Abyssal Surge
Temporarily floods a large battlefield section. Existing Water spells behave differently or more strongly while submerged; interacting characters remain Wet.
Magic
102 entries.
Also in Magic: Magic schools · Status effects
Temporarily floods a large battlefield section. Existing Water spells behave differently or more strongly while submerged; interacting characters remain Wet.
Records your last moments and releases a temporal echo that repeats them. The echo replays history - it cannot improvise or think.
Forces time through supported targets: temporary structures deteriorate, Nature growth matures, fire burns through its fuel faster. Living targets suffer temporary Temporal Wear - never permanent ageing.
Maintains an electrical connection to a target that can branch into nearby conductive objects/characters, creating an expanding network.
Several simultaneous branches independently search for conductive paths, including enemies, allies, wet terrain or conductive equipment.
Ash-filled thermal currents randomly wobble, curve, slow, deflect or accelerate non-beam projectiles. A hostile projectile can even accelerate toward the caster. Outcomes are not controlled.
Travelling mass of snow and ice that can gather loose snow/ice as it moves, becoming larger and more disruptive before collapsing.
Slowly drifting magical ball lightning periodically discharges toward favourable conductive paths. The caster cannot fully predict it.
Anchors the caster to earth, greatly resisting knockback, pulls, launches and displacement while increasing defence; movement is severely restricted.
Creates supernatural darkness that reduces effective perception distance rather than merely placing a dark overlay on the player's screen.
Violent snowstorm builds Chill and reduces visibility. Projectile attacks fired by characters inside receive a random angular offset from the mouse click, so shots do not necessarily travel exactly where aimed. Long-range precision suffers most; it affects allies and the caster too.
Links the vitality of two characters: a portion of damage received by one is transferred to the other. On an ally it shields them through the caster's own vitality; on an enemy it binds that enemy to the nearest other enemy.
The caster sacrifices their own HP to empower their next Blood spell. Greater sacrifice produces a stronger effect. The sacrificed HP is genuinely lost and must subsequently be restored.
Once a target has been wounded, the Bloodbound senses their approximate direction within range. More serious wounding makes tracking easier.
Opens a wound for modest damage. Repeated hits deepen the wound. Spilled vitality feeds Blood magic resources rather than functioning as simple lifesteal.
Temporarily accelerates movement, attacks and casting. When it ends, equivalent Temporal Debt slows you: speed borrowed from your immediate future.
Huge slow boulder with high impact and knockback. It can plough through lighter enemies but is highly telegraphed.
Vines burst around the caster, pushing nearby enemies away while healing pollen restores nearby allies.
Encases a target in a bubble that gradually lifts them. The victim can attack the bubble to escape; when destroyed they fall. Heavy creatures lift less. Applies Wet.
Jumps through nearby conductive targets without distinguishing friend from foe. Wet targets strongly influence the route.
Brands one target so Fire effects interact more strongly with it. On death the brand can jump to a nearby enemy carrying part of the Burn.
Consumes accumulated Burn for immediate explosive damage; nearby burning enemies may chain-react.
Creates a circle through which consenting allies redistribute vitality: HP flows from healthy party members into the one who needs it most. Existing life is transferred, never created.
Predictable sideways current pushes projectiles laterally, disrupting enemy shots or allowing skilled allies to curve attacks around obstacles.
An Earth spell that physically encloses a target. The tomb intercepts attacks aimed through it.
Damage still occurs, but its consequence is postponed: for the window, hits land suspended and manifest a few seconds later. Postponed, never erased.
Temporal slowing around an area. Movement, attacks, animations and casting slow; projectiles inside - or fired from inside - visibly crawl through the air.
Creates a convincing duplicate using the caster's appearance, equipment and animations. It can move and perform fake actions but cannot create real damage or consequences.
Suspended water burdens the enemy, reducing stamina regeneration and increasing the cost of sprinting, dodging, blocking and similar actions. Applies Wet.
An Earth spell whose spike can persist as physical cover until combat ends.
Suppresses illumination across a huge combat area, collapsing perception distances and creating extremely favourable Veilcraft conditions without granting automatic invisibility.
