Spells of the Magi

Races Allowed: Aldonian, Catfolk, Elf, Feigi, Gnome, Halfelf, Human, Romanae, Salandrine

Minimum Stats required:  Intelligence 12
 

Mage Spells

Level Spell Level Spell
one light, magedart eleven manabolt, phase
two shield twelve fray, trance
three darkness, perceive thirteen enchant, glamour
four soulfire, wizmark fourteen fireball, forcefield
five blur, fetter fifteen mpose, portal, skygate
six familiar, identify sixteen mindwipe, necroward
seven acid, pocket seventeen scry
eight magesight, mislead eighteen gemstrike
nine mageward, harrow nineteen fracture
ten bolt, wizeye twenty gatespawn

Light
~~~~~
level    : 1
school   : Conjuration/Alteration
syntax   : light
cost     : 10 sp
 

Light conjures a portable light source.  Not super impressive, but
what did you expect at level one?

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Magedart
~~~~~~~~
level    : 1
school   : Invocation
syntax   : magedart <target>
cost     : 10
 

Magedart sends a barrage of magic darts at one opponent.

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Shield
~~~~~~
level    : 2
school   : Conjuration
syntax   : shield
cost     : 20 sp
 

By means of this spell, you may call forth and shape magical energy
into a shield-shaped field of force.  This mystical shield may only
be used by the caster, and provides a significant defensive benefit.
The strength of the mystic shield, and the amount of time before it
dissolves, is dependent on your conjuration skill.

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Darkness
~~~~~~~~
level    : 3
school   : Alteration
syntax   : darkness
cost     : 20 sp, 30sp (10:00am-2:00pm), 15sp (10:00pm-2:00am)
 

With this magic, you may shroud an area in impenetrable darkness for
a significant period of time.  You will be able to see normally, but
most others will not be able to see their environment, look at items,
or check their inventory.  The duration of this darkness is based on
your alteration skill; the cost of the magic is based on the time at
which it is cast, as it is more costly around noon, and least costly
around midnight.

Along with the ability to create magical darkness, you also gain the
power to destroy it.  To do so, type 'darkness dispel'.

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Perceive
~~~~~~~~
level    : 3
school   : Divination
syntax   : perceive <target>
cost     : 5 sp

This spell divines the moral and ethical outlook of the target.
It's useful for those maintaining an alignment (for any number of
reasons) and do not wish to kill creatures of the same ethos.

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Soulfire
~~~~~~~~
level    : 4
school   : Necromancy
syntax   : soulfire <target>
cost     : 20

Soulfire chills your opponent with a shaft of necromantic energy.
While soulfire fails to damage the undead, it can't be resisted by
living creatures.

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Wizard Mark
~~~~~~~~~~~
level    : 4
school   : Conjuration
syntax   : wizmark <message>
cost     : 10 sp

Wizmark creates sigils and runes in the message you desire.  The
message can only be erased by you, others who try will be shocked
by the magic.  After a short time however, their magic fades, and
they disappear.  Your name is added to the mark in any case.

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Blur
~~~~
level    : 5
sphere   : Illusion
syntax   : blur
cost     : 20 sp

Blur warps and distorts your image, making it look like you aren't
where you are, or are where you aren't.  Attackers find it hard to
pin down your exact location in combat, aiding your defense.  Note
that part of the spell compensates to allow you to see through the
blurring; to avoid eye damage, it shouldn't be cast more than once
per minute.

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Fetter
~~~~~~
level    : 5
sphere   : Enchantment
syntax   : fetter <target>
cost     : 20 + glevel sp

By weaving a snare out of ethereal matter, this spell entangles an
opponent in magical bonds which deny all movement and combat for a
short time.  The chance of successfully binding the target and the
duration of the bonds are based on your enchantment skill.

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Familiar
~~~~~~~~
level    :  6
school   :  Conjuration
syntax   :  familiar <type>, familiar <command>
cost     :  50 sp

Conjure a familiar of the requested type.  Summoning success is
based on your conjuring skill and your guild level, as compared
to the level listed on the following chart.

LEVEL TYPE ORIGIN REAGENTS
1 Cat Natural NONE
5 Dragonet Natural NONE
9 Spunky Faerie * unknown *
12 Cu Sith Faerie * unknown *
15 Teranim Elemental * unknown *
16 Sylph Elemental * unknown *
17 Salamander Elemental * unknown *
18 Undine Elemental * unknown *
19+ Asteri Astral * unknown *

Do take note: should your familiar die, the sudden severing of
the link will damage and stun you.

