Spells

Whenever you achieve 50 Spell Points, your Spell Points reset and you learn a new spell of your choice, or a random spell. You can only choose to learn spells that you have enough spells in that spell's School's Spell Requirement. If a randomly chosen spell's MP Cost exceeds 50% of your Max MP, you can choose to reroll what spell you learn.

Channeled spells must begin being channeled on a turn in which you have done no other actions, and you cannot perform other actions while channeling. Hard Channels force you to complete their channels, completely disabling your ability to choose to do other actions, whereas Soft Channels allow you to break the channel to perform other actions, at the cost of the spell no longer being cast.

1.) Heal - 20 MP - Restores [ ( 4d8 ) + ( 10 ) + ( Spell Effect x 0.3 ) ] Health to your target, up to ( Spell Effect x 0.1 + 3 )m away. Can target self. Overcast restores [ ( 4d12 ) + ( 15 ) + ( Spell Effect x 0.5 ) ] Health to target instead. ( Luxomancy ) ( SR: 0 )

2.) Fireball - 15 MP - Deals [ ( 1d20 ) + ( 10 ) + ( Spell Effect x 0.35 ) ] Damage to a target up to ( Spell Effect x 0.2 )m away. Can be interrupted while in the air. Overcast deals [ ( 2d20 ) + ( 20 ) + ( Spell Effect x 0.75 ) ]damage to target. ( Pyromancy ) ( SR: 0 )

3.) 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 )

4.) 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 )

5.) Leech - 35 MP - Steal [ ( 2d8 ) + ( 10 ) + ( Spell Effect x 0.4 ) ] HP from a target up to ( 0.1 x Spell Effect + 4 )m away. Overcast also steals that much MP from your target. ( Biomancy ) ( SR: 1 )

6.) 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 )

7.) Spitfire - 40 MP - Deals [ ( 3d6 ) + ( 4 ) + ( Spell Effect x 0.25 ) ] damage to all foes in a ( Spell Effect x 0.2 + 2 )m cone in front of you. Overcast deals ( Spell Effect x 1.5 Damage to those enemies instead ). ( Pyromancy ) ( SR: 1 )

8.) Sunder - 15 MP- Target unit within ( Spell Effect x 0.2 + 2 )m loses [ ( 2d4 ) + ( 4 ) + ( Spell Effect x 0.25 ) ] Armor and Spell Resist until end of turn. If that unit drops below 0 of either stat, the negative stats are applied with half strength. Overcast lasts until the end of your next turn. Can stack. ( Pyromancy ) ( SR: 2 )

9.) Weaken - 10 MP - Target unit within ( Spell Effect x 0.4 )m loses [ ( 2d10 ) + ( Spell Effect x 0.4 ) ] Base Attack Damage until your next turn. Overcast also **purges** all buffs from the targeted unit, and makes the debuff become ( Spell Effect x 1.0 ). ( Biomancy ) ( SR: 0 )

10.) Silence - 15 MP - Target unit within ( Spell Effect x 0.2 + 2 )m is **Silenced** until your next turn. Overcast also applies a **Curse** to that unit. ( Necromancy ) ( SR: 1 )

11.) Pulse - 30 MP - Deals [ ( 2d6 ) + ( Spell Effect x 0.3 ) ] damage to and reveals all enemies within ( Spell Effect x 0.3 + 2 )m. Overcast also **stuns** all enemies in the area. ( Biomancy ) ( SR: 1 )

12.) Restore - 50 MP - Restores [ ( 2d12 ) + ( 10 ) + ( Spell Effect x 0.9 ) ] Hit Points to your target. Overcast Fully Heals your target. ( Spell Effect x 0.3 + 1 )m range. ( Luxomancy ) ( SR: 1 )

13.) Imbue - 20 MP - Grants your target a +[ ( 1d10 ) + ( Spell Effect x 0.55 ) ] Attack Damage bonus this turn. Overcast also restores ( Spell Effect ) health to your target. ( Spell Effect x 0.4 )m range. ( Biomancy ) ( SR: 0 )

14.) Whimsy - 5 MP - Deals [ ( 1d20 ) + ( Spell Effect x 0.10 ) ] Damage to a target within ( Spell Effect x 0.1 + 5 )m. Overcast deals [ ( 2d20 ) + ( Spell Effect x 0.25 ) ] damage instead. ( Luxomancy ) ( SR: 0 )

15.) Afflict - 5 MP - Inflicts **Poison** on your target. Overcast also **curses** your target and **silences** them until your next turn. ( Spell Effect x 0.5 )m range. ( Necromancy ) ( SR: 0 )

16.) 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 )

17.) Stealth - 15 MP - Become **stealthed** until you attack, cast a spell, or use an item next, or up to ( Spell Effect x 0.5 ) seconds, whichever comes first. Overcast allows you to recover **stealth** after three seconds of inactivity for the duration. ( Necromancy ) ( SR: 1 )

18.) Death Wave - 25 MP - Deals [ ( 2d12 ) + ( Spell Effect x 0.65 ) ] Damage to each enemy within ( Spell Effect x 0.2 + 10 )m who is under 50% HP. Overcast deals ( Spell Effect x 2 ) Damage instead. ( Necromancy ) ( SR: 1 )

19.) Ward - 15 MP - Target unit within ( Spell Effect x 0.2 + 4 )m gains [ ( 2d4 ) + ( Spell Effect x 0.2 ) ] Armor and Spell Resist until your next turn. Overcast grants [ ( 2d8 ) + ( Spell Effect x 0.4 ) ] Armor and Spell Resist instead. ( Luxomancy ) ( SR: 0 )

20.) 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 )

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21.) Summon Skeleton - 20 MP - Summons a Skeleton with [ ( 1d12 ) + ( Spell Effect x 0.6 ) ] Hit Points that deals [ ( 1d10 ) + ( Spell Effect x 0.2 ) ] Damage on Attack. Overcast summons an additional Skeleton. Skeleton appears 1m in front of you. ( Necromancy ) ( SR: 0 )

22.) Summon Undead - 70 MP - Summons three zombies, each with [ ( 1d12 ) + ( Spell Effect x 0.5 ) ] Hit Points. Each Zombie deals [ ( 1d10 ) + ( Spell Effect x 0.3 ) ] Base Damage on attack. For each Zombie that has attacked the unit a zombie is attacking this turn, the zombie deals + ( Spell Effect x 0.1 ) Damage on attack. Zombies take +100% Magical Damage. If overcast, damage dealt by zombies restores 25% that much health to the zombie's caster. Undead appear within 10m of caster. ( Necromancy ) ( SR: 1 )

23.) Summon Hellkite - 120 MP - Summons a Mighty Dragon from the Nether Realm with [ ( 3d20 ) + ( Spell Effect x 2 ) ] Health. The Dragon's attacks set units **ablaze**, causing them to take ( Spell Effect x 0.3 ) Damage per turn. Attacks for [ ( 1d20 ) + ( Spell Effect x 0.8 ) ] Damage. Costs 10 MPT to sustain for each enemy burning from **Hellfire**. **Hellfire** ends when Hellkite is unsummoned. Overcast causes a burst of **Hellfire** when the Hellkite is summoned, setting all enemies within ( Spell Effect x 0.4 )m of it on fire with **Hellfire**. Can summon up to ( Spell Effect )m away. ( Necromancy ) ( SR: 3 )

24.) 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 )

25.) 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 )

26.) 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 )

27.) Rejuvenate - 25 MP - Instantly restores [ ( Spell Effect x 0.25 ) Hit Points on a target. That target gains + [ ( 1d6 ) + ( Spell Effect x 0.05 ) ] HPT until they take damage next. Overcast sets regen to ( Spell Effect x 0.15 ). ( Spell Effect x 0.25 + 2 )m range. ( Luxomancy ) ( SR: 2 )

28.) Forcefield - 15 MP - Creates a [ ( 1d12 ) + ( Spell Effect x 0.25 ) ] Hit Point **shield** on target unit. While **Shield** is active, enemies within ( Spell Effect x 0.4 )m of shielded unit take ( Spell Effect x 0.15 ) Damage Per Turn. Can't Stack. Overcast shields for [ ( 1d20 ) + ( Spell Effect x 0.50 ) ] Damage. ( Spell Effect x 0.2 + 6 )m range. ( Luxomancy ) ( SR: 1 )

29.) Cataclysm - 100 MP - Calls down ( 1d10 ) Meteors that strike enemies in a ( Spell Effect x 0.25 + 4 )m AoE at random. Each Meteor deals [ ( 1d20 ) + ( Spell Effect x 0.4 ) ] Damage. Overcast summons ( 1d20 ) Meteors instead. ( Pyromancy ) ( SR: 3 )

30.) Protect - 10 MP - Can be used as an interrupt. Places a [ ( 10 ) + ( 1d10 ) + ( Spell Effect x 0.15 ) ] Hit Point **shield** on a target that lasts until your next turn. Overcast gives the targeted unit **immunity** to the next spell or attack that would hit them this turn in addition to the **shield**. ( Spell Effect x 0.4 + 4 )m range. ( Luxomancy ) ( SR: 0 )

31.) 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 )

32.) Immolate - 30 MP - Sets an enemy **ablaze**, causing it to take [ ( 2d6 ) + ( 4 ) + ( Spell Effect x 0.5 ) ] damage immediately, as well as having [ ( 1d6 ) + ( Spell Effect x 0.05 ) ]% of their HP immediately burned, up to 8%. Each turn afterwards, That unit takes ( Spell Effect x 0.1 ) damage and loses 1% of its max HP as well. Unless Overcast, only lasts this turn and the next two. ( Spell Effect x 0.4 )m range. ( Pyromancy ) ( SR: 1 )

33.) Consecration - 40 MP - Restores [ ( 2d8 ) + ( 6 ) + ( Spell Effect x 0.40 ) ] Hit Points to self and all allies within ( Spell Effect x 0.2 + 5 )m. Overcast restores [ ( 3d12 ) + ( 10 ) + ( Spell Effect x 0.75 ) ] Hit Points. ( Luxomancy ) ( SR: 2 )

34.) Charm - 25 MP - Target unit within ( Spell Effect x 0.4 + 4 )m is **charmed** and forced to move towards you on its next turn. Overcast also deals damage to that unit equal to ( 2 x Charisma ). ( Biomancy ) ( SR: 1 )

35.) Chance Bolt - 45 MP - Deals [ ( 1d20 x Spell Effect x 0.15 ) ] damage to target unit. Overcast deals [ ( 1d20 x Spell Effect x 0.35 ) ] damage to that unit instead. ( Spell Effect x 0.5 + 8 )m range. ( Pyromancy ) ( SR: 2 )

36.) 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 )

37.) Lifelink - 25 MP - Target unit gains + [ ( 1d12 ) + ( Spell Effect x 0.5 ) ]% Lifesteal until end of turn. If overcast, that unit also gains + ( Spell Effect x 0.5 ) Attack Damage until end of turn as well. ( Spell Effect x 0.3 + 6 )m range. ( Biomancy ) ( SR: 1 )

38.) Deathmark - 20 MP - Places a **Deathmark** on target unit until your next turn. If that unit dies while deathmarked, you and all your allies recover [ ( 1d10 ) + ( Spell Effect x 0.25 ) ] Hit Points and gain a +1 Spell Effect and Attack Damage buff until the end of the encounter. If overcast, Deathmarked units also take + ( Spell Effect x 0.4 )% damage from all sources this turn. ( Spell Effect x 0.3 + 6 )m range. ( Necromancy ) ( SR: 1 )

39.) 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 )

40.) Peril - 10 MP - Places a stack of Peril on a target unit. For each stack of Peril, units take + ( Spell Effect x 0.2 )% damage from all sources. In one of your turns that you do not cast Peril on a unit, all stacks of Peril fall off of that unit. Overcast places 5 stacks on the targeted unit. Max Damage increase per stack is +15%. ( Spell Effect x 0.4 )m range. ( Necromancy ) ( SR: 0 )

41.) Summon Cruel Puppet - 30 MP - Summons a Cruel Puppet with [ ( 2d10 ) + ( Spell Effect x 0.5 ) ] Hit Points up to ( Spell Effect x 0.3 )m away. The Puppet deals [ ( 1d10 ) + ( Spell Effect x 0.20 ) ] magical damage on attack. When the Puppet dies, it explodes, dealing [ ( 1d20 ) + ( Spell Effect x 0.35 ) ] Magical damage in a 10m AoE around itself. On overcast, the puppet is summoned with [ ( 2d20 ) + ( Spell Effect ) ] Hit Points instead. ( Necromancy ) ( SR: 2 )

42.) Sunbeam - 60 MP - The Spellcaster channels a great deal of arcane power for a turn, then unleashes a powerful beam of energy that deals [ ( 3d20 ) + ( Spell Effect x 1.85 ) ] damage in a ( Spell Effect x 0.5 )m beam in front of himself. Overcast causes this beam to deal [ ( 5d20 ) + ( Spell Effect x 3.20 ) ] damage instead. Missing all units with the beam restores 30 MP. Beam is 5m wide in total. ( Luxomancy ) ( SR: 2 )

43.) 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 )

44.) 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 )

45.) Powercast - 5 MP - Upon use, **imbues** a targeted spell with your Spell Power. That spell gains [ ( 1d20 ) + ( Spell Effect x 0.25 ) ] Spell Effect, and can't be countered. Overcast grants + [ ( 2d20 ) + ( Spell Effect x 0.50 ) ] Spell Effect instead. Can be used at any time. Caster must be within ( Spell Effect x 0.3 + 3 )m. ( Luxomancy ) ( SR: 4 )

46.) Summon Spell Replicant - 60 MP - Summons a Spell Replicant with [ ( 1d20 ) + ( Spell Effect x 0.3 ) ] Hit Points and 60 MP. Whenever you cast a spell, you can cause your Spell Replicants to cast that spell as well. Your Spell Replicants have Overcast chance equal to you, and Spell Effect equal to you. On Overcast, summons the Spell Replicant with ( 60 + Spell Effect ) MP instead. Summons the Replicant up to 5m away. ( Necromancy ) ( SR: 3 )

47.) Bubble Shield - 25 MP - Each ally within ( Spell Effect x 0.2 + 5 )m gains a [ ( 2d12 ) + ( Spell Effect x 0.10 ) ] Hit Point **Shield**. When Overcast, grants those allies a [ ( 2d20 ) + ( Spell Effect x 0.25 ) ] Hit Point **Shield** instead. ( Luxomancy ) ( SR: 2 )

48.) Restore Mana - 25 MP - Target allied unit ( Not self ) within ( Spell Effect x 0.3 + 6 )m recovers [ ( 1d10 ) + ( Spell Effect x 0.30 ) ] MP. If overcast, restores [ ( 1d20 ) + ( Spell Effect x 0.60 ) ] MP instead. Limit one per party. ( Luxomancy ) ( SR: 1 )

49.) Divine Judgment - 150 MP - Target area within ( Spell Effect x 0.4 + 6 )m is blasted with a beam of Holy Energy, dealing [ ( 4d20 ) + ( Spell Effect x 2.25 ) ] damage to each enemy within the area. AoE is ( Spell Effect x 0.2 + 4 )m. Overcast deals [ ( 8d20 ) + ( Spell Effect x 4.00 ) ] damage instead. ( Luxomancy ) ( SR: 4 )

50.) 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 )

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51.) Orb of Deception - 25 MP - You cast an orb in a direction of your choice that travels ( Spell Effect x 0.1 + 3 )m. While going out, the orb deals [ ( 1d20 ) + ( Spell Effect x 0.30 ) ] Magical Damage. After the Orb reaches its target location, it returns a turn later, dealing [ ( 1d20 ) + ( Spell Effect x 0.30 ) ] Pure Damage to those it passes on return. Overcast grants the spell +100% Lifesteal. ( Biomancy ) ( SR: 0 )

52.) 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 )

53.) 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 )

54.) 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 )

55.) Healing Aura - 10 MPT - Can be toggled on or off at the end of the turn. At the beginning of a turn, consumes the 10 Mana and restores [ ( 1d8 ) + ( Spell Effect x 0.20 ) ] Hit Points to self and all allies within ( Spell Effect x 0.4 )m. Overcast, which is checked at the beginning of each turn, restores [ ( Spell Effect x 0.50 ) + 1d20 ] Hit Points instead. ( Luxomancy ) ( SR: 3 )

56.) Mass Immolation - 100 MP - Summons a Mighty Inferno around the caster, dealing [ ( 2d20 ) + ( 10 ) + ( Spell Effect x 1.35 ) ] damage to each enemy within ( Spell Effect x 0.3 + 6 )m and causing those units to lose [ ( 1d8 ) + ( Spell Effect x 0.03 ) ]% of their Max HP ( Up to 15% ). If Overcast, deals [ ( 5d20 ) + ( 25 ) + ( Spell Effect x 3.05 ) ] damage instead, and Health Burnt can reach 20%. ( Pyromancy ) ( SR: 3 )

57.) Investment - 50 MP - The caster places ( Spell Effect x 0.05 ) + ( 1d4 ) stacks of Investment on himself or herself, or a target within ( Spell Effect x 0.4 )m. That target gains Mana Regen equal to the number of stacks on him or her. If Overcast, places ( Spell Effect x 0.1 ) + ( 1d12 ) stacks on target instead. Any given unit can only have a maximum of stacks on it equal to ( Level + 5 ). ( Biomancy ) ( SR: 2 )

58.) 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 )

59.) Soul Transfer - 40 MP - Remove your target's soul from their body, making them immune to damage until your next turn. Instead, you gain a shield equal to their current HP. At beginning of your next turn, your target's soul returns, causing their HP to become your shield amount. Range of ( Spell Effect x 0.3 + 5 )m. Overcast causes spell to have no mana cost. ( Biomancy ) ( SR: 2 )

60.) Empowered Arcane Blast - 15 MP - Upon cast, summons an Arcane Aura around the caster, which can be discharged at any time. While the Aura is around you, during the beginning of your turn, you can spend 5 Mana to roll 1d8. You gain Arcane Stacks equal to the number rolled + ( Spell Effect x 0.15 ). At any time, you can discharge your Arcane Aura to deal [ ( 1d6 ) + ( Spell Effect x 0.25 ) + ( Arcane Stacks ) ] damage to each enemy within ( Spell Effect x 0.3 + 6 )m. Overcast deals twice that much damage. When Discharged, all Arcane Stacks are removed from the caster. Must be discharged once you have at least ( Spell Effect x 2 ) stacks on you. ( Pyromancy ) ( SR: 1 )

61.) 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 )

62.) Agility - 20 MP - Empowers an ally with increased Agility, granting that ally + ( Spell Effect x 0.4 )% Bonus Critical Hit Damage and + ( Spell Effect x 0.08 )% Bonus Hit Chance, as well as + [ ( 1d8 ) + ( Spell Effect x 0.05 ) ] Movement this turn. If Overcast, grants + ( Spell Effect x 0.8 )% Bonus Critical Hit Damage instead of the first benefit. Range of ( Spell Effect x 0.2 + 6 )m. ( Biomancy ) ( SR: 2 )

63.) 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 )

64.) Orb of the Righteous - 100 MP - If no ally aids in the casting, deals a base [ ( 2d20 ) + ( Spell Effect ) ] damage. For each ally that helps in its casting by paying 20 MP ( Before Overcast is rolled ), adds +[ ( 1d20 ) + ( Your Spell Effect x 0.30 ) ] damage to the Orb. Range of ( Spell Effect )m. If Overcast, deals a base [ ( 4d20 ) + ( Spell Effect x 2.25 ) ] damage. ( Luxomancy ) ( SR: 3 )

65.) 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 )

66.) Deploy Healer's Tent - 30 MP - Upon use, deploys a Healer's Tent at a location up to 5m away. The tent is 3m x 3m large, and can't be destroyed, but can be undeployed, with a maximum of one deployed at a time. While inside the Tent, allies have + [ ( 1d20 ) + ( Spell Effect x 0.5 ) ]% Received Healing. If Overcast, instantly also restores any allies already in the tent by [ ( 1d20 ) + ( Spell Effect x 0.3 ) ] Hit Points. ( Luxomancy ) ( SR: 2 )

67.) Galvanize - 40 MP - Melts a target unit, reducing it to its basest elements. If used on an enemy, will reduce their Armor and Spell Resist to 0 until your next turn. If used on an ally, will purge them of all disables and debuffs. If Overcast, produces a blast of flame around your target, dealing [ ( 1d12 ) + ( Spell Effect x 0.65 ) ] damage to each enemy within ( Spell Effect x 0.3 + 2 )m of your target. ( Pyromancy ) ( SR: 1 )

68.) Holy Pitch - 30 MP - You cast your weapon to a target within ( Spell Effect x 0.25 + 4 )m, dealing [ ( Attack Damage + Spell Effect ) x ( 0.2 ) ] damage to your target. If Overcast, deals [ ( Attack Damage + Spell Effect ) x ( 0.5 ) ] damage instead. Triggers as an attack. ( Luxomancy ) ( SR: 0 )

69.) 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 )

70.) Slow - 5 MP - Slows target unit by ( Spell Effect x 0.065 ) Movement. If they are completely slowed, becomes a Root instead. If Overcast, automatically roots and sunders half of that unit's Armor and Spell Resist. ( Biomancy ) ( SR: 0 )

71.) 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 )

72.) Summon Sword - 20 MP - Summons an Arcane Sword that can be immediately equipped by self or target unit within ( Spell Effect x 0.3 + 2 )m. When the Sword Despawns, the unit can immediately re-equip their previous weapon. While equipped with the Summoned Sword, the equipped unit has + [ ( 2d20 ) + ( Spell Effect x 0.40 ) ] Attack Damage. If Overcast, the Sword lasts until end of encounter. Otherwise, it lasts for two of the equipped unit's turns. The Sword is one handed. The sword can be dispelled at any time. ( Luxomancy ) ( SR: 2 )

73.) Summon Dire Knight - 60 MP - Summons a Dire Knight within 5m of you that has [ ( 2d20 ) + ( Spell Effect x 0.80 ) ] Hit Points and [ ( 1d10 ) + ( Spell Effect x 0.05 ) ] Armor. The Dire Knight deals ( Spell Effect x 0.2 ) Pure Damage on attack. If Overcast, summons the Dire Knight with [ ( 5d20 ) + ( Spell Effect x 2.00 ) ] Hit Points instead. ( Necromancy ) ( SR: 3 )

74.) Immortality - 90 MP - Target ally within ( Spell Effect x 0.2 + 4 )m recovers [ ( 2d20 ) + ( Spell Effect x 1.25 ) ] Hit Points, then can't be dealt damage until your next turn. If Overcast, that ally must be attacked and targeted with all negative spells from enemies until your next turn. If an enemy cannot attack that unit, then they move towards it instead. ( Luxomancy ) ( SR: 4 )

75.) Firebomb - 45 MP - Hurls a Fireball that explodes at a target within ( Spell Effect x 0.3 + 2 )m. That target takes [ ( 3d10 ) + ( Spell Effect x 0.65 ) ] damage, then that unit and all other enemies within ( Spell Effect x 0.1 + 1 )m of that unit have ( Spell Effect x 0.075 )% of their Max Hit Points depleted, up to 10% of their Max Hit Points. If Overcast, instead deals [ ( 3d20 ) + ( Spell Effect ) ] damage to the primary target and also deals [ ( 3d10 ) + ( Spell Effect x 0.65 ) ] damage to each enemy hit with the splash depletion. ( Pyromancy ) ( SR: 2 )

76.) Arcane Chains - 25 MP - Launches Arcane Chains out ( Spell Effect x 0.3 + 4 )m in any one direction. The first unit that the chain comes in contact with is pulled to a location 1m away from you. If an enemy, deals [ ( 2d20 ) + ( Spell Effect x 0.25 ) ] damage to that enemy. If Overcast, you can throw another Chain out, and the Chains stun enemies that they pull. ( Necromancy ) ( SR: 3 )

77.) Chain Healing - 30 MP - Heal target unit within ( Spell Effect x 0.3 + 2 )m for [ ( 1d20 ) + ( Spell Effect x 0.40 ) ] Hit Points. Then, the Healing Energies bounce to another ally not already targeted with Chain Healing within ( Spell Effect x 0.3 )m of that ally. The Effectiveness of Chain Healing is reduced by ( Spell Effect x 0.10 ) Hit Points each bounce. If Overcast, heals for a base [ ( 2d20 ) + ( Spell Effect x 0.80 ) ] instead. ( Luxomancy ) ( SR: 2 )

78.) Nether Prison - 50 MP - Traps target unit within ( Spell Effect x 0.2 + 3 )m in a Nether Prison, rooting that enemy on its next turn. Afterwards, spawns four Nether Imps which are blocking the unit from moving. Each Nether Imp reduces the Movement of its attack target by ( Nether Prison's Target's Movement x 0.25 ) until the Nether Imp's next turn. Nether Imps have [ ( 2d8 ) + ( Spell Effect x 0.2 ) ] Hit Points and deal [ ( 2d10 ) + ( Spell Effect x 0.2 ) ] damage on attack. If Overcast, also spawns an additional two of these imps at locations up to 5m from the others. ( Necromancy ) ( SR: 3 )

79.) Dementia - 5 MP - Target unit within ( Spell Effect x 0.25 + 2 )m is afflicted with Dementia, causing that unit to forget a Spell of your choice while they are still afflicted with Dementia. Any unit can have up to three stacks of Dementia on them. Once a unit is at three stacks of Dementia, you can remove all stacks of Dementia to deal [ ( 1d20 ) + ( Spell Effect x 0.55 ) ] damage to that unit. If Overcast, you get to choose two Spells instead. ( Biomancy ) ( SR: 1 )

80.) Sorcerous Plague - 40 MP - Afflicts target unit within ( Spell Effect x 0.2 + 3 )m with a Sorcerous Plague. While afflicted with Sorcerous Plague, units take [ ( 1d10 ) + ( Spell Effect x 0.25 ) ] damage at the beginning of each turn. Whenever a unit with Sorcerous Plague comes within 5m of another unit ( Ally or Enemy ), that unit will contract Sorcerous Plague. If Overcast, Sorcerous Plague cannot infect your allies. Also causes you to learn Cure Plague when learned. ( Necromancy ) ( SR: 2 )

\*\*\*Cure Plague - 10 MP - Cures target unit within 10m or self of the Sorcerous Plague, then gives that unit an immunity to the Plague for the rest of the encounter.

81.) Engage - 65 MP - Creates a [ ( 2d20 ) + ( Spell Effect x 1.05 ) ] Hit Point Shield on yourself, then locks you in combat with target unit until your next turn. Until your next turn, that unit can only attack you. Also grants you + [ ( 1d4 ) + ( Spell Effect x 0.06 ) ] Armor for the duration. If Overcast, grants you + [ ( 1d8 ) + ( Spell Effect x 0.20 ) ] Armor instead. At the end of the duration, the shield disappears. ( Luxomancy ) ( SR: 2 )

82.) Appeal - 35 MP - Creates an attractive veil of lustful illusion that causes enemies within ( Spell Effect x 0.2 + 4 )m to become Charmed until your next turn. All enemies that walk within ( Spell Effect x 0.1 + 2 )m of you during the duration also take [ ( Spell Effect x 0.3 ) + ( 1d20 ) ] damage. If Overcast, also deals a base [ ( Spell Effect x 0.7 ) + ( 1d20 ) ] damage to all enemies within the inner range. ( Biomancy ) ( SR: 3 )

83.) Consume - 100 MP - Gluttonously consume a weak enemy, instantly killing a target who is below [ ( Spell Effect x 0.05 ) + ( 5 ) ]% Max HP. When that unit dies in this way, you recover Hit Points equal to the Hit Points of the unit pre-death, and gain MP equal to the killed unit's MP at the time of death. If Overcast, you also gain a guaranteed Overcast on your next spell until the end of your next turn. ( Biomancy ) ( SR: 3 )

84.) Rampage - 60 MP - Incites an ally or enemy within ( Spell Effect x 0.3 + 2 )m with Pride, causing that unit to deal and take + ( Spell Effect )% damage from all sources until your next turn. If used on an ally, that ally also gains + ( Spell Effect x 0.5 )% Lifesteal until your next turn as well. If Overcast, stuns the unit if an enemy, or gives the ally invulnerability for the duration. ( Biomancy ) ( SR: 3 )

85.) Sleep - 35 MP - Causes a unit within ( Spell Effect x 0.2 + 5 )m to fall asleep, only to wake when it takes damage or makes a saving roll of ten or higher after its next turn. If Overcast, the slothful unit takes +100% damage on the damage that wakes it. ( Biomancy ) ( SR: 3 )

86.) Jealousy - 10 MP - Instill Envy in a unit within ( Spell Effect x 0.3 + 1 )m, causing that unit to gain the Jealous debuff. On your turn, you have a 25% chance to gain control of Jealous units. If Overcast, you gain control of the targeted unit for the turn that you cast Jealousy. ( Biomancy ) ( SR: 3 )

87.) Smiting Wave - 175 MP - A mighty surge of Wrath surges over the battlefield, dealing [ ( Spell Effect x 0.6 ) + ( 2d20 ) ] damage to all enemies. Then, an enemy among them chosen at random is stricken down, dealing [ ( Spell Effect ) + ( 5d20 ) ] damage to that unit. If Overcast, the stricken unit also is completely sundered before the damage takes effect. Sunder lasts until your next turn. ( Luxomancy ) ( SR: 3 )

88.) Acquire - 20 MP - Target unit within ( Spell Effect x 0.3 )m becomes afflicted with Greed, causing that unit to gain + [ ( Spell Effect x 0.25 ) + ( 1d12 ) ]% Goldsteal until your next turn. Enemies with Goldsteal keep the Gold stolen and drop it on death. If Overcast, that unit gains + [ ( Spell Effect x 0.5 ) + ( 1d20 ) ]% Goldsteal instead. ( Necromancy ) ( SR: 3 )

89.) 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 )

90.) Vault - 10 MP - Causes you to leap a large distance, jumping up to [ ( Movement x 0.4 ) + ( Spell Effect x 0.3 ) + ( 1d8 ) ]m. If Overcast, you deal ( Distance Traveled x 2 ) damage to enemies within a ( Movement x 0.5 )m AoE. ( Biomancy ) ( SR: 1 )

91.) Grow - 30 MP - Costs +30 MP for each additional cast on an ally past the first. Causes your ally to grow by ( Spell Effect x 0.05 )m, as well as gain + ( Spell Effect x 0.2 ) Attack Damage and + ( Spell Effect x 0.3 ) Max HP. Instantly restores [ ( Spell Effect x 0.2 ) + ( 1d20 ) ] Hit Points on the targeted ally. If Overcast, causes the targeted ally to gain two stacks instead. Stacks disappear at end of encounter. ( Biomancy ) ( SR: 2 )

92.) Thick Skin - 15 MP - Grants a target within ( Spell Effect x 0.2 + 6 )m + [ ( Spell Effect x 0.1 ) + ( 1d10 ) ] Armor until your next turn. If Overcast, that target also gains + ( Spell Effect x 0.5 )% Damage Resist until your next turn as well. ( Biomancy ) ( SR: 1 )

93.) Protector's Vow - 20 MP - The caster leaps to an ally within ( Movement + 5 )m, granting that ally + [ ( Spell Effect x 0.2 ) + ( 1d12 ) ] Armor and Spell Resist until the caster's next turn, as well as placing the caster at any orientation around the target. If Overcast, also places a [ ( Spell Effect x 0.4 ) + ( 1d20 ) ] Hit Point Shield on the caster. ( Luxomancy ) ( SR: 2 )

94.) Black Flail - 45 MP - The caster grabs onto a target within ( Spell Effect x 0.25 + 6 )m, then **Tethers** the target to themselves, making the target only capable of going up to that far from the caster, and enabling the caster to be able to drag the target. At the end of the Tethered unit's turn, it takes [ ( Spell Effect x 0.25 ) + ( Meters Traveled Since Last Turn x 1d4 ) ] Magical Damage. Tether lasts 1d4 turns, but can be purged. If Overcast, causes the caster to gain + ( Spell Effect x 0.2 ) Movement until end of turn, and silences the target until the caster's next turn. ( Necromancy ) ( SR: 3 )

95.) Adrenaline - 15 MP - The caster introduces adrenaline to a target within ( Spell Effect x 0.3 + 2 )m, giving them a temporary boost. The target gains a [ ( Spell Effect x 0.3 ) + ( 60% of Target's Missing HP ) + ( 1d20 ) ] Hit Point Shield. While the Shield remains on the target, they gain + ( Spell Effect x 0.15 ) Attack Damage and + ( Spell Effect x 0.05 ) Movement. Unless Overcast, the target loses [ ( Spell Effect x 0.1 ) + ( 10% of Shield on Target ) ] Shield HP on each of their turns until they revert to the amount of Shield they had before Adrenaline was cast. ( Biomancy ) ( SR: 1 )

96.) Thundercrack - 60 MP - The caster calls Delayed Lightning down on a target location within ( Spell Effect x 0.2 + 5 )m. The Lightning is Elemental, and goes through all terrain. The Lightning will wait a turn before striking. When it hits the location that it was targeting, enemies within ( Spell Effect x 0.05 + 3 )m of the Strike Area take [ ( Spell Effect x 1.75 ) + ( 2d20 ) ] Magical Damage. If Overcast, also completely sunders units hit's Spell Resist until your next turn as well, and slows the units by half for 1d4 turns. ( Pyromancy ) ( SR: 3 )

97.) Illusory Shroud - 35 MP - Creates up to a ( Spell Effect x 0.2 + 4 ) x ( Spell Effect x 0.2 + 4 )m Square of Shrouded Area. While in the area, allies are invisible and untargetable by enemies. Whenever an enemy walks into the area, the illusion is broken, and the enemy who broke the illusion is sundered for [ ( Spell Effect x 0.25 ) + ( 1d10 ) ] Armor and Spell Resist until the breaker's next turn. If Overcast, the illusion also deals [ ( Spell Effect x 0.4 ) + ( 3d12 ) ] Pure Damage to the breaker of the illusion. ( Necromancy ) ( SR: 3 )

98.) 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 )

99.) 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 )

100.) Willpower - 30 MP - Grants your target a great boost to Willpower, increasing their Max Hit Points by ( Spell Effect x 0.2 ) and causing them to be unable to enter Near Death this turn. Stacks up to three times. If Overcast, also heals your target for twice the Max Hit Points increased. Range of ( Spell Effect x 0.3 + 5 )m. ( Luxomancy ) ( SR: 2 )

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101.) 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 )

102.) Area Ward - 10 MP - Places an Area Ward in a 5m AoE up to ( Spell Effect x 0.1 + 5 )m away. Allies, while in the area, have their damage redirected to the Shield while it has Hit Points. Area Ward is summoned with [ ( Spell Effect x 0.2 ) + ( 1d12 ) + ( 10 ) ] Hit Points. If Overcast, is summoned with [ ( Spell Effect x 0.5 ) + ( 2d20 ) + ( 25 ) ] Hit Points instead. ( Luxomancy ) ( SR: 2 )

103.) 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 )

104.) Sudden Recovery - 25 MP - Restores [ ( Spell Effect x 0.15 ) + ( 1d20 ) ]% of a target's Missing Hit Points, up to 50%. Then removes all disables from your target and purges them. If Overcast, also grants your target damage immunity until your next turn. ( Luxomancy ) ( SR: 2 )

105.) Flak Blast - 60 MP - Blasts units in a direction with a burst of magical shrapnel. [ ( Spell Effect x 0.4 ) + ( 1d10 ) ] Shards of Shrapnel are shot in a direction, affecting units within 10m. Each shard of Shrapnel has a [ ( 75 ) - ( Meters from Target x 5 ) ]% chance to hit targets, starting with the closest enemy. When a shard hits a unit, it cannot hit other units. Shards that do not hit will try to hit other units farther away that are within ( Spell Effect x 0.05 + 4 )m of the unit that the Shrapnel last tried to hit. Each Shrapnel Shard deals 5 Pure Damage. If five or more shards hit a unit, that unit takes [ ( Spell Effect x 0.5 ) + ( 1d20 ) ] Spell Damage. If twelve or more shards hit a unit, that unit takes [ ( Spell Effect x 1.2 ) + ( 3d20 ) ] Spell Damage. If Overcast, all units hit are completely sundered until your next turn. ( Pyromancy ) ( SR: 4 )

106.) Assume Control - 80 MP - Gain control of an enemy with ( Spell Effect x 0.6 ) or less Hit Points. That enemy is healed to full Hit Points. If Overcast, that unit also gains a + [ ( Spell Effect x 0.4 ) + ( 1d20 ) ] Attack Damage Buff that lasts until end of encounter. ( Biomancy ) ( SR: 2 )

107.) Arena Aura - 25 MP - Places an Aura of Violence around a target within ( Spell Effect x 0.3 + 4 )m, causing the aura to be exuded for 15m around them. Units in the aura ( including the marked unit ), both allies and enemies, take + [ ( Spell Effect x 0.4 ) + ( 1d20 ) ]% damage. Aura lasts 1d6 turns. If Overcast, The effects are doubled on the unit the aura is placed on. ( Necromancy ) ( SR: 3 )

108.) False Demise - 20 MP - Can be cast at any time. Causes a false dead body to drop to the ground, while you instantly blink 5m away, and become stealthed until your next turn. The body remains for 1d4 turns. If Overcast, also blinds all enemy units within 15m. ( Necromancy ) ( SR: 1 )

109.) 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 )

110.) Omniscience - 80 MP - The Caster enters a state of transcendence, gaining the ability to see the stats of all units in the encounter. Additionally, while Omniscient, the caster has -50% Spell MP Cost, and + ( Spell Effect x 0.3 )% Movement and Dodge Chance, up to +50%. If Overcast, the caster also gains +50% Spell Effect while Omniscient. Lasts for 1d4 turns. ( Luxomancy ) ( SR: 4 )

111.) Dread Inferno - 180 MP - The caster Hard Channels for this turn and the next, then unleashes a mighty and unquenchable inferno around themselves that extends out ( Spell Effect x 0.3 + 5 )m from themselves in each direction. The Inferno lasts [ ( 1d4 ) + ( Spell Effect x 0.01 ) ] turns, and affects all allies and enemies in the blaze. While in the inferno, units take [ ( Spell Effect x 1.5 ) + ( 3d20 ) ] damage on each of their turns, then lose Hit Points equal to 10% of their Missing Hit Points. If Overcast, the Inferno does not damage allies. ( Pyromancy ) ( SR: 6 )

112.) 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 )

113.) 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 )

114.) Osmose - 15 MP - Link two targets within ( Spell Effect x 0.2 + 3 )m who are within ( Spell Effect x 0.1 + 2 )m of each other. Those targets become **Osmosed** with each other, causing all buffs, healing, and restoration on one to be distributable with others linked through Osmosis. Additionally, all damage and negative effects can be redirected to others linked through Osmosis. If Overcast, links targets with all other allies within ( Spell Effect x 0.2 + 3 )m of themselves instead. Osmosis Link is lost if units travel outside of the initial Osmosis link distance of ( Spell Effect x 0.1 + 2 ). ( Biomancy ) ( SR: 3 )

115.) Black Guard - 65 MP - The caster modifies a target within ( Spell Effect x 0.2 + 2 )m's soul, making them significantly harder to kill. While protected by the Black Guard, the target cannot take more than 20% of their Health in Damage each turn, and gains the **Ebon Bulwark** buff. While buffed, [ ( Spell Effect x 0.1 ) + ( 1d20 ) ]% of the damage the target takes is converted into Shield Hit Points, up to 80%. Additionally, the target cannot die while protected by the Black Guard. If Overcast, the target regenerates +5% of their Max HP per turn while guarded as well. Lasts 1d4 turns. ( Necromancy ) ( SR: 1 )

116.) 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 )

117.) Revive - 25 MP - Target unit within ( Spell Effect x 0.2 + 4 )m recovers from Near Death and all Debuffs on them ( Not disables ). If Overcast, also restores [ ( Spell Effect x 0.8 ) + ( 2d20 ) ] Hit Points on target. ( Luxomancy ) ( SR: 2 )

118.) Purge - 10 MP - Purges a target within ( Spell Effect x 0.2 + 4 )m of all disables and debuffs on them. If Overcast, also gives the target immunity from the next debuff or disable that would be placed on them this encounter. ( Luxomancy ) ( SR: 0 )

119.) Hallow - 30 MP - Target unit within ( Spell Effect x 0.3 + 2 )m cannot drop below 1 Hit Point until your next turn. If Overcast, they instead are restored to [ ( Spell Effect x 0.5 ) + ( 1d20 ) ] Hit Points if they are below that amount, and cannot drop below that amount until your next turn instead. Cannot be cast on the same target for two turns in a row. ( Luxomancy ) ( SR: 4 )

120.) Regeneration - 25 MP - Target unit within ( Spell Effect x 0.2 + 2 )m gains **Empowered Regeneration**, granting them + [ ( Spell Effect x 0.05 ) + ( 1d6 ) ] HP Regeneration. If Overcast, the target also gains + ( Spell Effect x 0.05 ) Armor while the buff remains on them. Buff does not stack. ( Luxomancy ) ( SR: 1 )

121.) Alluring Presence - 70 MP - Places a Veil of Attractive Energies around an ally within ( Spell Effect x 0.2 + 2 )m or self, which lasts 1d4 turns. While the veil remains on them, that ally has a [ ( Spell Effect x 0.1 ) + ( 10 ) ]% chance to Charm enemies within ( Spell Effect x 0.2 + 2 )m, up to a 50% chance. If Overcast, immediately charms all enemies within the AoE as well. ( Biomancy ) ( SR: 3 )

122.) 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 )

123.) 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 )

124.) Invoker's Bolt - 60 MP - Soft channel for up to six turns. For each turn channeled, pay 5 MP, then gain a stack of Invocation. When you finish your channel, deal [ ( { Spell Effect x 0.8 } + { 2d20 } ) + ( Invocation Stacks Removed x { Spell Effect x 0.3 } ) ] Magical Damage to a target within ( Spell Effect x 0.4 + 8 )m. If Overcast, immediately grants you two Invocation Stacks. If cast with six Invocation stacks, damage dealt is Pure Damage. ( Pyromancy ) ( SR: 3 )

125.) Mana Font - 100 MP - Soft channel for any amount of time. At the beginning of each of your turns while channeling, you restore [ ( Spell Effect x 0.2 ) + ( 1d10 ) ] MP to yourself and all allies within ( Spell Effect x 0.2 + 3 )m, then restore an additional ( Spell Effect x 0.1 ) MP for each turn you've spent channeling. If Overcast, restores 50 MP on cast. ( Luxomancy ) ( SR: 4 )

126.) Field of Silence - 25 MP - Soft channel for any amount of time. While channeling, enemies in the area are silenced and have - ( Spell Effect x 0.25 ) Armor and Spell Resist. If Overcast, you don't have to continue channeling for the field to remain, allowing it to remain until end of encounter. ( Necromancy ) ( SR: 3 )

127.) World Breaker - 450 MP - Summons a Magical Figure of the Caster's Choice that begins to fall earthwards towards the battlefield. Requires a Hard Channel of five turns. After the Five turns, the atmosphere will begin to give way to the Magical Figure. The Figure will land after three turns, striking the earth and depleting 25% of all units on the battlefield's Max HP ( Including Allies ). Then, deals [ ( Spell Effect x 3.5 ) + ( 4d20 ) ] Magical Damage to all enemy units. If Overcast, only enemies lose the 25% Hit Points. ( Allmagic ) ( SR: 25 )

128.) Taunt - 15 MP - Taunt target unit within ( Spell Effect x 0.1 )m. If Overcast, you gain Damage Immunity until your next turn. ( Biomancy ) ( SR: 0 )

129.) Arcane Spear - 10 MP - Deals [ ( Spell Effect x 0.2 ) + ( 1d20 ) ] Damage in a line, piercing through all units on the line. Goes out ( Spell Effect x 0.2 + 3 )m in the direction of choice. If Overcast, grants you +1 Spell Capacity and resets the Cooldown of this spell. For each unit the spear would hit as you are casting it, the spell has +5% Overcast Chance. ( Pyromancy ) ( SR: 2 )

130.) Group Torment - 70 MP - Creates a ( Spell Effect x 0.1 + 3 )m Radius Circle around a location within ( Spell Effect x 0.3 + 5 )m. Whenever an enemy takes damage in the area, all other enemies in the area take that much damage, as long as they haven't been dealt damage from that damage source yet. If Overcast, damage is multiplied by x2 when it's transferred in this way. Field can only be dissipated by targeting it with a Purge or Counterspell. ( Necromancy ) ( SR: 3 )

131.) Instrumentalize - 100 MP - Create a ( Spell Effect x 0.25 + 5 )m Pool around you, then all allies in the area Osmose into one Unit that takes up the Pool's area. While in Poolform, Party members in the Pool have a combined decision system for taking actions. Additionally, Hit Points, Mana Points, Spell Capacity, Base Number of Attacks in a turn, and any Shield Hit Points are pooled together. Attack Damage, Spell Effect, Armor, Spell Resist, Chances, and Movement default to the highest among those values from units in the pool. If Overcast, lasts until you break the Pool by whim, or when the Pool would enter Near Death. Otherwise, lasts up to three turns. When exiting Poolform, units decide how Hit Points and Mana Points are distributed among those units. If more than a unit's HP is assigned to it, that unit gains that many Shield Hit Points. The Pool has all the abilities, skills, and spells of units combined to form it. ( Biomancy ) ( SR: 5 )

132.) 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 )