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Starfire

Spells

Spells

Every spell, what it costs and what it targets.

Spells are cast by name. Casting is instant - there is no delay between typing a spell and it happening - but every one costs mana, and a caster who runs out is in real trouble.

Ability Level Mana Stamina Target Needs a weapon
Fire Bolt 1 5 - Character No
Holy Light 15 50 - Self No
Judgement 1 5 - Character No
Life Bloom 40 100 - None No
Magic Missile 1 5 - Character No
Natures Shroud 20 5 - Self No
Nights Endurance 40 50 - None No
Renewing Waters 15 50 - Self No
Vine Lash 25 25 - Character No
Wildheart 15 5 - Self No
Wrath 30 20 - None No

What each one does

Fire Bolt

A bolt of flame that sticks where it lands. Cruder than an Arcanist’s work and all the better for it - what it hits goes on burning.

Holy Light

Light gathers in your hands and closes what the fight has opened. Your holy magic decides how much - a novice mends a quarter of what they can bear, a master well over half - and it costs half of everything you have to give, so it is cast once, at the moment that matters.

Judgement

A verdict spoken and answered: light falls on what you name, and goes on burning where it landed. Your holy magic is what carries it - and what makes the second verdict weigh heavier than the first. It reaches no further than close, so a Paladin who wants to judge somebody has to walk to them.

Life Bloom

The wild pours its own vigour into everyone standing with you. For half a minute your party carries more life than a body holds, and the surge that arrives fills it. What the wild lends, it takes back - but only what it lent.

Magic Missile

A bolt of force that never quite misses. The first thing any mage learns.

Natures Shroud

The wilderness closes around you. While it holds you are markedly better at going unseen - and if nobody is fighting you, it puts you out of sight there and then. It does not make a hiding place better than it is; what it improves is your chance of reaching one.

Nights Endurance

You draw on the strength of the night and spread it over everyone with you. For half a minute your party’s bodies harden past what they are, and the surge that carries it fills the difference. It lasts as long as the dark lends it.

Renewing Waters

Water answers a battle mage the way fire does, and this is the asking: it closes what the fight has opened. Your elemental harmony decides how much - a novice mends a quarter of what they can bear, a master well over half - and it costs half of everything you have to give, so it is cast once, at the moment that matters.

Vine Lash

You call the roots up under somebody and they take hold. What they catch cannot walk out of the room, cannot close on you and cannot back away - though it can still swing at whatever is in front of it, and the vines let go on their own. Your nature magic decides whether they take at all, and what the tearing is worth.

Wildheart

The wild lends you what it has. Your nature magic decides how much - a novice closes a scratch, a master a good deal more - and it will not be asked again for half a minute.

Wrath

The verdict spoken over everyone who stands against you: light falls on every foe within close reach and goes on burning where it landed, half as hard as a judgement on each and sharing its burn. It costs four verdicts’ worth of mana and reaches nobody who is not already fighting you.

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