Sorcerer Base
Spell Circle |
|
|
701
· Blood Burst |
[BLOODBURST] |
Duration: Immediate
When cast upon a healthy target (which has failed its
warding), this will result in bleeding of at least 5/rounds
from the neck, and will do an equivalent amount of damage
with the cast. Each successive casting will increase the
bleeding by "opening the floodgates."
Due to the nature of some
creatures, such as undead and golems, they may be immune
to this spell as they do not bleed.
|
top |
702
· Mana Disruption |
[MANADISRUPT] |
Duration: Immediate
Causes the target to suffer bone and tissue damage as
if it had fallen a long distance. The greater the target
fails it spirit warding failure, the greater the damage.
There is additional internal damage done (hidden), which
will be relative to the severity of the injury. Other
factors can affect the damage done.
|
top |
703
· Forget |
[FORGET] |
Duration: 15 sec
The target will forget whatever spell it is presently
preparing or has prepared (prior to casting) and will
not be able to cast again for the duration of the spell.
If the target does not have a spell warmed (or warming)
when the FORGET spell is cast, then the target will be
incapable of casting for the duration of this spell.
This spell is extremely hard
to resist.
|
top |
704
· Phase |
[PHASE] |
Duration: Immediate
This will momentarily cause an object to 'fade' from
existence, allowing the sorcerer to pass through it briefly.
This allows the caster to pass through most forms of doors,
reach into closed containers and possibly remove the contents,
and in some cases will allow passage through magical portals.
Due to the extremely short
duration of this spell, only the caster will be able to
manipulate the phased objects. There may be some future
uses for Phase that have not yet been discovered.
|
top |
705
· Disintegrate |
[DISINTEGRATE] |
Duration: Immediate
When the target fails its warding this spell causes the
target's flesh
to literally melt away, causing some very serious wounds
on higher rolls.
The spell also works on beings who have no flesh to disintegrate,
melting
away their ethereal form. Other factors may yield greater
results in damage.
|
top |
706
· Mind Jolt |
[MINDJOLT] |
Duration: 1 sec per warding failure
Causes the target's brain to be jolted by a minor electrical
shock whose phase is in opposition to the synaptic network
communication, causing the target to be stunned.
|
top |
707
· Eye Spy |
[EYESPY] |
Duration: 30 sec/lvl, max. 10 min
One of the caster's eyes grows tiny batlike wings and
is able to fly away from the caster. The caster has complete
control over the eye and will be able to see through it.
The eye is controlled similarly to the Familiar spell
via the TELL command.
If the eye is not in the same room with the caster when
the spell's duration expires, the caster will lose the
eye and take 3 to 30 points of damage.
The flying eye is, in reality,
an illusion and therefore cannot be attacked, webbed,
affected by cloud spells, etc... However, its movements
are restricted to what it can see. It cannot go through
closed doors, or other areas where vision is limited.
|
top |
708
· Limb Disruption |
[LIMBDISRUPT] |
Duration: Immediate
A most painful spell. Depending on the warding failure,
this can cause one of the target's limbs to break and/or
explode, and make the target fall to the ground.
If the caster has enough skill
at aiming spells they can even focus the spell at and
hit a specific limb on their target.
|
top |
709
· Quake |
[QUAKE] |
Duration: Immediate
A minor quake is caused in the caster's location, and
all adjacent rooms.
Everyone in the area of effect must make a moderate saving
roll to remain standing. Note that the effect is actually
an illusion, the disruption is not in the ground but in
the minds of everyone in the area of effect. As such no
structural damage will result and the caster is completely
immune to the effect.
Attacking a fallen opponent
lowers their AS and DS by 50. This is easy way to get a
big advantage over an opponent. This spell is more likely
to cause victims to fall down than the wizard base Tremors
spell.
|
top |
710
· Energy Maelstrom |
[MAELSTROM] |
Duration: Variable
The caster summons dark energy to swirl around him or
her, creating a storm which will blast through everyone
and everything in the room. A most potent spell which
can be very dangerous to bystanders. This spell is focusable.
Successive casts may increase its potency.
If the caster has enough skill at aiming spells they
can even focus the spell at and hit a specific limb on
their target.
|
top |
711
· Pain Infliction |
[PAIN] |
Duration: Immediate
Target takes between 20% and 35% of total health in damage
on
successful warding failures. More extreme successes may
induce a
roundtime in the target.
Casters trained in first aid
will know how to cause pain as well as relieve it.
|
top |
712
· Cloak of Shadows |
[SHADOWS] |
Duration:
600 sec + 60 sec/sorcerer spells known
The caster cloaks himself in a living, shadowy patch
of ether which provides additional defense.
+15 DS and +20 Hybrid TD (HTD). +1 to DS/HTD per 10 sorcerer
spells known (over 12).
|
top |
713
· Nightmare |
[NIGHTMARE] |
Duration: 1 sec per warding failure,
max 90 sec
Each person and creature has its own specific worst nightmare,
which the sorcerer is able to summon with this spell.
