Spells

Felintion 2 - 6 Range / 4AP
Steals HP in the Water element and repels enemies. Heals and repels allies.
In the event of a critical hit, increases the number of casts per target by 1.
In the event of a critical hit, increases the number of casts per target by 1.
Normal effects
32 to 35 (Water steal)
Heal: 10% of max HP
Pushes back 2 cell(s)
Critical effects
38 to 41 (Water steal)
Heal: 10% of max HP
Increases the maximum number of times Felintion can be cast per target by 1
Pushes back 2 cell(s)
Other characteristics
Probability of Critical Hit
1/35
Uses per turn
2
Number of casts per turn per target
1
Modifiable range
No
Line of sight
Yes
Cast in a straight line only
Yes
Target necessary
Yes