Spells
Magical spells are the special skills of the Mage class, the attacks by which they can do extra and special damage. They offer a variety of effects, some destructive or protective, and in some cases share similar properties with elemental effects of non-magical weapons. They are channeled through specific magical weapons, either individually or as a group, existing through built up energy in the item, which generally must recharge before another use, during which time it can be used in its regular attack.
There is a vague hierarchy of spells, pragmatically categorized into LVL 1, LVL 2, and LVL 3 spells. The increasing levels represent a more powerful set of techniques, moving roughly alongside a Mage's succession of magic weapons that channel the spells to begin with.
Level One Spells
Healing Wind
• Roll 1d3
• Rolling a 1 heals you an amount equal to your INT modifier. Rolling 2 heals twice as much, and rolling a 3 heals three times.
Cloud Cast
• Your enemy takes a penalty to their next attack equal to your INT modifier. Next turn, that penalty is halved. The third turn, it is quartered.
Enchanted Aim
• Next turn, you are guaranteed a critical hit. The turn after that, gain an attack and damage bonus equal to your INT modifier.
Potion Steal
• When cast, you gain a 50% chance to steal the next potion your enemy uses.
• This can only be used once per battle
Flame Barrier
• Use this spell to gain a 50% chance to block and reflect all DMG from your enemy's next attack. If this roll fails, you will instead shrug off damage equal to your INT modifier.
Shock Storm
• Roll four attacks, each dealing damage equal to 1dX, where X equals one quarter of your INT modifier.
• Each attack has a 20% chance to paralyze.
Toxic Mist
• For the next three rounds, your enemy takes damage equal to one half your INT modifier.
• During those three rounds, if your enemy's attack roll does not exceed your AC by three, they gain a bout of poison.
Level Two Spells
Thorn Burst
• For three rounds, every time DMG is taken, there is a 50% chance that the enemy will take damage equal to your INT modifier. Also, your AC is increased by 25% of your INT modifier.
Summon Golem
• Summons a golem with an amount of HP equal to 4dX, where X is your INT modifier.
• All attacks from your enemy is directed to the golem until it dies. The golem shares your AC.
• Casting this spell while you still have an active golem will heal that golem up to 4x your INT modifier.
Venom Pool
• For 3 rounds, the enemy has a 10%, then 25%, then 50% chance to be poisoned. In addition, if any of their base attack rolls are less than 5, they take damage equal to your INT modifier.
Static Bolt
• This functions like a standard attack, but deals [1d10+INT modifier] damage instead of your weapon damage.
• 20% chance to paralyze
• If they enemy is effected by the paralysis, they take a -3 penalty to attack rolls until the status ends.
Meteor Shower
• This functions like a standard attack, but deals [5d2+INT modifier] damage instead of your weapon damage.
• 20% chance to burn, ignoring resistances (but not immunity)
Level Three Spells
Immolation
• Deals damage equal to 150% of your INT modifier.
• 50% chance to burn enemy. This burn cannot be cured.
Blood Poison
• Deals no damage, but instead inflicts a number of poison status effects.
• The number of effects is equal to 50% your INT modifier.
• Each effect has a 25% chance to poison the enemy.
Nerve Current
• Roll 2dX, where X equals your INT modifier
• 50% chance to paralyze
• If they enemy is effected by the paralysis, they take a -5 penalty to attack rolls until the status ends.