Expanded spell list for blue.
- Point-and-click spells slightly nerfed
- Some other things slighly buffed.
- Obvious gaps filled in.
- Currently, spells are ordered by effect rather than level. Is this clearer or less clear?
- Level 0: Windermere's Fan
- Range: Special
- Duration: 30 seconds or until released
- Effect: Caster may use a small hand fan or other sensible physrep to simulate a light breeze.
- Gust N
- Levels 1,2,3,6
- Range: Target
- Duration: 5/10/30/60
- Effect: Single-target repel of that duration.
- Level 1: Talk to Wind
- Range: Self
- Duration: 5 minutes or until finished
- Effect: The caster may ask three questions of the wind. The wind can tell you what things upwind of you look like, the way they were going, et cetera. It is not very clever, however - and it can't tell you anything about things it has not seen. If the air has been still - and inside buildings - you can expect the air to have a vague memory of the last hour's events or so. Elemental wind tends to lack the imagination to lie.
- Level 1-4: Spark N
- Range: Target
- Duration: Instant
- Effect: Blue N-1 through
- Level 5-7: Zap N
- Range: 3 metres
- Duration: instant
- Effect: Blue N-1 Through
- N.B. There is no blue hept through.
- Level 2: Winds of Disarming
- Range: Target
- Duration: Instant
- Effect: Caster may call "Target, DISARM that [item]!" as the air itself tears from their hands one item the target was holding.
- N.B. I reckon this could safely be a global disarm. Is it a bug or a feature that blue doesn't get durational disarms?
- Level 4,6: Evasions N
- Range: Touch
- Duration: 5 minutes or until discharged
- Effect: Target gains 2/4 points of DAC. Can only be active on one target at a time.
- N.B. Currently this is self only; I see no reason it shouldn't be shareable and have written up this version as such.
- Level 4 (maybe make 3?): Jump Self
- Range: Self / 30 feet
- Duration: 'Instant' - move straight from where you cast the spell to where you wish to go
- Effect: Caster may put their finger in the air, move up to thirty feet, and then return to visibility: they have been borne up into the air by strong air currents, and set down in the place they put their finger down in. Once they start moving they must keep moving to the point that they designated at the time they cast the spell (it should be indicated when casting) at a reasonable pace.
- N.B I think this could use some love, e.g level 3.
- Level 5 (maybe make 4?): Wind Bow
- Range: Touch
- Duration: 5 minutes
- Effect: The winds will guide the arrows of one bow you touch to their target - touched bow does +2 degrees of damage. Note that this damage is not :Blue damage as you have not enchanted the arrows but rather the bow.
- Again, I think this could use some love - bows are rare. Also needs to specify whether the damage is natural or unnatural.
- Level 5-8: Storm N
- Range: Target (many times)
- Duration: 5 minutes
- Effect: Caster calls a storm with 2,4,6,8 charges: one charge may be spent to do one of STRIKEDOWN, FULL DISARM, BLUE SINGLE THROUGH or REPEL 30 to a single target by the call "Target, call" with a six-word vocal, as a specialised lightning bolt or gust of wind strikes the target. The storm dies down after 5 minutes have passed.
- Is the current version of this spell really balanced? I would have thought that "repel 5" and "blue half through" were more like it than "repel 30" and "Blue single through". See also "Stormy Wrath", below.
- Level 2,4,6,8: Lightning Storm 1-4
- Range: Mass
- Duration: Instant
- Effect: You call a storm of blue magic down from the sky to strike out in all directions - call "MASS BLUE N THROUGH!" as lightning bolts strike everyone nearby.
- Level 8: Tornado
- Range: Self
- Duration: 5 minutes
- Effect: The caster is immune to ranged weapons and resistant to (takes one less degree from) physical damage due to the protective tornado surrounding them. They may cast spells, but may not reach out of the tornado (for example, to attack, or touch allies, or fire ranged weapons).
And some silly spells...
- Level 5: Group Jump
- Range: Self/Touch?
- Duration: Instant
- Effect: As the "Jump Self" spell, but any number of allies touching you can be taken with you.
- Level 5: Electrify
- Range: target item
- Duration: 5 minutes
- The caster may call "disarm that {object}" on anyone carrying the targetted item, at will. If they drop it, the caster must then call "Blue single through" on them.
- Level 4,6,8: Malevolent Dynamo N
- Range: Self
- Duration: 5 minutes.
- For the duration of the spell, the caster *must* emit a "mass blue half/single/double through" every 5 seconds. This effect continues even if the caster is unconscious or dead. This spell cannot be voluntarily ended early. The caster does not take damage from this effect, but it jolts them enough to break concentration (e.g. if they have to stop in mid-verbal to make the call then their cast is interrupted, and they cannot meditate back mana).
- Level 4,6,8 Sparking/Crackling?/Corruscating? Wrath:
- Range: Self
- Duration: 5 minutes
- For the next five minutes, you can cast spark 1/2/3 (i.e. blue half/single double through) at will for no mana, by full verbal. You cannot target more than one of these on any given person. Cancels any other “wrath” spell you have up.
- Level 5 Stormy Wrath:
- Range: Self
- Duration: 5 minutes
- For the next five minutes, you can call STRIKEDOWN, FULL DISARM , BLUE HALF THROUGH and REPEL 5 at will for no mana, by full verbal. You cannot target more than one of these on any given person. Cancels any other “wrath” spell you have up.
- N.B. Clearly, the range of effects this can produce should be the same as the ones Storm can produce; the things above are not, but I'm inclined towards nerfing storm (although I've never tried using it).
- Level 2,4,6,8: Chain Lightning N
- Range: 3 metres
- Duration: Instant
- Call "Blue half/single/double/triple through" on as many targets as you like.
- ''Can someone add the wind-words spells here, please?
Thoughts?