I pick 5
If one lands on this, take a free magic book
Heydude's magic shop (effects can be inverted)
Mastacheese's tome of arsony:
Passive: Fire immunity, you are immune to the effects of all tiles that involve being burned (you can still be lit on fire by tiles, you just won't suffer any effects)
Spell: Arson, One can light a tile on fire in addition to giving it a tile effect (only works on landing tiles, not pass over ones) cooldown:2 turns
Spell: Fireball, Select a player within a 5 tile range and roll two d6s. If the caster's D6 is higher than the target's by 2, light him on fire. If the caster rolls a 1, remove fire immunity for 2 turns and light the caster and his tile on fire. If the target's roll is higher than the caster's by 1, the target has 2 turns of fire immunity and his tile is on fire for 3 turns.
Cooldown: 3 turns
Spell: Summon fire elemental (12 health), The Caster summons a fire elemental one tile in front of him, the fire elemental will roll a d4 to determine how many tiles forward it will move. The caster may swap his own dice with the fire Elemental's dice in order make it move forward further. Please note, the elemental's die is hidden. If the elemental is standing on a burning tile, they will roll a d3 (if it is a 2 or a 3 it procs, it only fails on 1) to determine whether or not they will cast Fireball on a random player (including the caster). It goes through fire-immunity. If an elemental lands on the same tile as a player, that player and his tile are lit on fire for 2 turns. (does not go through fire immunity). If it encounters slippery tiles, they are no longer slippery and the elemental loses 3 health, if it walks through an ice wall remove 6 health and the ice wall is destroyed, if it lands on an ice elemental subtract the difference in health and the elementals have their health reduced( Example, fire elemental has 3 health and ice has 12. 12-3=9, the ice elemental now has 9 health and the fire elemental is dead)A caster can only summon one elemental at a time. 5 turn cooldown.
Spell: Trailblazer, If the caster is on fire or standing on a tile that is on fire, the fire is extinguished (even if it's a tile) and every tile that the caster passes over is lit on fire for 2 turns (that is the duration of the fires, not the duration of Trailblazer). 3 turn cooldown
Elsa's book on castle architecture
Passive: sturdy, immune to slipping or being tossed in the air
Spell: Cold shoulder, if the caster shares a tile with another player, freeze them for 2 turns which skips their turn, cooldown 2 turns
Spell: Ice wall, creates a wall one tile behind the caster that blocks players for 2 turns( that is the duration of time the wall is up, not how long it blocks players) May be destroyed by fire. Cooldown 5 turns
Spell: Icey floor, select one tile in a 5 tile range and turn it into a slippery tile, If a player passes over a slippery tile they have a chance of slipping and stopping right at the tile. Cooldown 2 turns
Spell: Ice elemental (12 health), summons an ice elemental that rolls a d4 for movement, any tiles it lands on transform into slippery tiles, if they land on the same tile as a player, the player is affected by cold shoulder. Every turn the elemental rolls a d6. if it rolls a 6, it casts an ice wall. If it encounters fire tiles, they are extinguished and remove 3 health, if it lands on a fire elemental subtract the difference in health and the elementals have their health reduced( Example, fire elemental has 3 health and ice has 12. 12-3=9, the ice elemental now has 9 health and the fire elemental is dead) Cooldown 5 turns
Flabort's book on antimagic
Spell:Spellsteal, select a player within 5 tiles and a random spell with sufficient cooldown will be selected (if the weilder of this book has waited 5 turns they can randomly cast 5 cooldown spells), cast that spell (only subtract the cooldown from the caster rather than reset it). Cooldown unlimited
Spell: Mana drain: choose a player within a 5 tile range, their cooldwon is reset to zero. Cooldown 3 turns
Spell:Stasis, remove all of the casters buffs and debuffs for 2 turns (including spellcasting ability, cooldown is reset), they are also immune to tile effects. Cooldown unlimited
Spell:Dispel, choose a tile within a 5 tile range and remove it's effect for 3 turns (except shops). 4 tile range and does 4 damage if one targets elementals instead. cooldown 3 turns
Spell:Power up, the next spell the player casts has unlimited range and it's effects are boosted. Manadrain will effect all players on the map, Stasis will remove the debuffs or buffs of your choosing permanently, and dispel will remove a tile permanently. cooldown, 5 turns
HOW DO SPELLS WORK?
Spells can be cast before moving ,except Arson which is cast while choosing a tile effect.
Each player has a cooldown counter which starts at zero, each turn it increases by one. If one decides to cast a spell it is reset to zero. for example if a player has 7 cooldown and they cast arson (which costs 2 cooldown) they will have zero cool-down left. Summons have their own personal cooldown which only begins to count once the summon is dead. It can still reset other cooldowns and other cooldowns can reset it but it will not count up as long as the summon is alive. EXAMPLE: I summon fire elemental, 6 turns pass and I have 6 cooldown, I cannot summon another elemental since mine is still alive, so I cast Arson instead. Another 5 turns pass and I have 5 cooldown, my summon dies and now I have to wait another 5 turns before I can summon another, I cast fireball instead. Another 5 turns pass and I summon another one.
If a player is in the same tile of an enemy summon they will fight. This rolls a d6 and the summon's health is subtracted from the d6 unless a 1 is rolled. If a 1 is rolled the summon is healed 3 health.
Ps :tell me what you guys think about the balance of spells for the moment.