For most players, it will be a certain creature which
will suddenly appear only to them and begin to attack.
Just as one cannot battle their nightmares, the target
will be unable to battle this creature. It will seem to
them as if every second they are about to die in some
hideous manner. The unfortunate player or creature affected
by this spell will often be stunned, fall to the ground,
scream in fright, beg for mercy, and sometimes take damage.
The spell may not begin until
a few seconds after it has been cast in order for the
illusion to develop.
|
top |
714
· Will Enhancement |
[WILLENHANCE] |
Not yet implemented
|
top |
715
· Curse |
[CURSE] |
Duration: Variable
There are six known curses at the disposal of all Sorcerers.
Some
curses affect the target's combat abilities including
AS, DS, and
warding ability. Other curses torment the target with
annoying and
sometimes damaging effects. Items may also be targeted,
which will
store a dormant version of the curse cast upon it, awaiting
the touch of
a hapless creature or adventurer.
All curses have inherent spell strengths based upon the
abilities of
those who cast them, which provide resistance against
attempts to remove them, such as with the clerical Remove
Curse spell. While this may make removal of the curse
more difficult, the curse can still be removed or neutralized
with enough effort or if the strength of the uncurse spell
is greater than that of the curse.
This spell may be neutralized
by the clerical spell Remove Curse. As well, when this spell is
cast upon items, it will curse them. Sorcerers may not curse holy
items.
|
top |
716
· Disease |
[DISEASE] |
Duration: Variable
This spell can inflict an extremely debilitating disease
on the target based on how badly the spirit warding has
failed. The disease will cause 1 point of damage for every
3 levels of the caster, plus 1 point for every 5 points
the spirit warding was failed each round. The disease
has a dissipation rate of 1 per round.
|
top |
717
· Evil Eye |
[EVILEYE] |
Duration: Variable
They say the eyes are the window to the soul. Certainly
the target of this spell will believe this to be the case,
as the Sorcerer summons the power to instill fear into
the very root of the target's being. Sometimes the target
will run from the room, or freeze, unable to move because
of fright. Other times, if the target is a player, they
may not stop running from the caster until they reach
the safety of town.
This spell has an interesting
side ability - when coupled with the floating eye spell,
the caster will be able to target creatures and players
in the room with them, or in the room with the Sorcerer's
Eye Spy (although the power of the spell diminishes when cast
remotely).
|
top |
718
· Torment |
[TORMENT] |
Duration: Variable
This spell will last for as long as the caster is able
to concentrate on it. Each round that it is maintained,
the target must make a Spirit warding. If the target fails
the spirit warding, it takes damage in relation to how
much it failed by. However, if it successfully makes its
spirit warding, the caster must then make an spirit warding
roll, or suffer up to 25% of his/her total health points
in damage, but may still be able to maintain the spell.
In extreme cases, the spell may turn completely on the
caster with deadly results.
Examples of things which might break the caster's concentration
could be: movement, being attacked, being stunned by the
recoil of this spell, etc. Sometimes when the caster loses
control of the force active in this spell, it will remain
sensing that either the caster or the target is near death
and hoping one last attack on one or both will finish
them off, much to its delight, whatever 'it' is. Often
times this spell will not end until either the caster
or the target is dead.
|
top |
719
· Dark Catalyst |
[DARKCAT] |
Duration: Immediate
Targets of this spell will have their magical energy,
be it elemental or spiritual, ripped from them and converted
into raw force which will damage them in the form of heat,
cold, and/or electricity. The amount of damage taken is
dependent on the target's current amount of magical power
and the failure of their spirit warding. Targets with
little or no magical energy will not be significantly
affected by this spell.
Part of the magical energy drained from the target can
be transferred directly to the Sorcerer - the amount the
Sorcerer receives is dependent on the amount taken, as
well as his/her Mana Share skill.
|
top |
720
· Implosion |
[IMPLOSION] |
Duration: Immediate
This spell will destroy all of the air around
the target(s) in a specific area, subjecting them to 'vacuum'
injuries. As the air brushes back into the area (a moment
later), the target(s) will not only be subjected to the
force of the returning air, but it is likely that surrounding
objects will fly at them, potentially striking them and
doing added damage. This spell can be truly devastating.
There are two versions of this spell, focused (single
target) which requires skill training in Spell Aiming
and the unfocused version. While both can be useful the
unfocused version can harm innocent bystanders in the
caster's room and in surrounding rooms, so skill and training
are useful if one wishes to live in harmony with other
adventurers.
|
top |
725
· Ensorcell |
[ENSORCELL] |
Not yet implemented
|
top |
730
· Animate Dead |
[ANIMATEDEAD] |
Not yet implemented
|
top |
750
· Demonic Control |
[DEMONCONTROL] |
Not yet implemented
Duration: Variable
This spell will allow the caster to summon specific,
unique demons to
(hopefully) do the caster's bidding. Woe to the caster
who loses control of this type of demon. The immediate
effects would most likely include something extremely
unpleasant.
|