========Evocation======== //Projects arcane power into the physical world. If you want to cast spells that are traditionally associated with magic, like fireballs and lightning bolts, this is the school for you. Lots of battle magic.// -- Illwinter. The most iconic Evocation spells are those that do damage directly. Most paths, especially elemental ones, have battlefield evocations that do direct damage: some examples are ??Lightning Bolt??, ??Thunder Strike??, ??Falling Fires??, ??Fireball??, ??Pillar of Fire??, ??Falling Frost??, ??Blade Wind??, ??Magma Eruption??, ??Shadow Blast??, ??Breath of the Dragon??, ??Stellar Cascades??, and ??Astral Fires??. Evocation is also home to powerful "battlefield wipes", such as ??Wrathful Skies??, ??Fire Storm??, ??Earthquake#546??, and ??Acid Storm??. These spells are fundamentally game-changing, since they allow a small force to inflict disproportionate losses on a doomstack. Evocation rituals follow this same trend: the most iconic of them send some force to inflict harm on a distant province. ??Fires from Afar??, ??Flames from the Sky??, ??Murdering Winter??, ??Hurricane??, and even ??Mind Hunt?? fit this trend. Evocation has some utility spells, too. There are battlefield enchantments to change the weather (??Rain??, ??Mist??, ??Storm??, ??Stygian Rain??, ??Wailing Winds??), rituals to change the weather (??Breath of the Desert??, ??Wolven Winter??), some site-searching spells (??Astral Probing??, ??Dark Knowledge??), ??Magic Duel?? (a truly unique effect), and even a gem generating global (??Maelstrom??). Air nations often want to get Evocation early for ??Lightning Bolt??, ??Thunder Strike??, and ??Storm??. Evocation is famously a trap for fire nations; ??Fireball?? is not as good as it seems, but ??Summon Fire Elemental?? is excellent. =====Generalization===== ===Standard=== * {{:misc:magic:fire.png?15&nolink}}**Fire** gives you what you'd expect: a ton of fire-flinging spells. These do large amounts of Fire Damage, most of which is Armor-Piercing, and the spells get both more useful and more impactful as you Research deeper into the school. * {{:misc:magic:air.png?15&nolink}}**Air** primarily gives you Lightning spells, which do Armor-Negating Shock Damage and have a significant chance of stunning foes. There aren't a ton of spells that deal directly with the air, but you do get some weather-affecting Battle Enchantments from higher levels and Gems. * {{:misc:magic:water.png?15&nolink}}**Water** primarily gives you Ice spells, both on-land and underwater, which do Cold Damage. These spells generally aren't as powerful as the Fire or Lightning spells, especially since most of them can't get through armor, but they scale similarly to the Fire spells in the school. The path is a lot stronger underwater, where Water Mages will have a lot more to work with. * {{:misc:magic:earth.png?15&nolink}}**Earth** doesn't give you much in the Evocation school, though it allows you to spontaneously Create & fire solid projectiles at foes, dealing non-magical damage. Later on, you can project energy into the Earth to get a response, a bit like what low-level Water Mages can do in the water (but a lot less focused). It's a lot more effective when given more power from another path. * {{:misc:magic:astral.png?15&nolink}}**Astral** gives you Light/Positive Energy spells, but they're not straightforward damage-dealers; while Armor-Negating, this energy is generally rather bad at dealing damage to mundane beings, and is better used for giving them Fatigue or attracting [[horror|Horrors]] to them -- unless they're [[Undead]], of course! It also lets you project your mind and senses. * {{:misc:magic:death.png?15&nolink}}**Death** gives you Dark/Negative Energy spells, but not a ton of them. It's not particularly easy to get something from nothing with this path, and these spells generally require a bit more knowledge/power than their counterparts. They don't harm Undead foes, but they certainly do a lot to living targets, and they're also Armor-Negating. * {{:misc:magic:nature.png?15&nolink}}**Nature** doesn't give you much in this school, and is limited a bit like Earth & Death. You get a Life Energy spell or two, a Poison spell or two, and a very-limited Creation spell or two. ===Crosspaths=== * {{:misc:magic:fire.png?15&nolink}}**Fire** & {{:misc:magic:air.png?15&nolink}}**Air** give you burning-hot Air spells (??Sulphur Haze??, ??Breath of the Desert??, and ??Scorching Wind??); the last of those is exclusive to [[ubar-ea|two]] [[na-ba-ma|nations]], and is also accompanied by Jinn fire (??Smokeless Flame??). * {{:misc:magic:fire.png?15&nolink}}**Fire** & {{:misc:magic:water.png?15&nolink}}**Water** give