701
|
Blood Burst
|
|
When cast at a healthy target
that bleeds will begin to bleed at at least
1p/round
|
|
|
|
|
702
|
Mana Disrupt
|
|
Target suffers tissue and bone
damage
|
|
|
|
|
703
|
Forget
|
15 sec
|
Target will forget the spell
they have or are casting
|
|
|
|
|
704
|
Phase
|
|
An object fades from view
allowing the Sorcerer to pass through it
|
|
|
|
|
705
|
Break Limb
|
|
One of the target limbs will
break off
|
|
|
|
|
706
|
Mind Jolt
|
1 sec/ 1 fail
|
Causes the targets mind to be
jolted by a charge
|
|
|
|
|
707
|
Eye Spy
|
30 sec/lev <max 10
mins>
|
One of the caster's eyes grows
tiny batlike wings and is able to fly away from the caster.
Can be controlled.
|
|
|
|
|
708
|
Pain Inflictin
|
30sec/5
failure
|
Target takes 25% of its
remaining health points, they are healed at the end of the
duration
|
|
|
|
|
709
|
Quake
|
|
A minor quake is caused in the
caster's location, and all adjacent rooms.
|
|
|
|
|
710
|
Energy
Maelstorm
|
Variable
|
The caster summons dark energy
to swirl around him or her, creating a storm which will
blast through everyone and everything in the
room.
|
|
|
|
|
711
|
Limb
Disruption
|
|
Causes one of the target's
limbs to explode and fall to the ground.
|
|
|
|
|
712
|
Throes of Pain
|
|
Target takes 25% of its
remaining health points permanently.
|
|
|
|
|
713
|
Nightmare
|
1 sec/ 1 fail <max 90
sec>
|
Each person and creature has
its own specific worst nightmare
|
|
|
|
|
714
|
Lifeburst
|
Not
Implemented
|
The Life Burst spell attacks
the life force of each creature, using it against them to
tear at their body.
|
|
|
|
|
715
|
Curse
|
Variable
|
Curses tend to be specific to
the caster. Most sorcerers will have curses which will
modify AS, DS, casting ability, spell warding ability,
etc.
|
|
|
|
|
716
|
Disease
|
Variable
|
This spell inflicts an
extremely debilitating disease on the target based on how
badly the spirit warding has failed.
|
|
|
|
|
717
|
Evil Eye
|
|
The target of this spell will
believe this to be the case, as the sorcerer summons the
power to instill fear to the very root of the target's
being.
|
|
|
|
|
718
|
Torment
|
Variable
|
This spell will last for as long as
the caster is able to concentrate on it. Each round that it
is maintained, the target must make a Spirit warding. If the
target fails the spirit warding, it takes damage in relation
to how much it failed by. However, if it successfully makes
its spirit warding, the caster must then make an spirit
warding roll, or suffer up to 25% of his/her total health
points in damage, but may still be able to maintain the
spell.
|
|
|
|
|
719
|
Dark Catalyst
|
|
Targets of this spell will
have their magical energy, be it elemental or spiritual,
ripped from them and converted into raw force which will
damage them in the form of heat, cold, and/or electricity.
|
|
|
|
|
720
|
Implosion
|
|
This spell will destroy all
the air around the target(s) in a specific area, subjecting
them to 'vacuum' injuries. As the air rushes back into the
area (a second later), the target(s) will not only be
subjected to the force of the returning air, but as well it
is likely that light objects will fly at them from the room
in which it was cast, as well as adjoining rooms,
potentially striking them and doing added damage.
|
|
|
|
|
725
|
Demonic
Summoning
|
Not
Implemented
|
This spell will allow the
caster to summon specific, unique demons to (hopefully) do
the caster's bidding.
|
|
|
|
|