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(Skill Set)
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       <td><span style="color:#a153d2">Conditions</span></td>
 
       <td><span style="color:#a153d2">Conditions</span></td>
       <td>Rot, fear, hex, curses, and disease are features of these spells.</td>
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       <td>These spells feature rot, fear, hex, curse, and disease.</td>
 
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       <td><span style="color:#a153d2">Ritual</span></td>
 
       <td><span style="color:#a153d2">Ritual</span></td>
       <td>These spells are best used out of combat because they take a long time to cast and require magical reagents. They are often strong curse or otherwise powerful, which as tainting a lake, or rotting a field.</td>
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       <td>These spells are best used out of combat because they have a long spellcast and require magical reagents. They are often strong curses or have powerful effects such as tainting a lake, or rotting a field.</td>
 
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[[Category: Magic]][[Category: Summon]]
 
[[Category: Magic]][[Category: Summon]]

Revision as of 21:36, 15 January 2018

Standard
Black Magic allows the user to wield a dark energy that often manifests as a dark purple or shadowy haze which causes damage to its target upon impact. It is a nefarious magic that corrupts nature and is used in rituals to curse, hex, or otherwise harm its targets. These rituals are often incredibly intricate and offer little to no use in close combat.
Energy gauge Range gauge
  • Condition
  • Disruption
Awakened
Necromancy gives the user the ability to reanimate corpses and place them under their control as mindless minions. These minions require constant sustenance from the user and can be difficult to maintain in larger numbers. The user can also imbue lesser undead creatures with energy to create hostile abominations with limited lifespans.
Energy gauge Range gauge
  • Summon
  • Utility

Skill Set

Listed below are some of the basic spell variations featured by this magic. At higher levels, these can be combined with other mastery for a wide variety of effects. See magic and magical instruments for more information about the use of magic.

Damage over time These spells do not deal damage upfront, but over a period of time.
Drain These spells drain the target's various needs such as food, water, health, or energy.
Conditions These spells feature rot, fear, hex, curse, and disease.
Ritual These spells are best used out of combat because they have a long spellcast and require magical reagents. They are often strong curses or have powerful effects such as tainting a lake, or rotting a field.