Spells: Terramancy

Shock - 10 MP - Deals [ ( 1d10 ) + ( 5 ) + ( Spell Effect x 0.15 ) damage to all enemies within ( Spell Effect x 0.3 + 5 )m. Overcast also **stuns** all foes affected. ( Terramancy ) ( SR: 0 )

Freeze - 50 MP - **Roots** and deals [ ( 2d12 ) + ( 25 ) + ( Spell Effect x 0.75 ) ] damage to a target within ( Spell Effect x 0.1 + 2 )m. Overcast **Stuns** instead and deals [ ( 4d12 ) + ( 20 ) + ( Spell Effect x 1.5 ) ] damage. ( Terramancy ) ( SR: 2 )

Stun - 25 MP - **Stun** a target within ( Spell Effect x 0.3 + 1 )m. Overcast **stuns** your target for two turns instead. ( Terramancy ) ( SR: 0 )

Blink - 20 MP - Instantly teleport to a location up to ( Spell Effect x 0.3 + 5 )m away. Overcast allows you to teleport up to ( Spell Effect x 0.6 )m away, and refunds mana cost. ( Terramancy ) ( SR: 0 )

Shift - 50 MP - **Moves** a target who is up to ( Spell Effect x 0.75 )m away to a location up to ( Spell Effect x 0.75 )m away. Cannot trap targets in terrain. Overcast allows you to **move** them up to ( Spell Effect x 1.5 )m away. Can target self. ( Terramancy ) ( SR: 1 )

Countermagic - 30 MP - **Counter** target spell that is being cast up to ( Spell Effect x 0.4 + 5 )m away. If overcast, also steals 30 MP from the caster. Can be cast at any time. ( Terramancy ) ( SR: 0 )

Nullmagic Missile - 55 MP - Deals [ ( 1d12 ) + ( Spell Effect x 0.8 ) ] damage to a target, and **counters** a spell they are casting. Overcast also **stuns** that target for this and their next turn. Can be cast at any time. ( Spell Effect x 0.6 + 3 )m range. ( Terramancy ) ( SR: 1 )

Blink Attack - 40 MP - Blink up to ( Spell Effect x 0.5 + 6 )m away, then gain +( Spell Effect x 0.50 ) Bonus damage on your next attack this turn. Overcast grants you + ( Spell Effect x 1.25 ) Bonus Damage instead. ( Terramancy ) ( SR: 1 )

Earthcast - 30 MP - Dislodges a ( Spell Effect x 10 ) pound slab of earth nearby, then casts it at an enemy, shattering on them, dealing [ ( 1d12 ) + ( Spell Effect x 0.65 ) ] damage to that unit, and ( Spell Effect x 0.25 ) damage to any enemies that are within ( Spell Effect x 0.3 )m of them. **Stuns** primary target. Overcast deals full damage to secondary targets. ( Spell Effect x 0.5 + 5 )m range. ( Terramancy ) ( SR: 1 )

Scatterspell - 20 MP - ( Spell Effect x 0.4 + 4 )m range. Must be cast as an interrupt to a spell. Roll the die ( Overcast grants you two rolls ). If you get:

1 or 2: **Counter** target spell.

3 or 4: Deal [ ( 1d20 ) + ( Spell Effect x 0.40 ) ] damage to target unit casting a spell.

5 or 6: Cast a **copy** of target spell, except with your ( Spell Effect ).

7 or 8: **Stun** target unit.

9 or 10: You recover ( Spell Effect x 0.55 ) MP.

11 or 12: **Redirect** target spell to its controller.

13 or 14: **Charm** target unit until your next turn.

15 or 16: Blink up to ( Spell Effect x 0.5 )m away.

17 or 18: Nothing Happens.

19 or 20: You can choose to either **counter** a target spell, or have the targeted spell become a spell in your spell arsenal, except if that spell could only target allies, it can target all units, etc. ( Terramancy ) ( SR: 2 )

Junction Blast - 25 MP - Deals [ ( 2d12 ) + ( Spell Effect x 0.25 ) ] damage to a target within ( Spell Effect x 0.4 + 4 )m. That unit is **pushed** ( Spell Effect x 0.2 + 5 )m backwards, if not very heavy. Overcast pushes ( Spell Effect x 2 )m guranteed instead. ( Terramancy ) ( SR: 1 )

Lightning Bolt - 10 MP - Deals [ ( 2d6 ) + ( Spell Effect x 0.15 ) ] damage to any unit of your choice on the map. Overcast deals [ ( 2d12 ) + ( Spell Effect x 0.30 ) ] damage instead. Can be cast at any time. ( Terramancy ) ( SR: 0 )

Essence Scatter - 20 MP - Does your choice of **countering** a summon spell being cast up to ( Spell Effect )m away, or deals [ ( 1d12 ) + ( Spell Effect x 0.30 ) ] damage to target unit up to ( Spell Effect x 0.2 )m away. When overcast, also restores 20 MP on self, and if second mode is used, deals [ ( 2d12 ) + ( Spell Effect x 0.75 ) ] damage to that target. ( Terramancy ) ( SR: 1 )

Blinkscape - 30 MP - Instantly teleport to a location up to ( Spell Effect x 0.4 )m away. After use, puts ( Spell Effect x 0.01 ) charges of Blink on you, which last until end of turn. When used, each stack instantly teleports you up to ( Spell Effect x 0.4 )m away. If Overcast, grants ( Spell Effect x 0.02 ) charges instead. Minimum of one charge gained. ( Terramancy ) ( SR: 2 )

Wall of Sorcery - 15 MP - The caster creates a wall that is up to ( Spell Effect x 0.2 + 5 )m wide at a location up to ( Spell Effect x 0.2 + 5 )m away. Allies can phase through the wall, but enemies who come in contact with the wall take ( Spell Effect x 0.25 ) damage and are repelled. Lasts until your next turn, but an be maintained with casting again. If overcast with a new wall, restores 15 MP on caster. If Overcast while refreshing an already existing wall, will cause that wall to stay until the end of your turn after your next turn. ( Terramancy ) ( SR: 1 )

Force Beam - 25 MP - The caster creates a powerful magical beam that tears accross ( Spell Effect x 0.3 + 5 )m in a line in a direction of the caster's choice. Any enemy units caught in the line are forced to the end location of the beam or a wall, whichever comes first. Enemies hit take [ ( 1d10 ) + ( Spell Effect x 0.25 ) ] damage. If Overcast, will stun the enemies hit on their next turn. ( Terramancy ) ( SR: 1 )

Spellshard Field - 50 MP - The caster creates a Spellshard field at a location up to ( Spell Effect x 0.4 )m away. Inside the field, which is ( Spell Effect x 0.2 )m in radius, ( Spell Effect x 0.5 ) Spellshards are summoned. Whenever an enemy walks into the field, if they come within 3m of a Spellshard, it will fire at them, dealing 1d4 pure damage to them. Spellshards are consumed when they fire. As long as there is at least one Spellshard still in the area, the area also completely deprives enemies in the area of Spell Resist. If Overcast, summons ( Spell Effect ) Spellshards instead. ( Terramancy ) ( SR: 3 )

Waypoint - 5 MP - The caster places a waypoint at a location up to ( Spell Effect x 0.2 + 10 )m away. Until the end of the caster's next turn, all allies within 100m of that location can teleport to that location during their turn for 20 MP. If Overcast, costs no mana to teleport to that location. ( Terramancy ) ( SR: 1 )

Junction Arc - 65 MP - Creates a wave of Junction Energy that shoots out in an arc in front of you ( Spell Effect x 0.4 + 4 )m, dealing [ ( 2d20 ) + ( Spell Effect x 0.45 ) ] damage to each enemy in the arc, and pushing those units back ( Spell Effect x 0.3 + 3 )m. If Overcast, deals [ ( 4d20 ) + ( Spell Effect x 0.90 ) ] damage to those enemies instead. ( Terramancy ) ( SR: 2 )

Bind Spell - 40 MP - Upon use, the caster binds a targeted spell of choice to an item that either he or she possesses or that is in the nearby area. Afterwards, the caster can cast the bound spell by paying its Mana cost at any time. This spell counters the spell as it is being cast, and can be used at any time. If Overcast, refunds mana cost. ( Terramancy ) ( SR: 3 )

