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#ActualAll Names Taken

Posted 11 December 2012 - 09:22 PM

In a sandbox fantasy game I've wanted to include a system of spell making which allows the player to create new spells. I felt things like effect/duration sliders seemed to take one out of the experience alittle so I had the follow idea.

Spells are made up of runes, these runes can be found around the world and when combined in a certain order create a new spell. Each rune has a property of a spell attached to it and runes come under three (iterative) categories.

Effects
The core element of the spell, what it does, be it light things on fire, heal, put them to sleep.

Execution
How the spell is delivered, does it shot out as a fireball, rain down from the heavens, etc.

Enhance
Makes the spell last longer, increases the potency of the effect.

All spells need an effect and most need an execution. The effects are further split into the six Arts of magic which a player invests their points into, Arcane, Dark, Elemental, Mystical, Primal, Spiritual. So I'm trying to think of runes mostly for effects and which art they fall under, so I was hoping you guys could give me some ideas.

EFFECT RUNES

Arcane (Magic of time and space)
Warp: Target instantly travels to a nearby location.
Teleport: Target can be moved to a location chosen on the map.
Portal: Has two functions, sets a location for a portal or creates a portal linking to a previously set location.

Dark (Magic of death and evil)
Raise Undead: Creates a servile undead creature (may have many sub varieties like Raise Zombie, Raise Skeleton).
Necromancy: Cast on a corpse creates a subservient spirit that can directly aid or bestow information.
Health Drain: Targets health is transferred to the caster.
Mana Drain: Targets mana is transferred to the caster.
Curse: Target becomes hindered/debuffed in some way.
Summoning: Summons a demonic creature to fight for the caster (again may have varieties of demons).

Elemental (Magic of Fire, Ice and Thunder) Maybe earth, water and wind too.
Fire: Creates damaging flames.
Cold: Creates damaging ice.
Lightning: Creates damaging electricity.

Mystic (Magic of the Mind)
Sleep: Target falls asleep until awoken.
Berserk: Target will turn on foe in a frenzied attack, but will turn on the caster once finished with them.
Peace: Target loses its aggressive tendencies for the time being.
Charm: Target instantly likes you and will be more responsive in conversation and such, but may become angry when effect wears off.
Control: Target is at the casters command and will act as an obedient ally as long as the effect lasts.
Paralyze: Target can't move until effects wear off.
Phantasm: A ghostly duplicate of the target is created who will help the caster.

Primal (Magic of the Wild)
Entangle: Creates entangling thorny growth.
Ambrosia: Creates a small bush of healing fruit.
Swarm: A magical swarm of insects chases after enemies of the caster.
Shape-shift: Caster/Target becomes a half man(woman) half animal creature (varieties may include wolf, bear, panther and possibly rat, hawk, shark and others).
Polymorph: Caster chooses an initial 'animal' target which is unaffected, the next target of the spell is transformed into that animal for a time.

Spiritual (Magic of the Gods)
Heal: Target recovers health.
Bless: Target becomes enhanced/buffed.
Exorcism: Undead/Demon targets are harmed/debuffed.

EXECUTION RUNES
No Rune: Effect occurs to an adjacent target or caster themselves. (e.g. Healing hand type spell, melee shock)
Projectile: Effect travels a direct path until it collides with a target. (e.g. bolt of fire)
Instant: Effect occurs instantaneously on the target in the casters sights. (e.g. freezing a target on the spot)
Falling: Effect falls from the sky towards a target. (e.g. a rain of fire)
Wave: Effect spreads out as it travels (shotgun effect).
Beam: Effect travels along a direct path passing through targets till it reaches the extent of its range (e.g. dragon breath/flamethrower).
Pillar: Effect forms a column rising to the sky.
Wall: Effect forms a horizontal wall.
Aura: Effect all within a proximity to caster.
Resist: Target becomes protected from effect.
Imbue: Targets items will produce the effect (e.g. sword with electricity, arrows have an ice effect).

ENHANCEMENT RUNES
Empower: Effect is more potent.
Constance: Effects duration is extended.
Blast: Effect spreads over an area from where it connects on target.
Multiple: Spell happens several times (e.g. volley of ice shards)
Seek: Spell will veer towards its target.
Infect: The effect will spread to others nearby.

So yes, some are more filled out than others so any ideas for spell effects would be great.

