The Magic of Skure
   Here follows the mage spells of Skure. The magic of Skure is divided into three categories: mage, cleric, and energy. Mage spells are the most extensive. They are also more common. The higher mage spells are the most rare and for good reason.
    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 mage list of spells. Cleric and energy components are listed in their respective pages.
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Slow Burn
Thunderbolt
Components
Fire
Components
Cold + Storm
Flaming Meteors
Components
Fire + Earth
Nova
Components
Fire + Air + Energy
Lava Stream
Components
Fire + Earth + Water
Cold Snap
Components
Cold
Ice Prism
Components
Cold + Water
Fire, Earth, Air, Water, Cold, Thunder, Light, Dark, Energy, Storm, Mind, Armour
Mage Components
Blizzard
Components
Thunder
Electric  Strike
Components
Psycho  Storm
Components
Thunder + Energy + Storm
Thunder + Air
   
or Water
Quake
Components
Earth
Stoneskin
Components
Armour + Earth
Tidal Wave
Components
Water
Gravity Sphere
Components
Earth + Mind
[Element]   Shield
Components
Armour + Any Element
Forcefield
Components
Armour + Energy
Mind Tap
Components
Mind + Energy
Coma
Components
Mind
Light Blast
Components
Light
Dark Blast
Components
Dark
Light Storm
Components
Light + Storm
Dark Storm
Components
Dark + Storm
Tornado
Components
Air + Storm
Invisibility
Components
Air + Energy
Holy Dispel
Components
Light + Mind
Unholy Curse
Components
Dark + Mind
Petrify
Components
Armour + Any Element + Mind
Implode
Components
Air
***- All spells are currently available for revision.
- Cleric Spells
- Energy Spells
Essence: 2
Required CMr:
None
Required Level:
1
Range:
4
Targets:
Single
Type: Damage
-CMr stands for Character Magic Rating
-CLv stands for Character Level
Invoking the slow burn spell, the caster creates great heat beneath the target. The air eventually becomes so hot that it bursts into flames then dies down, inflicting fire damage on the target.
- The effect is fire damage on a single target equal to: [CLv*1.2] + [4 to 6]
Essence: 4
Required CMr:
None
Required Level:
5
Range:
4
Targets:
Single to ?
Type: Damage
Essence: 6
Required CMr:
6
Required Level:
18
Range:
6
Targets:
Single
Type: Damage
Essence: 9
Required CMr:
4
Required Level:
22
Range:
3
Targets:
Length X
             Width
Type: Damage
Essence: 2
Required CMr:
None
Required Level:
1
Range:
4
Targets:
Single
Type: Damage
Essence: 4
Required CMr:
4
Required Level:
4
Range:
3
Targets:
Single
Type: Negative Effect
Essence: 6
Required CMr:
3
Required Level:
16
Range:
0
Targets:
Radius 1 to 3
Type: Damage
Essence: 3
Required CMr:
3
Required Level:
3
Range:
[CMr*0.25] +4
Targets:
Single
Type: Damage
Essence: 3 (+1 per target)
Required CMr:
3
Required Level:
6
Range:
3
Targets:
Chain (Max 5)
Type: Damage + Effect
Essence: 8+
Required CMr:
6
Required Level:
20
Range:
3
Targets:
Radius 1 to 3
Type: Damage
Essence: 5
Required CMr:
3+
Required Level:
7
Range:
3
Targets:
Radius 2 to 5
Type: Damage
Essence: 3
Required CMr:
None+
Required Level:
4
Range:
2
Targets:
Single
Type: Defensive
Essence: 4
Required CMr:
3
Required Level:
3
Range:
4
Targets:
Length X Width
Type: Damage
Essence: 4
Required CMr:
None
Required Level:
7
Range:
4
Targets:
Radius 1 to 4
Type: Negative Effect
Essence: 3 (+2 per Target)
Required CMr:
None+
Required Level:
9
Range:
3
Targets:
Chain (Max 5)
Type: Defensive
Essence: 4
Required CMr:
4
Required Level:
11
Range:
3
Targets:
Single
Type: Defensive
Essence: 0
Required CMr:
5
Required Level:
10
Range:
6
Targets:
Single
Type: Negative Effect*
Essence: 3
Required CMr:
None
Required Level:
4
Range:
4
Targets:
Single
Type: Negative Effect
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
Essence: 6+
Required CMr:
5
Required Level:
18
Range:
4
Targets:
Radius 1 to 3
Type: Damage
Essence: 6+
Required CMr:
5
Required Level:
18
Range:
4
Targets:
Radius 1 to 3
Type: Damage
Essence: 3
Required CMr:
None
Required Level:
1
Range:
6
Targets:
Single
Type: Damage
Essence: 5+
Required CMr:
4
Required Level:
16
Range:
5
Targets:
Radius 1 to 4
Type: Damage + Effect
Essence: 5
Required CMr:
5
Required Level:
9
Range:
3
Targets:
Single
Type: Defensive
Essence: 4 (+2 per target)
Required CMr:
6
Required Level:
13
Range:
3
Targets:
Chain (Max 5)
Type: Dispel
Essence: 5
Required CMr:
5
Required Level:
13
Range:
4
Targets:
Single
Type: Negative Effect
Essence: 6
Required CMr:
7
Required Level:
17
Range:
4
Targets:
Single
Type: Negative Effect
This is a complex spell. Combining the elements of fire and earth, the caster opens up the ground and sends balls of magma into the air. These meteors range in size from a few centimeters to a foot in diameter. Once high in the air, the caster sends them back down to crash upon their enemies.
- The caster can choose from a certain number of targets that are hit. They may choose a minimum of one target, to a maximum number of targets equal to their magic rating. Each target is hit by an equal number of meteors, rounded down. All meteors removed in the rounding down process are lost.
- The caster launches a number of meteors equal to : [CMr] * [1 + (CLv*0.1)]
