Part 3 of spell listings
Titan Quest II spell effects
This came from Nordic Games (later THQ Nordic), SH, AI, https://www.youtube.com/watch?v=qji3igzAOWw and https://titanquest2.wiki.fextralife.com/Masteries. So if you want to try them, know you can easily reverse them to not effect you. This is a point that is expressed, so you get the effect you want as you need it. Think and you know what to do..
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing..
Core spell effects
Barrier II; This is where you are protected by your God by a barrier of energy and get constitution mod x level in hitpoints, the amount of hits you can take before lessening health and the protection fades away.. If you have a level of 12 and 6 con mod, that's 6x12=72 hp for the barrier. Depending on your level, this can last 1d6 rounds in battle for levels 1-9. 1d8 rounds for levels 10-19. 1d10 rounds for levels 20-29. 1d12 rounds for levels 30 and up. Otherwise its the time of effect total on your character sheet or until you don't need it outside of battle.
Barrier III; This is where you and your party are protected by your God by an unlimited barrier of energy and get protected, the protection doesn't fade away..until the point where the there is no more rounds of the barrier. Depending on your level, this can last 1d6 rounds in battle for levels 1-9. 1d8 rounds for levels 10-19. 1d10 rounds for levels 20-29. 1d12 rounds for levels 30 and up. Otherwise its the time of effect total on your character sheet or until in idea you don't need it outside of battle. This costs 30% energy.
Earth mastery spell effects
Roiling Magma; This effect causes a form of energy that is a large ball of magma that splits off to goto each target, that is thinking to effect the targets by feel with exploding lava heat that melts equipment and x3 the magma damages.. that's in a 30' radius.
Fissure; Split the ground in front of you and deal strike damages. The fissure stays for 1d6 rounds and slows the targets.
Flame Volley; Fire projectiles from above your head, they goto the target locations and explode dealing x2 fire damages.
Earthquake III; This is where you summon energy beneath the surface and make it quake and cause the targets to fall to the ground as it strikes them for x3 the damages. Your party, however, keeps their footing.
Earth enchantment; Emit an aura that's 18m or 59 feet radius. Aura grants you and your allies +20% fire resistance. Aura grants you and your allies +20% physical damages.
Ignite; The targets are ignited in flames dealing x3 fire damage for 1d10 rounds. This deals fire damage each turn.
Ring of flame; Active: On use grants 20' increased movement. Passive: This deals 20% fire damage to those targets around you in a 20 feet radius. This is done in a +5% radius and +20% damage per every 5% energy cast forth over 20%. This costs 20% energy to cast.
Storm mastery spell effects
Ice Shards; Fire 9 ice shards in a cone dealing x1 Cold Damage each.
Call lightning; Calls down lightning upon the targets for shock damages.
Ice Nova; Deal x2 Cold Damage in a 4.0m or 13.1 feet radius around you. Freezes enemies for 1 round.
Lightning bolt; This causes a gaia energy storm of lightning to hit all your targets for x2 shock damages.
Storm Nimbus; Causes an aura that grants you and all allies 20% cold resistance, you and allies +20% lightning damages.
Cyclone; THis goes over the targets and deals x3 cold damages in a 20 feet radius, cyclone is amplified by fire for +5% more fire damages.
Blink III; Instantly teleports to target location. You can instantly teleport back to the starting location.
Rogue mastery spell effects
Trick shot; This causes a hidden mystical dagger to form in your spirit hand, think to toll it and you "toss" it to unerringly hit a target for magical puncture damages.
Titan quest II themed spell effects
Made by ChatGPT AI for TitanQuest II
Aegis Guard; Duration: 1 minute. A spectral golden shield forms around you or an ally. Gain +2 AC and resistance to non-magical bludgeoning, piercing, and slashing damage. If hit, the shield bursts with radiant light, dealing radiant damage to the attacker.
Thunderstep of Hermes; Range: 30 feet. You vanish in a gust of divine wind and reappear at a point you can see. All creatures within 5 feet of your starting point must make a Dex or Agility save or take thunder damage.
Medusa's Glare; Range: 30 feet. Force one creature to make a Con save or be petrified for 1 round. On a success, they are restrained instead. On a failure by 5 or more, they remain petrified until the end of your next turn.
Cyclopean Strength; You gain +5 Strength (max 25), advantage on Strength checks and saves, and your melee weapon attacks deal an extra +50% force damage for 1 minute.
Wrath of Olympus; Call down 3 bolts of divine lightning (each normal lightning + normal radiant damage). Choose separate targets within 90 feet. Enemies must make a Dex or Agility save for half damage.
Chariot of Helios; You summon a radiant, flaming chariot pulled by fire-spirits. It lasts for 10 minutes, travels 60 ft/round, flies, and can trample enemies (Dex or Agility save or take fire damage and be knocked prone for 1d6 rounds).
Call of the Siren; Target one creature within 60 feet. It must make a Wis save or become Charmed and use its movement to approach you. If already charmed, it becomes stunned until the end of its next turn.
Stonebind Shackles; Chains of marble rise from the earth, attempting to restrain a creature. Strength save or become restrained. On failure for 3 rounds in a row, they are turned to stone for 1 minute.
Pan's Wild Step; You move through natural terrain without leaving a trace. For the next hour, you gain +10 movement, advantage on Stealth checks in nature, and can move through difficult terrain without penalty.
Curse of Tartarus; Target creature must make a Charisma save. On failure, they are cursed for 1 minute: undead see them as living, they can't regain Health from magical sources, and they take necrotic damage at the start of each turn.
Titan's Grasp; A massive ethereal hand grabs a creature or structure. Deals force damage and restrains the target on a failed Strength save. Can crush or hurl enemies each turn as a bonus action.
Blessing of Gaia; For 1 minute, you or a creature you touch gains regeneration (5% health/round), immunity to disease and poison, and difficult terrain made of earth or plants becomes normal terrain.
Hades' Chains; Black chains erupt from the ground, grappling multiple foes in a 20-foot radius. Each target must make a Dex or Agility save or be restrained, taking necrotic damage on fail, half on save.
Oracle's Prophecy; Choose one target within 30 feet. You glimpse 10 seconds into their future. You can impose disadvantage of -5 or advantage of +5 on any 3 rolls (attack, save, or ability check) they make in the next minute.
Forge of Hephaestus; Summon a temporary divine forge in a 20-ft area. For 1 hour, it acts as a magical workshop. Weapons crafted or repaired here are +1 and gain a fire enchantment (extra fire damage). You can also craft a magic item requiring 8 hours in only 1 hour.
Psychic hunter spell effects
A psychic hunter is a hunter of people and creatures that uses psychic abilities to do the idea. All their abilities are spells that you may do anytime and they take 15% energy unless otherwise noted to cast. This came from ChatGPT AI and SH. So think if you want to try them, know you can easily reverse them to not effect you. This is a point that is expressed, so you get the effect you want as you need it. Think and you know what to do..
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing..
Mindtrack; Focus on a targets' psychic imprint within 300 ft., learning their direction and approximate distance for 1 minute.
Thought Snare; Lay an invisible mental trap in a 10 ft. radius; the first target entering makes an Int save or is Stunned for 1 round as psychic pain erupts.
Thought stunned; Think and know, this is a way to direct the spirit to make the targets stunned by thoughts and body, that's as they suddenly cannot move. Think and they do what you want. This lasts for 1d10 rounds.
Instinctive Dodge; Briefly read an attacker's intent, gaining +4 AC vs. that attack.
Mental Beacon; Mark a target's mind for 1 hour; you always know its location within 1 mile and can communicate telepathically.
Psychometric Reading; Touch an object to receive flashes of its past owners, events, or locations tied to it.
Predatory Focus; Heighten senses through psionics; +5 advantage on Perception, Investigation, and Insight for 10 minutes.
Phantom Shot; Imbue a bullet, arrow, or dart with psychic force, dealing normal magic damage + psychic damage and possibly disorienting the target.
Mind Silence; Suppress telepathy, psionics, and magical mental communication in a 20 ft. radius for 1 minute.
Mind slayer; This causes energy pressures on the targets that make it hard to think and leaves them mindless. That means they do nothing the rest of the fight.
Fear Pulse; Emit a psychic shockwave; all targets and creatures in 15 ft. must make a Wis save or be Frightened for 1 minute.
Echo Sense; You sense "echoes" of movement and thought in a 60 ft. radius, ignoring invisibility and concealment.
Cerebral Sniper; Channel psychic energy into a ranged attack, dealing additional psychic damage and preventing concentration.
Mental Shackles; Bind a creature's mind; on a failed save, they cannot willingly move more than 15 ft. away from you for 1 minute.
Hunter's Premonition; Glance into the immediate future; gain advantage on all attacks, saves, and skill checks against one creature for 1 minute.
Thought Erasure; Erase the last 1 minute of memory from a creature on a failed Int save.
Neural Overload; Overwhelm a creature's brain with excess sensory input, dealing x2 psychic damage and possibly incapacitating them for 1 round. This costs 20% energy.
Mind Barrier; Project a psychic shield around you and up to 3 allies; each gains resistance to psychic damage and immunity to charm for 1 minute.
Astral Pursuit; Project your consciousness to chase a target's spirit form; lets you track through any terrain or plane for 10 minutes.
Psychic Suppression Field; In a 30 ft. radius, psionics and psychic spells are weakened -- enemies' psychic damage is halved, and saves are at advantage.
Brain Lance; Fire a concentrated beam of psionic power in a 60 ft. line, dealing x3 psychic damage to all in path. This costs 30% energy.
Mind Dominion; Seize full mental control over your targets or creatures for up to 1 hour (Int save negates, legendary resistance applies). This costs 40% energy.
Cerebral Ping; Send out a mental pulse in a 30 ft. radius; detect all conscious minds, even hidden or invisible, for 1 round.
Neural Tripwire; Set an invisible psychic cord between two points. When crossed, the target takes psychic damage and you instantly know their location.
Target's Burden; Load the mind of a creature with intrusive thoughts and paranoia, giving them disadvantage on Perception and Insight for 1 minute.
Intuition Surge; Predict an enemy's next move; impose disadvantage on one attack or ability check of -5.
Pain Echo; Inflict a psychic wound that resonates -- targets take x2 psychic damage immediately, then repeats normal damage at the start of its next turn.
Hunter's Mirage; Project a false image of yourself into the target's mind; attacks against you have disadvantage for 1 minute or until you attack.
Shadowed Psyche; Cloak your mental signature, making you undetectable by telepathy, mind reading, or psychic tracking for 1 hour.
Mindbreaker Bolt; Strike a target with a psychic-laced projectile that swerves to hit the target; on hit, they take normal weapon damage + psychic damage and must succeed a Con save or lose their next reaction.
Predatory Synchrony; Mentally link to an ally; you and they can share line of sight, advantage rolls, and damage bonuses against one target for 1 minute.
Soul Pin; Anchor a target's soul to their body with psionic force; prevents teleportation, planar travel, or phasing for up to 10 minutes. This costs 20% energy to cast.
Elder scrolls online spells p1
The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Blood boil; This is what costs 10% energy and boils the blood in the targets you target and deals energy damages.
Blood lava balls; This costs 10% and is where you focus your blood energy to call down lava balls. That roll around in a spiral quickly and boils the targets alive, they get in idea near double the damages. You get 1d6 balls for levels 1-9. 1d8 balls for levels 10-19. 1d10 balls for levels 20-29. 1d12 balls for levels 30 on up.
Blood figure; This costs 15% energy. Think and that is where your body's blood is energized and you form your body into a blood form. Basically, your unable to be effected by physical attacks. That's as you teleport wherever you want to go.
Blood columns; This is where you focus your blood energy, then think blood energy columns form wherever you want them. You can form 1d6 of them. This does blood energy damage uponst those that walk into the columns or the columns form around. The columns can be as wide as you want them. Avoid them to not be effected by them.
Blood golem; This costs 20% energy, think and it is where you summon the golem of energy using blood energy without sacrifice. Think and you can form it wherever you want it. This is basically where it has your stats and 200% health. Its hits are double the blood damage. That stays around until you decide to dismiss it and it disappears from existence.
Ring of fire; This is where you think the aura sends out a ring of fire, think an it uses the fire energy in the air to do it. You can send outwardly the fire ring, that's as though it were an expanding ring that you create what fire damage you need at a farther distance from you.
Poison area; This happens as you focus poison essence through the aura, think and create a poison spread to the area and targets that kills them by poison.
Link and learn; This is where you cause a construct to exist, that sends a link and your mind chooses what to learn. It can be anything that you want to know, that comes to you as though an insight.
Portal II; Think about the energy that creates a portal in the air. This energy makes a slit in the air, that causes itself to expand into a oval or circle you walk through to another area, that your soul causes you to exist in with ideal by feel.
Summoning orb; This orb causes you to share your energy, think of the construct being there and the construct is formed that makes a summons. This can be a challenge, target or creature that forms from nothing as you need it there. It causes the summons to not exist there if defeated or no longer needed. If unneeded, the summoning orb ceases to exist.
Orb of elements; This is where you cause the orb as a construct, that spreads out lava balls in a spiral pattern. Otherwise, it can send out yellow fire or whatever element including poison bolts. That you want to effect the target. That runs into it or you target them by feel.
Electrical arcs; Use the orb to create electrical arcs from the sky, if you think to deal some damage with lightning.
Line of fire; This is where you create with an elemental orb a line of fire, that connects it to the target by fire energy. Its disrupted when you think its disrupted.
Tentacles; These are summoned by the orb, as you think to lash out at the target and the tentacles form out of energy. that do the lashing.
Pillar of light; This creates what you think, a pillar of light that comes from the sky to illuminate the target as it deals radiance damages.
Stone attack; This is where you form stone on the target or as a stone pillar in the area, that blasts apart and its dealing blunt damages to the area and targets.
Verse magic; Think of the idea as though a verse, so think the verse and think the effect. That's where you need it to occur as you think of the idea, think and speak one or two words to create it. This works like you suggest to your subconscious mind, that's creating with the subconscious as you state the idea represented as one or two power words.
Stone pillar; This is where you use a orb construct to create energy pillars of stone, thinking to make it shoot up from beneath the targets feet. Impaling them with blunt damage.
Wind ring; This is air circulating really fast around you, that pushes back the targets that get too close by you. That's as it deals shrapnel damage from what the wind picks off the ground.
Circles of fire; Think of circles in the area being on the ground and imagining fire burst from the circles. This instructs the subconscious mind to cause fire rings, that do fire damages to the targets in them.
Pillar of flames; This is where you can cause by an orb construct, the pillars of fire to strike the targets.
Fireball fountain; This is where you cause by orb construct, a fountain that shoots fireballs in the air that unerringly strike the targets.
Fire elemental; Think of the elemental forming where you want and it shoots out fire to strike the targets.
Element elemental; Think of the elemental forming where you want and it strikes out at the targets.
Lightning storm; This is allot of energy spread through the air, that generates lightning strikes where your targets are at the moment.
Fire pillars II; This is where you think about forming pillars of fire, then the orb construct makes them appera and they shoot out fire like a filamethrower in 4 directions.
Elemental armor; This is where you summon a circle of elements into your aura to create a protection by the elements either blocking blows, bouncing off element effects or absorbing the elements put towards you. add +5 AC as you have this effect going on.
Blue plasma balls; These balls are formed by the orb construct, that roll towards the targets as though drawn naturally towards them and they deal fire damage.
Cataclysmic strike; This is what the focus of swirling energy will do with lifting items and things like rocks in the air. Then, it hurls them at all the targets.
Blood port; This is where you focus the energy in your blood and think of the area to go, then the energy is used up as you shift to a new area with 1 action.
Blood lightning; This is lightning produced by drawing upon blood energy, then creating lightning from its pooling effect with thinking of the idea and needing the soul to do it as you think to direct the energy into creating manifest. You can use blood energy in two ways, think the energy of the body. That is circulating in the blood surges, or cut in a sacrifice mode the finger and allowing a blood drop come forth. Either way, what you think will occur. Think and you know what to do.
Pillar of magic missiles; This is done with 10% energy as though an energy effect of a pillar formed by will, that forms from the ground due to the orb construct. This pillar is created and shoots magic missiles unerringly in whatever directions you wish it shot with radiance damages. There are 1d8 magic missiles formed for levels 1-9, 2d8 magic missiles for levels 10-19, 3d8 magic missiles for levels 20-29 and 4d8 magic missiles for levels 30 on. The damages possible with these missiles are 1d8+focus ranks for levels 1-9, 2d8+focus ranks for levels 10-19, 3d8+focus ranks for levels 20-29 and 4d8+focus ranks for levels 30-. That's as an amount for each missile. Each amount is a % off the targets' health.
Force bolt: Force bolts are an idea of your force being projected as a weapon. You get force bolts by expending 10% energy. Focus and know the force by imagining the force as a small ball in front of you. Imagine it shrinking to the size of a needlepoint. Now yield the force and hit the target by thinking it hits, otherwise linking the idea of the ball of force to the target of your choice. Basically as you think with ideal to do, draw a line in your head from the force ball image to the target picture. Now let go of the force ball. You have one force bolt, then it splits into 1d10 force bolts. These hit unerringly the target or targets, think and they are instantaneously done using one action. The damages possible with these bolts are 1d8+focus ranks for levels 1-9, 2d8+focus ranks for levels 10-19, 3d8+focus ranks for levels 20-29 and 4d8+focus ranks for levels 30-. That's as an amount for each bolt. Each amount is a % off the targets' health.