#5All Names Taken

Posted 11 December 2012 - 09:21 PM

In a sandbox fantasy game I've wanted to include a system of spell making which allows the player to create new spells. I felt things like effect/duration sliders seemed to take one out of the experience alittle so I had the follow idea.

Spells are made up of runes, these runes can be found around the world and when combined in a certain order create a new spell. Each rune has a property of a spell attached to it and runes come under three (iterative) categories.

Effects
The core element of the spell, what it does, be it light things on fire, heal, put them to sleep.

Execution
How the spell is delivered, does it shot out as a fireball, rain down from the heavens, etc.

Enhance
Makes the spell last longer, increases the potency of the effect.

All spells need an effect and most need an execution. The effects are further split into the six Arts of magic which a player invests their points into, Arcane, Dark, Elemental, Mystical, Primal, Spiritual. So I'm trying to think of runes mostly for effects and which art they fall under, so I was hoping you guys could give me some ideas.

EFFECT RUNES

Arcane (Magic of time and space)
Warp: Target instantly travels to a nearby location.
Teleport: Target can be moved to a location chosen on the map.
Portal: Has two functions, sets a location for a portal or creates a portal linking to a previously set location.

Dark (Magic of death and evil)
Raise Undead: Creates a servile undead creature (may have many sub varieties like Raise Zombie, Raise Skeleton).
Necromancy: Cast on a corpse creates a subservient spirit that can directly aid or bestow information.
Health Drain: Targets health is transferred to the caster.
Mana Drain: Targets mana is transferred to the caster.
Curse: Target becomes hindered/debuffed in some way.
Summoning: Summons a demonic creature to fight for the caster (again may have varieties of demons).

Elemental (Magic of Fire, Ice and Thunder) Maybe earth, water and wind too.
Fire: Creates damaging flames.
Cold: Creates damaging ice.
Lightning: Creates damaging electricity.

Mystic (Magic of the Mind)
Sleep: Target falls asleep until awoken.
Berserk: Target will turn on foe in a frenzied attack, but will turn on the caster once finished with them.
Peace: Target loses its aggressive tendencies for the time being.
Charm: Target instantly likes you and will be more responsive in conversation and such, but may become angry when effect wears off.
Control: Target is at the casters command and will act as an obedient ally as long as the effect lasts.
Paralyze: Target can't move until effects wear off.
Phantasm: A ghostly duplicate of the target is created who will help the caster.

Primal (Magic of the Wild)
Entangle: Creates entangling thorny growth.
Ambrosia: Creates a small bush of healing fruit.
Swarm: A magical swarm of insects chases after enemies of the caster.
Shape-shift: Caster/Target becomes a half man(woman) half animal creature (varieties may include wolf, bear, panther and possibly rat, hawk, shark and others).
Polymorph: Caster chooses an initial 'animal' target which is unaffected, the next target of the spell is transformed into that animal for a time.

Spiritual (Magic of the Gods)
Heal: Target recovers health.
Bless: Target becomes enhanced/buffed.
Exorcism: Undead/Demon targets are harmed/debuffed.

EXECUTION RUNES
No Rune: Effect occurs to an adjacent target or caster themselves. (e.g. Healing hand type spell, melee shock)
Projectile: Effect travels a direct path until it collides with a target. (e.g. bolt of fire)
Instant: Effect occurs instantaneously on the target in the casters sights. (e.g. freezing a target on the spot)
Falling: Effect falls from the sky towards a target. (e.g. a rain of fire)
Wave: Effect spreads out as it travels (shotgun effect).
Beam: Effect travels along a direct path passing through targets till it reaches the extent of its range (e.g. dragon breath/flamethrower).
Pillar: Effect forms a column rising to the sky.
Wall: Effect forms a horizontal wall.
Aura: Effect all within a proximity to caster.
Resist: Target becomes protected from effect.
Imbue: Targets items will produce the effect (e.g. sword with electricity, arrows have an ice effect).

ENHANCEMENT RUNES
Empower: Effect is more potent.
Constance: Effects duration is extended.
Blast: Effect spreads over an area from where it connects on target.
Multiple: Spell happens several times (e.g. volley of ice shards)
Seek: Spell will veer towards its target.
Infect: The effect will spread to others nearby.

So yes, some are more filled out than others so any ideas for spell effects would be great.