you Acid spells, which are all Armor-Piercing and damage Iron equipment; I should really say that **Water** & **Fire** give you these, though, since Water is the main path for this stuff. You also get a Hot Water spell called ??Geyser??. * {{:misc:magic:fire.png?15&nolink}}**Fire** & {{:misc:magic:earth.png?15&nolink}}**Earth** give you Magma spells, which do large amounts of Bludgeoning Damage and have added Fire effects. [[abysia-ea|Two]] [[abysia-ma|nations]] get ??Liquid Flames of Rhuax??, which does Fire Damage in a wide area. * {{:misc:magic:fire.png?15&nolink}}**Fire** & {{:misc:magic:astral.png?15&nolink}}**Astral** give you ??Astral Fires??, which are Armor-Negating & ignore Fire Resistance but can be negated by Magic Resistance. [[ashdod-ma|Two]] [[gath-la|nations]] get ??Strange Fire??, which gets stronger when cast by better Astral Mages & deals extra damage to Undead foes. * {{:misc:magic:fire.png?15&nolink}}**Fire** & {{:misc:magic:death.png?15&nolink}}**Death** give you Bane Fire spells (??Bane Fire Dart?? and ??Bane Fire??), which ignore Fire Resistance & inflict [[Decay]] if the target's Magic Resistance doesn't work (but are still only Armor-Piercing). * {{:misc:magic:air.png?15&nolink}}**Air** & {{:misc:magic:water.png?15&nolink}}**Water** give you ??Freezing Mist??, which creates a cloud that can Freeze those who pass through. * {{:misc:magic:air.png?15&nolink}}**Air** & {{:misc:magic:earth.png?15&nolink}}**Earth** give you ??Rain of Stones??, a Battle Enchantment that rains mundane stones on the battlefield. * {{:misc:magic:air.png?15&nolink}}**Air** & {{:misc:magic:astral.png?15&nolink}}**Astral** give you ??The Wrath of God??, a Global Enchantment that makes lightning want to strike your foes outside of battle. * {{:misc:magic:air.png?15&nolink}}**Air** & {{:misc:magic:death.png?15&nolink}}**Death** give you two powerful "Bad Air" spells; ??Wailing Winds?? is a notorious Battle Enchantment that can cause entire enemy armies to rout out of Fear, while ??Wind of Death?? quickly strikes everyone with Decay. * {{:misc:magic:air.png?15&nolink}}**Air** & {{:misc:magic:nature.png?15&nolink}}**Nature** give you ??Healing Mists??, which creates clouds that Heal units within them. * {{:misc:magic:water.png?15&nolink}}**Water** & {{:misc:magic:earth.png?15&nolink}}**Earth** give you ??Rust Mist??, which creates clouds that damage the Iron gear of those who pass through. * {{:misc:magic:water.png?15&nolink}}**Water** & {{:misc:magic:death.png?15&nolink}}**Death** give you ??Stygian Rains??, a Battle Enchantment that's like the ??Rain?? spell but also gives your friends [[Invulnerability]]. * {{:misc:magic:water.png?15&nolink}}**Water** & {{:misc:magic:nature.png?15&nolink}}**Nature** give you ??Celestial Rainbow??, a Global Enchantment that gives you the Luck of the Irish. * {{:misc:magic:earth.png?15&nolink}}**Earth** & {{:misc:magic:astral.png?15&nolink}}**Astral** give you Meteor spells (??Gifts from Heaven?? & ??Meteor Shower??), which will almost never hit their intended target but deal enormous amounts of Bludgeoning Damage to whoever they do hit. * {{:misc:magic:astral.png?15&nolink}}**Astral** & {{:misc:magic:death.png?15&nolink}}**Death** give you Nether spells (??Nether Bolt?? & ??Nether Darts??), Dark Energy spells that are only Armor-Piercing and negatable by Magic Resistance but also permanently damage the minds of those affected. * {{:misc:magic:astral.png?15&nolink}}**Astral** & {{:misc:magic:nature.png?15&nolink}}**Nature** give you ??Healing Light??, a "flashy" Healing spell with a decent range. =====Combat Magic===== ===Evocation 0=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Fire Flies?? | {{path>F1}} | //Six burning sparks shoot forth from the wizard's hand. The sparks have very limited armor penetration and will be ineffective against armored troops.// | An inaccurate burst of six single-target shots that deal 6 AP Fire DMG each. | | ??Freezing Touch?? | {{path>W1}} | //The mage touches an enemy who will suffer from extreme freezing damage, possibly even die from it. This is an effective spell because armor offers no protection against this quite potent attack. On the other hand, it might be very hard to actually touch an enemy in the heat of battle.// | A fast melee spell (**defense negates**) that does 9 AN Cold DMG, scaling with {{:misc:magic:water.png?15&nolink}} (+1 Dmg). | | ??Flying Shards?? | {{path>E1}} | //The caster hurls several stones towards enemy units. The shards are not very powerful, but can severely injure lightly armored units. The number of stones hurled depends on the skill of the caster.