Wall of fireballs; Think of a wall of force, that comes up by the Orb construct creating it. Then this is what happens, the energy in the area is absorbed that the wall uses and it shoots off fireballs to hit the targets. That's as you think of them to be hit. This wall will shoot off 1d8 fireballs for levels 1-9, 1d10 fireballs for levels 10-19, 1d12 fireballs for levels 20-29 and 2d8 fireballs for levels 30 on. They hit unerringly. The energy it takes to make this happen is 20%. The damages possible with these fireballs are 2d8+focus ranks for levels 1-9, 4d8+focus ranks for levels 10-19, 6d8+focus ranks for levels 20-29 and 8d8+focus ranks for levels 30-. That's as an amount for each fireball. Each amount is a % off the targets' health.
Death ball pillar; This is death done with 20% energy as though an energy effect of a pillar formed by will, that forms from the ground due to the orb construct. This pillar is created and shoots death energy missiles unerringly in whatever directions you wish it shot with death and decay damages. There are 1d8 death missiles formed for levels 1-9, 1d10 death missiles for levels 10-19, 1d12 death missiles for levels 20-29 and 2d8 death missiles for levels 30 on. The damages possible with these bolts are 2d8+focus ranks for levels 1-9, 3d8+focus ranks for levels 10-19, 4d8+focus ranks for levels 20-29 and 5d8+focus ranks for levels 30-. That's as an amount for each bolt. Each amount is a % off the targets' health.
Elder scrolls online spells p2
The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing..
Thinking evoktion spell; Think to imagine energy streams to go in the direction of the targets, feel it ignite and the energy burns in the path of the energy.
Thinking evoktion spell II; Thinking to do is to create, the area is there in a circle of energy cast by the aura to flare up by feeling to tense and release. That's a flare up in fire as you feel it flare to scorch the targets. If no flare up, then at the very least they the targets were drawing attacks to themselves. That's done by the power of the circle doing what you wanted.
Fire circle; Think of a circle to appear around you and the aura energy, this is being pumped with energy flares up the circle edge with fire. That lasts as long as you magic it into existence, usually against a boss or creature.
Illusion cast; This is where you think about what you want to appear and need it to form. Then, the creator makes it appear and the element is what effects the targets that you want effecting them.. This could be sending out a dragon form that effects fire on the targets. This can be any element. The boss is usually depicted as monsterous in the mind of the person effected by this effect as trhough the monster were a boss. In a point, this could be interesting as it could be used to manipulate the targets by the illusion.
The 'boss' can make the targets feel whatever you want them to feel and they feel good about it. In order to get a result, they usually make them feel like they can get away with anything. That's as they make by the soul, the elemental effect done to the targets unknowingly. Think to use this in an interesting point, that's done to gain release of energy and pent up emotions, if you really want to use it in this manner. If you don't, you can do any number of things to the person, that's if they 'deserve' it. If the targets don't deserve it, then nothing happens an they did nothing wrong.
However, there are two types of 'bosses' defined by this, both are monsterous as they manipulate to get what they want. The hidden boss and the obvious boss. The hidden boss was 'summoned' there and love manipulating or outright destroying things. The obvious boss is there doing what they want in the open. See they sometimes use equipment to effect what they want to effect. So for targeting those that are monsterous, think to destroy their communication equipment and possible computer and get them arrested by making them do things to draw attention to them the police.
This gets them arrested and that ends the idea. Usually though, their communication equipment gets taken by the police and not returned. So, in the end even if you didn't get their machines destroyed your getting what you want done. Usually though, the monster never quite gets the lesson and attempts what he or she was doing again since they figure they can get away with it. This is a useful way to counter their actions, think and it works in your favor as well.
So don't do them a favor by destroying the evidence against them. Usually their machines hold a record of their usage or activity. If it does, then you have option to draw attention to their machines in use. This is done as though it were a target exposing what they did, then its gone taken by the police. Otherwise, they could get released from custody very easily. That's if you met a 'boss' that loved to manipulate others and do things to get results. Think and it is done, so this is an idea in itself. This is a useful idea to do to those that deserve it, if they don't the soul countereffects the spell and nothing happens. That means you can't be vindictive on their case.
Magic crystals; The magic is upon the crystal that you hold and cast forth a brain wave to the energy itself. This energy consciousness causes what you wish to become existant. That is like you hold a crystal and think about creating another you into existence, that creates what you intend and need. This lasts for what you think is enough time. If your powerful enough, you can lift with your mind magic the stones to float around you and these stones act like a magicer, to create with an idea what you think into existence.
Healing circle; If you stand in it and someone else stands in it, whoever it is..you heal. This effect lasts 1d6 rounds.
Energy bubble; This is where you think of the energy forming a bubble, that heals you by area life transferrance as it damages the targets for the same amount. You create 1d6 bubbles for levels 1-9. 1d8 bubbles for levels 10-19. 1d10 bubbles for levels 20-29. 1d12 bubbles for levels 30 on up.
Swirl of fire; This damages the targets as it surrounds one of them.. with burning damage for 1d6 rounds.
Invincible puddle; This is where you stand in the puddle and are invincible for 1d6 rounds.
Water waves; The waves they clean the ground as energy waves of water go along the ground.
Water puddles II; This is where you think about surrounding the targets with water energy and the energy of the water does acidic damage.
Encasement II; This is where you think energy will encase the targets in a stone like material.
Exploding puddles; This is where you imagine or think of energy forming a puddle under the targets feet and exploding for x2 energy damage.
Damaging shield; This is where you think to cast a shield around the targets that damages them per round until they die. This lasts 1d10 rounds, otherwise. This costs 15% energy. In order to break free from the shield, you must deal x2 normal damage that you normally do to the shield.
Elder scrolls online spells p3
The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing..
Auratic color effect; The aura glow changes to a color for a certain effect. Green effects poison, red effects fire, blue effects freezing cold, yellow effects acid and silver effects lightning. The color effects the targets nearby with the element damage. The area of effect is 5' for levels 1-9. 10' for levels 10-19. 15' for levels 20-29. 20' for levels 30 on up.
Red Dot; This forms on the targets and explodes in fire dealing x2 damage.
The Dot; This forms on a target, thought as a color. You think about the color to form an elemental effect explosion of x2 damages. The Dot will be that color. Each color does a different effect.. Green effects poison, red effects fire, blue effects freezing cold, yellow effects acid and silver effects lightning. You could use this to break down doors.
Dazzling spray; Imagine or think of the color spraying forth..from an orb or flashlight that you form the associated element as you think it there. The color means what types of damage dealt. Green is poison, red is fire, blue is freezing cold, yellow is acid and silver is lightning. The area of effect is 30' for levels 1-9. 50' for levels 10-19. 70' for levels 20-29. 90' for levels 30 on up. This costs 20% energy.
Elemental pool explosion; This makes the element that you intend to form as a pool around the targets. That element explodes upward. Dealing concentrated damages that's x3. The effect costs 20% energy.
Pattern spike; This is where you think of the pattern to form as energy you sense and this energy shoots up energy spikes. Dealing puncture damages. It can be a circle, a line or a square pattern. If one forms around you, then think to battle its side to destroy it.
Bone spears; This effect creates the idea of energy bones to shoot up from the ground, impaling the targets for puncture damages.
Elemental patterns; This is where you focus into existence, the effect of the elemet as a pattern that you like.
Storm bolt; This causes a storm that is releasing bolts of lightning upon the targets for x3 the damages.
Craft; This allows you to make a spell as you use your craft skill to make exist.
Circle of effect; This can create any element in a whirlwind, that forms over the travelling circle that follows the targets.
Arcane; This effect creates the spell that you need with x2 the damages/healing.
Arcanum; Think to create a spell you pick from a list, it can be any list. Instead of using a craft roll, you can use an Arcane skill check for with a 10 or above rolled for success. Success is generating from energy itself the effect you wish to create where and when you want to create it.
Line of flame; This is the point you draw a line mentally and think the creator creates fire along it. the fire moves to where you want. This causes the fire to do damages to the targets that cross it. You can have as many lines as you wish.
Puncturing Sweeps; A melee magicka ability that deals AoE damage of 30' and heals you for a percentage of damage done.
Soul Shred; An ultimate that stuns enemies and deals magic damage.
Deep Fissure Feral Guardian; Sends shockwaves through the earth or summons a bear companion. It has your stats, 100% health and deals physical magic damages.
Blastbones; Raise skeletons to attack or explode dealing shrapnel damages.
Time Stop or Undo; Freeze time for 1d6 rounds, or rewind your health and position.
Mist Form; Transform into a vampire lord that can become mist to avoid damage.
Brutal Pounce; Powerful melee magic-like abilities in werewolf form that deals x3 damages.
Volendrung; This is granting temporary god-like abilities. That's where you can slam the ground making an earthquake, create bridges, think or teleport to another area.
Streak II; A short-range teleport that is within 20' and it stuns enemies.
Teleport Strike; A gap closer that lets you instantly appear behind a target.
Grim Focus; Builds up spectral arrows charges over time for a deadly ranged finisher.
Twisting Path; Leaves a trail of shadows that damage the targets and speed up allies by 20'.
Dawnbreaker; Holy explosion from the energy construct that you create and it damages and stuns undead/Daedra.
Silver Shards; Makes magically enhanced energy crossbow bolts, that shoot forth from an energy xbow to pierce undead.
Inner Fire Inner Rage; A ranged taunt with a visual fire tether that deals fire damages to the targets.
Trapping Webs; Toss magical webs that reduce enemy movement to 1 action every 1d6 rounds and empower allies by boosting their rolls by +5.
Necrotic Orb; Floating orb that heals and restores resources to allies who synergize with it.
Eviscerate; A magicka-based melee attack that scales with missing health by every percent of lost health is 10% extra to the melee attack.
Blood for Blood; Sacrifices your own health to increase damage output by %. You decide how much.
Vampiric Drain; Channels a life-drain beam that heals you the amount drained.
Infectious Claws; AoE attack that applies disease and poison effects. This you cast on your familiar as it's done by the familiar itself.
Elder scrolls online spells p4
The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing..
Accelerate; Teleports you a short distance forward (about 20') and increases movement speed by 20'.
Meditate; Enter a trance to restore health, energy, and stamina. You're vulnerable while channeling. Its 3d12+will per action recovered.
Caltrops; Magical spikes that form near the feet of the targets. They damage and slow enemies by making them do 1 action per 1d6 rounds over the time of 1d10 rounds.
Barrier II; This shields all nearby allies and yourself within 30'. The shield absorbs all damages for 1d10 rounds. This costs 20% energy.
Soul Trap Consuming Trap; This captures a soul if the enemy dies in a crystal that you hold in your inventory.
Soul Assault; A beam that deals huge damage over time, like an energy cannon. The damages are x2 the damage per each second.
Shatter Soul; Explodes the soul of the slain, damaging nearby enemies.
Meatbag Catapult; Launches corpses that apply disease and healing debuffs.
Fire Ballista; Deals pure flame-based magic damage to your targets.
Valkyn Skoria; Calls down a meteor as you deal normal damage by this spell. The meteor deals x4 the fire and shrapnel damages in 100' range.
Spell Power Cure; Buffs allies with Major Courage after healing them. This major courage is a +10 to all rolls the Allies do.
Elder scrolls online spells: Sorceror
The spells come from https://eso-hub.com/en/skills/sorcerer and are what you'd do if you played the elder scrolls, sorceror class. Also, you can get them here in this game. They are created by the creator doing what you want.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check. These spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Daedric Summoning - Skills: All skills cost 40% energy unless otherwise noted.
Ultimate abilities
Summon Storm Atronach; Summon an immobile storm atronach at the target location. Its arrival deals Shock Damage and stuns enemies for 3 rounds. The atronach zaps the closest enemy, dealing double Shock Damage every action. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 1d10 rounds, increasing their damage done by 10%. This costs 10% energy.
Greater Storm Atronach; Summon an immobile storm atronach at the target location. Its arrival deals Shock Damage and stuns enemies for 3 rounds. The atronach zaps the closest enemy, dealing x3 Shock Damage every action. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 1d10 rounds, increasing their damage done by 10%. This costs 15% energy.
Summon Charged Atronach; Summon an immobile storm atronach at the target location. Its arrival deals Shock Damage and stuns enemies for 3 rounds. The atronach calls upon a lightning storm every 2 actions, dealing double Shock Damage to enemies around it. Enemies hit are afflicted with the Concussion status effect. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 1d10 rounds, increasing their damage done by 10%. The atronach now uses a powerful area of effect attack, which always applies Concussion.
Active abilities
Summon Unstable Familiar; Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal Shock Damage. Once summoned, you can activate the familiar's special ability, dealing double Shock Damage every 2 actions for 1d20 rounds to enemies near them. The familiar remains until killed or unsummoned. It has half your stats except for 100% health.
Summon Unstable Clannfear; Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 2d20 Physical Damage, while its tail spike hits nearby enemies for 2d20 Physical Damage after 1 action. Once summoned, you can activate the clannfear's special ability. That's healing you for x3 your health and the clannfear for x4 its health. The clannfear remains until killed or unsummoned. It has your stats except for 100% health. This summons a clannfear instead of a familiar. Once summoned, you can activate the clannfear's special ability to heal you and the clannfear based on your Max Health. The clannfear's basic attacks deal Physical Damage.
Summon Volatile Familiar; Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal Shock Damage. Once summoned, you can activate the familiar's special ability, dealing double Shock Damage every 2 actions for 1d20 rounds to enemies near them. The second hit stuns enemies hit for 3 rounds. The familiar remains until killed or unsummoned. It has your stats except for 100% health. You basically summon a volatile familiar. Once summoned, you can activate the familiar's special ability to pulse area damage and stun enemies.
Daedric Curse; Curse an enemy with a destructive rune, dealing x3 Magic Damage to the target and all other nearby enemies after 1d6 rounds. You can have only one Daedric Curse active at a time.
Daedric Prey; Curse an enemy with a destructive rune, dealing x3 Magic Damage to the target and all other nearby enemies after 1d6 rounds. While the curse is active, your pets prioritize the target and deal an additional 45% damage to them. You can have only one Daedric Prey active at a time. This
reduces the cost and your pets deal additional damage to the cursed target.
Haunting Curse; Curse an enemy with a destructive rune, dealing x3 Magic Damage to the target and all other nearby enemies after 1d4 rounds. The curse will continue to haunt the enemy and explode a second time, dealing x3 Magic Damage to the target and all other nearby enemies after an additional 1d8 rounds. You can have only one Haunting Curse active at a time. The curse will continue to haunt the enemy and explode a second time.
Summon Winged Twilight; Call on Azura to send a winged twilight to fight at your side. The winged twilight's zap deals Shock Damage and its kick deals Shock Damage. Once summoned, you can activate the winged twilight's special ability, causing it to heal a friendly target for x3 its health and itself for x3 its health. The winged twilight remains until killed or unsummoned. It has your stats except for 100% health.
Summon Twilight Matriarch; Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch's zap deals Shock Damage and its kick deals Shock Damage. Once summoned, you can activate the twilight matriarch's special ability, causing it to heal 2 friendly targets for all their health and itself for all its health. The twilight matriarch remains until killed or unsummoned. It has your stats except for 100% health. You summon a twilight matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets.
Summon Twilight Tormentor; Call on Azura to send a twilight tormentor to fight at your side. The twilight tormentor's zap deals double Shock Damage and its kick deals double Shock Damage. Once summoned, you can activate the twilight tormentor's special ability, causing it to deal 60% more damage to enemies above 50% Health for 1d20 rounds. The twilight tormentor remains until killed or unsummoned. It has your stats except for 100% health. You summon a twilight tormentor, which deals higher damage. Once summoned, you can activate the twilight's special ability to grant it a damage bonus to high health enemies.
Conjured Ward; Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs all damage for 6 rounds. If no pets are affected, you also heal for x3 Health. This ability scales off the higher of your Max Health or Energy and the shield is capped at 55% of your Max Health.
Hardened Ward; Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs all damage for 1d6 rounds. If no pets are affected, you also heal for x3 Health. This ability scales off the higher of your Max Health or energy and the shield is capped at 72% of your Max Health. Damage shield absorbs more and has a higher capped value.
Regenerative Ward; Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs all damage for 1d10 rounds, heals you for x4 Health. This ability scales off the higher of your Max Health or energy and the shield is capped at 55% of your Max Health. This reduces the cost of magic of 10%, increases the duration of the shield. The self heal now always applies, but heals for less.
Bound Armor; Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block ability by 36% for 3 rounds. While active, your Max energy is increased by 8% and you gain Minor Protection, reducing your damage taken by 5%.
Bound Aegis; Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block ability by 40% for 5 rounds. While active, your Max energy is increased by 8% and you gain Minor Resolve and Minor Protection, increasing your Physical and Spell Resistance by making 30% less elemental damage and reducing your damage taken by 5%. Passively grants Minor Resolve while slotted. Increases the potency by adding 20% damage to your attack and additionaly 1d12 rounds duration of the block effect.
Bound Armaments; While active, your Attacks summon a Bound weapon for 1d10 rounds, up to 4 times. When you have one or more Bound Weapon active, you can activate the ability to arm the weapons, causing them to strike your target for 4d20 Physical Damage every action. While slotted, your Max Stamina is increased by 8%. Converts into a Stamina ability. Any attack that can be used to attack your current target. No longer grants block effect.
Passive abilities
Rebate; You restore up to 300% energy when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.
Power Stone; Reduces the cost of your abilities by 15%.
Daedric Protection; Increases your Health and Stamina Recovery by 20% while you have a Daedric Summoning ability active.
Expert Summoner; Increases your Max Health by 10% if you have a pet active. Increases your Max Energy and Stamina by 10% if you have no pets active.
Dark Magic - Skills: These abilities cost 35% energy.
Ultimate abilities
Negate Magic; Create a globe of magic suppression for 1d12 rounds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned for 1d6 rounds.
Absorption Field; Create a globe of magic suppression for 1d12 rounds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned for 1d6 rounds. The globe also heals you and your allies for x3 Health every 1 action. The globe also heals you and your allies standing inside it.
Suppression Field; Create a globe of magic suppression for 1d12 rounds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned for 1d6 rounds. The globe also damages enemies for x3 Magic Damage every 1 action. This costs 30% energy. The globe also damages enemies standing inside it.
Active abilities
Crystal Shard; Conjure dark crystals to bombard an enemy, dealing x3 Magic Damage. Your next cast within 1d6 rounds costs 10% less.
Crystal Fragments; Conjure dark crystals to bombard an enemy, dealing x3 Magic Damage. Your next cast within 1d12 rounds costs 10% less. This costs 20% energy. While active any ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost half as much. Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less.
Crystal Weapon; Encase your weapon in dark crystals for 1d6 rounds, causing your next two Attacks to deal additional damage and reduce the target's Armor by 100 for 5 actions. The first hit deals 4d20 Physical Damage and the second deals 2d20 Physical Damage. After casting, your next ability used within 1d6 rounds costs 10% less. Converts the ability into an instant cast Stamina ability, which causes your next two Attacks to deal 1d20 bonus Physical Damage and reduce the enemy's Armor. This costs 20% energy.
Encase; Call forth Daedric shards from the earth to immobilize enemies in front of you for 1d6 rounds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 1d10 rounds.
Shattering Spines; Call forth Daedric shards from the earth to encase and immobilize all enemies in front of you for 1d6 rounds. After the effect ends the shards shatter, dealing x3 Magic Damage to any enemy that was encased. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 1d10 rounds. This costs 30% energy. The ability no longer has a cap of how many targets it can affect, and now deals damage when the effect ends.
Vibrant Shroud; Call forth a Daedric shroud from the Colored Rooms to heal you and your allies and enfeeble foes near you. You and allies in the area are healed for x3 Health and receive Minor Vitality, increasing your healing received and damage shield strength by 6% for 1d10 rounds. Enemies are afflicted with Major Maim, reducing their damage done by 10% for 1d10 rounds. The area now heals you and allies, rather than immobilizing enemies, but at an increased cost. Healed targets receive Minor Vitality.
Rune Prison; Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 1d6 rounds. This stun cannot be blocked.
Defensive Rune; Place a rune of protection on yourself for 1d10 minutes. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 1d6 rounds. This stun cannot be blocked. Cast spell on self, stunning the next enemy who attacks you.
Rune Cage; Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 1d6 rounds. Deals double Magic Damage if the stun lasts the full duration. This stun cannot be blocked. Deals damage when effect completes.
Dark Exchange; Bargain with darkness to restore full Health and all energy instantly, and add an additional 100% energy over 1d20 rounds. The exchange also grants you Minor Berserk for 1d6 rounds, increasing your damage done by 5%. This costs 30% energy.
Dark Conversion; Bargain with darkness to restore full Health and full energy instantly, and add an additional 200% energy over 1d20 rounds. The exchange also grants you Minor Berserk for 1d6 rounds, increasing your damage done by 5%. Increases the amount of Health and energy restored.
Dark Deal; Bargain with darkness to restore full Health and full Stamina instantly, and add an additional 100 Stamina over 1d10 rounds. The exchange also grants you Minor Berserk and Minor Force for 1d10 rounds, increasing your damage done by 5% and Critical Damage by 10%. Converts Magicka into Health and Stamina instead. Reduces the cost, the time it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.
Daedric Mines; Surprise your foes by placing 3 volatile Daedric mines around you, which take 1 action to arm and last for 1d12 rounds. When a mine is triggered it explodes, dealing the enemy x3 Magic Damage and immobilizing the enemy for 2 rounds. Enemies can only be damaged by your mines once every 2 rounds. This costs 30% energy.
Daedric Refuge; Carefully form 5 protective Daedric wards around you, which take 1 action to arm and last for 1d12 rounds. When a Daedric ward is triggered it grants you or the ally a damage shield that absorbs all damage for 1d6 rounds. Targets can only be shielded by Daedric Refuge once every 2 actions. Converts the mines into protective wards that shield you or allies when they activate.
Daedric Tomb; Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 1d12 rounds. When a mine is triggered it explodes, dealing x3 Magic Damage and immobilizing the enemy for 1d6 rounds. Enemies can only be damaged by your mines once every 2 actions. You place the mines at a target location instead of around you. The mines arm instantly.
Passive abilities
Unholy Knowledge; Reduces the Health, Energy, and Stamina costs of your Combat abilities by 6%.
Blood Magic; When you cast a Dark Magic ability with a cost, you heal for full health. This effect scales off your Max Health.
Persistence; After blocking an attack, your next Health, Energy, or Stamina ability costs 15% less.
Exploitation; When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell damage by double for 1d20 rounds.
Storm Calling - Skills: All skills cost 40% energy unless otherwise noted.
Ultimate abilities
Overload; Charge your fists with the power of the storm, replacing your Attacks with new, stronger abilities. Any attacks become lightning bolts, dealing x3 Shock Damage to an enemy up to 28 meters away. Otherwise attacks blast enemies in a 4 x 6 area for x3 Shock Damage. This costs 35% energy.
Energy Overload; Charge your fists with the power of the storm, replacing your Attacks with new, stronger abilities. Attacks become lightning bolts, dealing x4 Shock Damage to an enemy up to 28 meters away. Otherwise attacks blast enemies in a 4 x 6 area for x3 Shock Damage. The attacks restore all Energy and Stamina used. While active your Attacks restore Magicka and Stamina.
Power Overload; Charge your fists with the power of the storm, replacing your Attacks with new, stronger abilities. Attacks become lightning bolts, dealing x4 Shock Damage to an enemy up to 32 meters away. Heavy Attacks blast enemies in a 6 x 8 area for x3 Shock Damage. Increase range and radius of Attacks. Increases damage.
Active abilities: These abilities cost 30% energy unless otherwise noticed.
Mages' Fury; Call down lightning to strike all enemies, dealing double Shock Damage. If the enemy falls to or below 20% Health within 1d6 rounds of being struck, an explosion deals an additional x3 Shock Damage to them.
Endless Fury; Call down lightning to strike all enemies, dealing double Shock Damage. If the enemy falls to or below 20% Health within 1d6 rounds of being struck, an explosion deals an additional x3 Shock Damage to them. If any enemy is killed within 5 rounds of being hit with this ability, you restore all energy used up. Reduces the cost by 10% and restores energy if the target dies after this ability dealt damage to them. This costs 35% energy.
Mages' Wrath; Call down lightning to strike all enemies, dealing double Shock Damage. If the enemy falls to or below 20% Health within 1d6 rounds of being struck, an explosion deals an additional x4 Shock Damage to them.
Lightning Form; Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing Shock Damage every 2 actions for 1d6 rounds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 50%.
Boundless Storm; Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing double Shock Damage every 2 actions for 2d6 rounds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 100%. Activating this grants you Major Expedition, increasing your Movement Speed by 30' for 1d6 rounds. Increases the duration, and you gain Major Expedition for brief period after activation, increasing your Movement Speed.
Hurricane; Manifest yourself as pure air, buffeting nearby enemies with wind dealing 2d20 Physical Damage every 2 actions for 1d6 rounds. The winds grow in damage and size, increasing up to 120% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by reducing damage 100% and your Movement Speed by 15'. Converts into a Stamina ability and deals Physical Damage. Increases in size and damage the longer it is active. Grants Minor Expedition while active, increasing your Movement Speed.
Directed Lightning; Create a nexus of storm energy at the target location, dealing Shock Damage to enemies in the area every 1 action for 1d10 rounds. An ally standing within the nexus can activate the Conduit synergy, dealing x3 Shock Damage to enemies around them.
Lightning Flood; Create a nexus of storm energy at the target location, dealing Shock Damage to enemies in the area every 1 action for 1d10 rounds. An ally standing within the nexus can activate the Conduit synergy, dealing x4 Shock Damage to enemies around them. Increases the radius and damage.
Liquid Lightning; Create a nexus of storm energy at the target location, dealing Shock Damage to enemies in the area every 1 action for 1d12 rounds. An ally standing within the nexus can activate the Conduit synergy, dealing x3 Shock Damage to enemies around them. Increases the duration.
Surge; Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1d10 rounds. While active, dealing Critical Damage heals you for x3 Health. This effect can occur once every 1 action.
Critical Surge; Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1d10 rounds. While active, dealing Critical Damage heals you for x4 Health and adds 100% health. This effect can occur once every 1 second. Increases the healing.
Power Surge; Invoke Meridia's name to gain Major Brutality and Major Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 1d12 rounds. While active, activating a Critical heal causes the ability to heal you and your allies around you for x3 Health. This effect can occur once every 3 actions. The heal now heals in an area around you, and only triggers off Critical healing.
Bolt Escape; Transform yourself into pure energy and flash forward, stunning enemies near your final location for 3 actions. This effect cannot be blocked. Casting again within 1d4 rounds costs 33% more Energy.
Ball of Lightning; Transform yourself into pure energy and flash forward. After reaching your location, you become immune to snare and immobilize effects for 2 rounds. A ball of lightning is summoned at your end point, which intercepts up to 1 projectile attack made against you every 1 action for 3 rounds. Casting again within 1d4 rounds costs 33% more Energy.
Streak; Transform yourself into pure energy and flash forward, dealing double Shock Damage to enemies in your wake and stunning them for 1d6 rounds. This effect cannot be blocked. Casting again within 1d4 rounds costs 33% more Energy. Now deals damage and stuns enemies between your beginning and final location.
Passive abilities
Capacitor; Increases your Energy Recovery by 10%.
Energized; Increases your Physical and Shock Damage by 5%.
Amplitude; Increases your damage done against enemies by 1% for every 10% current Health they have.
Expert Mage; Increases your Weapon and Spell Damage by 2% for each 10% energy you have.
Elder scrolls online spell ability: Templar
The spells come from https://eso-hub.com/en/skills/templar and are what you'd do if you played the elder scrolls, sorceror class. Also, you can get them here in this game. They are created by the creator doing what you want.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check. These spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Dawn's Wrath - Skills: All skills cost 30% energy unless otherwise noted.
Ultimate abilities
Energy Nova; Call down a fragment of the sun, dealing double Magic Damage every 1 action for 1d8 rounds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing x3 Magic Damage to all enemies in the area and stunning them for 1d6 rounds.
Solar Disturbance; Call down a fragment of the sun, dealing double Magic Damage every 1 action for 1d8 rounds to enemies in the area and applying Major Maim to them for 10 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing x3 Magic Damage to all enemies in the area and stunning them for 1d8 rounds. Major Maim stays on enemies after leaving the area.
Solar Prison; Call down a fragment of the sun, dealing x3 Magic Damage every 1 action for 1d8 rounds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Gravity Crush synergy, dealing x4 Magic Damage to all enemies in the area and stunning them for 1d12 rounds. The synergy deals more damage and stuns for longer.
Active abilities: These ability spells cost 40%.
Sun Fire; Blast an enemy with a charge of radiant heat, dealing double Flame Damage, and an additional x3 Flame Damage over 1d6 rounds. Upon activation you gain Major Savagery and Major Prophecy for 1d6 rounds, increasing your Weapon and Spell damage by x3.
Reflective Light; Blast up to three enemies with a charge of radiant heat, dealing double Flame Damage, an additional x4 Flame Damage over 1d6 rounds, and reducing their Movement Speed by 40' for 1d6 rounds. Upon activation you gain Major Savagery and Major Prophecy for 1d6 rounds, increasing your Weapon and Spell damage by x4. Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
Vampire's Bane; Blast an enemy with a charge of radiant heat, dealing x2 Flame Damage, and an additional x5 Flame Damage over 1d6 rounds. Upon activation you gain Major Savagery and Major Prophecy for 1d6 rounds, increasing your Weapon and Spell damage by x4.
Solar Flare; Conjure a ball of solar energy to heave at an enemy, dealing x3 Magic Damage and increasing your damage done with class abilities by 5% for 1d10 rounds. Also grants you Empower for 1d10 rounds, increasing the damage of your Attacks against monsters by 70%.
Dark Flare; Conjure a ball of solar energy to heave at an enemy, dealing x3 Magic Damage and increasing your damage done with class abilities by 5% for 1d10 rounds. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and puts a damage shield thats damages them by 12% for 4 rounds. Also grants you Empower for 1d10 rounds, increasing the damage of your Attacks against monsters by 70%.
Solar Barrage; Conjure solar energy to blast enemies around you, dealing Magic Damage every 2 actions and increasing your damage done with class abilities by 5% for 1d6 rounds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%. Deals damage in multiple blasts as damage over time around you instead of at a single enemy.
Backlash; Summon an expanding beam of pure sunlight to doom an enemy, dealing x2 Magic Damage immediately and marking them for 1d6 rounds. After the duration ends, the sunlight bursts, dealing x2 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.
Power of the Light; Summon an expanding beam of pure sunlight to doom an enemy, dealing x2 Physical Damage immediately and marking them for 1d6 rounds. After the duration ends, the sunlight bursts, dealing x2 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time. Converts into a Stamina ability, deals Physical Damage (pick a weapon to get damage amount).
Purifying Light; Summon an expanding beam of pure sunlight to doom an enemy, dealing x2 Magic Damage immediately and marking them for 1d6 rounds. After the duration ends, the sunlight bursts, dealing x2 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for x3 Health every 2 actions, over 1d10 rounds. You can have only one Purifying Light at a time. When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.
Eclipse; Envelop an enemy in a lightless sphere for 1d4 rounds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30' for 4 rounds, their second attack immobilizes them for 3 rounds, and their third attack stuns them for 3 rounds. The effects can activate once every 1 action.
Living Dark; Envelop yourself in a lightless sphere for 1d10 rounds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40' for 3 rounds and healing you for x3 Health. These effects can occur once every action. You now apply the ability to yourself, healing when you take direct damage instead. Melee attackers are snared.
Unstable Core; Envelop an enemy in a lightless sphere for 4 rounds, that harms them with growing intensity anytime they deal direct damage. Limited to one. Their first attack reduces their Movement Speed by 30' for 4 rounds and deals Magic Damage, their second attack immobilizes them for 3 rounds and deals x2 Magic Damage, and their third attack stuns them for 3 rounds and deals x3 Magic Damage. The effects can activate once every 1 action. Deals damage to the attacker and anyone near them when they trigger any of the effects.
Radiant Destruction; Burn an enemy with a ray of holy fire, dealing x4 Magic Damage over 1d8 rounds. Deals up to 480% more damage to enemies below 50% Health.
Radiant Glory; Burn an enemy with a ray of holy fire, dealing x4 Magic Damage over 1d8 rounds. Deals up to 480% more damage to enemies below 50% Health. You restore up to 480% Energy per attack, based on the target's missing Health and heal for 17% of the damage inflicted. You heal for a percentage of the damage inflicted, and restore Energy based on their missing Health.
Radiant Oppression; Burn an enemy with a ray of holy fire, dealing x4 Magic Damage over 1d8 rounds. Deals up to 500% more damage to enemies below 50% Health. Increases the amount of bonus damage dealt to low health targets.
Passive abilities
Enduring Rays; Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 rounds.
Prism; Casting a Dawn's Wrath ability while in combat generates 3% energy. This effect can occur once every 1d6 actions.
Illuminate; Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 1d6 rounds, increasing your Spell Damage by 10%.
Restoring Spirit; Reduces the Health, Energy, Stamina, and Ultimate costs of your abilities by 5%.
Restoring Light - Skills: These ability spells cost 40%.
Ultimate abilities
Rite of Passage; Channel the grace of the gods, healing you and nearby allies for x3 Health every 1 action for 1d4 rounds. You cannot move while channeling, but you gain immunity to all disabling effects.
Practiced Incantation; Channel the grace of the gods, healing you and nearby allies for x4 Health every 1 action for 1d8 rounds. While channeling this ability, you gain immunity to all disabling effects. Increases the duration of the channel and allows you move at a reduced rate while channeling.
Remembrance II; Channel the grace of the gods, healing you and nearby allies for x3 Health every 1 action for 1d4 rounds. Gain Major Protection, reducing damage you take by 10% for 1d10 rounds. You cannot move while channeling, but you gain immunity to all disabling effects. Gain Major Protection after casting, reducing your damage taken.
Active abilities
Rushed Ceremony; Beacon your inner light, healing yourself or a wounded ally in front of you for x3 Health.
Breath of Life; Beacon your inner light, healing yourself or a wounded ally in front of you for x4 Health. Also heals one other injured target for x4 Health.
Honor The Dead; Beacon your inner light, healing yourself or a wounded ally in front of you for x3 Health. Healing anyone who is below 75% Health restores 18% of the ability's cost every 2 actions over 1d6 rounds as Energy. Refunds part of the ability's cost when used to heal an injured target.
Healing Ritual; Focus your spiritual devotion, healing you and nearby allies for x3 Health.
Hasty Prayer; Focus your spiritual devotion, healing you and nearby allies for x4 Health. Affected targets gain Minor Expedition, increasing their Movement Speed by 15' for 1d10 rounds. Healed allies gain Minor Expedition for a short duration and reduces the cost as the ability ranks up.
Ritual of Rebirth; Focus your spiritual devotion, healing you and nearby allies for x4 Health. You heal a single ally outside this ability's radius of 30' for an additional x3 Health. You heal a single ally outside the ability's radius.
Restoring Aura; Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 1d6 rounds, increasing Health, Energy, and Stamina Recovery by 15%.
Radiant Aura; Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to you and nearby group members for 1 hour, increasing your Health, Energy, and Stamina Recovery by 15%. Increases the radius by 10' and duration by 1d6 rounds.
Repentance; Consecrate the souls of the fallen, healing you and your allies for x3 Health and restoring full Stamina to you for each corpse nearby. While active, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Energy Recovery by 15%. No longer applies buffs to allies, instead you consume corpses to restore Health and Stamina.
Cleansing Ritual; Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for x4 Health every 2 actions for 1d6 rounds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for x4 Health.
Extended Ritual; Exalt in the sacred light of the Aedra, cleansing up to 5 harmful effects from yourself immediately and healing you and nearby allies for x5 Health every 2 actions for 1d6 rounds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for x4 Health. Increases the duration and the amount of harmful effects cleansed from yourself.
Ritual of Retribution; Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take Magic Damage every 2 actions for 1d6 rounds which increases by 12% per tick. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for full Health. The area now harms enemies who enter it, rather than healing allies, and reduces the cost. Damage increases over duration.
Rune Focus; Create a rune of celestial protection and gain Major Resolve for 1d6 rounds, increasing your Physical Resistance and Spell Resistance by reducing the damage amount for 200%. While the rune is active you heal for x4 Health every 1 action. Standing within the rune increases the healing done by 200%.
Channeled Focus; Create a rune of celestial protection and gain Major Resolve for 1d8 rounds, increasing your Physical Resistance and Spell Resistance by reducing damages for 200%. You also recover full energy every 1 action over the duration. While the rune is active you heal for 100% Health every 1 action, scaling off your Max Health. Standing within the rune increases the healing done by 200%. Increases the duration and causes you to restore Energy over the duration.
Restoring Focus; Create a rune of celestial protection and gain Major Resolve for 1d6 rounds, increasing your Physical Resistance and Spell Resistance by reducing damages 200% that you take. You also recover full Stamina every 1 action over the duration. While the rune is active you heal for x5 Health every 1 action. Standing within the rune increases the healing done by 200%. Increases the healing done and causes you to restore Stamina over the duration.
Passive abilities
Mending; Increases the healing effects from your abilities by 12%, that's in proportion to the severity of the target's wounds.
Sacred Ground; While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 1d4 rounds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.
Light Weaver; When you heal an ally under 50% Health with an ability, you grant them 2% energy. While you are channeling Rite of Passage, you gain Physical and Spell Resistance by reducing damages 500%.
Master Ritualist; Resurrected allies return with 100% more Health.
Elder scrolls online spell ability: Warden
The spells come from https://eso-hub.com/en/skills/warden and are what you'd do if you played the elder scrolls, Warden class. Also, you can get them here in this game. They are created by the creator doing what you want.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check. These spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Animal Companions - Skills: All skills cost 40% energy unless otherwise noted.
Ultimate abilities
Feral Guardian; Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 580% Magic Damage, and sometimes swipes all enemies in front of it, dealing x3 Magic Damage and stunning them for 2 rounds. Once summoned you can activate Guardian's Wrath for 40% energy, causing the grizzly to maul an enemy for x4 Magic Damage. Deals 100% more damage to enemies below 25% Health.
Eternal Guardian; Rouse a grizzly to fight by your side. The grizzly swipes an enemy, dealing 599% Magic Damage, and sometimes swipes all enemies in front of it, dealing x3 Magic Damage and stunning them for 2 rounds. Once summoned you can activate Guardian's Wrath for 40% energy, causing the grizzly to maul an enemy for x4 Magic Damage. Deals 150% more damage to enemies below 25% Health. The grizzly respawns when killed, once per minute. The grizzly instantly respawns when it dies. Increases the amount of bonus damage dealt to low Health targets.
Wild Guardian; Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 659% Bleed Damage, and sometimes swipes all enemies in front of it, dealing x3 Bleed Damage and stunning them for 2 rounds. Once summoned you can activate Guardian's Savagery for 40% energy, to maul an enemy for x4 Bleed Damage. Deals 100% more damage to enemies below 25% Health. The damage has a higher chance to apply the Hemorrhaging status effect. The bear now deals Bleed Damage, and has a quintuple chance of applying the Hemorrhaging status effect.
Active abilities
Dive; Command a cliff racer to dive bomb an enemy, dealing x3 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 rounds.
Cutting Dive; Command a cliff racer to dive bomb an enemy, dealing x3 Bleed Damage immediately and then causing them to bleed for x3 Bleed Damage over 1d6 rounds. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. Converts into a Stamina ability and deals Bleed Damage, and applies a damage over time to enemies hit.
Screaming Cliff Racer; Command a cliff racer to dive bomb an enemy, dealing x3 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. After dealing damage you increase your Weapon and Spell Damage by 100% for 1d6 rounds, which quadruples after damaging Off Balance enemies. Increases your Weapon and Spell Damage after dealing damage, which increases when hitting Off Balance targets.
Scorch; Stir a group of shalk that attack after 3 actions, dealing x4 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 1d6 rounds and then resurface again, dealing x5 Magic Damage to enemies in front of you.
Deep Fissure; Stir a group of shalk that attack after 3 actions, dealing x4 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 actions and then resurface again, dealing x5 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major and Minor Breach, reducing their Physical and Spell Resistance by reducing damages completely for 1d10 rounds. Applies Major and Minor Breach to enemies hit, reducing their Physical and Spell Resistance.
Subterranean Assault; Stir a group of shalk that attack after 3 actions, dealing x4 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 3 actions and then resurface again, dealing x4 Poison Damage to enemies in front of you. Converts to a Stamina ability and deals Poison Damage. Reduces the cost and time it takes for the ability to deal damage, but the second hit no longer deals increased damage.
Swarm; Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing x5 Magic Damage over 1d6 rounds. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
Fetcher Infection; Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing x5 Magic Damage over 1d6 rounds. Every second cast of this ability deals 60% increased damage. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Every second cast deals increased damage.
Growing Swarm; Unleash a swarm of fetcherflies to relentlessly attack an enemy, causing them to bleed for x5 Bleed Damage over 1d6 rounds. The fetcherflies rip through the original enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Enemies near the carrier take Bleed Damage every 2 actions for the duration. You can only have one Growing Swarm active at a time. Converts into a Stamina ability and deals Bleed Damage. Deals additional damage to nearby enemies of the affected target, but limits the cast to one at a time.
Betty Netch; Call a betty netch to your side, which grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1d6 rounds. Every 5 actions, the netch removes 1 negative effect from you. If no negative effects are removed you instead increase your damage done by 5% for 5 actions.
Blue Betty; Call a betty netch to your side, which restores all Energy to you over 1d6 rounds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 actions, the netch removes 1 negative effect from you. If no negative effects are removed you instead increase your damage done by 5% for 5 actions. Restores Magicka every second while active.
Bull Netch; Call a bull netch to your side, which restores all Stamina to you over 1d6 rounds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 actions, the netch removes 1 negative effect from you. If no negative effects are removed you instead increase your damage done by 5% for 5 actions. Restores Stamina every second while active.
Falcon's Swiftness; Invoke the spirit of agility to gain Major Expedition for 1 round, increasing your Movement Speed by 30'. Gain immunity to snares and immobilizations for 1d4 rounds.
Bird of Prey; Invoke the spirit of agility to gain Major Expedition for 1 round, increasing your Movement Speed by 30'. Gain immunity to snares and immobilizations for 1d4 rounds. While slotted you gain Minor Berserk, increasing your damage done by 5%. Passively grants Minor Berserk while active.
Deceptive Predator; Invoke the spirit of agility to gain Major Expedition for 1 round, increasing your Movement Speed by 30'. Gain immunity to snares and immobilizations for 1d4 rounds. While active you gain Minor Evasion, reducing damage from area attacks by 10%. Passively grants Minor Evasion while active.
Passive abilities
Bond With Nature; Anytime one of your Animal Companion skills end, you are healed for x4 Health.
Savage Beast; When you cast an Animal Companions ability while you are in combat, you generate 4% energy. This effect can occur once every 8 actions.
Flourish; Increases your Energy and Stamina recovery by 12% if an Animal Companion ability is active.
Advanced Species; Increases your Critical Damage by 4% for each Animal Companion ability Active.
Green Balance - Skills - Ultimate abilities: Each of these abilities cost 40% energy.
Secluded Grove; Swell a healing forest at the target location, instantly healing the most injured friendly target for x4 Health. The forest continues to heal you and your allies in the area for x4 Health every 1 action for 1 round.
Enchanted Forest; Swell a healing forest at the target location, instantly healing the most injured friendly target for x4 Health. The forest continues to heal you and your allies in the area for x4 Health every 1 action for 1d6 rounds. You generate 20% energy if the initial heal is used on a friendly target under 50% Health. Generate energy if the initial heal is used on a low health target.
Healing Thicket; Swell a healing forest at the target location, instantly healing the most injured friendly target for x4 Health. The forest continues to heal you and your allies in the area for x5 Health every 1 action for 1d6 rounds. The healing over time will continue to heal you or your allies for 1d4 rounds after leaving the forest. The healing over time will continue to heal you and your allies after leaving the area.
Active abilities
Fungal Growth; Seed a large area of mushrooms in front of you, healing you and your allies for x4 Health.
Enchanted Growth; Seed a large area of mushrooms in front of you, healing you and your allies for x4 Health. Any target healed gains Minor Intellect and Minor Endurance, increasing their Energy and Stamina Recovery by 15% for 1d6 rounds. Affected targets have increased Energy and Stamina Recovery.
Soothing Spores; Seed a large area of mushrooms in front of you, healing you and your allies for x4 Health. Heals for 15% more on allies that are within 8 meters of you. Converts into a Stamina ability. Allies near you are healed for more.
Healing Seed; Summon a field of flowers which blooms after 1 round, healing you and allies in the area for x4 Health. An ally within the field can activate the Harvest synergy, healing for x4 Health over 1 round.
Budding Seeds; Summon a field of flowers which blooms after 1 round, healing you and allies in the area for x5 Health. While the field grows, you and allies are healed for 100% Health every 1 action. You can activate this ability again to cause it to instantly bloom. An ally within the field can activate the Harvest synergy, healing for x4 Health over 1 round. The area now heals allies while it grows, and can be activated a second time to instantly trigger the delayed heal.
Corrupting Pollen; Summon a field of flowers which blooms after 1 round, healing you and allies in the area for x4 Health. Enemies who enter the field are afflicted with Major Defile and Minor Cowardice, reducing their healing received and they receive a damage shield of strength causing damage by 12% and their Weapon and Spell Damage by 215%. An ally within the field can activate the Harvest synergy, healing for x4 Health over 1 round. Enemies in the field receive less healing and have reduced Weapon and Spell Damage.
Living Vines; Grow vines to embrace you or the lowest health ally in front of you for 1d4 rounds. The vines heal the target for x4 Health each time they take damage. This effect can occur once every 1 action.
Leeching Vines; Grow vines to embrace you or the lowest health ally in front of you for 1d4 rounds. The vines heal the target for x4 Health each time they take damage. This effect can occur once every 1 action. The vines apply Minor Lifesteal to enemies that damage the target for 1d4 rounds, healing you and your allies for x4 Health every 1 action when damaging that enemy. Minor Lifesteal is applied to attackers.
Living Trellis; Grow vines to embrace you or the lowest health ally in front of you for 1d4 rounds. The vines heal the target for x4 Health each time they take damage. This effect can occur once every 1 action. When the vines expire, they heal the target for an additional 200% Health. Heals when effect ends.
Lotus Flower; Embrace the lotus blessing, causing your Light Attacks to restore x4 Health and your fully-charged Attacks to restore x5 Health to you or a nearby ally for 1d6 rounds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical damage by x4.
Green Lotus; Embrace the lotus blessing, causing your Attacks to restore x4 Health and your fully-charged Attacks to restore x4 Health to you or 2 nearby allies for 1d6 rounds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical damage by x5. Heals two additional targets and increases the healing caused.
Lotus Blossom; Embrace the lotus blessing, causing your Attacks to restore x4 Health and your fully-charged Attacks to restore x5 Health to you or a nearby ally for 10 minutes. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical damage by x5. Significantly increases the duration.
Nature's Grasp; Launch a vine to swing yourself to an ally, healing them for x4 Health over 1d6 rounds. You gain 3% energy when this effect completes if you are in combat.
Bursting Vines; Launch a vine to swing yourself to an ally, instantly healing them for x4 Health. Gain 10% energy when healing an ally under 60% Health while you are in combat. This effect can occur every 4 actions. Travels faster, heals instantly, and restores more energy.
Nature's Embrace; Launch a vine to swing yourself to an ally, healing you and them for x4 Health over 1d6 rounds. Gain 3% energy when either of these effects complete while you are in combat. Heals both you and the ally.
Passive abilities
Accelerated Growth; When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 4 rounds.
Nature's Gift; When you heal an ally with a Green Balance ability, you gain 250% Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur once every 1 action.
Emerald Moss; Increases your healing done with Green Balance abilities by 2% for each Green Balance ability active.
Maturation; When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 1d6 rounds.
Winter's Embrace - Skills: These abilities cost 30% energy.
Ultimate abilities
Sleet Storm; Twist a violent storm around you, dealing x2 Frost Damage every 1 action for 1 round to enemies around you and reducing their Movement Speed by 40'. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Northern Storm; Twist a violent storm around you, dealing x3 Frost Damage every 1 action for 1d6 rounds to enemies around you and reducing their Movement Speed by 40'. As the storm holds, your Weapon and Spell Damage increases by 50% every 1 action for 1 round, up to 9 stacks max. You and nearby allies gain Major Protection, reducing your damage taken by 10%. Vastly increases damage done, and grants you ramping Weapon and Spell Damage for a brief time after activation.
Permafrost II; Twist a violent storm around you, dealing Frost Damage every 1 action for 2 rounds to enemies around you and reducing their Movement Speed by 70' and applying the Chilled status effect. You and nearby allies gain Major Protection, reducing your damage taken by 10%. Increases the snare potency and applies the Chilled status effect to enemies hit, but at the expense of damage done. Increases the duration as the ability ranks up.
Active abilities
Frost Cloak; Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by reducing damage 100% for 1d6 rounds.
Expansive Frost Cloak; Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by reducing damages 200% for 1d6 rounds. Increases the radius and reduces the cost.
Ice Fortress; Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by reducing damage 300% for 2d6 rounds. You gain Minor Protection, reducing your damage taken by 5% for 2d6 rounds. Grants Minor Protection to you. Increases the duration as the ability ranks up.
Impaling Shards; Conjure icy shards around you to skewer enemies in the area, dealing Frost Damage every 1 action for 2d6 rounds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30' for 3 rounds. Damage done is based on your Max Health, and has a higher chance to apply the Chilled status effect.
Gripping Shards; Conjure icy shards around you to skewer enemies in the area, immobilizing them for 3 rounds and dealing Frost Damage every 1 action for 2d6 rounds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30' for 3 rounds. Damage done is based on your Max Health and has a higher chance to apply the Chilled status effect. Immobilizes enemies around you when cast and reduces the cost.
Winter's Revenge; Conjure icy shards at the target location to skewer enemies in the area, dealing Frost Damage every 1 action for 2d6 rounds. This damage increases by 30% if cast with a Staff equipped. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30' for 3 rounds. This ability has a higher chance to apply the Chilled status effect. Summons at targeted location instead of around you. Deals damage based on your offensive stats rather than Max Health.
Arctic Wind; Envelop yourself in winter winds, instantly healing for x4 Health and an additional 100% Health every 2 actions over 1 round. This ability scales off your Max Health.
Arctic Blast; Envelop yourself in winter winds, instantly dealing x3 Frost Damage to nearby enemies. If no enemies are hit, you heal for x4 Health. The winds persist for 1d6 rounds and chill your foes to the bone, dealing Frost Damage every 2 actions, after 2 actions. The damage has a higher chance to apply the Chilled status effect. Stuns enemies after the delay for 3 rounds. Damages enemies instead of healing yourself but heals if no enemies are damaged. Stuns enemies after a delay.
Polar Wind icon; Envelop yourself and an ally in winter winds, instantly healing for x4 Health and healing for an additional 200% Health every 2 actions over 1 round. This ability scales off your Max Health. Increases the healing over time, and causes the healing to also target a nearby ally.
Crystallized Shield; Spin a shield of ice around you, absorbing all damage from 3 projectiles. Each time you absorb a projectile you gain 2% energy.
Crystallized Slab; Spin a shield of ice around you, absorbing all damage from 3 projectiles. Each time you absorb a projectile you launch an icy bolt back at the enemy, dealing x2 Frost Damage and stunning them for 3 rounds. Greatly increases the shield strength. Absorbing projectiles launches an icy bolt back at the enemy, damaging and stunning them.
Shimmering Shield; Spin a shield of ice around you, absorbing all damage from 3 projectiles. Each time you absorb a projectile you gain 2% energy and gain Major Heroism for 1d6 rounds, granting you 3% energy every 1 action. Absorbing projectiles grants you Major Heroism and reduces the cost as the ability ranks up.
Frozen Gate; Summon an ancient portal, which arms after 1 action and lasts for 3d6 rounds. When triggered the enemy is teleported to you, immobilized for 3 rounds, and dealt x3 Frost Damage. You can have up to 3 Frozen Gates active at a time.
