Battle | ||
LEVEL 1: Barricade 1 Creates a defensive wall that keeps foes out. This barrier will take 3 points of damage before dissipating. This field has 1 points of magical and physical defense. This means that it would take a orange or better weapon to damage the barricade and 1 points would be subtracted from any Spell Strikes. This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. The caster must touch the two points to which the spell is anchored to when casting this spell. It cannot be cast upon any creatures unless specified in this spell.
Battle Cry Calls
enemies within hearing distance to the caster. This not meant to be a
useless spell which calls EVERY boggie in range to rush the caster. It
has two uses. Damage Barrier 1 causes a barrier of power to spring into being that causes 2 points of damage to the first person physically crosses its threshold. This spell must be cast between existing openings and doorways no wider than 12 feet. The caster must touch the two points to which this spell is anchored to when casting this spell. Enchant Weapon 1 Enhances a weapon's Weapon Strike damage by 1 points. Damage delivered this way is considered Enhanced Physical damage. This spell lasts for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat. Spell Shield 1 Negates the function of the first unwanted 1st level unwanted spell that is directed at the caster. Lasts until destroyed or used. No more that one Spell Shield of any level can be cast on a person at a time. Spell Strike 1 Delivers 3 points of magic damage to a single foe. Stone Skin 1 Add 1 Hps to target of spell for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat. (This is the old Armor spell but since there was some confusion about Armor, the stuff worn, and Armor, the spell, gave it a new name) Level 2: Barricade 2 Creates a defensive wall that keeps foes out. This barrier will take 4 points of damage before dissipating. This field has 2 points of magical and physical defense. This means that it would take a yellow or better weapon to damage the barricade and 2 points would be subtracted from any Spell Strikes. This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. It cannot be cast upon any creatures unless specified in this spell. Damage Barrier 2 causes a barrier of power to spring into being that causes 3 points of damage to the first person physically crosses its threshold. This spell must be cast between existing openings and doorways no wider than 12 feet. Enchant Weapon 2 Enhances a weapon's Weapon Strike damage by 2 points. Damage delivered this way is considered Enhanced Physical damage. This spell lasts for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat. Rage Causes all creatures in the immediate area to become enraged and commence hostilities. Creatures will remain and fight rather than flee. This spell will not cause allies to attack one another. If there is no perceivable enemy the spell has no effect. Calm spells will neutralize Rage spells but they can only be cast by someone not already effected by the Rage spell. Spell Shield 2 Negates the function of the first unwanted 2nd or lower level unwanted spell that is directed at the caster. Lasts until destroyed or used. No more that one Spell Shield of any level can be cast on a person at a time. Spell Strike 2 Delivers 4 points of magic damage to a foe. Stone Skin 2 Add 2 Hps to target of spell for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat. (This is the old Armor spell but since there was some confusion about Armor, the stuff worn, and Armor, the spell, gave it a new name) Weapon Strike Allows the caster to make an additional Weapon Strike. Level 3: Barricade 3 Creates a defensive wall that keeps foes out. This barrier will take 5 points of damage before dissipating. This field has 3 points of magical and physical defense. This means that it would take a blue or better weapon to damage the barricade and 3 points would be subtracted from any Spell Strikes. This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. It cannot be cast upon any creatures unless specified in this spell. Duel
Allows the caster to engage a foe
in a one on one combat without the interference of others. No spells that would interfere
with the combat may be cast by onlookers. Enchant Weapon 3 Enhances a weapon's Weapon Strike damage by 3 points. Damage delivered this way is considered Enhanced Physical damage. This spell lasts for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat. Spell Shield 3 Negates the function of the first unwanted 3rd or lower level unwanted spell that is directed at the caster. Lasts until destroyed or used. No more that one Spell Shield of any level can be cast on a person at a time. Spell Strike 3 Delivers 5 points of magic damage to a foe. Stone Skin 3 Add 3 Hps to target of spell for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat. (This is the old Armor spell but since there was some confusion about Armor, the stuff worn, and Armor, the spell, gave it a new name) Level 4: Barricade 4 Creates a defensive wall that keeps foes out. This barrier will take 6 points of damage before dissipating. This field has 4 points of magical and physical defense. This means that it would take a blue or better weapon to damage the barricade and 4 points would be subtracted from any Spell Strikes. This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. It cannot be cast upon any creatures unless specified in this spell. Damage Barrier 4 causes a barrier of power to spring into being that causes 5 points of damage to the first person physically crosses its threshold. This spell must be cast between existing openings and doorways no wider than 12 feet. Doppleburn If this spell is targeted on a doppelganger it destroys the construct and does 9 points of damage to the caster of the doppelganger. If this spell targets something other than a doppelganger it does 3 points of damage to that target. Enchant Weapon 4 Enhances a weapon's Weapon Strike damage by 4 points. Damage delivered this way is considered Enhanced Physical damage. This spell lasts for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat. Shackle This spell moors a foe to one place (i.e. no running away) until either the caster or the target is slain, or the caster retreats from the battlefield. Spell Shield 4 Negates the function of the first unwanted 4th or lower level unwanted spell that is directed at the caster. Lasts until destroyed or used. No more that one Spell Shield of any level can be cast on a person at a time. Spell Strike 4 Delivers 6 points of magic damage to a foe. Stone Skin 4 Add 4 Hps to target of spell for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat. (This is the old Armor spell but since there was some confusion about Armor, the stuff worn, and Armor, the spell, gave it a new name) Wraithform The caster of this spell becomes immune to all Physical attacks for one spell period, but takes Magical damage normally. Cannot use physical attributes or weapons in combat. Level 5: Arena
Allows the caster (and up to 5
declared allies) to engage any number of declared foes in combat without the interference
of onlookers. No spells that would interfere with the combat (non-Knowledge spells) may
be cast by onlookers. Barricade 5 Creates a defensive wall that keeps foes out. This barrier will take 9 points of damage before dissipating. This field has 7 points of magical and physical defense. This means that it would take a better than white weapon to damage the barricade and 7 points would be subtracted from any Spell Strikes. This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. It cannot be cast upon any creatures unless specified in this spell. Damage Barrier 5 causes a barrier of power to spring into being that causes 8 points of damage to the first person physically crosses its threshold. This spell must be cast between existing openings and doorways no wider than 12 feet. Eldritch Form Caster becomes immune to all magical attacks for one spell period, but takes physical damage normally. Evoker can use both physical and magical attacks. Enchant Armor 5 Removes 6 point of damage from each Weapon Strike in a combat. Enchant Weapon 5 Enhances a weapon's Weapon Strike damage by 6 points. Damage delivered this way is considered Enhanced Physical damage. This spell lasts for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat. Enchantment When used on a weapon or armor, it simply gives +1 to damage or armor value, permanently. Spell Shield 5 Negates the function of the first unwanted 5th or lower level unwanted spell that is directed at the caster. Lasts until destroyed or used. No more that one Spell Shield of any level can be cast on a person at a time. Spell Strike 5 Delivers 10 points of magic damage to a foe. Stone Skin 5/Invulnerability Add 6 Hps to target of spell for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat. *** NP *** This note indicates combat spells that may not be made permanent on items or people. For example, an Enchant Armor 2 spell, which improves an armors damage resistance by 2 points, will function either once per day, or needs to be refilled with charges.
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