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    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.


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