Spells Continued
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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.) 
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)
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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