Spells page
This is the list of available spells. Single spells and most combined spells are done, leaving only the mirror spells. There should be enough spells here to fit all needs. If you would like to cast a spell that is not on the list, then contact me. I will determined whether you can cast it and what the specifications are, based on your magic skills and degrees.
Behind the spell effect of all offensive spells is indicated what type of resistance applies to this spell. For further information on resistances, refer to the rules page. The range is indicated in DU (distance unit) or as "melee", meaning that the target must be in melee range.

Marelt Ekiran.
Elemental:

==========
Fire ==========

-Ignite flame
Req: Fire D1
Effect: Fire skill x(1d5)+7, fire.
Range: Melee

-Torchlight
Req: Fire D1
Effect: Disables darkness penalty. Makes invisibility and shadowform impossible.
Range: Melee

-Firebolt
Req: Fire D2
Effect: Fire skill x(1d6)+7, fire.
Range: Accuracy stat in DU

-Pyromany
Req: Fire D2
Effect: Set fire to any inflammable object.
Range: Accuracy stat in DU

-Prism fire
Req: Fire D3
Effect: Fire skill x(1d10)+10, fire.
Range: 1DU

-Flame shaft
Req: Fire D3
Effect: Fire skill x(1d8)+10, fire.
Range: Accuracy stat in DU

-Fireball
Req: Fire D4
Effect: Fire skill x(1d8)+10, fire.
Range: Accuracy stat in DU. Hits all within 2DU range from focus.

-Accumulate fire
Req: Fire D4
Effect: Fire skill x(1d16)+20, fire.
Range: 1DU

==========
Air ==========

-Slowing wind
Req: Air D1
Effect: Target -1 speed. 3 penalty in hit-and-run throw.
Range: 2DU

-Haste
Req: Air D1
Effect: 3 bonus in hit and run throw.
Range: Accuracy stat in DU.

-Sandwave
Req: Air D1
Effect: Sweeps up sand to distract enemy. Actions take +3 speed points. Only
on sand and dustground.
Range: 2DU

-Airbolt
Req: Air D2
Effect: Air skill x(1d5)+6, physical.
Range: Accuracy stat in DU.

-Static charge
Req: Air D2
Effect: Air skill x(1d5)+4, electrical.
Range: Melee

-Fly
Req: Air D3
Effect: Allows flight up to 3DU height. Outside only.
Range: 2DU

-Severe slowing
Req: Air D3
Effect: Halves target's speed.
Range: 1DU

-Shielding
Req: Air D4
Effect: Creates impermeable shield of solid air. No use under water. Requires 3x Air skill in electrical resistance to break..
Range: Accuracy statistic in DU.

-Magic fist
Req: Air D4
Effect: Air skill x(1d12)+10, physical.
Range: Accuracy statistic in DU.

==========
Earth ==========

-Cracking
Req: Earth D1
Effect: Earth skill x(1d3)+6, physical. Lowers bashing DC with 3.
Range: Melee

-Break armour
Req: Earth D1
Effect: Lowers AC by three, physical.
Range: Melee

-Stoneskin
Req: Earth D2
Effect: Increases AC by six.
Range: Melee

-Strengthen object
Req: Earth D2
Effect: Increases bashing DC of object by five.
Range: Melee

-Sharpening
Req: Earth D2
Effect: Increases damage of carried weapon by three.
Range: Melee

-Disortion
Req: Earth D3
Effect: Earth skill x(1d8)+8, physical
Range: 2DU

-Climbing
Req: Earth D3
Effect: Creates attachment to wall or steep rock, enabling climbing up to 3DU.
Range: Melee

-Block
Req: Earth D4
Effect: Enemy no longer able to move. Spell creates a pool of 10x earth skill. Each turn, strength of enemy is deducted from pool. When pool = 0, spell is lifted, physical.
Range: 2DU

-Shatter
Req: Earth D4
Effect: Earth skill x(1d7)+8, physical. Hits all within 1DU.
Range: Accuracy stat in DU.

==========
Water ==========

-Create water
Req: Water D1
Effect: Creates a few liters of water per turn out of nowhere. Water skill x
(1d4)+7 damage versus fire creatures.
Range: 2DU

-Smother
Req: Water D1
Effect: Creates water at creatures face and inside nose and mouth. Target
loses 7 speed points, to minimum of zero.
Range: Melee

-Moisten
Req: Water D1
Effect: Target suffers from wetness condition.
Range: 2DU

-Water bolt
Req: Water D2
Effect: Water skill x(1d2)+5, physical and water skill x(1d3)+3, cold.
Range: Accuracy statistic in DU.

-Create boat
Req: Water D2
Effect: Safely cross water skill x3 DU of water.
Range: 1DU

-Drown
Req: Water D2
Effect: Only works on non-water creature inside water. Target checks strength
against water skill x2. Failure, then target dies.
Range: Accuracy statistic in DU.

