Summon
Summon Lesser Imp
Summons an imp that will fight on your behalf until it receives a specified
amount of damage. When defeated, the imp will vanish.
Summon Greater Imp
Summons an imp that will fight on your behalf until it receives a specified
amount of damage. When defeated, the imp will vanish.
Summon Ancient Imp
Summons a spell casting imp that will fight on your behalf for a limited
amount of time. When the timer expires, the imp will vanish.
Summon Imp Lord
Summons an imp that will fight on your behalf until it receives a specified
amount of damage. When defeated, the imp will vanish.
Banish
This spell summons up a vortex of energy that has a percentage chance
of sucking your opponent away into limbo. If it fails, the spell does no
additional damage. Requires Ancient Magic to cast.
Spark
Lesser Spark
This close range spell releases a small shower of electrical sparks
that can damage a single opponent as well as igniting combustible materials.
Greater Spark
This close range spell releases a large shower of electrical sparks
that can damage a single opponent as well as igniting combustible materials.
Chain Spark
This spell releases a sphere of electrical energy that will travel
to your nearest opponent and release a large shower of damaging sparks.
The sphere will then travel to and damage your next closest opponent, continuing
on in this fashion until it has spent itself (3-6 charges).
Lightning
This long range spell strikes a single opponent with a bolt of concentrated
electrical energy.
Lightning Storm
This Ancient magic spell releases a multitude of lightning bolts that
will rain down from the sky/ceiling and strike all targets within the spells
area of affect (about 50'). Requires Ancient Magic to cast.
Heal
Lesser Heal
This spell will restore a small amount of the casters hit points.
Damage Shield
This spell surrounds the caster in an invisible shield of energy for
a limited time. It will halve any damage taken by the caster, and also
increases his protection by 25% for the duration of the spell.
Poison Shield
This spell will purge the casters body of any toxins (including radiation),
as well as giving complete protection from poisons for a limited time.
Greater Heal
This spell will restore a large amount of the casters hit points.
Regeneration
This Ancient magic spell has multiple effects. In addition to restoring
all of the casters missing hit points, for the duration of the spell the
caster will recover from damage at such a rapid rate that he will be almost
unkillable. Regenerate will also cure any type of poison. Requires Ancient
Magic to cast.
Prism
Blind
This spell causes a brilliant flash of light to spring from the palm
of the caster, blinding all opponents within a 10' radius.
Invisibility
This spell renders the caster invisible for a limited period of time.
Note that this spell only affects the visual senses. The caster may still
be located through smell and sound.
Hologram
This spell causes a holographic image of the caster to appear 10' in
front of him. The image is static, and will not move from its position
once placed. The image is dispelled when struck.
Sunray
This spell creates a powerful ray of artificial sunlight that concentrates
its heat on a specific point.
Trinity
This Ancient magic spell unleashes a massive concussive wave of energy,
inflicting serious damage on all opponents in the same room. It will also
destroy some structures as well. Requires Ancient Magic to cast.
Mists of Doom
Lesser Apparition
Calls forth a weak aspect of the reaper to strike out at you enemies.
Beings summoned with the Mists of Doom spells carry with them the chill
of the grave, and as a result do devastating cold damage in addition to
their normal attacks.
Greater Apparition
Calls the spirit of a ravenous giant from the nether world to devour
the souls of your enemies. Beings summoned with the Mists of Doom spells
carry with them the chill of the grave, and as a result do devastating
cold damage in addition to their normal attacks.
Ghost
This spell summons up a powerful Reaper spirit to carve away at a nearby
foe. Beings summoned with the Mists of Doom spells carry with them the
chill of the grave, and as a result do devastating cold damage in addition
to their normal attacks.
Spectral Phantoms
Calls forth the talons of a powerful, long dead beast to rip the life
from your opponent. Beings summoned with the Mists of Doom spells carry
with them the chill of the grave, and as a result do devastating cold damage
in addition to their normal attacks.
Lich
This Ancient magic spell temporarily turns the caster into a lord of
the undead. Physical attacks will have no affect of the caster, and magical
attacks will have their damage halved. In addition, any opponents coming
within 10' of the caster will be repeatedly assaulted by spirits from the
netherworld, who will rise up to defend their newly arrived Lord. Requires
Ancient Magic to cast.
Plasma
Lesser plasma bolt
A non-tracking bolt of plasma energy that delivers fire and electrical
damage.
Greater plasma bolt
A tracking bolt of plasma energy that delivers fire and electrical
damage.
Plasma spray
Releases a set ring of lesser plasma bolts that will track and target
nearby creatures.
Plasma wall
Creates a small cluster of temporary columns of plasma that do damage
to those that come in contact with them.
Plasma form
Creates an amorphous sphere of plasma energy that will track to a nearby
target and attach itself, doing significant damage. The Plasma form can
be outrun. Requires Ancient Magic to cast.
Blades
Lesser Blades
Creates a single, non-tracking, blade of energy.
Greater Blades
Creates a single, target tracking, double bladed axe formed of energy.
Blade Turret
Summons a magical generator that will hurl rotating, tracking, disks
of energy that will attack nearby targets.
Blade Strike
Calls down a storm of energy blades onto a single nearby target.
Blade Storm
Calls down a storm of energy blades onto all opponents within a 50
radius. Requires Ancient Magic to cast.
Horror
Terror
Infects all nearby creatures with great horror. Affected creatures
will flee from the terror zone until they are free of it.
Lesser Drain
Drains targeted creatures of health and mana in the form of red and
blue spheres of energy. If the spheres reach the player, they will be absorbed
on a 1 for 1 basis.