Fast, cheap projectile. Consecutive hits build Heat and can ignite the target.
Roots progressively restrict an enemy until rooted. The physical roots can be destroyed by the victim or allies.
Consumes accumulated Wounds for immediate damage. More wound pressure means a stronger effect, but cashing out sacrifices the Bloodbound's sustained pressure.
Suppresses nearby mundane and magical light sources, expanding real darkness and usable shadow concealment.
Large controlled wind system makes compatible projectiles highly susceptible to the caster's currents, enabling powerful redirection, acceleration, slowing and ejection.
Hold to build a longer, hotter lance. Charge increases range, width and penetration; full charge can pierce multiple enemies while exposing the caster.
Converts accumulated Chill into physical ice. Low Chill causes brief slowing; high Chill can completely encase the target in destructible ice.
Concentrates cold into body and equipment. Increasing Chill reduces attack/action speed, develops Brittle to weaken physical armour, and increases susceptibility to Slip/overswing during frantic physical attacks.
Freezes terrain so characters retain momentum and slide when changing direction rather than receiving a simple movement-speed penalty. Wet characters are especially susceptible.
Caster becomes a walking furnace: nearby enemies burn and Fire output rises, but Heat climbs and excessive use causes self-damage.
Massive telegraphed ice formation erupts upward, especially dangerous against immobilised/Frozen targets and capable of leaving temporary terrain.
Temporarily allows fired projectiles to curve toward the mouse position after launch, enabling active in-flight steering.
Directional blast with little direct damage that pushes characters, loose objects and compatible projectiles. Mass determines displacement.
Multiple chunks of ice pepper an area. Less precise than Ice Shard but effective at building Chill across groups.
Opens a fiery rupture. Damage rises while channelled; after mana is exhausted it consumes caster HP to continue.
Places a Blood curse on a target. Incoming healing works, but Hemorrhage records the vitality restored. Once enough has accumulated it ruptures, converting that stored restorative activity into catastrophic internal damage.
Extremely fast narrow projectile. Ordinary against healthy targets but considerably more dangerous against Frozen/Brittle enemies.
Sharp projectile with moderate damage and Chill. Wet enemies accumulate substantially more Chill because the water on them freezes.
Builds enormous electrical potential overhead and releases a huge branching strike that searches for a favourable route to ground rather than behaving as a simple targeted nuke.
Plants a seed in an ally that grows before blooming into a large heal. If the ally reaches dangerously low HP first, it bursts early for a smaller emergency heal.
Huge rotating body of water that sweeps enemies around its circumference rather than simply pulling inward. Applies and maintains Wet.
Creates false target priority: mobs heavily favour the marked character and compatible guided/target-selecting attacks can be deceived toward them. Can target allies or enemies.
Targets a distant area with a visible telegraph. Heavy impact burst, outer knockback and burning ground.
Encases the caster in massive stone armour for exceptional damage, stagger and displacement resistance at the cost of movement and attack speed.
Water needles form overhead and rain into an area. Large targets can be hit multiple times; moving targets can weave between impacts. Applies Wet.
Converts some recently lost HP into Wounded HP, preventing that portion of the health bar from being immediately restored normally.
A Wind spell that can turn circling projectiles into your own.
Builds electrical potential inside the caster, increasing Lightning output/casting speed while increasing the chance of unwanted nearby discharge.
Vegetation rapidly spreads; Nature effects mature and strengthen, healing plants improve, roots spread and regeneration accelerates.
Carnivorous plant protects an ally, attacking nearby enemies and converting part of its damage into healing for that ally. The vine can be killed.
Narrow high-pressure stream continuously pushes a target and can pin lighter enemies against terrain; it may propel the caster backward. Applies Wet.
Significant wounds, HP sacrifice and bloodshed nearby feed a shared Blood Reservoir that the Bloodbound spends to empower Blood magic. Large, violent battles become increasingly favourable to Blood.
Powerful regeneration that becomes faster/stronger as the ally's HP falls.
Forces the target's last compatible action to happen again - a dodge repeats in the same direction, a swing is involuntarily repeated. Recorded history, not mind control.
Precisely timed blast turns an incoming compatible projectile approximately back toward its original direction.