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Identify
~~~~~~~~
level    : 6
school   : Divination
syntax   : identify <item>
cost     : 35 sp

With identify, you can analzye the aura of an object, learning its
functions and effects.  Some items, however, are powerful enough to
resist this spell.  Your guild level and divination skill determine
if such resistances can be overcome.

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Acid
~~~~
level    : 7
school   : Invocation
syntax   : acid
cost     : 30

Acid sprays fountains of acid at your foes.  It covers a relatively
large area, and all your opponents will be hit by the spray.  Damage
depends upon your invocation skill.

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Spatial Pocket
~~~~~~~~~~~~~~
level    : 7
school   : Enchantment
syntax   : pocket, pocket off
cost     : 50 sp

This spell creates an extradimensional storage pocket, which holds
items much larger and heavier than apparently possible.  The size of
the pocket depends on your guild level and enchantment skill.

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Magesight
~~~~~~~~~
level    : 8
school   : Divination
syntax   : magesight
cost     : 25 sp

With this spell, the mage attempts to detect invisible creatures and
objects in his current environment.  Successful detection depends on
your guild level and divination skill.  Also, living objects have a
chance of resisting detection via their skill and level.

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Mislead
~~~~~~~
level    : 8
school   : Illusion
syntax   : mislead <real direction> as <false direction>
cost     : 10 sp

With this illusion, you can leave an area or room in one direction,
while making it appear you left in a different direction.

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Mageward
~~~~~~~~
level    : 9
school   : Abjuration
syntax   : mageward, mageward off, mageward status
cost     : 50 sp

Mageward surrounds you in an protective aura that absorbs half of
any damage you receive.  The aura's damage capacity is determined
by your guild level and abjuration skill.  The off option dispels
your current wards, while status shows the percentage of strength
they have left.

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Harrow
------
Level    : 9
School   : Necromancy
Syntax   : harrow <target>
Cost     : 20 sp

One of the darker spells, harrow disrupts the natural harmony of
your target's vital energies.  Naturally the target takes damage
from the harrowing, but skilled mages can also salvage a portion
of the life energy the spell otherwise destroys.

As previously noted, harrow is a darker magic: casting the spell
will shift your alignment towards evil.

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Lightning Bolt
~~~~~~~~~~~~~~
level    : 10
school   : Invocation
syntax   : bolt <target>
cost     : 50 sp

Lightning bolt blasts your victim in creative, electrical ways.
Damage increases with your invocation skill.

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Wizard Eye
~~~~~~~~~~
level    : 10
school   : Enchantment
syntax   : wizeye <direction>
cost     : 25 sp

With this spell, you extend your field of vision to distances and
directions not normally possible.  You can look into a nearby room,
around corners, etc, but walls and doors will block the magic.

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Manabolt
~~~~~~~~
level    : 11
school   : Invocation
syntax   : manabolt <target>
cost     : 50

Magedart's larger relative, manabolt sends a concentrated blast
of elemental energy crashing into one opponent.

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Phase
~~~~~
level    : 11
school   : Abjuration
syntax   : phase [out] <type>, phase in, phase status
cost     : 60 sp

A prelude to forcefield, phase lets you avoid damage of one
specific type.  You are only protected against that type of
damage.  Other attacks will still harm you.

Acceptable phase types are: cutting, thrusting, blunt, fire,
  cold, missile, and electricity

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Fray
~~~~
level    : 12
school   : Alteration
syntax   : fray <target>
cost     : 40 sp

Fray uses spatial warping techniques to gradually unravel your
target's body.  A nasty and prolonged spell, fray damages your
victim multiple times.  Spell duration and damage are based on
your alteration skill and guild level.

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Trance
~~~~~~
level    : 12
school   : Divination
syntax   : trance
cost     : none

By submerging you into a deep trance, this power replenishes
spell points at a faster rate.  While trancing, however, you
are unaware of your environment and can't take any actions.
The amount replenished depends on your divination skill.

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Enchant Armor
~~~~~~~~~~~~~
level    : 13
school   : Enchantment
syntax   : enchant <armor>
cost     : 100 sp
reagents : a wonderstone

  With this spell the mage can enchant armor, increasing its
protective value.  To cast, the spell requires a wonderstone,
which may or may not be consumed in the casting.  The initial
level of enchantment is usually safe, provided you possess a
decent enchanting skill, but higher levels of enchantment are
more likely to destroy the vessel if they fail.  Smaller, less
protective items can hold fewer, if any, enchantments.

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Glamour
-------
Level    : 13
School   : Illusion
Syntax   : glamour <name>
Cost     : 50 sp

Creates an illusion of the specified name which can then be tailored
as desired.  Instructions on designing a new glamour can be found in
your spellbook under 'reference glamours'.

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Fireball
~~~~~~~~
level    : 14
school   : Invocation
syntax   : fireball
cost     : 75 sp

The mainstay of the destructively-inclined mage, fireball explodes
a scorching ball of flame around your current opponents.  You must
be in combat to cast this spell.

