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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