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Fire Magic

Fire Wall (1)

Damage: 20% SP + the same amount on the next turn.
Cost: 20 per 1 square
Duration: until the end of battle.
Features: can only be placed in a straight line.

Explosion (1)

Damage: 100% SP
Cost: 125

Flash (1)

Damage: 125% SP
Cost: 125

Fire Shield (1)
Reflected Damage: SP/4=% reflected fire damage to the enemy before resistances.
SP/4=% fire resistance.
Range: 1
Cost: 75

Ignition (1)
Damage: SP/40=% of max HP every turn.
Range: 8
Cost: 100

Inferno (1)

Damage: 50-200% SP
? - this spell can deviate by 0-5 cells vertically and 0-5 cells horizontally.
Cost: 200

Ardor (1)
SP/4= -% fire resistance.
SP/6= -% to psyche.
Outside of battle, it is not an aggressive action.
Range: 5

Earth Magic

Fortification (1)
Cost: 25 per 1 square
Features: can only be placed in a straight line.
Durability= SP, resistances: 66%

Earthquake (1)
Cost: 30 per one square
Structure damage 100% SP (ignores resistances).
Characters on adjacent cells receive 4-16% (of SP) physical damage per cell.

Surge of Strength (1)
Effect: +0.2*SP= +% health
Cost: 175
Range: 1

Mountain Strength (1)
Effect: +0.2*SP= +% DMG
Cost: 125
Range: 1

Earth Cover (1)
Effect: +0.2*SP = +% RSS (phys. damage).
Cost: 175
Range: 1

Rift (1)
Damage: 30-120% SP
Effect: paralysis (SP vs AGI) for 1 (150), 2 (250), 3 (400), 4 (400+) turns.
Cost: 300

Lightning Magic

Shock
Paralyzes the enemy for 1-2 (150), 1-3 (250), 1-4 (400), 1-5 (400+) turns.
Cost: 50
Range: 15 (1)

Tension (1)
Drains the enemy's magical energy (SP/6)%
Cost: 50
Range: 15

Lightning Strike (1)
Selected character receives 1%-400% damage from SP
Cost: 100
Range: 15

Storm Cloud (1)
All characters in the area of effect are subjected to shock, tension, and lightning strike effects.
Cost: 300
REQ: Shock
Tension
Lightning Strike


Teleportation (1)
Range: SP/12
Cost: 50

Electrification (1)
RSS (electricity) +(SP/3)%, immunity to movement-restricting effects, MOV*1.5
Range: 1
Cost: 100

Water Magic

Renewal (1)
The caster restores (SP/12)=% health to themselves or a companion.
Cost: 50

Water Shield (1)
Underwater breathing, fire resistance +(SP/5)%, water resistance +(SP/3)%
Cost: 50
Range: 1

Water Shot (1)
Damage = SP
Cost = SP/3
Range: 8

Tsunami (1)
Characters in the area of effect receive a penalty to ACC, AGI, MOV of SP/5=% for five turns.
Cost: 400

Water Moat (1)
Characters passing through this artificially created river must spend a turn to cross it if the total value of their strength and endurance is lower than SP/4, but even in case of success, their speed during this turn cannot be higher than 3.
Cost: 20 per 1 square
Features: can only be straight

Wave (1)
Damage: 20% of SP
Cost: 25

Air Magic

Air Blades (1)
Damage: 300% of SP
-25% damage for each cell passed.
Damages armor and shields.
Cost: 50

Air Wall (1)
Blocks all spells and ammunition directed from outside or inside.
Cost: 100 per one square.
Features: can only be straight

Tornado (1)
Characters in the area of effect are slowed by SP/6 and receive damage equal to SP/9 = % of current health.
Cost: 400
Duration: SP/50
The tornado can be moved by SP/50 cells

Suffocation (1)
Selected character becomes paralyzed until they pass a resistance check and receives (SP/25) damage from their maximum health every turn.
MEN - (SP/8)%
Cost: 125

Levitation (2)
Character can hover in the air. Immunity to melee attacks.
Cost:
SP>150: 100/turn
SP>200: 90/turn
SP>250: 80/turn
SP>300: 70/turn
SP>350: 60/turn
SP>400: 50/turn

