• No se han encontrado resultados

Type: Damage Duration: Instant

Element/Energy: Fire/Negative Range/Area of Effect: Thrown/One Target

Description: This spell inflicts 14 points of no- armor fire damage.

Lesser Firestorm

Type: Damage Duration: Instant

Element/Energy: Fire/Negative

Range/Area of Affect: Thrown/One Target Description: This spell inflicts 28 points of fire damage.

Lightning Storm

Type: Damage Duration: Instant

Element/Energy: Air/Negative

Range/Area of Effect: Thrown/One Target

Description: This spell inflicts 28 points of electrical damage.

Fizzle Breath

Type: Offensive Duration: Instant

Element/Energy: Air/Neutral

Range/Area of Effect: Thrown/One Target

Description: The target of the spell finds that the next use of a breath weapon fails. If the target has a limited number of breath weapons, this failure counts against its total.

Hold Portal

Type: Enchantment Duration: Infinite

Element/Energy: Air/Neutral

Range/Area of Effect: Thrown/One Target

Description: The caster of this spell places a magic enchantment on a lock or door. This enchantment will prevent the lock or door from being opened without a specified password or key. However, this spell does not prevent the door or lock from being destroyed. If a siege weapon is attacking a door or lock, the Hold Portal spell will grant a number of siege points equal to the caster level.

Hypnotism

Type: Offensive Duration: Instant

Element/Energy: Air/Wild

Description: The caster of this spell buries a powerful suggestion within the mind of the target. This

suggestion will be forgotten until a specific word or event triggers the command. The suggestion remains infinitely in the mind of the victim until sprung, and will last through death and Resurrection as long as the spell was cast more than 30 minutes prior to the death (or 5 minutes in case of a Life spell).

When the specified word or event triggers the suggestion, the target must perform the task at hand. Then the character will have no idea why he has performed said action, unless when the spell is cast, the caster tells him to remember. If the character is slain or knocked unconscious after the spell has been triggered (by the specified word or event), but before he is able to perform the action, the spell is

disrupted and all memory of the event is lost. Once the suggestion is acted upon, the suggestion is erased.

In order to perform the spell, the caster must write the suggestion and what will trigger the event on a sheet of paper, speak the incantation and hit the target with the spell packet. At this time, the caster has to give the sheet of paper with the suggestion and what will trigger the event to the target. Resist Charm works against this spell. The victim will have no memory of the subterfuge.

Open Portal

Type: Offensive Duration: Instant

Element/Energy: Air/Wild

Range/Area of Effect: Thrown/One Target Description: This spell will open any locked doors or locks. If the door/lock in question has a Hold Portal spell placed upon it, compare the levels of the two spell casters involved. If the caster of the Open Portal spell is of equal or higher level, his spell will prevail.

LEVEL 8

Breath of the Dragon

Type: Damage Duration: Instant

Element/Energy: Fire/Negative

Range/Area of Effect: Thrown/One Target Description: This spell inflicts 32 points of fire damage.

Divine Masking

Type: Divination

Duration: Infinite

Element/Energy: Air/Wild

Range/Area of Effect: Thrown/One Target

Description: this spell shields a character from the prying eyes of a Divine Sight spell. When a Divine Sight spell is cast upon a “Masked” character,

compare the level of the two spell casters involved. If the caster of the Divine Masking spell is of equal or higher level, the vision of the character that is

attempting to use Divine Sight is obscured. Otherwise, the Divine Sight spell succeeds.

Divine Sight

Type: Divination

Duration: Concentration Element/Energy: Air/Neutral

Range/Area of Effect: Caster/Special

Description: When a Divine Sight spell is activated, the caster gains a mental vision of a specified

character or item, and its location, including a general sense of direction and distance. The caster must be familiar with the item in question (have handled it) or have met the person to be able to find them with this spell.

Major Spell Barrier

Type: Protection Duration: Event

Element/Energy: Air/Neutral

Range/Area of Effect: Thrown/One Target

Description: This spell will absorb the next Damage or Offensive spell cast upon the target that is of 8th level or less. After absorbing a spell, this spell ends. Spells of higher level will blast through and eliminate this protective barrier.

LEVEL 9 Demise

Type: Offensive Duration: Instant

Element/Energy: Fire/Negative

Range/Area of Effect: Thrown/One Target

Description: This spell causes the victim to instantly fall dead, as if the correct number of deathblows had been dealt. Armor is not affected by this spell.

Disrupt Major Enchantment

Type: Offensive Duration: Instant

Element/Energy: Air/Neutral

Range/Area of Effect: Thrown/One Target

Description: This spell causes a small bolt of neutral energy to jolt from the finger of the caster. This bolt will dissolve any spell it comes in contact with whose level is equal to or lesser than 9th level. A specific spell may be named when the target is struck, and that spell only will be dispelled. If no spell is named after the target is struck, the spell that was most recently cast on the target will be dispelled.

Fire Storm

Type: Damage Duration: Instant

Element/Energy: Fire/Negative

Range/Area of Effect: Thrown/One Target Description: This spell inflicts 36 points of fire damage.

Inferno Weapon

Type: Summon Duration: 15 Min.

Element/Energy: Fire/Wild

Range/Area of Effect: Caster/Caster

Description: Before casting this spell, certain preparations must be made. The caster must first have a weapon forged from a rare material that is at least twice the base cost for the normal weapon. This weapon will be consumed when the spell is first cast. Once the weapon has been created, the spell may be applied. At this point, the weapon must be covered in red tape. In order to use the summoned weapon, the caster must have the appropriate weapon skill.

The base damage rating of the weapon is 5 point of fire magic damage, regardless of size. The caster may augment his damage with the weapon by specializing with said weapon or earning damage bonuses. After 15 minutes, the weapon will

disappear until the spell is cast again, at which time it will appear for another 15 minutes. No

reconstruction is necessary.

Spell Snaring

Type: Protection Duration: Event

Element/Energy: Air/Wild

Range/Area of Effect: Caster/Caster

Description: When this spell is active upon the target, and he is struck by a spell of 7th level or lower, he may

choose to “catch” it. After the spell is caught, he may throw the spell as if he had just cast it.

Wind Armor

Type: Protection Duration: Event

Element/Energy: Air/Positive

Range/Area of Effect: Thrown/One Target Description: This spell encases the recipient in a protective buffer barrier.

This barrier will protect the wearer from 6 points of damage. These points are considered armor but are the last armor points to be removed due to attack. These points of armor will absorb damage that normally bypasses armor.

One Wind Armor spell will protect the recipient from one of the following attacks: Knock Out, Stun, Back Stab, Assassinate, Silent Kill, Death Strike, Paralyze, Degenerate, Death or Demise. If any of these attacks or spells is performed on a character under the influence of the Wind Armor spell, or the armor points are depleted, this spell ends.