Particle Spells (Main Campaign)

Tier 1 (Costs 1-5 Mana)edit | edit source
- Fireball = Shoots a ball of fire at an enemy (1d4) (1 Mana)

- Fireball II = Shoots a bigger ball of fire at an enemy (1d6 Burn) (2 Mana)

- Fireball III = Shoots a giant ball of fire at an enemy (1d10 Burn) (3 Mana)

- Fireball IV = Shoots multiple balls of fire at enemies (2d10 Burn) (5 Mana)

- Spark = shock an enemy (1d3) (1 Mana)

- Shock = shock an enemy (1d5 Shock) ( 2 Mana)

- Super Shock = shock an enemy (1d12 Shock) (3 Mana)

- Electricity Stream = shock multiple targets (2d12 Shock) (4 Mana)

- Lighting Strike = Paralyze a enemy (1d20 Paralyze) (4 Mana)

- Lighting Arc = Paralyze multiple targets (2d20 Paralyze) (5 Mana)

- Ice Beam = hit an enemy with a cold blast (1d4) (2 Mana)

- Ice Beam II = hit an enemy with a hard cold blast (1d6 Cold) (3 Mana)

- Ice Beam III = hit an enemy with a large freezing blast (1d12 Freeze) (4 Mana)

- Blizzard = hit multiple enemies with a large icy storm (1d20 Freeze) (5 Mana)

- Rock Wave = user creates a small wave of rocks (1d4 Area) (2 Mana)

- Rock Wave II = user creates a medium wave of rocks (1d8 Area) (3 Mana)

- Rock Wave III = user creates a large wave of rocks (1d12 Area, Stun) (5 Mana)

- Bubble Gum Blast = user shoots a bullet made of gum (1d3) (1 Mana)

- Bubble Gum Blast II = user shoots a bullet made of gum (1d6 Sticky) (3 Mana)

- Bubble Gum Blast III = user shoots a bullet made of gum (2d6 Sticky) (4 Mana)

- Water Pulse = user shoots out a ring of water towards an enemy (1d4) (1 Mana)

- Water Pulse II = user shoots out a ring of water towards an enemy (1d5 Wet) (2 Mana)

- Water Pulse III = user shoots out a ring of water towards an enemy (2d5 Wet) (3 Mana)

Tier 2 (Costs 6-12 Mana) (Level 5+)edit | edit source
- Grass Cutter = hit an enemy with a wave of grass (1d3) (6 Mana)

- Grass Cutter II = hit an enemy with a large wave of grass (1d6 Life-Link) (7 Mana)

- Grass Cutter III = hit an enemy with a storm of grass (1d12 Piercing, Life-Link) (8 Mana)

- Bubble Blast = hit multiple enemies with bubbles (1d3) (6 Mana)

- Bubble Blast II = hit multiple enemies with bigger bubbles (1d6 Wet) (6 Mana)

- Bubble Blast III = hit multiple enemies with fragmentation bubbles (1d12 Wet, Area)

- Ink Splatter = hit an enemy with a small ink ball (1d3 Blind) (6 Mana)

- Ink Splatter II = hit an enemy with a medium ink ball (1d5 Blind) (7 Mana)

- Ink Splatter III = hit an enemy with a large ink ball (1d8 Blind) (8 Mana)

- Shadow Spark = create shadow energy to form into a doppelganger (1d12 + Constitution)

(12 Mana) (depending on the 1st roll will show how much HP the Doppelganger has)

- Acid Rain = User creates a cloud that rains down Poison (1d4 Poison)

(1d2 Turns cloud will stay out) (6 Mana)

- Acid Rain II = User creates a cloud that rains down Poison (1d4 Poison)

(1d3 Turns cloud will stay out) (7 Mana)

- Acid Rain III = User creates a cloud that rains down Poison (1d4 Poison)

(1d4 Turns cloud will stay out) (8 Mana)

- Grass Entangle = Grass extends from the ground grabbing an enemy (1d3) (6 Mana)

- Grass Entangle II = Grass extends from the ground grabbing an enemy (1d4 Stun) (7 Mana)

- Grass Entangle III = Grass extends from the ground grabbing an enemy (2d2 Stun) (8 Mana)

