Hollow Magic
Jan 3, 2023 18:09:49 GMT -6
Post by NPC on Jan 3, 2023 18:09:49 GMT -6
HOLLOW
Fairy Circle
Cost: 5 Hollow MP
Description: A mysterious circle of mushrooms springs up from the ground around the caster. Giggling whispers can be heard when you come near...
Effect: Creates a 10 foot circle. Restores 2 points of stamina to any allies in the circle when cast, and removes two points of mentality to any opponents that enter (or are otherwise moved into) the circle.
Grow Big!
Cost: 4 Hollow MP
Description: Sometimes with small objects it can be handy to actually have them grow bigger. That bird house over there? That’s my temporal home, watch this!
Effect: Casting this spell on an object can make them by the casters will grow up to six times in size, smaller than six times is possible, but sadly no bigger than that. Objects will also increase in weight. In battle for each increase you will need to cast each time and the size increase becomes irregular as its harder to focus, the objects won't be able to become twice the size with each time it is used but the caster can still cast on one piece six times before it has no effect on it anymore.
When cast on a weapon there size increases by ten centimeter and there is a bigger chance that the object will break or become more unwieldy to use. Giving the target who uses the weapon a -1 chance to attack or defend for each time the spell is cast to increase the size. And any armor piece it is cast on will have there size increasing every two centimeters to become more lose and easier to fall off the body by ten percent each time it happens to that particular piece. Roll a d10 each round to see if it happens for every armor piece it is cast on. Outside of battle the spell last for twelve hours or until dismissed.
"Gift" of Floating
Cost: 5 Hollow MP
Description: Your opponent suddenly begins to float, becoming light as a feather and rising above the ground! Shame they can't control it, and are stuck wheeling around in mid air.
Effect: The opponent gains the ability "Float" for 3 turns, but cannot control their movement and loses 3 agility. Opponent suffers no damage on returning to the ground.
Sounds of Life
Cost: 5 Hollow MP
Description: When before there was only a maddening silence, you can now actually hear what is going on around you.
Effect: User can cast it on themselves or another target. Negates the trait or ability ‘Deaf’ for three turns in battle. Can only affect those who are ‘Deaf’. Outside of battle works for 15 minutes.
Sight for the Blind!
Cost: 5 Hollow MP
Description: Darkness might be all you’ve ever known, but that’s sure to change now!
Effect: User can cast it on themselves or another target. Negates the trait or ability ‘Blind’ for three turns in battle, and allows the target in question to see again with the same sight that their race naturally possesses. Can only affect those who are ‘Blind’. Outside of battle works for 15 minutes.
Roar of Defiance
Cost: 3 Hollow MP
Description: You know some of those predatory species are on the top of the food chain, and they make it known loudly to their prey. Freezing them in place. Yet, with this spell, you can imitate them!
Effect: Caster only needs to open their mouth, and the sound of a “Roar” from some unknown or known species is heard loud and clear, causing the opponent to skip it's next turn in battle.
Mystique
Cost: 2 Hollow MP
Description: Do you dare know what happens in the great beyond?
Effect: No effect in battle, allows the user to communicate with the afterlife for a brief time.
Arcane Arrow
Cost: 4 Hollow MP
Description: Sends a single white, ethereal arrow whistling toward the target, piercing them as a normal arrow would. This arrow however, is made of pure magic, and will not ever miss.
Effect: 2 Physical Damage to one target.
Focus
Cost: 3 Hollow MP
Description: Focuses your magic into a single object, allowing it's power to be temporarily boosted. And it glows faintly, to boot! This is used to commonly infuse things such as your first, foot, or weapon.
Effect: Choose a physical "weapon" (fist, foot, fang, sword, etc). This "weapon" does 2x it's normal damage on the next turn.
Teleport Minor
Cost: 3 Hollow MP
Description: Allows the caster to teleport themselves (including their clothing) up to 6 yards in any direction. They cannot teleport themselves into an object (such as a wall), and must be able to see where they are teleporting to.
Effect: *see description*
Teleport Major
Cost: 6 Hollow MP
Description: Allows the caster to teleport themselves (including their clothing), and one other person or creature up to 1 mile in any direction. They cannot teleport themselves into an object (such as a wall), and must have seen (in the past) the place they are teleporting to, or be able to see it currently.
