Spells - ntemplon/legends-of-omterra GitHub Wiki

Spells

Level 1

Burning Hands

Level: Magus 1

School: Invocation [Fire]

Area: 15 foot radius cone emanating from the caster.

Duration: Instantaneous

Save: Reflex Half

Cost: 1 Mana

Effect: Targets within the area take Spell Power / 2 fire damage (maximum 10). Targets who succeed on their reflex save take half damage, rounded down (minimum 1).

Cure Wounds, Minor

Level: Priest 1

School: Elemancy [Healing]

Range: 10 feet

Target: Single Creature

Duration: Instantaneous

Cost: 1 Mana

Effect: The target regains health equal to 3 + Spell Power / 5 (maximum 8). The target's health cannon be increased beyond its current maximum value using this spell.

Drain

Level: Magus 1

School: Elemancy

Range: 15 feet

Target: Single Entity

Duration: Instantaneous

Save: Fortitude Negates

Cost: Spell Power / 5 (Max 5) Mana

Effect: The target loses Spell Power / 5 (Max 5) Health, and the caster regains the same amount. If the target succeeds on a Fortitude Save, the effect is negated.

Enfeeblement

Level: Magus 1

School: Elemancy

Range: 25 feet

Target: Single Entity

Duration: Spell Power Rounds

Save: Fortitude Partial

Cost: 1 Mana

Effect: The target's strength is reduced by 10. If the target succeeds on a Fortitude save, the target's strength is only decreased by 5.

Jump

Level: Magus 1

School: Transmutation

Range: 15 feet

Target: Caster

Duration: Instantaneous

Cost: 1 Mana

Effect: The caster leaps to a point within the range, ignoring collision along the way. The effect can leap over cliffs, chasms, and walls, even when it might defy logic.

Mage Armor

Level: Magus 1

School: Abjuration [Force]

Range: 25 feet

Target: Single Entity

Duration: Spell Power / 2 Rounds

Cost: 1 Mana

Effect: The target's Armor Class is increased by 20 for the duration of the spell.

Magic Missile

Level: Magus 1

School: Invocation [Force]

Range: 50 feet

Target: Single Entity

Duration: Instantaneous

Cost: 1 Mana per Missile

Effect: A missile of force erupts from the caster's hand, dealing 3 points of damage. For each 2 Spell Power above 1,an additional missile is cast (max 5 missiles at 9 Spell Power).

Shield, Minor

Level: Magus 1

School: Abjuration

Range: 25 feet

Target: Single Entity

Duration: Spell Power / 5 rounds

Cost: 1 Mana

Effect: The target is shielded for 5 + Spell Power / 5 (maximum 10) health. If the target takes damage during the duration, the damage is dealt to the shield first. If the entire shield is consumed, the spell's effects end, and the remaining damage is dealt to the target normally. If more than one Shield spell is cast on the same target, the effects stack and the shields add, although each shield still expires separately.

If the shield absorbs all the damage from a spell or attack, any additional effects (such as debuffs) are not applied to the target.

Summon Dog

Level: Magus 1

School: Summoning

Range: 25 feet

Duration: Spell Power / 5 Rounds

Cost: 1 Mana

Effect: This spell summons an extraplanar dog, which appears immediately after casting. It appears where the spell is cast and acts immediately. The creature behaves as if it were a member of the party under the control of the summoning player.

Summon Hawk

Level: Magus 1

Cost: 1 Mana

Effect: As Summon Dog, but summons an extraplanar Hawk instead.

Quicken

Level: Magus 1

School: Transmutation

Range: 25 feet

Target: Single Entity

Duration: Spell Power / 2 Rounds

Cost: 1 Mana

Effect: The target's speed increases by 30 feet per round for the duration of the spell.

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Gravity Well

Level: Magus 8

School: Invocation

Range: 80 feet

Area: 15 foot radius spread

Duration: 5 rounds

Save: Reflex Negates

Cost: 15 Mana

Effect: A gravity well springs into existence at the target square, pulling all entities within 15 feet into it. When the well springs into existence, all who succeed on Reflex saves do not move, unless they are standing on the target square. In that case, the entity will be moved to the nearest open square.

Entities who fail the reflex save become trapped in the gravity well. Trapped entities are allowed no action except for a single Reflex Save per round to escape the well. If they escape, they are placed at the nearest open square. When the effect ends, all creatures still trapped are randomly place around the source location, in order of closest unoccupied square.

Targets trapped inside the well cannot be targeted by spells or other abilities, but area of effect spells that include the gravity well in their area deal damage to all entities trapped inside, who also fail any reflex save they may have been allowed.

Level 9