The Magic of Skure
   Here follows the mage spells of Skure. The magic of Skure is divided into three categories: mage, cleric, and energy. Cleric spells focus more on aiding the team as opposed to damaging the opponent, although you will see below that cleric spells have a wide range of uses, some of which are quite deadly in battle. Cleric spells are not as common as those of the mage.
    In order to be able to use a spell, the caster must have the sufficient amount of MP. If the caster's MP is less than what is required to use the spell, they can still use it but with great risk (this will be outlined later in the battle handbook). Also, the caster is required to be of the minimum experience level and have the minimum magic rating. The more proficient the caster is in their magic-using, the higher those ratings will be.
    Finally, the caster is required to have studied the components required for the spell. The following components belong to the cleric list of spells. Mage and energy components are listed in their respective pages.
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Heal Minor
Light Flare
Components
Heal
Components
Dark
Purge
Components
Cure
Regeneration
Components
Regenerate
Revive
Components
Heal + Cure
Rainbow Rays
Components
Heal + Regenerate
Light Blast
Components
Light
Cleric Components
Dark Blast
Components
Light + Life + Pain
Dark Gaze
Components
Light Storm
Components
Dark + Life + Pain
Rage
Components
Strengthen + Pain
Quicksilver
Components
Strengthen
Shield
Components
Protection
Magic Shell
Components
Protection + Life
Weakness
Components
Weaken + Pain
Dulling Slow
Components
Weaken
Rising Power
Components
Strengthen + Protection
Holy Dispel
Components
Light + Cure
Unholy Curse
Components
Dark + Weaken
***- All spells are currently available for revision.
Heal, Cure, Life, Regenerate, Strengthen, Weaken, Protection, Light, Dark, Pain
Dark Storm
Components
Light + Pain
Dark + Pain
- Mage Spells
- Energy Spells
Resurrect
Components
Life
Heal Major
Components
Heal + Life
Last Updated: April 16, 2004
Essence: 3
Required CMr:
None
Required Level:
1
Range:
2
Targets:
Single
Type: Recovery
CMr stands for Character Magic Rating
CLv stands for Character Level
The most basic of the cleric spells, heal minor wounds allows the healer to seal up injuries of one of their allies. With less pain and fatigue to endure, the ally can continue the fight.
- This spell has no effect on undead or characters that fall below 0 HP. It also does not heal above the target's maximum HP count.
- The effect is HP recover of one target equal to: [CLv] + [5 to 8]
Essence: 3
Required CMr:
None+
Required Level:
2
Range:
4
Targets:
Single
Type: Recovery
Essence: 3
Required CMr:
None
Required Level:
2
Range:
5
Targets:
Single
Type: Damage
Essence: 3
Required CMr:
None
Required Level:
2
Range:
5
Targets:
Single
Type: Damage
The ability to purge ailments is useful in battle. The caster uses the component of cure, much like heal, to restore an ally to top condition if they have an infliction.
- This spell has different effects based on the level of the character, and go as follows:
- At CLv 2 to 5, Purge removes one ailment from one ally [No CMr required].
- At CLv 6 to 12, Purge removes either one ailment or one curse [CMr 4 required].
- At CLv 13+, Purge removes one ailment and one curse [CMr 5 required].
- The effect is light damage to a single target equal to: [CLv to CLv*1.3] + 4
Only good characters can make use of this spell, which is identical to the "Light Blast" spell listed in the mage section. The light blast is a physical form of the will of Nexus, a stream of pure bright light accompanied by what appear to be spirits of deceased Followers of Nexus. This stream travels quickly from the caster to their target, striking them with the essence of Nexus. This spell is particularly effective against Voleron Worshippers.
- The effect is dark damage to a single target equal to: [CLv to CLv*1.3] + 4
Only evil characters can use the dark blast, which is identical to the "Dark Blast" spell listed in the mage section. It is a physical form of Voleron's dead spirit, appearing as a wave of crimson red and shining black enveloped by the souls of deceased Minions of Voleron. This wave of darkness strikes quickly, travelling from the caster to their target. This spell is useful against Nexus Worshippers.
