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🌕Selenia

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#21
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Spells
Fos' Beam
Deals spirit*1 light damage and blinds enemies. Can be used twice as often as normal spells. 
Range 1; cannot be used on an adjacent cell to self. 
Speed of Light
Moves the selected character (teleports) to any other cell on the map. Enemies may make a spirit check to resist the effect. 
Dawn
Dispels the night effect for (spirit) subsequent rounds. 
Radiance
Attacks of the selected character ignore enemy dodge rolls for two turns. 
Eye of Fos
Deals spirit*3 light damage, blinds and burns characters in the area of effect for two turns (the caster must skip their next turn).  
Range: 12. Deals damage to allies. The caster must not be within the spell's radius. Costs three times as much. 
Rain
Rain effect for (spirit) subsequent rounds. 
Silhouette
The selected character makes two dodge rolls instead of one. Duration equals the caster's spirit. 
Tear
Restores spirit*2 health to allies within range. Range: 10. 
Wave
Enemies in the area of effect take spirit*1 water damage, also applies immobilization. Range: in front of self. 
Water Blade
Enemies in the area of effect take spirit*1 water damage, and their physical defense is reduced by 10 for (spirit) turns. Range: 3.
Amphibian
The target moves across water cells as easily as on normal surface. +(spirit) to fire, water, and light defense. Duration: 3 turns. 
Aqueousness
Physical damage is halved (does not stack with defense), immunity to water damage, elemental damage is doubled. Duration: (spirit) turns. 
Shards
Enemies in the area of effect take spirit*1 earth damage, also applies concussion. Range: in front of self. 
Boulder
Deals spirit*1 earth damage to all enemies in its path. Range: 15 cells from the caster, the caster can control the direction of the boulder. Damage from this spell can be dodged, but spirit is used instead of accuracy.
Clay Core
Deals spirit*2 earth damage to a selected enemy up to 8 cells away and causes concussion. Damage from this spell can be dodged, but spirit is used instead of accuracy.
Golem
The caster summons an earth golem to their aid. Its characteristics equal the caster's spirit (1 spirit = 3 health, 1 perception, 1 dexterity, 1 physical damage; AP equals 1, spirit 0).
Wall
The character creates a continuous wall, the length of which equals spirit/2. The wall's health equals the caster's spirit*3. It also has 5 points of defense against physical attacks. Range: 5.
Mud
Creates a quagmire effect on a selected area. Range equals spirit. 
Air Barrier
Characters, including enemies, in a selected area gain immunity to shots and to attack spells whose area is no more than one cell. The barrier's strength (the number of shots it can absorb) equals the caster's spirit. This spell can be maintained beyond one turn if the caster skips turns, provided its strength has not reached zero. 
Bow of Aether
Deals spirit*2 air damage to a selected enemy up to 15 cells away. Damage from this spell can be dodged, but spirit is used instead of accuracy.
Haste
All of the character's allies, regardless of their location on the map, gain +1 AP. Duration equals spirit. 
Acceleration
All of the character's allies (except the character themself), regardless of their location on the map, may act again. Requires 3 spell points and consumes the caster's entire spell pool for use. 
Thunderstorm
A random character (including allies and the caster) receives spirit*3 air damage at the start of the round. Duration equals spirit. 
Hand of Aether
The selected character makes an additional attack. Duration equals spirit. 
Immolation
Deals spirit*5 fire damage to an enemy on a cell adjacent to the caster. 
Flame Wall
The character creates a continuous wall, the length of which equals spirit/2. Those passing through it receive 1-3 burns (does not activate if placed directly on a character). Duration equals spirit/2. Range: 5.
Fire Shield
Places a fire shield on self or an ally. If the enemy fails a spirit check, the damage they deal to the ally is also dealt to them, but converted to the fire element.
Ignition
Attacks of the selected target cause burn. Duration: spirit. 
Arrow of Lepus
Deals spirit*3 fire damage to a selected enemy. Enemies in the arrow's path receive the fear effect (flee from the arrow). Range: 15. Can only be used in a straight line. Damage from this spell can be dodged, but spirit is used instead of accuracy.
Frenzy
Applies a berserk effect to characters (including allies) in the area of effect. Maximum range from the caster: 6. Duration equals spirit/2.
Sundown
Creates a night effect for (spirit) subsequent rounds.
Hide and Seek
The caster or a selected ally leaves the battlefield. Activates at the start of the caster's next turn (does not cost a turn). 
Entropy
Dispels positive and negative effects on the selected character. Range equals spirit. 
Magic Shield
The selected character gains +1 to barrier (bonus health bar) for each point of spirit. 
Mirror
The caster will not take damage if their enemy fails a spirit check. If the spirit check is failed twice, the enemy receives the damage they intended to deal to the caster. 
Mind Reading
The character can learn the characteristics of a selected target or its thoughts on a specific topic. 
Zombie
The caster revives a fallen character; that character cannot cast spells but retains their combat characteristics and abilities until the end of the day. Duration: (spirit) turns. 
Skeleton
The caster summons a skeleton of a fallen character. The skeleton's characteristics equal the caster's spirit (1 spirit = 1 health, 1 perception, 1 dexterity, 1 physical damage; AP equals 5, spirit 0, +10 arrow defense). Duration until the end of the day. 
Weakness
Applies weakness (disease) to a selected target. Range: 8.
Poison Cloud
Enemies within range (maximum range from caster: 6) receive the poison effect at the start of each turn. The cloud lasts three turns. 
Essence Steal
Enemies within range (maximum range from caster: 10) lose spirit*1 health, after which the caster can transfer it to themself or any ally within the same distance from them.

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