// | An inaccurate burst of 4 single-target shots that deal 10 **non-magical** Slash/Blunt DMG each. \\ +2 shots per extra {{:misc:magic:earth.png?15&nolink}}. | ===Evocation 1=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Burning Hands?? | {{path>F1}} | //Flames will issue forth from the mage's hands, killing everyone in front of him.// | Quickly does 13 AP Fire DMG to those in a single square next to the caster, scaling with {{:misc:magic:fire.png?15&nolink}} (+1 Dmg). | | ??Fire Darts?? | {{path>F1}} | //With this spell, a mage can fire many burning missiles towards his enemies. A powerful Fire mage can fire the darts in rapid succession over long range. The spell is quite useless against heavily armored men and is best used to eliminate or scare more poorly armored troops.// | A sorta-accurate burst of 3 single-target shots that deal 10 AP Fire DMG each. \\ +1 shot per extra {{:misc:magic:fire.png?15&nolink}}. | | ??Flame Bolt?? | {{path>F2}} | //With this spell, a mage can send a powerful bolt of flame towards a target.// | A long-range (but not //that// accurate) single-target shot that does 22 AP Fire DMG, scaling with {{:misc:magic:fire.png?15&nolink}} (+2 Dmg). | | ??Shocking Grasp?? | {{path>A1}} | //Shocking Grasp causes a target to spasm violently as energies pass at close range from the caster's hands through his body. Shocking Grasp can cause considerable harm. Armor offers no protection.// | A fast melee spell (**defense negates**) that does 18 AN Shock DMG, scaling with {{:misc:magic:air.png?15&nolink}} (+3 Dmg). \\ It then does 0-1 AN Shock DMG to everyone in the target's square (including the target), whether or not the target was hit. | | ??Slime?? | {{path>W1}} | //The caster hurls a sticky ball of goo at his enemies. Enemies stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.// | An AOE 1 shot that Slimes targets, reducing their ATT, DEF, & CS by 50%. MR negates.\\ MR might let you recover later. | | ??Geyser?? | {{path>W1F1}} | //A steaming-hot bolt of water rushes from the caster's hands. The water splashes upon impact and affects everyone in a small area. Armor offers protection from the boiling water.// | A cheap, close-range AOE 1 shot that deals 6 AP Fire DMG, scaling with {{:misc:magic:water.png?15&nolink}} (+1 Dmg).\\ Unlike most shot spells, it can be used underwater! | | ??Water Strike?? | {{path>W1}} | //This spell creates a torrent of Water magic that can rip flesh from bone. It can only be cast underwater.// | Instantly deals 13 DMG to a single target (but can still miss), scaling with {{:misc:magic:water.png?15&nolink}} (+2 Dmg). | | ??Cold Bolt?? | {{path>W2}} | //A bolt of intense cold issues forth from the caster's hands. It can be hurled over very long distances.// | A long-range (but not //that// accurate) single-target shot that deals 19 Cold DMG, scaling with {{:misc:magic:water.png?15&nolink}} (+1 Dmg). | | ??Acid Spray?? | {{path>W2F1}} | //The mage extends his hands, spraying acid at his enemies. The acid sprays over quite a large area and the mage might also be hit if he is not careful.// | An AOE 3 shot with a 2-square range that deals 10 AP Acid DMG. | | ??Star Fires?? | {{path>S1}} | //The caster focuses the lights of several stellar bodies and projects them onto his enemies.// | Instantly deals 5 AN DMG to two targets (but can still miss), scaling with {{:misc:magic:astral.png?15&nolink}} (+1 Dmg).\\ The light rays are //technically// shots, and [[Air Shield]] can block them. | | ??Arcane Bolt?? | {{path>S2}} | //The caster fires an astral bolt that is deadly for magic beings but harmless for humans.// | A long-range (but not //that// accurate) single-target shot that deals 10 AN DMG, scaling with {{:misc:magic:astral.png?15&nolink}} (+1 Dmg).\\ Only hurts [[magic-being|Magic Beings]].\\ It also works underwater! | | ??Vine Arrow?? | {{path>N1}} | //The caster shoots an enchanted arrow of vines against his enemies. The arrow will come alive and entangle the target if it hits.//\\ **Str +DRN vs 19 to get free. The difficulty is increased or decreased by the Growth/Death scale of the province and is also increased by +1 in Forests and reduced by -1 in Wastelands.** | A medium-range (but not very accurate) single-target shot that deals 14 Pierce DMG, scaled with {{:misc:magic:nature.png?15&nolink}} (+1 Dmg).\\ It also Entangles the target. | ===Evocation 2=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Fire Blast?? | {{path>F2}} | //A powerful blast of fiery energies strikes a small area close to the caster.