Mana Ball
Spell Access Level: Common
Mana Cost: See Description
Potion / Rune / Scroll / Wand: No / Yes / Yes / Yes
Cast Time: 1 Standard Action
Range: Medium
Duration: Instant
Create a Tiny ball of mana that can be launched in any direction at a target dealing 1 SD damage 2 MC to it. The balls can be sent one at a time or multiple can be created that launch in different directions. It also gains effects depending on the Mana Affinity of the caster. Each ball can cost 1 MC each and only have the affinity effect applied without dealing damage or 3 MC to deal damage and have the affinity effect.
- Fire – The ball deals fire damage and ignites flammable objects.
- Water – The ball deals water damage and provides the Soaked condition for 1 round per 1 additional MC used.
- Earth – The ball deals earth and bludgeoning damage to break through barriers with a Hardness DC less than the MC used.
- Air – The ball deals air damage and also causes Dainty objects to be thrown in to air that are within 5 feet of the ball and clears smoke within 5 feet of it.
- Electricity – The ball deals shock damage and provides the Stunned condition for 1 round per 1 additional MC used.
- Cold – The ball deals cold damage and provides the Chilled condition for 1 round per 1 additional MC used.
- Light – The ball deals light damage and provides the Brightened condition for 1 round per 1 additional MC used.
- Shadow – The ball deals shadow damage and provides the Blind condition for 1 round per 1 additional MC used.
- Acid – The ball deals acid damage and provides the Burned condition for 1 round per 1 additional MC used.
- Ethereal – The ball deals ethereal damage and gives the Prone condition to ethereal creatures for 1 round per 1 additional MC used.
- Divine – The ball deals divine damage and gives the Blighted condition for 1 round per 1 additional MC used.
- Psychic – The ball deals psychic damage and provides the Shaken condition for 1 round per 1 additional MC used.
- Qi – The ball deals qi damage and provides the Nauseated condition for 1 round per 1 additional MC used.
- Life – The ball heals the target’s HP instead of damage and Stabilizes the target for 1 round per 1 additional MC used.
- Death – The ball deals death damage and provides the Decayed condition for 1 round per 1 additional MC used.
- Time – The ball deals time damage and provides the Fatigued condition for 1 round per 1 additional MC used.
- Gravity – The ball deals gravity damage and also causes Dainty objects to be gathered into it that are within 5 feet of the ball.
- Null – The natural attacks deal damage to the target’s MP instead of HP and Nullifies any spell, rune, or magic item whose Spell DC is less than the MC used in the spell.
- Joy – The ball deals joy damage and provides a +1 bonus per 1 MC used to Empathy Save for 1 round per 1 additional MC used.
- Sorrow – The ball deals sorrow damage and provides the Flat Footed condition for 1 round per 1 additional MC used.
- Fear – The ball deals fear damage and provides the Frightened condition for 1 round per 1 additional MC used.
- Anger – The ball deals anger damage and provides the Enraged condition for 1 round per 1 additional MC used.
- Love –The ball deals love damage and makes the target Favorable towards the caster for 1 round per 1 additional MC used.
- Hate –The ball deals hate damage and makes the target Unfavorable towards the caster for 1 round per 1 additional MC used.
- Neutral – The ball deals neutral damage and provides the Tranquil condition for 1 round per 1 additional MC used.