Magic Flows (2)
The next spell (only next turn) will be either (SP/7)% cheaper, or (SP/8)% more powerful. Can be used twice in a row to achieve both effects.
Cost: 0

Cold Magic

Freeze (1)
Paralyzes a character until the end of battle or until they take damage; first attack deals +SP%
Cost: 200
Range: 8

Ice Spear (1)
Size: 1x3
Range: 15
Piercing effect (3 cells)
Cost: 200
Damage: 150% SP

Shards (1)
Range: 15
Cost: 40
Damage: 15% SP x3

Ice Ring (1)
Cost: 125
Damage: 100% SP/200% SP

Ice Coffin (1)
Range: 5
Cost: 200
Immunity to everything+paralysis. Durability = SP*10
Resistance upon casting -80%

Ice Armor (1)
Cost: 150
Effect: SP*0.15% damage resistance
Range: 1

Creation Magic

Healing
Restores (magic power/100) health units per one unit of magical energy.
Range: 1

Mental Shield
MEN +(SP/4)%
Cost: 50
Range: 1

Purification
Removes all common negative effects from the character, cures diseases.
Cost:
SP>150: 150
SP>200: 125
SP>250: 100
SP>300: 75
SP>350: 50
SP>400: 25
Range: 1

Blessing
Selected character's health increases by (SP/6)%
Cost: 100
Range: 1

Combat Meditation
Allies receive the following bonus: AGI, ACC, MEN +(SP/7)%
Cost: 50/turn
Range: ~
The caster cannot move or perform other actions.

Energy Management

Magic Barrier (1)
Magical energy of the target or caster absorbs incoming damage.
Range: 1
Cost: none

Entropy (2) Dissipates magical and other supernatural effects. Check: SP*3
Range: 10
Size: (SP/50xSP/50)
Cost: 75

Denial (1) Chance to ignore received damage.
Cost: 200

Disintegration (3) Damage: 200% SP
Cost: 300

Utilization (2) Mag. energy +(SP/8)% (passive skill)

Ishanad

Necromancy (2) The caster raises a fallen creature from the dead and controls its actions. Characteristics: SP/4
Cost: 10% of the risen's max HP is reserved until the risen is destroyed.

Black Magic (2) The caster creates a creature according to their imagination.

Vicious Bond (1) With the sorcerer's permission, servants consume his magical energy to restore their own health.
1 energy = 2 health units.

Cloud of Death (3) Characters in the area of effect must pass a resistance check, otherwise they die.
Cost: 400

Plague (1) Characteristics of all characters in the area of effect -SP/10
Size: 15x15
Cost: 300
Range: 20

Oblivion (1) Selected character loses their memory
Cost: 50
Outside of battle, range: 1

Pact (1) The spell is cast on an ally. All negative effects and damage received by the caster will be redirected to the target. Damage received this way restores magical energy to the caster.
Cost: 0

Dreams (1) Selected character falls into a state of deep sleep. In case of success, the caster can impose certain thoughts and ideas on the victim.
Range: 10
Cost: 50

Channel Rupture (1) Ignites a character's magical energy, dealing damage equal to 20% of their energy amount every turn.
Range: 20

Curse (3) MEN -66%, can be used on one target outside of battle (will not be considered an aggressive action)
Cost: 300

Subjugation (1) Forces the selected character to follow the sorcerer's orders.
Range: 5
Cost: 250

Mind Suppression (1) The sorcerer can rewrite the target's personality and memories at their discretion.
Used only outside of battle, the target must be immobilized.
100/attempt
Target's MEN +100%, but -50 after each attempt.

Drain (1) The caster absorbs +10% health from characters in the area of effect and converts it into their energy reserve.
Cost: 200

New Magic

~~ This direction in the art of magic refers to recent research conducted at the Ilinar Academy of Sorcery, authored by a Taosian mage and scholar who also teaches.
Concept: peculiar auto-attacks for wizards without energy costs when using special items (most often in the form of spheres); for greater convenience, they are placed in wands or staffs. Use also requires the corresponding specialization.
Learning cost: (1)
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия

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