- Grass Inpale = Grass extends from the ground impaling an enemy (1d15 Stun, Bleeding, Piercing) (10 Mana)

- Iron Defence = Users skin hardens to become as hard as steel for 1d2 Turns (+1d15 DT)

(7 Mana)

- Iron Defence II = Users skin hardens to become as hard as steel for 1d4 Turns (+2d15 DT)

(8 Mana)

- Iron Defence III = Users skin hardens to become as hard as steel for 2d2 Turns (+3d15 DT)

(9 Mana)

- Salty Floor = User sends hot Salty Ice all around the floor (1d15 Area, Cold) (7 Mana)

- Salty Floor II = User sends hot Salty Ice all around the floor (2d15 Area, Cold) (8 Mana)

- Salty Floor III = User sends hot Salty Ice all around the floor (3d15 Area, Freezing) (10 Mana)

- Pixel Plasma = User shoots a pixelated ball of energy towards an enemy (1d4 Plasma)

(EXP -10) (6 Mana)

- Pixel Plasma = User shoots a pixelated ball of energy towards an enemy (1d6 Plasma)

(EXP -12) (7 Mana)

- Pixel Plasma = User shoots a pixelated ball of energy towards an enemy (3d3 Plasma)

(EXP -14) (8 Mana)

- Wood Wildfire = User creates 1d3 flaming wooden objects flying towards an opponent

(1d5 Burn x how many flaming objects) (6 Mana)

- Wood Wildfire II = User creates 1d6 flaming wooden objects flying towards an opponent

(1d5 Burn x how many flaming objects) (7 Mana)

- Wood Inferno = User creates 2d6 flaming wooden objects flying towards an opponent

(1d5 Burn x how many flaming objects) (11 Mana)

- B Button = User’s weapon gains the Particle Effect for 3 turns (EXP -10) (6 Mana)

- B Button II = User’s weapon gains the Particle Effect for 4 turns (EXP -20) (7 Mana)

- B Button III = User’s weapon gains the Particle Effect for 5 turns (EXP -30) (8 Mana)

- Flaming Drill Shot = User shoots a small inferno spiraling in a drill shape (2d3 Burn) (6 Mana)

- Flaming Drill Shot II = User shoots a medium inferno spiraling in a drill shape (2d6 Burn) (7 Mana)

- Flaming Drill Shot III = User shoots a large inferno spiraling in a dill shape (3d12 Burn) (8 Mana)

- Flaming Drill Shot IV = User shoots a large inferno spiraling in a drill shape (4d12 Piecing, Burn) (9 Mana)

- Piecing Energy = User shoots a large bolt of energy/electricity at an enemy (1d20 Energy, Shock, Piecing) (7 Mana)

- Piecing Energy II = User shoots a large bolt of energy/electricity at an enemy (1d30 Energy, Shock, Piecing) (8 Mana)

- Piecing Storm = User shoots multiple large bolts of energy/electricity at multiple enemies (2d30 Energy, Shock, Piecing) (HP -35) (9 Mana)

- Piecing Storm II = User shoots multiple large bolts of energy/electricity at multiple enemies (3d30 Energy, Shock, Piecing) (Technical: Roll 1d20 + Performance (if over 22) Instead of the Shock it changes the damage to Adv. Shock) (HP -45) (10 Mana)

- Arcane Overdrive = User gains the Sponk Effect towards Spell Damage for 2 Turns (Require Arcane 10+) (7 Mana)

- Arcane Overdrive II = User gains the Sponk Effect towards Spell Damage for 3 Turns (Require Arcane 15+) (8 Mana)

- Arcane Overdrive III = User gains the Sponk Effect towards Spell Damage for 4 Turns (Require Arcane 20+) (9 Mana)

- Sag = User Creates a 2by2 pillar of stone that has an HP of 5dPlayersLevel, This Pillar Has a brown glow to it and when touched, the afflicted will gain the Smolder Effect for 1 Turn (User is immune to the Glow) (6 Mana)

- Shag = User Creates a 2by2 pillar of stone that has an HP of 5dPlayersLevel, This Pillar Has a brown glow to it and when touched, the afflicted will gain the Smolder Effect for 2 Turn (User is immune to the Glow) (7 Mana)

- Super Shag = User Creates a 3by3 pillar of stone that has an HP of 5dPlayersLevel, This Pillar Has a brown glow to it and when touched, the afflicted will gain the Smolder Effect for 3 Turn (User is immune to the Glow) (8 Mana)

- Futch = User sends a wave of Air carrying nearby grass/sand/rocks and flings them as multiple enemies (2d13 + Intelligence Area, Physical) (6 Mana)

- Futch II = User sends a wave of Air carrying nearby grass/sand/rocks and flings them as multiple enemies (2d16 + Intelligence Area, Physical) (7 Mana)

- Futch II = User sends a wave of Air carrying nearby grass/sand/rocks and flings them as multiple enemies (2d20 + Intelligence Area, Physical) (8 Mana)

- Permafrost Beam = User fires a small beam of cold energy at an enemy (2d15 Cold, Slowed for 2 Turns) (7 Mana)

- Permafrost Beam II = User fires a medium beam of cold energy at an enemy (3d15 Cold, Slowed for 3 Turns) (8 Mana)

- Permafrost Beam III = User fires a large beam of cold energy at an enemy (4d15 Cold, Frozen, Slowed for 4 Turns) (9 Mana)

- Permafrost Snow Storm = User creates a freezing storm that rains down heavy snow (4d15 Area, Cold, Frozen, Slowed for 5 Turns) (10 Mana)

- Furious Flare = User shoots a small red neon ball of fire (2d19 Energy, Area, Burn) (6 Mana)

- Furious Flare II = User shoots a medium red neon ball of fire (3d23 Energy, Area, Burn) (7 Mana)

- Furious Flare III = User shoots a medium red neon ball of fire (4d26 Energy, Area, Burn) (8 Mana)

- Pyromaniacs Personal Flare = User shoots a large red neon ball of fire (4d26 Energy, Area, Burn) (Technical: Roll 1d20 + Performance (if over 22) It changes the Burn status effect to Adv.Burn) (HP -10) (10 Mana)

- High Voltage = User projects large strikes of electricity at multiple enemies (4d9 Energy, Shock) (6 Mana)

- High Voltage II = User projects large strikes of electricity at multiple enemies (5d10 Energy, Shock) (7 Mana)

- Higher Voltage = User projects large strikes of electricity at multiple enemies (5d20 Energy, Adv.Shock, Paralyze) (8 Mana)

- Highest Voltage = User projects large strikes of electricity at multiple enemies (6d20 Energy, Adv.Shock, Paralyze) (9 Mana)

- OverGrow = From the ground vines imerge and hold down a selected enemy. (1d10 + Strength Physical, Stun) (7 Mana)

- OverGrow II = From the ground vines imerge and hold down a selected enemy. (2d10 + Strength Physical, Stun) (8 Mana)

- OverGrow III = From the ground vines imerge and hold down a selected enemy. (3d10 + Strength Physical, Adv.Stun) (9 Mana)

- Hot Winds = User creates a large gust of steaming hot fumes and shoots a storm like gust at an enemy. (8d33mi11 Adv. Burn) (7 Mana)

- Hot Winds II = User creates a large gust of steaming hot fumes and shoots a storm like gust at an enemy. (8d33mi22 Adv. Burn) (9 Mana)

- Hot Winds III = User creates a large gust of steaming hot fumes and shoots a storm like gust at an enemy. (8d33mi25 Adv. Burn) (11 Mana)

- Google Blast = User fires a blast of multiple elements made of code and pixels. (3d24 Burn, Shock, Poison, Wet) (8 Mana)

- Google Blast II = User fires a blast of multiple elements made of code and pixels. (4d24 Burn, Shock, Poison, Wet) (9 Mana)

- Google Blast III = User fires a blast of multiple elements made of code and pixels. (4d24 Adv. Burn, Adv. Shock, Adv. Poison, Adv. Wet) (10 Mana)

- Flare of Venom = User fires an orb of plasma imbued with poison, 3d25 Ranged, Burn, Poison damage. (9 Mana)

- Flare of Venom II = User fires an orb of plasma imbued with poison, 3d25 Ranged, Adv. Burn, Adv. Poison damage. (10 Mana)