// | An AOE 1 shot with a very-close range that deals 14 AP Fire DMG & has an AOE 6 Heat effect (10 Fire Fatigue), both scaling with {{:misc:magic:fire.png?15&nolink}} (+2 Dmg). | | ??Sulphur Haze?? | {{path>F2A1}} | //This spell creates several clouds of toxic mist that remain on the battlefield. Units passing through these mists will suffer from sore throats and poisoning.// | An AOE 4 cloud that lasts 4 turns, dealing roughly 3 AN Fire/[[Poison Damage|Poison]] DMG and 12 Fire Fatigue per half-round to those inside. \\ Fatigue scales with {{:misc:magic:fire.png?15&nolink}} (+3 Dmg)((Half-round cloud damage is the spell damage divided by three, rounded up, and then multiplied by three again. Fatigue values are 10 + 2-per-overcast-level, so the 1st, 4th, 7th, and (3n+1)th levels of overcast don't actually increase Fatigue, while the others increase it by 3)). \\ +1 AOE per extra {{:misc:magic:fire.png?15&nolink}}. | | ??Flare?? | {{path>F3}} | //With this spell, a mage can send a ball of flame towards his enemies. The flare can hit several targets.// | A long-range (but not very accurate) AOE 1 shot that deals 19 AP Fire DMG & has an AOE 6 Heat effect (10 Fire Fatigue), both scaling with {{:misc:magic:fire.png?15&nolink}} (+2 Dmg). | | ??Lightning Bolt?? | {{path>A2}} | //The mage hurls a bolt of lightning towards an enemy. The lightning bolt can be hurled quite accurately over long distances and is very useful for eliminating heavily armored targets.// | Instantly deals 14 AN Shock DMG to a single target (but can still miss), scaling with {{:misc:magic:air.png?15&nolink}} (+1 Dmg).\\ Also does 0-1 AN Shock DMG to everyone in the square the bolt hits (including the initial target). | | ??Shock Wave?? | {{path>A2}} | //An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also be killed by the electric shock.// | An AOE 6 spell with a 2-square range, dealing 9 AN Shock DMG to everyone in those squares, scaling with {{:misc:magic:air.png?15&nolink}} (+1 Dmg). | | ??Cold Blast?? | {{path>W2}} | //A powerful blast of cold strikes a small area close to the caster.// | An AOE 1 shot with a very-close range that deals 19 Cold DMG, scaling with {{:misc:magic:water.png?15&nolink}} (+2 Dmg). | | ??Rain?? | {{path>W2}}\\ {{gems>1W}} | //This spell creates heavy rain on the battlefield. This makes it harder to fly and the heat effects of Abysians and other hot creatures are severely reduced. Fire magic is more difficult to use during heavy rain, as all non-underwater If it is cold it will snow instead. Snow does not increase the fatigue for fire spells, but it does reduce some heat effects though less so than rain.// | A [[battle-enchantment|Battlefield Enchantment]] that makes [[Flying]] cost extra Fatigue. \\ In {{:misc:scales:cold.png?15&nolink}}[[Temperature|Cold scales]], it also increases the power of [[Chill Aura|Chill Auras]] by 2; at any other temperature, it instead reduces the power of [[Heat Aura|Heat Auras]] by 2, **doubles** the Fatigue accrued by casting Fire spells, and all-but-guarantees that units on fire will be doused before taking damage. | | ??Rust Mist?? | {{path>E2W1}} | //Highly corrosive mists appear on the battlefield. Troops passing through the mist will see their armor and weapons corrode and weaken.// | An AOE 6 cloud that lasts 4 turns, applying [[Rust]] to the Iron stuff of those who pass through. +1 AOE per extra {{:misc:magic:earth.png?15&nolink}}. | | ??Solar Rays?? | {{path>S2}} | //This spell calls down rays of fire from the sun that set undead targets ablaze.// | Instantly does 12 AP DMG with an AOE of 1, scaling with {{:misc:magic:astral.png?15&nolink}} (+1 Dmg), at a long range.\\ Only hurts [[Undead]] Beings.\\ Can't be cast in total Darkness. | | ??Web?? | {{path>N1}} | //The mage projects a mass of sticky webs that will trap a small number of enemies. Very large or strong beings will not be hindered by the web.//\\ **Str +DRN vs. 22 to get free.** | A mid-range, somewhat-accurate AOE 2 shot that Entangles targets.\\ Unlike most shots, it can be cast underwater. | ===Evocation 3=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Fireball?? | {{path>F2}} | //The hallmark of Fire magic, this spell allows the mage to throw a ball of flame towards his enemies. The ball is quite difficult to aim, but does considerable damage wherever it lands.// | A cheap, somewhat-long-range, and not-very-accurate AOE 1 shot that deals 16 AP Fire DMG & has an AOE 6 Heat effect (10 Fire Fatigue), both scaling with {{:misc:magic:fire.png?15&nolink}} (+2 Dmg). | | ??Mist?? | {{path>A3}}\\ {{gems>1A}} | //The caster creates a dense mist across the battle field that makes it difficult to see far. The mist will limit the precision of all spells and missiles.