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Spell List
Topic Started: Aug 7 2008, 11:02 PM (157 Views)
Adam The Me

Magic schools are devided into two groups: Wizardry and Sorcery, Wizardry schools require the use of incantations to cast, where as sorcerer schools require you to use extreme willpower to channel your own magical energies.
Wizardry: Light, Dark, Arcane, Necromancy.
Sorcery: Fire, Water, Air, Earth, Nature, Conjuration, Manipulation, Mental.
Fire
1 Create flickering flames
2 Douse Flames, enrage flames slightly
3 Muster small fireball
4 Flaming Missile
5 Create fire on burnable substance
6 Create Heat (10ft)
7 Enrage flames
8 Muster Fireball
9 Fire beam (10ft)
10 Create greater Heat (20ft)
11 Absorb flames, create Greater fireball
12 Greater Enrage Flames
13 Create multiple fires on burnable surfaces
14 Greater Firebeam (20ft)
15 Engulf self in flame (and within a 5ft radius)
16 Detect Fire (within 2 miles)
17 Create flaming sword
18 Super heated Fire Ball
19 Super Heated Fire Beam (30ft)
20 Multiple handle (create up to 4 fireballs, or 2 fire beams or 2 fireballs and 1 beam at the same time)

Water
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10 Mist - Creates a thick mist that you cannot see through, covering a 10 meter area.
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15 Mist now effects a 20 meter area.
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Air
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Earth
1- Stone - Creates a small fist sized stone.
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5- Stoneshape - You can shape 10ft squared of stone however you want.
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10 Stoneshape now effects 20ft squared. Earthsense - As long as you are touching ground or stone you can sense movement upon any connected stone or earth within 50 meters.
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15 Stoneshape now effects 30ft squared. Earthsense now has a one kilometer range.
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20- Meteor - Sends a meteor crashing to earth, exploding on impact, destroying most things in the area (Very strong things are excluded, such as magical items, mithril, or adamantine.). Large energy drain. Mostly just used for taking out a tower or making a hole in a wall in warfare. ... Or showing off...

Light
1- Create light (10ft radius),
2- Healing minor wounds
3- Dispel rank 3 evil effects
4- Healing Wound
5- Create Light (20ft radius)
6- Create evil detection ward
7- Dispel rank 7 evil affects
8- Healing severe wounds
9- Seering light (A burning light causing blind and light damage)
10- Orb of light (constant, 25ft radius)
11- Dispel rank 11 evil effects
12- Sense evil
13- Burning light (Cause blind and average damage)
14- Heal any wounds
15- Cleanse (rids body of disease etc, huge energy drain)
16- White fire (Incredibly white hot flam in palm)
17- Dispel evil rank 17
18- White Fire sword
19- White Flame beam (30ft White flame beam)
20- Resurrection

Dark
1 Create small shroud
2 Drain small amount of life force
3 create trace link (so you always know were someone is)
4 Dark Missile (dark missile that causes damage)
5 Create Light detection ward
6 Drain life force
7 Create shroud
8 extinguish light
9 taint (taint an area to emit dark energies, great energy drain)
10 Bind (bind up to 3 willing mortals to your will)
11 Create greater shroud
12 Drain greater life force
13 create light destruction ward
14 Weak Curse ( of Weakness -50% strength, of Slowing -50% speed / Dexterity, of Fatigue -50% max energy reserves (not magic) curses last one year, or untill dispelled.)
15 Bind (up to 10 mortals)
16 Sense light
17 Dark blade (causes taint and Bind after several hours after contact)
18 Greater Curse ( of the Shadowwalker - sunlight burns skin, hurting anyone exposed for too long, but grants perfect night vision. Dark Gift - A week of preperation lets you cast a single Curse that modifies race, discuss with admins before use. Curses last untill dispelled.
19 Eternal Curse - Curses are given to the offspring of the cursed person, but can still be dispelled.
20 Kill (Touched target dies, as long as they are not more then twice your size. Huge energy drain)


