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Warzelnia: Magic

Absorption
Steals LP from all creatures around the caster and returns them to him, healing him.
Level ME cost Radius LP stolen
1 75 2 15
2 93 2 20
3 11 2 25
4 129 2 30
5 147 2 35
6 165 2 40
7 183 2 45
8 213 3 45
9 232 3 50
10 250 3 55
 
Barrier
If the character will be attacked, the barrier will reflect some damage to the attacker. Damage dealt equals XYZ + <scaler> x Character Level.
Level ME cost ME\sec. cost Total damage
1 75 3 25 + 1 x CL
2 80 3 50 + 1 x CL
3 85 3,5 75 + 1 x CL
4 90 3,5 100 + 1 x CL
5 100 4 100 + 2 x CL
6 105 4 125 + 2 x CL
7 110 4,5 150 + 2 x CL
8 115 4,5 175 + 2 x CL
9 120 5 200 + 2 x CL
10 130 5,5 200 + 3 x CL
 
Berserk
Scatters all of caster's magical energy and uses it to bring him into a state of bloodlust. A character in the berserk state deals multiplied damage, attacks more accurate, is more agile, more often scores critical hits and does not care about any damage taken. Fury fades over time (20 points\sec). Maximal (and the initial) value of the bloodlust meter is 1000. When a berserker takes damage, the bloodlust meter decreases by ten times damage taken, but in return the character does not lose any LP. The bloodlust meter can be raised by attacking enemies. Meter value is raised by 1% of damage dealt. After fury fades, the character cannot cast spells for 5 minutes, and it's statistics (attack accuracy, dodge chance and critical hit chance) decrease by the same value they were raised during the berserk state. Also, for ten minutes the cracter deals only half of his\her normal damage. Negative effects of berserk can be slept on in an inn.
Level ME cost Bonus:
Damage Attack accuracy Dodge chance Critical hit chance
1 100 +75% +5 +3 +4
2 125 +100% +8 +4 +6
3 150 +125% +11 +5 +8
4 175 +150% +14 +7 +10
5 200 +175% +17 +8 +12
6 225 +200% +20 +9 +14
7 250 +225% +23 +11 +16
8 275 +250% +26 +12 +18
9 300 +275% +29 +13 +19
10 333 +300% +33 +14 +20
 
Bladestorm
The character straightens his arms, holding his weapon horizontally and begins to spin around. Rotation speed is so high that threat of being hit while bladestorming is minimal. Deals <scaler> x Damage points of damage.
Level ME cost Duration Scaler
1 25 5 sec. 0,75
2 35 5,5 sec. 0,90
3 45 6 sec. 1,05
4 55 6,5 sec. 1,20
5 65 7 sec. 1,35
6 75 7,5 sec. 1,50
7 85 8 sec. 1,65
8 95 8,5 sec. 1,80
9 105 9 sec. 1,95
10 115 10 sec. 2,00
 
Crushing
Increases damage dealt by <scaler> x Damage.
Level ME cost Duration Scaler
1 60 35 sec. 0,20
2 70 41 sec. 0,40
3 80 47 sec. 0,60
4 90 53 sec. 0,80
5 100 59 sec. 1,00
6 110 65 sec. 1,20
7 120 71 sec. 1,40
8 130 77 sec. 1,60
9 140 83 sec. 1,80
10 150 90 sec. 2,00
 
Curse
A beam of magical energy perturbing enemies' battle performance. Reduces attack accuracy, critical hit chance and dodge chance. The area of effect is located directly before the caster.
Level ME cost Area of effect Duration Reduction of chance for a:
Accurate attack Dodge Criritcal hit
1 30 3x3 42 sec. 4 1 3
2 40 3x3 43 sec. 8 3 5
3 50 3x3 46 sec. 12 5 8
4 60 3x3 48 sec. 16 7 10
5 70 5x5 50 sec. 16 7 10
6 80 5x5 52 sec. 20 9 13
7 90 5x5 54 sec. 24 11 15
8 100 5x5 56 sec. 28 13 18
9 110 7x7 58 sec. 28 13 18
10 125 7x7 60 sec. 33 15 20
 
Energy Bang
Concentrates all of caster's energy in a small orb. When attacking the enemy, the orb sucks out his energy and explodes. Damage dealt equals <scaler> x <amount of magical energy gathered>. The amount of gathered energy can be increased via the Energy Jar - the jar, instead of regenerating character's energy, will send it to the orb.
Level ME cost Enemy ME sucked out Scaler Explosion Explosion radius Throw
1 80 50% 0,90 No - No
2 90 65% 0,90 No - No
3 100 65% 1,10 No - No
4 110 80% 1,10 No - No
5 130 80% 1,10 Yes 2 No
6 140 80% 1,30 Yes 2 No
7 150 95% 1,30 Yes 2 No
8 170 95% 1,30 Yes 3 No
9 180 95% 1,50 Yes 3 No
10 200 95% 1,50 Yes 3 Yes
 
Fireball
Around the caster a sphere of flames appears, exploding immediately and damaging nearby enemies. Damage dealt equals <scaler> x Will Power.
Level ME cost Radius Scaler
1 75 2 1,00
2 80 2 1,50
3 85 2 2,00
4 90 2 2,50
5 100 3 2,50
6 105 3 3,00
7 110 3 3,50
8 115 3 4,00
9 125 4 4,00
10 130 4 4,50
 
Magical Charge
When casted, the character will rush forward with it's weapon drawn out. The caster will travel some distance, damaging every enemy in his way. Deals <scaler> x Damage points of damage.
Level ME cost Distance Scaler
1 12 2 1.00
2 14 2 1.10
3 16 3 1.10
4 18 3 1.20
5 20 4 1.20
6 22 4 1.30
7 24 5 1.30
8 26 5 1.40
9 28 5 1.50
10 30 6 1.50
 
Mindcut
Increases damage by <scaler> x Will Power. Remains active until the end of caster's energy.
Level ME cost ME\sec. cost Scaler
1 35 1 0,20
2 40 1 0,40
3 45 1,5 0,60
4 50 1,5 0,80
5 55 2 1,00
6 60 2 1,20
7 65 2,5 1,40
8 70 2,5 1,60
9 75 3 1,80
10 80 3,5 2,00
 
Thornwave
In a straight line from the caster mighty stone thorns begin to erect from the ground, damaging his enemies. Damage dealt equals <scaler> x Will Power.
Level ME cost Scaler Range Waves
1 70 1,00 5 1
2 80 1,70 5 1
3 90 2,40 5 1
4 105 2,40 6 1
5 115 3,10 6 1
6 125 3,80 6 1
7 150 3,80 7 3
8 160 4,50 7 3
9 170 5,00 7 3
10 195 5,00 7 5