Duration: 900 seconds + 10 seconds for every MIU/AS rank; refreshable
Creates a strong magical aura around the target, ensuring most dispelling actions will first target this effect before other effects. As a side effect Elemental Detection will always detect and list this spell before any others as well.
Creates a small cloud of charged gas particles, which discharge bolts of electricity. It drifts in the wind and affects all targets not grouped with the caster on a random basis. The cloud takes one round to form. When the cloud nears a combatant, an automatic roll is made to determine if he/she/it avoids the lightning bolt.
This spell impedes the target's ability to cast high level spells. The total number of spell levels restricted in this manner is based on the caster's Arcane Symbols or Magic Item Use skill, depending on the method of activation. The top-level restriction is calculated according to (20 - summation seed 1 of (caster's ranks/2)). For example, a caster with 50 Magic Item Use ranks waving a smooth amber wand at a target will cause it to be unable to cast spells of level 14 or higher.
This spell can commonly be found in smooth amber wands.
A bubbling ball of acid is shot from the palm of the caster, exploding on impact. If the cast successfully hits the target, the target will experience damage from the initial hit as well as elemental critical damage as a result of the explosion. Once the ball of acid hits the target, the explosion can result in damage to other targets in the room, up to 8 targets.
Spell Aiming is the most important skill for this spell. Multi Opponent Combat can increase the ability of the acid ball to hit multiple targets in the room but is not required.
Ball attacks are much easier to hit with than the bolt attacks due to the added explosion at the end. However they tend to deliver less damage as the trade-off.
This spell is native to the Wizard circle.
This spell can commonly be found in crystal wands.
This spell makes a person more attuned to the arcane, providing them with new insight into spells. The resulting bonus is a boost to the caster's Casting Strength for all spell types. Because lower level characters have the most to learn about spells, they receive the greatest benefit, using a formula of (30 - caster level) with a minimum of +10 CS.
This spell can commonly be found in heavy quartz orbs.
This spell produces a much more potent version of the Stun Cloud. The death cloud delivers the most severe of injuries in its early stages that can kill most anything outright if it connects; use with extreme caution! The cloud is unpredictable and can move into an adjacent area at anytime.
A minor quake is caused in the caster's location, and all adjacent rooms. Everyone in the area of effect must make a moderate saving roll to remain standing. Note that the effect is actually an illusion, the disruption is not in the ground but in the minds of everyone in the area of effect. As such, no structural damage will result, leaving the caster and their group completely immune to the effect.
Quake is useful because a prone opponent has their Attack Strength (AS) and Defense Strength (DS) lowered by -50. This is an easy way to get a big advantage over an opponent. This spell is more likely to cause victims to fall down than the Wizard spell, Tremors. The Quake spell creates an earthquake in the location of the caster, in addition to every adjacent room. The earthquake can cause anyone in these rooms to potentially fall prone and suffer roundtime. The earthquake created by this spell is not real, and is actually a hallucination suffered by everyone in the area of effect, except for the caster and his or her group.
Befitting to V'tull's name, this spell sends the caster into a rage, resulting in +30 Attack Strength and forcing them to instantly melee attack all non-grouped targets in the room.
The roundtime for such an action mimics that of MSTRIKE, which is dependent upon the number of attacks made, weapon speed, encumbrance, dexterity, and reflexes. Due to the exhausting effect it can have upon a person, this spell can only be activated every 30 seconds.
This spell can commonly be found in bronze squares.
Arcane Barrier surrounds its caster in an anti-magic barrier that grants them immunity to targeted low level offensive spells. The highest spell level nullified in this manner is based on the caster's Arcane Symbols or Magic Item Use skill, depending on the method of activation. The caster becomes immune to spells of level (3 + (caster's ranks/25)) and lower. For example, a caster with 50 Magic Item Use ranks rubbing a crystalline prism becomes immune to spells of level 5 and lower.
This spell can commonly be found in crystalline prisms.
For his own reasons, it has forever been Fash'lo'nae's wish to see knowledge disseminated among the lesser races of Elanthia. Yet this desire was undermined by mortals trying to guard the Grandfather's greatest arcane gift. The specifics of this spell were hidden away in the libraries of Ta'Illistim for centuries, but they have resurfaced. And to make up for lost time, Fash'lo'nae has spread the knowledge of this spell as well as the rest of the Arcane circle across Elanthia like a wildfire.
The spell, Fash'lo'nae's Gift, grants ultimate arcane knowledge to the caster. It allows the caster to prepare a spell he would not normally know. The spell must be commonly found on scrolls in the treasure system. The maximum spell level that can be prepared is 5 + (success margin/5). The caster can prepare the spell one time, but gains additional opportunities to prepare it for every 25 success margin beyond the minimum required to prepare the spell.
If the caster is able to activate Fash'lo'nae's Gift with extreme success, a 100 success margin beyond the minimum required to prepare the selected spell, the caster can prepare the spell as many times as he desires for 10 minutes. This duration is increased by one minute for every 10 more success margin.
For example, if the caster is able to achieve a 120 endroll (success margin = 20) when activating Fash'lo'nae's Gift, he can then prepare a spell of level 9 or lower once (5 + 20/5 = 9).
Another example, if the caster can achieve a 210 endroll (success margin = 110), he can prepare any spell level 25 or lower that is commonly available on scrolls, but the number of times he can cast the spell depends on the spell's level. Choosing a spell of level 7 means the caster can prepare it as many times within 10 minutes as he chooses (110 - 10 = 100). Choosing a spell of 17th level means he can prepare it three times (110 - 60 = 50, 1 + 50/25 = 3).
This spell can commonly be found in gold-framed clear crystal lens.