Post by Ramir on Apr 13, 2014 1:49:41 GMT -5
Level 1 EVOCATION MAGIC
- Purify Water -
Effect: By submerging his finger, the mage can purify water that is ill fit to drink.
Range: Must touch target.
AOE: Up to 1 litre of water (32 ounces).
Cast Time: Immediate.
Power: Permanently makes stagnant water safe to drink.
- Shocking Grasp -
Effect: The mage takes hold of an enemy and assaults them with an alarming, electric shock.
Range: Must touch target.
AOE: One target.
Cast Time: Immediate.
Power: Causes minor damage to the target.
- Dust -
Effect: A fine cloud of dirt clouds the air, potentially saving the mage from harm.
Range: Immediate.
AOE: Effects any melee attacking the mage this round.
Cast Time: Immediate.
Power: Can cause minor enemies to stall and cough.
Level 2 EVOCATION MAGIC
- Minor Stone Skin -
Effect: This spell alter's the target's skin to simulate the toughness of rock.
Range: 6 feet.
AOE: One target.
Cast Time: Immediate.
Power: Attacks on the target suffer a 2 point penalty. Lasts 5 minutes.
- Fire Dart -
Effect: A lick of flame shoots from the caster's hand as a tiny, burning projectile.
Range: 15 feet.
AOE: One target.
Cast Time: Immediate.
Power: Inflicts minor damage.
- True Aim -
Effects: The mage calls on the blessing of the wind to amplify an allies aim, causing all projectiles to fly true.
Range: 20 feet.
AOE: One target.
Cast Time: Immediate.
Power: The target receives a + 3 bonus to any applied ranged combat Talent.
This spell lasts 5 minutes.
Level 3 EVOCATION MAGIC
- Drenching Splash -
Effect: Targets get quite the surprise, as the mage soaks them to the core with a controlled blast of water.
Range: 12 feet.
AOE: Extending cone spell, 6 feet in diameter at range.
Cast Time: Immediate.
Power: This spell can hamper mobility. Targets can suffer as much as a 2 point penalty to their Speed and Gymnastics Talents. This effect lasts 2 rounds.
- Rumble -
Effect: By striking the ground, the mage can cause the earth to writhe at their command, surging underfoot and causing targets to stumble and fall.
Range: 20 feet.
AOE: 3 feet.
Cast Time: Immediate.
Power: Targets with lower Gymnastics can stumble, trip or fall entirely.
- Fire Breath -
Effect: The mage can cup their hand in front of their mouth and then breath fire much like a dragon. This can burn all things offending the mage.
Range: 6 feet.
AOE: 180 degrees in front of the mage.
Cast Time: 1 whole turn.
Power: All creatures within the effected area can suffer minor burn damage. Creatures that remain in proximity this turn will receive moderate damage.
Level 4 EVOCATION MAGIC
- Flame Blade -
Effect: The mage beckons flame to enchant a weapon with the ability to burn all that it harms.
Range: 10 feet.
AOE: One weapon.
Cast Time: Immediate.
Power: Any successful attack also deals minor fire damage. Enchantment lasts 10 minutes.
- Rock Spikes -
Effect: Crude but effective rock spikes suddenly jut from the ground, harming and even impaling foes.
Range: 20 feet.
AOE: One target, must be on soil, rock or like substance. Spikes are 4 feet high.
Cast Time: Immediate.
Power: Can deal moderate damage. Upon impact. These spikes remain in place for 5 minutes.
- Haste -
Effect: The wind heeds the mage and enhances the speed of their target.
Range: 15 feet.
AOE: One target.
Cast Time: Immediate.
Power: Target receives + 4 Speed talent. This spell lasts for 2 minutes.
Level 5 EVOCATION MAGIC
- Cone Of Cold -
Effect: A terrible cone of frozen air bursts from the mage, chilling all within it's path to the bone.
Range: 18 feet.
AOE: Extending cone, 8 feet in diameter at range.
Cast Time: Immediate.
Power: This spell will slow or immobilize all within it's AOE. Targets closer to the mage are more readily affected. Targets may suffer a 3 point penalty to speed & applied melee combat skills. This affect lasts one round.
- Rockwall -
Effect: The mage beckons and the earth heeds their call, forming a formidable rock barrier that can prevent further movement.
Range: Within 10 feet.
AOE: 3 feet thick, 6 feet high, 12 feet long.
Cast Time: Immediate.
Power: The mage may choose how the wall lays ie: in a straight line, curving about them. This wall lasts 5 minutes and can withstand massive damage.
- Hail Storm -
Effect: By summoning a sudden and powerful hail storm, the mage pelts his enemies with ice.
Range: 50 feet.
AOE: 20 feet.
Cast Time: Immediate.
Power: The AOE is pelted with small, icey particles that each deal slight damage. The intensity of this spell builds toward it's core. Lasts 1 full minute.