Ground current carries players, enemies and loose objects in one direction. Players can deliberately ride it. Applies Wet.
Creates a visible blood-thread connection to a wounded target. Moving too far from the connection stretches and aggravates the wound: a soft leash, not a root.
Directional explosive wave. Damage is secondary to physical knockback; lighter enemies are thrown farther.
A rare flower on an ally dies in their place when they would be killed, leaving them at minimal HP and immediately applying regeneration. Long cooldown.
Ground shockwave staggers and destabilises grounded enemies. Airborne or flying targets are unaffected.
Separates a character from one moment in their timeline. A stationary Time Shadow stays pinned where they stood; the real character moves, fights and casts freely and is invulnerable to direct damage. Damage dealt to the Time Shadow transfers to them.
Fan of stone fragments. Multiple shards can strike one target at close range; effectiveness falls with distance.
Breaks accumulated ice for immediate burst and destroys frozen structures. Consumes much of the Frost setup, trading ongoing control/armour weakening for damage.
Quick discharge aimed toward a target but capable of jumping toward a nearby better conductive path. Wet targets are especially attractive.
Persistent restorative spores heal allies gradually; enemies accumulate spores that slightly reduce stamina regeneration.
Stops the temporal progression of a character, projectile or temporary combat object. A projectile hangs in the air and resumes its previous course - unless something (Wind) changed it meanwhile.
Builds static/electrical potential across an area. Characters and objects accumulate charge differences that can trigger spontaneous arcs.
Dense, slower stone projectile with hard impact and minor stagger.
Visible stone armour increases damage and stagger resistance while slightly reducing movement speed. Pieces visibly break away under damage.
An Earth spell that raises a durable wall — a tangible defensive structure that can be worn down.
Creates a thunderstorm over an area. The caster controls the storm zone, not exact strike points; terrain, conductivity, Wetness and electrical potential influence bolts.
Links caster to another player; part of healing received by one is duplicated or fed to the other while in range.
Directional current accelerates friendly projectiles travelling with it, increasing speed, effective range and potentially impact damage, directly increasing friendly ranged DPS through projectile physics.
Records your current position. Recast within the window to return there. Restores POSITION only - never HP, mana, cooldowns, consumables or statuses.
Fractures your existence across five simultaneous temporal selves: one real present (1.00x) and four temporal fractures slightly outside the present. Find the one whose time matches yours. Attacking a false self collapses that timeline and strikes the attacker with temporal backlash.
Low-damage thorn that briefly marks a target; interacting with the marked enemy can provide small restorative value to allies.
A Lightning spell whose path can be influenced by Water.
Large wave gathers lighter enemies and objects as it moves, throwing them forward when it collapses. Applies Wet.
Splits an area into sections running at different temporal rates. Bodies and compatible projectiles crossing the boundaries visibly accelerate or decelerate.
Forces a victim to retrace their own recent movement history backwards. The route is replayed through the CURRENT world: a new Stonewall blocks it; a wall that has since gone no longer does.
Amplifies natural fading in real shadows. Standing still conceals best; movement weakens the fade; attacking or casting strongly reveals the caster.
Vertical air column lifts characters. Useful for allied mobility or enemy disruption; heavy characters rise more slowly.
Modest Veil projectile that briefly dulls the target's perception of the caster, making the caster harder to visually track.
Pins a target through its visible shadow, restricting movement away from the bind point while still allowing turning and attacks. Changing lighting conditions can interfere with the effect.
Moves the caster between nearby sufficiently obscured locations without physically crossing the intervening space.
A Veilcraft pulse that reveals traces of movement and perception, which fade over time.
Dense water projectile with moderate damage and physical pushback. Repeated hits can force enemies out of position. Applies Wet.
Rotating pool slowly drags grounded targets toward its centre. Targets can fight the current; heavy targets move less. Airborne targets and projectiles are unaffected. Applies Wet.
Spreads between enemies and across flammable terrain. The caster starts it but does not fully control its propagation.
Thin blade of compressed air. Fast, accurate and moderate damage; can be manipulated by other Wind currents.
Air-assisted dash. The caster physically travels through space, so walls, terrain and hazards still matter.