A minor bolt of electrical energy leaps from the palm of the caster. This is an elemental attack spell and uses the Aimed Spells skill.
This spell is used extensively by young wizards, because it is an easy spell to learn and cast, and the mana requirements are low. This spell is also typically found in a variety of commonly found wands.
This spell magically enhances a weapon, giving it a +15 bonus for the number of attacks equal to the level of the caster. The spell is cast on the weapon. The effects are not cumulative and this spell will not work on magic, cursed, holy, slaying or weapons made of special metals that provide a bonus, such as mithril.
There is no experience restriction for using a weapon with this spell, so anyone may use it. The spell only dispels when the number of attacks is exceeded. (Remember, even misses count as attacks!)
A bolt of highly compressed water is shot from the palm of the caster. This is an elemental attack spell and uses the Aimed Spells skill.
It is not as easy to hit a target with this spell as with Minor Shock; however it does more damage when it does hit. A more skilled wizard with the mana to cast this spell will usually find this spell is a more mana efficient choice after moving out of the easy hunting areas.
A bolt of hissing acid is shot from the palm of the caster. This is an elemental attack spell and uses the Aimed Spells skill.
This is a powerful elemental attack spell that is a more recent addition to the Wizard's spell list. It provides a useful alternative to Minor Water or when facing creatures that are resistant to the more standard elemental bolt spells.
Duration: 1200 seconds + 60 seconds for every Wizard spell rank known; cumulative
This self-casting spell allows the caster to create multicolored rays that shoot out of their body and flow into a shimmering sphere around them. The colorful rays provide +5 Physical Defense Strength (DS) and +20 Bolt DS, +1 for both Physical and Bolt DS for every 4 Wizard spells known over 5.
With the increase in defense, there is also an increase in mana cost. The base mana cost is 5, +1 for every 3 DS bonus over 5.
A bolt of fire is shot from the palm of the caster. This is an elemental attack spell and uses the Aimed Spells skill.
This is a very powerful elemental attack spell that is one of the primary attack spells for wizards. Although not the most powerful elemental attack spell available to wizards, it is effective in most situations and often provides the best results for the mana required to cast it. This is usually the spell of choice for wizards without the mana to hurl the more powerful lightning bolts.
A ball of pure cold 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 cold hits the target, the explosion can result in damage to other targets in the room, up to 8 targets.
Aimed Spells is the most important skill for this spell. Multi-opponent Combat can increase the ability of the cold 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 a bit harder to aim and does less damage than Major Fire, but some creatures are elementally more resistant to one form of attack than another.
Training in Elemental Lore, Water increases the damage of the spell and will create a larger ball of cold, increasing the maximum number of targets that can be struck.
A ball of pure fire is shot from the palm of the caster, exploding on impact. Like Major Cold, 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 fire 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 fireball 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 a bit easier to aim and does more damage than Major Cold, but some creatures are elementally more resistant to one form of attack than another.
Training in Elemental Lore, Fire will increase the damage of the spell and will create a larger ball of fire, increasing the maximum number of targets that can be struck.
Causes the earth in the area to begin shaking in a very minor earthquake, complete with aftershocks. Everyone in the area must make a roll to remain standing. Note that the effect is actually an illusion, the disruption is not in the earth but in the magical aura. As such no structural damage will result and the caster is completely immune to the effect.
Attacking a fallen opponent lowers their AS and DS by 50. This is an easy way to get a big advantage over an opponent.
A bolt of lightning is shot from the palm of the caster. This is an elemental attack spell and uses the Spell Aiming skill.
These bolts are much easier to aim than minor shocks since they have a tendency to arc to their target even if the aim is off. They also do much more damage than minor shock. This spell is highly regarded as the most potent bolt spell available to wizards, but the mana needed to cast it is so high that only the most accomplished wizards will use this spell on a regular basis.