// | A [[battle-enchantment|Battlefield Enchantment]] that **halves** the "base" Precision of all units, rounding **down**. Magic Bonuses to Precision are not affected. | | ??Acid Bolt?? | {{path>W2F1}} | //A gush of highly corrosive fluid flows from the mouth of the caster. The acid burns the armor of the target as well as his, her or its flesh.// | A somewhat-long-range (but not super-accurate) AOE 1 shot that does 16 AP Acid DMG, scaling with {{:misc:magic:water.png?15&nolink}} (+1 Dmg).\\ It then [[Rust|Rusts]] the Iron gear of everyone splashed. | | ??Freezing Mist?? | {{path>W3A1}} | //This spell creates a large cloud of numbing cold that remains on the battlefield. Units passing through these mists will be badly hurt by the cold.// | An AOE 4 cloud that lasts 5 turns, dealing roughly 3 AN Cold DMG and 12 Cold Fatigue per half-round to those inside. Fatigue scales with {{:misc:magic:water.png?15&nolink}} (+3 Dmg)((Half-round cloud damage is the spell damage divided by three, rounded up, and then multiplied by three again. Fatigue values are 10 + 2-per-overcast-level, so the 1st, 4th, 7th, and (3n+1)th levels of overcast don't actually increase Fatigue, while the others increase it by 3)). +1 AOE per extra {{:misc:magic:water.png?15&nolink}}. | | ??Magma Bolts?? | {{path>E1F1}} | //Three bolts of magma shoot towards the enemy at high speed. Anyone struck by a bolt will most likely die unless protected by very heavy armor.// | A sorta-accurate burst of 3 single-target shots that deal 25 Blunt DMG each, scaling with {{:misc:magic:earth.png?15&nolink}} (+2 Dmg).\\ Shots that hit set their targets on fire. | | ??Magic Duel?? | {{path>S1}}\\ {{gems>1S}} | //By use of this spell, one Astral mage challenges another Astral mage to a mental duel. At most one of the mages can survive this duel. The most powerful Astral mage is also the most likely winner. This spell cannot be used by or against mindless beings and it can only be used against Astral mages.//\\ **Each mage rolls a d6 (not [[DRN|open ended]]) and adds his unmodified astral level. The winner lives and the loser dies, a tie results in both mages dying.** | Instantly kills either the caster, a random unit with at least {{path>S1}} on the opposing side, or both, depending on the dice roll & their levels.\\ Level-changes through [[Items]], Spells, and split [[Pretenders|Trinities]] are not counted, but Level-changes through [[Empowerment]], [[Afflictions]], and [[Shapechanger|shape]] **are** counted. This spell [[Magic Duel|has a page]]! | | ??Healing Light?? | {{path>S1N1}} | //A cascade of warm and wonderful light showers the targets. Wounds close in the light and pains ease. This spell doesn't affect undead or [[inanimate]] beings.// | A medium-range AOE 1 spell that heals 10 lost HP (+/- [[DRN]]). It doesn't work underwater.\\ Doesn't heal the [[Mindless]] either. | | ??Shadow Bolt?? | {{path>D2}} | //The necromancer hurls a bolt of dark energies against his enemies. The bolt ignores all armor and can paralyze those close to the target. The undead are immune to this spell.// | A cheap, somewhat-long-range, and not-super-accurate shot that deals 10 AN DMG, scaling with {{:misc:magic:death.png?15&nolink}} (+1 Dmg). MR negates.\\ It also deals 5 AN [[Paralysis]] DMG to the target if it hits, even if they negated the real damage, though MR negates this too.\\ Unlike most shots, this works underwater! | | ??Sleep Cloud?? | {{path>N2}} | //This spell creates a cloud of sedative spores. Units caught in the cloud will fall asleep if they remain there too long.// | An AOE 3 cloud that lasts 6 turns, making those inside fall [[Asleep]] roughly each half-round. MR negates for each application, but doesn't help units wake up faster. +1 AOE per extra {{:misc:magic:nature.png?15&nolink}}.\\ Unlike other Clouds, it works underwater! | ===Evocation 4=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Fire Cloud?? | {{path>F3}} | //This spell creates three clouds of fire and smoke that remain on the battlefield. Units passing through these clouds will be severely burned.// | An AOE 3 cloud that lasts 4 turns, dealing roughly 6 AP Fire DMG per half-round to those inside. +1 AOE per extra {{:misc:magic:fire.png?15&nolink}}. | | ??Thunder Strike?? | {{path>A3}} | //A thunderbolt strikes the battlefield. The mage can make the thunderbolt strike very far away. Even if it misses, the shock wave is powerful enough to severely stun and damage anyone nearby.// | Instantly does 26 AN Shock DMG with an AOE of 1 (but can still miss the target square), scaling with {{:misc:magic:air.png?15&nolink}} (+2 Dmg).\\ It also does 2 AN Shock DMG with an AOE of 6, centered where the first part landed.