Essence: 6
Required CMr:
4
Required Level:
10
Range:
3
Targets:
Single
Type: Recovery
Essence: 4
Required CMr:
3
Required Level:
4
Range:
2
Targets:
Single
Type: Recovery
Essence: 4+
Required CMr:
4
Required Level:
7
Range:
1
Targets:
Single
Type: Recovery
Essence: 5+
Required CMr:
6
Required Level:
11
Range:
2
Targets:
Single
Type: Recovery
Essence: 8
Required CMr:
5
Required Level:
13
Range:
3
Targets:
Radius 1 to 3
Type: Recovery
Essence: 5
Required CMr:
5
Required Level:
10
Range:
6
Targets:
Single
Type: Damage +               Effect
Essence: 5
Required CMr:
5
Required Level:
10
Range:
6
Targets:
Single
Type: Damage +               Effect
Essence: 6+
Required CMr:
5
Required Level:
19
Range:
4
Targets:
Radius 1 to 3
Type: Damage
Essence: 6+
Required CMr:
5
Required Level:
19
Range:
4
Targets:
Radius 1 to 3
Type: Damage
Essence: 4 (+2/Target)
Required CMr:
5
Required Level:
11
Range:
3
Targets:
Chain (Max 3)
Type: Blessing
Essence: 3 (+2/Target)
Required CMr:
4
Required Level:
4
Range:
3
Targets:
Chain (Max 4)
Type: Blessing
Essence: 3 (+2/Target)
Required CMr:
4
Required Level:
6
Range:
3
Targets:
Chain (Max 4)
Type: Defensive
Essence: 7+
Required CMr:
6
Required Level:
17
Range:
2
Targets:
Radius 1 to 3
Type: Battlefield
         Modification
Essence: 3 (+2/Target)
Required CMr:
5
Required Level:
13
Range:
5
Targets:
Chain (Max 4)
Type: Curse
Essence: 2 (+1/Target)
Required CMr:
3
Required Level:
5
Range:
5
Targets:
Chain (Max 4)
Type: Curse
Essence: 6+
Required CMr:
7
Required Level:
21
Range:
2
Targets:
Single
Type: Blessing
Essence: 4 (+2/Target)
Required CMr:
6
Required Level:
15
Range:
4
Targets:
Chain (Max ?)
Type: Dispel
Essence: 5
Required CMr:
5
Required Level:
16
Range:
5
Targets:
Chain (Max ?)
Type: Curse
Dispel
Components
Light or Dark + Cure
Essence: 5
Required CMr:
5
Required Level:
13
Range:
7
Targets:
Single
Type: Dispel
The most basic of the cleric spells in a more powerful form, heal major cures the deepest injuries of one ally. With less pain and fatigue to endure, the ally can continue the fight.
- This spell has no effect on undead or characters that fall below 0 HP. It also does not heal above the target's maximum HP count.
- The effect is HP recover of one target equal to: [CLv*1.5] + [12 to 15]
Regeneration bestows the healing power of the caster upon one of their allies. The effect is continuous healing over a period of time. Regeneration is very effective over long battles.
- This spell has no effect on undead or characters that fall below 0 HP. It also does not heal above the target's maximum HP count. The target gains HP at the beginning of every turn equal to a percentage of their maximum HP count, according to the following table:
- 20% if CMr is 3
- 25% if CMr is 4 or 5
- 30% if CMr is 6 or 7
- 35% if CMr is 8 or 9
- 40% if CMr is 10
With the powers of life, the caster is able to bring one ally back from their untimely misfortune. Resurrect is very powerful when used by experienced and proficient healers.
