Mage Spells |
Healer Spells |
"A low level mage spell, Burst focuses the energy of the caster into a
material form, and launches it at the target. The effects of this attack differ
based on the caster's divinity..."
The most basic damaging spell in a
mage's arsenal. Casts a basic magical projectile at the target of the spell.
This projectile causes an amount of damage based on the casters level and int.
statistic. The exact form the the projectile depends on the divinity of the
caster.
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stoneskin: Mage Spell - Obtained
at level 1, casting cost 20 mana
"Stoneskin endows the caster with an aura of protective energy, as if they
were made of solid rock."
The target of the spell has their skin
magically hardened for a limited period of time. The target's armor stat gains a
temporary bonus until the spell wears off.
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unkelming: Mage Spell - Obtained
at level 3, casting cost 7 mana
"Uncle Mings Magic Monsterspell! Quick, easy, no-stick monsters in just
mere minutes!"
Upon casting this spell the mage is able to summon a
single creature. The creature varies depending on the casters divinity. Up to
five creatures may be summoned at time. The creature will serve the caster and
his companions and attack anything that seems hostile (anything not in the
caster's party). If the caster or a member of the casters party should attack
the creature, the creature will no longer be under the control of the caster and
will attack anything in sight.
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mingster: Mage Spell - Obtained at
level 6, casting cost 10 mana
"Ming's Magic Steroids - this spell endows it's target with great
strength, making him incredibly powerful in battle!"
The target of the
spell recieves a magical boost of might. They target's str. stat gets a
temporary bonus until the spell wears off.
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sap: Mage Spell - Obtained at level 6,
casting cost 10 mana
"The Sap spell allows the caster to drain physical energy from his
opponents, weakening them significantly."
The target of the spell has
their strength temporarily drained from them. They target's str. stat gets a
temporary penalty until the spell wears off.
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zot: Mage Spell - Obtained at level 9,
casting cost 5 mana
no information is available in the acedemia on this spell
An
improvement of the burst spell, this spell deals much more damage than
its weaker counterpart. Casts a magical projectile at the target of the spell.
This projectile causes an amount of damage based on the casters level and int.
statistic. The exact form the the projectile depends on the divinity of the
caster.
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iwuganti: Mage Spell - Obtained at
level 10 (?), casting cost 20 mana
"A centuries old spell originated by the Goblins of the Emagge Forest,
this spell is rumored to have the powre to render it's caster INVISIBLE..."
The target of this spell becomes completely transparent for the duration
of the spell. They cannot be seen at all. However, they can be detected if they
perform any physical action such as attacking, casting other spells, eating or
drinking.
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enchant: Mage Spell - Obtained at
level 13, casting cost 1/2 of maximum mana
no information is available in the acedemia on this spell
This
powerful spell magically enhances a weapon or piece of armor, causing it to glow
with magical energy. Weapons become sharper and easier to weild, while enchanted
armor is able to absorb much more damage than normal armor. This enhancement of
the item is permanent.
There are three levels of enchantment, designated by
the glow of the effected item. As the sorcerer advances in experience, they are
able to cast the spell to a higher degree. A dull glow signifies the
least powerful enchantment, a soft glow is the second level of the ward,
and an item shining bright ly has the most powerful form of enchantment.
There are rumors of a fourth level of enchantment, where the effected item glows
with a brilliant shine, but it is said only the gods themselves are able
to cast the spell with such power. Weapons and body armor (robes, breast plates
etc.) can have the enchant upgraded by simply casting a more powerful enchant
upon the item. Other items, such as helmets and shields, can only be enchanted
once and keep the level of enchantment, even if a better enchant is cast upon
it.
Exact levels of dull, soft and bright will be added in a few days
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airwalk: Mage Spell - Obtained at
level ?, casting cost 15 mana
no information is available in the acedemia on this spell
This
spell makes the target of the spell hover a few inches above the ground. This
results in nearly no tracks being made by the levitating person, so they cannot
be tracked by any person. Rumor has it that soon this spell will allow the magic-user to avoid triggering traps.
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warpdoor: Mage Spell - Obtained at
level ?, casting cost 25 mana
no information is available in the acedemia on this spell
Like the
unkelming spell, warpdoor summons a creature from another plane of
existance into the servitidue of the caster. The spell summons a Midge
from the underworlds, a savage creature that is not fooled by illusion or
deception - the Midge can attack those hidden in shadows or cloaked in magic.
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shocksphere: Mage Spell -
Obtained at level ?, casting cost 10 mana
no information is available in the acedemia on this spell
An even
higher evolution of the burst and zot spells, this spell summons
pure energy from the ether and blasts the target with deadly force. As with
burst and zot , the exact form of the blast varies with the
divinity of the caster. A very powerful spell indeed. NOTE: This spell is not
available yet.