- Each meteor does fire damage equal to: [CLv*0.1] + [1 to 2]
** - the total of this is rounded to the nearest number
- Each meteor also does an equal amount of earth damage: Total Damage X2
The form of the nova spell is a stream of air of extreme heat as to actually appear red. This stream travels at high velocity to rush through its target. This is one of the strongest single-targetting mage spells.
- The effect is fire damage to a single target equal to: [CLv] + [1 to CLv*0.33]
- The target also suffers an equal amount of air damage: Total Damage X2.
Last Updated: May 23, 2004
The caster forces the air surrounding their target to instantly become incredibly cold. The air becomes so cold that the target suffers from brief hypothermia.
- The effect is cold damage on a single target equal to: [CLv*1.3] + [3 to 5]
Only good characters can make use of this spell. 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 light damage to a single target equal to: [CLv to CLv*1.3] + 4
- 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. 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 then strikes quickly, travelling from the caster to their target. This spell is useful against Nexus Worshippers.
- The effect is air damage to a single target equal to: [CLv*1.2] + [3 to 4]
Invoking the element of air, the caster forms a dense pocket of compressed air (to create wind) around their target that effectively pressurizes to the point that the wind moves fast enough to become painful, an implosion. Because the element of air exists virtually everywhere, this spell can be cast from a great distance away.
The Lava Stream spell is very powerful and even though characters with relatively low magic ratings can cast it, the spell is not nearly as effective as when used by an expert. What happens is that the caster forces the ground open from deep below, forcing a stream of molten lava to course through the battlefield, scorching everything in its path.
- The Lava Stream can be horizontal or vertical and travels through the entire field. It only damages grounded enemies (non-flyers) and ignores obstacles (including enemies who have climbed on obstacles). If the full width stream becomes completely blocked by obstacles at any point, it stops moving throughout the field in that direction.
- The width of the stream is equal to 1 (if CMr = 4 or 5),  2 (if CMr = 6 to 8),  3 (if CMr = 9 or 10)
- The impact of the stream is fire damage equal to: [CLv] + [10 to CLv]
Combining cold and water to form ice, the caster creates the mixed element around a target and then encases them within a frozen prism, rendering them completely immobile.
- The effect is paralyzing a single target. This DOES NOT count as an ailment, simply as a spell, so it cannot be cured, and it will affect undead. Ice Prism also cannot be dispelled.
- The percentage chance of breaking out of the prism each turn (including the turn it was cast, giving it an instant chance of failure) is the target's strength rating squared. If the target has a strength rating of 1, the spell fails instantly.
- If the target takes any amount of fire damage, the damage is negated and the spell is broken and the target is freed. All other elemental damage works normally. All physical damage on the encased target is negated.
- The maximum sized target the caster can use this spell on is equal to CMR+1
A massive blizzard of ice, snow, and wind is created by the caster's willing of the clouds above (or if indoors, through the nearest exit). This storm centers around the caster and blasts all enemies within its influence.
- The effect is cold damage to all enemies within range equal to: [CLv to CLv*2.0]
- The area of effect is a radius (including diagonals, which count as a single space of the radius) around the caster equal to 1 (if CMr is 3 to 5),  2 (if CMr is 6 to 8),  3 (if CMr is 9 or 10).
The caster forces energy into the clouds above to induce a lightning bolt of variable colour (white to light blue to deep silver) to blast down and strike its target, causing extreme pain and damage. When indoors, the bolt simply appears from above the target and strikes.
- The effect is thunder damage on a single target equal to: [CLv to CLv*1.5] + [5]
- The range is based on the caster's magic rating, and is rounded up (6.5 becomes 7). If the target is a flyer, they are brought to the ground without any falling damage dealt.
Forth from the caster's hand (or staff, claw, etc.) comes a chain of lightning the turns and swerves around its target(s), causing pain and sometimes stunning.
- This spell travels like "chain lightning", so that after the first enemy is hit, the spell hits the next closest enemy and continues to do so (until it is maxed out) as long as there is one within 3 moving spaces of the previous target. If there is no enemy within this range, the spell stops.
- The max number of targets that can be hit is 1 (if CMr is 3),  2 (if CMr is 4 or 5),  3 (if CMr is 6 or 7),  4 (if CMr is 8 or 9), 5 (if CMr is 10).
