Spells

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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 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.