AIRSHIELD
This spell creates an invisible barrier around the wizard to protect him from incoming projectiles. The caster gets a extra bonus versus missle weapons (throwing axes, all sorts of arrows, stones etc). It doesn't protect the caster from magical attacks.
CHAIN LIGHTNING
This spell creates an electrical discharge that begins as a single stroke of lightning. Unlike a lightning bolt spell, chain lightning strikes one creature initially and then arcs to a series of other creatures within range, losing energy with each jump. The chain can strike as many times as the spellcaster has levels. Thus, a bolt cast by a level 12 wizard can strike up to 12 times.
FLYING CARPET
Like witches fly on their broom, wizards are able to travel on a flying carpet. It can perform only direction orders in the caster's language (it can't fight nor perform commands from others). It can be magically dispelled or distroyed.
FLY
This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally in walking speed. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly.
FOG
Most used by mage/thieves, it's one of the most popular escape spell (it's cheaper than teleportation). This spell creates a fog of any size and shape and obscures all sight (normal and infravision). It has the opposite power of pathfinding skill too and becomes an excellent way to break up enemy formations.
LIGHTNING BOLT
Known by many wizards, lightning bolt is a very popular battle spell. When the wizard casts this spell, he develops a powerful electric charge that he blasts to any target or point within range. The damage is based on several skills, like: intelligence, mana and experience. A lightning bolt of a rookie will be a much weaker one than one of an experienced air magician.
MAGIC MIRROR
This spell creates a barrier in a hemisphere around the wizard. This barrier provides protection against enemy spells. When attacked by an enemy spell there is 20 - 40% (based on the casters level) to bounce it back to the closest enemy.
SANDSTORM
Sandstorm can be a life saver. In battle it can be used as a blinding rain of sand which blinds several creatures at once. It won't hurt them and only keeps them busy and certain creatures, like undead, would be immune to such effects.
The result can also extinguish open flames such as torches, candles, camp fires, etc.
SCREAM
When the caster casts this spell, he emits a blood curdling scream. All those within hearing range are shaken to their very cores. If affected they flee or even (if hard enough) get deaf for a while. Fearless creatures, like undead, aren't affected by the spell.
STORM
A lurid storm rages across the battlefield. Dark clouds full of rain and lightning will rule the sky. Morale of enemy troops falls and the storm causes fear in the eyes of the enemy.
Although it's power is very difficult to control and is very unpredictable, it has been used by weather magicians for many times. Mostly on sea to double the result.
SUMMON AIR ELEMENT
Wizards who can control the power of the air are able to create an air element with this spell. Just like his other element brothers it's a brainless fighting machine. It's very difficult to hit and extremely fast.
WHIRLWIND
The sky is not always the best place to hide. When posessing this spell flying creatures are no match for you. Wind becomes chaotic and makes it impossible for creatures to fly. Although large creatures won't be affected by the spell.
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