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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.
top of page
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.