Frozen Device; Summon an ancient portal, which arms after 1 action. When triggered the enemy is teleported to you, immobilized for 1d6 rounds, dealt x3 Frost Damage, and afflicted with Major Maim, reducing their damage done by 10% for 1d4 rounds. You can have up to 3 Frozen Devices active at a time. Teleported enemies have their damage done reduced.
Frozen Retreat; Summon an ancient portal, which arms after 1 action. When triggered the enemy is teleported to you, immobilized for 1d6 rounds, and dealt x3 Frost Damage. An ally in the portal can activate the Icy Escape synergy, teleporting them to you and granting them Major Expedition, increasing their Movement Speed by 30' for 1d8 rounds. You can have up to 3 Frozen Retreats active at a time. Grants allies in the area a synergy that teleports them to you and grants them increased Movement Speed.
Passive abilities
Glacial Presence; Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Increases the damage of your Chilled status effect by 223%. This effect scales off your highest offensive stats.
Frozen Armor II; Increases your Physical and Spell Resistance by reducing damage 200% for each Winter's Embrace ability active.
Icy Aura; Reduce the effectiveness of snares applied to you by 15% less damage.
Piercing Cold; Dealing Frost Damage grants you Piercing Cold for 1d6 rounds, up to once every 4 actions. Piercing Cold increases the amount of damage you block by 12% if you have 200% or more Max Health, or increases your damage done by 8% if you do not.
Elder scrolls online spell ability: Necromancer
The spells come from https://eso-hub.com/en/skills/necromancer and are what you'd do if you played the elder scrolls, Necromancer class. Also, you can get them here in this game. They are created by the creator doing what you want.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check. These spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Bone Tyrant - Skills: All skills cost 35% energy unless otherwise noted.
Ultimate abilities
Bone Goliath Transformation; Become a horrific Bone Goliath, increasing your Max Health by 400% for 1d6 rounds and immediately restoring x4 Health. While transformed, your damaging Attacks restore Health and your fully-charged Attacks restore x4 Health. This ability scales off your Max Health.
Pummeling Goliath; Become a destructive Pummeling Goliath, increasing your Max Health by 400% for 1d6 rounds and immediately restoring x4 Health. While transformed, your damaging Attacks restore 319% Health and your fully-charged Attacks restore 400% Health. This ability scales off your Max Health. Your Bash attacks can hit multiple targets in front of you and deal 6d20 Physical Damage. While transformed your Bash attack now scales off your offensive stats and deals damage in a cone in front of you.
Ravenous Goliath; Become a horrific Ravenous Goliath, increasing your Max Health by 400% for 1d6 rounds and immediately restoring x4 Health. While transformed, your damaging Attacks restore 319% Health and your fully-charged Attacks restore 500% Health. You deal x2 Magic Damage to nearby enemies every action and heal for that amount. These abilities scale off your Max Health. Adds damage in an area around you that damages enemies and heals you while transformed.
Active abilities
Death Scythe; Slice into your enemy's life force, dealing x3 Magic Damage. You heal for x4 Health for the first enemy hit, and an additional x2 for each additional enemy hit, up to five times. The healing of this ability scales off your Max Health.
Hungry Scythe; Slice into your enemy's life force, dealing x3 Magic Damage. You heal for x4 Health for the first enemy hit, and an additional x2 for each additional enemy, up to five times. After dealing damage, you heal for x3 Health every 2 actions over 1d10 rounds. The healing of this ability scales off your Max Health. Gain a heal over time and reduces the cost as the ability ranks up.
Ruinous Scythe; Slice into your enemy's life force, dealing x3 Bleed Damage, applying the Hemorrhaging status effect, and setting them Off Balance for 1 round. You heal for x4 Health for the first enemy hit, and an additional x2 for each additional enemy, up to five times. The healing of this ability scales off your Max Health. Converts to a Stamina ability and deals Bleed Damage, applying the Hemorrhaging status effect. Enemies hit are set Off Balance.
Bone Armor; Wrap yourself in hardened bone, granting you Major and Minor Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 400% and 200% for 1d6 rounds. Creates a corpse when the effect completes if you are in combat.
Beckoning Armor; Wrap yourself in hardened bone, granting you Major and Minor Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 500% and 200% for 1d6 rounds. While active, enemies that strike you with ranged attacks will be pulled toward you once every 2 actions and become taunted for 2d9 rounds if they are not already taunted. Creates a corpse when the effect completes if you are in combat. Pulls in ranged enemies and attempts to taunt them.
Summoner's Armor; Wrap yourself in hardened bone, granting you Major and Minor Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 500% and 200% for 2d9 rounds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%. Creates a corpse when the effect completes if you are in combat. Increases the duration. While active, reduces the cost of your Necromancer summon abilities.
Bitter Harvest; Sap the lingering life from fresh corpses, granting you 2% energy and healing x2 Health every 1 action for 1d4 rounds per corpse consumed. This ability scales off your Max Health. While active, your damage taken is reduced by 3%.
Deaden Pain; Sap the lingering life from fresh corpses, granting you 2% energy and healing x2 Health every 1 action for 1d4 rounds per corpse consumed. While you have the heal effect, you gain Major Protection, reducing the damage you take by 10%. This ability scales off your Max Health. While active, your damage taken is reduced by 3%. Doubles the duration and grants Major Protection while active.
Necrotic Potency; Sap the lingering life from fresh corpses, granting you 6% energy and healing x2 Health every 1 action for 2 actions per additional corpse. This ability scales off your Max Health. While active, your damage taken is reduced by 3%. Gain more Ultimate per corpse.
Bone Totem; Summon an effigy of bone at your feet for 2d6 rounds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430%. After 2 actions, the totem begins fearing nearby enemies every 2 actions, causing them to cower in place for 1d4 rounds.
Agony Totem; Summon an effigy of bone at your feet for 2d8 rounds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice. After 2 actions, the totem begins fearing nearby enemies every 2 actions, causing them to cower in place for 1d6 rounds. Allies can activate the Pure Agony synergy, dealing x4 Magic Damage over 5 seconds to enemies. Allies can activate a synergy to damage to enemies. Increases the duration of the totem as the ability ranks up.
Remote Totem; Summon an effigy of bone for 2d6 rounds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430%. After 2 actions, the totem begins fearing nearby enemies every 2 actions, causing them to cower in place for 2d6 rounds. The totem can be summoned up to 28 meters away.
Grave Grasp; Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30' for 5 seconds, immobilized in the second area for 1d4 rounds, and stunned in the final area for 3 rounds. Each patch applies Minor Maim to enemies hit for 10 actions, reducing their damage done by 5%.
Empowering Grasp; Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30' for 1 round, immobilized in the second area for 1d6 rounds, and stunned in the final area for 3 rounds. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by x3. Each effect lasts 10 seconds. Each area now also grants allies Empower, and strengthens your Skeletal Mage and Spirit Mender's damage and healing.
Ghostly Embrace; Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30' for 1d6 rounds, immobilized in the second area for 1 round, and stunned in the final area for 1d6 rounds. Each patch deals x2 Magic Damage and applies Minor Maim to enemies hit for 2d9 rounds, reducing their damage done by 5%. Deals damage in each area and increases the duration of all negative effects applied.
Passive abilities
Death Gleaning; Whenever an enemy you are in combat with dies within 28 meters of you, restore all energy and Stamina.
Disdain Harm; Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.
Health Avarice; Increase your Healing Received by 2% for each Bone Tyrant ability active.
Last Gasp; Increase your Max Health by 250%.
Grave Lord - Skills: These spells cost 35% energy.
Ultimate abilities
Frozen Colossus; Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 actions, dealing x4 Frost Damage with each smash. Dealing damage applies Major Vulnerability to any enemy hit for 2d6 rounds, increasing their damage taken by 10%.
Glacial Colossus; Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 actions, dealing x4 Frost Damage with each smash. The final smash stuns all enemies hit for 1d4 rounds. Dealing damage applies Major Vulnerability to any enemy hit for 2d9 rounds, increasing their damage taken by 10%. Increases the duration of Major Vulnerability and the final smash stuns all enemies hit.
Pestilent Colossus; Unleash a pestilent Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 actions, dealing x4, x4, and x5 Disease Damage with the first, second, and third smash. Dealing damage applies the Diseased status effect and Major Vulnerability to any enemy hit for 2d6 rounds, increasing their damage taken by 10%. Deals Disease Damage. The Colossus deals more damage with each smash and always applies the Diseased status effect.
Active abilities
Flame Skull; Lob an explosive skull at an enemy, dealing x3 Flame Damage. Every third cast of this ability deals 50% increased damage.
Ricochet Skull; Lob an explosive skull at an enemy, dealing x3 Flame Damage. Every third cast of this ability deals 50% increased damage and will bounce up to 2 times to other nearby enemies. The third cast of the skull will bounce to other nearby enemies.
Venom Skull; Lob an explosive skull at an enemy, dealing x3 Poison Damage. Every third cast of this ability deals 50% increased damage. While active, casting any Necromancer ability while you are in combat will count towards the third cast. Converts into a Stamina ability and deals Poison Damage. Casting any Necromancer ability counts towards the third cast.
Sacrificial Bones; Summon a skeleton from the ground after 2 actions. The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 2d6 rounds, increasing your damage done with class abilities and damage over time effects by 15%. Creates a corpse on death if you are in combat.
Blighted Blastbones; Summon a decaying skeleton from the ground after 2 actions. The skeleton runs after the target and explodes when it gets close to them, dealing x5 Disease Damage to all enemies nearby and applying the Diseased status effect and Major Defile to them for 1d4 rounds, reducing their healing received and causes a damaging shield of strength by 12%. Creates a corpse on death. Converts into a Stamina ability that deals Disease Damage to enemies instead of empowering you. Applies Major Defile and the Diseased status effect to enemies hit.
Grave Lord's Sacrifice; Summon a skeleton from the ground after 2 actions. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 1d6 rounds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull damages in an area and creates a corpse near the enemy. Creates a corpse on death if you are in combat. Increases the duration. While active, your third Flame Skull deals damage in an area and creates a corpse.
Boneyard; Desecrate the ground at the target location, dealing x5 Frost Damage over 2d6 rounds to enemies inside and applying Minor Vulnerability, increasing their damage taken by 5%. Consumes a corpse on cast to deal 30% more damage. An ally in the area can activate the Grave Robber synergy, dealing x3 Frost Damage to nearby enemies and healing for the damage done.
Avid Boneyard; Desecrate the ground at the target location, dealing x4 Frost Damage over 1d10 rounds to enemies inside and applying Minor Vulnerability, increasing their damage taken by 5%. Consumes a corpse on cast to deal 30% more damage. You or an ally in the area can activate the Grave Robber synergy, dealing x4 Frost Damage to enemies and healing for the damage done. You can use your own synergy.
Unnerving Boneyard; Desecrate the ground at the target location, dealing x4 Frost Damage over 2d6 rounds to enemies inside and applying Major Breach and Minor Vulnerability, reducing Physical and Spell Resistance by 300% and increasing damage taken by 5% for 1d4 rounds each tick. Consumes a corpse on cast to deal 30% more damage. An ally in the area can activate the Grave Robber synergy, dealing x3 Frost Damage to nearby enemies and healing for the damage done. Applies Major Breach and Minor Vulnerability each tick, persisting for a duration when enemies leave the area.
Skeletal Mage; Unearth a skeletal mage from the dirt to fight by your side for 1d6 rounds, while granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. The mage attacks the closest enemy every 2 actions, dealing Shock Damage. Creates a corpse on death if you are in combat. The mage has your stats and 100% health.
Skeletal Arcanist; Unearth a skeletal mage from the dirt to fight by your side for 1d6 rounds, while granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. The mage attacks the closest enemy every 2 actions, dealing Shock Damage to them and all other enemies nearby. Creates a corpse on death if you are in combat. The mage deals damage to all enemies around the initial target. The Arcanist has your stats and 100% health.
Skeletal Archer; Unearth a skeletal archer from the dirt to fight by your side for 1d6 rounds, while granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. The archer attacks the closest enemy every 2 actions, dealing 1d20 Physical Damage. Each time the archer deals damage, it deals 15% more damage than the previous attack. Creates a corpse on death if you are in combat. Converts into a Stamina ability and deals Physical Damage. The archer deals more damage with each attack.
Shocking Siphon; Violently drain the last spark of life from a corpse, dealing x6 Shock Damage over 1d6 rounds to all enemies around the corpse and between you and the corpse. You also gain Major Savagery and Prophecy for 1d6 rounds, increasing your Weapon and Spell Critical by x3. While active, your damage done is increased by 3%.
Detonating Siphon; Violently drain the last spark of life from a corpse, dealing x6 Disease Damage over 1d6 rounds to all enemies around the corpse and between you and the corpse. You also gain Major Savagery and Prophecy for 1d6 rounds, increasing your Weapon and Spell Critical by x4. When the siphon ends the corpse explodes, dealing an additional x3 Disease Damage to all enemies nearby. While active, your damage done is increased by 3%. Ability now deals Disease Damage. The corpse explodes at the end of the siphon, dealing additional damage.
Mystic Siphon; Violently drain the last spark of life from a corpse, dealing x6 Shock Damage over 1d6 rounds to all enemies around the corpse and between you and the corpse. You also gain Major Savagery and Prophecy for 1d6 rounds, increasing your Weapon and Spell Critical by x4. While siphoning the corpse you gain 150% Health, Energy, and Stamina Recovery. While active, your damage done is increased by 3%. Your Health, Energy, and Stamina Recovery increases while siphoning the corpse.
Passive abilities
Reusable Parts; When your Sacrificial Bones, Skeletal Mage, or Spirit Mender dies, the cost of your next Sacrificial Bones, Skeletal Mage, or Spirit Mender is reduced by 50%.
Death Knell; Increases your Critical Strike Chance against enemies under 25% Health by 10% for each Grave Lord ability active.
Dismember; While a Grave Lord ability is active, your Spell and Physical Penetration are there to effect the targets.
Rapid Rot; Increases your damage done with damage over time effects by 10%.
Living Death - Skills: These cost 40% energy.
Ultimate abilities
Reanimate; Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
Animate Blastbones; Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You consume up to 3 other corpses in the area and summon a Blighted Blastbones for each corpse consumed. You consume other corpses in the area and summon Blastbones.
Renewing Animation; Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore all Energy and Stamina for each ally you attempt to resurrect. You restore Energy and Stamina for each ally you attempt to resurrect.
Active abilities
Render Flesh; Sacrifice your own power to repair damaged flesh, healing you or an ally near you for x3 Health but applying Minor Defile to yourself for 4 actions, reducing your healing received by 6%.
Blood Sacrifice; Sacrifice your own power to repair damaged flesh, healing you or an ally near you for x4 Health but applying Minor Defile to yourself for 4 actions, reducing your healing received by 6%. Consumes a corpse near you when cast to heal a second target. Consumes a corpse to heal a second target.
Resistant Flesh; Sacrifice your own power to repair damaged flesh, healing you or an ally near you for x4 Health but applying Minor Defile to yourself for 4 actions, reducing your healing received 6%. You grant the target Spell and Physical Resistance equal to half the amount healed for 1d6 actions. Grant resistances to the target equal to half the amount healed.
Expunge; Embrace the power of death, removing up to 2 negative effects from yourself. While active, the cost of all your abilities are reduced by 3%.
Expunge and Modify; Embrace the power of death, removing up to 2 negative effects from yourself and restoring all Energy and Stamina for each negative effect removed. While active, the cost of all your abilities are reduced by 3%. You restore Magicka and Stamina for each negative effect removed.
Hexproof; Embrace the power of death, removing up to 4 negative effects from yourself. While active, the cost of all your abilities are reduced by 3%. Reduces cost as the ability ranks up and Increases the amount of negative effects removed.
Life amid Death; Release residual fragments of fallen souls at the target location, healing you and your allies for x3 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for x3 Health over 1d6 rounds.
Enduring Undeath; Release residual fragments of fallen souls at the target location, healing you and your allies for x3 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for x3 Health over 1d6 rounds. You can consume up to 5 additional corpses on cast, with each corpse extending the duration of the heal over time by 1d6 rounds. Can consume multiple corpses to increase the duration of the heal over time.
Renewing Undeath; Release residual fragments of fallen souls at the target location, healing you and your allies for x4 Health. Consumes a corpse on cast to immediately remove up to 3 negative effects and continue to heal you and your allies in the area for x4 Health over 1d6 rounds. Consuming a corpse also removes negative effects.
Spirit Mender; Conjure a ghostly spirit to do your bidding and stay by your side for 2d8 rounds. The spirit heals you or the lowest Health ally around you every 2 actions, restoring x2 Health. Creates a corpse on death if you are in combat.
Intensive Mender; Conjure a ghostly spirit to do your bidding and stay by your side for 1d8 rounds. The spirit heals you or lowest Health ally around you every 2 actions, restoring x3 Health to the target and 2 allies nearby them. Creates a corpse on death if you are in combat. The spirit lasts for half as long, but heals for twice the amount, heals two additional allies, and costs half as much.
Spirit Guardian; Conjure a ghostly spirit to do your bidding and stay by your side for 2d8 rounds. The spirit heals you or the lowest Health ally around you every 2 actions, restoring x2 Health. While active 10% of the damage you take is transferred to the spirit instead. Creates a corpse on death if you are in combat. Some of the damage you take is transferred to the spirit instead.