This spell creates a vicious wind, erupting in the area, possibly knocking down those not in the caster's group. The violent, swirling wind will also cause all combatants to lose their positioning, which causes their stance to become less defensive. Additionally, items on the ground may be swept away by the wind. Training in the Wizard spell circle increases the strength of the wind.
Training in Elemental Lore, Air increases the chance of forming a vortex starting at 2% chance at 5 ranks, with the maximum being 30% chance at 200 ranks (summation*2). These vorteces will last between 6 and 8 rounds, where each round is between 5 and 10 seconds. On each round, the vortex will target a single random foe that had been hit by the original cast of Call Wind, and may cause a loss of stance, as well as Roundtime.
Duration: 1200 seconds + 60 seconds for every Wizard spell rank known; cumulative
This self-casting spell provides a bonus to the caster giving them +10 Defense Strength (DS), +1 DS for every Wizard spell known over 913 as well as +20 Elemental Target Defense (ETD), +1 ETD for every 3 Wizard spells known over 913.
With the increase in defense comes an increase in mana cost; 13 base mana +1 for every 3 additional DS bonus gained.
If successful, this spell will cause the target's weapon-in-hand to flare. The type of elemental flare depends on the element the caster is attuned with. The strength and number of times the weapon will flare vary based on the skill of the caster. Creatures may drop their weapon, but unless the spell has subsided 'anyone' picking up the weapon may be struck down by another flare!
This spell does not typically work on magic, holy, cursed, or weapons forged of special metals such as mithril.
The ATTUNE command allows a character to select a particular element to which he is naturally attuned. This is a one-time choice, and cannot be changed or reversed once completed, though it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands respectively. If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement. If a caster is attuned, and focused on his element using ATTUNE ELEMENT, he will get the same element each time he casts a spell that depends on attunement.
Duration: 1200 seconds +30 seconds for every Wizard spell rank known; refreshable.
The caster becomes nearly invisible. So long as no sudden move is made, such as an attack, the caster is extremely difficult for most people to detect without magical means. This spell does not cloak smells or sounds, so many creatures will have no difficulty finding an invisible combatant, although they might be confused by the conflict of senses.
Note: A creature that locates an invisible target will often promptly attack! This is typical and the invisibility will be removed before the physical attack is made by the creature.
Using the UNHIDE command while invisible will drop the invisibility effect.
Earthen Fury is an attack spell that uses SMRv2 to determine its chance to hit, with Wizard Base spell ranks determining the wizard's attack prowess. The spell is designed around being at least 1× per level trained in the Wizard circle; thus, less training than that will result in reduced effectiveness (though it is still very usable depending on circumstances). Over training in the Wizard circle does increase the effectiveness of the spell.
When the spell is cast, a critical cycle occurs, with more critical cycles occurring every 2 seconds for the next 10 seconds (a total of 6 cycles). When a cycle successfully hits, it will target the legs of the target IF the target can be knocked down and is not currently prone. If the target cannot be knocked down, or is already lying down, it will instead choose any body part. Each successive cycle does less base damage than the previous cycle, but can still do more damage due to bonuses gained from the target being injured, stunned, prone, etc. There will always be six cycles unless Earthen Fury is dispelled or the target is killed.
This spell will follow its target through rooms, but will only actually attempt to injure the target if the caster is in the same room. This means that running away from the caster is a great defense against this spell. It will also appear in SPELL ACTIVE.
This spell calls upon the elemental forces to replicate an inanimate object. This is a very tricky proposition and as such the spell has some limitations. Objects that are made from elements (such as gems, silver, or gold) usually will not duplicate. Magical items, items made of special metals such as mithril, holy and cursed items are also resistant to this spell. On some occasions, when the forces are especially powerful, such a duplication will succeed. When this spell fails, there is usually nothing to show for the effort -- sometimes a useless hunk of material will result and sometimes a very unstable version of the object will be created. However when it succeeds (as it usually does on simple objects), you will have an exact duplicate of the item.
