Diib's Dilemma Spell Details

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Fire

Water

Air

Spirit

Fire Spells

Fire
This basic short range fire spell was the first you ever mastered. Use it well.
Speed: 1
Damage: 4
Cost: None

Flamejet
A favourite of the Saurian Pyromancers, this spell offers a ranged fire attack.
Speed: 2
Damage:
Cost: 1 Fire, 1 Air
Total Cost: 1 Fire, 1 Air

Trap
A devious deleyed trap spell, it is as often used to kill as it is to catch someone.
Speed: 2
Damage: 4
Cost: 2 Fire
Total Cost: 2 Fire

Blast
Short range fire trap spell which explodes on contact. Used by Bladehunters often.
Speed:2
Damage:
Cost: 2 Fire, 1 Air, 1 Spirit
Total Cost: 3 Fire, 2 Air, 1 Spirit

Blaze
A stronger version of Fire, this spell does more damage on more spaces, but is slower.
Speed: 2
Damage: (*4)
Cost: 3 Fire, 1 Air
Total Cost: 4 Fire, 2 Air

Meteor
This mass attack spell hurts you as well as your enemies. Created by Slither.
Speed: 4
Damage: 2 each
Cost: 5 Fire, 2 Air, 1 Spirit
Total Cost: 8 Fire, 4 Air, 2 Spirit

Fireball
The standard spell of the Saurian Fire Priests, Fireball does a lot of damage at long range.
Speed: 3
Damage:
Cost: 4 Fire, 1 Air
Total Cost: 7 Fire, 3 Air, 1 Spirit

Firewall
Very devestating deleyed action trap. Often found around Saurian Temples.
Speed: 3
Damage: 3 (on 5 spaces)
Cost: 4 Fire, 2 Air, 1 Spirit
Total Cost: 8 Fire, 4 Air, 1 Spirit

Nova
Destructive blast will hit everything around you. This spell was perfected by Slither.
Speed: 5
Damage:
Cost: 5 Fire, 1 Air, 2 Spirit
Total Cost: 13 Fire, 5 Air, 3 Spirit

Shifter
A forbidden spell, it summons a shifter from the elemental planes to fight.
Speed: 20
Damage: 1 Shifter
Cost: 3 Fire, 1 Water, 3 Air, 1 Spirit
Total Cost: 6 Fire, 9 Water, 16 Air, 7 Spirit

Water Spells

Cure
The most basic heal spell, it is known by most spellcaster's all throughout Mythica
Speed: 3
Damage: 2
Cost: none

Heal
A stronger heal spell developed first by the Sea Elf Watermages in the Ocean of Calm.
Speed: 4
Damage: 3
Cost: 2 Water
Total Cost: 2 Water

Blood
The basic heal spell used by the Clerics of Tear, it's power shows their strength.
Speed: 5
Damage:
Cost: 3 Water, 1 Spirit
Total Cost: 5 Water, 1 Spirit

Wealth
This spell will increase your score. Illusions of wealth were made by Random.
Speed: 1
Damage: 100 points
Cost: 1 Fire, 1 Water, 1 Air
Total Cost: 1 Fire, 6 Water, 1 Air, 1 Spirit

Life
Strong healing magic, this spell was created by the woodland elves of Thalasirmon.
Speed: 6
Damage:
Cost: 4 Water, 1 Spirit
Total Cost: 9 Water, 2 Spirit

Avarice
This spell will greatly increase your score, although it is very slow.
Speed: 2
Damage: 300 points
Cost: 1 Fire, 3 Water, 2 Air
Total Cost: 1 Fire, 12 Water, 2 Air, 2 Spirit

Growth
Harnessing the power of the Healing Pools of Thalasirmon, this spell regenerates you.
Speed: 20
Damage: Full Health(?)
Cost: 5 Water, 3 Spirit
Total Cost: 14 Water, 5 Spirit

Stasis
Freezes your enemy for a short time. A deceptively powerful spell.
Speed: 3
Damage: 2 (target and neighbouring) + Freeze
Cost: 2 Fire, 2 Water, 2 Air
Total Cost: 4 Fire, 2 Water, 2 Air

Decoy
Masters of deception, the Elf Sea Masters developed this very cunning illusion.
Speed: 15
Damage: 1 Decoy
Cost: 4 Water, 1 Air, 1 Spirit
Total Cost: 1 Fire, 5 Water, 4 Air, 3 Spirit

Sprite
A friendly species from Thalasirmon will be summoned to your side by this spell.
Speed: 5
Damage: 1 Sprite
Cost: 5 Water, 2 Air, 1 Spirit
Total Cost: 3 Fire, 8 Water, 13 Air, 6 Spirit



