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Warrior Mage Spells
Air
Fire
Earth
Water
Aether
Electricity
legend · spell lists · warrior mage guild · magic guide
Air
target
[PW]

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.

  Zephyr
Raises a light refreshing breeze which helps slightly improve fatigue recovery for all in the area.
 
[TW]
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.
 
[SW]
Swirling Winds
Summons the winds of Elanthia to surround you, increasing your ability to evade and parry attacks.
 
[TC]
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.
 
[YS]
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.
 
[AB]
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.
  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
target
[FS]
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.
[FSV]
Fire Shard Volley
Hurls a series of Fire Shards at a target. More mana equates to more and deadlier shards. Requires FS.
target
[FB]
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.
 
[DB]
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.
 
[MOF]
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.
 
[FR]
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
target
[FOS]
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.
  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.
scroll-only
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.
  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.
  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
[MAB]
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
[ROS]
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
target Frost Scythe
Creates a great blade of ice that attacks the target. Damage will depend upon your magical abilities and accuracy.
  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.
 
[IP]
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.
 
[RM]
Rising Mists
Makes it difficult to see anything in the area, rendering combat more difficult and hiding easier.
 
[VOI]
Veil of Ice
Interferes with Targetted Magic. It causes the next targetted spell cast at or by the subject to fail. Requires IP, ES.
 
[FOI]
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.
 
[WP]
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
target 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.
 
[ES]
Ethereal Shield
Offers some protection from elemental attacks, as well as giving you a minor defensive advantage in battle.
 
[MES]
Multiple Ethereal Shields
Much like the regular Ethereal Shield spell, but it applies to everyone in your group. Requires ES.
held mana
[SC]
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.
target 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
target
[GZ]
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.
 
[AL]
Arc Light
Uses small amounts of raw electrical energy to produce a blinding flash of light which throws the target off balance.
scroll-only
Strobe
Flashes multiple times, seriously disorienting the target. Requires AL.
  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.
 
[SD]
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.
target
[LB]
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.
target
[CL]
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

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