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☀️ Arselia and Akonia

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They arrive in Discordia. The cost of a regular tome is 300 rem, and to study it you need to spend 1 AP and 1000 exp. The cost of an expert tome is 1000 rem, and to study it you need to spend 3 AP and 2000 exp. 
Fire Arrow
Damage: 50%-150% (fire)
Applies burn.
Crit: damage increases by 1.5, burn ignores the will roll.
Range: 15
Stone Skin
Protects the character from (200%) of incoming damage.
Range: 5
Healing Water
Restores 100% (of SP) health to an ally.
Crit: restores an additional 100% health. 
Lightning Bolt
Damage: 50%-150% (air)
Applies stun.
Crit: damage increases by 1.5, stun ignores the will roll.
Range: 15
Languor
Reduces the target's will by half. 
Crit: reduces the target's will by three times. 
Range: 12
Earthquake
All characters on the selected area of the map receive the stun effect for one turn.
Crit: the duration of the effect increases by 1 turn. 
Ice Lance
Damage: 100%
Deals damage to all enemies in the line of effect.
Crit: deals an additional 100% damage. 
Range: 12
Chain Lightning
Deals damage to the selected target and the nearest 5 characters (including the caster's allies). 
Damage: 20%-40%-80%-160%-320%
Crit: damage is doubled.
Range: 10
Fire Rain
All characters on the selected area of the map receive 10-50% fire damage.
Crit: applies two stacks of burn.
Quagmire
Movement speed on the selected area of the map is reduced by 1 (slow effect)
Crit: SP is reduced by 2.
Cleansing
Removes negative effects from an ally. 
Crit: additionally grants immunity to them for three turns.
Flight
The character can fly.
Range: 5
Fire Shield
Damage received by the character is returned to the attacker as fire.
Crit: grants immunity to fire damage. 
Range: 5
Carapace
The first attack against the character deals no damage. 
Crit: protects against one more attack.
Range: 5
Water Shield
Immunity to physical attacks for (SP/5) turns. 
Crit: immunity to water damage until the end of the battle. 
Range: 5
Incineration
Damage: 300-500% (air)
Crit: damage is doubled. 
Range: 1
Melting
Destroys the enemy's equipment. Each piece of inventory is subject to a will check by the character. 
Crit: two attack rolls are made for each item. 
Range: 5
Grasping Roots
Immobilizes the selected enemy for 1 turn.
Crit: for two turns.
Range: 5
Underwater Breathing
The character can breathe underwater.
Range: 1
Air Shield
Ranged attacks must pass a will check to deal damage.
Crit: will checks are twice as weak. 
Fire Elemental
The character summons a fire-immune creature whose health equals the caster's SP*3.
Physical damage to the elemental is halved. Water deals five times more damage.
In melee, the elemental deals 100% fire damage (of SP), and also has three charges of fire arrow.
The elemental always has the fire shield effect on it. 
Range: 3
Disappears after the end of the battle. To learn, you must master three other fire spells. 
Wall
The character changes the landscape on 10 tiles, creating an obstacle. The wall's durability equals the caster's SP, and physical damage to it is halved. 
Range: entire map.
To learn, you must master three other earth spells. 
Injury Protection
Protects the character from injuries until the end of the battle. 
Range: 3.
To learn, you must master three other water spells. 
Hurricane
The character changes the weather for three turns (counted by phase). 
During this period, the accuracy of bows, crossbows, thrown and firearm weapons is -100%.
To learn, you must master three other air spells. 
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Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария