Site hosted by Angelfire.com: Build your free website today!

White Magic

Level 1:

Light: The caster has to nominate a object of his or someone elses and it will start to glow a bright white.

Level 2:

Net: A large net falls onto the person or thing and traps it down. Will not work very well against strong people and can be cut by a weapon.

Level 3:

Sun Rays-The bright rays of the sun will be directed to any un-dead opponents, making their movements slow.

Level 4:

Sight: This spell can be cast on any creature which can see. The creature can see in terms of infrared vision, and x-ray vision. Only one type of sight can be used at a time.

Level 5:

Cure – Will cure abnormal effects.

Level 6:

Aura Sight-Aura Sight allows the character to determine the alignment of any character that is seen.

Level 7:

Shape Shifter-This spell allows the caster to change into any living thing they want. They can avoid capture or try and fool an opponent. The disadvantage to this spell is that you can only be the different shape for a short period of time as it drains your power with every passing second.

Level 8:

Level 9:

Vision - This spell is the advanced version of the sight spell. This spell allows a character to have Night Vision, Infrared vision, Telescopic vision, Microscopic vision, X-ray vision, and Multi-optic. Night vision allows the character to see as well in the dark as they normally can in the light. Infrared vision allows the character to see heat and heat trails from anything that produces heat. With Telescopic vision the character can see up to 10km away in perfect detail. With Microscopic vision the character can see something as small as 1 micron. X-ray vision allows the character to see through any object up to 10' thick. Multi-optic vision is similar to that of an insect's (the character can see in a 360 degrees). The character can use only one vision at a time.

Level 10:

Dream Interuptor-This spell allows the caster to get into someone elses dream. While you are in the persons dream you still have all your power. This spell can be used to help a person that is having nightmares or you can use it to give people nightmares. You can also use it to send the person a message. The draw back is that you must get out of the persons dream before the person wakes up or you will be trapped in the persons head until they fall asleep again.

Level 11:

Heal: Pretty self-explanatory. Can heal cuts and bruises but isn’t strong enough to heal bones and deep gashes

Level 12:

Life Saver-This spell, when cast, sucks some energy from the caster's opponent and gives it to the caster. Not a lot of energy is taken, but enough to give you that second bit of power that you may need and drain the opponent of theirs.

Level 13:

Flash-Bright light will surround your enemy causing any physical attacks for the next turn to miss.

Level 14:

Aurora – A bright flash of light will blind your opponent for one turn (any spell he/she casts will automatically miss it’s intended target>)

Level 15:

Heal-Heal will heal any wounds within 2 turns.

Level 16:

Level 17:

Level 18:

Energy Dedrain - It dispells Energy Drain because Energy drain ansorbs lots of the power of a mage and takes strength from fighters. So this will help you in the long run.

Level 19:

Level 20:

Mass Heal: The affects of Heal but can be cast on a group.

Level 21:

Shrink - Casting time: 2 minutes while touching it (person or object) When this spell is cast on an object, no living or dead creature will be affected by this spell, which is not connected to the ground, the object is shrunk to any size the caster desires. However, the object must be shrunk to a size which can fit in the caster's pocket, and not beyond the size of which the caster cannot pick up the object (an atom for example.) The spell is broken when the object comes into connect with the ground.

Level 22:

Level 23:

Hand of Fait-A hand from the heavens comes down and grabs your enemy squeezing hard before throwing him to the ground.

Level 24:

Protect: A caster can defend against any hand to hand attack but loses his chance to strike back.

Level 25:

Charm-Casting this spell will repel any black magic attacks for the next turn.

Level 26:

Level 27:

Dispel: Can dispel spells that are under or equal to its level. Caster loses chance to attack.

Level 28:

White stone-Will counter-act Black stone.

Level 29:

Level 30:

Rebound: First dispels the spell shot at the caster (Has to be lower or equal level to dispel) and if the spell is lower then half (15) its level it will shoot it back at the person twice as strong.

Level 31:

Resurrection: A more powerful version of heal can heal everything else. Cannot bring people back alive.

Level 32:

Cry of God-A Golden beam comes down from the heavens and justifies all that is evil. “Oh heavens above heed my call and bestow me the power to vanquish my foe.”

Level 33:

Level 34:

Banishment: Destroys any summoned creatures in the area.

Level 35:

Level 36:

Regeneration-Can regenerate your body to full strength but you still have the wounds.

Level 37:

Level 38:

Resurrection True: Doesn't Heal anything but does bring people back to life. (Can be used in a storyline) You need the persons body to be able to resurrect them from the dead.

Level 39:

Level 40:

Holy Blast: The caster forms a white ball of energy that takes energy from living things of nature. Is the strongest spell in white magic and can destroy anything that has negative emotions. Doesn't effect paladins or lawful good characters.