Rage
All nearby creatures are infected with a powerful, uncontrollable anger.
Alliances are forgotten, and creatures will attack their own young. Even
after the effects of the spell wear off, the bloodshed will probably continue.
Greater Drain
Drains targeted creatures of health and mana in the form of red and
blue spheres of energy. If the spheres reach the player, they will be absorbed
on a 2 for 1 basis.
Rune of Terror
When triggered, this rune causes great horror in monsters that enter
its sphere of influence. The spell attaches itself to and moves with nearby
creatures. The creatures will flee until the spell expires. Any creatures
that are brought into the terror zone by the creatures flight are also
struck with terror until the spell expires. Effected creatures will flee
from the terror zone until they are free of it. Requires Ancient Magic
to cast.
Light
Lesser Light
Creates a temporary, short-range light source (like a flare) at the
players current location in the world.
Lesser Light Pulse
Creates a non-tracking pulse of light.
Greater Light
Creates a temporary, long-range light source (like a flare) at the
players current location in the world.
Greater Light Pulse
Creates a tracking pulse of light.
Light Storm
Creates a random formation of lesser light pulses that will track and
target nearby opponents. Requires Ancient Magic to cast.
Shield
Lesser Shield
Creates a shield that offers limited protection against physical attacks
that come from the front and flank facings. There is also a 25% chance
that frontal attacks will be deflected entirely.
Greater Shield
Creates a shield that offers substantial protection against physical
attacks that come from the front and flank facings. There is also a 50%
chance that frontal attacks will be deflected entirely.
Lesser Magic Shield
Creates a shield that offers limited protection against magical attacks
that come from the front and flank facings. There is also a 25% chance
that frontal attacks will be deflected entirely.
Greater Magic Shield
Creates a shield that offers substantial protection against magical
attacks that come from the front and flank facings. There is also a 50%
chance that frontal attacks will be deflected entirely.
Warding Shield
Creates a shield that conveys immunity to all attacks that come from
the front and flank facings. Requires Ancient Magic to cast.
Fire
Lesser Firespark
This close range spell releases a small shower of fiery sparks that
can damage a single opponent as well as igniting combustible materials.
Greater Firespark
This close range spell releases a large shower of fiery sparks that
can damage a single opponent as well as igniting combustible materials.
Lesser Fireball
Casts a lesser fireball.
Greater Fireball
Casts a greater fireball.
Firestorm
This Ancient magic spell releases a furious hail of mini-fireballs
that will rain down from the sky/ceiling and strike all targets within
the spells area of affect (about 50'). Requires Ancient Magic to cast.
Ice
Shard
Launches a shard of ice at a nearby target that will shatter upon impact.
Cold Spray
Creates a random formation of icy spheres that will track and target
nearby opponents.Sphere of ColdCondenses and freezes the air around
the caster into a large sphere of swirling ice and snow. The sphere can
then be hurled through the air at a nearby target.
Freezing Touch
When cast, this enchantment causes the creature nearest to the player
to be temporarily frozen.
Blizzard
This Ancient magic spell calls up a massive hailstorm that will rain
down from the sky/ceiling and strike all targets within the spells area
of affect (about 50'). Requires Ancient Magic to cast.
Explosion
Lesser Detonation sphere
Launches a small, non-tracking sphere. If the spell key is released
within 1 second of casting, the sphere will travel until it collides with
an object or creature, and detonate in a single explosion. If the spell
key is held down for longer then 1 second, the sphere will detonate when
the key is released.
Explosive Runes
When cast, this spell creates a spell target cursor. The object or
location clicked on after the spell is cast will be affixed with a magical
rune visible only to the player. If a creature comes within the proximity
of the rune, it will cause a single medium explosion at the location of
the rune. The rune will be destroyed when it is triggered.
Greater Detonation Sphere
Launches a small, non-tracking sphere. If the spell key is released
within 1 second of casting, the sphere will travel until it collides with
an object or creature, and detonate in a group of medium explosions. If
the spell key is held down for longer then 1 second, the sphere will detonate
when the key is released.
Greater Explosive Runes
When cast, this spell creates a spell target cursor. The object or
location clicked on after the spell is cast will be affixed with a magical
rune visible only to the player. If a creature comes within the proximity
of the rune, it will send out 4 small spheres, which will each cause a
single medium explosion after traveling 5 feet. The rune will be destroyed
when it is triggered.
CataclysmWhen cast, this spell creates a spell target cursor.
The object or location clicked on after the spell is cast will be affixed
with a magical rune visible only to the player. If a creature comes within
the proximity of the rune, it will send out 6 small spheres, which will
each cause a single large explosion after traveling 10 feet. At the same
time, a large earthquake will tear through the area, doing damage to creatures
and objects. The rune will be destroyed when it is triggered. Requires
Ancient Magic to cast.
Familiar
Shroud Familiar
While under the effects of the shroud, the casters familiar cannot
be seen or sensed by any means. More effective then normal invisibility,
this spell allows to familiar to continue to attack opponents without breaking
the enchantment.
Enlarge Familiar
This spell will increase the casters familiar to two times its normal
size. While under the effects of this spell, the familiar will do additional
damage in its chosen form of combat, and be resistant to physical attacks.
Empower Familiar
This spell restores your familiars HP and SP to maximum, and increases
the familiars might and protection by 50%. The might and protection effects
last for 1 minute.
Ward Familiar
This spell places a shield of invulnerability around your familiar
for 10 seconds.
Resurrect Familiar
This spell will resurrect the players familiar if it has been slain.
Requires Ancient Magic to cast.