Post by Bluestorm on Jan 14, 2018 19:30:47 GMT
1. Doctrine of Fire
2. Doctrine of Ice
3. Doctrine of Earth
4. Doctrine of Air
5. Doctrine of Healing
6. Doctrine of Necromancy
7. Doctrine of Enchanting
8. Doctrine of Runesmithing
Spell | Effect | Difficulty Modifier |
Flare | D6 damage on a 1-3, on a 4-5 blinds nearby enemies, on a 6 both | 0 |
Sparks | D6 damage, applies burning on a 6 | 1 |
Ignite | Sets anything flammable on fire, cancels frozen or rooted | 3 |
Fireball | 2d6 damage, applies burning | 7 |
Fire Shield | The next enemy who attacks you takes 2D6 damage and deals half damage if they are less than your level | 8 |
Wildfire | (D6)d6 damage, applies burning | 10 |
Fire Aura | Any enemy near you in the next 3 turns takes 2d6 damage | 12 |
Explosion | 2d6 enemies each take 3d6 damage | 15 |
Flame Lance | For the next 3 turns, your weapon deals 2d6 extra fire damage | 17 |
Firestorm | Roll a d6 for each enemy, they are either hit by fireball on a 1-3, wildfire on a 4-5, or nothing on a 6 | 19 |
2. Doctrine of Ice
Spell | Effect | Difficulty Modifier |
Blizzard | Blows back on a 1-3, on a 4-5 freezes an enemy of your level or lower, on a 6 both | 0 |
Ice Shard | D6 damage, freezes on a 6 | 1 |
Freeze | Freezes an enemy that is up to 3 levels above you | 3 |
Ice Shield | Blocks the next attack on you, on a 6 freezes your attacker | 7 |
Ice Bolt | Deals 4D6 damage, on a 6 freezes | 10 |
Summon Ice Demon | Summons an ice demon with d6 health to fight for you. Ice demons have 6 wisdom and will cast ice shard each turn | 11 |
Permafrost | Deals d3 damage and freezes d6 enemies | 15 |
Shatter | All frozen enemies take 7d6 damage | 14 |
Avalanche | Deals 3d6 damage to d6 enemies | 17 |
Absolute Zero | Freezes and deals d6 damage to 2d6 enemies | 19 |
3. Doctrine of Earth
Spell | Effect | Difficulty Modifier |
Root | Roots an enemy | 0 |
Rock Blast | D6 +1 damage, stuns for 1 turn on a 6 | 1 |
Crush | 2D6 damage, stuns for 1 turn on a 6 | 4 |
Stoneflesh | Blocks the next attack | 5 |
Stonefist | Your strength increases by 2d6 for 1 turn | 7 |
Metor Strike | 4d6 damage, on a 6 stuns for 1 turn | 10 |
Strangling Roots | Roots an enemy and deals 4d6 damage | 11 |
Earthquake | D6 enemies each take 3d6 damage and are stunned for 1 turn on a 6 | 15 |
Petrify | Turns an enemy of lower level than you to stone (instant kill) | 17 |
Meteor shower | 2d6 enemies are each hit with a meteor strike | 19 |
4. Doctrine of Air
Spell | Effect | Difficulty Modifier |
Gust | Blows back up to 2 enemies | 0 |
Shock | D6 damage, stuns for 1 turn on a 6 | 1 |
Hurricane | Blows back and deals d3 damage to d6 enemies | 4 |
Featherweight | Allows you to jump incredible heights and fall slowly | 5 |
Lightning Strike | Deals 3d6 damage and stuns on a 6 | 8 |
Flight | Allows you to fly for 2d6 turns | 10 |
Tornado | Blows back and deals d6 damage to 2d6 enemies | 12 |
Chain Lightning | Deals 4d6 damage to an enemy, on a 5 or 6 jumps to the next. This repeats until a 5 or 6 is not rolled | 13 |
Lightning Blade | Your next weapon attack will deal an extra 4d6 shock damage and stun on a 6 | 16 |
Lightning Storm | 2d6 enemies are hit by a lightning strike | 18 |
5. Doctrine of Healing
Spell | Effect | Difficulty Modifier |
Heal | Target regains d3 health | 0 |