Restoring Tether; Siphon the last remnants of life from a corpse, healing for x5 Health over 2d6 rounds to yourself and all allies between you and the corpse. While active, your healing done is increased by 3%.
Braided Tether; Siphon the last remnants of life from a corpse, healing for x5 Health over 2d6 rounds to yourself, all allies around you, and all allies between you and the corpse. While active, your healing done is increased by 3%. Also heals allies in a 40' radius around you.
Mortal Coil; Siphon the last remnants of life from a corpse, healing for x5 Health over 2d6 rounds to yourself and all allies between you and the corpse. You also restore 170% Energy and Stamina every 2 actions while siphoning the corpse. While active, your healing done is increased by 3%. Restores Magicka and Stamina while siphoning the corpse.
Passive abilities
Curative Curse; While you have a negative effect on you, your healing done is increased by 8%.
Near-Death Experience; While you have a Living Death ability active, your Critical Strike Chance with all healing abilities is increased by up to 20% in proportion to the severity of the target's wounds.
Corpse Consumption; When you consume a corpse, you generate 10% Energy. This effect can occur once every 6 actions.
Undead Confederate; While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Energy, and Stamina Recovery is increased by 200.
Elder scrolls online spell ability: Arcanist
The spells come from https://eso-hub.com/en/skills/arcanist and are what you'd do if you played the elder scrolls, Arcanist class. Also, you can get them here in this game. They are created by the creator doing what you want.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check. These spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Curative Runeforms - Skills: All skills cost 35% energy.
Ultimate abilities
Vitalizing Glyphic; Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 30% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200% Weapon and Spell Damage and heals you and your allies around it x2 Health every 1 action in proportion to its Health.
Glyphic of the Tides; Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 53% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200% Weapon and Spell Damage and heals you and your allies around it x3 Health every 1 action in proportion to its Health. At full Health the glyphic grants Major Protection, reducing damage taken by 10%. The glyphic spawns at a higher Health percentage and grants additional damage reduction when it is fully powered.
Resonating Glyphic; Summon an Apocryphal glyphic while in combat, which you and your allies can damage. The glyphic spawns at 70% Health and grows stronger the more you damage it. The glyphic grants up to 200% Weapon and Spell Damage and heals you and your allies around it for x2 Health every 1 action in proportion to its Health. Dealing damage to the glyphic powers it up instead of healing it, but requires you to be in combat to activate.
Active abilities
Runemend; Craft a series of precise Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for x3 Health three times and generate Crux. Each active Crux reduces the cost of this ability by 3%.
Audacious Runemend; Craft a series of virtuous Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for x3 Health three times and generate Crux. Healing a target under 50% Health grants them Minor Heroism for 1d6 rounds, generating 1% Energy every 1 action. Each active Crux reduces the cost of this ability by 3%. Healing low Health targets grants them Energy.
Evolving Runemend; Craft a series of adaptive Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for x3 Health three times, an additional x2 Health over 1 round, and generate Crux. Each active Crux reduces the cost of this ability by 3%. Heals for an additional amount over time.
Remedy Cascade; Channel the abyssal sea to coalesce a beam of restorative energy. The beam heals you and your allies in its path for x8 Health over 1d6 rounds. Consume Crux to also restore x2 Magicka and Stamina per Crux spent to your allies over 1d6 rounds.
Cascading Fortune; Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for x8 Health over 1d6 rounds. The beam heals for up to 50% more in proportion to the severity of the target's wounds as you reweave fate itself. Consume Crux to also restore 300% Energy and Stamina per Crux spent to your allies over 1d6 rounds. Heals for more on low Health targets.
Curative Surge; Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for x8 Health over 1d8 rounds. The beam gradually grows stronger the longer you channel it, healing for up to 192% more at the end of its duration. Consume Crux to also restore 300% Energy and Stamina per Crux spent to your allies over 1d6 rounds. The beam gradually heals for more the longer you channel it.
Chakram Shields; Carve the runes of the Blind Man to call forth spinning mystical discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs all damage for 1 round. Discs prefer your reticle target, or low-Health targets without shields.
Chakram of Destiny; Carve the Fate Crone's runes to create spinning mystical discs and generate Crux. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs all damage for 1d6 rounds. Recasting on a target already shielded grants a new shield that is 30% stronger. Discs prefer your reticle target, or low-Health targets without shields. Creates a Crux. Recasting the shield on a target increases the maximum strength of the shield.
Tidal Chakram; Carve the Baron of Breakers' runes to create spinning discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs all energy damage for 1 round. Consume Crux to cause the shields to heal for 33% of the shield's remaining strength every 1 action per Crux spent. Discs prefer your reticle target, or low-Health targets without shields. Consumes Crux to heal based on the shield's strength every second it persists.
Arcanist's Domain; Draw forth your tome or think up spells to cast and invoke the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215% and your Health, Energy, and Stamina Recovery by 15%.
Reconstructive Domain; Draw forth your tome or think up spells and invoke the leviathanum of the Abyssal Sea to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215% and your Health, Energy, and Stamina Recovery by 15%. The vortex also heals you and your allies for x5 Health over 1d6 rounds. Heals you and your allies in the area over time.
Zenas' Empowering Disc; Draw forth your tome and invoke the enigmatum of Morian Zenas to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215% and your Health, Energy, and Stamina Recovery by 15%. These effects cling to you and your allies for up to 10 actions after leaving the vortex. The effects remain on you and your allies for a short duration after leaving the area.
Apocryphal Gate; Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Apocryphal Gate generates Crux each time you teleport.
Fleet-Footed Gate; Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. After teleporting, you gain Major Expedition for 5 actions, increasing your Movement Speed by 30'. Fleet-Footed Gate generates Crux each time you teleport. Increases your Movement Speed after teleporting.
Passage Between Worlds; Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Allies standing within either portal can activate the Passage synergy, allowing them to teleport to the opposite portal. Passage Between Worlds generates Crux each time you teleport. Grants a synergy to allies allowing them to teleport from one portal to the other.
Passive abilities
Healing Tides; Your mastery of weaving fate and abyssal water increases your healing done by 3% for each active Crux.
Hideous Clarity; You've stared too long into the abyss. When you generate Crux, you restore 225 Energy or Stamina, whichever maximum is higher.
Erudition; Knowledge is power. Your excessive scholarship increases your Energy and Stamina Recovery by 18%.
Intricate Runeforms; Your status as illuminatus reduces the cost and increases the strength of your shields by 10%.
Herald of the Tome - Skills: Each spell costs 35% energy.
Ultimate abilities
The Unblinking Eye; Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 1 round and deals x2 Magic Damage to enemies within 5 meters every action. The scion's beam can be repositioned by recasting The Unblinking Eye.
The Languid Eye; Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 1d6 rounds that deals x3 Magic Damage to enemies within 5 meters every action and snares them by 50% for 3 rounds. Every action, the beam's damage increases by 7%. The scion's beam can be repositioned by recasting The Languid Eye. Also applies a snare to enemies hit and damage increases over time.
The Tide King's Gaze; Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 1d8 rounds that deals x3 Magic Damage to enemies within 5 meters every action. The scion's beam automatically follows the initial target, and hunts for a new one within 8 meters if it is slain. Beam duration is increased, automatically follows the initial target, and searches for new targets if it is slain.
Active abilities
Runeblades; Craft a series of Apocryphal runes before launching them at a foe, dealing x2 Magic Damage three times and generating Crux. This ability deals 3% increased damage for each active Crux when cast.
Escalating Runeblades; Craft a series of Apocryphal runes before launching them at a foe, dealing x2 Magic Damage, x2 Magic Damage, and x2 Magic Damage and generating Crux. The last rune explodes, dealing damage to all enemies within 8 meters of the target. This ability deals 3% increased damage for each active Crux when cast. Deals increased damage and the last rune deals damage in an area.
Writhing Runeblades; Craft a series of Apocryphal runes before launching them at a foe, dealing x2 Magic Damage three times and generating Crux. This ability gains between x2 and x3 Weapon and Spell damage and deals 3% increased damage for each active Crux when cast.
Fatecarver; Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 1d4 rounds, dealing x2 Magic Damage every action. Casting Fatecarver consumes all Crux and increases damage done by 33% per Crux spent.
Exhausting Fatecarver; Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 1d4 rounds, dealing x3 Magic Damage every action and snaring enemies hit by 15%. Casting Exhausting Fatecarver consumes all Crux and increases damage done by 33%, duration by action, and snare by 15% per Crux spent. Applies a snare to damaged enemies. Consuming Crux also increases the duration and snare strength.
Pragmatic Fatecarver; Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 2d4 rounds, dealing x3 Magic Damage every action. While channeling, you also gain a damage shield that absorbs all damage and grants interrupt immunity. Casting Pragmatic Fatecarver consumes all Crux and increases damage done by 33%, and decreases cost by 16% per Crux spent. Gain a damage shield while channeling and immunity to interrupts while the shield is active. Consuming Crux also reduces the cost.
Abyssal Impact; Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 4d20 Physical Damage. Enemies are immobilized for 3 rounds and marked with Abyssal Ink for 1d6 rounds. You deal 5% increased damage to enemies drenched in Abyssal Ink.
Cephaliarch's Flail; Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 4d20 Physical Damage and generating Crux. Enemies are immobilized for 3 rounds and marked with Abyssal Ink for 1d6 rounds. If an enemy is hit, you for heal for x3 Health, once per cast. You deal 5% increased damage to enemies drenched in Abyssal Ink. Generates Crux. Heals you if an enemy is damaged.
Tentacular Dread; Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing x3 Frost Damage. Enemies are immobilized for 3 rounds and marked with Abyssal Ink for 1d6 rounds. You deal 5% increased damage to enemies drenched in Abyssal Ink. Consume all Crux and increase Tentacular Dread damage by 33% and damage to foes drenched in Abyssal Ink by 2% per Crux spent. Converts into a energy ability and deals Frost Damage. Consume Crux to increase the base damage and Abyssal Ink strength.
Tome-Bearer's Inspiration; Etch a series of runes onto your weapon that pulse with power once every 5 actions. Each pulse enhances your class abilities, and striking an enemy with one deals in use an additional x2 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
Inspired Scholarship; Etch a series of runes onto your weapon that pulse with power once every 3 actions. Each pulse enhances your class abilities, and striking an enemy with one deals an additional x3 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%. Increases the frequency of damage.
Recuperative Treatise; Etch a series of runes onto your weapon that pulse with power once every 5 actions. Each pulse enhances your class abilities, and striking an enemy with one deals an additional x3 Magic Damage, restores 200% Magicka and Stamina, and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%. When dealing damage, restore Energy and Stamina.
The Imperfect Ring; Summon a flawed rune under an enemy that etches foes nearby with scrawled glyphs, dealing x5 Magic Damage over 1d6 rounds. An ally near the initial target can activate the Runebreak synergy, dealing x4 Frost Damage to enemies within 7 meters.
Fulminating Rune; Summon an explosive rune under an enemy that etches foes nearby with scrawled glyphs, dealing x6 Magic Damage over 1d6 rounds. The rune lingers on the initial target for 1 round before detonating, dealing x3 Frost Damage to enemies within 7 meters. Rune detonation cannot be primed with Fulminating Rune again for 1 round. Up to 3 allies near the initial target can activate the Runebreak synergy, dealing x3 Frost Damage to enemies within 7 meters. Deals additional area damage after a delay. Up to 3 allies can use the Runebreak synergy.
Rune of Displacement; Summon a discharging rune under an enemy. After 2 actions the rune pulses, pulling in foes between 2 to 10 meters and etching them with scrawled glyphs that deal x5 Magic Damage over 2d9 rounds. An ally near the initial target can activate the Runebreak synergy, dealing x3 Frost Damage to enemies within 7 meters. Places a rune under the target that deals damage and pulls nearby enemies after a delay.
Passive abilities
Fated Fortune; Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.
Harnessed Quintessence; You master the warp and weft of your very soul. When you are restored of Energy or Stamina, increase your Weapon and Spell Damage by 5% for 2d6 rounds.
Psychic Lesion; Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 15% and Status Effect Chance by 55%. Represented by rolling a 45 or more on a d100.
Splintered Secrets; What they don't know can kill them. Cause your Physical and Spell damage to penetrate the targets per Herald of the Tome ability being active.
Soldier of Apocrypha - Skills: Each spell cast costs 35% energy.
Ultimate abilities
Gibbering Shield; Gather the true strength of Apocrypha around you, forming protective tentacles and a damage shield that absorbs 60% of all damage for 1d10 rounds, up to max of 1000% damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 1d10 rounds.
Gibbering Shelter; Gather the true strength of Apocrypha, forming a tentacle damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 1700% damage. When the shield absorbs damage, pseudopods cascade out at up to 11 allies within 15 meters, granting them a damage shield for 1d4 rounds that absorbs all damage. These shields can be applied once every 4 actions. Both shields scale off your Max Health. No longer deals damage to enemies and grants allies a damage shield when you are hit.
Sanctum of the Abyssal Sea; Gather the true strength of Apocrypha as protective tentacles rise from the Abyssal Sea around you. The tentacles form a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 7000% damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 1d6 rounds. Damage shield gains an increase in strength.
Active abilities
Runic Jolt; Craft a defensive Apocryphal rune that deals x2 Magic Damage and applies Minor Maim for 3d6 rounds, reducing their damage done by 5%. The rune also taunts for 3d6 rounds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Runic Embrace; Craft a rune that deals x3 Magic Damage and heals you for x3 Health, scaling off your Max Health. You apply Minor Maim and Minor Lifesteal for 2d9 rounds, reducing enemy damage done by 5%, and healing you and your allies for x2 Health every 1 action when damaging them. The rune taunts for 2d9 rounds if it would not cause taunt immunity, and generates Crux. While active, damage taken is reduced by 2% per active Crux. Heal yourself and apply Minor Lifesteal.
Runic Sunder; Craft a defensive Apocryphal rune that deals x3 Physical Damage. The rune steals up to 100 Armor and applies Minor Maim for 2d9 rounds, reducing their damage done by 5%. The rune also taunts for 2d9 rounds if it would not cause taunt immunity, and generates Crux. While active, damage taken is reduced by 2% per active Crux. Converts into a Stamina ability and deals Physical Damage. Reduce your target's Armor and gain Armor.
Runespite Ward; Like the rune knights of old, summon a shield that absorbs 4800 damage for 1 round, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 20% Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for x3 Health, scaling off your Max Health, per Crux spent.
Impervious Runeward; Like the rune knights of old, summon a shield that absorbs 9916 damage for 1 round, and then 4958 damage for 5 rounds if the first shield persists. Both shields scale off your Max Health. The first time you take direct damage, the shield retaliates and deals 20% Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for x4 Health, scaling off your Max Health, per Crux spent. Drastically increases the size of the damage shield for the first second.
Spiteward of the Lucid Mind; Like the rune knights of old, summon a shield that absorbs 4800 damage for 1 round, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 20 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself x4 Health, scaling off your Max Health, and refund 30% of Spiteward of the Lucid Mind cost per Crux spent. Consume Crux to refund cost.
Fatewoven Armor; Forge defiant runic armor around you, granting Major Resolve for 1d6 rounds, increasing your Armor by 100. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 100 for 1 round.
Cruxweaver Armor; Forge defiant runic armor around you, granting Major Resolve for 4d8 rounds, increasing your Armor by 200. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 200 for 1 round. Blows against your armor also generate Crux, up to once every 5 actions. Increases the duration and when damaged, creates a Crux.
Unbreakable Fate; Forge defiant runic armor around you, granting 5% Block Mitigation and Major Resolve for 1d6 rounds, increasing your Armor by 200 for 1d6 rounds. Consume Crux to gain 5% additional Block Mitigation per Crux spent. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 200 for 1d6 rounds. Gain bonus Block Mitigation and consume Crux to increase the bonus.
Runic Defense; Cast forth a complex rune granting you and your group members Minor Resolve for 1d6 rounds, increasing your Armor by 300. You gain Minor Protection for 1d6 rounds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for x5 Health, scaling off your Max Health.
Runeguard of Freedom; Cast forth a complex rune granting you and your group members Minor Resolve for 1d6 rounds, increasing your Armor by 200. You gain Minor Protection for 1d6 rounds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, Minor Protection is consumed to heal you for x5 Health, scaling off your Max Health, and gain 200 Armor and Crowd Control Immunity for 1 round. This immunity can occur once every 4d8 rounds. Also grants Armor and Crowd Control Immunity when the heal occurs.
Runeguard of Still Waters; Cast forth a complex rune granting you and your group members Minor Resolve for 1d8 rounds, increasing your Armor by 200. After 1 action, the spellweave immobilizes enemies within 7 meters for 3 rounds. You gain Minor Protection for 1d8 rounds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for x5 Health, scaling off your Max Health. Immobilizes nearby enemies.
Rune of Eldritch Horror; Etch an incomprehensible rune on your enemy's mind, paralyzing them in fear after a 1 action delay, stunning them for 1d4 rounds. This terror applies Minor Vulnerability for 2d6 rounds, increasing their damage taken by 5%. If used against a monster, the paralyze lasts for 1d8 rounds. This ability cannot be dodged.
Rune of Uncanny Adoration; Etch a blasphemous rune on your enemy's mind, charming them after a 1 action delay for 1d6 rounds. This eldritch attraction causes them to move towards the player and applies Minor Vulnerability for 2d6 rounds, increasing their damage taken by 5%. If used against a monster, the charm lasts for 1d8 rounds. This ability cannot be dodged. Charms the target and causes them to move towards you.
