| legend
· spell lists · warrior
mage guild · magic guide |
| Air |
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Paeldryth's Wrath
Channels the unseen currents of air
into a blast directed at your opponent. The spell will throw
your opponent out of melee with you, and possibly damage
your enemy, depending on the power and accuracy of the attack.
Many mages believe that the spirit of Paeldryth watches
those who use his spell, and will aid those in dire straits.
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Zephyr
Raises a light refreshing breeze which
helps slightly improve fatigue recovery for all in the area. |
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Tailwind
Shifts the winds to the target's favor, increasing his accuracy
with a bow or thrown weapon while decreasing the accuracy
of other people or creatures in the area. Requires
Zephyr. |
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Swirling Winds
Summons the winds of Elanthia to surround
you, increasing your ability to evade and parry attacks. |
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Thunderclap
Creates an overwhelming burst of sound
in the room you are in. This will stun those in the room,
and possibly yourself, depending on the power you use. The
more disciplined your will, the greater your chances of resisting
the effects of the spell. Requires SW. |
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Y'ntrel Sechra
Developed by S'Kra wind mages, YS creates
a cushion of air between your body and the armor you are wearing.
This cushion of air will flow with your movements, supporting
the armor and allowing you to move freely. The more power
you use with this spell, the better the armor will flow with
your movements, and the longer it will last. Requires
SW. |
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Air Bubble
Forms around the target's head, allowing
him or her to breathe underwater for several minutes. You
must be underwater to cast it. |
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Vertigo
Causes the air pressure to change and
fluctuate about the target's ears, which makes the target
feel quite weak in the stomach. It has interesting but slightly
less pronounced effects on those things in melee with you,
if a target is not singled out. Requires
PW, SW. |
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| Fire |
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Fire Shard
Conjures a fist-sized shard of elemental
fire and hurls it at its target. The intensity of the damage
varies with the amount of power invested in the spell.
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Fire Shard Volley
Hurls a series of Fire Shards at a target.
More mana equates to more and deadlier shards. Requires
FS. |
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Fire Ball
Launches a ball of fire at a target which
explodes on impact. If fed with great amounts of power, it
can be devastating. Requires
FS. |
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Dragon's Breath
Sets the target on fire. You need to
be holding some naphtha if you intend to burn anything that
isn't naturally flammable. Requires FB. |
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Mantle of Flame
Set parts of your Ethereal Shield alight
in a blaze of fire. While in effect, you will be able to see
in darkened areas. Skilled mages have noticed that, with enough
power, this spell gives their brawling attacks more damage,
and may even make it harder for shadow walkers to lift your
treasure. Make certain your Ethereal Shield never falters
while you have Mantle of Flame up. The corpses of those who
did... did not look pretty. Requires
FB,
ES. |
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Fire Rain
One of the most impressive spells of
destruction in a Warrior Mage's repertoire. Ethereal Shield
alone will not bear the full brunt of such an attack, but
a mundane shield large enough to duck under, combined with
an ES to handle stray splashes, can be effective. You'll need
to have some naphtha in your right hand when you cast. All
of it will be used at once -- the more you hold, the longer
the rain will continue and the more damage it will cause.
Requires DB. |
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| Earth |
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Fist of Stone
Causes a small stone to separate from
the ground beneath you, and hurtle towards your opponent.
This spell can cause great damage, depending on the power
used and the accuracy of the attack. |
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Tremor
Shakes the very ground, knocking over
anyone without the reflexes to remain on their feet. It may
only be used outside, as the consequences of unleashing seismic
forces inside a building or cave would be very unfortunate.
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Selective Tremor
A refined version of the Tremor spell.
