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Heal - (Defensive. Useful for healing and
preventing physical damage. You cannot use this spell group on your familiar.)
Lesser Heal: Cheap and restores a few Hit points.
Damage Shield: Shields you in a blue aura with 50% resistance to physical
and marginal attacks and increases your protection by 25%.
Poison Shield: Shields you in a green aura and neutralizes all poisons
and radiation in your system and grants you immunity to toxins for one minute.
Bazor Rings and Stone Bracers both prevent you from getting poisoned (if you
wear it before getting poisoned- they won't cure poison). Vel's Fruit also heals
poison.
Greater Heal: Restores more Hit points than Lesser Heal..
Regenerate (Ancient Magic): Rapidly regenerates all missing Hit
Points, bringing you up to full health. Works as a quicker version of the Ring
of Regeneration. While it's in effect, you'll be virtually unkillable. Also,
it neutralizes any poisons and provides protection against poisons as long as
the spell is in effect.
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Scry Familiar- (Defensive. The only spell
group that you can cast on your Familiar. There are more than the ones listed
below. Some Scry Familiar spells are specific to a particular Familiar and therefore
are not able to be used on all Familiars. Once you select a Familiar, only thier
spells will be available to you.)
Summon Familiar: Recalls your Familiar to your location if you've become
separated. Worthless, for you have 'follow' command for this reason.
Shroud Familar: Creates a shroud around your familiar. Due this shroud,
your familiar cannot be sensed or seen. This is a much better spell than invisibility,
because your familiar can continue attacking
Eyes of the Familiar: Casting this spell causes a small window to appear
onscreen tha tdisplays everything your Familiar sees. Useful if you are facing
opposite directons during a battle.
Enlarge Familiar: Upon casting this spell, your familiar will grow twice
thier normal size and will do additional damage and resist psychical attacks.
Empower Familiar: Extremely useful protection spell. Restores your Familiar's
Hit and Spell points to maximum and increases their Might and Protection by
50% for one minute.
Ward Familiar: Extremely useful protection spell. Protects your Familiar
from all forms of damage for 10 seconds.
Resurrect (Ancient Magic): Resurrects a dead Familar. Using a
Lifestone will do the same- you can stock up on a lot of these and use some
yourself.
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-Warding-
(Defensive. These spells help to decrease the normal amount of damage you'd
receive in battle)
Lesser Shield: Gives additional protection against magical front and
flank attacks and there's a 25% chance all frontal attacks will be diverted.
Greater Shield: Gives additional protection against magical front and
flank attacks and there's a 50% chance all frontal attacks will be diverted.
Lesser Magic Shield: Provides additional protection against magical front
and flank attacks and there's a 25% chance all frontal magic attacks will deflected.
Greater Magic Shield: Provides additional protection against magical
front and flank attacks and there's a 25% chance all frontal magic attacks will
deflected.
Warding Shield (Ancient Magic): Renders you immune to all physical
and magical attacks from the front and flank.
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Prism - (Offensive/Defensive. Only useful
to blind or confuse creatures or to buy some time; Trinity is an excellent spell)
Blind: Prism may blind creatures, which stuns them and gives you a chance
to attack or flee.
Invisibility: Prism makes you invisible- though the spell ends when you
attack. Most enemies can still track your scent and movement.
Hologram: Prism makes a hologram of yourself, a diversion which creatures
may attack- good for escape purposes and works best with invisibility.
Sunray: A sunray appears that concentrates a powerful beam of light tha
tconcentrates all its heat on one point. Effective against creatures of darkness.
Trinity (Ancient Magic): Limited, yet very powerful attack. Releases
a wave of green energy that damages all enemies surrounding you. Can also cause
damage to some structures.
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Spark - (Offensive. Useful for lighting
tourches, magical orbs, light poles, and pools of oil, as well as attacking)
Lesser Spark: Cheap, limited effectiveness and short ranged. Ignites
combustable materials.
Greater Spark: Larger spark ball, and travels a bit further, effecting
a single target.
Chain Spark: Creates a chain of spark balls that travel to your enemies
until its charges run out (3 to 6 charges).
Lightning: Short and long ranged, and deals some real damage.
Lightning Storm (Ancient Magic): Creats a lightning storm, creating
double or triple damage as Level 4.
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-FireSpark
- (Offensive. These are Spark spells
under the influence of either the Ring of Drakefire or a Pyra Pod)
Works well against creatures susceptable to cold based attacks, such as Amazons
and spiders.
Lesser FireSpark: Cheap, limited effectiveness and short ranged. Ignites
combustable materials.
Greater FireSpark: Larger spark , and travels a bit further, effecting
a single target. Aslo ignites combustables.
Lesser Fireball: Projects a single, nontracking ball of fire.
Greater Fireball: Projects a larger and more dangerous, nontracking ball
of fire.
Firestorm (Ancient Magic): This storm will cast a rain of fireballs
over a large area.
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Summon - (Offensive. Allows Imps
to fight for you for a small duration of time, good to buy some time)
Lesser Imp: Small Imp, stationary and usually is slain quickly. Gives
you time to use some more powerful spells.
Greater Imp: Larger Imp, stationary and attacks harder and has claws.
Gives you time to use some more powerful spells.
