We're still in the testing phase and I haven't yet finalized spells. At least for now, let's have a few that you already know but with adjustments. Since spells are cast once-per-battle, I want to make them worth casting, so I'm thinking they should last multiple rounds.
Roll a 1, 1 round; roll a 2, 2 rounds, etc. / 0 = fail, but you don't lose the spell for failing. If this works and is interesting, we keep it.
EDIT - I will simplify the spells a bit. Details to follow in next post.
Roll a 1, 1 round; roll a 2, 2 rounds, etc. / 0 = fail, but you don't lose the spell for failing. If this works and is interesting, we keep it.
Blades of Ice
Casting Round: MAGIC roll determines # of rounds spell will last
* MOVEMENT, SELF = skate fast; skate on the surface of water
* MOVEMENT, OTHERS = leave a trail of sticky ice wherever you skate
* FIGHT = sword of ice or ice skate
* MAGIC = slippery ice / COMBO = encase enemy in ice
* SHOOT = ice javelin or snowball
Nature's Call
Casting Round: MAGIC roll determines # of rounds spell will last
* MOVEMENT, SELF = move stealthily; climb effortlessly; swing tree to tree, ledge to ledge, etc.
* MOVEMENT, OTHERS = leave climbable vines on walls or swinging vines on trees, ledges, etc.
* GRAPPLE = vine
* MAGIC = vines constrict / COMBO = vines slam enemy
* TRAP = root
Heaven's Arrow
Casting Round: MAGIC roll determines # of rounds spell will last
* MOVEMENT, SELF = fly
* MOVEMENT, OTHERS = swoop by friends and the wind can carry them along
* FIGHT = feather fan blade or wind kick
* MAGIC = thunder / COMBO = lightning
* SHOOT = angel-feather arrow or dart
NOTE: when you combo, you can switch back and forth between fight/shoot and magic, allowing you to mix damage and effects.
(So if you're a nymph, you're better off rolling MAGIC, then switching to FIGHT or SHOOT—depending where your target is. If you're a huntress, you're better off starting with FIGHT or SHOOT, then switching to magic. In other words, roll as many dice as you can.)
Let's give Kell blades of ice, Sigrlinn can have heaven's arrow, and I'll give you both nature's call.
Casting Round: MAGIC roll determines # of rounds spell will last
* MOVEMENT, SELF = skate fast; skate on the surface of water
* MOVEMENT, OTHERS = leave a trail of sticky ice wherever you skate
* FIGHT = sword of ice or ice skate
* MAGIC = slippery ice / COMBO = encase enemy in ice
* SHOOT = ice javelin or snowball
Nature's Call
Casting Round: MAGIC roll determines # of rounds spell will last
* MOVEMENT, SELF = move stealthily; climb effortlessly; swing tree to tree, ledge to ledge, etc.
* MOVEMENT, OTHERS = leave climbable vines on walls or swinging vines on trees, ledges, etc.
* GRAPPLE = vine
* MAGIC = vines constrict / COMBO = vines slam enemy
* TRAP = root
Heaven's Arrow
Casting Round: MAGIC roll determines # of rounds spell will last
* MOVEMENT, SELF = fly
* MOVEMENT, OTHERS = swoop by friends and the wind can carry them along
* FIGHT = feather fan blade or wind kick
* MAGIC = thunder / COMBO = lightning
* SHOOT = angel-feather arrow or dart
NOTE: when you combo, you can switch back and forth between fight/shoot and magic, allowing you to mix damage and effects.
(So if you're a nymph, you're better off rolling MAGIC, then switching to FIGHT or SHOOT—depending where your target is. If you're a huntress, you're better off starting with FIGHT or SHOOT, then switching to magic. In other words, roll as many dice as you can.)
Let's give Kell blades of ice, Sigrlinn can have heaven's arrow, and I'll give you both nature's call.
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