Level 6 EVOCATION MAGIC
- Shredding Wind -
Effect: The mage whispers to the wind and calls to life a savage vortex of wind that tears at all within it's range.
Range: 40 feet.
AOE: 15 feet.
Cast Time: 1 whole round.
Power: Deals moderate damage to all creatures within the AOE . This spell lasts 30 seconds. Any creature not leaving the AOE this round will suffer major damage.
- Lightning Bolt -
Effect: Electricity arcs from the mages hand or weapon and harms one target, whilst injuring others in it's path.
Range: 12 feet.
AOE: One target & others in the path of this spell.
Cast Time: Immediate.
Power: This spell deals major damage to the target. Any creatures in the path of this spell will also take minor damage.
- Horrid Bog -
Effect: The ground becomes an immobilizing trap, holding fast to hapless victims.
Range: 25 feet.
AOE: 12 feet.
Cast Time: Immediate.
Power: Targets with less than 5 speed or Gymnastics will be hampered and stuck in place. It will take each target 1 round per point under 5 to escape the bog. Lasts 4 rounds.
Level 7 EVOCATION MAGIC
- Forced Passage -
Effect: The mage can part rock and stone, forging a path through prior impossible obstacles.
Range: Must touch their target.
AOE: Can forge a passageway 4 feet wide, 8 feet tall and 20 feet long.
Cast Time: 1 whole round.
Power: This spell lasts 30 seconds only and ends suddenly. Creatures caught in the spell will suffer massive damage and be trapped.
- Driving Wind -
Effect: Tampering with great forces, the mage calls on the wind and summons gale force winds.
Range: n/a.
AOE: This spell alters the weather, by summoning strong winds that blow in one direction, per the mages command upon casting.
Cast Time: 1 whole round.
Power: This spell lasts 10 minutes and then subsides, returning the weather to normal.
- Impervious Stone Skin -
Effect: This spell alter's the target's skin to adopt the hardness of diamond.
Range: 6 feet.
AOE: One target.
Cast Time: Immediate.
Power: Attacks on the target suffer a 4 point penalty. Lasts 5 minutes.
Level 8 EVOCATION MAGIC
- Firestorm -
Effect: The mage calls on dreadful powers and flames rain from the sky, scorching all that they fall upon.
Range: 60 feet.
AOE: 30 feet.
Cast Time: 1 whole turn.
Power: This spell causes moderate damage on all within the AOE.
- Tempest Blade -
Effect: The mage's weapon of choice becomes emblazoned with fire, allowing to to deliver tremendous damage.
Range: 10 feet.
AOE: One weapon.
Cast Time: Immediate.
Power: The target gains a + 2 bonus to the applicable combat Talent. Any successful attack also deals moderate fire damage. Enchantment lasts 15 minutes.
- Group Haste -
Effect: The mage grants the speed of the winds to all allies.
Range: n/a
AOE: All present allies.
Cast Time: 1 whole round.
Power: All allies receive + 4 Speed talent. This spell lasts for 5 minutes.
Level 9 EVOCATION MAGIC
- Chain Lightning -
Effect: The mage chooses one hapless target and releases a hellish amount of electricity which tears through all in it's path.
Range: 18 feet.
AOE: Mage chooses one target. Spell affects all within 3 feet of it's path.
Cast Time: Immediate.
Power: This spell causes massive damage to it's target and moderate to major damage to all close to it's path, depending on their proximity.
- Fireball -
Effect: An explosive ball of tightly wound fire shoots forth and detonates, devastating the area of impact.
Range: 80 feet.
AOE: 12 feet.
Cast Time: Immediate.
Power: Causes massive damage to all within the target area. Will detonate if hitting anything prior to it's intended target.
- Still Silence -
Effect: The mage alters the very air around the battlefield, robbing it of all noise.
Range: The caster.
AOE: 60 feet.
Cast Time: 1 whole round.
Power: All noise within the AOE is completely silenced. This also prevents further casting of spells. Lasts 5 minutes.
Level 10 EVOCATION MAGIC
- Dreaded Tempest -
Effect: Fire rides a cyclone of wind, a horrific and dreadful spell.
Range: 60 feet.
AOE: 30 feet.
Cast Time: 2 whole turns.
Power: This spell causes major damage on all within the AOE.
- Ultraquake -
Effect: The battlefield trembles and tears at the mage's behest, robbing all present of their balance.
Range: The caster.
AOE: 20 foot radius.
Cast Time: Immediate.
Power: All within AOE and with less than 4 Gymnastics will fall and lose their next turn. Those with less than 6 Gymnastics will suffer a 2 point penalty to speed this round.
- Freya's Heavenly Lance -
Effect: A massive icicle drops from the heaven's and skewers the target, causing devastating damage.
Range: 30 feet.
AOE: One target.
Cast Time: 1 whole round.
Power: Causes massive damage.