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evocation [2022/04/20 20:58]
fenrir [Combat Magic]
evocation [2023/02/04 09:53] (current)
fenrir couple of level 6 spells (others have to be tested)
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 ^ Spell  ^ Paths        ^ Description  ^ Effect  ^ ^ 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).        | | ??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 AN Fire/Poison DMG and 10 Fire Fatigue per tick to those inside. Fatigue scales with {{:misc:magic:fire.png?15&nolink}} (+Dmg).\\ +1 AOE per extra {{:misc:magic:fire.png?15&nolink}}.        |+| ??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 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}} (+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).        | | ??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).        |  | ??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).        |  | ??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).        |  | ??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 reduces the AOE of [[Heat Aura|Heat Auras]] to 50%, rounded **up**; the default AOE of 3 is reduced to 2, for example.\\ This is all that happens in {{:misc:scales:cold.png?15&nolink}}[[Temperature|Cold scales]]; at any other temperature, it also **doubles** the Fatigue accrued by casting Fire spells, and all-but-guarantees that units on fire will be doused before taking damage.        | +| ??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}}.        |  | ??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.        |  | ??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.        | 
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 | ??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.        | | ??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.        | | ??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 AN Cold DMG and 10 Cold Fatigue per tick to those inside. Fatigue scales with {{:misc:magic:water.png?15&nolink}} (+Dmg). +1 AOE per extra {{:misc:magic:water.png?15&nolink}}.        |  +| ??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 AN Cold DMG and 12 Cold Fatigue per half-round to those inside. Fatigue scales with {{:misc:magic:water.png?15&nolink}} (+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 AP Blunt DMG each, scaling with {{:misc:magic:earth.png?15&nolink}} (+2 Dmg).\\ Shots that hit set their targets on fire.        | +| ??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]]!        |  | ??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.        |  | ??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!        | ??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 tick. MR negates for each tick, but doesn't help units wake up faster. +1 AOE per extra {{:misc:magic:nature.png?15&nolink}}.\\ Unlike other Clouds, it 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=== ===Evocation 4===
 ^ Spell                     ^ Paths          ^ Description  ^ Effect  ^ ^ 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 tick to those inside. +1 AOE per extra {{:misc:magic:fire.png?15&nolink}}.        |+| ??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.        | | ??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}}.        | | ??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}}.        |
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 | ??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.          | | ??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!        | | ??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 tick to those passing through. +1 AOE per extra {{:misc:magic:nature.png?15&nolink}}.\\ Unlike other Clouds, 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 tick for those passing through.\\ +1 AOE per extra {{:misc:magic:nature.png?15&nolink}}.        | +| ??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=== ===Evocation 6===
 ^ Spell  ^ Paths        ^ Description  ^ Effect  ^ ^ Spell  ^ Paths        ^ Description  ^ Effect  ^
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 | ??Wrathful Skies??       | {{path>A5}}\\ {{gems>2A}}                          |         | | ??Wrathful Skies??       | {{path>A5}}\\ {{gems>2A}}                          |         |
 | ??Cleansing Water??      | {{path>W2}}                                        |         | | ??Cleansing Water??      | {{path>W2}}                                        |         |
-| ??Magma Eruption??       | {{path>F2E2}}                                              +| ??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??         | {{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}}                                        |         | | ??Blast of Unlife??      | {{path>D3}}                                        |         |
 | ??Bane Fire??            | {{path>D3F1}}                                      |         | | ??Bane Fire??            | {{path>D3F1}}                                      |         |
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 ===Evocation 4=== ===Evocation 4===
 ^ Spell                ^ Paths                       ^ Description  ^ Effect  ^ ^ Spell                ^ Paths                       ^ Description  ^ Effect  ^
-| ??Breath of the Desert??   | {{path>F3A1}}\\ {{gems>5F}}                        +| ??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}}    |                      +| ??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}}                          |+| ??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=== ===Evocation 6===
evocation.1650488334.txt.gz ยท Last modified: 2022/04/20 20:58 by fenrir