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Basic Sample Spell List
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Basic Sample Spell List
- Spells:
- Fire:
- Fire I: An offensive fire spell. It moves forward at slow speed and slightly homes in on a target for several feet before dissipating. Short-range.
Fire II: A defensive fire spell. It creates a ring of fire that rotates around the user and inflicts damage on enemies that venture too close. Duration of twelve seconds.
You sense that fire spells have a chance to Ignite the opponent, causing fire damage over time.
- Blizzard:
- Blizzard I: An offensive ice spell. It creates a spread of ice crystals that rocket forth and can hit multiple enemies for low damage. Damage increases slightly with shorter range. Short Range.
Blizzard II: An offensive ice spell. It creates a focused burst of ice crystals that rocket forth and pass through enemies for low damage. Damage increases slightly with shorter range, but decreases for every foe that it passes through. Short range.
Blizzard III: An offensive ice spell. It creates single chunk of ice that is hurled forth and passes through multiple opponents or dealing multiple blows, dealing low damage. Short Range.
Blizzard IV: A subversive ice spell. It fires it's load like Blizzard I, but doesn't deal damage and instead of dissipating the crystals hang in the air until they are disturbed, dealing low damage. Short Range.
You sense that Ice spells can potentially freeze a target in their tracks.
- Thunder:
- Thunder I: An offensive thunder spell. It calls down a rain of lightning over a target, afflicting a small area around them and dealing low damage. Long Range.
Thunder II: An offensive thunder spell. It calls down a string of lightning over a target, afflicting them and the area behind them in a straight path while dealing low damage. Long Range.
Thunder III: An offensive thunder spell. It calls down a single bolt of lightning over a foe, arcing into other nearby foes if it connects and dealing low damage. Long Range.
Thunder has a chance of jolting foes, causing them to take low damage if the make physical contact with anything they weren't already holding that conducts electricity.
- Cure:
- Cure I: A supportive cure spell. It targets a single individual at any range and heals them for a small amount.
Cure II: A supportive cure spell. It targets the caster and heals allies in the immediate area for a small amount.
- Aero:
- Aero I: A defensive aero spell. It creates a barrier of wind around the caster, shielding them from low-damage attacks for a limited time. Attacking with melee usually results in low damage against the attacker. Duration of twelve seconds.
Aero II: A subversive aero spell. It creates a small gust of wind around the caster, forcing enemies back from their person a few feet.
Aero III: An offensive aero spell. It fires a swift and dangerous gust of wind at an opponent, inflicting low damage.
Aero IV: A subversive aero spell. It launches opponents in the immediate area around the caster several feet into air.
Aero V: An offensive aero spell. It fires a swift gust of wind at an opponent, launching them several feet into the air.
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