- Each target has a chance of being instantly stunned at a stun rating of: (30% - S[CMr +1]) which can be no higher than 50% after adjustments.
- Each target also takes thunder damage equal to: [CLv] + [3 to 5]
The psycho storm is one of the most powerful spells in Skure. The caster calls forth three forces of Darlow's power to create a monstrous storm that rages throughout the battlefield, complete with torrential winds and striking lightning to blast all enemies within the storm radius.
- The area of effect is a radius (including diagonals, which count as a single space of the radius) around the target point equal to 1 (if CMr is 6 or 7 - costs 8 essence),  2 (if CMr is 8 or 9 - costs 9 essence),  3 (if CMr 10).
- Each enemy target within range takes thunder damage equal to: [CLv to CLv*1.33] + 6
- All enemy flyers are brought to the ground without falling damage.
The caster forces the ground to shake violently to the point of shocking opponents. Allies are unaffected.
- Quake has no effect against targets off the ground (i.e. low, mid, or high flying).
- Quake has a radius (including diagonals) equal to the following table:
- 2, if CLv is 7 to 13
- 3, if CLv is 14 to 20 (Minimum CMr = 4 required)
- 4, if CLv is 21 to 27 (Minimum CMr = 5 required)
- 5, if CLv is 28+ (Minimum CMr = 7 required)
- Each enemy target within range takes earth damage equal to: [CLv*0.5] + [3 to 6]
At the will of the caster, they themselves or one ally has their skin or armour hardened to the point that physical hits have difficulty cutting through; in effect, they take less damage.
- The caster or one ally resists physical damage for 5 hits to a percentage that changes according to the caster's level:
** - if the caster does not have the minimum CMr for 3 radius are higher, they cast the spell at the radius equal to their maximum ability.
- CLv 4 to 10 -- Resist 40% -- No CMr required
- CLv 11 to 15 -- Resist 50% -- Minimum CMr = 3 required
- CLv 16 to 20 -- Resist 66% -- Minimum CMr = 5 required
- CLv 21 to 24 -- Resist 75% -- Minimum CMr = 6 required
- CLv 25+ -- Resist 80% -- Minimum CMr = 7 required
** - if the caster does not have the minimum CMr for Resist 50% are higher, they cast the spell at the Resist rating equal to their maximum ability.
The ground breaks open and a torrent of water spews out to form a large tidal wave, smashing into all enemies within the area of effect.
- The area of effect where the tidal wave smashes is length * width. The caster may select which way the wave faces when it strikes (width representing horizontal or vertical). The length * width formula for the tidal wave is:
- Length = [CMr*0.33] --- rounded down
- Width = [CMr*0.4] +3 --- rounded down to the nearest odd number
- Each enemy target within range takes water damage equal to: [CLv*0.8] + [4 to 5]
The caster manipulates the force of gravity within an 3-dimensional area to a much stronger level, inhibiting the abilities of flyers to off the ground.
- All flyers, including allies, lose their flying ability while moving in the sphere. If a character moves into the sphere while flying, they are instantly brought to the ground without falling damage.
- The gravity sphere lasts 3 turns. It can be dispelled by dispelling the target point at an instant 50% failure.
- 1, if CMr is 2
- 2, if CMr is 3 to 5
- 3, if CMr is 6 to 8
- 4, if CMr is 9 or 10
- The gravity sphere has a radius around the target point equal to the following table:
Combining the ability to shield one's allies and the ability to strike out with the elements, the caster creates an invisible shield around their desired targets that protects them from the elements that the caster can manipulate.
- The caster may select any element that they have as a component for a shield, including Fire, Earth, Water, Air, Cold, or Thunder. So, if the caster uses cold, they create a cold shield.
- The specified targets resist 100% damage from the chosen element The shield lasts 4 turns or until dispelled.
- Multiple element shields ARE allowed to be cast on the same target. However, if a dispel is cast on a target with multiple shields, they are all removed.
- This spell travels like "chain lightning", so that after the first ally is shielded, the spell benefits the next chosen ally and continues to do so (until it is maxed out) as long as there is one within 3 moving spaces of the previous target. If there is no ally within this range of 3, the spell stops.
- The max number of targets that can be shielded is 1 (No CMr required),  2 (if CMr is 4),  3 (if CMr is 5 or 6),  4 (if CMr is 7 or 8),  5 (if CMr is 9 or 10).
The forcefield spell allows the caster to use their essence in combination with their capacities at protection to create a shimmering shield that absorbs any incoming damage of any type.
- The strength of the forcefield is based on how much damage it can block. The forcefield will fall when it has sustained damage equal to or greater than its strength. The forcefield will block 80% of all incoming damage to the benefactor of the spell, which can be one ally or the caster. The forcefield does not block effects or damage from gore or poison.