Rune of the Colorless Pool; Etch an amorphous rune on your enemy's mind, paralyzing them in fear after a 1 action delay, stunning them for 1d6 rounds. This undimensioned phenomenon applies Minor Vulnerability and Minor Brittle for 1d6 rounds, increasing their damage taken by 5% and their Critical Damage taken by 10%. If used against a monster, the paralyze lasts for 1d8 rounds. This ability cannot be dodged. Applies Minor Brittle to the target.
Passive abilities
Aegis of the Unseen; Form a secret soldier within your mind, a defense against arcane forces without. While a beneficial Soldier of Apocrypha ability is active on you, increase your Armor by 200.
Wellspring of the Abyss; Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Energy, and Stamina Recovery by 129 for each Soldier of Apocrypha ability active.
Circumvented Fate; Casting an Arcanist ability warps the weave of fate around you, granting you and your group members Minor Evasion for 1d6 rounds and reducing damage from area attacks by 10%. This effect can occur once every 5 seconds.
Implacable Outcome; The will of an Arcanist is absolute. When you consume Crux, gain 4% energy. This effect can occur once every round.
Elder scrolls online spell ability: Boss level spells
The spells come from ChatGPT AI and are what you'd do if you played the elder scrolls, Boss level. Also, you can get them here in this game. They are created by the creator doing what you want.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check. These spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
All skill spells cost 35% energy unless otherwise noted.
Molag Bal's Chains; Cost: 40% energy. Effect: Black Daedric chains erupt from the ground, grappling up to 4 targets within 60 ft. Each must succeed on a Strength save or be restrained and pulled 30 ft toward you. On failure, they also take necrotic damage per round until freed by a freedom spell.
Soul Tether; Cost: 35% energy. Effect: You lash your soul to up to 3 creatures within 40 ft. Each takes necrotic damage and is stunned until the end of your next turn on a failed Con save. While tethered, you regain Health equal to half the damage dealt.
Eye of the Storm; Cost: 45% energy. Effect: A raging lightning and ice maelstrom (60-ft radius) follows you for 1 minute. Enemies inside take cold + lightning damage at the start of their turns and have movement halved.
Meteor Strike; Cost: 40% energy. Effect: You call down a burning celestial rock on a 20-ft radius. All in area take x2 fire + x2 magic bludgeoning damage (Dex/Agility save halves). The area burns for 1 minute, dealing fire damage each turn.
Negate Magic Field; Cost: 45% energy. Effect: Creates a 40-ft sphere where magic fizzles. All spell effects of 40% cost or lower are suppressed, concentration ends, and creatures attempting to cast must succeed on a Con save or waste the spell.
Dawnbreaker's Wrath; Cost: 35% energy. Effect: Summon a radiant sword of Meridia, slashing in a 60-ft cone. Undead and Daedra take x3 radiant + x3 fire damage and are blinded for 1 minute (Wis save ends).
Dark Flare; Cost: 35% energy. Effect: You hurl a bolt of condensed darkness and sunlight. Targets take x2 radiant + x2 necrotic damage and has -5 disadvantage on healing effects for 1 minute.
Dragon Leap; Cost: 40% energy. Effect: You launch into the air and crash down at a point within 80 ft, dealing x3 fire + x3 force in a 30-ft radius and knocking creatures prone (Str save negates prone).
Soul Assault; Cost: 40% energy. Effect: A beam of Daedric energy locks onto your targets within 120 ft for 3 rounds. Each round, they take x3 force + x3 necrotic damage (Dex/Agility save halves).
Crushing Prison; Cost: 45% energy. Effect: A telekinetic vice locks around a target, restraining and dealing x3 force damage per round until they succeed on a Strength or Con save at the end of their turns.
Wall of Elements; Cost: 35% energy. Effect: You create a 60-ft long, 20-ft high wall of fire, frost, or lightning. Targets/Creatures passing through take x2 concentrated elemental damage and suffer a secondary effect (burning, freezing, or shocking).
Time Stop: Morag Tong Style; Cost: 45% energy. Effect: Freeze all other targets/creatures in a 40-ft radius for 2 turns while you can move and act freely. You may only attack once per turn during this time.
Plague of Peryite; Cost: 40% energy. Effect: Unleash a virulent cloud (50-ft radius) lasting 1 minute. Enemies take x2 poison damage/turn and must make Con saves or gain exhaustion.
Shadowy Disguise; Cost: 35% energy. Effect: Instantly turn invisible and create 4 illusory duplicates that act independently for 3 turns. Attacks against you have -5 disadvantage.
Volcanic Rune; Cost: 40% energy. Effect: A rune erupts from the ground, launching enemies within 30 ft into the air, dealing x3 magic bludgeoning + x3 fire damage, and knocking them prone.
Soul Harvest; Cost: 35% energy. Effect: Mark a target for death. They take an extra necrotic damage amount from all attacks for 1 minute. If they die while marked, you regain lost energy.
Unstable Familiar Explosion; Cost: 40% energy. Effect: Sacrifice your summoned familiar, detonating it in a 30-ft radius for x3 force + x3 fire damage.
Spear of Light; Cost: 35% energy. Effect: A glowing Aedric spear strikes a 10-ft wide, 100-ft long line. Deals x3 radiant + x3 piercing damage and blinds targets for 1 round.
Planar Collapse; Cost: 45% energy. Effect: Reality folds inward in a 40-ft sphere. All inside take x3 force damage and must make a Cha save or be banished to a Daedric realm for 1 minute.
Seismic Earthsplitter; Cost: 40% energy. Effect: A jagged fissure rips a 100-ft line, dealing x3 magic bludgeoning + x3 fire damages. The crack remains as difficult terrain for 1 minute, spewing lava for fire damage each turn.
Harrowstorm Tempest; Cost: 45% energy. Effect: Summons a dark storm (80-ft radius) of ice, lightning, and spectral wraiths. Each turn, creatures and targets take cold + lightning damages and must save or be frightened.
Blood Fountain; Cost: 35% energy. Effect: The ground erupts with crimson geysers, dealing x2 necrotic in a 40-ft radius. If targets or creatures die, you heal for half their Health and summon 1d6 blood shades that have your stats and 100% health that deal magic damage.
Balefire Comet Swarm; Cost: 45% energy. Effect: Rain of green Daedric meteors pelts a 60-ft radius. Each round for 3 rounds, area takes x2 fire + x2 necrotic damages.
Choking Ash; Cost: 40% energy. Effect: A suffocating volcanic cloud covers a 50-ft radius, dealing x2 fire and forcing Con saves or reducing max Health by 10% for 1 minute.
Baneful Mark; Cost: 40% energy. Effect: Marks all targets for certain death. For 1 minute, all attacks against them deal +5d8 damage, and if they hit 0% Health, they instantly fail death saves.
Maelstrom Maul; Cost: 35% energy. Effect: You slam the ground, pulling all creatures in 40 ft to you, dealing x2 magic bludgeoning + x2 lightning and knocking prone for 1d10 rounds.
Shadow Rift; Cost: 45% energy. Effect: Tears open a portal to the Void, creating a 40-ft sphere of magical darkness. Every round, tendrils lash out for x3 necrotic damage and grapple on hit.
Abyssal Geyser; Cost: 40% energy. Effect: Summons a column of water that explodes upward, launching targets 50 ft and dealing x2 magic bludgeoning + x2 cold. Creates a whirlpool in the area of the targets that draws them down.
Curse of the Unmaking; Cost: 45% energy. Effect: Permanently destroys one magic item on a failed save and deals x3 force to its wielder. At 20th level, affects two items.
Soul Sunder; Cost: 40% energy. Effect: Rips the soul partially from a target, dealing x3 necrotic and forcing Wis save or be paralyzed for 2 rounds.
Ironbound Colossus; Cost: 45% energy. Effect: You transform into a massive armored form for 1 minute, gaining +200% temporary Health, immunity to nonmagical damage, and melee attacks deal +6d12 force.
Void Implosion; Cost: 40% energy. Effect: Pulls all targets/creatures within 60 ft into a single point, dealing x2 force + restraining until the start of your next turn.
Pestilent Swarm; Cost: 35% energy. Effect: A 30-ft radius swarm of Daedric insects deals piercing + poison per round. At the start of each turn, targets must save or be blinded.
Eternity's Grasp; Cost: 45% energy. Effect: You freeze time for your targets for 1 minute. They can't act, take actions, or perceive time passing. When time resumes, they take x3 psychic.
Black desert spell effects
These are Black desert style dnd spells from ChatGPT AI and SH. "Pearl Abyss" owns the trademark to Black Desert.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing..
Black Desert effects
Black Spirit's Wrath; Unleash the chaotic essence of the Black Spirit, dealing necrotic and force damage in a 30-ft cone. Creatures hit must succeed on a Wisdom save or become frightened for 1 minute.
Cartian's Nightmare; You summon a phantom warzone that assaults enemies' minds. Enemies in a 40-ft radius take psychic damage each round and must make saves against madness effects. This madness is where the targets can either strike themselves, strike their allies or do both. Technically roll a 1d4 to determine this, where on a 1 they strike themselves in madness, on a 2 they strike their nearest ally, on a 3 they do both, and on a 4 they do neither thing to themselves or their allies. This costs 40% energy.
Serpent Ascension; A giant spectral serpent erupts from the ground, knocking enemies prone and coiling to restrain one Large or smaller creature for up to 1 minute.
Blooming Death; A flurry of spectral slashes explodes in a 20-ft radius, dealing slashing damage. On a failed Dex/Agility save, creatures/targets also bleed (damage over time) for 3 rounds.
Aal's Judgment; Costs 35% energy. Summon the wrath of Aal to smite your targets with radiant beams from the sky, dealing massive damage and banishing extraplanar creatures on a failed Charisma save. This deals x4 radiant damage.
Prime: Shadow Eruption; Costs 25% energy. Shadow energy bursts from beneath foes in a 15-ft radius, launching them upward. Enemies must make a Con save or be stunned until the end of your next turn.
Ocean's Tranquility; You conjure an aura of calming water that restores Health and removes frightened/charmed conditions for allies in a 30-ft radius for 3 rounds.
Grim Reaper's Judgment; Costs 45% energy. You take the form of the Reaper for 1 minute, gaining +5 advantage on attack rolls, +50% necrotic damage bonus, and life-steal equal to half damage dealt.
Spiral Torpedo; You spin forward in a blur of wind magic, moving up to 40 ft in a straight line, dealing magical bludgeoning and slashing damage to enemies you pass through.
Absolute: Meteor Shower; Costs 40% energy. You call down a barrage of meteors over a 40-ft radius. Each meteor deals fire and bludgeoning damage, igniting the area for 1 minute leving a small crater.
Dragon's Bite; Costs 35% energy. A spectral dragon head bites at a foe within 20 ft, dealing force damage and grappling them in its jaws for up to 3 rounds.
Prime: Spear of Sylvia; You throw a glowing spear of natural energy that explodes into roots, restraining enemies in a 15-ft radius.
Flow: Night Crow; You blink 20 ft in any direction, leaving behind an illusory afterimage that lasts 1 round. Enemies must make an Int save to distinguish you.
Black Wave; Costs 30% energy. A rolling tide of shadow crashes forward in a 60-ft line, dealing necrotic damage and pushing creatures 20 ft back.
Prime: Lightning Storm; Costs 35% energy. You create a persistent thunderstorm in a 30-ft radius for 3 rounds. Each round, random bolts strike, dealing lightning damage and possibly paralyzing targets. Roll a 1d100+luck to determine if the foes hit are paralyzed with a 50 or above result.
Flow: Seismic Smash; Costs 30% energy. You leap high and slam the ground, creating fissures in a 20-ft radius that deal bludgeoning damage and knock prone all creatures and targets.
Crimson Fang; Your weapon becomes wreathed in blood-red energy. On your next two melee attacks, you deal extra necrotic damage and heal for half the bonus damage dealt.
Flow: Shadow Slash; Teleport behind a creature within 30 ft and strike twice in one motion. If both hits land, the target must make a Con save or be blinded until the start of your next turn.
Prime: Solar Flare; Costs 30% energy. A blinding sphere of light erupts at a point within 60 ft, dealing radiant damage in a 20-ft radius. Creatures who fail a Con save are blinded for 1 minute (save ends at end of turn).
Maehwa's Petal Bloom; Unleash a swift storm of petal-like energy slashes in a 15-ft cone, dealing slashing damage and slowing movement by half until the start of your next turn.
Abyssal Flame; You conjure a swirling ball of black fire in your hand and hurl it up to 60 ft. On impact, it explodes in a 15-ft radius, dealing necrotic and fire damage and preventing healing for 1 minute if they pass their saving throw versus magic. If they don't, they disentigrate on the spot.
Prime: Black Spirit Rageburst; Cost 35% energy. Channel the Black Spirit's chaotic energy into a massive discharge, dealing force damage in a 30-ft radius. Any creature and targets reduced to 0% Health by this spell disintegrates.
Tidal Burst; Summon a crushing wall of water in a 20-ft line, dealing magical bludgeoning damage and knocking creatures prone. The area becomes difficult terrain until the end of your next turn.
Cartian's Field; A dome of swirling black energy appears in a 20-ft radius. Creatures inside take necrotic damage at the start of their turns and have -5 disadvantage on concentration checks.
Flow: Moonrise; Cost 25% energy. Leap into the air and slash downward with lunar energy in a 10-ft radius, dealing radiant damage. Enemies who fail a Dex/Agility save are also knocked prone for 1d10 rounds.
Prime: Godr-Ayed Burst; Cost 40% energy. Channel the unstable energy of the Godr-Ayed weapon from where it is into a blinding explosion. All creatures in a 25-ft radius take force and radiant damage, and magical effects in the area are dispelled as if by dispel magic.
Black Desert boss level effects
These Black Desert style DnD spells require 40% energy to cast and are Boss level spells crafted by AI.
Rift of Despair; You tear open a rift in reality, pulling enemies within 40 ft toward its center and stunning them for 1 round. At the end of your turn, the rift implodes, dealing massive x4 force damage.
Shadowstorm Barrage; Unleash a barrage of shadow projectiles in a 60-ft cone, each projectile dealing necrotic and piercing damage. Targets struck after one turn by this take cumulative critical damage. These projectiles last 1d6 rounds, once per turn.
Ocean's Wrath; Summon a colossal tidal surge, knocking enemies prone and dragging them 30 ft toward a point you choose before crashing down with x4 magical bludgeoning and cold damage.
Severing Moon Slash; A sweeping crescent-shaped blade of light travels 80 ft in a line, cutting through all creatures and objects, ignoring most magical defenses for x4 magical damages.
Void Collapse; Mark a location: after 2 rounds, that spot implodes with void energy, dealing unavoidable damage and banishing creatures to a demiplane for 1 minute.
Stone Titan's Grasp; Gargantuan stone hands erupt from the ground, restraining and crushing creatures in a 30-ft radius, dealing bludgeoning damage each round until they escape.
Ashen Breath; Exhale a cloud of molten ash in a 90-ft cone; creatures take x3 fire and poison damage, and the terrain becomes heavily obscured with burning embers that deal x2 fire damage.
Meteor Rain; Call down a series of flaming meteors, approximately 1d6 of them, over a wide area for 3 rounds, each impact dealing x4 fire and force damage, igniting flammable objects.
Black Blood Eruption; The ground bursts with inky black ichor that corrodes armor, deals x4 necrotic damage, and creates difficult terrain.
Eternal Chain Bind; Chains of spectral steel shoot from the ground, latching onto multiple targets. If the chains remain for 3 turns, they petrify the victims.
Nightmare Screech; Emit an ear-splitting wail that forces all targets and creatures in a 120-ft radius to make a Wisdom save or be frightened and incapacitated until the end of your next turn.
Soul Rend; Mark your targets with a mental mark, at the end of their turn, they suffer psychic and necrotic damage equal to half the damage it dealt that round.
Black Flame Serpent; Summon a giant shadow-flame serpent that slithers through the battlefield, biting enemies and leaving trails of burning darkness. It cannot be effected by attacks and deals x4 fire damage.
Cyclone Maelstrom; Create a spiraling windstorm that lifts creatures into the air, spinning them before hurling them to the ground with x4 force damage.
Death Petals; Summon an expanding wave of spectral petals that slice through armor, dealing x4 magical slashing and necrotic damage to all targets and creatures in a huge radius of 60'.
Dragonbone Pillar; A massive bone spike erupts from below, impaling targets and pinning them in place until destroyed or they escape by passing a Dex/Agility save.
Crimson Eclipse; Darken the sky in a 1-mile radius; enemies within are under dim light, have -5 disadvantage on saving throws, and take x4 radiant or necrotic damage at the start of each turn.
Obsidian Maul Slam; Leap into the air and crash down, creating a shockwave that sends creatures/targets flying back and topples structures in a 30-ft radius.
Chains of the Forgotten; Bind targets' shadows to the ground, preventing movement and inflicting x4 psychic damage each time they try to act.
Infernal Overrun; Conjure a herd of flaming spectral beasts that trample through enemies in a straight 100-ft line, knocking them prone for 1d10 rounds.
Stormforged Spear; Hurl a lightning-charged energy spear that explodes in a storm on impact, chaining lightning to up to 5 nearby enemies. Dealing x4 lightning damage.
Glass Shatter Nova; The ground crystallizes, then explodes into razor shards, dealing x4 magical piercing damage and reducing movement speed for 3 rounds.
Blackstar Detonation; Create a miniature black hole at a point; creatures are pulled in, crushed, and then the sphere detonates in a massive burst of void fire dealing x4 damage.