Effect: *see description*
Mass Teleport
Cost: 12 Hollow MP
Description: Allows the caster to teleport up to 6 creatures or people up to 10 miles in any direction. They cannot teleport themselves into an object (such as a wall), and must have seen (in the past) the place they are teleporting to, or be able to see it currently.
Effect: *see description*
Foresight
Cost: 6 Hollow MP
Description: Caster will be able to briefly predict the future.
Effect: In battle, the caster will be able to dodge all physical attacks of the opponent the next turn. They will also be able to dodge all magic attacks, unless it's one that is 'unavoidable' like a lightning bolt. Outside of battle, the caster can predict the next 'major' event, like an on-coming storm, or an encounter with a wild creature.
Isolate Mind
Cost: 3 Hollow MP
Description: The target's mind is magically shielded from others, but though this defends them from mental assaults, it also keeps them from using certain attacks as well.
Effect: One target gains psychic immunity for the next three turns, but they cannot use psychic attacks during this time, either. All the target's empathetic links or telepathy are also rendered useless for the time this spell is in effect.
Recycle Energy
Cost: 3 Hollow MP
Description: Takes the energy from an unconscious or dead creature or humanoid and uses it to enhance the caster's own power. Generally looked down upon greatly by those mages who consider themselves to be 'good people'.
Effect: May only be used on a target whose stamina is 0 or lower. Takes 2 stamina from the target (doing further damage to them) and allows the caster to gain 1 strength or resistance (they choose) point for the battle's duration.
Arcane Blast
Cost: 10 Hallow MP
Description: A huge explosion rips at everything within 15 feet, including the caster. Usually used as a "last resort" for desperate mages.
Effect: Effects ALL creatures and players on the battlefield, including the caster. Each target will receive damage equal to the total of 2 10-sided dice rolled. Each target gets it's own "roll". (so each target takes anywhere from 2 to 20 damage).
Summon Illusion
Cost: 5 hollow MP
Description: The user sends forth an illusion, being in whatever form they choose (bat, snake, cute little bunny, ect).
Effect: Illusion taunts or distracts the foe for three turns, causing them to loose 1/4th their dexterity. Illusion can never actually hurt the opponent, just make them more susceptible to attacks.
Pressurize
Cost: 3 Hollow MP
Description: First you can't breathe, then you can't move, and finally it feels as if you're being constricted. it's as if you have been thrown into the deepest reaches of the ocean and now you can feel yourself being crushed. Don't worry it won't hurt for too long... if you're lucky.
Effect: 2 physical damage
Clone
Cost: 6 Hollow MP
Description: Are you here? Or possibly there? With this spell you are able to make a clone of yourself out of magic. This will confuse your opponents greatly as they won't know which one you are until they land a hit. Though the clone can't physically attack they'll take the heat off of you while you work up your next move.
Effect: All attacks against you have 1/2 accuracy. Lasts for three turns.
Mass Clone
Cost: 12 Hollow MP
Description: Are you here? Or possibly there? With this spell you are able to make five clones of yourself out of magic. This will confuse your opponents greatly as they won't know which one you are until they land a hit. Though the clone can't physically attack they'll take the heat off of you while you work up your next move.
Effect: All attacks against you have 1/6th accuracy. Lasts for three turns.
Strengthen
Cost: 4 Hollow MP
Description: Every muscle in your body seems to be fueled by an unexplained energy. You feel as if you could crush boulders, moves mountains, and most of all you feel as if you could destroy your opponent.
Effect: +2 strength for two turns
Tech Bane
Cost: 8 hollow MP
Description: The caster summons an aura which blocks and jams all technology in the area. They cannot be found on a radar, if they are near any sort of electronic device it will stop working. Even robots seem to go haywire when the caster draws near.
Effect: Disables robots in battle -See description-
Bullet Rush
Cost: 6 Hollow MP
Description: The caster's skin seems to take on an unusual metallic quality as they rush towards their opponent slamming into them with force comparative to that of a speeding bullet.
Effect: 4 physical damage
Eye of the Falcon
Cost: 2 Hollow MP
Description: By using this spell you seem to be able to see farther and you're more accurate with your attacks to boot! Your eyes even seem to change when you use this spell looking slightly reminiscent of a falcon's, pretty nifty.
Effect: In every day use it grants the caster a form of higher vision so to speak. In battle it doubles your accuracy. Lasts for either one hour, or three turns in battle.
Loved
Cost: 1 Hollow MP
Description: The caster sends small cartoonish hearts towards someone they admire, or someone they wish to taunt. Either way it's a nice gesture to let someone know that you love them, even if they want to tear your throat out.
Effect: No effect in battle, but it's cute right?
Dream Walk
Cost: 8 Hollow MP
Description: Have you ever been curious as to what your best friend, or your favorite pet might be dreaming? Simply cast this spell and find out, but there could be repercussions. After all not everyone wants their privacy invaded during their most intimate dreams!
Effect: Not used in battle -see description-
Push
Cost: 2 Hollow MP
Description: You seem o be able to use a telekinetic power to push things away from yourself. It is rumored you can even deflect bullets, well that is if you're skilled enough to do so and practice quite a bit.
Effect: Allows caster to move objects outside of battle, when used in battle it causes 1 physical damage to target.
Voice
Cost: 1 Hollow MP
Description: Everyone has at one point or another wanted to sound like someone else, whether it be out of necessity or just for a prank using this spell will allow you to do do. The spell is not limited to voices you can also copy animal calls, bird song, the tolling of a large bell. The possibilities are endless.
Effect: No effect in battle, -See description-
Shout
Cost: 1 Hollow MP
Description: Whatever noise comes out of your mouth next, it's very very loud. You can be easily heard by anyone within' a mile radius. Really, a mile!
Effect: No effect in battle, -See description-
Create Shurikens
Cost: 5 Hollow MP
Description: Three small throwing stars magically appear with a puff of smoke. They can be thrown (physically), and are completely tangible.
Effect: Summons Item (shuriken), which disapears after one hour, or until they are thrown and make contact with an enemies' body.
Blind
Cost: 10 Hollow MP
Description: The user can cause the opponent to become blind for four turns.
Effect: The opponent gains the trait 'Blind' for four turns.
Deafen
Cost: 5 Hollow MP
Description: The user can cause the opponent to become deaf for four turns.
Effect: The opponent gains the trait "Deaf" for four turns.
Hush
Cost: 5 Hollow MP
Description: The user can cause the opponent to become mute for four turns.
Effect: The opponent gains the trait "Mute" for four turns.
Slow
Cost: 7 Hollow MP
Description: The user can cause the opponent to become slower and more sluggish for four turns.
Effect: The opponent looses 1/2 their "speed" for four turns. In addition to this, the opponent looses 1/4th their dexterity for four turns.
Weaken
Cost: 12 Hollow MP
Description: The user can cause the opponent to become weak and more vulnerable for four turns.
Effect: The opponent looses 1/4th their strength and 1/4th their resistance for four turns.
Twisting Heart
Cost: 7 Hollow MP
Description: The user can temporarily divert a Golem's devotion from its owner to the caster.
Effect: The user temporarily switches a Golem’s “one” from the owner to itself. This lasts three turns, and can only effect the Golems of the element the caster chooses - but he can cast this spell many times to choose additional elements. This is the only spell that can effect a creature with the “heart of the guardian” ability
Enchant Rope
Cost: 4 Hollow MP
Description: If there is a rope available, the user can enchant it to dance and weave like a serpent, becoming errect in the air. If somebody knew how to climb a rope, they could surely use it to get to any height they desired.. if the rope was long enough of course. Though you may want to climb quickly, for after five minutes, the rope becomes limp again!
Effect: *no effect in battle*
Shining Key
Cost: 3 Hollow MP
Description: The User creates a shining 'skeleton' key that unlocks a great sum of gates, doors, and padlocks. Can only be used once. Does not open Magically Sealed Objects.
Effect: *no effect in battle*
Spectral Key
Cost: 6 Hollow MP
Description: The User creates a spectral 'skeleton' key that unlocks anything. Can only be used once. It even unlocks magically sealed objects!
Effect: *no effect in battle*
Conjure Food
Cost: 5 Hollow MP
Description: The user conjures up to 1/2 pound of edible food. The food may take on any form or flavor, and does provide nourishment.
Effect: *no effect in battle*
Hover Disk
Cost: 3 Hollow MP
Description: An invisible disk appears, allowing the caster to get on top of it and hover in what seems to be thin air!
Effect: Allows the user to 'levitate' - as per the move for up to three turns, or 1/2 hour out of battle.
