Spells
Revision as of 16:59, 30 April 2023 by EvilManfred (talk | contribs)
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 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 owners magery skill level. Energy Bolt - Fires a bolt of magical energy at the target, dealing massive damage the target. Explosion - Causes a powerful explosion that deals a significant amount of delayed damage to the target. Invisibility - Renders the caster invisible. Mark - Marks a rune at the current location for the caster to return to later using either the Gate or Recall spell. (Recall disabled on Siege Perilous.) Mass Curse - Curses all creatures in the target area. Paralyze Field - Creates a field of paralysing energy which halts the movement of any creatures who touch it. Reveal - Reveals any hidden players in the target area.
7th Circle Spells
Chain Lightning - Shoots a bolt of lightning that jumps between multiple targets within the target area, dealing damage to each. Energy Field - Creates a long, impenetrable wall of energy at the target that none can pass through. Flamestrike - Envelops the target in a column of magical fire, dealing devastating damage. Gate Travel - Powerful magicians can target marked runes with the Gate Travel spell, opening a temporary gate to the location. Mana Vampire - Drains a significant portion of the target's mana, transferring it to the caster. Mass Dispel - Attempts to dispel any summoned creatures within a large radius around the target. Meteor Swarm - Calls down a catastrophic meteor strike that deals massive damage to all nearby targets. Polymorph - Temporarily transforms the caster into a monster or animal type of their choosing. Note that you may not ride a mount while under this spell's effect.
8th Circle Spells
Earthquake - The ground crashes up and down violently around the caster, debilitating all those unfortunate enough to have been standing nearby. Energy Vortex - Creates a hostile vortex of energy that attacks and damages nearby targets. Less powerful on Siege Perilous. Resurrection - Brings a dead player character back to life. Air Elemental - Summons an elemental made of air that fights for and protects the caster. Summon Daemon - Summons a powerful daemon to fight for the caster. Earth Elemental - Summons an elemental made of earth that fights for and protects the caster. Fire Elemental - Summons an elemental made of fire that fights for and protects the caster. Water Elemental - Summons an elementnal made of water that fights for and protects the caster.