Nature
1 Seed - You can make a seed for any plant you've seen.
2 Natural Attunement - You always know roughly what time it is, within two hours.
3 Grow - You can quickly grow small plants over the course of 5 minutes. (No larger then vegetables)
4 Healing Waters (Heals light wounds)
5 Lesser Nature's Wrath (Can cast any rank 5 Elemental spell)
6 Natural Attunement - You always know roughly were you are, however the knowledge is vague at best.
7 Grow - You can quickly grow medium plants. (No larger then a bush)
8 Natural Attunement - You know if the balance of nature in the area is upset, and can feel it, almost like pain. This includes unnatural forestfires, clearcut logging, or extensive building, such as a city (if the city has many gardens and plants, the feeling is minimal. Cities built into the woods, eg Woodshape made houses, don't count.), and if much of the plant life is dieing. You cannot tell WHAT is wrong with the area, just that something is, and it is felt as pain. 3 kilometer range.
9 Healing Waters now heals Moderate wounds.
10 Nature's Wrath (Can cast any rank 10 Elemental spell)
11 Talk to animals - Allows you to transfer basic ideas to animals, in the form of making the same sounds as them. This ability is rather limited, but you can at least give messages like "I'm your friend" or "watch out!" or "kill that".
12 Grow - You can quickly grow trees most trees.
13 Natural Bond - While in mostly plant-filled areas (the minimum is a city street with trees and or bushes lining it), you do not need to eat or drink, as your bond with the natural world provides for you. On the flip side, if you do not meet these conditions, you feel crushed, smothered, and start to require to eat and drink normally.
14 Healing Waters now heals severe wounds.
15 Greater Nature's Wrath (Can cast any rank 15 Elemental spell) Natrual Attunement - You can now get a rough idea of the cause of the disruption of the balance of nature. 30 kilometer range.
16Tree Walk - Enter a tree, and you may travel from tree to tree as long as their roots touch. (Basically, you can only change trees in dense forests)
17 Grow - You can now grow even the largest of trees. Woodshape - You can shape wood however you chose, as long as no extra wood is created in the transformation.
18 Cleansing Waters, heals disease/sickness/poison.
19 Healing Waters now heals any wounds.
20 Nature's Guardian - Plant a seed that, if planted in fertile ground, will grow to a massive plant elemental (about half the size of a dragon), over the course of a day. You can only control one at a time.

Arcane
1 Arcane Mark (Draw blueish glowing lines with the tip of your finger)
2 Can Dispell any spell one level lower then your current Arcane level. (All mages can dispell their own spells regardless)
3 Faerie Fire (Create a harmless flame with your desired colour)
4 Weak Magic Missiles (Shoot missiles of raw magic, dealing light damage, but can't be resisted by anything but dispell or a complete magical shield)
5 Summon Familiar (You can magically bind yourself to any animal you touch, max one at a time, and gain a mental link to it, a few of its properties, and can call it to you at will)
6 Create a relatively weak physical shield to defend against weak sword/other weapon blows and weak elemental attacks.
7 Summon spectral being-summon a small spectral creature to command(only 1 at a time)
8 Ward - You can ward an area, so that if anyone enters it (you can specify exceptions) you are notified with a mental 'ping' sound.
9 Magic Missile (Shoot missiles of raw magic, deals average damage)
10 Magic Wall - Creates a magical wall at the desired spot, multiple wizards can work together to make larger and stronger walls.
11 Physical shield- Creates a physical shield that shields you from average damage attacks both magical and physical.
12 Nightvision, allows perfect sight in the dark up to 40 metres.
13 improved familiar-familiars can be larger now to about twice the size of a man
14 Greater magic missile-create magical missiles that causes great damage.
15 Summon greater spectral being-you can now summon most average creatures
16 Arcane Eye - You draw an arcane-looking eye shape with Arcane Mark, and can see what it sees, in your mind's eye. You can have 1 Arcane Eye per 5 ranks in Arcane. Improved Ward - You know who it is that is intruding upon your ward.
17 Greater shield-A shield that protects the user from most attacks.
18 Invisibility-you can move unseen and blend with your environment.
19 Amazing magic missile-does extreme damage
20 Greater Familiar - Familiars can now be very large (up to the size of a Wyrmling)

Conjuration
1 Create up to 1 pound of matter.
2 Create up to 2 pounds of matter, Shapeshift to change minor features (hair colour, eye colour, wrinkles...)
3 Create up to 4 pounds of matter, Shapeshift can change minor details of your body, as long as difference doesn't exceed your matter creation limit.
4 Create up to 7 pounds of matter.
5 Create up to 11 pounds of matter.
6 Create up to 16 pounds of matter
7 Create up to 22 pounds of matter
8 Create up to 29 pounds of matter.
9 Create up to 37 pounds of matter.
10 Create up to 46 pounds of matter, Shapeshift can add limbs or change pronounced body features, as long as the difference doesn't exceed your matter creation limit.
11 Create up to 56 pounds of matter
12 Create up to 67 pounds of matter
13 Create up to 78 pounds of matter
14 Create up to 90 pounds of matter
15 Create up to 103 pounds of matter Shapeshift can change most features, now allowing things completely strange.(You can now change into completely other creatures) as long as the difference doesn't exceed your matter creation limit.
16 Create up to 117 pounds of matter
17 Create up to 132 pounds of matter
18 Create up to 148 pounds of matter
19 Create up to 165 pounds of matter
20 Create up to 183 pounds of matter Shapeshift no longer requires that you've seen, or know of the existance of, a type of body feature for you to use it, you may now forgo the use of a body intirely, as long as the difference doesn't exceed your matter creation limit.