- For example, if an ally has a shield strength of 20, and they are hit for 10 damage (from a physical attack, spell, breath, anything), the forcefield takes 8 damage and the target takes 2. The strength of the field is now 12. If the forcefield falls before absorbing its share of damage, the remaining damage is taken by the target.

-
This spell is cumulative. If a target has a forcefield on them already, another forcefield spell can be cast on them to strengthen or recharge the field. The maximum field strength on a target is equal to: (Target Level *3) + 10

- The strength of the forcefield on each casting is: CLv + 10
- Any dispel cast on a target with a forcefield spell benefit has the field strength reduced by 75% of the current amount.
Making a forceful mind link with an opponent, the caster depletes their essence and adds it to their own.
- The drain will not deplete the target's essence below 0, nor will it raise the caster's above their maximum.

- Mindtap has an instant 25% failure when cast, in which case no essence is drained with no stun effect. Mindtap cannot be used on targets that have no essence.

- The amount of essence depleted from a single target is equal to:
[CMr * 0.5] +1 (rounded down)

- Mindtap can also stun the target. The stun strength of the spell is equal to:
(25% - S[CMr]) --- no higher than 40% after size adjustments. Essence is still depleted regardless of whether or not the stun effect works.
Much like mindtap, the caster creates a spiritual link with the enemy in the attempt to dull their mind to sleep or, for stronger magic-users, to paralyze them.
- The effect of sleep or paralysis still counts as an ailment with this spell. Undead cannot be targetted with this spell, and any other class that has resistance to such effects is put into effect. However, coma cannot be dispelled, just like an ailment.

- If CMr is 6 or less, the target is put to sleep at a rating of:
(30% - S[CMr+2])

- If CMr is 7 or greater, the caster can choose to put the target to sleep with the rules above, or they may choose to paralyze the target at a rating of: (30% - S[CMr+1])
Only good characters can make use of this powerful spell. The light storm is a projection of the caster's will of Nexus to the extreme. The entire battlefield is filled with the spirit of light, posing an extreme danger to all Minions of Voleron.
- The lightstorm hits ALL characters within its grasp, including allies. However, it discriminates, and all good characters, Followers or not, receive no damage. Neutral characters receive half. Only evil characters receive full damage.

- The storm has a radius around the target point, including diagonals, equal to the following table:
- 1, if CMr is 5  --- Costs 6 Essence
- 2, if CMr is 6 or 7  --- Costs 7 Essence
- 3, if CMr is 8 to 10 --- Costs 8 Essence
- Everyone takes light damage (with the mentioned modifiers above) equal to: [CLv] + [1 to 3]
Only evil characters can make use of this powerful spell. The dark storm is a projection of the caster's will of Voleron to the maximum. The entire battlefield is flooded with the spirits of death and darkness, inflicting severe harm to the good.
- The darkstorm, like the lightstorm, hits ALL characters within its radius, including allies. However, it discriminates, and all evil characters, Minions or not, receive no damage. Neutral characters receive half. Only good characters receive full damage.

