Mage Spells
Location:
From GH: 2e, 2s, u
Prefered race: elf, aldonian
Stats Restrictions: 12 intelligence
Entrance bonus: spell book, +1 intelligence
Light |
Level: 1 |
Skill: Conjuration & Alteration |
Syntax: light |
Cost: 10 |
Light conjures a portable light source. |
Magedart |
Level: 1 |
Skill: Invocation |
Syntax: magedart <target> |
Cost: 10 |
Mage dart sends a barrage of magic darts at one
opponent. |
Shield |
Level: 2 |
Skill: Conjuration |
Syntax: shield |
Cost: 20 |
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 teh caster, and provides
a significnt defensive benefit. |
Darkness |
Level: 3 |
Skill: Alteration |
Syntax: darkness |
Cost: 20, 30, 15 |
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 inventory. |
Perceive |
Level: 3 |
Skill: Divination |
Syntax: perceive <target> |
Cost: 5 |
This spell divines the moral and ethical outlook
of the target. It's useful for those maintaining an alignment
and do not wish to kill creatures of teh same ethos. |
Soulfire |
Level: 4 |
Skill: 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. |
Wizard Mark |
Level: 4 |
Skill: Conjuration |
Syntax: wizmark <msg> |
Cost: 10 |
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 he magic. After a short time however,
their magic fades, and they disappear. Your name is added to
it. |
Blur |
Level: 5 |
Skill: Illusion |
Syntax: blur |
Cost: 20 |
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. |
Fetter |
Level: 5 |
Skill: Enchantment |
Syntax: fetter <target> |
Cost: 20 + glev |
Reagent: webstone
By weaving a snare out of etheral matter, this spell entangles
an opponent in magical bonds which deny all movement and combat.
When a webstone is used as reagent, the efficcy of the resulting
magic is greatly enhanced.
(room hold + stun) |
Identify |
Level: 6 |
Skill: Divination |
Syntax: identify <item> |
Cost: 35 |
With ID, you can analyze the aura of an object,
learning its functions and effects. Some items, however, are
powerful enough to resist this spell. |
Familiar |
Level: 6 |
Skill: Conjuration |
Syntax: familiar <type>,
familiar <commands> |
Cost: 50 |
Conjure a familiar of the requrested type.
Note that when it dies, the sudden severing of the link will
damage and stun you.
Level |
Type |
Origin |
1 |
cat |
natural |
5 |
dragonet |
natural |
9 |
spunky |
faerie |
12 |
cu sith |
faerie |
15 |
teranim |
elemental |
16 |
sylph |
elemental |
17 |
salamander |
elemental |
18 |
undine |
elemental |
19+ |
asteri |
astral |
|
Acid |
Level: 7 |
Skill: Invocation |
Syntax: acid <target> |
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. |
Spatial Pocket |
Level: 7 |
Skill: Enchantment |
Syntax: pocket, pocket off |
Cost: 50 |
This spell creates an extradimensional storage
pocket, which holds items much larger and heavier than apparently
possible. |
Magesight |
Level: 8 |
Skill: Divination |
Syntax: magesight |
Cost: 25 |
With this spell, the mage attempts to detect invisible
creatures and objects in his current environment. |
Mislead |
Level: 8 |
Skill: Illusion |
Syntax: mislead <real> as <fake> |
Cost: 10 |
With this illusion, you cn leave an area or room
in one direction, while making it appear you left in a different
direction. |
Mageward |
Level: 9 |
Skill: Abjuration |
Syntax: mageward/off/status |
Cost: 50 |
Mageward surrounds you in a protective aura that
absorbs half of any damage you receive.
(mages' first ward, 50% block) |
Harrow |
Level: 9 |
Skill: Necromancy |
Syntax: harrow<target> |
Cost: 20 |
One of the darker spells, harrow disrupts the
natural harmony of your target's vital energies. Naturally the
target takes damage, but skilled mages can also salvage a portion
of life energy the spell otherwise destroys.
Harrow shifts alignemnt toward evil.
(only ability mages have close to healing) |
Lightning Bolt |
Level: 10 |
Skill: Invocation |
Syntax: bolt<target> |
Cost: 50 |
Lightning bolt blasts your victim in creative,
electrical ways. |
Wizard Eye |
Level: 10 |
Skill: Divination |
Syntax: wizeye <direction> |
Cost: 5 |
This spell allows you to extend your vision to
nearby areas, thus allowing you to see into adjacent rooms and
regions as though you were physically present. You may gaze
into any area close enough that you could normally walk to it
directly, even if it is sealed by a door, gate, or other portal. |
Manabolt |
Level: 11 |
Skill: Invocation |
Syntax: manabolt <target> |
Cost: 50 |
Magedart's larger relative, manabolt sends a concentrated
blast of elemental energy crashing into one opponent.
(has a chance of double dmg) |
Phase |
Level: 11 |
Skill: Abjuration |
Syntax: phalse out <type>/in/status |
Cost: 60 |
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.