\\ Cannot be cast underwater. | | ??Acid Rain?? | {{path>W3F1}} | //Highly acidic fluids pour down from the sky, showering a limited area with corrosive bile. Both the armor and the flesh of those hit will suffer.// | Instantly does 12 AP Acid DMG with an AOE of 4, at medium range. +1 AOE per {{:misc:magic:water.png?15&nolink}}. | | ??Blade Wind?? | {{path>E3}} | //The caster throws a huge swarm of whirling blades towards his enemies. The blade wind is an excellent spell against lightly-armored troops, but almost useless against heavily armored ones.// | An inaccurate and expensive burst of 40 single-target shots that deal 14 **non-magical** Slash DMG each. The shots count as [[iron-vulnerability|Iron]] attacks.\\ +3 shots per extra {{:misc:magic:earth.png?15&nolink}}. | | ??Nether Bolt?? | {{path>S1D1}} | //The mage fires a bolt of dark energies towards his enemies. Those who survive the bolt may become feebleminded by the strange energies it releases.// | A cheap, somewhat-long-range, and not-super-accurate AOE 1 shot that deals 20 AP DMG, scaling with {{:misc:magic:astral.png?15&nolink}} (+1 Dmg). MR negates.\\ It also [[Affliction|Feebleminds]] those "splashed", even if they negated the damage, though MR negates this too. | | ??Bane Fire Dart?? | {{path>D1F1}} | //The caster projects a dart of Bane Fire against his enemies. The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial target of the spell may be affected by the decaying effects of the Bane Fire.// | A medium-range, somewhat-accurate single-target shot that does 15 AP DMG, scaling with {{:misc:magic:death.png?15&nolink}} (+2 Dmg).\\ It also induces [[Decay]] in an AOE of 1 centered where the shot hits, rapidly aging those who fall to it, though MR negates this and might stop it. | | ??Bolt of Unlife?? | {{path>D2}} | //This bolt passes straight through armor and damages the target's soul directly. If the target is slain he will be filled by the energies from this spell and rise as a soulless warrior.// | A medium-range, not-very-accurate single-target shot that does 20 AN DMG, scaling with {{:misc:magic:death.png?15&nolink}} (+2 Dmg). MR negates. This doesn't hurt the [[Undead]] or the [[Mindless]]. Those killed by the shot become ??Soulless?? and serve the caster until the battle ends. \\ It works underwater! | | ??Breath of the Dragon?? | {{path>N2}} | //The caster opens his mouth to let bile stream against his enemies.// | An AOE 3 shot with a somewhat-short range that does 5 AN Poison DMG, scaling with {{:misc:magic:nature.png?15&nolink}} (+2 Dmg). | ===Evocation 5=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Falling Fires?? | {{path>F3}} | //The caster calls down a rain of searing flames on the enemy.// | Instantly does 15 AP Fire DMG in an AOE of 3 (but might still miss its target). +1 AOE per {{:misc:magic:fire.png?15&nolink}}. It doesn't work underwater, of course. | | ??Orb Lightning?? | {{path>A2}} | //The mage hurls an orb of pure lightning towards the enemies. Where the orb lands a lightning will strike a nearby unit and continue to travel to other nearby units until it eventually dissipates.// | A somewhat-close-range, not-quite-accurate single-target shot that does 5 AN Shock DMG. It "bounces" 5 times, hitting another unit up to one square away or simply traveling to another square if none are available, and bounces even if the caster misses. One Orb Lightning will not hit the same unit or travel to the same empty square twice in a row. | | ??Storm?? | {{path>A4}}\\ {{gems>1A}} | //Creates a rain storm or blizzard on the battlefield. Makes flying impossible and shooting difficult. A rain storm will also make it more difficult to use Fire magic.//\\ **Precision reduced by half, 50% of missiles lost. Storms also incurs the effects of the spell Rain.** | A [[battle-enchantment|Battlefield Enchantment]] that prevents [[Flying]] in battle without a specific trait, and that gives projectile attacks (**not spells**) that don't work underwater a 50% chance to not work at all. \\ It also acts as both Mist and Rain, with the same effects, though the Mist effect stacks with Mist and doesn't work on the Storm-Immune. \\ Rain and Storm both require access to the sky, by the way. | | ??Falling Frost?? | {{path>W3}} | //Bolts of breathtaking frost bombard an area. Cold resistance and armor will protect the targets from damage.// | Instantly does 17 Cold DMG in an AOE of 5 (but could still miss its target), scaling with {{:misc:magic:water.png?15&nolink}} (+2 Dmg). +1 AOE per {{:misc:magic:water.png?15&nolink}}. It doesn't work underwater, sadly. | | ??Gifts from Heaven?? | {{path>E3S1}} | //A strange whizzing sound emanates from the heavens. Soon, three meteors, glowing with astral fire, plummet from the Stellar Sphere onto the battlefield.