EARTHQUAKE
When this spell is cast, a local tremor of fairly high strength rips the ground. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect.
"Land charred black, rivers boiled. - Crops and wells alike despoiled. - Mountains leveled, forests felled. - And footprints of the wizard of Keld."
ELVIN SIGHT
this spell gives the caster night vision in the same manner as for a elf. This spell will not increase the night vision range of a character who already possesses this ability.
FORCE FIELD
this spell allows the caster to summon an small invisible wall. Force field is primarily a defensive spell, used to stop pursuers or seal an underground passage. It can't be destoyed by weapons or magic and only fades away after a hour or when dispelled.
MUD
The caster transforms normal earth or stone into mud. Based on the creatures armor the mud affects a penalty on it's movement. Note that it doesn't cause any attack or defense penalty like slow.
PATHFINDING
This spell gives the affected creature the pathfinding skill for a specific period of time. The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take.
PERSUASION
Also known as charm this spell allows the caster to change the target it's side. The chance of succeed is based on the casters charm level and the targets intelligence. When the spell succeed the target fights on the casters side for a short period of time.
SHARPEN WEAPON
This spell allows the caster to render a single edged or pointed weapon magically sharp by touching it. This can be a hand-to-hand or missile weapon. The weapon causes one extra point of damage on a succesful hit.
SHIELD
When this spell is cast, an invisible barrier comes into being in front of the target. It's not like armor neither like the air shield because this spell decreases the damage taken from enemy melee attacks. It's able to decrease 10 - 30% of all damage taken from weapons.
STONE SKIN
Stone Skin is an ancient spell from the forests. The target gets an armor bonus even when it's already wearing an armor. Note that it doesn't give an extra bonus when cast twice or more.
SUMMON EARTH ELEMENT
Better known as the golem, this spell gives the caster the ability to summon an earth elemental. It's advantage compared to other elementals is it's armor level. Although it's stone skin makes him slow it protects him from most of the melee attacks. Note that it's furnable versus magical attacks.
TOWN PORTAL
One of the most popular spells is the town portal spell. It can only be cast when the caster remembers the place to go to. It can't be dispelled and only be closed by the caster or when it's open for one hour.
TELEKENESIS
It's not sure if Telekenesis is a gift or can be cast too. In some worlds there are magicians who are able to cast the spell of telekenesis without having the gift. With this spell, the caster is able to move objects by concentrating on moving them mentally. It can be used to open doors or chests from a distance too.
WEB
This spell creates net that shoots forth from the caster's hand to wrap itself around all creatures in the area of effect. If the victim fails to dodge the net, it wraps itself around them and goes tight. When the spell duration expires, the net vanishes. The wizard can also open or dispel the net at will.
WIZARD MARK
The caster may use this spell to mark an item of his property with an rune indentifying it as his own if, for example, it should be stolen. Nothing short of a dispel magic can get rid of the mark, although the caster may remove it at will. Note that the material component of this spell is not consumed in its casting
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