Protective Bubble
Cost: 7 Hollow MP
Description: A large protective bubble appears around the caster. This bubble, though beautiful, appears to have un-natural strength, and protects the user until it "pops" on it's own accord.
Effect: Prevents all damage (but not secondary effects) of all attacks on the user for the next two turns. The user cannot attack (but can use moves/abilities that have non-damaging effects) during that time.
Endure
Cost: 2 Hollow MP
Description: Bless one creature with extra endurance for the duration of the battle.
Effect: Target receives +1 stamina until the end of the battle.
Empower
Cost: 2 Hollow MP
Description: Bless one creature with extra power for the duration of the battle.
Effect: Target receives +1 strength until the end of the battle.
Defend
Cost: 2 Hollow MP
Description: Bless one creature with extra defense for the duration of the battle.
Effect: Target receives +1 resistance until the end of the battle.
Quicken
Cost: 2 Hollow MP
Description: Bless one creature with extra speed for the duration of the battle.
Effect: Target receives +1 dexterity until the end of the battle.
Bless
Cost: 2 Hollow MP
Description: Bless one creature with extra magic power for the duration of the battle.
Effect: Target receives +1 mentality until the end of the battle.
Scry
Cost: 3 Hollow MP
Description: You leave you body behind, leaving it vulnerable, and get to go off as a spirit. You can use this spell to explore places you plan on infiltrating, or use it to check up on you pets at home while in the beyond without actually leaving, though you can't interact with any physical beings.
Effect: *no effect in battle*
Magic Shield
Cost: 3 Hollow MP
Description: You create a magic, impenetrable shield in-front of your hand. The shield is only visible when something hits it. The shield is twice the width of your hand, and twice the length.
Effect: Creates a shield with 10 resistance that will protect you from damage for two turns. The effect ends immediately if the shield is "broken" by receiving damage equal to or greater than 10.
Growth
Cost: 7 Hollow MP
Description: This spell can be used on the Caster, an ally, or a pet. The target doubles in size, and in strength.
Effect: The target's Size, Stamina, and Strength double, but their Dexterity is cut in half. This spell lasts 10 minutes.
Shrink
Cost: 7 Hollow MP
Description: You cast a spell on a target, causing them to shrink to 1/4 their normal size, weakening them.
Effect: Your target is shrunk to half their normal size. Their Stamina and Strength is cut in half, but their Dexterity is doubled. This spell lasts 10 minutes.
Animate Toy Minor
Cost: 8 Hollow MP
Description: If you have a small plushy with you it can help you out in battle with this spell, or serve as a temporarily playmate for a couple of hours, how neat!
Effect: Casting this spell on a small plushy whose species is designed for land dwellers (walking on two or four legs) gives the toy a resembles to life by looking just a tad more real then one would expect and gains a mental link to the one who casted the spell. It follows a preset of moves designed in battle, or if commanded to play with your pet, does exactly that! It even makes cute sounds that doesn’t make any sense! In battle toy has 3 Stamina, 0 Strength, 2 Resistance, 7 Dexterity, 3 Mentality and uses the moves Dodge and Snitch to inconvenience your opponent for three rounds in battle or until the toy is destroyed before time runs out. If the spell is cast on a plushy designed after water-dwellers such as a fish it has the same preset of moves but its stats are changed due to soaking up the water and becomes 3 Stamina, 0 Strength, 4 Resistance, 5 Dexterity and 3 Mentality. Outside of battle last for three hours.
Animate Toy Major
Cost: 15 Hollow MP
Description: If you have an extra large toy with you it can help you out in battle with this spell, or serve as a temporarily playmate for a couple of hours, how neat!
Effect: Casting this spell on a large plushy whose species is designed for land dwellers (walking on two or four legs) gives the toy a resembles to life by looking just a tad more real than one would expect and gains a mental link to the one who casted the spell. It follows a preset of moves designed in battle, or if commanded to play with your pet, does exactly that! It even makes cute sounds that doesn’t make any sense! In battle toy has 5 Stamina, 0 Strength, 5 Resistance, 7 Dexterity, 3 Mentality and uses the moves Dodge and Holy Shield to help defend the caster against their opponent for three rounds in battle or until the toy is destroyed before time runs out. If the spell is cast on a plushy designed after water-dwellers such as a Plaithor it has the same preset of moves but its stats are changed due to soaking up the water and becomes 5 Stamina, 0 Strength, 7 Resistance, 5 Dexterity and 3 Mentality. Outside of battle last for four hours.