// | Three shots from the sky, each dealing 150 Blunt DMG with an AOE of 1.\\ This spell is **quite** inaccurate; after "[[Precision]]" determines where the shots will land, they deviate from that by a square or two. | | ??Earthquake?? | {{path>E4}}\\ {{gems>3E}} | //With a thundering boom, the ground heaves and erupts, throwing soldiers into crevices that close after a few seconds. If cast in a cave province the effects are devastating.// | Every unit that has neither the [[Floating]] trait nor the [[Flying]] trait rolls an [[DRN|open-ended]] 3d6, and compares it to their Defense skill (not //quite// a DRN). Defense modifiers from weapons, shields, and [[Fatigue]] aren't counted, but modifiers from Armor are, and the Encumbrance caused by Shields is used as a **negative** Defense modifier. Units with Defense lower than their rolls take 8 AP **non-magical** DMG. This cannot be cast underwater.\\ In Caves, Earthquake also drops stalactites on roughly 10% of the battlefield; this ignores traits and does 20 AP **non-magical** DMG, but the rolls for units in those squares are the same. | | ??Stellar Cascades?? | {{path>S2}} | //Light from a stellar body will shower down upon a group of enemies. Everyone caught in the shower of light will become exhausted as the light sucks energy through their skin.// | Instantly does 25 **AP** Fatigue DMG with an AOE of 5. MR **only partially** negates; those who pass their roll will get half as much Fatigue. This doesn't work underwater. | | ??Astral Geyser?? | {{path>S3}} | //Tiny holes are blasted into the astral space. For a short time rays of astral energy will blast out of the holes and anyone hit will be severely horror marked. Anyone in the vicinity of the astral energy rays will get hit by deadly residual magic.// | A long-range (but not-very-accurate) AOE 1 spell that instantly gives 2 [[Horror Mark|Horror Marks]] to the targets, unless they're [[Mindless]].\\ It also does 2 AN DMG with an AOE of 10, centered where the first part landed, though MR negates the Damage. | | ??Shadow Blast?? | {{path>D2}}\\ {{gems>1D}} | //The necromancer hurls a blast of dark energies against his enemies. The blast ignores all armor and can paralyze those wounded by the spell. The [[undead]] are immune to this spell.// | An AOE 6 shot that deals 20 AN DMG, scaling with {{:misc:magic:death.png?15&nolink}} (+1 Dmg). MR negates. +1 AOE per extra {{:misc:magic:death.png?15&nolink}}.\\ It also deals 5 AN [[Paralysis]] DMG with the exact same AOE, even to those who negated the real damage, though MR negates this too.\\ It works underwater! | | ??Poison Cloud?? | {{path>N3}} | //The caster creates a cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.// | An AOE 4 cloud that lasts 4 turns, dealing roughly 1 AN Poison DMG per sixth-of-a-round to those passing through. +1 AOE per extra {{:misc:magic:nature.png?15&nolink}}.\\ Unlike other Clouds, it works underwater! | | ??Healing Mists?? | {{path>N3A1}} | //A cloud of fine mists appears on the battlefield. Anyone inside the mists will have their wounds magically healed. The spell doesn't affect [[inanimate]] beings.// | An AOE 9 cloud that lasts 4 turns, healing roughly 2 lost HP (+/- [[DRN]]) per half-round for those passing through.\\ +1 AOE per extra {{:misc:magic:nature.png?15&nolink}}. | ===Evocation 6=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Flame Eruption?? | {{path>F2}} | | | | ??Wrathful Skies?? | {{path>A5}}\\ {{gems>2A}} | | | | ??Cleansing Water?? | {{path>W2}} | | | | ??Magma Eruption?? | {{path>E2F2}} | //A shower of magma and rocks shoots out from the ground. Anyone standing near the eruption will find himself struck by the full force of the spell and only very heavy armor can help him survive it.// | Instantly deals 22 Blunt DMG with an AOE of 4 (but could still miss its target), scaling with {{:misc:magic:earth.png?15&nolink}} (+1 Dmg). Survivors [[clouds|and those who move into the AOE right after the impact]] then take 15 Fire Fatigue. This doesn't work underwater. \\ +1 AOE per extra {{:misc:magic:earth.png?15&nolink}}. | | ??Astral Fires?? | {{path>S3F1}} | //Astral fires consume the essence of materials as ordinary fires consume wood. Even stones will burn with the hazy blue flames characteristic of these otherworldly fires. This is the only fire that will burn underwater.