- Resurrect can be used on undead. The spell brings one ally back from death (0 HP or lower) to an HP count according to the following table (if the character does not meet the CLv and CMr requirements, they resurrect to the best of their ability):
- At CLv 7 to 11, target can be brought back to life at 10% Max HP  (Costs 4 Essence)
- At CLv 12 to 16, target can be brought back at 25% Max HP (CMr 6 required, Costs 6 Essence)
- At CLv 17 to 24, resurrects to 50% Max HP (CMr 7 required, Costs 8 Essence)
- At CLv 25+, resurrects to Max HP (CMr 9 required, Costs 11 Essence)
Combining the components of healing an ally and purging them of their weakness, the character can "revive" an ally to aid them in battle. This spell is also quite powerful with used by experienced casters.
- This spell may be used on undead to remove curses (at higher levels) but is not recommended (just use purge). The spell affects one ally and has multiple effects based on the character's level and magic rating:
- At CLv 11 to 15, target recovers 33% of their max HP and any one ailment or curse is removed (choice of the caster)[5 Essence].
- At CLv 15 to 19, target recovers 50% of their max HP and either one ailment or one curse is removed [6 Essence].
- At CLv 20 to 23, the target recovers 66% of their max HP and all ailments or all curses are removed [8 Essence].
- At CLv 24+, the target recovers all HP and all ailments and curses are removed[10 Essence].
If a caster is able to heal one of their allies, they can also heal more than one. This spell spreads the caster's regenerative energy in the form of a spread of rays that appear as rainbows that project out on an area, healing all allies in that area.
- Only allies are healed in the area of effect; undead cannot be healed by this spell. The area of effect is a radius around the target point (which includes diagonals) equal to:
- 1, if CMr is 5-6
- 2, if CMr os 7-8
- 3, if CMr is 9-10
- The amount of healing equals:
[CLv*0.75] + [3 to 6]
- The light flare has the possibility of stunning its living opponent. The chance of inflicting stun is (25% - S[CMr]) --- No higher than 75% after adjustments.
- The flare also deals 
light damage to its target equal to: [CLv to CLv*1.5]
- The dark gaze has the possibility of blinding its living opponent. The chance of inflicting blind is 50% and lasts 2 turns unless cured or dispelled (this type of blindness can be dispelled).
- The gaze also deals
dark damage to its target equal to: [CLv to CLv*1.5]
Only evil characters can make use of this spell. The dark gaze spell combines the component of dark to pierce through an enemy and the component of life to disrupt the living with a horrid darkness that induces blindness. With that in mind, this spell against an undead, even good, has no effect.
- Note: This spell is the same as "Light Storm" that is in the mage section.
- The storm hits ALL characters on the battlefield, including the caster's allies. However, this spell discriminates, and all good characters, Nexus Followers or not, receive no damage. Neutral characters receive half. Only evil characters receive damage unmodified.
- The storm has a radius around the target point, including diagonals, equal to:
   - 1 if MR is 5 [6 Essence]
   - 2 if MR is 6-7 [7 Essence]
   - 3 if MR is 8-10 [8 Essence]

- L
ight damage dealt to all characters on the field (with the mentioned modifiers above) is equal to: [CLv] + [1 to 3]
Only good characters can make use of this powerful spell. The light storm is a projection of the character's will of Nexus to an extreme. While the light blast strikes a single character, the storm sends numerous waves of brilliant light towards the caster's foes. This spell is especially effective against large groups of Voleron Minions..
- Note: This spell is the same as "Dark Storm" that is in the mage section.
- The storm hits ALL characters on the battlefield, including the caster's allies. However, this spell discriminates, and all evil characters, Voleron Minions or not, receive no damage. Neutral characters receive half. Only good characters receive damage unmodified.
- The storm has a radius around the target point, including diagonals, equal to:
   - 1 if MR is 5 [6 Essence]
   - 2 if MR is 6-7 [7 Essence]
   - 3 if MR is 8-10 [8 Essence]

-
Dark damage dealt to all characters on the field (with the mentioned modifiers above) is equal to: [CLv] + [1 to 3]
Only evil characters can make use of this powerful spell. The dark storm is a projection of the character's will of Voleron to an extreme. While the dark blast strikes a single character, the storm sends numerous waves of shining black towards the caster's foes. This spell is especially effective against large groups of Nexus Followers.
