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Post by hyperfairy777 on Aug 13, 2016 21:35:33 GMT 6
the list of spells form the grand RPG, it is currently incomplete, I aim to have at least 3 spells per element to start: {fire} {basic} Fireball: Costs 10 mana, hurls a ball of fire at a foe, deals your magic attack in damage, Mastered: The fireball splits into smaller fireballs which do half your magic attack in damage to nearby foes Fire blast: Costs 30 mana, has a two turn cool down, blast all foes for 3 times your magic attack, spread across all foes, Mastered: The blast leaves napalm on the field for two turns, damaging foes who walk on it, Fire shield: Costs 20 mana, gives the caster 500 points of fire armour, cannot be cast again until the shield is broken and 2 turns have passed Mastered: The shield has 2,000 Hp, Flame pillar: raise column of fire from the ground to heavily damage foes, costs 50 mana, has a 3 turn cooldown Mastered: the column will not only do fire damage but also launch foes upwards causing not flying foes to take fall damage. {ultimate} Meteor shower: Creates one meteor per 30 mana you currently have reducing mana to 0, the meteors rain down over three turns, each meteor deals 5 times your magic attack in damage to foes in an area of effect Mastered: Each meteor costs 20 mana,
{water} Water surge: launch a blast of high pressure water at a foe, costs 10 mana Mastered: the boiling hot water continues to damage the foe for 3 turns Healing rain: causes it to rain, healing the caster and their allies a small amount, Mastered: creates puddles that heal you or allies that stand in then for a small amount of HP Douse: removes any burning effects on the field Mastered: only removes burning effects from your team and the field so enemies remain on fire {ultimate}
{ ice} Ice spike: raise a pillar of ice up from under a foe Mastered: Has a chance to instakill any non-flying, non-boss enemy. Ice blast: {ultimate}
{electric} Bolt: hits the targeted foe with a lighting bolt Mastered: Paralyzes a lot more often and has an AoE effect Arcblast: Fire an energy bolt that ricochets about, like chain lightning. Mastered: Bolts can ricochet more and can hit a single target more than once. Voltic Charge: User charges with electrical energy, enhancing their electric magic and adding an electric aspect to their attacks. Mastered: Get a “charged aura” which increases speed and damages enemies at melee range {ultimate}
{wind} Wind blast: hit the target with a gust of wind Tornado: create a tornado that sucks up smaller foes and traps them for a few turns Air pressure: a high powered blast of air that can pierce skin and bones high CRIT ratio {ultimate}
{earth} Quake: deals a small amount of damage to all non-flying enemy units Mastered: can sometimes stun enemies Rock throw: conjour a rock and throw it at a foe, costs 30 mana, has a chance to stun Mastered: the rock seeks it's target, as such, it cannot miss {ultimate}
{love} Convert tink: covert a tink with low HP to your side, can only affect tinks who are gold or lower Mastered: greater success rate, can convert ruby, emerald and spapphire tinks as well as pure elemental tinks Charm: reduces the enemies attack stat Mastered: Makes enemies occasionally attack each other. {ultimate}
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