#4All Names Taken

Posted 11 December 2012 - 09:21 PM

In a sandbox fantasy game I've wanted to include a system of spell making which allows the player to create new spells. I felt things like effect/duration sliders seemed to take one out of the experience alittle so I had the follow idea.

Spells are made up of runes, these runes can be found around the world and when combined in a certain order create a new spell. Each rune has a property of a spell attached to it and runes come under three (iterative) categories.

Effects
The core element of the spell, what it does, be it light things on fire, heal, put them to sleep.

Execution
How the spell is delivered, does it shot out as a fireball, rain down from the heavens, etc.

Enhance
Makes the spell last longer, increases the potency of the effect.

All spells need an effect and most need an execution. The effects are further split into the six Arts of magic which a player invests their points into, Arcane, Dark, Elemental, Mystical, Primal, Spiritual. So I'm trying to think of runes mostly for effects and which art they fall under, so I was hoping you guys could give me some ideas.

EFFECT RUNES

Arcane (Magic of time and space)
Warp: Target instantly travels to a nearby location.
Teleport: Target can be moved to a location chosen on the map.
Portal: Has two functions, sets a location for a portal or creates a portal linking to a previously set location.

Dark (Magic of death and evil)
Raise Undead: Creates a servile undead creature (may have many sub varieties like Raise Zombie, Raise Skeleton).
Necromancy: Cast on a corpse creates a subservient spirit that can directly aid or bestow information.
Health Drain: Targets health is transferred to the caster.
Mana Drain: Targets mana is transferred to the caster.
Curse: Target becomes hindered/debuffed in some way.
Summoning: Summons a demonic creature to fight for the caster (again may have varieties of demons).

Elemental (Magic of Fire, Ice and Thunder) Maybe earth, water and wind too.
Fire: Creates damaging flames.
Cold: Creates damaging ice.
Lightning: Creates damaging electricity.

Mystic (Magic of the Mind)
Sleep: Target falls asleep until awoken.
Berserk: Target will turn on foe in a frenzied attack, but will turn on the caster once finished with them.
Peace: Target loses its aggressive tendencies for the time being.
Charm: Target instantly likes you and will be more responsive in conversation and such, but may become angry when effect wears off.
Control: Target is at the casters command and will act as an obedient ally as long as the effect lasts.
Paralyze: Target can't move until effects wear off.
Phantasm: A ghostly duplicate of the target is created who will help the caster.

Primal (Magic of the Wild)
Entangle: Creates entangling thorny growth.
Ambrosia: Creates a small bush of healing fruit.
Swarm: A magical swarm of insects chases after enemies of the caster.
Shape-shift: Caster/Target becomes a half man(woman) half animal creature (varieties may include wolf, bear, panther and possibly rat, hawk, shark and others).
Polymorph: Caster chooses an initial 'animal' target which is unaffected, the next target of the spell is transformed into that animal for a time.

Spiritual (Magic of the Gods)
Heal: Target recovers health.
Bless: Target becomes enhanced/buffed.
Exorcism: Undead/Demon targets are harmed/debuffed.

EXECUTION RUNES
No Rune: Effect occurs to an adjacent target or caster themselves. (e.g. Healing hand type spell, melee shock)
Projectile: Effect travels a direct path until it collides with a target. (e.g. bolt of fire)
Instant: Effect occurs instantaneously on the target in the casters sights. (e.g. freezing a target on the spot)
Falling: Effect falls from the sky towards a target. (e.g. a rain of fire)
Wave: Effect spreads out as it travels (shotgun effect).
Beam: Effect travels along a direct path passing through targets till it reaches the extent of its range (e.g. dragon breath/flamethrower).
Pillar: Effect forms a column rising to the sky.
Wall: Effect forms a horizontal wall.
Aura: Effect all within a proximity to caster.
Resist: Target becomes protected from effect.
Imbue: Targets items will produce the effect (e.g. sword with electricity, arrows have an ice effect).

ENHANCEMENT RUNES
Empower: Effect is more potent.
Constance: Effects duration is extended.
Blast: Effect spreads over an area from where it connects on target.
Multiple: Spell happens several times (e.g. volley of ice shards)
Seek: Spell will veer towards its target.
Infect: The effect will spread to others nearby.

So yes, some are more filled out than others so any ideas for spell effects would be great.