- Flare of Venom III = User fires an orb of plasma imbued with poison, 3d25 Ranged, Lethal. Burn, Lethal. Poison damage. (11 Mana)

- Pox Fireball = User fires a fireball with a golden glow surrounding it, (2d18 + 3d9 Ranged, Burn, Homing). (9 Mana)

- Pox Fireball II = User fires a fireball with a golden glow surrounding it, (2d28 + 3d9 Ranged, Adv. Burn, Homing). (10 Mana)

- Pox Fireball III = User fires a fireball with a golden glow surrounding it, (3d28 + 4d9 Ranged, Adv. Burn, Homing). (11 Mana)

- Pox Fireball IV = User fires a fireball with a golden glow surrounding it, (3d38 + 4d10 Ranged, Lethal Burn, Homing). (12 Mana)

- Water Flow = User creates a wave of water that is tossed like a disk towards an enemy, (2d12 + 3d9 Ranged, Wet, Homing). (9 Mana)

- Water Flow II = User creates a wave of water that is tossed like a disk towards an enemy, (3d12 + 4d9 Ranged, Adv. Wet, Homing). (10 Mana)

- Water Flow III = User creates a wave of water that is tossed like a disk towards an enemy, (4d12 + 5d9 Ranged, Adv. Wet, Homing). (11 Mana)

- Water Flow IV = User creates a wave of water that is tossed like a disk towards an enemy, (5d12 + 5d10 Ranged, Adv. Wet, Homing). (12 Mana)

- Verberrium = User creates a hardlight mixture of energy and plasma (8d23ma13 Ranged, energy, plasma, Trinket Breaker) (10 Mana)

- Verberrium II = User creates a hardlight mixture of energy and plasma (9d23ma13 Ranged, energy, plasma, Trinket Breaker) (11 Mana)

- Verberrium III = User creates a hardlight mixture of energy and plasma (9d23 Ranged, energy, plasma, Trinket Breaker) (12 Mana)

- Pox Thunda = User strikes an enemy with a golden bolt of electricity, (2d18 + 1d10 Ranged, Shock, EMP) (10 Mana)

- Pox Thunda II = User strikes an enemy with a golden bolt of electricity, (2d18 + 2d10 Ranged, Adv.Shock, Adv.EMP) (11 Mana)

- Pox Thunda III = User strikes an enemy with a golden bolt of electricity, (2d18 + 2d10 Ranged, Lethal Shock, Lethal EMP) (12 Mana)

- Pox Iceball = User fires a Iceball with a golden glow surrounding it, (2d18 + 1d14 Ranged, Cold). (9 Mana)

- Pox Iceball II = User fires a Iceball with a golden glow surrounding it, (3d18 + 2d14 Ranged, Adv. Cold, Chilled). (10 Mana)

- Pox Iceball III = User fires a Iceball with a golden glow surrounding it, (4d18 + 3d14 Ranged, Lethal Cold, Chilled, Frozen). (11 Mana)

Tier 3 (Costs 13-19 Mana) (Level 10+)edit | edit source
- Poison Spark = hit an enemy with a drop of poison (1d5 Poison) (13 Mana)

- Poison Splash = hit an enemy with a splash of poison (2d5 Poison) (14 Mana)

- Poison Fusion = hit an enemy with a vortex of poison fumes (20d3 Adv. Poison) (19 Mana)

- Lethal Poison Cross = hit an enemy with a vortex of lethal fumes (20d5 Lethal Poison) (20 Mana)

- Wind Storm = hit multiple enemies with heavy winds (20d4 Cold) (15 Mana)

- Wind Storm II = hit multiple enemies with heavy winds (30d5 Cold) (16 Mana)

- Wind Storm III = hit multiple enemies with heavy winds (40d6 Cold) (17 Mana)

- Tsunami = Hit multiple enemies with a large wave of water (1d100 Wet) (17 Mana)

- Tsunami II = Hit multiple enemies with an even larger wave of water (1d200 Wet) (18 Mana)

- Tsunami III = Hit multiple enemies with a giant wave of water (2d100 Wet) (19 Mana)

- Nuclear Blast = hit multiple enemies with a large explosive ball of energy & plasma   (1d100 Area, Plasma, Radiation)  (HP -35) (17 Mana)