Entangle | Target is rooted for 1 turn before they can have a chance of being freed | 1 |
Empower | Target gains 10 MP. This spell costs 0 MP. | 2 |
Endure | The next attack on a target is blocked, and they gain d3 health | 6 |
Cure | Cures all diseases and removes all curses and status effects | 6 |
Healing Aura | Allies around you regain d6 health a turn for 3 turns | 10 |
Cocoon | Target is frozen, cannot take any damage, and regains 2d6 health a turn for 2 turns | 11 |
Rest | Target is asleep for 3 turns before they have a chance of awaking | 13 |
Revive | Target gins 20 health and mana | 14 |
Resurrect | Target is brought back to life with 5d6 health (cannot be more than their maximum) | 17 |
6. Doctrine of Necromancy
Spell | Effect | Difficulty Modifier |
Soul Sap | Deals d6 damage, on a 6 heals you for 1 health | 1 |
Raise Thrall | Raises a corpse as a thrall with d6 health | 2 |
Soul Tie | Any damage taken by you is also taken by the target of this spell | 4 |
Curse | Curses an enemy | 5 |
Soul Spikes | The next two enemies to attack you take 2d6 damage, and heal you for d3 health | 8 |
Soul Quench | Deals 4d6 damage to an enemy, and heals you for d6 health | 10 |
Mortal End | Deals 5d6 damage to an enemy. If they die, they are raised as a thrall with d6 health | 12 |
Dance of the Dead | Raises 2d6 corpses as thralls with d6 health | 14 |
Final Incantation | Deals 2d6 damage to 2d6 enemies. If they die, they are raised as thralls with d6 health | 16 |
Grim Scythe | 3d6 enemies take 4d6 damage. if they die, they are raised as thralls with d6 health | 21 |
7. Doctrine of Enchanting
Spell | Effect | Difficulty Modifier |
Enchant | Enchants a weapon or piece of armour with a class 1 enchantment | 0 |
Dream Touch | Puts an enemy of your level or lower to sleep - requires skin to skin contact | 2 |
Living Nightmare | Deals d6 damage, and an extra d6 damage to sleeping enemies | 2 |
Imbue | Enchants a weapon or piece of armour with a class 2 enchantment | 5 |
Dream Walk | Turn invisible for 3 turns | 8 |
Bend Will | Take control of an enemy for 2 turns | 10 |
Summon Nightmare | Summons a nightmare with 2d6 health | 13 |
Ambrican | Enchants a weapon or piece of armour with a class 3 enchantment | 14 |
Dream Field | D6 enemies around you of your level or lower are put to sleep | 17 |
Inspiration | Control the actions of up to 10 enemies for 5 actions | 20 |
8. Doctrine of Runesmithing
Spell | Effect | Difficulty Modifier |
Carve Minor Rune | Carves a class 1 rune on a weapon or piece of armour | 0 |
Explosive Rune | Deals d6 damage to 2 nearby enemies or allies - randomly selected | 2 |
Runic Trap | Leaves a trap that will stun for 2 turns and deal d6 damage to anything that steps in it | 4 |
Carve Rune | Carves a class 2 rune on a weapon or piece of armour | 5 |
Wild Rune | Casts a random spell from a random doctrine | 8 |
Rune of Destruction | Deals 3d6 damage to all people nearby | 12 |
Runic Shield | Blocks the next attack, and deals 2d6 damage to the attacker , and d3 damage to yourself | 12 |
Carve Major Rune | Carves a class 3 rune on a weapon or piece of armour | 14 |
Doomsday Rune | Deals 5d6 damage to all nearby people | 17 |
Power of the Old Gods | Casts d6 + 1 random spells form random doctrines | 20 |