You may cast it at one specific target, or cast it generally
to affect only creatures, not people. Requires
Tremor. |
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Sure Footing
Steadies the ground and soil beneath
one's feet, resulting in improved balance in combat for a
while and slightly improving one's climbing abilities. Requires
Tremor. |
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Earth Sense
Allows the caster to link with the earth
below. It is a useful spell for revealing what may lie hidden
to normal sight. Requires
Tremor. |
| NEW |
Magnetic Ballista
Allows you to shape the surrounding earth,
rock, and mud into the form of a potent siege engine known
as a ballista. Be careful when it fires if you're wearing
metal armor, because it could pull small individuals to the
ground! Requires
FOS, SD |
| NEW |
Ring of Spears
Ring of Spears is primarily a defensive
spell, but with enough magical acumen and careful timing it
can also be cast to devastating effect. When you so evoke
the power of Earth, a ring of sharp spikes, resembling spears
wrought of rock, rises from the ground around you, fending
off surrounding foes and injuring those not lithe enough to
escape. A skillful mage can also employ this spell to aid
his or her allies. |
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| Water |
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Frost Scythe
Creates a great blade of ice that attacks
the target. Damage will depend upon your magical abilities
and accuracy. |
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Frostbite
Drastically lowers the temperature in
the area, causing its victims to suffer from frostbite and
severe fatigue. If your concentration and fatigue are intact
you may be able to prevent it from harming yourself and your
companions, otherwise use Ethereal Shield for protection.
This spell is illegal in most jurisdictions and will result
in a charge for Endangering Public Safety. |
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Ice Patch
Will create a treacherous sheet of ice
beneath its victim, causing it to lose its balance and possibly
fall and sustain injury. Requires Frostbite. |
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Rising Mists
Makes it difficult to see anything in
the area, rendering combat more difficult and hiding easier. |
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Veil of Ice
Interferes with Targetted Magic. It causes
the next targetted spell cast at or by the subject
to fail. Requires IP,
ES. |
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Fortress of Ice
Creates a tall ring of impenetrable ice
walls which isolate the caster's group (and anything at melee
or pole range). Though the walls cannot be scaled from without,
footholds on the inside allow escape. Requires
VOI. |
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Water Purification
Removes the other elements from a body
of water, so that rather than conducting electricity it strongly
resists it. You will need powdered charcoal to cast the spell.
Strongly recommended when using electrical spells in wet or
damp areas. |
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| Aether |
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Aether
Lance
Creates a beam of aethereal energy and
sends it flying at your target. Damage will depend on how
much energy is put into the spell, how skilled you are at
targetting, and also how close you are to your opponent. This
spell has been known to cause damage to the shield and armor
of your opponent. |
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Ethereal Shield
Offers some protection from elemental
attacks, as well as giving you a minor defensive advantage
in battle. |
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Multiple Ethereal Shields
Much like the regular Ethereal Shield
spell, but it applies to everyone in your group. Requires
ES. |
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Spirit Cloak
Renders the caster difficult to locate
and target magically. It lasts as long as you hold mana for
it, which means if you cast another spell, your cloak will
fall. Requires
ES. |
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Aether Lash
The Aether Lash spell is quite nasty
indeed. It forms an invisible, but quite deadly, whip of ethereal
energy that is quite likely to sever limbs...or heads, as
the case may be. Requires Aether
Lance,
ES. |
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| Electricity |
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Gar Zeng
You'll need a free hand to be able to
cast the Gar Zeng spell -- a close-range electrical attack.
While it's very easy to hit your target somewhere,
and tends to unbalance the target a bit, it can't be aimed
at a specific body part and doesn't do serious damage. |
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Arc Light
Uses small amounts of raw electrical
energy to produce a blinding flash of light which throws the
target off balance. |
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Strobe
Flashes multiple times, seriously disorienting
the target. Requires AL. |
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Tingle
Sends very minor electrical current through
the hands of the target, causing a strange tingling sensation
to interfere with fine motor control. This spell is a non-violent
deterrent to pickpockets and may even cause people or creatures
to drop what they are holding. Requires
AL. |
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Static Discharge
Discharges the static electricity which
builds up over time on the outer surface of an Ethereal Shield,
jolting everything and everyone within your melee range. It
requires very little mana, but only works one time for each
time you create or extend your shield. Requires
AL,
ES. |
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Lightning Bolt
Fires a bolt of magical lightning at
the target, inflicting great electrical and heat damage. However,
it requires high amounts of energy. Requires
SD, GZ. |
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Chain Lightning
Unleashes a blast of lightning at the
target, which then moves on to strike other targets in the
area, at random. Those protected by Ethereal Shield will not
be struck unless you target them specifically. Requires
LB. |
| legend
· spellbooks · warrior
mage guild · magic guide |