Entropy spells (Origins)

Entropy spells are spells that enable mages to cripple their enemies by attacking their life force.

Slowing Spells
Weakness

Activated

Range:

The caster drains a target of energy, inflicting penalties to attack and defense, as well as reducing its movement speed unless it passes a physical resistance check.

Paralyze

Activated

Range:

The caster saps a target's energy, paralyzing it for a time unless it passes a physical resistance check, in which case its movement speed is reduced instead.

Miasma

Sustained

Range:

While this mode is active, the caster radiates an aura of weakness, forcing penalties to attack and defense on nearby hostile targets, whose movement speed also slows unless they pass a physical resistance check.

Mass Paralysis

Activated

Range:

All hostile targets in the area are paralyzed for a short time unless they pass a physical resistance check, in which case their movement speed is reduced instead.

Hexes
Vulnerability Hex

Activated

Range:

The target suffers a hex that inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance.

Affliction Hex

Activated

Range:

A contagious hex inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance on the target and all others nearby, possibly including the caster's allies.

Misdirection Hex

Activated

Range:

The target suffers a hex of inaccuracy, so that all hits become misses and critical hits become normal hits.

Death Hex

Activated

Range:

The target suffers a hex of lethal bad luck, so that all normal hits against it become critical hits.

Sleep Spells
Daze

Activated

Range:

The caster engages in subtle mental manipulation that dazes the target for a short time.

Horror

Activated

Range:

The caster forces a target to cower in fear, unable to move, unless it passes a mental resistance check. Targets already asleep when the spell is cast cannot resist its effect and take massive spirit damage.

Sleep

Activated

Range:

All hostile targets in the area fall asleep unless they pass a mental resistance check, although they wake when hit. Sleeping enemies cannot resist the Horror spell, which will inflict additional damage.

Waking Nightmare

Activated

Range:

Hostile targets are trapped in a waking nightmare unless they pass a mental resistance check. They are randomly stunned, attack other enemies, or become the caster's ally for the duration of the effect. Enemies that are already asleep cannot resist.

Draining Spells
Drain Life

Activated

Range:

The caster creates a sinister bond with the target, draining its life energy to heal.

Death Magic

Sustained

Range:

While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster.

Curse of Mortality

Activated

Range:

The caster curses a target with the inevitability of true death. While cursed, it cannot heal or regenerate health and takes continuous spirit damage.

Death Cloud

Activated

Range:

The caster summons a cloud of leeching entropic energy that deals continuous spirit damage to all who enter. Friendly fire possible.