From Terrasphere
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<td><span style="color:#7860f0">Summon Undead</span></td> | <td><span style="color:#7860f0">Summon Undead</span></td> | ||
− | <td><span class="b2a">(Awakened)</span> These spells reanimate corpses and put them under the user's control.< | + | <td><span class="b2a">(Awakened)</span> These spells reanimate corpses and put them under the user's control. <div style="margin-top 5px">Zombies are identical to the corpse, but only have a fraction of the power.</div> |
− | + | <div style="margin-top 5px">Horrors hatch from the corpse, but look nothing like the body it came out of. These creatures tend to look like a grotesque mix of body parts and bones.</div> | |
− | < | + | <div style="margin-top 5px">Skeletons doesn't require corpses and can easily turn into a horde, but are rather frail.</div> |
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Revision as of 07:16, 17 January 2018

Standard
Energy
Range


- Condition
- Disruption

Awakened
Energy
Range


- Summon
- Utility
Skill Set
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. |
Summon Undead | (Awakened) These spells reanimate corpses and put them under the user's control. Zombies are identical to the corpse, but only have a fraction of the power.
Horrors hatch from the corpse, but look nothing like the body it came out of. These creatures tend to look like a grotesque mix of body parts and bones.
Skeletons doesn't require corpses and can easily turn into a horde, but are rather frail.
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Corpse Manipulation | (Awakened) These spells allow the user to manipulate corpses in creative ways, allowing the user to do things such as detonating them, putting curses on them, perserving the corpse, or using them to replenish other summons. |
Weapon
Rod | (One-handed) Rod-like items such as wand, branch, etc. Rods often contain "Cantrips," which are weak spells that cost little energy to use. |
Focus | (One-handed) Embellished items such as chakram, idol, skull, ceremonial dagger, effigy, icon, etc. As its name suggest, focus improves the user's concentration during spellcasting. |
Spell Ring | (One-handed) These rings are worn on the dominant hand, which allows the user to write the spells instead of reciting the incantation. The written spell will appear as glowing words that float in thin air before the spell is cast. |
Rune Stone | (One-handed) These are made with a variety of stone or cystal. The rune stone will float alongside the user, helping them cast spells. Rune stones allow the user to insribe runes onto surfaces, which can be activated from a distance. |
Charms | (One-handed) A set of three flat-surface magic papers float along with you. Since charms are expendable, they improve the user's energy management. |
Grimoire | (One-handed) These spellbooks range from small and light to large and heavy. The advantage of wielding a grimoire comes from the fact that they contain a large number of spells, which improves the user's spellcasting speed. |
Staff | (Two-handed) Long and slender scepters that are often full of ornaments or magical energy. These staff are too flimsy to be used for physical combat. (Flavor) Staff often empowers spell that take a long time to cast since it acts as an energy absorber, drawing in mana from its surroundings. |
Tarot Cards | (Two-handed) To cast spells with tarot cards, you must shuffle the deck and pull these cards out and arrange them in the air (they float) in a particular pattern before the spell materializes. Optionally, you may also pull out a card to cast a random spell, this is the fastest way to cast a spell. Think Astrologian from FFXIV. |