WizardSpells
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Minor Shock |
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A bolt of intense, charged light is shot from the palm of the caster. This is an elemental attack spell and uses the Spell Aiming skill. |
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Minor Elemental Edging |
1 attack / lvl |
This spell magically enchants 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 mithril weapons. |
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Minor Water |
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elemental attack spell and uses the Spell Aiming skill. |
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Minor Acid |
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A bolt of hissing acid is shot from the palm of the caster. This is an elemental attack spell and uses the Spell Aiming skill. |
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Elemental Refraction |
self: 20 sec others 10 sec |
Causes the caster to appear to be offset slightly from where he/she/it actually is. The illusion is imperfect, but it does provide enough confusion to be worth a +20 DS. |
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Minor Fire |
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A bolt of fire is shot from the palm of the caster. This is an elemental attack spell and uses the Spell Aiming skill. |
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Major Cold |
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A 1' ball of cold is shot from the palm of the caster, exploding on impact. This is an elemental attack spell and uses the Spell Aiming skill. Ball attacks are much easier to hit with than bolt attacks due to the added explosion at the end. However they tend to deliver less damage as the trade-off. |
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Major Fire |
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A 1' ball of fire is shot from the palm of the caster, exploding on impact. This is an elemental attack spell and uses the Spell Aiming skill. Ball attacks are much easier to hit with than bolt attacks due to the added explosion at the end. |
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Tremors |
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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. |
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Major Shock |
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A bolt of lightning is shot from the palm of the caster. This is an elemental attack spell and uses the Spell Aiming skill. |
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Mass Blur |
30 sec / lvl |
Causes all characters in the caster's group to appear blurred to attackers, thus giving a +10 to DS. This is cumulative with other defensive effects.The caster must be the leader of the group, thus all who have JOINed the caster will benefit from this spell. |
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Call Wind |
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Causes a vicious wind to erupt in the area. All in the area must make a roll to remain standing. Items on the ground may be swept away by the wind. The violent, swirling wind will also cause all combatants to lose their positioning, which causes their stance to become less defensive. The caster is unaffected. |
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Death Wind |
10 rounds |
This spell produces a much more potent version of the Stun Cloud which delivers a Rank 9 injury on rounds 1 and 2, a Rank 7 on rounds 3 and 4, a Rank 5 on rounds 5 and 6, a Rank 3 on rounds 7 and 8 and an Rank 1 on rounds 9 and 10. |
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Fire Storm |
10 sec / lvl |
Causes a rain of fire to fall in the area for the duration of the spell. Each combatant in the room must make a roll to avoid being struck by one of the fire balls. If hit, a Rank 3 heat injury results. The firestorm requires 1 round to form. |
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Weapon Fire |
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Causes the target's weapon-in-hand to burst into flame and be destroyed. This causes a Rank 1 heat injury on the target. This spell does not always work on magic, mithril, holy or cursed weapons. |
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Invisibility |
30 sec/ lvl |
The caster becomes nearly invisible. So long as no sudden move is made, such as an attack, the caster is immune from detection except by magical means. This spell does not cloak smells or sounds, so some creatures will have no difficulty finding an invisible combatant, but will be confused by the conflict of senses. |
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Boil Earth |
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The ground beneath the target suddenly becomes molten. The target will immediately fall if standing and then receive a Rank 3 heat injury. There is a 10% chance of doing immediate damage to the leg area in addition to the injury result, as well as a chance that the spell will cause multiple attacks. |
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Duplicate |
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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. |
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Wizard Shield |
30 sec / lvl |
The most powerful of defensive spells in the Wizard Circle. The Wizard's Shield will grant a +50 bonus to the target's DS. |
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Call Familiar |
1 min / lvl |
Once a wizard has obtained 20th level, he/she is usually
expected to be seen with a familiar, though this often takes
longer since learning this spell requires quite an
investment in research. The Call Familiar spell will summon
forth a small animal at random to be the familiar of the
caster for the duration of the spell. The type of creature
which appears is dependent on the local inhabitants of the
area the caster is in. |
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Enchant Item |
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This spell, when cast upon a properly tempered weapon, armor, or shield, will enchant the item to +5 of its former bonus. The tempering process is one requiring great skill on the part of the wizard, and will require a special potion. Many different potions are available, of varying qualities, so the wizard must choose the type of potion with care in order to ensure a successful enchantment. ![]() |
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Familiar Gate |
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This spell opens a magical portal between the caster and his/her familiar. The gate may allow a limited number of people to pass through with the caster. |
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Unknown |
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