06-14-2017, 02:19 PM
Spells introduced by the unusual Cie'th:
Imperil
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes
A swirl of color envelopes your target, dealing minor elemental damage and inflicting the Imperil status. They take 3 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.
Imperilra
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 10 ft. radius
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes
Elemental energies burst within the area, digging their way into your enemies. They take 7 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.
Imperilga
Dark/Elemental/Enfeebling/Light
Level: Black Mage//Necromancer/Red Mage 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 20 ft. radius
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes
A kaleidoscopic explosion of elemental power washes over your foes, leaving chinks in their armor for further elemental mayhem. They take 11 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.
Imperil
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes
A swirl of color envelopes your target, dealing minor elemental damage and inflicting the Imperil status. They take 3 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.
Imperilra
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 10 ft. radius
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes
Elemental energies burst within the area, digging their way into your enemies. They take 7 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.
Imperilga
Dark/Elemental/Enfeebling/Light
Level: Black Mage//Necromancer/Red Mage 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 20 ft. radius
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes
A kaleidoscopic explosion of elemental power washes over your foes, leaving chinks in their armor for further elemental mayhem. They take 11 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.