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.