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=Spells Guide= | |||
==1st Circle Spells== | |||
Clumsy - Temporarily reduces the target's dexterity, bringing them closer to exhaustion. | |||
Create Food - Creates a random food item in the caster's backpack. | |||
Feeblemind - Temporarily reduces the target's intelligence, lowering their mana recovery rate. | |||
Heal - Restores a small amount of the target's lost health. | |||
Magic Arrow - Shoots a projectile that deals minor damage to the target. | |||
Night Sight - Increases the target's ability to see in low light conditions. | |||
Reactive Armor - A set amount of incoming physical damage is reflected back toward the attacker. Amount increased with GM Inscription. | |||
Weaken - Temporarily reduces the target's strength, decreasing the amount of weight they can carry and lowering the damage they can deal in combat. | |||
==2nd Circle Spells== | |||
Agility - Increases the target's dexterity, allowing for an increased swing rate. | |||
Cunning - Increases the target's intelligence, improving their mana recovery rate. | |||
Cure - Chance to cure the target of poison depending on the poison's strength, with a low chance to cure deadly poison but no chance for a lethal dose. | |||
Harm - Deals damage to the target based on the casters distance from the target, with the highest damage occurring when the caster is right next to the target. | |||
Magic Trap - Sets a trap on a container that will damage anyone attempting to open it. | |||
Magic Untrap - Disarms any magical traps on a target object. | |||
Protection - While protected you can no longer have your spells "disrupted" when damaged, at the cost of reduced physical and magical damage resistance. | |||
Strength - Increases the target's strength, allowing them to carry more weight and deal more damage in combat. | |||
==3rd Circle Spells== | |||
Bless - Temporarily increases the target's luck, making them more likely to succeed in their actions. | |||
Fireball - Shoots a ball of fire at the target, dealing low to moderate damage. | |||
Magic Lock - Locks or unlocks a target object, such as a chest or door. | |||
Poison - Poisons the target, dealing damage over time and reducing their ability to heal. | |||
Telekinesis - Allows the caster to manipulate objects from a distance, such as opening a chest or pushing an object. | |||
Teleport - Teleports the target to a pre-set location. | |||
Unlock - Unlocks a target object, such as a chest or door. | |||
Wall of Stone - Creates a wall of stone that blocks movement and can be used to fortify a position. | |||
==4th Circle Spells== | |||
Arch Cure - Arch Cure will cure everything in the area with a good chance of curing deadly poison and half a chance at curing an otherwise lethal dose. | |||
Arch Protection - Arch Protection increases the armor rating of everything in the area. | |||
Curse - Curse will decrease all the statistics of the target evenly, with how much depending on the casters magery skill. | |||
Fire Field - Creates a magical field of fire that deals damage to anything that touches it. | |||
Greater Heal - Restores a large amount of the target's lost health. | |||
Lightning - Shoots a bolt of powerful lightning that deals moderate damage to the target. | |||
Mana Drain - Drains a portion of the target's mana, transferring it to the caster. | |||
Recall - Teleports the caster to a pre-set location when targeting a marked rune. Not available on Siege Perilous. | |||
==5th Circle Spells== | |||
Blade Spirits - Summons a whirling pillar of ethereal blades that attack nearby targets. (Less powerful on Siege Perilous.) | |||
Dispel Field - Cleanses one tile of any magical fields. | |||
Incognito - Temporarily disguises the character with a randomly generated appearance and name. | |||
Magic Reflection - Provides 8 circles of magical spell reflection. (15 with GM [[Inscription]].) | |||
Mind Blast - Damages the target based on the difference between their highest stat and lowest stat. Damage halved when resisted. | |||
Paralyze - Holds the target in place for a short time. | |||
Poison Field - Creates a magical field that poisons all who touch it. | |||
Summon Creature - Summons a creature to aid in your adventure. |
Revision as of 10:02, 27 April 2023
Spells Guide
1st Circle Spells
Clumsy - Temporarily reduces the target's dexterity, bringing them closer to exhaustion. Create Food - Creates a random food item in the caster's backpack. Feeblemind - Temporarily reduces the target's intelligence, lowering their mana recovery rate. Heal - Restores a small amount of the target's lost health. Magic Arrow - Shoots a projectile that deals minor damage to the target. Night Sight - Increases the target's ability to see in low light conditions. Reactive Armor - A set amount of incoming physical damage is reflected back toward the attacker. Amount increased with GM Inscription. Weaken - Temporarily reduces the target's strength, decreasing the amount of weight they can carry and lowering the damage they can deal in combat.
2nd Circle Spells
Agility - Increases the target's dexterity, allowing for an increased swing rate. Cunning - Increases the target's intelligence, improving their mana recovery rate. Cure - Chance to cure the target of poison depending on the poison's strength, with a low chance to cure deadly poison but no chance for a lethal dose. Harm - Deals damage to the target based on the casters distance from the target, with the highest damage occurring when the caster is right next to the target. Magic Trap - Sets a trap on a container that will damage anyone attempting to open it. Magic Untrap - Disarms any magical traps on a target object. Protection - While protected you can no longer have your spells "disrupted" when damaged, at the cost of reduced physical and magical damage resistance. Strength - Increases the target's strength, allowing them to carry more weight and deal more damage in combat.
3rd Circle Spells
Bless - Temporarily increases the target's luck, making them more likely to succeed in their actions. Fireball - Shoots a ball of fire at the target, dealing low to moderate damage. Magic Lock - Locks or unlocks a target object, such as a chest or door. Poison - Poisons the target, dealing damage over time and reducing their ability to heal. Telekinesis - Allows the caster to manipulate objects from a distance, such as opening a chest or pushing an object. Teleport - Teleports the target to a pre-set location. Unlock - Unlocks a target object, such as a chest or door. Wall of Stone - Creates a wall of stone that blocks movement and can be used to fortify a position.
4th Circle Spells
Arch Cure - Arch Cure will cure everything in the area with a good chance of curing deadly poison and half a chance at curing an otherwise lethal dose. Arch Protection - Arch Protection increases the armor rating of everything in the area. Curse - Curse will decrease all the statistics of the target evenly, with how much depending on the casters magery skill. Fire Field - Creates a magical field of fire that deals damage to anything that touches it. Greater Heal - Restores a large amount of the target's lost health. Lightning - Shoots a bolt of powerful lightning that deals moderate damage to the target. Mana Drain - Drains a portion of the target's mana, transferring it to the caster. Recall - Teleports the caster to a pre-set location when targeting a marked rune. Not available on Siege Perilous.
5th Circle Spells
Blade Spirits - Summons a whirling pillar of ethereal blades that attack nearby targets. (Less powerful on Siege Perilous.) Dispel Field - Cleanses one tile of any magical fields. Incognito - Temporarily disguises the character with a randomly generated appearance and name. Magic Reflection - Provides 8 circles of magical spell reflection. (15 with GM Inscription.) Mind Blast - Damages the target based on the difference between their highest stat and lowest stat. Damage halved when resisted. Paralyze - Holds the target in place for a short time. Poison Field - Creates a magical field that poisons all who touch it. Summon Creature - Summons a creature to aid in your adventure.