by Kooky on Fri Aug 08, 2014 5:06 pm
Here's what I've gathered. I suggest everyone look through their logs for "Mechanics" to find spell descriptions posted in OOC or Quest for dice rolls. We can compile a decent list this way maybe.
Spirit Sphere
Spirit Razor
:MECHANICS: A standard Ranged Magical Attack roll is required, with a corresponding Ranged Magical Defense to avoid the attack. Being a solid object, the defender can use his Armor modifier on top of the rest of his defenses, unlike most Shaman spells. For every slot utilized, the attack adds a +1 to his Ranged Magical Attack, to a maximum of +15.
Plague Winds
:MECHANICS: Upon casting this spell, the shaman rolls a Ranged Magical Attack that everyone within range of the spell must roll a Ranged Magical Defense against. Range is determined by 5 feet in diameter for every time Shaman is chosen, to a maximum of 30 feet for Shaman X5. Damage is split between Life and Stamina.
Spirit Bolt
:MECHANICS: A standard Ranged Magical Attack that utilizes spirit energy to harm the Shaman's opponent, should they fail their Ranged Magical Defense. This spell bypasses physical armors, but not Defensive Enchantments or Defensive Spells. Physical Armor, however, has no effect. This spell cannot damage anything other than living flesh.
Healing Sphere
Heal
:MECHANICS: Touch is required. For every spell slot the Healer has, 2 LIF points will be restored at the cost of 2 STA per slot (i.e. 10 slots heals 20 LIF, costs 20 STA). Heal does NOT cure Disease, Poison, or Senses.
Not sure what Sphere
Chill Touch
:MECHANICS: Damage is dealt per the normal Close Magical Attack combat rules, adding +1 to the ATK per slot used.
Shielding Hand
Shielding Hand:
Casting method: other
Defending method: none
Description: Class: Cleric, Priestess
Level: X1 ::
While aloof and distant, the Gods do care about their charges, the mortals that call upon them for aid, and in turn fill the Gods with power through worship. It behooves the Gods to defend them whenever appropriate. A song of pleading, singing out to their God for protection their enemies, it is often sung as battle begins, a final plea for help.
MECHANICS:: The Cleric is wrapped in Divine energies that protect him against physical assaults, adding a +1 to their Physical Defense for every slot of the spell known. At ClericX4, the Cleric's connection to their God is strong enough that the Shielding Hand becomes capable of defending against Magical assaults just as well. This spell does not stack with Wizardly magics, but 'will' stack with DEF enchantments on armor. This Blessing is most used by Clerics of Aden Ver and Gaea. Stamina cost is 3 per slot put into this and takes one full round to cast, making this spell become effective the following round immediately before the next attack can be made.
Physical Armor
Defending method: other
Description: When a mage casts this spell, a shimmer in the air appears around them for a moment before dissipating. This spell reduces the physical damage that the caster takes.
Mechanics: The duration of this spell is determined by a roll of dInt+dRes+Slots. The effect of this spell adding to your defense against physical attacks is the number of slots you have in the spell so, if you have 10 slots in the spell it will add 10 to your physical defense.
Elemental Shield
:MECHANICS: Through this spell the Hydromancer forms a shield around them self, bolstering defenses against both Magical, and Physical damage through the use of his element, giving 1 defense for every 1 slot for a total of +15 defense. This ability can only be used during combat and it takes one full round to summon this shield around the Mage. The spell also doesn't stack with Magical Armor or Physical Armor spells. The Caster must roll 1dInt+1dRes+Slots to determine the duration of the spell. This spell costs 2 point of stamina for every slot put into the spell.
Dev Team Member | Manager of the Bazaar (Lumio) | Assistant Manager of the Arena (Lumio) | Assistant Manager of the General Store (Spotzen Strype) | Manager of Chocolates 2 Cherish (Calvan) | Assistant Manager of the Siren's Call (Sammy)
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