-Drainage
Req: Water D3
Effect: Water skill x(1d5)+6, physical.
Range: 2DU

-Water infection
Req: Water D3
Effect: Target suffers from poison, fatigue and weakness, physical.
Range: Accuracy statistic in DU.

-Tsunami
Req: Water D4
Effect: Water skill x(1d5)+7, physical and water skill x(1d5)+7, cold.
Range: Accuracy skill in DU. Affects all target within a 5DU range. Only
works near large source of water.

-Sufficate
Req: Water D4
Effect: If target strength x endurance is less than water skill x8, then
target dies. If save success, then water skill x(1d7)+10, cold.
Range: 2DU

-Cleanse insides
Req: Water D4
Effect: Cures weakness, disease, fatigue and poison.
Range: 1D
U


Physical magic

========== Body ==========

-Wound
Req: Body D1
Effect: Body skill x(1d4)+5, physical.
Range: 2DU

-Weakness
Req: Body D1
Effect: Target suffers from weakness, physical.
Range: 2DU

-Fatigue
Req: Body D1
Effect: Target suffers from fatigue, physical.
Range: 2DU

-Heal
Req: Body D2
Effect: Target healed body skill x(4d5)+10
Range: 3DU

-Cure fatigue
Req: Body D2
Effect: Removes fatigue condition.
Range: 3DU

-Cure weakness
Req: Body D2
Effect: Removes weakness condition.
Range: 3DU

-Regeneration
Req: Body D3
Effect: Target heals body skill x(2d3)+6 per round.
Range: 3DU

-Haste
Req: Body D3
Effect: Adds 5 to speed statistic.
Range: 3DU

-Force
Req: Body D3
Effect: Adds 5 to strength statistic.
Range: 3DU

-Advanced heal
Req: Body D3
Effect: Target healed body skill x(6d7)+15.
Range: 3DU

-Life drain
Req: Body D4
Effect: Body skill x(1d6)+8, spirit.
Range: All living beings within 2DU range from caster.

==========
Thermal ==========

-Cold shelter
Req: Thermal D1
Effect: Allows resting in cold areas without penalty.
Range: Melee

-Heat shelter
Req: Thermal D1
Effect: Allows resting in hot areas without penalty.
Range: Melee

-Melt
Req: Thermal D1
Effect: Quickly removes ice covers and small ice walls.
Range: Melee

-Freeze
Req: Thermal D2
Effect: Thermal skill x(1d5)+6, cold.
Range: 1DU

-Frost
Req: Thermal D2
Effect: Freezes water and causes the frozen condition on a wet character, cold.
Range: 1DU

-Ignite
Req: Thermal D3
Effect: Attempts to set fire to an object without fire skill (pretty
worthless).
Range: 1DU

-Heat shield
Req: Thermal D4
Effect: Creates shield against heat. Fire immunity and negate heat as long as
shield is in effect.
Range: 3DU

-Cold shield
Req: Thermal D4
Effect: Creates shield against cold. Cold immunity and negate cold as long as
shield is in effect.
Range:
3DU


Magic of thought.

========== Mind ==========

-Meditation
Req: Mind D1
Effect: Adds one to magic skill when casting spells. Also adds 3 to mind
resistance.
Range: 1DU

-Precision
Req: Mind D1
Effect: Adds mind skill to accuracy statistic.
Range: 1DU

-Thoughtfullness
Req: Mind D1
Effect: Adds mind skill to intelligence statistic (does not increase spell point).
Range: 1DU

-Charming
Req: Mind D1
Effect: Adds mind skill to personality statistic (does not increase spell points).
Range: 1DU

-Fear
Req: Mind D2
Effect: Creature will do a hit-and-run roll if endurance is lower than yours, mind.
Range: Melee

-Despair
Req: Mind D2
Effect: Target has -3 accuracy and -3 mind resistance, mind.
Range: 1DU

-Boast
Req: Mind D2
Effect: Target -3 AC and will not make a hit-and-run attempt, mind.
Range: 1DU

-Frenzy
Req: Mind D2
Effect: Target -10 AC and -2 accuracy, but +5 strength and +2 speed. Use with
care, mind.
Range: 1DU

-Mental clearance
Req: Mind D2
Effect: Dispells any D2 mind curse.
Range: 2DU

-Mirth
Req: Mind D2
Effect: Adds mind skill to both personality and strength.
Range: 2DU

-Invisibility
Req: Mind D3
Effect: When cast on caster and/or ally (each person requires one casting), targets are invisible to creature with a mind resistance less than 2x mind skill. Spell broken when noticed.
Range: 2DU

-Wastefullness
Req: Mind D3
Effect: Target uses 3 times the spellpoint that it usually would, mind.
Range: 1DU

-Paralysis
Req: Mind D3
Effect: Target is unable to act as long as it does not suffer damage, mind.
Range: 1DU

-Confusion
Req: Mind D3
Effect: Target suffers -5 accuracy. Hit and run versus target guaranteed success, mind.
Range: 1DU