Hollow Hand
Cost: 1 Hollow MP
Description: Ever find yourself just one hand short of something? Or do you ever need to do something simple across the room but you don’t want to get off the couch? The Hollow Hand can help with that!
Effect: Briefly conjures an ethereal-looking but quite-physical hand to do one quick task for the caster. The Hand can not ever do harm to anyone, nor can it take damage in the place of its master.
Hollow Helper
Cost: 5 Hollow MP
Description: Just like you wouldn’t hire a gardener to work the whole day just to trim one bush, you wouldn’t contract a Servant just for one measly (uncomplicated) job. Do you need the dishes washed or the yard mowed? A Hollow Hand wouldn’t do the trick, but a Hollow Helper definitely would! Whatever the task, an appropriately specialized Helper will appear to get it done.
Effect: Conjures an appropriate Helper to help the caster with one specific job. Disappears after either six hours or the completion of it’s designated responsibility - whichever comes first. The Helper can not ever do harm to anyone, nor can it take damage in the place of its master.
Stretch Bond
Cost: 5 Permanent MP
Description: Stretch the bond that connects a Mage with their familiar across all of space to no longer require them to stay close to survive.
Effect: Permanently sacrifice 5MP, which will forever on be useless. In return, the caster’s familiar is no longer bound to a distance limit.
Bad Penny
Cost: 1 Hollow MP
Description: Ever lost that thingamabob in your house or somewhere? This spell will bring it to you!
Effect: If you currently own an item, and you have lost it, you may use this spell to make it 'turn up' like a bad penny. Basically, the item may have been lost far from you, but this spell will make it show up within your sight 'right in front of your face' at the nearest convenience. This could also be used to creep your neighbors out if you use it on their trash or a token that looks like it spells doom but really doesn't... This doesn't work for magical items at all, or crystals or nodes for that matter.
Animate Utility
Cost: 4 Hollow MP
Description: Ever wanted to have your broom clean your house for you by itself? Ever wanted to entertain your pet by having the toy 'play' for you? Use of this utility spell allows for just that!
Effect: For 24 hours, a single non-statted item will 'interact' in a specific way. IE: A plush will play with your pet, a bucket will tip to feed your pets at certain intervals, or your broom will clean your home. This does not confer stats to any item, and will not allow for the harm of any living being larger than a shrew.
Leyline Whisperer
Cost: 5 Hollow MP
Description: The user casts a spell on theirself while in the mansion, calling to them the gifts of the mansion's strange fugue.
Effect: For the next 5 posts, IF you would roll to get a 'collectible' at the mansion, an extra collectible is given at that time, up to only one. This can only be used once every 20 mansion posts regardless of 'days'- so even if your MP refills, you can't use this again until the 20 posts have passed. The 20 posts starts on the first post you mention this spell being used (please put it at the bottom of your post).
Glimmer's Boon
Cost: 20 Hollow MP
Description: A very lucky creature feels more comfortable in the mines than in the above-land for a small amount of time!
Effect: For the next 25 posts from the start of using this spell, a single pet (your choice) becomes a mining familiar in effect only. However, this can only be used once every 50 posts in the mines, regardless of 'days'- so even if your MP refills, you can't use this again until the 50 posts have passed! The 50 posts starts on the first post you mention this spell being used (please put it at the bottom of your post).
Phantomize!
Cost: 7 Hollow MP
Description: The caster suddenly melds into the substances around them, to escape an enemy?
Effect: The user uses Intangible body as per the move; but this can only be used once per day.
Glim Blast
Cost: 10 Hollow MP
Description: Strange Fae magic is called upon, and a request is made. Suddenly, the opponent is barraged by small amounts of damage!
Effect: Deals 1 Damage of each element to the opponent consecutively until each element has had damage done to the opponent from Glim Blast this turn. If the opponent has a resistance or immunity to an element, then the single damage of that type is removed. If the opponent has a weakness to an element, that damage is doubled to 2 damage. All of the damage is otherwise nonresistable and flat.
Wild Blast
Cost: 10 Hollow MP
Description: The spirit of the land is called upon, and a request is made. Suddenly, a blast of elemental damage is produced mimicking the current season!
