Sikeopath
Member
Spells 101
Effects
Spell Effects - All spells regardless of which branch they originate from have access to these effects in some way, shape, or form. No additional research or specialization is required to gain these categories. Additionally, these effects only represent the spell’s main purpose. Multiple of these effects can occur.- Damage - (Inflicting wounds upon others)
- Healing - (Restoring HP - only Life can have Major healing)
- Defense - (Protecting others from harm before it would occur)
- Movement - (Movement and the transportation of others)
- Summoning - (Calling forth an NPC entity for various effects)
- Enchantment - (Enhancing objects with magical properties)
- Boon - (Enhancing creatures with magical properties)
- Curse - (Afflicting creatures with magical properties)
Combat Effects - These are the various effects that spells can apply to various targets, adding greater versatility to their magics. Certain effects, known as “combo-effects” require additional steps in order to occur. This is typically done by inflicting an initial effect beforehand, or increasing the casting time or required components of a spell to compensate.
Please refer to The Universal Combat Effects section to view these.
Multi-Turn Spells - These spells require focus. Any spell that requires you to cast over multiple turns will consume as many actions as it requires. During these moments, you may not cast another spell or perform other actions. Unless specified otherwise, the caster may still move.
(Casting Time > 1 Turn)
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