Miridon Hunters RPG
 
 

Spell List:


Elemental Spell:
Maximum Range: 60 ft
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -10

Base Effect: Deal 6d6 elemental damage of your choice to a single target. Possible elements include fire, cold, and electricity. [Spell Damage Reduction] reduces this damage.

Offensive Spell Boost: Each rank adds 2d6 damage to spell.
General Spell Boost: Each rank adds 1d6 damage to spell.



Health Recovery:
Maximum Range: 60 ft or Self
Spell Cast Time: 2 [Action Blocks]
Subtlety Modifier: +5

Base Effect: Restore 6d6 health to a single target. This healing works on humans and any possessed objects.

Defensive Spell Boost: Each rank adds 2d6 damage to amount healed.
General Spell Boost: Each rank adds 1d6 damage to amount healed.



Gale Burst:
Range: 45 ft radius
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -15

Base Effect: All other units within the radius of the range of the caster, both friendly and unfriendly, are knocked back 30 feet away from the caster. Should this cause the target to hit a wall or stationary object, the target will take 1 damage per foot left to travel as physical damage. [Physical Damage Reduction] reduces this damage.

Offensive Spell Boost: Each rank adds 5 feet to the distance the the targets are knocked back.



Gather Mist:
Range: Self
Spell Cast Time: 2 [Action Blocks]
Subtlety Modifier: +0

Effect: Recovers all the character’s [Ghost HP]. The [Current Ghost HP] of the spell caster is regenerated to the [Maximum Ghost HP] of the spell caster. If the [Maximum Ghost HP] exceeds the [Current Physical HP], then an insanity check should be made.



Spell Barrier:
Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: +0

Base Effect: Creates a barrier that absorbs 30 spell damage or other elemental damage before breaking.

Defensive Spell Boost: Each rank adds 5 damage to amount of damage the barrier can absorb before breaking.
General Spell Boost: Each rank adds 2 damage to amount of damage the barrier can absorb before breaking.



Physical Barrier:
Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: +0

Base Effect: Creates a barrier that absorbs 30 physical damage before breaking.

Defensive Spell Boost: Each rank adds 5 damage to amount of damage the barrier can absorb before breaking.
General Spell Boost: Each rank adds 2 damage to amount of damage the barrier can absorb before breaking.



Elemental Weapon:
Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -5

Base Effect: This effect can be placed on either a weapon or a character. If the effect is placed on a character, then the enchantment affects unarmed attacks made by the character.

Enchant a weapon to deal an additional 1d6 elemental damage to any target hit by this weapon. Possible elements include fire, cold, and electricity. This damage is reduced separately than the damage from the weapon attack. [Spell Damage Reduction] reduces this damage. For effects that require more than 0 damage to be dealt by the weapon, if they weapon damage is reduced to 0, but the [Elemental Weapon] damage is greater than 0, then the weapon is considered to have dealt more than 0 damage.

Offensive Spell Boost: Each rank adds 2 damage to spell.
General Spell Boost: Each rank adds 1 damage to spell.



Vampiric Weapon:
Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -5

Base Effect: This effect can be placed on either a weapon or a character. If the effect is placed on a character, then the enchantment affects unarmed attacks made by the character.

Enchant a weapon to heal the wielder for 1d6 damage when they hit a target with this weapon. The attack must deal more than 0 damage.

Defensive Spell Boost: Each rank adds 2 damage to amount healed.
General Spell Boost: Each rank adds 1 damage to amount healed.



Possession:
Range: 60 ft
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: +10

Base Effect: The [Spell Power] of this spell is 15d6. If the target has a [Current Physical HP] less than the [Spell Power], then they are possessed. Targets possessed by the spell have their [Maximum Ghost HP] and [Current Ghost HP] both increased by either [Target's Current Physical HP] - [Spell Power] or [Spell Ghost HP], whichever is smaller. This will require the target to make an [Insanity] roll if their [Current Ghost HP] > [Current Physical HP].

Offensive Spell Boost: Each rank adds 4d6 damage to the [Spell Power].
General Spell Boost: Each rank adds 2d6 damage to the [Spell Power].