Magic Spells
Level 3 Non-Combat Spells
Fire Trap: This spell allows the caster to trap an item so that a burst of flame erupts at touch.
Benefit: Causes one day's healing to anyone possessing the weapon but caster.
Sphere of Imprisonment: This spell traps a person within a sphere of magical energy and will not allow him/her to affect the outside world. However they are also impervious to harm while the spell last.
Benefit: Target cannot move, initiate attacks or be attacked for 2 days.
Haste: This spell gives the caster or whomever they choose a temporary boost in speed.
Benefit: Removes one day from travel time

Level 3 Role-Playing Spells
Scrying: This spell allows the caster to see people in far off locations and over hear all they say.
Scrying Ward: This spell creates a ward that bars a person scrying from being able to get to the caster.
False Vision: This spell gives a person scrying a false vision.
Nightmare: This spell forces the victim to see visions of their own demise.

Level 4 Combat Spells
Wave of Flame: This spell unleashes a wave of hellish flames that scorch all in their path.
Benefit: +35 Fire damage to attack value.
Blizzard: This spell creates a ferocious blizzard over a small area.
Benefit: +35 Ice damage to attack value.
Fissure: This spell causes the ground beneath an opponents feet to split open.
Benefit: +35 Earth damage to attack value.
Spell Immunity: This protection spell makes the caster immune to the next two offensive spells cast his way.
Benefit: Cancels all of opponents spells.
Ring of Flame: This spell cause an expanding ring of fire to erupt from the caster.
Benefit: +40 Fire damage to attack value.
Simulacrum: This spell creates an exact duplicate of the caster that is capable of casting up Level 1 to Level 3 spells.
Benefit: +X to attack value where X equals attack value of duplicates spells.
Wall of Blades: This creates a wall of spinning razor sharp blades that is 30 feet long and 8 feet high.
Benefit: +30 to attack value, +35 to defense value.
Sunburst: This spell creates an intense flash of light that leave all save the caster dazed and blinded.
Benefit: Chance at automatic victory. Blinds opponent for 3 days.
Sustained Lightning: This spell allows the caster to unleash an near endless stream of lightning from his fingertips.
Benefit: +40 Lightning damage to attack value.
Geyser: This spell creates a massive fountain of water to surge upward.
Benefit: +35 Water damage to attack value.
Twister: This spell allows the caster to call down a tornado from the sky.
Benefit: +40 Wind damage to attack value.
Force Cage: This spell creates a cage of magic that can imprison a great many at once.
Benefit: Increased chance of automatic victory. Increased chance target cannot act for one day.
Sonic Wave: This spell unleashes a wave of sound that deafens and can physically stagger those near.
Benefit: Increased chance of cancelling one skill or spell.
Acid Eruption: This spell causes a massive eruption of acid to pour forth from the casters hands.
Benefit: +30 to attack value. Chance of destroying one armor piece or one weapon.

Level 4 Non-Combative Spells
Temporal Stasis: This spell puts a single creature into suspended animation for a short time.
Benefit: Character cannot act for 2 days.
Maelstrom: This spell creates a swirling vortex in water that is capable of destroying a ship.
Benefit: Chance of destroying ship.

Level 4 Role-Playing Spells
Horrid Wilting: This spell causes the moisture to be drawn out of everything within a ten foot radius.
Mind Blank: This spell makes the caster immune to scrying and other forms of thought invasion.
Rune Warding: This is the most powerful locking spell known. Any trying to break through could be subjected to some rather unpleasant effects.
Rune Breaking: This spell allows a caster to try and break all but the greatest locking and warding spells.

Level 5 Combative Spells
Meteor Swarm: This spell causes flaming meteors to rain from the heavens above.
Benefit: +50 to attack value.
Inferno: This spell allows the caster to unleash a roaring column of flame.
Benefit: +50 Fire damage to attack value.
Prismatic Wall: This spell creates a wall 12 feet high and 20 feet long that seems to glitter like a faceted prism. Any spells cast at it are reflected back at the caster.
Benefit: +X to attack value where X equals the attack value of enemy spells. Enemy alteration skills affect the enemy instead.
Thunder Storm: This spell allows the caster to conjure a powerful thunderstorm over a small area.
Benefit: +50 Lightning damage to attack value.
Iron Skin: This spell temporarily turns ones skin to iron allowing it to ward of physical blows with greater ease.
Benefit: +35 to defense value.
Flying "V": This spell unleashes a "V" of seven fireballs that streak towards their target.
Benefit: +55 Fire damage to attack value.

Level 5 Non-Combative Spells
Flesh to Stone:
This spell allows a caster to try and turn a person or creature to stone.
Benefit: Increased chance person cannot act for 5 days.
Stone to Flesh: This spell allows the caster to try and reverse the spell Flesh to Stone.
Benefit: Cures petrification.
Delayed Fireball: This spell creates a fireball that will not explode until someone wanders near.
Benefit: Cast on a specific location. Causes one day's healing to next target that moves to the affected location.

Level 5 Role-Playing Spells
Control Weather:
This spell allows the caster to manipulate the weather to a certain degree.
Phase Door: This spell creates an invisible passage through wood or stone.
Mask of a Thousand Faces: This spell allows the wizard to blend with a crowd perfectly. His appearance will appear different to each person that sees him.
Spells
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