Despite being duplicated, the mass of the two objects remains fairly comparable to the orginal. Typically no difference will be noted, however the stress caused by the duplication process will leave each one structurally unsound. Any attempt to duplicate either item again will cause it a catastrophic failure and a rather flashy display of pyrotechnics! Any wise wizard will first use Elemental Detection on an item before attempting to duplicate it.
To find out what will duplicate and what won't requires trial and error; research on this is unreliable since it seems some wizards are better at duplication of certain items than others.
Duration: 1200 seconds + 60 seconds for every Wizard spell rank known; refreshable
The Call Familiar spell will summon forth a small animal to the caster for the duration of the spell. The type of creature which appears is dependant upon the local inhabitants of the area the caster is in. Elemental wyrdlings are also available as familiar types. Split into five elemental sub-types (air, earth, fire, water and lightning), wyrdlings are available to wizards who have set their attunement and are currently set to ATTUNE ELEMENT. The familiar a wizard calls is completely random. Only with the use of the binding rune (see below) can a wizard consistently summon the familiar of his choice.
A wizard may choose to consistently call the same type of familiar by use the binding rune. Once the wizard has found a fellow wizard to teach him this rune, he must create the binding rune using a brush, ink and blank runestone, all available in the local alchemist shops. Once the wizard has a binding runestone, he must purchase a familiar talisman from the local Wizard Guild shop. WAVE the binding runestone at the familiar talisman in order to prepare it then, WAVE the prepared familiar talisman at the familiar of choice. Seal the familiar talisman by casting the Call Familiar spell at it. To summon the familiar, cast Call Familiar at the familiar talisman. Each familiar talisman has 20 charges.
The wizard can see through the eyes of his familiar and can command it to perform several simple tasks. Although a familiar is not useful in combat, it can be helpful for information gathering and as a messenger. If the wizard should die, a familiar can also attempt to seek help for its master, though this is not always effective. Additionally, a wizard's familiar will always follow him across realms, keeping the wizard company on his travels.
A wizard commands his familiar with the TELL command.
Usage: TELL FAMILIAR TO <command> [options]
LOOK [player, object, creature]
look through the familiar's eyes
GO <direction, portal, HOME>; ENTER <portal>; CLIMB <object>
move in a direction, traverse a portal or send your familiar to your home
speak through your familiar
pick up and hold a small item
drop a held item
search for another player's character
set activity level and demeanor of your familiar
remain in the current room; cease following a character
your familiar will return to you, even when you are invisible
watch the room your familiar is in
cease watching the room
send your familiar to look for help when you are dead
FLY, LAND, STAND, SIT, SLEEP
more familiar actions
the familiar will leave and need to be re-summoned if you want it back
Wizards may even pick up their familiars (except wolves) via the GET command and put them down via the DROP command.
Enchanting is the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful enchantment provides a +5 bonus to the item as well as increased resistance to damage and destruction. The process of enchantment can be lengthy and requires certain knowledge by the Wizard.
This spell opens a magical portal between the caster and their familiar. It is not possible to open up a portal to all areas accessible by familiars. Anyone may pass through the gate, but once the wizard who created the portal steps through, it will close behind them. It is possible to drag people through the gate, which makes this spell particularly useful to wizards attempting to help retrieve the bodies of those who have fallen.
The success rate of this spell is based on, among other things, Elemental Mana Control, spell training and stat bonuses.
Core Tap allows the caster to specify up to 6 spells to instantly cast at all creatures in the room, up to the wizard's target cap of 5 + (Elemental Mana Control skill / 50). It has a base 1 minute cooldown. It can be used to cast any spell (including defensive spells, AoE spells, and single target spells). AoE spells are only cast once, not at each creature in the room. Due to the AoE nature of the spell, runestaves will not flare when casting this spell. Single target attack spells will cost 2x their mana cost when used in conjunction with 950.