#3All Names Taken

Posted 11 December 2012 - 09:21 PM

In a sandbox fantasy game I've wanted to include a system of spell making which allows the player to create new spells. I felt things like effect/duration sliders seemed to take one out of the experience alittle so I had the follow idea.

Spells are made up of runes, these runes can be found around the world and when combined in a certain order create a new spell. Each rune has a property of a spell attached to it and runes come under three (iterative) categories.

Effects
The core element of the spell, what it does, be it light things on fire, heal, put them to sleep.

Execution
How the spell is delivered, does it shot out as a fireball, rain down from the heavens, etc.

Enhance
Makes the spell last longer, increases the potency of the effect.

All spells need an effect and most need an execution. The effects are further split into the six Arts of magic which a player invests their points into, Arcane, Dark, Elemental, Mystical, Primal, Spiritual. So I'm trying to think of runes mostly for effects and which art they fall under, so I was hoping you guys could give me some ideas.

EFFECT RUNES

Arcane (Magic of time and space)
Warp: Target instantly travels to a nearby location.
Teleport: Target can be moved to a location chosen on the map.
Portal: Has two functions, sets a location for a portal or creates a portal linking to a previously set location.

Dark (Magic of death and evil)
Raise Undead: Creates a servile undead creature (may have many sub varieties like Raise Zombie, Raise Skeleton).
Necromancy: Cast on a corpse creates a subservient spirit that can directly aid or bestow information.
Health Drain: Targets health is transferred to the caster.
Mana Drain: Targets mana is transferred to the caster.
Curse: Target becomes hindered/debuffed in some way.
Summoning: Summons a demonic creature to fight for the caster (again may have varieties of demons).

Elemental (Magic of Fire, Ice and Thunder) Maybe earth, water and wind too.
Fire: Creates damaging flames.
Cold: Creates damaging ice.
Lightning: Creates damaging electricity.

Mystic (Magic of the Mind)
Sleep: Target falls asleep until awoken.
Berserk: Target will turn on foe in a frenzied attack, but will turn on the caster once finished with them.
Peace: Target loses its aggressive tendencies for the time being.
Charm: Target instantly likes you and will be more responsive in conversation and such, but may become angry when effect wears off.
Control: Target is at the casters command and will act as an obedient ally as long as the effect lasts.
Paralyze: Target can't move until effects wear off.
Phantasm: A ghostly duplicate of the target is created who will help the caster.

Primal (Magic of the Wild)
Entangle: Creates entangling thorny growth.
Ambrosia: Creates a small bush of healing fruit.
Swarm: A magical swarm of insects chases after enemies of the caster.
Shape-shift: Caster/Target becomes a half man(woman) half animal creature (varieties may include wolf, bear, panther and possibly rat, hawk, shark and others).
Polymorph: Caster chooses an initial 'animal' target which is unaffected, the next target of the spell is transformed into that animal for a time.

Spiritual (Magic of the Gods)
Heal: Target recovers health.
Bless: Target becomes enhanced/buffed.
Exorcism: Undead/Demon targets are harmed/debuffed.

EXECUTION RUNES
No Rune: Effect occurs to an adjacent target or caster themselves. (e.g. Healing hand type spell, melee shock)
Projectile: Effect travels a direct path until it collides with a target. (e.g. bolt of fire)
Instant: Effect occurs instantaneously on the target in the casters sights. (e.g. freezing a target on the spot)
Falling: Effect falls from the sky towards a target. (e.g. a rain of fire)
Wave: Effect spreads out as it travels (shotgun effect).
Beam: Effect travels along a direct path passing through targets till it reaches the extent of its range (e.g. dragon breath/flamethrower).
Pillar: Effect forms a column rising to the sky.
Wall: Effect forms a horizontal wall.
Aura: Effect all within a proximity to caster.
Resist: Target becomes protected from effect.
Imbue: Targets items will produce the effect (e.g. sword with electricity, arrows have an ice effect).

ENHANCEMENT RUNES
Empower: Effect is more potent.
Constance: Effects duration is extended.
Blast: Effect spreads over an area from where it connects on target.
Multiple: Spell happens several times (e.g. volley of ice shards)
Seek: Spell will veer towards its target.
Infect: The effect will spread to others nearby.

So yes, some are more filled out than others so any ideas for spell effects would be great.