Characters that specialize in a single alternate form only use half the energy in shapeshifting. If they have clothes that closely mimmick the skin of their favored form, they use a quarter less energy in shifting. (A great example is Elven Druids, who do both.)

Manipulation
1 Telekinesis 5 foot range, 5 pounds max.
2 Telekinesis 10 foot range, 10 pounds max.
3 Telekinesis 15 foot range, 25 pounds max.
4 Telekinesis 20 foot range, 45 pounds max.
5 Telekinesis 25 foot range, 70 pounds max.
6 Telekinesis 30 foot range, 100 pounds max.
7 Telekinesis 35 foot range, 135 pounds max. Teleportation 5 meters.
8 Telekinesis 40 foot range, 175 pounds max. Teleportation 10 meters.
9 Telekinesis 45 foot range, 220 pounds max. Teleportation 20 meters.
10 Telekinesis 50 foot range, 270 pounds max. Teleportation 35 meters.
11 Telekinesis 55 foot range, 335 pounds max. Teleportation 55 meters.
12 Telekinesis 60 foot range, 395 pounds max. Teleportation 80 meters.
13 Telekinesis 65 foot range, 460 pounds max. Teleportation 110 meters.
14 Telekinesis 70 foot range, 530 pounds max. Teleportation 145 meters.
15 Telekinesis 75 foot range, 605 pounds max. Teleportation 185 meters. Create a portal, the target range is infinate, but must be on either the Mortal Realm or the Rift, cannot be larger then 6 square feet, and lasts for 10 minutes after you stop concentrating, but can be closed at any time if you will it to. You can instintaneously 'Blink' to any spot within 5 meters for very little energy.
16 Telekinesis 80 foot range, 685 pounds max. Teleportation 230 meters. Portals last 20 minutes.
17 Telekinesis 85 foot range, 775 pounds max. Teleportation 280 meters. Portals last 30 minutes.
18 Telekinesis 90 foot range, 870 pounds max. Teleportation 335 meters. Portals last 40 minutes.
19 Telekinesis 95 foot range, 970 pounds max. Teleportation 395 meters. Portals last 50 minutes.
20 Telekinesis 100 foot range, 1075 pounds max. Teleportation 460 meters. Portals last one hour.

Mental
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Necromancy
1 Raise Corpse - 1 Minion,Limited to Skeleton, and very small creatures (rodents). Minions have know sense of intelligence, and will only do exactly as you command them to. They cannot do anything on their own accord, and will not stop the previous action untill commanded. (If you tell a minion to 'go forward', it will keep moving, even if it hits a wall.
2 Raise Corpse - 2 Minions,Small birds can be raised
3 Raise Corpse - 4 Minions,Large birds can be raised
4 Raise Corpse - 7 Minions, Small animals can be raised, such as cats or small dogs.
5 Raise Corpse - 11 Minions,Medium animals, such as large dogs, can be raised. At this point, zombies can be raised, decay still continues. They retain a very small amount of intelligence, and will now know to stop moving if they come to a cliff or wall. They will now retaliate to attacks unless specified not to.
6 Raise Corpse - 15 Minions,Can raise humans, and larger animals such as wolves.
7 Raise Corpse - 20 Minions,Can raise larger animals, such as bears.
8 Raise Corpse - 25 Minions
9 Raise Corpse - 30 Minions
10 Raise Corpse - 35 Minions, Minions retain the intelligence they had in life, however it degrades as their brain decays. Minions without brains have very basic intelligence. Minions with vocal cords can speak any language they knew in life, provided their brain retains that information. Minions can use magic up to half of their skill in life, while their brain retains the ability, and vocal cords function for any verbal components.
11 Raise Corpse - 40 Minions
12 Raise Corpse - 45 Minions
13 Raise Corpse - 50 Minions
14 Raise Corpse - 55 Minions
15 Raise Corpse - 60 Minions, Can now raise large creatures, such as wyrmlings. Life in Death - Minions bodies function perfectly, and they heal over time, eventually to the point of looking rather alive, however mininon's skin cannot tan, thus they become pale.
16 Raise Corpse - 65 Minions
17 Raise Corpse - 70 Minions
18 Raise Corpse - 75 Minions
19 Raise Corpse - 80 Minions
20 Raise Corpse - 90 Minions, Can now raise very large creatures, such as Dragons. Can raise dead as Ghosts, by stealing the spirit from the Rift. Ghosts are immune to most damage, however magic or silver weapons still effects them. (Except for Mind, Darkness, and damage done via Telekinesis) Ghosts use 'spirit weaponry', which for all damage purposes functions as Alchemical Silver, and can become physical long enough to do damage. Contrary to popular belief, Ghosts are not bound to the Necromancer that raised them, though they may aid them for the favor of raising them. If a player is raised as a ghost, they may continue playing, just in ghost form. Ritual of Eternal Death - A complex ritual that turns you into a Lich.
Edited by Adam The Me, Sep 3 2008, 08:59 PM.
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