Fantasy Tales
Odyssey
Shapeshift
3 cc
(Needed for Forms)
Cost: 1 PP (No Turn)
Range: Self
Duration: N/A
Criteria:
- Can only assume the form of Level 3 or lower beasts.
Type: Spell, Form
Assume the form of an animal you've seen before. You receive the animal's stats. - Your life will be the same before shapeshift, but if you reach 0, excess damage transfers.
Spellcasting
3 cc
Cost: Free
Range: 45 Yards
Duration: N/A
Criteria:
Type: Passive, Spell
You can attack with Wisdom for free as a basic attack. Your basic spell for such attack does not apply effects, and must be a magical projectile of your design, no bigger than 2 feet radius.
Rejuvenation
3 cc
(Healer Build)
Cost: 1 PP
Range: 30 Yards
Duration: N/A
Criteria:
- Wisdom + Devotion roll.
Type: Spell
Cover the target's shape in whirling life energy, slowly regenerating their wounds.
- Apply star amount of h.o.t. (healing over time)
Dire Form
2 cc
(Tank Build)
Cost: 1 PP (No Turn)
Range: Self
Duration: N/A
Criteria:
- You have 4 life, if you reach 0, you transform back. Excess damage transfers.
Type: Spell, Form
Assume the form of a larger beast, receiving +1 Might, Intimidation and defense. - You can Taunt in this stance.
(Bear,Bull, etc.)
Minor Shapeshift
3 cc
Cost: 1 PP
Range: Self
Duration: 1 Hours.
Criteria:
- Only 2 bonus can be active at a time.
Type: Spell, Form
Assume one of the animalistic traits to receive a bonus. (Doesn't consume turn)
List of Traits:
Animate Water
1 cc
Cost: Free
Range: N/A
Duration: N/A
Criteria:
Type: Spell
You can summon minor water from your hand, slowly dripping down. Can fill up a small bowl of water.
Barkskin
4cc
Cost: 2 PP
Range: N/A
Duration: N/A
Criteria:
Type: Spell
Gives you defense advantage, and increases your defense by d2. - Covers your body in treebark. The Treebark has 2 life. If it's destroyed, you receive 1 PP.
Choking Spores
1 cc
Cost: Free, No Turn.
Range: N/A
Duration: N/A
Criteria:
Type: Spell
Everyone inside of the Spore area, will receive a Disadvantage to any actions (Allergy).
Animate Wild
3 cc
Cost: 1 PP
Range: N/A
Duration: N/A
Criteria:
Type: Spell
Turn a natural thing into a "4" construct. (Example: Tree -> Treant)
Sporemage: Your spores can move or you can cast fusion on them.
Animal Messenger
1 cc
Cost: 1 PP
Range: N/A
Duration: N/A
Criteria:
Type: Spell
Choose a small creature, and send it to a location you've seen before. Specify the appearance of the target you want the message to be sent to.
Moonbeam
3 cc
Cost: 1 PP
Range: N/A
Duration: 1 Turn
Criteria:
Type: Spell
Whanever you can see the moon, send a moonbeam at target or location. Inside of the location, everyone will be instantly damaged and blinded.
Commune with Nature
1 cc
Cost: Free
Range: N/A
Duration: N/A
Criteria:
Type: Spell
You may activate the spell, to try to speak with the nature. The nature has no language, alas you have to figure out their answer by the way they attempt to answer you.
True Shapeshift
ult
Cost: 1 PP
Range: Self
Duration: Several Conditions.
Criteria:
Type: Ultimate Skill, Form, Spell
Assume the form of any beast you saw before on any level. If it's Level 4 or above, it's stats are scaled to Level 3. - You receive their traits and abilities, and if the shapeshift is broken, you can pick an animal form to be in, and you receive an immidiate turn.
Swift Form
2cc
(M-DPS Build)
Cost: 1 PP (No Turn)
Range: Self
Duration: N/A
Criteria:
- You have 3 life, if you reach 0, you transform back. Excess damage transfers.
Type: Spell, Form
Assume the form of a swift beast, receiving +1 Agility, Stealth, and Dexterity. - You can perform Stealth Attacks.
(Tiger,Leopard,Panther,- etc.)
Animate Animal
2 cc
Cost: 1 PP
Range: 25 yards
Duration: N/A
Criteria:
Type: Spell,
Animate an animal body part on any unoccupied terrain for an effect, it can be maximum the size of a small tree.
(Example: Bear Paws, Hawk Wings, Horn, Claws, etc.)
Body Inks
2 cc
Cost: Free
Range: N/A
Duration: N/A
Criteria:
- This D1 ignores skulls and moons, treating them as blank or star.
Type: Passive
After using a spellcard that costs minimum 1 PP, you can roll d1.
- On star, recover 1 PP.
Nature Form
2cc
(Healer Build)
Cost: 1 PP (No Turn)
Range: Self
Duration: N/A
Criteria:
- You have 3 life, if you reach 0, you transform back. Excess damage transfers.
Type: Spell, Form
Assume the form of a druidic creature, receiving +1 Wisdom, Devotion, and senses. - You can only cast healing/supporting abilities.
(Dryad,Treant, etc.)
Swiftmend
2 cc
(Healer Build)
Cost: 1 PP
Range: 50 Yards
Duration: N/A
Criteria:
- Wisdom + Devotion roll.
Type: Spell
Consume every H.O.T. in a target, and instantly apply the healing to them. - You may cast this spell anytime during the game, unless something blocks you.
Livinglife
3 cc
(Healer Build)
Cost: Free
Range: N/A
Duration: N/A
Criteria:
Type: Passive Spell
Healing someone to full, makes the excess H.O.T. to jump on the closest ally to the target.
Spores
3 cc
(Sporemage - Core)
Cost: 1 PP
Range: N/A
Duration: N/A
Criteria:
Type: Spell
Spawn mushrooms on an unoccupied area. The mushrooms are filling the air with spores for 20 yards.
- You can switch spore types with other abilities.
Healing Spores
1 cc
Cost: Free, No turn.
Range: N/A
Duration: N/A
Criteria:
Type: Spell
Everyone inside of the Spore area, will receive 1 life/druid turn.
Decaying Spores
1 cc
Cost: Free, No Turn.
Range: N/A
Duration: N/A
Criteria:
Type: Spell
Everyone inside the Spore area, will be damaged by 1 / druid turn.
Explosive Spores
1 cc
Cost: Free, No Turn.
Range: N/A
Duration: N/A
Criteria:
Type: Spell
Stepping on the Mushrooms, causes them to explode for D4 + Druid Magic damage.
Fusion
3 cc
Cost: 2 PP
Range: 50 Yards
Duration: 10 Minutes
Criteria:
Type: Spell
You can fuse creatures, and elemental things together. They wont lose their occupation, unless they are beasts or insects.
Disaster
2 cc
Cost: 1 PP
Range: N/A
Duration: N/A
Criteria:
Type: Spell
You can create a small disaster.
(Rain, Small Whirlwind, Tremor, Blizzard, etc.)
Dark Vision
1 cc
Cost: 1 PP
Range: N/A
Duration: N/A
Criteria:
Type: Spell
Touch a willing creature, and grant them glowing eyes that can see in the dark.
Swarm
3 cc
Cost: 1 PP
Range: N/A
Duration: N/A
Criteria:
Type: Spell
Send a swarm of insects against a target. The target will receive a disadvantage, and will be damaged for 1 for 3 turns.
Daylight
1 cc
Cost: 1 PP
Range: N/A
Duration: 1 Hour
Criteria:
Type: Spell
Choose a 4x4 location, and conjure forth dim, daylight at the area, that lasts for one hour, or until the druid takes damage.
Storm of Vengeance
ult
Cost: 1 PP, 1 Chi
Range: Sight. (120 yard radius)
Duration: Focus Check/Turn
Criteria:
- The Druid still can have their turn while the storm is active.
Type: Chanelling, Ultimate Ability.
Turn 1(cast): Normal Rain
Turn 2: Acidic Rain: Everyone inside of the area gets d4 poison damage.
Turn 3: Six bolt of d6 Lightning you can divide between creatures.
Turn 4: Hailstones. - Everyone must roll d2 to avoid getting 2 flat damage.
Turn 5-7: Freezing Wind and snowstorm. - Can't make ranged attacks from the area. - Movement Disadvantage, Distracted. Must surpass 2 stars to not get flat 1 frost damage. - Receiving 3 frost damage from this ability freezes the target.
Spell Upgrade
5 cc
Cost: N/A
Range: N/A
Duration: N/A
Criteria:
- You can buy at Level 3
Type: Upgrade
Upgrade one of your spells.
Dispell Magic
2 cc
Cost: 1 PP
Range: N/A
Duration: N/A
Criteria:
Type: Spell
You may attempt to dispell a magic, returning the target, or the area to it's original form before the magic was cast.
Animal Friendship
Conjure Animal
2 cc
Cost: Free /1 PP
Range: N/A / 5 yard -> Location
Duration: N/A - Travel Time
Criteria:
Type: Passive / Spell
You have Advantage when handling animals.
- You can conjure up to ten, harmless animals to travel to a destination you seen before.
Ariqula
ult
Cost: Free
Range: N/A
Duration: N/A
Criteria:
- The Ariqula has 2 Life. If it's killed, you can regrow it during a Long Rest.
Type: Ultimate Skill
You have a small, arm-sized Ariqula pet. - The Ariqula can enter the ground, to turn into an adult Ariqula (Terror Bloom), to terrorize the area and creatures entering it. (DM Control, Player target)
- The Ariqula can enter the wound of an ally to heal them for 1/Turn, at the cost of giving Disadvantage to all of their actions until the healing is active, but it sucks out all means of poisons or diseases.