- Nuclear Flash = hit multiple enemies with a large explosive flash of pure plasma

(1d200 Area, Plasma, Blind, Radiation, Lethal Wither for 6 Turns) (HP -45) (18 Mana)

- Nuclear FlashII  = hit multiple enemies with a large explosive flash of pure plasma

(2d200 Area, Plasma, Blind, Radiation, Lethal Wither for 12 Turns) (HP -55) (19 Mana)

- Subspace Vortex = user sends a Orb that acts like a vacuum and brings enemies in where the orb is located (3d40 Area, Suck) (Requires Wisdom check over 31) (18 Mana)

- White Light = Hits an enemy with a bolt of White Electricity (7d13 Energy, Blind) (14 Mana)

- White Light II = Hits an enemy with a bolt of White Electricity (7d13 Energy, Shock, Blind)

(15 Mana)

- White Light III = Hits an enemy with a bolt of White Electricity (10d13 Energy, Paralyze, Blind)

(16 Mana)

- Black Light = Hits an enemy with a bolt of Black Electricity (8d12 Energy, Poison, Blind)

(User suffers from the Confusion Status effect) (14 Mana)

- Black Light II = Hits an enemy with a bolt of Black Electricity

(8d12 Energy, Adv. Poison, Shock, Blind) (User suffers from the Confusion Status effect) (16 Mana)

- Black Light III = Hits an enemy with a bolt of Black Electricity

(9d12 Energy, Lethal Poison, Paralyze, Blind) (User suffers from the Confusion Status effect) (19 Mana)

- Stone Storm = Hits enemies with a large swarm of pebbles (16d4 + Strength) (16 Mana)

- Stone Storm II = Hits enemies with a large swarm of rocks (16d5 + Strength) (17 Mana)

- Stone Storm III = Hits enemies with a large swarm of boulders (16d6 + Strength) (18 Mana)

- Stone Storm IV = Hits enemies with a large swarm of Magma-Filled boulders (17d6 + Strength + Constitution, Burn) (19 Mana)

- Platinum Beam = Hits an Enemy with a Platinum colored bolt of energy (!rr 4 8d20 (Highest numbers from the four columns are taken and added together for damage, Ranged, Microwave, Smolder for 10 Turns) (13 Mana)

- Platinum Beam II = Hits an Enemy with a Platinum colored bolt of energy (!rr 5 8d20 (Highest numbers from the five columns are taken and added together for damage, Ranged, Microwave, Smolder for 10 Turns) (14 Mana)

- Platinum Beam III = Hits an Enemy with a Platinum colored bolt of energy (!rr 6 8d20 (Highest numbers from the six columns are taken and added together for damage, Ranged, Microwave, Smolder for 10 Turns) (15 Mana)

- Trial Mix = Hits an Enemy with a colorful blast of mixed elements (!rr 3 6d3 (Depending on the chart below based on the most frequent number of each row an effect will be afflicted onto the enemy) (1 = Fire/Burn, 2 = Water/Wet, 3 = Electricity/Shock) (13 Mana)

- Trial Mix II = Hits an Enemy with a colorful blast of mixed elements (!rr 4 6d3 (Depending on the chart below based on the most frequent number of each row an effect will be afflicted onto the enemy) (1 = Fire/Burn, 2 = Water/Wet, 3 = Electricity/Shock) (14 Mana)

- Trial Mix III = Hits an Enemy with a heavy colorful blast of mixed elements (!rr 5 6d4 (Depending on the chart below based on the most frequent number of each row an effect will be afflicted onto the enemy) (1 = Fire/Adv. Burn, 2 = Water/Adv. Wet, 3 = Electricity/Adv. Shock, 4 = Ice/Frozen) (15 Mana)

- Trial of the Guardians = Hits an Enemy with a heavy colorful blast of mixed elements (!rr 5 6d4 (Depending on the chart below based on the most frequent number of each row an effect will be afflicted onto the enemy) (1 = Fire/Adv. Burn, 2 = Water/Adv. Wet, 3 = Electricity/Adv. Shock, 4 = Ice/Adv.Frozen) (16 Mana)

- Glimmering Hail = User summons a portal which shoots out large chunks of shiny clear hail. (7d5 Cold, Freezing, Chilled) (13 Mana)

