July 18th, 2016

Spells

Unlike most other actions, spells may be cast by spending energy and health. If a creature does not have energy left to cast a spell, it may sacrifice D3 points of health to cast the spell.

Spellcasting usually requires two separate checks. The first check is called the spell to-hit check and it is used to determine if the spell hits the intended target (see Combat). The second check has many names depending on the spell, and it is used to determine if one or more of the random effects of the spell takes place.

Spell to-hit check uses the caster's stamina or charisma modifier as the casting modifier (offensive modifier), depending on the spell.

Spells that attempt to remove existing effects will use the casting bonus modifier against the existing effect's power level modifier and the following formula is used to determine the outcome:

Remove effect check: 2D6 + Casting Modifier >= 7 + Power Level Modifier.

Some of the following spell descriptions use X instead of (stamina bonus modifier), Y instead of (charisma bonus modifier), and Z instead of (creature's experience level / 4) . For example, if an effect's duration is XD6 x 10 turns and the caster's stamina bonus modifier is 3, the effect lasts for 3D6 x 10 turns.

Clearcasting



Celestial Spells

Cure Disease

    Attempts to remove one disease from the target creature. Cure Disease uses charisma modifier for the spell to-hit check.

Cure Poison

    Attempts to remove one poison from the target creature. Cure Poison uses charisma modifier for the spell to-hit check.

Dispel Magic

    Attempts to remove one magical effect from the target creature, location, or an item in the caster's inventory. Dispel Magic uses charisma modifier for the spell to-hit check.

Divine Grace

    Places a lingering effect on the caster and all friends within line of sight for (D6 + Y) x 10 turns that increases agility and charisma by 1 and physical, poison and disease resistances by 1. Divine Grace uses charisma modifier for the spell to-hit check.

Divine Might

    Places a lingering effect on the caster and all friends within line of sight for (D6 + X) x 10 turns that increases strength and stamina by 1 and fire, frost and shock resistances by 1. Divine Might uses stamina modifier for the spell to-hit check.

Divine Reach

    Places a lingering effect on the caster for (D6 + X) x 10 turns that allows to cast spells at any target within line of sight. If a creature is affected by both Divine Reach and the Focused Cast talent, the spell to-hit check range modifier is halved rounding down. Divine Reach uses stamina modifier for the spell to-hit check.

Healing Touch

    Heals the target creature for D6 + Y points of damage and attempts to restore 1 point of ability damage. Healing Touch uses charisma modifier for the spell to-hit check.

Healing Wave

    Heals the target creature and all adjacent creatures to it for D3 + Y points of damage. Healing Wave uses charisma modifier for the spell to-hit check.

Renewing Touch

    Places a lingering effect on the target creature for D6 + Y turns and heals the target for D3 + Y points per turn. Renewing touch uses charisma modifier for the spell to-hit check. Note that the duration of this effect is reduced down to the caster's charisma modifier if any damage is taken (and it is higher than that).

Turn Undead

    Causes D6 + Y points of magic damage to the target undead creature. Turn undead has a chance to instantly kill undead creatures. The chance is 2D6 + Y >= 10 + Z. Turn Undead uses charisma modifier for the spell to-hit check and counts as an orb spell but cannot be enlarged.


Draconic Spells

Amplify Magic

    Places a lingering effect on the caster for (D6 + X) x 10 turns that amplifies the damage of orb spells by D6. Amplify Magic uses stamina modifier for the spell to-hit check.

Electric Orb

    Causes D6 + X points of shock damage to the target creature. Electric Orb has a chance of shocking the target for X / 2 turns. The chance is 2D6 + X >= 10 + shock resistance. Electric Orb uses stamina modifier for the spell to-hit check.

Enlarge Orb

    Places a lingering effect on the caster for 2D6 + X turns that causes the next orb spell to explode upon impact granting an additional D6 + X points of damage and the spell's normal damage on any adjacent creatures. Enlarge Orb uses stamina modifier for the spell to-hit check.