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Force Field
~~~~~~~~~~~
level    : 14
school   : Abjuration
syntax   : forcefield, forcefield off, forcefield status
cost     : 100 sp

Forcefield jackets you with protective force that absorbs any
damage you receive.  Its damage capacity is determined by your
guild level and abjuration skill.  The off option dispels your
current wards, while status shows what percentage of strength
they have left.

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Magic Pose
~~~~~~~~~~
level    : 15
skill    : illusion
syntax   : mpose <type>
cost     : 100 sp

When you pose, stunning displays of magic are seen by everyone in
Astaria.  The nature of the pose is determined by the type you aim
for.  The types are listed below; the number in parentheses is the
miminum illusion skill required to pull off the pose.

apparition (30)    fireball (25)    frogs (30)     stars (40)
diamonds (30)      firebirds (25)   lights (25)    tremors (40)
disruption (35)    fireworks (10)   phoenix (45)   tribute (30)
electricity (35)   fountain (15)    shadows (35)   whirlwind (20)

A few warnings:
  * Posing doesn't always work.
  * Posing is taxing: it costs 100 sp, but you also need 100 ep
    to use it. You can only pose once every thirty minutes.

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Portal
~~~~~~
level    : 15
school   : Alteration
syntax   : portal <target>
cost     : 40

Portal opens a shimmering gateway to the target.  If the target
opts to enter, he reappears at the location of the mage who cast
the spell.  If the mage leaves the room where the portal opened,
the spell fizzles.

There is a small chance of bungling this complicated spell.  The
chance is based on guild level and alteration school.

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Skygate
~~~~~~~
level    :  15
school   :  Alteration
syntax   :  skygate #, skygate set <#>, skygate <locations|sites>
cost     :  35

Skygating merges you with the mystic ethers that permeate the air,
letting you teleport between locations.  Before doing this, you must
first memorize a site to teleport to, accomplished with 'skygate set
#'.  Teleporting uses 'skygate #'.  You gain one new site for each
guild level between fifteen and twenty.

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Mind Wipe
~~~~~~~~~
level    : 16
school   : Necromancy
syntax   : mindwipe <target>
cost     : 75 sp

Mindwipe reduces your victim's spell points.  Success is determined
by guild level and alteration skill.  Based on your guild level and
necromancy skill, you could also absorb some of your victim's lost
energy.  Mindwipe only functions on players.

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Necroward
~~~~~~~~~
level    : 16
school   : Abjuration
syntax   : necroward, necroward off, necroward status
cost     : 100 sp

Despite its name, necroward is a product of refined abjuration.
While defensively, this spell functions likes mageward, necroward
will direct the damage you don't receive back at your attacker.

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Scry
~~~~
level    : 17
school   : Divination
syntax   : scry <target>
cost     : 55 sp

Scrying attempts to view the surroundings of your target.  Your
target can resist or detect the scrying based on your guild level
and divination skill versus his level and wisdom.

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Gemstrike
~~~~~~~~~
level    : 18
school   : Invocation
syntax   : gemstrike <target>
cost     : 35 sp

Gemstrike fuses invocation and conjuration skills to create a
vessel for ambient energy which, when thrown quickly, inflicts
heavy, even instantly lethal, damage.  As gemstones are useful
for storing magic, the vessel takes the form of the gem suited
to the magic in your area.  Since mystic tides will fluctuate
rapidly, the gem type will vary between castings.

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Fracture
~~~~~~~~
level    : 19
school   : Alteration
syntax   : fracture <target>
cost     : 80 sp

A brother to fray, fracture effectively detonates a metaphysical
bomb inside your target.  While this causes heavy damage to your
target, the ripple effect will also harm other attackers in your
immediate vicinity.  The main target will take extra damage for
a few additional rounds.

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Gatespawn
~~~~~~~~~
level    : 20
school   : Conjuration
syntax   : gatespawn <target>
cost     : 100 sp
reagents : a dagger

Calling across the planes, gatespawn summons a creature from
realms outside Astaria to attack your target.  Your summoned
creature will attack for a given number of rounds and return
to its plane of origin.  Do note, casting gatespawn inflicts
minor damage to you.  Don't cast it when low on hit points.

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Special thanks to Kzinti for providing the mage skills.
 
 
 

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