ATARAXIA-MYRIA -- SPELL LIST -- MYRIAN ORDER

Apprentice Wizard of the Myrian Order


str: 10 agi: 25 end: 30 int: 40 per: 20 cha: 15


h: 42

c: 47

d: 15


MYRIAN SPELL LIST:


1

Elemental beam: control an element to deal Yd6 Soul damage +1d6 Soul damage/turn for x turns. Can be slotted any level. Can use ACE burn to add 16d damage for each Ace spent.

Soul Shield – for 10 turns, gain +4 DR. When tapped, if hearts are lost or you are defenseless, gain +4 DR.

2

Ethereal Magic, while tapped, your damage ignores all armor and shield-based DR including passives


Uninhabitable Land AoE (20 ft circular AoE) – asphyxiation, chemical, or energy damage


3


AoE Curse –> AoE Hex, -10% to defense checks, -2 DR for 10 turns.

Anti-healing Shell (opponent cannot be healed for INT-bonus number of turns)


4

Draining Damage Beam – Create Up to Y beams for X turns. Each beam deals 1d6+INT damage per turn and heals you for 1d6.

Soul Devour: Create up to Y beams. Cannot target a single opponent with more than one beam. Each beam deals an initial 1d6+INT endurance damage, and 1d6+INT Soul damage per turn for x turns, bypassing all DR. You gain +10% bonus to ENDURANCE saves as along as the beam holds.


5

Spirit Barrier – as long as this card is tapped, any time 8 beams are active, you may choose to levitate up to 50 ft into the air while creating a protective, ethereal cocoon around you that grants you +3 DR for 10 turns and additional +3 DR against projectiles and spells.

Soul Slayer – As long as this card is tapped, any time 8 beams are active, Every one under effect of a beam takes Y+1d6+INT Endurance Damage; on the next turn you deal Y+Xd6+INT Soul damage to anyone under the effect of a beam.

Shell of Negative Energy (any time opponent may have received healing, they receive that much damage instead; in addition, any time they try to deal damage, they heal the opponent for that much instead)

HEX: curse opponent; in addition, cursed opponents take 2d6 damage per turn for x turns, and then Y+xd6+INT damage on final turn.



6

Drain Personality: Beam attack deals initial 2d6+INT Charisma damage and then 1d6+INT CHA damage for 2 turns. You gain +10% bonus to INT, PER, and CHA for 10 turns.

Puppeteer (single target), Mass Puppeteer (60 foot circular AoE): anyone affected by a beam spell takes -5%/per beam applied to CHA saves. Gain Control of Target for Y turns against CHA save, which negates effects entirely.


7

Ethereal Spinning Blades, up to Y. Each deals 1d6+INT AoE damage for X turns, ignoring DR from armor and shield. Can be applied anywhere up to Yx10 feet in the air.

Negate Enemy Player Damage (within 30 ft circular AoE for x turns, apply 25% curse to spade and damage-dealing club skill checks; targets lose -5d6 Damage to all skill card attacks.)


8

Mass Burden (instantly lower strength by 3d6+INT in 40 ft circular AoE)

Applied Pressure (BHP bonuses)

    Rib Splay

    Draw and Quarter

    Liquify brain

9

The Daunting Clock – Doom Spell – after 6 turns deal 180 Soul damage to a single target against END save, which halves. This spell cannot stack with itself, nor can it be cast on same target for 30 turns. Spells that remove negative status effects, such as “cursed,” can remove this spell. This spell can also be counter-spelled any time before the 6 turns are up.

Pillars of Zero Mass


10

Vortex – Y+xd6+INT for x turns in 30 ft AoE. This AoE has a movement score of 8.

Meteor Shower – in 200 ft AoE, deal Y+xd6+INT for x turns.

Comments

Popular Posts