Air Spells

Thorn
Delayed action trap spell. Uses the power of sand to strike any who step on the space.
Speed: 2
Damage: 5
Cost: None

Spikes
Common attack spell of the Diahrian Tzarina's, it can strike many foes at once.
Speed: 3
Damage: 5 (*3 Spikes)
Cost: 2 Air
Total Cost: 2 Air, 2 Spirit

Undead
Most basic summon spell. This spell has been perfected by the Clerics of the Raven.
Speed: 10
Damage: 1 Undead
Cost: 1 Fire, 1 Air, 1 Spirit
Total Cost: 1 Fire, 1 Air, 1 Spirit

Ghost
Speaking softly to the departed souls, Clerics of the Raven can summon ghosts.
Speed: 15
Damage: 1 Ghost
Cost: 1 Water, 2 Air, 1 Spirit
Total Cost: 1 Fire, 1 Water, 3 Air, 2 Spirit

Horde
Another Cleric spell, sometimes used by the Raven Watch. Raises several skeletons.
Speed: 15
Damage: 3 Undead
Cost: 2 Fire, 4 Air, 2 Spirit
Total Cost: 3 Fire, 1 Water, 7 Air, 4 Spirit

Spectre
A very draining spell, even for the strongest Raven Cleric, will raise two ghosts.
Speed: 20
Damage: 2 Ghosts
Cost: 2 Water, 4 Air, 1 Spirit
Total Cost: 3 Fire, 3 Water, 11 Air, 5 Spirit

Curse
Suck the soul from your opponent, leaving them a mindless undead. Forbidden.
Speed: 4
Damage: Instant kill, turns into Undead
Cost: 2 Fire, 5 Air, 1 Spirit
Total Cost: 5 Air, 3 Water, 16 Air, 6 Spirit

Portal
This basic spell is a quick way to mova around the board. You land on a corner.
Speed: 1
Damage: N/A
Cost: 1 Water, 4 Air, 1 Spirit
Total Cost: 6 Water, 4 Air, 2 Spirit

Shield
This spell will defend you from physical hits. Most often used by Diahrian Sandmages.
Speed: 7
Damage: Immune to Physical
Cost: 2 Water, 3 Air
Total Cost: 4 Water, 3 Air

Dispel
This spell with defend you from spell attacks. Most often used Diahrian Tzarina's.
Speed: 7
Damage: Immune to Magical
Cost: 2 Water, 3 Air
Total Cost: 4 Water, 3 Air



Spirit Spells

Spark
A simple ranged spell, it is often used by the many Hedge Wizards from your home town.
Speed: 1
Damage: 1
Cost: none

Zap
Casting many sparks is one of the few new abilities taught to the Wizards of the White
Speed: 2
Damage: 1 per (3 sparks)
Cost: 2 Spirit
Total Cost: 2 Spirit

Bolt
A basic spell of the Wizards of the White. This spell offers you a long range punch.
Speed: 3
Damage: 3
Cost: 1 Water, 1 Spirit
Total Cost: 1 Water, 3 Spirit

Lightning
Mastering the spirit elements further, this spell can hit multiple enemies as it travels.
Speed: 4
Damage: 5 each
Cost: 2 Water, 3 Spirit
Total Cost: 3 Water, 6 Spirit

Avenger
Powerful attack spell will rain down bolts randomly all over the board.
Speed: 5
Damage: 3
Cost: 2 Water, 1 Air, 4 Spirit
Total Cost: 5 Water, 1 Air, 10 Spirit

Storm
Open up the fury of the heavens on the enemy with this spell. Made by Andromeda.
Speed: 6
Damage:
Cost: 1 Water, 1 Air, 5 Spirit
Total Cost: 6 Water ,2 Air, 15 Spirit

Hole
Dangerous, forbidden magic sucks enemies to another plane. Diib speciality.
Speed: 3
Damage: Total death!
Cost: 1 Fire, 1 Air, 2 Spirit
Total Cost: 1 Fire, 1 Air, 2 Spirit

Abyss
Ancient, stronger version of Hole. Nonthing can resist this vortex to death.
Speed: 4
Damage: Total Death (target and neighbouring)
Cost: 1 Fire, 2 Air, 4 Spirit
Total Cost: 2 Fire, 3 Air, 6 Spirit

Power
A short term immunity to damage spell. This spell is often used by Clerics of the Old.
Speed: 10
Damage: Immune to all
Cost: 2 Water, 3 Spirit
Total Cost: 11 Water, 5 Spirit

Hero
Not much is known about this spell. Summons a legendary and ancient hero.
Speed: 25 (starts uncharged)
Damage: 1 Hero
Cost: 1 Fire, 1 Water, 1 Air, 5 Spirit
Total Cost: 7 Fire, 10 Water, 17 Air, 12 Spirit