-Berserk
Req: Mind D4
Effect: Target will attack anything close, except for caster. Broken when caster acts against target again, mind.
Range: 1DU

-Enslave
Req: Mind D4
Effect: Target does as you command, except harm itself. Costs 8 spell points per turn of caster, mind.
Range: 1DU

-Forced suicide
Req: Mind D4
Effect: Target uses next available turn to inflict most powerfull attack at 3x maximum damage against itself, mind.
Range: 1DU

-Full shutdown
Req: Mind D4
Effect: Target collapses and AC is reduced to 0 for number of turns equal to mind skill. Cast with a 3 penalty in resistance roll, mind.
Range: Melee

==========
Spirit ==========

-Wizards eye
Req: Spirit D1
Effect: After use, I will tell you the types of creatures that are in a certain radius on my map and my estimation whether you can take them or not. Only one cast between two rests.
Range: 20DU

-Speak
Req: Spirit D1
Effect: Allows speaking to a character that would be hard to reach in person. The avatar that you send has the same intelligence and personality as you do, but cannot perform an action.
Range: 15DU

-Spirit Lash
Req: Spirit D2
Effect: Mind skill x(1d5)+5, spirit.
Range: 4DU

-Insanity
Req: Spirit D2
Effect: Target suffers �4 accuracy, spirit.
Range: 1DU

-Feeblemindedness
Req: Spirit D2
Effect: 30% added to chance that target spell fails, spirit.
Range: 1DU

-Destroy spirit
Req: Spirit D3
Effect: Spirit skill x(1d9)+8, spirit. Double damage versus immaterials.
Range: 2DU

-Spirit fighter
Req: Spirit D3
Effect: Spirit skill x(1d3)+3, spirit, for every turn of caster, until end of combat situation.
Range: 1DU

-Death of spirit
Req: Spirit D3
Effect: Target will repeat last action each turn (as long as there are speed points) until end of combat, spirit.
Range: 1DU

-Soul guardian
Req: Spirit D4
Effect: Once HP falls below 0, death is delayed by spirit skill in turns. Must be healed before spell runs out in order to avoid death.
Range: 1DU

-Soul ward
Req: Spirit D4
Effect: Immunity against mind and spirit spells. +20 for mirror resistances.
R
ange: 2DU
Compound spells:


The first compound spell is a whole collection of spells. The so-called
enhanced spells. To cast an enhanced spell, you need D3 thermal magic. Basically, you take a direct damage spell, add the speed and mana cost of the D3 Thermal skill. Effectively, this doubles the amount of damage done by the spell. So an enhanced fire bolt costs 16 spell points, 15 speed points and does double the damage of a normal fire bolt.

-Mist curtain
Req: D1 fire, D1 water
Effect: Targets suffer -3 accuracy.
Range: All characters (caster too) in 2DU radius from caster.

-Infect with fire
Req: D1 fire, D1 earth
Effect: Fire skill x(1d7)+8, fire.
Range: Melee

-Fire arrow
Req: D1 fire, D2 air
Effect: Fire skill x(1d8)+10, fire.
Range: Air skill in DU.

-Lightning bolt
Req: D2 fire, D2 air
Effect: (Fire skill + Air skill) x(1d7)+7, electrical.
Range: Accuracy statistic in DU.

-Inflict poison
Req: D1 earth, D1 body
Effect: Inflicts poison on the target, physical.
Range: Melee

-Incinerate
Req: D1 earth, D4 fire
Effect: Fire skill x(1d20)+20, fire.
Range: Melee

-Eradicate
Req: D1 earth, D4 fire, D3 water
Effect: Fire skill x(1d30)+30, fire.
Range: Melee

-Levitate
Req: D3 air, D3 earth
Effect: Ability to float over traps, holes or fire. Works inside (unlike the
fly spell).
Range: 1DU

-Burn lock
Req: D1 earth, D3 fire
Effect: Earth skill + Fire skill + intelligence work as a bash comparison on
a lock.
Range: Melee

-Disintergrate
Req: D1 earth, D2 fire, D2 thermal
Effect: Target makes a check of endurance +6 versus caster earth, fire and thermal skills combined. Failure is death.
Range: 1DU

-Focussed shield
Req: D3 earth, D3 body
Effect: Earth skill + Body skill added to AC.
Range: 2DU

-Fire block
Req: D1 thermal, D2 water
Effect: Water skill added to fire resistance.
Range: 2DU

-Cold block
Req: D1 thermal, D2 fire
Effect: Fire skill added to cold resistance.
Range: 2DU

-Meteor shower
Req: D4 fire, L3 air, L3 earth
Effect: Fire skill x(1d10)+8, fire and earth skill x(1d10)+8 physical.
Range: Accuracy statistic in DU. Hits all targets in 2DU radius.

-Telekinisis
Req: D4 mind, D1 spirit
Effect: The ability to open chests and throw switches from a distance. Does not open closed locks.
Range: 2DU

-Bloodlust
Req: D1 fire, D2 mind
Effect: Target +6 strength
Range: 2DU
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