Ancient Guardian's Roar; A thunderous roar that bolsters allies and terrifies enemies -- allies gain temp Health and +5 advantage on attacks, enemies must flee or be paralyzed.
Soul Furnace; Trap enemies in a spectral cage of rotating runes, burning them with radiant fire that grows stronger the longer they remain trapped. The damage dealt is x3 fire and radiance per round. +30% more damage that adds up per turn. Those trapped in the cage can fight their way out of it, the cage has 50% health and 16 AC.
Ghost effect spells
These spells are for those that want to play with ghostly effects..generated by SH, Kittypoo and ChatGPT AI (c) 2025.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing..
Natural ghost effects
Freezing scream; This scream freezes the targets in their tracks for 1d10 rounds.
Ghostly imprint; This is where you cause by spirit imprint a mark on the target that takes things from you. The moment they give it back or give/sell it away the mark fades away. If there is a mark on the targets, then you can cause targets to do anything you want.
The pull; The pull is where a ghostly spirit arm pulls the targets towards the area intended about 10'. The targets can't get out of the grip until you decide to end the grip effect.
The push; The push is where your spirit spushes the targets towards the area intended about 10'.
The hold; This is where your spirit causes the targets to be held in place for 1d10 rounds. They are held in fear till the hold no longer lasts.
Cold Spot; Create a sudden drop in temperature in a 10 ft. cube. Creatures inside must make a Con save or shiver violently, giving them -5 disadvantage on their next attack roll.
Whispering Walls; For 1 minute, faint ghostly whispers echo from walls or floors. Only chosen targets/creatures hear them, possibly sowing paranoia.
Flicker Flame; A candle, lantern, or torch flickers wildly. The light briefly reveals spectral shadows, forcing nearby creatures to make a Wisdom save or be unsettled (-5 disadvantage on Perception until start of your next turn).
Phantom Footsteps; You create the sound of footsteps approaching, receding, or circling a target. If used in combat, the targets/creatures must succeed on a Wisdom save or waste their reaction believing something is near.
Eerie Knock; A spectral knock echoes at a door, chest, or wall. If directed at a creature, they must succeed on a Wisdom save or believe someone unseen is trying to get in (-5 disadvantage on Insight and Investigation for 1 minute).
Grave Chill; One creature must succeed on a Con save or take cold damage and be unable to regain health until the start of your next turn.
Phantom Caress; A ghostly hand touches a creature's shoulder. On a failed Wisdom save, the target is convinced they are being followed and frightened until end of their next turn.
Possession Flicker; Force your targets/creatures to make a Charisma save. On fail, for 1 round you can make them drop or mishandle an item as though a ghost jerked their arm.
Poltergeist Toss; Telekinetically fling a loose object (up to 10 lbs.) at a creature within 30 ft. The target must succeed on a Dex/Agility save or take magical bludgeoning.
Dreadful Reflection; This costs 15% energy. A target who looks into a reflective surface sees themselves as a corpse. On a failed Wisdom save, they are frightened until the start of their next turn.
Spirit Writing; This costs 15% energy. Messages scrawl themselves on walls, parchment, or floors. You may dictate them or leave them random and disturbing. Targets witnessing this must succeed on an Int save or believe the words are a direct message from the dead. The DM/GM make up the messages.
Wailing Moan; This costs 15% energy. A ghostly scream erupts in a 20 ft. cone. Creatures make a Wisdom save or take psychic damage and become frightened until end of their next turn.
Haunted Slumber; This costs 20% energy. Several sleeping targets/creatures suffers violent ghostly dreams. On a failed Wis save, the sleepers wakes exhausted, gaining exhaustion.
Spectral Attachment; This costs 20% energy. Place a ghostly tether on your targets/creatures. For the next 10 minutes, the creatures/targets hears phantom voices calling its name and occasionally feels tugged by unseen hands, imposing -5 disadvantage on concentration checks.
Ghostwalk; This costs 25% energy. For 1 minute, you partially phase into the ghost realm: Move through walls and objects as if difficult terrain. Speak into people's minds with haunting whispers. Enemies within 10 ft. have -5 disadvantage on saving throws against being frightened.
Wailing Echo; You emit a spectral wail; creatures of your choice within 30 ft must make a Wisdom save or be frightened until the end of their next turn. Undead are immune.
Spectral Shackles; This costs 15% energy. Ethereal chains bind a target’s spirit. On a failed Strength save, the creature’s speed is reduced to 0 and it cannot teleport or become incorporeal for 1 minute.
Haunted Step; Your footsteps leave chilling echoes. For 1 minute, every time you move, hostile creatures within 5 ft must succeed on a Wisdom save or suffer -5 disadvantage on their next attack.
Ectoplasmic Drip; You summon ghostly slime that clings to weapons or armor. The targets/creatures hit by it suffers -5 disadvantage on Strength checks and saving throws until the end of your next turn.
Fading Touch; Your hand passes through flesh, chilling the soul. On a melee spell attack hit, the creatures/targets must succeed on a Constitution save or take necrotic damage and lose their reaction until the end of its next turn.
Spirit's Lament; The battlefield fills with whispers of the dead. Hostile creatures within 20 ft must make a Wisdom save or take psychic damage and be unable to willingly move closer to you for 1 minute.
Corpse-Light Lantern; You conjure a small, floating will-o’-wisp–like flame that sheds pale light. The flame can flicker menacingly, granting you +5 advantage on Intimidation checks.
Ethereal Grasp; A ghostly hand emerges from the ground and grapples a creature. The hand is incorporeal and can restrain even creatures immune to being grappled, though they can still attempt Strength saves to break free.
Possession Flicker; This costs 25% energy. You briefly slip into another creature's/target's body. For 1 round, you control its movement but not its actions. A Charisma save negates.
Soul Lantern; You trap a fragment of a recently dead soul into a spectral lantern. For the next hour, you can ask it 3 questions as if under the effect of speak with dead, but the spirit is anguished and may resist. So roll a 1d100+luck and get a 50 or above result to hear its answer.
Misty Wraithform; You partially phase out of existence. For 1 round, attacks against you have -10 disadvantage, and you can move through creatures/targets as if they were difficult terrain.
Banshee's Breath; This costs 15% energy. You exhale a chilling spectral mist in a 15-ft cone. Creatures/Targets must succeed on a Constitution save or take cold and necrotic damage, plus be unable to speak above a whisper until their next turn.
Lingering Haunt; This costs 20% energy. You anchor a location with a spectral echo of yourself. For 1 hour, whenever your creatures/targets enters the area, they hear ghostly whispers and must succeed on a Wisdom save or suffer -10 disadvantage on their first attack roll in that space.
Eternal Shackles; This costs 30% energy. You bind a creature's/target's soul to its body. If it dies within 1 hour, it cannot be resurrected except by wish.
Unnatural ghost effects p1
Wail of Echoes; Range: 30 ft. Effect: Your targets/creatures must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Spectral Touch; Range: Touch. Hit/Damage: Melee spell attack. On hit, necrotic damage and target's speed is reduced by 10 ft. until start of your next turn.
Haunted Flicker; Range: 30 ft., 10 ft. radius. Effect: Creates flickering spectral lights for 1 minute. Invisible creatures or targets in the radius must make a Dexterity/Agility save or be outlined (as faerie fire) until end of your next turn.
Grave Whisper; Range: 30 ft. Effect: The targets/creatures must succeed on a Charisma save or have disadvantage on their next attack roll before the end of its next turn.
Phantom Step; Range: Self. Effect: Teleport to an unoccupied space you can see or sense. If you appear adjacent to a target/creature, it must make a Wisdom save or be frightened of you until end of its next turn.
Eerie Chains; Range: 30 ft. Effect: Target must succeed on a Strength save or be restrained until end of your next turn.
Spectral Lantern; Range: 30 ft. Duration: 1 hour (concentration). Effect: Summons a lantern that sheds dim light (20 ft. radius). Reveals invisible/ethereal creatures within 10 ft.
Haunting Presence; Range: 30 ft., 20 ft. radius. Duration: Concentration, up to 1 minute. Effect: Creatures/Targets in the area make a Wisdom save or suffer -5 disadvantage on Wisdom checks and saves. Re-roll save at end of each turn.
Phantom Grasp; Range: 60 ft. Effect: A ghostly hand grapples your creatures/targets. On a failed Strength save, the creatures/targets are restrained. Escape make a Will save of rolling a 1d20+will and getting a 10 or above.
Ghostly Veil; Range: Self. Duration: Concentration, up to 1 minute. Effect: Gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons.
Ectoplasmic Blast; This costs 15% energy. Range: 60 ft., 15 ft. radius sphere. Effect: Targets/Creatures make a Agility/Dexterity save. On fail: x2 necrotic + x2 cold damage, half on save.
Poltergeist's Push; This costs 15% energy. Range: 30 ft. radius centered on you. Effect: Each creature/target of your choice makes a Strength save or is pushed 10 ft. and knocked prone for 1d6 rounds.
Tormented Screams; This costs 15% energy. Range: 30 ft., 30 ft. cone. Effect: Creatures make a Wisdom save. On fail: x2 psychic damage and frightened until end of their next turn. Half damage on save.
Possession Veil; This costs 20% energy. Range: 30 ft. Effect: Several creatures/targets makes a Charisma save. On fail, you control their actions for 1 round (like dominate person). Undead are immune.
Spectral Army; This costs 20% energy. Duration: Concentration, up to 1 minute. Effect: Summon 3 ghostly warriors (AC 15, Health 100%, +5 to hit, necrotic damages). They act on your initiative and vanish at 0% Health.
Haunted Ground; This costs 20% energy. Range: 60 ft., 30 ft. radius. Duration: Concentration, up to 1 minute. Effect: Area becomes cursed. Enemies inside take necrotic damage at start of their turn and move at half speed.
Ethereal Chains; This costs 25% energy. Range: 60 ft. Effect: Targets makes a Charisma save or becomes bound. They cannot teleport, go invisible, or become incorporeal for 1 minute.
Revenant's Curse; This costs 25% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Effect: All targets and creatures are marked. Attacks against them by you or allies have +5 advantage.
Wailing Storm; This costs 25% energy. Range: 60 ft., 20 ft. radius. Duration: Concentration, up to 1 minute. Effect: At the start of each of its turns inside, your targets make a Constitution save or takes thunder + psychic damage.
Unnatural ghost effects p2
Phantom Host; This costs 30% energy. Range: 90 ft., 40 ft. radius. Duration: Concentration, up to 1 minute. Effect: Summon a swarm of spirits. Creatures/targets of your choice in area take x2 necrotic damage at start of their turn and must make a Wisdom save or be frightened.
Soul Drain; This costs 30% energy. Range: 30 ft. Effect: All targets make a Constitution save. On fail: x3 necrotic damage and its maximum Health is reduced by half the amount until long rest.
Ectoplasmic Form; This costs 35% energy. Range: Self. Duration: Concentration, up to 1 minute. Effect: Become incorporeal: fly 60 ft., pass through walls, resistance by reducing 1/2 all damage except force and radiant.
Haunting Dominion; This costs 35% energy. Range: 60 ft. Effect: Works as Dominate Monster but spectral. Targets are possessed by ghostly force that make them do what you want.
Spectral Eclipse; This costs 40% energy. Range: 300 ft., 200 ft. radius. Duration: Concentration, up to 1 minute. Effect: The area darkens. Enemies take x2 necrotic damage at start of turn. Undead allies gain +2 AC and deal necrotic damage.
Ghost Apocalypse; This costs 45% energy. Range: 1 mile radius, centered on you. Duration: Concentration, up to 10 minutes. Effect: A spectral army rises. Enemies take x2 necrotic damage at start of turn, must save or be frightened for 1d6 rounds, and undead allies gain resistance to all damage and +5 advantage on attacks.
Whispering Shade; Target hears ghostly whispers only they can hear, giving them a -10 disadvantage on their next attack or skill check. Creepy, unsettling, and subtle.
Wraithstep; You briefly become incorporeal, allowing you to move through up to 10 feet of solid objects or enemies without provoking attacks of opportunity.
Phantom Grasp; A spectral hand claws up from the ground, restraining a target for 1 minute unless they succeed a Strength save.
Ectoplasmic Shroud; This costs 15% energy. You cloak yourself in ghostly energy, gaining resistance to nonmagical weapon damage. Enemies striking you must make a Wisdom save or become frightened for 1 round.
Haunting Vision; This costs 15% energy. You conjure an illusion of a terrifying spirit. All creatures in a 20-foot radius must succeed on a Wisdom save or be frightened for 1 minute.
Soul Anchor; This costs 20% energy. You tether a creature's soul to its body. If they are reduced to 0 HP, they instead drop to 1 HP, but they suffer -5 disadvantage on all rolls until healed.
Howl of the Restless Dead; This costs 25% energy. You unleash the scream of countless spirits. All enemies in a 30-foot cone must succeed on a Constitution save or take psychic damage and be stunned until the end of their next turn.
Spirit Convergence; This costs 30% energy. You call forth wandering souls to aid you. Three ghostly allies manifest (similar to Spiritual Weapon or Unseen Servant) and act as spectral attackers or protectors for 10 minutes. They have your stats and 100% health.
Ghostwalk II; This costs 35% energy. You and up to 3 willing creatures shift partially into the Ethereal Plane for 1 hour, able to pass through walls and remain unseen by most creatures. You can interact with objects faintly, like poltergeists.
Shadow at the Door; Range: 60 ft. Duration: Concentration, up to 1 minute. Effect: You manifest a faint humanoid silhouette at the edge of a doorway, stairway, window, or corridor. Creatures/Targets who can see it must make a Wisdom saving throw. On a failed save, they believe something is watching them and suffer -5 disadvantage on Perception and Insight checks until the spell ends.
Core effect spells
These spells draw their power from the core of the planet and effect what you want upon the targets you had in mind. Generated by ChatGPT AI, Kittymoo and SH. Feel free to make use of them.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing..
Core elementalism; This costs 40% energy to cast. This causes the point of creation in idea to make what you think. It uses the core of the planet to power its effect. Think about it and you can form any element, including electricity and its thinking to be upon the targets with x4 the elemental damages of choice, healing quickly x4 the health or powering any device instantly.
Core Spark; You ignite a spark of molten rock, dealing fire damage and causing stone or metal objects to briefly glow red-hot.
Gravitic Pull; You create a minor gravitational tug, pulling a loose object or creature 5 feet closer to you.
Seismic Ripple; You stomp or strike the ground, sending out a tremor that destabilizes footing in a 10-foot radius. Roll a 10 on a 1d20 to cause your targets fall down.
Molten Touch; Your hands glow with inner heat, dealing fire damage on a hit and potentially softening metal or stone.
Magnetize; Infuses your target with magnetic force, pulling metal weapons toward or away from them.
Core Echo; You sense vibrations in the ground, granting tremorsense within 20 feet for the duration.
Eruption Burst; A geyser of magma erupts in a 10-foot radius, dealing fire damage and knocking creatures prone for 1d10 rounds.
Mantle Shield; You conjure a thin protective field of molten rock that absorbs fire and bludgeoning damage.
Subduction Grip; The ground pulls creatures downward, restraining them as if swallowed by tectonic plates.
Magma Weapon; This costs 15% energy to cast. You infuse a weapon with molten essence, causing it to deal fire + magical bludgeoning damage and melt armor.
Core Pulse; This costs 15% energy to cast. You release a radial wave of seismic energy, pushing creatures away 20' and damaging structures 15%.
Pressure Crush; This costs 15% energy to cast. Gravitational forces bear down on your targets, dealing heavy bludgeoning damage and possibly paralyzing them on a rolled 10 with a 1d20.
Lava Veins; This costs 20% energy to cast. You draw molten streams up through cracks in the ground, creating difficult terrain that burns creatures and targets.
Inner Fire; This costs 20% energy to cast. You ignite your targets/creatures' inner essence with core heat, granting them fire resistance and dealing fire damage to attackers.
Tectonic Shift; This costs 20% energy to cast. You shift a section of terrain (30 ft area), creating cliffs, trenches, or raising stone walls.
Planetary Chains; This costs 25% energy to cast. Gravitational shackles form around your targets, reducing their speed to 0 and forcing Constitution saves each turn to break free.
Mantle Torrent; This costs 25% energy to cast. You summon molten rivers to flood an area, dealing damage over time and reshaping terrain.
Core Implosion; This costs 25% energy to cast. You collapse space inward at a point, crushing creatures/targets in a 20-foot sphere with immense gravity.
Volcanic Wrath; This costs 30% energy to cast. You erupt like a living volcano, sending a cone of magma and ash outward for massive fire/poison damage of x3.
Gravity Well; This costs 30% energy to cast. Creates a 40-foot zone where gravity intensifies, reducing movement and pulling everything toward the center.
Molten Rebirth; This costs 30% energy to cast. If reduced to 0% Health, you may explode in molten energy, revive at 1% Health, and deal AoE fire damage.
Planet's Fury; This costs 35% energy to cast. Massive shockwaves shake the battlefield, collapsing buildings and knocking all enemies prone within 100 feet.
Mantle Storm; This costs 35% energy to cast. A storm of molten rock rains from above, creating lasting fiery craters dealing upon your targets x3 lava damages.
Core Ascension; This costs 40% energy to cast. You channel planetary essence, gaining flight of +40', fire immunity, and an aura that burns creatures/targets near you with x3 fire damages.
Planet's Heart; This costs 45% energy to cast. You call forth a fragment of the world’s molten core, creating a cataclysmic explosion of lava, seismic energy, and crushing gravity that reshapes the land permanently. This deals x5 lava energy damage.