| Spells Continued | ||||||||||||
| Page One/Back | ||||||||||||
| Psionics and General Spell List | ||||||||||||
| Mage Detect Hidden Detect Invisible Detect Magic Detect Good Detect Evil Mirror Image Advanced Miror Image (The images are solid but once hit they will fade/disapear) Vivid Image (The images are solid and will not fade when hit. Lasts as long as the mage can contain the magic. Must be recast every three rounds to keep images. Images can also be used as protective barrier around the mage.) Teleport (Allows the char to teleport short distances. Escape/attack tactic.) Gate (Advanced Magic. Just like using Gem of Gate. Time stamp rules apply) Ice Blast Wall of Ice Wall of Water Water Ball Fire Ball Fire Storm (Advanced Spell sends multiple fire balls at the target. Target must get a 7, 9, 0, 00 to evade all of the fire balls) Wall of Fire Shocking touch Energy Drain (Weakens target) Poison Cure Poison Blindness Cure Blindness Curse Item Dispel Curse Dispel Magic Illusion Tk Minor Tk Moderate Tk Major Summon Object (Differs from TK as this can be in another room. But not in another city/realm etc. And has to belong to the character.) Armor Shield (Magical Shield once hit will disapear) Shield Major (Creates shield like barrier around mage. Good for three rounds) Static Shield (Advanced Magic. Energy/Static like shield around the mage. When hit it emits an energy blast at the attacker.) Iron Skin (Advanced Magic. Creates Magic Iron flesh around the mage. Armor) Charm Vice Grip Lightning Bolt Chain Lightning (Advanced Magic. Causes lightning storm to attack target. Can be used as mass attack on up to 3 NPC's or 2 characters) Wind Storm (Causes strong winds to attack target. The target will be knocked down or if good enough time stamp unconcious. Good for attacks or quick escapes.) |
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| Mage Continued Refresh Fly Identify Nature's Mana (Follow Cleric Rules) Sleep Cure Light Cure Moderate Heal (Follow Cleric Rules) Giant Strength (Enhances char's strength for two rounds) Haste (HIGH Advanced Magic. Allows mage two attacks instead of one in the next round. Attacks must be posted separately and must follow time stamp rules separately.) Calm Know Alignment (Shows the mage what type of target he/she is dealing with. Evil, good etc. Character or NPC must acknowledge truthfully their nature. Usually in brackets. Ie: [Good align] etc.) Magic Barrier (Places a magical shield around an area/room/home that prevents magic attacks, one has to obtain permission before entering or have a 'door' opened for the person, psionisists cannot 'peek' or 'listen' through this) |
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| Ranger Detect Hidden Detect Invisible Detect Magic Detect Good Detect Evil Create Fire Create Water Create Rain (Advanced) Call Lightning Lighting Bolt Mass Lightning Fire Ball Fire Storm Water Blast Wind Storm Create Gem (Rangers can create gem's of call) Poison Cure Poison Cure Minor TK Minor TK Moderate Shield Shield Major Bark Skin Camoflague Spiders Walk Call Animal Animal Speak (They can understand emotions or sounds/speach from animals. Must get a 7 or greater time stamp) Calm Sleep Fly (Float) Cure Light Vice Grip Special Ranger Spell: Entangle (Creates vines around target's legs so they cannot flee. 5, 7, 9, = Two posts...0, 00 = three posts) |
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