- The storm has a radius around the target point, including diagonals, equal to the following table:
- 1, if CMr is 5  --- Costs 6 Essence
- 2, if CMr is 6 or 7  --- Costs 7 Essence
- 3, if CMr is 8 to 10 --- Costs 8 Essence
- Everyone takes dark damage (with the mentioned modifiers above) equal to: [CLv] + [1 to 3]
The tornado can be a devastating spell. The caster pressurizes the air, similar to what is done with "Implode", but to an intensity strong enough to create a huge tornado, disrupting and damaging all enemies within its reach.
- The tornado has a radius that does NOT include diagonals (it is not a square). The radius, therefore, is the number of movement spaces (vertical/horizontal) away from the target point. This radius is equal to:
- 1, if CMr is 4 or 5  --- Costs 5 Essence
- 2, if CMr is 6 or 7  --- Costs 6 Essence
- 3, if CMr is 8 --- Costs 7 Essence
- 4, if CMr is 9 or 10 --- Costs 8 Essence
- The tornado grounds all flying enemies within its area of effect WITH falling damage (flyers are disrupted).
- Each enemy within the radius suffers air damage equal to: [CLv*0.5] + [2 to 7]
This spell grants the caster or one ally precisely what it says. The target becomes almost completely invisible. Aiming, targetting, and attacking the target come at large penalties.
- Invisibility lasts 3 turns and will end at the end of the beneficiary's third turn. If invisibility is cast on a target already benefitting from the spell, the number of turns resets to 3 - recharged.
- Invisibility gives the target the ability of "Shadow Walker" (they are impervious to attacks of opportunity) and all physical attacks against them are at a -45% to hit. Aiming will reduce this penalty just like it gives a bonus to hitting standard targets, so that if a character spends 3 turns aiming at an invisible character, the penalty is offset completely by the aiming bonus.
Since the caster is able to create forms of magic at their will, they can also remove such forms and the resulting effects. Evil characters cannot use the Holy Dispel.
- Holy Dispel removes all magical effects from a target, including curses (from an ability or a spell), magical effects (whether they are benefits or penalties to the target), and ailments (only from spells, not an ability like a spider's poison).
- This spell travels like "chain lightning", so that after the first target is dispelled, the spell moves on to the next chosen target and continues to do so (until it is maxed out) as long as there is one within 3 moving spaces of the previous target. If there is no target within this range of 3, the spell stops. A character can only be targetted if there is something to dispel - the spell cannot target something just to continue the chain. Also, the caster can either target only allies or enemies with the whole chain; they cannot target an ally and then an enemy, for example.
- The max number of targets that can be dispelled is 2 (CLv 13 to 15),  3 (CLv is 16 to 20),  4 (CLv is 21 to 25), 5 (CLv is 26+).
The reverse of the Holy Dispel, the Unholy Curse weakens a target by damning it with the darkened spirits of The Pits of Pain. Due to the nature of the spell, good characters cannot use it.
- The Unholy Curse affects a single enemy. It counts as a curse regarding resistance. The effects last until dispelled or cured.

- The effects of the curse are twofold.
- First, the level of the target is reduced by CLv*0.2. By lowering a target's level, all of their statistics (HP, Attack, Defense, Speed) are reduced by 1 per level depleted. All abilities and spells relating to level are also negatively affected. This effect of the curse is cumulative, so that if another curse hits the same target, the target's level continues to deplete. It cannot go below level 1.

- The second effect is to lower the target's chance of hitting by CMr*3. This effect is not cumulative.
The Petrify ability can be devastating. The spell can be equally so. The caster concentrates their most formidable magical abilities to turn their enemy into solid stone.
- A single enemy can be targetted with this spell. The maximum sized target that can be affected with this spell is CLv*0.25 + 2 (rounded down)

- The chance of success is a simple 75%. If the spell fails, no essence is used, but the spell still ends.

- Once a target is petrified, the same rules apply as per the ability. Petrified characters can break out of the encasing if they succeed on a resistance role at success of their size rating * 4. If they take a critical hit while turned to stone, they are instantly destroyed.

- The target can be cured using a purge spell. However, dispel will not reverse this spell.
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