Types: cutting, thrusting, blunt, fire, cold, missile, and electricity |
Fray |
Level: 12 |
Skill: Alteration |
Syntax: fray <target> |
Cost: 40 |
Fray uses spatial warping techniques to gradually
unravel your target's body. A nasty and prolonged spell, fray
damages your victim multiple times.
(after you use it on someone, it continuously damage someone
even if you two cease to be in the same room, like poison and
disease) |
Aethertap |
Level: 12 |
Skill: Divination |
Syntax: aethertap |
Cost: wonderstone |
With this incantation, the mage taps into the
energy reserves discovered by the ancients. While tapped into
this magical reservoir, a mage will replenish his magical energy
at an increased rate |
Enchant Armor |
Level: 13 |
Skill: enchantment |
Syntax: enchant <armor> |
Cost: 100 |
Reagent: wonderstone
With this spell the mage can enchant armor, increasing its protective
value. A wonderstone is required, may or may not be consumed.
(adds (charmed) .. (steeped with magic) tags; usually by 1 assessment
value; its potential increase may be boosted by an initial temper) |
Glamour |
Level: 13 |
Skill: Illusion |
Syntax: glamour <name> |
Cost: 50 |
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
|
Fireball |
Level: 14 |
Skill: Invocation |
Syntax: fireball<target> |
Cost: 75 |
The mainstay of the destructively-inclined mage,
fireball explodes a scorching ball of flame around your current
oponents. Must be in combat. |
Force Field |
Level: 14 |
Skill: Abjuration |
Syntax: forcefield/off/status |
Cost: 100 |
Reagent: Obsidian stone
Forcefield jackets you with protective force that absorbs any
damage you receive. Obsidian stone not required, though more
effective with it. |
Phantom Coach |
Level: 15 |
Skill: Conjuration, Necromancy |
Syntax: pcoach <target> |
Cost: 40 |
Channelling your necromantic magics, you summon
forth a phantom coach. A demonic coachman drives a team of nightmares
to collect your target. Should your target opt to board the
coach, they will be transported to your current location. If
the mage leaves the room where the phantom coach was summoned,
the spell fizzles.
There is a small chance of bungling this complicated spell.
Sometimes, when bungling the spell, the coachman will choose
to obey your summons anyway. Should this happen, the results
can be somewhat unpredictable as you have little control over
its actions.
(previously known as portal) |
Skygate |
Level: 15 |
Skill: Alteration |
Syntax: skygate #/set <#>/<locations|sites> |
Cost: 35 |
Skygating merges you with teh mystic ethers that
permeate the air, letting you teleport between locations. You
must first memorize a site to teleport to, accomplished with
'skygate set#'. Teleporting uses 'skygate #'. You gain a new
site for each guild level between 15 and 20. |
Magic Pose |
Level: 15 |
Skill: Illusion |
Syntax: mpose <type> |
Cost: 100 sp, 100 ep |
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 and 100 ep
* You can only pose once every thirty minutes
|
Mind Wipe |
Level: 16 |
Skill: Necromancy |
Syntax: mindwipe <target> |
Cost: 75 |
Mindwipe reduces your victim's spell points. You
could also absorbe some of your victim's lost energy. Functions
only on players. |
Necroward |
Level: 16 |
Skill: Abjuration |
Syntax: necroward/off/status |
Cost: 100 |
Reagent: mirror
This spell functions like mageward, it will direct the damage
you don't receive back at your attacker. A mirror may be employed
to increase duration.
(like neutral guardian?) |
Scry |
Level: 17 |
Skill: Divination |
Syntax: scry <target> |
Cost: 55 |
Reagent: a blue quartz stone (reduces cost to
25 sp)
By sending your senses out towards another, you may view their
surroundings. however, if your skill with divination does not
match the target's power and intelligence, they may be able
to perceive your scrying attempt. A reagent increases chance
of success. |
Gemstrike |
Level: 18 |
Skill: Invocation |
Syntax: gemstrike <target> |
Cost: 35 |
Fuses invocation and conjuration skills to create
a vessel for ambient energy which, when thrown quickly, inflicts
heavy, even instantly lethal, dmaage. Gems vary between castings. |
Fracture |
Level: 19 |
Skill: Abjuration |
Syntax: fracture <target> |
Cost: 80 |
Fracture effectively detonates a metaphysical
bomb inside your target, causing heavy damage to your target,
ripple effect will also harm other attackers in the room. The
main target takes extra damage for a few additional rounds (like
fray). |
Gatespawn |
Level: 20 |
Skill: Conjuration |
Syntax: gatespawn |
Cost: 100 |
Reagent: dagger
Calling across the planes, gatespawn summons a creature from
realms outside Astaria to attck your target. Your creature will
attack for a given number of rounds. Casting gatespawn inflicts
minor damage to yourself. |
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