Effect: Deals 5 Damage that is simultaneously the two elements that are supported by the current on-site official season. This damage is noneresistable and flat, being halved (rounded up) only by a matching elemental resistance, or reduced to 0 by a matching elemental immunity. BOTH of the elements must be resisted or the pet must be immune to both in order to change the damage. If the foe is weak to either one, it deals double damage regardless of the other. (Winter: 'Cold and Light', Spring: 'Water and Wind', Summer: 'Fire and Earth', Fall: 'Shadow and Psychic.)
Foxtrot
Cost: 15 Hollow MP
Description: When used for the day, it allows an owner to meld minds with a single pet of their choosing, with heavy restrictions.
Effect: The user moves their consciousness and senses, for 24 hours, into that of a specific pet. The owner can only switch into a pet they own, and only one that has 100+ loyalty to the owner. The master's body is left behind and remains 'asleep' for the entire day. At this point, the owner's consciousness is trapped in the pet's body for a day, with the pet still IN the body as well. Both the owner and the pet have control over the body during this time- and can fight the owner. In addition, the owner cannot use any magic during this time period. Remember that the owner cannot do anything the pet couldn't do before this, including speak, and the owner still retain's their usual intelligence during this time. As you can imagine, upon waking, the owner's body is tired as if it wasn't sleeping, is even more hungry than usual, and probably requires extra care to make sure that it stays healthy for a while. Can only be used once a week!
Spirit Festival
Cost: 10 Hollow MP
Description: The user uses their magic to lay to rest any 'undead' creature, at least for 24 hours.
Effect: A single creature with Eidolon Endeavor, or Blessing of Shadows, is forced to 'sleep' for 24 hours. For some reason, they are not able to be harmed during that 24 hours, though, as they seem to be encased in a magical protective barrier.
Witch's Gift
Cost: 15 Hollow MP
Description: A strange blessing that seems more curse than boon, is it worth it to you?
Effect: This is a one time ever use spell. Whatever MP is used to cast it, is permanently lost and can never refill again. This basically sucks the energy out of nodes permanently, and must be documented! HOWEVER, from here on out you may have a single familiar that is power level 3 or less, under the regular familiar rules. Was this worth that heavy a loss? Many would disagree.
A Wolf among Sheep
Cost: 15 Hollow MP
Description: Whatever happened to cause creatures around you to fear your presence, at least with this spell you’ll be able to hide its presence from them for a couple of hours, and actually get things done the way you’re hoping for.
Effect: Caster uses this spell on themselves to shield their aura and thus their trait ‘The Thing’ for eight hours, allows them to work with creatures not their own for a while without scaring them into a catatonic state just by being near them. No effect in battle. No effect on skill points costing less then what it normally is.
Cloud of Imagination
Cost: 1 Hollow MP
Description: When speech is impossible, when forming a sign language is impossible, there is still always a way.
Effect: A white cloud forms above the being’s head that can when focused on it clearly, will display the being’s thought in how they normally think. It could be the words of their own language (or any other secondary script language so long as they know it well), it could maybe event be in pictures that they use in their mind to think. Whatever the case may be, it will still rely on others to know the language or be able to decipher the pictures in order to get what the being is saying to them. Spell lasts until dismissed.
Name: Draining Beam
Cost: 5 Hollow MP
Description: A strange light shines from nowhere, and suddenly you feel very, very tired.
Effect: Reduces an opponent’s strength by 2.
Name: Reset
Cost: 8 Hollow MP
Description: You snap your fingers, and suddenly the flow of mana returns to normal, as if the spells were never cast.
Effect: All multi-turn effects of spells currently in play are cancelled (ex. Being asleep for multiple turns, lasting stat reductions, continually damaging effects, etc.). MP is not reset.
Name: Double Take
Cost: 8 Hollow MP
Description: Your opponent’s body twitches and spasms before repeating the exact same action as before, whether they like it or not.
Effect: Your opponent repeats the same action they did last turn, regardless of whether it was an attack that can only be used once per battle or is already in effect (ex. Screech, fly).
Bolster
Cost: 3 Hollow MP
Description: The caster expends some of their own magic to bolster a single ally's magic.
Effect: A single ally's spells deal double damage or effect for the next three turns. During the time, the caster cannot perform any magic.