Ancient Imp: An elder Imp that has greater durability. Pretty strong.
Imp Lord: Large Imp Lord is more powerful in every respect.
Banish (Ancient Magic): Banishishes creatures to limbo, though
many powerful creatures are immune to Banish.
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Mists of Doom - (Offensive. These icy spells
are similar to Summoning spells. These are found in the Underworld.)
Lesser Apparition: Smaller apparition that attacks opponents in front
of you, with some cold damage.
Greater Apparition: Larger apparition that attacks opponents in front
of you, with additional cold damage.
Ghost: A more powerful and durable apparition that can attack opponents
at a greater range.
Spectral Phantoms: Casts several undead creatures into being.
Lich (Ancient Magic): For a short period of time, your life drains
away, several Mists attack your opponents, you are invincible for 10 seconds
and can attack.
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Winter's Breath - (Offensive. Effective
against normal creatures, but especially against enemies that rely on heat to
survive)
Shard: Fires a nontracking, shard of ice that will shatter upon impact.
Cold Spray: Causes a lot of icy spheres to be fired at an opponent.
Sphere Of Cold: An icy sphere will be launched towards a nearby enemy.
Freezing Touch: This spell will lower the temperature for your enemy
nearby, so it'll freeze and be immobilized.
Blizzard (Ancient Magic): Generates a long ranged hail of ice
around you.
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-Plasma-
(Offensive. Ruloi magic- combines matter and engery into a powerful offense-
damaging creatures affected by electrical and or fire based spells)
Lesser Plasma Bolt: Fires a nontracking bolt of plasma straight ahead.
Greater Plasma Bold: Fires a larger bolt of plasma that will track an
enemy until it hits.
Plasma Spray: Shoots a 6-foot long ring of Lesser Plasma Bolts that also
track enemies.
Plasma Wall: Both offensive and defensive in nature; calls forth a huge,
shimmering plasma column tha twill do damage to any creature that walks into
it.
Plasma Form (Ancient Magic): Creates an amorphous mass of plasma
that attaches itself to a nearby enemy, drawing off dozens of Hit points.
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Blades - (Offensive. Create magical knife-like
objects that slice through opponents)
Lesser Blades: Generates a single, nontracking blade of energy that shoots
out straight ahead, for only a few feet.
Greater Blades: Fare more effective than Lesser Blades; sends a tracking
double-bladed axe of energy against a single foe.
Blade Turret: Summons a generator that hurls spinning discs of energy
capable of tracking enemies ahead. If you step in front of it, you will also
be targeted!
Blade Strike: Creates a furious storm of energy blades tha twill atack
and usually kill a single opponent.
Blade Storm (Ancient Magic): Generates a tremendous storm of energy
blades that will attack and damage any creature at a great range.
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Darkness - (Offensive. Darkness of the
soul, inflicts terror and loss of health and power)
Lessor Terror: Creates a small stationary patch of darkness which inflicts
unshakable horror on any foe that enters it, who will then flee.
Lesser Drain: Using this spell will drain mana health from an enemy as
blue and red spheres. Each sphere represents 1 point of mana\health.
Greater Terror: Creates a larger patch of darkness which inflicts unshakable
horror on any foe that enters it, who will then flee.
Greater Drain: Using this spell will drain mana health from an enemy
as blue and red spheres. Each sphere represents 2 points of mana\ health.
Rune of Terror (Ancient Magic): Creates a large, dark aura that
provokes blind panic to nearby creatures and follows them for its duration.
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Light - (Offensive/Defensive. Spells that
can simply illuminate dark area or damage susceptable creatures, such as those
in the Underworld)
Lesser Light: Creates a small stationary patch of light, such as a flare.
Only two can exist at once in a given world.
Lesser Light Pulse: Creates a nontracking pulse of light that shoots
forward, illuminating a path until it hits a wall- causes damage to foe.
Greater Light: Creates a larger patch of light. (The Lesser Light spell
creates a good amount of light and is much cheaper to cast than Greater Light.)
Greater Light Pulse: Creates a larger pulse of light that shoots forward,
illuminating a path until it hits a wall or tracks foe and causes damage.
Light Storm (Ancient Magic): Creates a group of Lesser Light pulses
that will launch and track an opponent.
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Demolitions - (Offensive. Can damage both
creatures and structures)
Lesser Detonation Sphere: Can cast in two ways: Tap the spell key to
propel a small, nontracking, explosive sphere that will travel straight ahead
and detonate when it collides with something; if you hold the spell key longer,
after the sphere has been launched, then you can detonate the sphere when ever
you release the key.
Lesser Explosive Ruins: Creates a rune only you can see. Once a creature
walks into it, it sets off an explosion.
Greater Detonation Sphere: A larger version of the Lesser version.
Greater Explosive Ruins: When triggered, this rune releases a cluster
of four detonation spheres that explode after traveling about 5-feet.
Cataclysm (Ancient Magic): Triggering this rune releases six detonation
sphere that travel about 10-feet before exploding. Also generates an Earthquake
that damages most creatures and objects/structures in the area.
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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.
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These Ancient's Magic Stones allow free access to Ancient Magic spells- one
spell per stone. You can charge yourself with multiple stones at a time, to
save inventory space. Forcepods serve the same purpose.
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