#2All Names Taken

Posted 11 December 2012 - 09:21 PM

In a sandbox fantasy game I've wanted to include a system of spell making which allows the player to create new spells. I felt things like effect/duration sliders seemed to take one out of the experience alittle so I had the follow idea.

Spells are made up of runes, these runes can be found around the world and when combined in a certain order create a new spell. Each rune has a property of a spell attached to it and runes come under three (iterative) categories.

Effects
The core element of the spell, what it does, be it light things on fire, heal, put them to sleep.

Execution
How the spell is delivered, does it shot out as a fireball, rain down from the heavens, etc.

Enhance
Makes the spell last longer, increases the potency of the effect.

All spells need an effect and most need an execution. The effects are further split into the six Arts of magic which a player invests their points into, Arcane, Dark, Elemental, Mystical, Primal, Spiritual. So I'm trying to think of runes mostly for effects and which art they fall under, so I was hoping you guys could give me some ideas.

EFFECT RUNES

Arcane (Magic of time and space)
Warp: Target instantly travels to a nearby location.
Teleport: Target can be moved to a location chosen on the map.
Portal: Has two functions, sets a location for a portal or creates a portal linking to a previously set location.

Dark (Magic of death and evil)
Raise Undead: Creates a servile undead creature (may have many sub varieties like Raise Zombie, Raise Skeleton).
Necromancy: Cast on a corpse creates a subservient spirit that can directly aid or bestow information.
Health Drain: Targets health is transferred to the caster.
Mana Drain: Targets mana is transferred to the caster.
Curse: Target becomes hindered/debuffed in some way.
Summoning: Summons a demonic creature to fight for the caster (again may have varieties of demons).

Elemental (Magic of Fire, Ice and Thunder) Maybe earth, water and wind too.
Fire: Creates damaging flames.
Cold: Creates damaging ice.
Lightning: Creates damaging electricity.

Mystic (Magic of the Mind)
Sleep: Target falls asleep until awoken.
Berserk: Target will turn on foe in a frenzied attack, but will turn on the caster once finished with them.
Peace: Target loses its aggressive tendencies for the time being.
Charm: Target instantly likes you and will be more responsive in conversation and such, but may become angry when effect wears off.
Control: Target is at the casters command and will act as an obedient ally as long as the effect lasts.
Paralyze: Target can't move until effects wear off.
Phantasm: A ghostly duplicate of the target is created who will help the caster.

Primal (Magic of the Wild)
Entangle: Creates entangling thorny growth.
Ambrosia: Creates a small bush of healing fruit.
Swarm: A magical swarm of insects chases after enemies of the caster.
Shape-shift: Caster/Target becomes a half man(woman) half animal creature (varieties may include wolf, bear, panther and possibly rat, hawk, shark and others).
Polymorph: Caster chooses an initial 'animal' target which is unaffected, the next target of the spell is transformed into that animal for a time.

Spiritual (Magic of the Gods)
Heal: Target recovers health.
Bless: Target becomes enhanced/buffed.
Exorcism: Undead/Demon targets are harmed/debuffed.

EXECUTION RUNES
No Rune: Effect occurs to an adjacent target or caster themselves. (e.g. Healing hand type spell, melee shock)
Projectile: Effect travels a direct path until it collides with a target. (e.g. bolt of fire)
Instant: Effect occurs instantaneously on the target in the casters sights. (e.g. freezing a target on the spot)
Falling: Effect falls from the sky towards a target. (e.g. a rain of fire)
Wave: Effect spreads out as it travels (shotgun effect).
Beam: Effect travels along a direct path passing through targets till it reaches the extent of its range (e.g. dragon breath/flamethrower).
Pillar: Effect forms a column rising to the sky.
Wall: Effect forms a horizontal wall.
Aura: Effect all within a proximity to caster.
Resist: Target becomes protected from effect.
Imbue: Targets items will produce the effect (e.g. sword with electricity, arrows have an ice effect).

ENHANCEMENT RUNES
Empower: Effect is more potent.
Constance: Effects duration is extended.
Blast: Effect spreads over an area from where it connects on target.
Multiple: Spell happens several times (e.g. volley of ice shards)
Seek: Spell will veer towards its target.
Infect: The effect will spread to others nearby.

So yes, some are more filled out than others so any ideas for spell effects would be great.

