Uses 20 mana. Caster must define if the spell is used on themselves, an ally or enemy BEFORE rolling. Roll 1 dice with 6 sides to determine the effect of the spell. If said effect has a hit chance, roll the dice as explained below. Unholy spell. Roll 1 to activate Spelly Spear: Does 15 damage. Roll 1 or 6 to hit. Roll 2 to activate Spelly Heal: Heals 15 damage. Roll 3 to activate Spelly Stat-Buff: Increases either health, mana or stamina by 10 points. Roll 1 for health, 3 for mana or 6 for stamina. Roll 4 to activate Spelly Warrior: Health 40, AP 1, uses titanite sword. Short range. If spell is used on enemy, the warrior will attack you and your allies. Otherwise, it'll attack enemies. Roll 5 to activate Spelly Attacks: Increases either damage by 5 points or accuracy by 1 point. Roll 1 for damage boost or 6 for accuracy boost. Roll 6 to activate Spelly Blast: Explodes in a range of 10 meters radius, dealing 30 damage to everyone, including you!
PURE MAGIC SPELLS: Magical Limb Attachment: The user adds an extra arm to their body, allowing them to use an extra attack next turn, or, alternatively, use it again in that next turn to stack the effect, allowing the user to attack 2 extra times the following turn. Uses 20 mana. +1 attack for the next turn. Alternatively, caster can use spell again in next turn and stack the effect, adding 2 extra attacks next turn. No attacks, other magic, etc., can be done before the bonus is used; otherwise, the bonus is reset. Limit is 4 extra attacks. Holy spell.
Pure Magic Punch Barrage: This spell barrages the target with 15 close-combat punches. Deals 5 damage per hit (75 in total if all attacks hit). Uses mana. Roll 15 dices with 6 sides. 1 or 6 to hit. Holy spell.
Crystal Armor: The user coats themselves in magical crystals that will defend them from incoming attacks. Well, until they break, that is. +1 AP points. +30 health. Uses 35 mana to cast and 5 to maintain each round. Unholy spell.
FIRE SPELLS: Meteor Shower: It would be quite the sight to behold... well, that IS if you weren't the one taking this fiery mayhem of a shower to your face. Deals 30 damage (default). Costs 80 mana to use. AP 3. Roll amount of 10-sided dices equal to amount of players within the radius. 1, 5 or 10 to hit. Must be either in mid- or long range from target (unless you wanna kill yourself, have fun with that). The impact radius is 10 meters. If enemies are in the middle of it, the spell deals full damage (inner 3 meters radius). If you're in the outer part (remaining 7 meters radius), it'll "only" deal 15 damage. Holy spell.
WATER SPELLS: Bloody Murder: This pun would be funny if it wasn't meant so literally. This unholy spell was explicitely designed to, ahem, "Boil the blood of your enemies simply by touching them."... Right, then. Deals 50 damage. Costs 70 mana to use. Roll 1 dice with 6 sides. 1, 3 or 6 to hit. Close/melee range. Opponent must: 1. have an open wound and 2. have blood in their veins. Unholy spell.
Crimson Elixir: Your blood can heal when you use this spell! You could use it on an ally. Or an enemy. I don't judge. Heals target by 15 health points. Costs 15 health to use. Unholy spell.
Rejuvenating Blood: By manipulating the rate of regeneration in your blood with mana, you heal yourself a little. Heals 20 health. Uses 30 mana. Unholy spell.
Surprise Blood Spike: Once in melee range, you can use this spell to take your enemy by surprise by penetrating them with a spike of blood. Deals 10 damage. Costs 10 mana to use. Melee range. Roll 1 dice with 6 sides. 1, 3 or 6 to hit. Unholy spell.
Icy Porcupine: After soaking themselves in water, the caster will violently jab anyone or anything in the surrounding area with icy spikes. Deals 40 damage to anyone in a 1 meter radius. Costs 20 mana. Takes 1 round to prepare.
Blizzard: This spell doesn't actually summon a blizzard, but it's actually a thick beam of ice being shot. Deals 30 damage. Costs 30 mana to use. Roll 1 dice with 6 sides. 1 or 6 to hit.
Smiting Water: By applying holy affinity to your water magic, you create holy magic and spray it at an enemy. Deals 15 damage. Costs 30 mana to use. Roll 1 dice with 6 sides. 1 or 6 to hit. Double damage against undead creatures. Holy spell.
Scalding Holy Water: Now you can burn the flesh of the undead even more! Because now, it actually burns. Deals 25 damage. Costs 40 mana to use. Roll 1 dice with 6 sides. 1 or 6 to hit. Double damage against undead creatures. Holy spell.
Rage of the Blood Titan: This spell utilizes the limit of the viro body, or, rather, removes it. It increases your stats immensely, but you will take damage every turn. Use it carefully; There have been times when the skin of the caster has turned blood red and become incredibly sensitive due to using this spell too much. Costs 125 mana to use. Increases stamina and mana by 30 points. Increases health by 15 points. Increases accuracy by 1 point. Increases damage output by 10 points. Deals 15 damage to user every turn. Automatically wears off after 5 rounds. Can be deactivated. Incredibly unholy spell.
EARTH SPELLS: Defender of Nature: Summons a being that once protected a large forest somewhere in the world. Now it uses it's strength to protect you; it's new master. This thin, dark-green, crooked being will attack your enemies at your command with it's vine whips and sharp claws. Costs 70 mana to use. For summoning, roll 1 dice with 6 sides. 1 or 6 to summon. 100 Health. 2 AP, uses claws (melee range) and vines (mid/close range) to attack (5 damage). For it to attack, roll 1 dice with 6 sides. 1 or 6 to hit. Leaves after 3 rounds. Short and mid range. Holy spell.
Metallic Cleave: The caster creates a makeshift cleaver of sorts by manipulating the minerals in the ground below them and hits the enemy with it. Not much of a cleaver, though, more like a blunt force weapon shaped like one. Deals 25 damage. Costs 30 mana to use. Roll 1 dice with 6 sides. 1, 3 or 6 to hit. Melee range. Unholy Spell.
Metallic Endurance: By hardening the minerals already existent in their body, the caster increases their health and AP. Costs 30 mana to use. Increases health by 25 points and increases AP by 1 point. Wears off after 3 turns. Unholy Spell.
WIND SPELLS: Thunderbird: When cast, a formation that can only be described as a bird or phoenix of some kind appears in the sky, after which multiple thunderbolts hit the target. Deals 15 damage per hit (60 in total if all attacks hit). Costs 65 mana to use. Roll 4 dice with 6 sides. 1 or 6 to hit. Holy spell.
As always, hit me up if there's anything that needs changing. Who am i kidding, hit me up WHEN there's anything the needs changing.
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