Difference between revisions of "Spells"
Jump to navigation
Jump to search
EvilManfred (talk | contribs) |
(Replace page with clean, standard MediaWiki landing page; remove custom layout and inline CSS) |
||
| Line 1: | Line 1: | ||
= 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 caster's 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 Protection is toggled on, you can temporarily no longer have your spells disrupted when damaged, at the cost of reduced physical and magical damage resistance. On Siege Perilous, Magic Resistance remains unaffected, and the spell is no longer toggleable. | |||
* 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. Will not untrap containers on Siege Perilous. | |||
* 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 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 caster's 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 some mana from the target, but the mana does not get transferred 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. | |||
== 6th Circle Spells == | |||
* Dispel – Attempts to dispel a summoned creature, with the chance to dispel being related to the owner's magery skill level. | |||
* Energy Bolt – Fires a bolt of magical energy at the target, dealing massive damage to the target. | |||
* Explosion – Causes a powerful explosion that deals a significant amount of delayed dama* | |||
* Dispel | |||
* Energy Bolt | |||
* Explosion | |||
* | |||
Latest revision as of 04:33, 4 January 2026
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 caster's 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 Protection is toggled on, you can temporarily no longer have your spells disrupted when damaged, at the cost of reduced physical and magical damage resistance. On Siege Perilous, Magic Resistance remains unaffected, and the spell is no longer toggleable.
- 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. Will not untrap containers on Siege Perilous.
- 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 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 caster's 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 some mana from the target, but the mana does not get transferred 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.
6th Circle Spells
- Dispel – Attempts to dispel a summoned creature, with the chance to dispel being related to the owner's magery skill level.
- Energy Bolt – Fires a bolt of magical energy at the target, dealing massive damage to the target.
- Explosion – Causes a powerful explosion that deals a significant amount of delayed dama*