| 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. |
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| 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: 1DU 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. Range: 2DU |
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| 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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