Adventurers’ Spellbook

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Revision as of 23:53, 25 March 2019 by Card (talk | contribs) (→‎List of Spells: enacting "all or nothing")
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Known Spells by Adventurer

  • card
  • derrick:
  • naught:
  • pokes:
  • Trigon:

List of Spells

Avoid Fate—Level 0—CC 5

  • You may only cast this spell once per dynasty. The next time you would go to 0 health, you instead lose 1 level, 2 points divided as you choose among might or magic, all but 5 of your items, all known spells and then set your health to 1 and your location to Town.

Brain Boost—Level 1—CC 1

  • If you gained Experience from Supporting one or more of another Adventurers’ successful Hunts since the last Respawn, increase your Experience by the amount you gained from Supporting one of those Hunts.

Siren Call—Level 2—CC 2

  • Establish the Pool as the set of all monster types from those in the List of Monsters whose Ecology matches your Location. Randomly choose a monster type from the Pool with the probability for each being that type’s frequency over the sum of all type’s frequency. Add a Monster of that type to your Location.

Mystical Amphetamines—Level 3—CC 0

  • Decrease your health by 6 and increase your AP by 2
  • Cannot be used by an Adventurer with 0 AP