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mightshield: Mage Spell -
Obtained at level ?, casting cost 50 mana
no information is available in the acedemia on this spell
This
spell causes the air around the target to crackle with magical energy,
deflecting blows and incoming spells alike, much like the stoneskin
spell. Mightshield not only protects the target, but everyone in the
target's party as well. However, the shield cannot maintain a physical form for
long, and dissipates soon after it is casted.
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curel: cleric, paladin & druid
Spell - Obtained at level 1 (higher for paladins, casting cost 1 mana
A minor healing spell, Curel allows the caster to cure minor wounds that
have been inflicted on the recipient.
Those in close contact with the
gods gain the mastery of healing the pains of the wounded. CureL allows
the target of the spell to regain a small portion of their health and stamina.
The target regains a small amount of health points.
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ray: cleric, & druid Spell -
Obtained at level ?, casting cost 5 mana
A potent attack spell, Ray allows a healer to focus a single beam of
powerful energy at their opponent.
Those trained in the way of their god
know that life in the Realms may prove dangerous. Ray allows the initiate
to project a powerful beam of their god's might at their enemies, smiting down
those who dare to stand between them and their god. A attack spell.
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jurgen: cleric, paladin & druid
Spell - Obtained at level ?, casting cost 10 mana
A healing spell, Curel allows the caster to cure wounds that have been
inflicted on the recipient..
Where curel fails, jurgen offers
victory. A powerful spell that focus' the power of the caster's god upon the
target, knitting broken bones and mending lost limbs. A powerful spell of
healing.
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venin: cleric, paladin & druid
Spell - Obtained at level ?, casting cost 40 mana
no information is available in the acedemia on this spell
There
are many beasts that roam the Realms that can cause serious ill with thier
poison. There are even those who coat their weapons with a similar venom.
Nonetheless, venin purges the targets body of all toxins and venom, bring
relief to those under the effects of poison.
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bless: cleric & paladin Spell -
Obtained at level ?, casting cost 1/2 max mana
A small piece of your diety's essence is placed within an object enchanted
by this spell
A powerful spell, bless places a tiny piece of the
caster's diety's essence into the item to be blessed. The item has special
properties against beings of the diety's enemy. In the order of fire, night,
earth, storm, ice and fire again,
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soulbind: Cleric Spell- Obtained
at level 12, casting cost maximum mana
Perhaps the most famous of all cleric spells, soulbind
magically bonds a moonstone to a piece of equipment. The result
allows the item to stay with the player when they die, thus avoiding the pain of
dropping valuable items at death. A moonstone is required to cast the spell.
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lifetap: Cleric Spell- Obtained at
level ?, casting cost 13 mana
Much like curel and jurgen , lifetap heals
the wounds of the target of the spell. However, the spell not only effects the
target but everyone in the target's party.
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vanos: Cleric Spell- Obtained at
level ?, casting cost 20 mana
Vanos is the third level of the healing curel and
jurgen spells. Vanos heals the target, restoring a lot of health
points.
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haste: Druid Spell- Obtained at level
?, casting cost 40 mana
Haste is a potent druid spell that increaces the speed of
the target. The target gains one more attack for the duration of the spell.
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charm: Druid Spell- Obtained at level
?, casting cost 20 mana
Druids are well known for their ability to bring almost any
creature under their power. Charm tames an enemy creature, bringing it
under the will of the caster.
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faeriefire: Druid Spell-
Obtained at level ?, casting cost 25 mana
The recent developement of rogues has forced the research of this
spell. Faeriefire causes the target to be wreathed in harmless purple
flames. The flames distract the target of the spell, causing their Armor Class
to effectivly be lowered for the duration of the spell. In addition, the glow of
the flames makes sneaking and hiding impossible - a bane to rogues.
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plantcall: Druid Spell- Obtained
at level ?, casting cost 50 mana
An awesome spell, plantcall animates a tree in the vicinity
of the druid. The tree will fight for the druid until it is "killed". The type
of tree animated depends on the locaion of the druid. The druid must be in a
region with trees for the spell to work.
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animorph: Druid Spell- Obtained at
level ?, casting cost 60 mana
One of the most impressive of the Druids spells, animorph
causes the druid to change form into an animal. While in animal form, the
Druid cannot cast spells but is able to attack with ferocity and accuracy. The
type of animal the Druid morphs into is dependant on the Druid's divinity.
Followers of Targos turn into tigers, followers of Nalyssa turn into panthers,
followers of Hommet morph into bears, Druids of Valkyzar turn into wolves and a
follower of Alustria has the ability to morph into a mighy lynx.