// | Instantly deals 10 AN DMG with an AOE of 4. MR negates. \\ +1 AOE per extra {{:misc:magic:astral.png?15&nolink}}. | | ??Blast of Unlife?? | {{path>D3}} | | | | ??Bane Fire?? | {{path>D3F1}} | | | | ??Wailing Winds?? | {{path>D4A1}}\\ {{gems>2D}} | | | | ??Stream of Life?? | {{path>N3}} | | | ===Evocation 7=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Fire Storm?? | {{path>F5}}\\ {{gems>3F}} | | | | ??Shimmering Fields?? | {{path>A6}}\\ {{gems>2A}} | | | | ??Ice Strike?? | {{path>W2}} | | | | ??Acid Storm?? | {{path>W4F1}}\\ {{gems>3W}} | | | | ??Rain of Stones?? | {{path>E3A1}}\\ {{gems>1E}} | | | | ??Nether Darts?? | {{path>S1D1}} | | | | ??Stygian Rains?? | {{path>D3W2}}\\ {{gems>2D}} | | | | ??Cloud of Death?? | {{path>D4}} | | | | ??Wind of Death?? | {{path>D4A1}}\\ {{gems>1D}} | | | | ??Storm of Thorns?? | {{path>N2}} | | | ===Evocation 8=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Pillar of Fire?? | {{path>F2}} | | | | ??Astral Tempest?? | {{path>S5}}\\ {{gems>2S}} | | | | ??Vortex of Unlife?? | {{path>D5}} | | | ===Evocation 9=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Flame Storm?? | {{path>F5}}\\ {{gems>1F}} | | | | ??Chain Lightning?? | {{path>A3}} | | | | ??Niefel Flames?? | {{path>W5}}\\ {{gems>2W}} | | | | ??Meteor Shower?? | {{path>E5S4}}\\ {{gems>3E}} | | | =====Rituals===== ===Evocation 1=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Astral Projection?? | {{path>S1}} | | | ===Evocation 3=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Fires from Afar?? | {{path>F3}}\\ {{gems>10F}} | //The mage fires a row of flame bolts towards an enemy army camp located in a province far away. The more units present in the camp, the greater the chance of hitting a target. The spell can also be used to harass a besieging force or the defenders of a castle. A scout or a scrying spell will be required to see whether the spell was successful or not.// | An attack Ritual with a 3-province range, sending 10 shots that each //might// hit a target for 15 AP Fire DMG.\\ +1 shot per extra {{:misc:magic:fire.png?15&nolink}}. | | ??Arcane Probing?? | {{path>S1}}\\ {{gems>3S}} | //The caster projects his astral self in an attempt to locate sites of Astral power. This spell can only be used to search for magic in friendly provinces.// | A [[Sites|Site]]-searching Ritual with a 4-province range. ({{:misc:magic:astral.png?15&nolink}}) | ===Evocation 4=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Breath of the Desert?? | {{path>F3A1}}\\ {{gems>5F}} | //The caster curses a distant province with a dramatic rise in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.// | An attack Ritual with a 5-province range, adding {{scales>H3}} to its [[Scales]]. This is reported as a random event, and thus can only happen once per turn in the same province. Being a "Desert" spell, it neither works in nor affects underwater provinces. | | ??Fate of Oedipus?? | {{path>F4}}\\ {{gems>75F}} | //The caster punishes a mage for having claimed the Eyes of God. The mage's eyes are blasted by brilliance, his eye sockets emptied forever, and the Eyes of God no long observe the world. This spell can only be cast if the Eyes of God enchantment is active.// | [[Afflictions|Blinds]] whoever has **[[Global Enchantment#Astral|The Eyes of God]]** up, & Dispels it. | | ??Hurricane?? | {{path>A3}}\\ {{gems>5A}} | //The caster unleashes a violent hurricane upon a province, devastating the countryside. The hurricane will appear as a natural event. Unrest will increase and part of the population will die.//\\ **Population -3%, Unrest +25.** | An attack Ritual with a 5-province range, dumping 25 [[Unrest]] on the province and killing 3% of its taxpayers, anonymously. This is technically a "random" event, and thus it can't happen more than once per turn in the same province. It neither works in nor affects underwater provinces. | ===Evocation 6=== ^ Spell ^ Paths ^ Description ^ Effect ^ | **??Perpetual Storm??** | {{path>A5}}\\ {{gems>70A}} | | | | ??Mind Hunt?? | {{path>S4}}\\ {{gems>2S}} | | | | **??The Wrath of God??** | {{path>S5A3}}\\ {{gems>70S}} | | | ===Evocation 7=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Murdering Winter?? | {{path>W5}}\\ {{gems>40W}} | | | ===Evocation 8=== ^ Spell ^ Paths ^ Description ^ Effect ^ | **??Second Sun??** | {{path>F8}}\\ {{gems>80F}} | | | | **??Maelstrom??** | {{path>W6}}\\ {{gems>80W}} | | | ===Evocation 9=== ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Volcanic Eruption?? | {{path>F4E3}}\\ {{gems>15F}} | | | | ??Flames from the Sky?? | {{path>F5}}\\ {{gems>30F}} | | | | ??Tidal Wave?? | {{path>W5}}\\ {{gems>15W}} | | | | **??Celestial Rainbow??** | {{path>W7N5}}\\ {{gems>80W}} | | | | **??Strands of Arcane Power??** | {{path>S7}}\\ {{gems>70S}} | | | {{template>magicindex}} {{tag>​spell Magic-School stub}}