Difference between revisions of "Spell list"

From Gempunks
Jump to: navigation, search
Line 19: Line 19:
 
=== Elite Spells ===
 
=== Elite Spells ===
  
{{:Fireball}}
 
 
{{:Firebolts}}
 
 
{{:Wall of eternity}}
 
 
{{:Fireswallowing}}
 
 
{{:Swallow whole}}
 
 
{{:Animate skeletons}}
 
 
{{:Bone prison}}
 
 
{{:Turn undead}}
 
 
{{:Skull grenade}}
 
 
{{:Fossil walk}}
 
 
{{:Trace bindings}}
 
 
{{:Enrage}}
 
 
{{:Wall of prodigal depth}}
 
 
{{:Spatial tunneling}}
 
 
{{:Word of beckoning}}
 
 
{{:Silence}}
 
 
{{:Contagion}}
 
 
{{:Tree spy}}
 
 
{{:Share movement}}
 
 
{{:Potential clone}}
 
 
{{:Shift spell}}
 
 
{{:Sign language}}
 
  
 
=== Paragon Spells ===
 
=== Paragon Spells ===
  
{{:Fire burst}}
 
 
{{:Haste}}
 
 
{{:Annihilate item}}
 
 
{{:Consumed by fire}}
 
 
{{:Temporal feast}}
 
 
{{:Invasive surgery}}
 
 
{{:Necromantic aura}}
 
 
{{:Invisibility}}
 
 
{{:Regeneration}}
 
 
{{:X-ray vision}}
 
 
{{:Wall of bone}}
 
 
{{:Unbinding}}
 
 
{{:Soul crush}}
 
 
{{:Calm emotions}}
 
 
{{:Instant message}}
 
 
{{:Memetic contagion}}
 
 
{{:Word of recall}}
 
 
{{:Expanding void}}
 
 
{{:Heal disease}}
 
 
{{:Chlorophyll skin}}
 
 
{{:Share wounds}}
 
  
 
=== Legend Spells ===
 
=== Legend Spells ===
  
{{:Fire beam}}
 
 
{{:Time stop}}
 
 
{{:Rewind}}
 
 
{{:Magmatize}}
 
 
{{:Wurmfood}}
 
 
{{:Here comes the sun}}
 
 
{{:Bonestorm}}
 
 
{{:Death touch}}
 
 
{{:Death ward}}
 
 
{{:Control undead}}
 
 
{{:Raise dead}}
 
 
{{:Soul swap}}
 
 
{{:Infinite battlefield}}
 
 
{{:Portal}}
 
 
{{:Biography}}
 
 
{{:Censorship}}
 
 
{{:Copycat}}
 
 
{{:Epidemic}}
 
 
[[SMW::on]]
 
[[SMW::on]]

Revision as of 12:11, 26 December 2012

Spells

A character can cast a spell they know by expending a charge of the appropriate tier. Unless otherwise specified, when a spell allows or requires a saving throw, the DC for that saving throw is 5 if the caster is Common, 7 if the caster is Elite, 9 if the caster is Paragon, or 11 if the caster is Legend tier.

Every spell has some sort of Casting Action: Casters must perform that action in order to cast the spell. Broad movements reduce visual Stealth by 1; speaking or making sounds reduces auditory Stealth by 1; and all actions reduce Stealth by 1, although some spells are particularly flashy. Remaining perfectly still makes you stationary.

Conscious creatures may choose to be hit by spell attacks or fail their saves against spells, if they so desire.

Targets are chosen when the caster begins casting, and must remain valid for the entire time that the spell is being cast. If they are not, the spell is unsuccessful, but the charge is not wasted.

Common Spells

SMW::off {{#ask: Tier::Common |format=embedded |embedonly=Yes |limit=9999 }}

Elite Spells

Paragon Spells

Legend Spells

SMW::on