#1All Names Taken

Posted 11 December 2012 - 09:19 PM

In a sandbox fantasy game I've wanted to include a system of spell making which allows the player to create new spells. I felt things like effect/duration sliders seemed to take one out of the experience alittle so I had the follow idea.

Spells are made up of runes, these runes can be found around the world and when combined in a certain order create a new spell. Each rune has a property of a spell attached to it and runes come under three (iterative) categories.

Effects
The core element of the spell, what it does, be it light things on fire, heal, put them to sleep.

Execution
How the spell is delivered, does it shot out as a fireball, rain down from the heavens, etc.

Enhance
Makes the spell last longer, increases the potency of the effect.

All spells need an effect and most need an execution. The effects are further split into the six Arts of magic which a player invests their points into, Arcane, Dark, Elemental, Mystical, Primal, Spiritual. So I'm trying to think of runes mostly for effects and which art they fall under, so I was hoping you guys could give me some ideas.

EFFECT RUNES

Arcane (Magic of time and space)
Warp: Target instantly travels to a nearby location.
Teleport: Target can be moved to a location chosen on the map.
Portal: Has two functions, sets a location for a portal or creates a portal linking to a previously set location.

Dark (Magic of death and evil)
Raise Undead: Creates a servile undead creature (may have many sub varieties like Raise Zombie, Raise Skeleton).
Necromancy: Cast on a corpse creates a subservient spirit that can directly aid or bestow information.
Health Drain: Targets health is transferred to the caster.
Mana Drain: Targets mana is transferred to the caster.
Curse: Target becomes hindered/debuffed in some way.
Summoning: Summons a demonic creature to fight for the caster (again may have varieties of demons).

Elemental (Magic of Fire, Ice and Thunder) Maybe earth, water and wind too.
Fire: Creates damaging flames.
Cold: Creates damaging ice.
Lightning: Creates damaging electricity.

Mystic (Magic of the Mind)
Sleep: Target falls asleep until awoken.
Berserk: Target will turn on foe in a frenzied attack, but will turn on the caster once finished with them.
Peace: Target becomes loses its aggressive tendencies for the time being.
Charm: Target instantly likes you and will be more responsive in conversation and such, but may become angry when effect wears off.
Control: Target is at the casters command and will act as an obedient ally as long as the effect lasts.
Paralyze: Target can't move until effects wear off.
Phantasm: A ghostly duplicate of the target is created who will help the caster.

Primal (Magic of the Wild)
Entangle: Creates entangling thorny growth.
Ambrosia: Creates a small bush of healing fruit.
Swarm: A magical swarm of insects chases after enemies of the caster.
Shape-shift: Caster/Target becomes a half man(woman) half animal creature (varieties may include wolf, bear, panther and possibly rat, hawk, shark and others).
Polymorph: Caster chooses an initial 'animal' target which is unaffected, the next target of the spell is transformed into that animal for a time.

Spiritual (Magic of the Gods)
Heal: Target recovers health.
Bless: Target becomes enhanced/buffed.
Exorcism: Undead/Demon targets are harmed/debuffed.

EXECUTION RUNES
No Rune: Effect occurs to an adjacent target or caster themselves. (e.g. Healing hand type spell, melee shock)
Projectile: Effect travels a direct path until it collides with a target. (e.g. bolt of fire)
Instant: Effect occurs instantaneously on the target in the casters sights. (e.g. freezing a target on the spot)
Falling: Effect falls from the sky towards a target. (e.g. a rain of fire)
Wave: Effect spreads out as it travels (shotgun effect).
Beam: Effect travels along a direct path passing through targets till it reaches the extent of its range (e.g. dragon breath/flamethrower).
Pillar: Effect forms a column rising to the sky.
Wall: Effect forms a horizontal wall.
Aura: Effect all within a proximity to caster.
Resist: Target becomes protected from effect.
Imbue: Targets items will produce the effect (e.g. sword with electricity, arrows have an ice effect).

ENHANCEMENT RUNES
Empower: Effect is more potent.
Constance: Effects duration is extended.
Blast: Effect spreads over an area from where it connects on target.
Multiple: Spell happens several times (e.g. volley of ice shards)
Seek: Spell will veer towards its target.
Infect: The effect will spread to others nearby.

So yes, some are more filled out than others so any ideas for spell effects would be great.

PARTNERS