- Glimmering Hail II = User summons a portal which shoots out large chunks of shiny clear hail. (7d10 Cold, Freezing, Chilled) (14 Mana)

- Glimmering Hail III = User summons a portal which shoots out large chunks of shiny clear hail. (7d20 Cold, Freezing, Chilled) (15 Mana)

- Hoʻohui ʻo nā Pūkuhi = User combusts into a large Explosion around them setting all objects/Players/Enemies on Fire. (1d70 Area, Burn) (HP -30) (13 Mana)

- Hoʻohui ʻo nā Pūkuhi II = User combusts into a large Explosion around them setting all objects/Players/Enemies on Fire. (2d70 Area, Adv.Burn) (HP -40) (14 Mana)

- Hoʻohui ʻo nā Pūkuhi III = User combusts into a large Explosion around them setting all objects/Players/Enemies on Fire. (3d70 Area, Lethal Burn) (HP -50) (15 Mana)

- Show-Stunning Performance = User does an action, depending on the action (DM’s Matter) they Stun all enemies for 5 + Performance. (1 Turn before activation) (16 Mana)

- Pylon World Output = User utilizes their life force into pure galactic energy, unleashing a very devastating bolt of Nova Electricity (13d40mi3 Nova, Adv. Shock, Paralyze) (20 Mana)

- Pylon World-Wide Output = User utilizes their life force into pure galactic energy, unleashing a very devastating bolt of Nova Electricity (16d40mi5 Nova, Lethal Shock, Paralyze) (30 Mana)

- Pylon World-Wide Output II = User utilizes their life force into pure galactic energy, unleashing a very devastating bolt of Nova Electricity (16d40mi5 Nova, Electrocution, Paralyze) (40 Mana)

- Hellflame Assistance = User calls upon the deepest point of their inner rage to summon a being to pure hatred and flame to assist them, The Hellflame Assistant will be active for 3d4 Turns, while active they follow the casters commands, the Hellflame Assistant cannot take regular damage from Physical/Ranged attacks and only is affected by energy or mental based attacks, if at any point water is near or splash onto the assistant than the assistant is destroyed. (While active/near caster the caster gains +19 to Hit, but takes 5% More damage while near the Assistant) (20 Mana)

- Hellflame Assistance II = User calls upon the deepest point of their inner rage to summon a being to pure hatred and flame to assist them, The Hellflame Assistant will be active for 4d5 Turns, while active they follow the casters commands, the Hellflame Assistant cannot take regular damage from Physical/Ranged attacks and only is affected by energy or mental based attacks, if at any point water is near or splash onto the assistant than the assistant is destroyed. (While active/near caster the caster gains +19 to Hit, but takes 5% More damage while near the Assistant) (21 Mana)

- Hellflame Assistance III = User calls upon the deepest point of their inner rage to summon a being to pure hatred and flame to assist them, The Hellflame Assistant will be active for 5d6 Turns, while active they follow the casters commands, the Hellflame Assistant cannot take regular damage from Physical/Ranged attacks and only is affected by energy or mental based attacks, if at any point water is near or splash onto the assistant than the assistant is destroyed. (While active/near caster the caster gains +19 to Hit, but takes 5% More damage while near the Assistant) (22 Mana)

- Obliterate!!! = User marks an enemy/location, during the next 30 turns that area will be marks in a red aura to the user until turn limit has ended, once 30 turns have past the selected area is blown to bits by a supernova like blast dealing 3d2 P^5 Ranged, Nova, Area, Smolder, Frequency, Radiation Damage. (HP -180) (18 Mana)

- Obliterate!!! II = User marks an enemy/location, during the next 20 turns that area will be marks in a red aura to the user until turn limit has ended, once 20 turns have past the selected area is blown to bits by a supernova like blast dealing 3d2 P^5 Ranged, Nova, Area, Smolder, Frequency, Radiation Damage. (HP -190) (19 Mana)

- Obliterate!!! III = User marks an enemy/location, during the next 10 turns that area will be marks in a red aura to the user until turn limit has ended, once 10 turns have past the selected area is blown to bits by a supernova like blast dealing 3d2 P^5 Ranged, Nova, Area, Smolder, Frequency, Radiation Damage. (HP -200) (20 Mana)