Voltaic Blessing - 55 MP - You plunge your weapon skywards, calling Lightning to your weapon, then slam it into the ground, sending a shockwave out up to ( Spell Effect x 0.3 + 5 )m in all directions. All enemies caught in the shockwave are stunned, and your next attack this turn deals +[ ( { 1d20 + Attack Damage } + { 1d20 + Spell Effect } ) x ( 0.4 ) ] Magic Damage. If Overcast, the Lightning also strikes each enemy in the AoE, dealing [ ( Spell Effect x 0.75 ) ] damage to each enemy in the area. ( Terramancy ) ( SR: 2 )

Wall of Negation - 10 MP - An additional 10 MP can be spent to extend the wall by a distance equal to its base distance. Base distance is ( Spell Effect x 0.1 )m. Can be spawned in any orientation up to ( Spell Effect x 0.3 + 4 )m away. If Overcast, the wall's Base Distance is ( Spell Effect x 0.2 + 5 )m instead. Spells of enemies cannot be cast through the wall, and ally spells that pass through the wall gain + ( Spell Effect x 0.3 ) Spell Effect. When an enemy passes through the wall, you recover 10 MP. ( Terramancy ) ( SR: 2 )

Teleportation - 15 MP - After channeling between your turns ( which will be interrupted if you are dealt damage or disabled ), you teleport to any location on the battlefield. If Overcast, teleport to that location instantly instead. ( Terramancy ) ( SR: 1 )

Magic Barrier - 40 MP - Protects the caster with a Magic Barrier that extends for 5m around the caster, shielding himself and all allies inside. The Barrier is spawned with [ ( Spell Effect x 0.7 ) + ( 1d20 ) ] Hit Points, but will only protect from Magic Damage that would be dealt to allies and caster in the area. If Overcast, additionally gives units inside the barrier + ( Spell Effect x 0.2 ) Spell Resist. ( Terramancy ) ( SR: 2 )

Flurry - 15 MP - Grants you a +35% Dodge Chance until you attack next, and stacks up to two times. Dissipates after two turns of not casting Flurry. When you attack, that attack deals a bonus [ ( Spell Effect x 0.4 ) + ( 1d12 ) ] Magical Damage for each turn you cast Flurry prior to this one. If Overcast, automatically grants you an additional attack this turn, and grants you +5 Movement this turn. ( Terramancy ) ( SR: 2 )

Guard Against - 15 MP - Prevents up to [ ( Max Hit Points x 0.05 ) + ( Armor x 0.3 ) + ( Spell Resist x 0.5 ) + ( Spell Effect x 0.1 ) ]% of damage from target incoming attack. Can be cast at any time. If Overcast, also grants you a Shield equal to [ ( Spell Effect x 0.5 ) + ( Armor x 0.5 ) + ( Spell Resist x 0.5 ) ]. ( Terramancy ) ( SR: 1 )

Power Strike - 10 MP - Empowers your next attack this turn, granting that attack + [ ( Attack Damage x 0.1 ) + ( Spell Effect x 0.2 ) + ( 1d20 ) ] Magic Damage on attack. If Overcast, grants that attack + [ ( Attack Damage x 0.25 ) + ( Spell Effect x 0.5 ) + ( 2d20 ) ] Pure Damage on attack instead. ( Terramancy ) ( SR: 3 )

Pathbreaker - 55 MP - Creates a Shield in one direction that covers a 5m line shielding you in front of you in that direction. The Shield has [ ( Spell Effect x 1.25 ) + ( 2d20 ) ] Hit Points. You cannot have multiple Shields active at a time. At any time, you can consume the shield to slam the earth, sending a shockwave that is 5m wide out ( Spell Effect x 0.25 + 3 )m. All enemies hit take damage equal to 50% of the Shield Hit Points consumed. Deals bonus percent of damage equal to ( Attack Damage )%. If Overcast, instead deals bonus percent of damage equal to [ ( Attack Damage + Spell Effect ) x ( 1.25 ) ]%. ( Terramancy ) ( SR: 3 )

Flood - 120 MP - Summons a mighty flood to overtake the battlefield, surrounding an area within ( Spell Effect x 0.2 + 4 )m of you in water. The Floodwaters remain for [ ( 1d4 ) + ( Spell Effect x 0.02 ) ] turns. While enemies are in the Floodwaters, they take [ ( Spell Effect x 0.2 ) + ( 1d12 ) ] Magical Damage per turn, and you can move them up to ( Spell Effect x 0.05 + 4 )m. If Overcast, the Flood Stuns all enemies when it enters the battlefield. ( Terramancy ) ( SR: 4 )

Consuming Singularity - 360 MP - The caster Hard Channels for this turn and the next three turns, then spawns a Magically Sustainable Black Hole within ( Spell Effect x 0.3 + 5 )m on the next turn. All enemies within ( Spell Effect x 0.2 + 3 )m of the Black Hole are sucked towards the Black Hole, each of those units being moved 10m closer to the Black Hole. Then, each of those units has a ( Overcast Chance )% chance to be sucked into the Black Hole, instantly being moved to the Black Hole's location. Units moved to a location within 5m of the Black Hole are sucked into it immediately instead. When a unit is sucked into the Black Hole, they are immediately deprived of 75% of their Current Health. For the next two turns after a unit is sucked into the Black Hole, they are Void Locked, causing them to return to the Black Hole's location at the end of their turns. Black Hole is 5m x 5m. If Overcast, only needs to be Soft Channeled for this turn and the next turn instead. ( Terramancy ) ( SR: 8 )

Counterlance - 40 MP - Counter target spell whose caster is within ( Spell Effect x 0.3 + 4 )m. Then, choose a point on a line from the caster to their target. Send an Energy Lance out in that direction, dealing [ ( Spell Effect x 0.4 ) + ( Countered Spell's Caster's Spell Effect x 0.4 ) + ( 1d20 ) ] magical damage to all enemies hit in a straight path. The path extends out ( Spell Effect x 0.3 + 4 )m. If Overcast, also deals ( Spell Effect ) damage to the countered spell's caster. ( Terramancy ) ( SR: 2 )

Summon Armor - 20 MP - Summons Armor on a target within ( Spell Effect x 0.3 + 2 )m or self. This Armor is manifested in four stacks of Summoned Armor placed on the target. Each stack gives the bearer + ( Spell Effect x 0.05 ) Armor. Whenever a unit armored with summoned armor takes damage, they lose one stack of Summoned Armor. If Overcast, immediately gives the target + [ ( Spell Effect x 0.3 ) + ( 1d20 ) ] Armor until your next turn as well. ( Terramancy ) ( SR: 3 )

Ring of Isolation - 50 MP - Can be cast at any time; You and any number of allies within ( Spell Effect x 0.2 + 1 )m phase out of reality until your next turn. When exiting the phasing, unless you Overcast, you take [ ( 40 ) - ( Spell Effect x 0.25 ) ] damage. ( Terramancy ) ( SR: 4 )

Cyclone - 130 MP - Hard channel for this turn and your next turn, then unleash a Rampaging Cyclone that moves towards the nearest enemy on each of your turns, moving 1d20m per turn. Whenever an enemy travels within ( Spell Effect x 0.1 + 4 )m of the Cyclone, they are tossed about, dealing an immediate [ ( Spell Effect x 1.8 ) + ( 3d20 ) ] Magical Damage to them, and causing them to become **Whirled** until your next turn, removing them from the game. If Overcast, the Cyclone immediately pulls all units within ( Spell Effect x 0.3 + 10 )m of it to itself, then sunders those units by 50% of their Armor and Spell Resist. ( Terramancy ) ( SR: 6 )

Clear a Path - 50 MP - Create a line that extends out ( Spell Effect x 0.25 + 4 )m. Units within ( Spell Effect x 0.1 + 6 )m of the line take [ ( Spell Effect x 0.75 ) + ( 2d20 ) ] damage and are knocked back ( Spell Effect x 0.1 + 10 )m from the line. If Overcast, also stuns units hit on their next turns. ( Terramancy ) ( SR: 2 )