- This spell lasts for 3 of the target's turns and expires at the end of the third turn. The spell is non-cumulative and so cannot be used on targets that are already benefiting from a Rage spell. This spell can be dispelled. A Weakness spell will dispel this spell without adding its penalties.
- The spell travels like "chain lightning", so that after the first target benefits, the spell hits the next target of choice of the caster (always an ally but never the caster) as long as there is an ally within 3 moving spaces (no diagonals) of the previous target. The max number of targets that can benefit is equal to the following table, so that it will hit a max of:
   - 1 target, if CMr is 5
   - 2 targets, if CMr is 6-8
   - 3 targets, if CMr is 9-10
- Each target affected gains +10% to hit and +50% to total attack rating (over and above equipped weapon bonuses).
The caster gives the caster's allies (this cannot be cast on oneself) a burst of power that yields great strength and accuracy.
- This spell lasts for 3 of the target's turns and expires at the end of the third turn. The spell is non-cumulative and so cannot be used on targets that are already benefiting from a Quicksilver spell. This spell can be dispelled. A Dulling Slow spell will dispel this spell without adding its penalties.
- The spell travels like "chain lightning", so that after the first target benefits, the spell hits the next target of choice of the caster (always an ally but never the caster) as long as there is an ally within 3 moving spaces (no diagonals) of the previous target. The max number of targets that can benefit is equal to the following table, so that it will hit a max of:
   - 1 target, if CMr is 4
   - 2 targets, if CMr is 5-6
   - 3 targets, if CMr is 7-8
   - 4 targets, if CMr is 9-10
- Each target affected gains +1 to movement and a +25% bonus in speed.
The caster gives the caster's allies (this cannot be cast on oneself) a burst of power that yields great reflexes and speed..
- This spell lasts for 3 of the target's turns and expires at the end of the third turn. The spell is non-cumulative and so cannot be used on targets that are already benefiting from a Shield spell. This spell can be dispelled.
- The spell travels like "chain lightning", so that after the first target benefits, the spell hits the next target of choice of the caster (always an ally but never the caster) as long as there is an ally within 3 moving spaces (no diagonals) of the previous target. The max number of targets that can benefit is equal to the following table, so that it will hit a max of:
   - 1 target, if CMr is 4
   - 2 targets, if CMr is 5-6
   - 3 targets, if CMr is 7-8
   - 4 targets, if CMr is 9-10
- Each target affected gains a +33% bonus in total defense (over and above equipped armor bonuses).
The caster gives the caster's allies (this cannot be cast on oneself) a burst of power that gives the benefit of increased defense.
- Anyone within the sphere gains +50% magic resistance (meaning all magical damage and healing towards them is reduced by 50%). All spells that have an effect have a +50% failure when targeted towards anything within the sphere. This spell does not affect casting while inside the sphere. The spell cannot be dispelled.
- The sphere has a radius equal to:
   - 1, if CMr is 6 [7 Essence]
   - 2,  if CMr is 7-8 [8 Essence]
   - 3, if CMr is 9-10 [10 Essence]
- A caster with a higher magic rating may choose the size of the radius.
One of the most powerful defensive spells in Skure that affects enemies as well as allies. The caster forms a sphere around a certain target point. This sphere has the effect of reducing all magic effects within it.
- This spell lasts for 3 of the target's turns and expires at the end of the third turn. The spell is non-cumulative and cannot be used on targets that are already cursed by a Weaken spell. This spell can be dispelled. A Rage spell will also dispel this spell without adding its benefits.
- The spell travels like "chain lightning", so that after the first target benefits, the spell hits the next target of choice of the caster (always an ally but never the caster) as long as there is an ally within 3 moving spaces (no diagonals) of the previous target. The max number of targets that can benefit is equal to the following table, so that it will hit a max of:
   - 1 target, if CMr is 5
   - 2 targets, if CMr is 6-7
   - 3 targets, if CMr is 8-9
   - 4 targets, if CMr is 10
- Each target affected takes a hit penalty of -5% and a drop in attack of -20% (over and above equipped weapon bonuses). This spell counts as a curse.