- Unholy Shower = User selects 1 seen enemy, the enemy every 1d39mi3 turns takes a direct 2d8 Poison damage, If the enemy is wearing armor than the damage gains the dissolve effect added onto it. (Caster takes 33% more damage for 1d70mi20 turns) (18 Mana)

- Unholy Shower II  = User selects 1-2 seen enemies, the enemy every 1d39mi3 turns takes a direct 2d8 Adv.Poison damage, If the enemy is wearing armor than the damage gains the dissolve effect added onto it. (Caster takes 33% more damage for 1d70mi10 turns) (19 Mana)

- Unholy Shower III  = User selects 1-3 seen enemies, the enemy every 1d39mi3 turns takes a direct 2d8 Lethal Poison damage, If the enemy is wearing armor than the damage gains the dissolve effect added onto it. (Caster takes 33% more damage for 1d70mi5 turns) (20 Mana)

- Elemental Form = User Transforms themselves into Elemental versions of themselves for as long until they lose all of their mana, User in this form User can choose 1 of 6 Forms listed below until the form ends. (-60 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this any of these States user cannot Heal by themselves and needs someone else to assist them or to be given a healing item, User also gains a -5 for every turn towards combat related actions.)

Selectable Forms

- PyroKinesis (Fire) = While in this form user can control/create/& manipulate fire & flames, User in this form all their attacks deal Burn (If user is over level 20 than make this Adv. Burn), User can also cast Red (HP cost Spells) without subtracting their HP, User can control Heat of others and themselves in this form and can talk to nearby flames they have created, User in this form takes 25% less damage from fire based attacks.

- Aquakinesis (Water) = While in this form user can control/create/& manipulate liquids & gases (Steam, Water Vapor) & Solid Ice, User in this form all their attacks deal Wet (If user is over level 20 than make this Adv. Wet & Adv. Cold), User while in this form cannot drown while in water and doesn't need to breathe while in water, User can also walk on water as a free action at any time.

- Aerokinesis (Air) = While in this form user can control/create/& manipulate air, User gains Automatic Flight while in this form (4d20 to Flight) & gains the ability to create heavy gusts of winds or form wind into tools for temporary use, User while in this form can breath in space or area without proper oxygen or required gas in order to breath, User also has enhanced senses and gains a +15 to Wisdom/Perception based checks.

- Electrokinesis (Electricity) = While in this form user can control/shape/& create electricity, User in this form can recharge almost any charge based item just by touching it, User in this form all their attacks deal Shock (If user is over level 20 than make this Adv. Shock), User while in this form can drain energy from other electronics to recover 3d20 Mana, also User takes 40% less damage from energy based attacks, While in this form user is Immune to the Shock effect.

- Geokinesis (Earth) = While in this form user can control/shape/& manipulate earth (earthen elements) (Soil/Dirt/Boulder/Sand/Dust), User in this form takes 50% Less from all incoming damage, User in this form can repair/destroy objects with Advantage, User can create avalanches/earthquakes/mudslides/or quicksand depending on your current environment, User can also create constructs or sculptures utilizing the earth (EX. a small stone house or a statue of me), User gains slight Tectonic Plate Manipulation in which can create or subtract terrain (Only active if the user is at level 30 or above).

- Kómmikinesis (Gum) = While in this form user can create/shape/& manipulate chewing gum, User in this form all their attacks deal Sticky (If user is over level 40 then make this Adv. Sticky), User while in this form is Immune to the sticky status effect, User while in this form gains +90 to all non-combat related charisma checks. (After form ends while in this form User gains 80% of their HP lost back to them)

- Below Zero = User summons a large snowstorm that follows 2 feet behind the caster, while in this storm all Player/Ally’s/Enemies/etc besides the Caster are affected by the following, Every turn all those who are affected gain the Chilled, Lethal Cold, & the Limited Stamina effects for as long as the affect are outside or within the storm, Those who are affected by the storm take 15 Direct damage after the end of their turn. (Caster gains a +1d10 to all checks while this spell is active) (Spell lasts for 2d15mi7 Turns) (Require Arcane 30+) (22 Mana)