Rising Plasma
Spell | Rising Plasma |
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Effects Summary | This spell is a part of the Spark spell chain and rune stone. This spell brings forth molten plasma from under the ground up slowly to cover the battlefield. You and your friends are safely lifted into the air by the currents created by the heat of the plasma. Ground-based enemy targets though are stuck within the burning plasma, receiving 7d20 magic damage and burns. |
Effects | This spell is a part of the Spark spell chain and is found in the Spark rune stone. This spell brings forth molten plasma from under the ground up slowly to cover the battlefield. You and your friends are safely lifted into the air by the currents created by the heat of the plasma. Ground-based enemy targets though are stuck within the burning plasma, receiving 7d20 magic damage and burns. Stat Cost: 30 Soul |
Level Effects Summary | Level 2 Upgrade: Increase damage by 2d12. Level 3 Upgrade: Increase damage by 2d12. Level 4 Upgrade: Increase damage by 2d12. |
Level 2 Effects | Level 2 Upgrade: Increase damage by 2d12. Stat Cost: 40 Soul |
Level 3 Effects | Level 3 Upgrade: Increase damage by 2d12. Stat Cost: 50 Soul |
Level 4 Effects | Level 4 Upgrade: Increase damage by 2d12. Stat Cost: 60 Soul |
Rune Stone Effect | N/A |
Stat Cost | 30 Soul, +10 per additional level |
Casting Speed | 3, +1 per level |
Range & Area | battlefield |
Success Rate | Level 1: 50/80 Level 2: 40/70 Level 3: 30/60 Level 4: 20/50 |
Cost to Acquire | This is a Tier 3 spell Level 1: 75/150 |
0 reviews: Unrated
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