The caster sends out a force upon the caster's enemies that has the effect of weighting down their strength so as to make them physically weak.
- This spell lasts for 3 of the target's turns and expires at the end of the third turn. The spell is non-cumulative and cannot be used on targets that are already cursed by a Dulling Slow spell. This spell can be dispelled. A Quicksilver spell will also dispel this spell without adding its benefits.
- The spell travels like "chain lightning", so that after the first target benefits, the spell hits the next target of choice of the caster (always an ally but never the caster) as long as there is an ally within 3 moving spaces (no diagonals) of the previous target. The max number of targets that can benefit is equal to the following table, so that it will hit a max of:
   - 1 target, if CMr is 3
   - 2 targets, if CMr is 4-5
   - 3 targets, if CMr is 6-7
   - 4 targets, if CMr is 8-10
- Each target affected takes a drop in speed of -33%. This spell counts as a curse.
The caster sends out a force upon the caster's enemies that has the effect of slowing their reflexes significantly.
- This spell lasts 4 turns and expires at the end of the target's fourth turn. The spell can be cast on a target currently benefiting from a Rising Power spell; all that will happen is that the number of turns remaining will reset to four. There is no cumulative benefit.
- The effects of Rising Power are twofold. First the target gains a total amount of character levels equal to the following table:
   - 5, if CLv is 21-23 [6 Essence]
   - +1 for every 1 CLv above 23 [6 Essence +1 per 1 Lv boost]
- A caster of a higher level may choose how many levels the target gains.
- The second benefit is that the target gains +2 to all ratings (size, strength, reflex, and magic) for rolling purposes only (they don't actually increase 2 sizes). These ratings cannot exceet their maximums (10 for magic, for example).
Definitely for the more powerful clerics and healers. Rising Power grants one ally all the benefits of an increased level of strength by giving them the powers of the highest form (namely Nexus or Voleron).
- The effect is simple. Any and all magical effects on one target cast upon them from a spell (never an ability) are removed. This could include any of the following (benefits or penalties): regeneration, blindness from a dark gaze, an ice prism, stoneskin, grounding, any elemental shield, any benefit or penalty from a stat-up or stat-down spell, a forcefield (cuts strength by 75%), coma, unholy curse, or petrify, to name most. There are others not listed.
- Unless a spell effect specifically says so, it can be removed with this spell.
The standard dispel magic becomes quite useful later in a caster's career. This spell gives the ability to remove all magic from a target, for any purpose.
- The effect of the spell is to remove all effects from a target, including ailments, curses, and magical effects (including benefits). Simply put, all non-natural modifiers on the character are removed.
- The spell travels like "chain lightning", so that after the first target benefits, the spell hits the next closest target as long as there is one within 3 moving spaces (no diagonals) of the previous target. The max number of targets that can be hit is equal to: +1 targets every 8 Lvs, to a max of 5.
- This is where the spell differs from that in the Mage Section. Whereas the caster can either cast this on (all) allies or (all) enemies if they are a mage, this version of the spell using cleric components can be cast on any targer in any order, making it much more useful.
Since the caster is able to create magical forms with their will, they are also able to remove them. Evil characters cannot use this spell. This spell is almost identical to the "Holy Dispel" listed in the Mage section.
- Unlike the Holy Dispel, the curse can affect only a single target. The effects last until dispelled or cured.
- The effect is twofold. First, the curse lowers the level of the target equal to:
        CLv*0.2 --- This effect is cumulative
                     --- Character level can never fall below 1
- The second effect lowers the target's chance of hitting by:
        CMr*2   --- This effect is not cumulative.
The reverse of Holy Dispel, the Unholy Curse weakens its targets considerably by lowering their experience and inflicting them with "bad luck". This spell counts as a curse and is identical to the "Unholy Curse" listed in the Mage section.
Only good characters can make use of this spell. The Light Flare spell combines the component of light to strike a single enemy and the component of life that disrupts the living with a brilliant light that rushes through them - a flare. With that in mind, this spell against an undead, even evil, has no effect.
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