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☀️ Arselia and Akonia

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List of Kaya Morax's Spells

Fire Arrow
Damage: 50%-150% (Fire)
Inflicts Burn.
Crit: damage increased by 1.5, Burn ignores Will roll.
Range: 15

Languor
Reduces target's Will by half.
Crit: reduces target's Will by three times.
Range: 12

Fire Rain
All characters on the selected area of the map receive 10-50% Fire damage.
Crit: inflicts two stacks of Burn.

Fire Shield
Damage received by the character is returned to the attacker as Fire.
Crit: grants immunity to Fire damage.
Range: 5

Melt
Destroys the enemy's equipment. Each piece of inventory is checked against the character's Will.
Crit: two attack rolls are made for each item.
Range: 5

Fire Elemental
The character summons a Fire-immune creature whose health equals the caster's SM*3.

Physical damage to the Elemental is halved. Water damage deals five times more damage.
In melee combat, the Elemental deals 100% Fire damage (from SM), and also has three charges of Fire Arrow.
The Elemental always has the Fire Shield effect active.
Range: 3
Disappears after the battle ends.

Armageddon
All characters on the map receive 200% Fire damage.

Soul Flame
Removes negative effects from the selected character and allows them to take extra turns in exchange for AP until the end of the battle.
Success chance: 500 SM = 100%.

Stone Skin
Protects the character from (200%) incoming damage.
Range: 5

Earthquake
All characters on the selected area of the map receive the Stun effect for one turn.
Crit: effect duration increased by 1 turn.

Quagmire
Movement speed on the selected area of the map is reduced by 1 (Slow effect).
Crit: SP reduced by 2.

Carapace
The first attack against the character will deal no damage.
Crit: protects against one additional attack.
Range: 5

Grasping Roots
Immobilizes the selected enemy for 1 turn.
Crit: for two turns.
Range: 5

Wall
The character changes the landscape on 10 tiles, creating an obstacle. Wall durability equals the caster's SM, physical damage against it is halved.

Range: entire map.

Meteor Fall
A meteor falls on a 10x10 area, dealing 222% Earth damage, 222% Matter damage, 222% Fire damage, 222% Air damage, and 222% Cosmic damage.
Range: entire map.

Earth Elemental
The character summons an Earth-immune creature whose health equals the caster's SM*3.
Physical damage to the Elemental is halved. Air damage deals five times more damage.
In melee combat, the Elemental deals 100% Earth damage (from SM), and also has three stacks of Carapace.
The Elemental automatically immobilizes enemies standing on adjacent tiles (their SP drops to 0 if they fail a Will check).
Range: 3
Disappears after the battle ends.

Healing Water
Restores 100% (of SM) health to an ally.
Crit: restores an additional 100% health.

Ice Lance
Damage: 100%
Deals damage to all enemies in the line of effect.
Crit: deals an additional 100% damage.
Range: 12

Cleansing
Removes negative effects from an ally.
Crit: additionally grants immunity to them for three turns.

Water Shield
Immunity to physical attacks for (SM/5) turns.
Crit: immunity to Water damage until the end of the battle.
Range: 5

Underwater Breathing
Allows the character to breathe underwater.
Range: 1

Injury Protection
Protects the character from injuries until the end of the battle.

Range: 3.

Water Elemental
The character summons a Water-immune creature whose health equals the caster's SM*3.
Physical damage to the Elemental is halved. Earth damage deals five times more damage.
In melee combat, the Elemental deals 100% Water damage (from SM), and also has three charges of Healing Water.
The Elemental automatically uses Cleansing on allies at the start of its turn.
Range: 3
Disappears after the battle ends.

Tsunami
Ends the battle with unforeseen consequences.
Success chance: 1000 SM = 100%.

Lightning Bolt
Damage: 50%-150% (Air)
Inflicts Stun.
Crit: damage increased by 1.5, Stun ignores Will roll.
Range: 15

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

Flight
Allows the character to fly.
Range: 5

Incineration
Damage: 300-500% (Air)
Crit: damage is doubled.
Range: 1

Air Shield
Ranged attacks must pass a Will check to deal damage.
Crit: Will checks are twice as weak.

Hurricane
The character changes the weather for three turns (counted by phase).
During this period, the accuracy of bows, crossbows, thrown and firearms is -100%.

Swap
Swaps two items, two people, or a person and an item.
Range: entire map.
Success chance: 500 SM = 100%.

Air Elemental
The character summons an Air-immune creature whose health equals the caster's SM*3.
Physical damage to the Elemental is halved. Fire damage deals five times more damage.
In melee combat, the Elemental deals 100% Air damage (from SM), and also has three charges of Chain Lightning.
The Elemental can fly.
Range: 3
Disappears after the battle ends.

Mind Reading
With this spell, you can find out what the selected character is currently thinking or obtain information on a specific request.

Analyze
Allows determining the origin, belief, and profession of the target, as well as a certain property set by the character once when learning this spell.

Mental Lock
Using outside of battle protects the character from Mind Reading, Analyze, and Delusion.
Using in battle protects the character from mental influence until the end of the battle (Range: 1).

Delusion
Successful application inclines the target to commit the named action.

Enhancement
Grants the target 1 to a chosen stat for every 100 SM.
It only works on one character once per week.

Sleep
Removes the selected enemy from battle (Will roll).

Copy
In exchange for HP, creates a copy of the selected item, provided it is not unique, of complex construction, or possessing magical properties.

Strengthen
Makes the selected item indestructible for one day.

Creation
In exchange for HP, creates standard weapons, equipment or their analogues.

Convenience
In exchange for HP, the character can create: provisions, bandages, special ice, boluidin, antiphone, calmative, coolant, alcohol, redistribution tincture, medications, eye drops, antitoxin, warming ointment, tonic.

Creation
Grants the target 100% (of SM) experience points.
It only works on one character once per week.

Resurrection
Returns a character fallen in battle to life without injuries.
Success chance: 500 SM = 100%.
Each injury costs 1 HP.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария