Wiki:
Page name: LT - Powers [Logged in view] [RSS]
2010-03-11 06:37:48
Last author: Duredhel
Owner: None
# of watchers: 0
Fans: 0
D20: 12
Bookmark and Share

Powers





Mass Heal 2
Description - Healing is the primordial skill of the white mage. Actually a sort of temporal magic, a healing spell will greatly increase the rate of tissue regeneration. More powerful and altered healing spells might actually allow someone to regenerate entire organs.
Effect - Restores 10 HP to all allied units in the field.
Range - Max
Requirements - Temple to Nesha, Temple to Sei'anna.
Research - 4500 Magic
Cost - 11 MP

Holy Word
Description - The word of Nesha is so powerful it burns into the darkest places of the world as a flaming arrow. With a single word, the greatest Paladins can use their faith to fend off the armies of evil.
Effect - Inflicts 25 damage to all regiments aligned with Sean, Thadre or the Spire.
Range - Max
Requirements - Temple to Nesha.
Research - 6000 Magic
Cost - 15 MP

Restoration
Description - To restore one's body to an untainted state, one of the most useful aspects of white magic. Just like healing, restoration is a sort of regenerative ability, the acceleration of the time of healing to an instant. The most powerful healers have converted this into a universal spell for all ailments, a true panacea.
Effect - Dispels negative spells on all allied regiments on the field
Range - Max
Requirements - Temple to Nesha.
Research - 3700 Magic
Cost - 13 MP

Plague
Description - Sickness is such a lovely weapon to use. Release a plague unto an army, and they will stand as paper figures against the winds of death.
Effect - Reduces the Attack, Defense and Speed of all enemy regiments by 1 for d6 turns.
Range - MAX
Requirements - Temple to Thadre, Temple to Sean.
Research - 3500 Magic
Cost - 12 MP

Panic
Description - A man who has conquered death, who knows himself invinsible, a man whose heart and mind are filled with darkness unpierceable by Nesha's mind, is so overbearing few can be in his prescence. Hence, he who is fearless, will bring the ghost of fear to the heart of those who stand before him.
Effect - Reduces the Morale of all enemy regiments by 2  for d6 turns.
Range - MAX
Requirements - Temple to the Spire, Temple to Sean.
Research - 4300 Magic
Cost - 13 MP

Blasphemy
Description - Stories tell of a fallen Paladin, who was expelled, exiled, and hunted down by his former brothers. In his anguish, he tried to use the Holy Word of Nesha, but all that came out of his mouth was a howl, not in the tongues of man, but as the voice of death itself. In this Howl he curse everything that was good, and pure. Since that day, Black Mages have learned to use that word to scare away Nesha's hounds of war.
Effect - Inflicts 25 damage to all regiments aligned with Nesha or Sei'anna
Range - Max
Requirements - Temple to Sean, Temple of Thadre, Temple to the Spire.
Research - 6000 Magic
Cost - 15 MP

Lightning Wall
Description - Coming Up
Effect - Creates a 6 square area wall of lightning and static electricity that lasts d4 turns. Any regiment crossing through it taskes 50 damage and has its speed reduced by 2
Range - MAG
Requirements - Temple to Eola
Research - 5000 Magic
Cost - 13 MP

White Wind
Description - Coming Up
Effect - Increases the speed of all allied regiments by 1 over a d6 turn period.
Range - MAX
Requirements - Temple to Sei'anna, Temple to Eola
Research - 3500 Magic
Cost - 11 MP

Shriek
Description - Coming Up
Effect - Deals 15 damage to every enemy regiment in the field and reduces their defense by 1 for d4 turns.
Range - MAX
Requirements - Temple to Eola
Research - 6000 Magic
Cost - 15 MP

Fireball
Description - Coming up
Effect - Deals 100 HP worth of damage to a single enemy regiment, can also be used as a siege weapon.
Range - 5
Requirements - Temple to Igna
Research - 6000 Magic
Cost - 15 MP

Volcano
Description - Coming up
Effect - Magma emerges from the ground, covering a d4 square area, the magma is impassable and remains for the rest of the battle, regiments may waterwalk on it taking 25 damage.
Range - MAX
Requirements - Temple to Igna, Temple to The Spire
Research - 3800 Magic
Cost - 13 MP

Firewall
Description - Coming up
Effect - Creates a barrier of fire over a d6 square area which lasts for d4 turns. Any regiment crossing the barrier will take 50 HP of damage.
Range - MAX
Requirements - Temple to Igna
Research - 4900 Magic
Cost - 11 MP

Deluge
Description - Coming Up
Effect - Expands all the water in the area by 1 square.
Range - MAX
Requirements - Temple to Hydra
Research - 3100 Magic
Cost - 11 MP

Freeze
Description - Coming Up
Effect - Reduces the speed of all enemy regiment's by 1 over d6 turns.
Range - MAX
Requirements - Temple to Hydra
Research - 4500 Magic
Cost - 13

Control Water
Description - Coming Up
Effect - The player can relocate up to d10 water squares are in the map once.
Range - MAX
Requirements - Temple to Hydra
Research - 5000 Magic
Cost - 15

Move Earth
Description - Coming Up
Effect - Automatically destroys d4 squares worth of walls and structures.
Range - MAX
Requirements - Temple to Terra
Research - 6000 Magic
Cost - 14 MP

Verdant Rage
Description - Coming Up
Effect - All enemy regiments within forest or jungle squares take 25 HP worth of damage.
Range - MAX
Requirements - Temple to Terra, Temple of Sei'anna, Temple of Thadre.
Research - 4800 Magic
Cost - 15 MP

Control Plants
Description - Coming Up
Effect - The player can relocate up to d12 forest or jungle squares once.
Range - MAX
Requirements - Temple to Terra, Temple of Sei'anna.
Research - 3500 Magic
Cost - 11 MP




LT - Magic

Username (or number or email):

Password:

Show these comments on your site

Elftown - Wiki, forums, community and friendship.