Flaming Orb

    Causes D6 + X points of fire damage to the target creature. Flaming Orb has a chance of setting the target on fire causing D3 points of fire damage per turn for D6 + X turns. The chance is 2D6 + X >= 10 + fire resistance. Flaming Orb uses stamina modifier for the spell to-hit check.

Frozen Orb

    Causes D6 + X points of frost damage to the target creature. Frozen Orb has a chance of slowing the target for D6 + X turns. The chance is 2D6 + X >= 10 + frost resistance. Frozen Orb uses stamina modifier for the spell to-hit check.

Illumination

    Places a lingering effect on the caster and all creatures within line of sight that increases light and search radius by 1 for (D6 + Y) x 10 turns. Illumination uses charisma modifier for the spell to-hit check.

Mage Armour

    Places a lingering effect on the caster for (D6 + X) x 10 turns that increases all resistances by a number equal to X / 2, or 1, whichever is higher. This effect is automatically dispelled if the affected creature's equipped items change (note that broken items do not remove the effect). Mage Armour uses stamina modifier for the spell to-hit check.

Mirror Image

    Creates a duplicate of the caster for (D6 + Y) x 10 turns that appears to perform the same actions as the caster. Any damage taken reduces the duration of the image by (damage)D6 turns. Mirror Image uses charisma modifier for the spell to-hit check.

Remove Curse

    Attempts to remove one curse effect from the target creature, location, or an item in the caster's inventory. Remove Curse uses charisma modifier for the spell to-hit check.

Telekinesis

    Allows the caster to magically use remote objects such as doors, chests, levers and so on. Telekinesis uses stamina modifier for the spell to-hit check.


Infernal Spells

Banish Daemon

    Causes D6 + Y points of magic damage to the target daemon. Banish Daemon has a chance to instantly kill daemons. The chance is 2D6 + X >= 10 + Z. Banish Daemon uses charisma modifier for the spell to-hit check and counts as an orb spell but cannot be enlarged.

Bestow Curse

    Attempts to place a random lingering curse effect on the target creature for (D6 + X) x 10 turns. The chance is 2D6 + X >= 7 + Z. Bestow Curse uses stamina modifier for the spell to-hit check. If the check fails, Curse of Agony is placed instead.

Capture Soul

    Places a lingering effect on the target creature for D6 + X turns that captures its soul in a gem upon death. This spell has no effect unless the X is greater than 0. Capture Soul uses charisma modifier for the spell to-hit check.

Demonic Visage

    Places a lingering fear effect on the caster for (D6 + Y) x 10 turns. Any creature attempting to attack the caster must pass a mental check or be afraid for D3 turns. Any damage taken reduces the duration of the Demonic Visage effect by (damage)D6 turns. Demonic Visage uses charisma modifier for the spell to-hit check.

Enslave Daemon

    Attempts to charm a daemon for (D6 + Y) x 10 turns. The chance is 2D6 + Y >= 8 + Z. Enslave Daemon uses charisma modifier for the spell to-hit check.

Plane Shift

    Allows the caster to instantly teleport to another location within line of sight. Plane Shift uses stamina modifier for the spell to-hit check.

Release Soul

    Releases a soul from a random soul gem in the caster's inventory. The soul can either cause 2D6 + X points of magic damage to the target creature or it can be used to enchant a targeted item in the caster's inventory with a random enchantment. If the soul fails to enchant an item, it will cause 2D6 + X points of magical damage to the caster instead. Release Soul uses stamina modifier for the spell to-hit check.

Summon Daemon

    Attempts to summon a daemon and then attempts to enslave it (see Enslave Daemon). Summon Daemon uses charisma modifier for the spell to-hit check.

Venomous Orb

    Causes D6 + X points of poison damage to the target creature. Venomous Orb also has a chance to apply a random poison effect for (D6 + X) x 10 turns. The chance is 2D6 + X >= 10 + poison resistance. Venomous Orb uses stamina modifier for the spell to-hit check.

Virulent Orb

    Causes D6 + X points of disease damage to the target creature. Virulent Orb also has a chance to apply a random disease effect for (D6 + X) x 10 turns. The chance is 2D6 + X >= 10 + disease resistance. Virulent Orb uses stamina modifier for the spell to-hit check.