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Hero Wars: Varanis
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== Spells == '''Befuddle''' Ranged spell * Recharge 11+ after battle Target: One nearby creature with 40 hp or fewer Attack: Intelligence + Level vs. MD Hit: The target is confused until the end of your next turn. Natural Even Miss: The target is dazed until the end of your next turn. '''Charm Person''' Ranged spell * Daily Target: One nearby creature with 40 hp or fewer Special: This spell cannot be cast during combat or on a target that has rolled initiative to fight. Attack: Intelligence + Level vs. MD Hit: The target believes you are their friend until you or your allies take hostile action against them. (Attacking their normal allies is okay.) If you or your allies attack the target or order the target to attack its normal allies, the target can roll a normal save to break the charm effect during its turn each round. Special: On a miss, the spell is not detectable by most others unless you miss by 4+ or roll a natural 1, in which case the target and its allies knows what you tried to do and will usually be angry about it. '''Soundburst''' Ranged spell * Daily Target: 1d4 nearby enemies in a group Attack: Intelligence + Level vs. PD Hit: 5d6 + Intelligence thunder damage, and the target is dazed until end of your next turn. Miss: Half damage, and deal thunder damage equal to your level to each of your allies engaged with the target. '''Terror''' Ranged spell * Daily Target: One nearby creature with 50 hp or fewer. Attack: Intelligence + Level vs. MD Hit: The target uses all its actions during its turn to move away from the battle, disengaging from enemies to do so (hard save ends, 16+). If it fails to disengage with all of its actions, it won't take opportunity attacks by moving. The effect also ends when you or one of your allies attacks the target. Miss: 1d10 + Intelligence psychic damage. Adventurer Feat: When you miss with this spell, you regain it after the battle.
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