Wizard Base Spell
Circle |
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901
· Minor Shock |
[MINORSHOCK] |
Duration: Immediate
A minor bolt of electrical energy leaps from the palm of
the caster. This is an elemental attack spell and uses the Spell Aiming skill.
This spell is used extensively by young wizards, because
it is an easy spell to learn and cast, and the mana requirements are low.
This spell is also typically found in a variety of commonly found wands.
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902
· Minor Elemental Edging |
[MINOREDGE] |
Duration: 1 attack/lvl
This spell magically enhances a weapon, giving it a +15 bonus
for the
number of attacks equal to the level of the caster. The spell
is cast on
the weapon. The effects are not cumulative and this spell
will not work
on magic, cursed, holy, slaying or weapons made of special
metals that
provide a bonus, such as mithril.
There is no experience restriction for using a weapon with
this spell, so
anyone may use it. The spell only dispels when the number
of attacks is
exceeded. (Remember, even misses count as attacks!)
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903
· Minor Water |
[MINORWATER] |
Duration: Immediate
A bolt of highly compressed water is shot from the palm of
the caster.
This is an elemental attack spell and uses the Spell Aiming
skill.
It is not as easy to hit a target with this spell as with
Minor Shock;
however it does more damage when it does hit. A more skilled
wizard with
the mana to cast this spell will usually find this spell is
a more mana
efficient choice after moving out of the easy hunting areas.
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904
· Minor Acid |
[MINORACID] |
Duration: Immediate
A bolt of hissing acid is shot from the palm of the caster.
This is an
elemental attack spell and uses the Spell Aiming skill.
This is a powerful elemental attack spell that is a more
recent addition
to the wizard's spell list. It provides a useful alternative
to Minor
Water or when facing creatures that are resistant to the more
standard
elemental bolt spells.
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905
· Elemental Refraction |
[EREFRACT] |
Duration:
600 sec + 15 sec/wizard spells known (selfcast)
Causes the target affected by the spell to appear to be offset
slightly from the actually location where they really are.
The illusion is imperfect, but it does provide enough confusion
to be worth a +20 DS.
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906
· Minor Fire |
[MINORFIRE] |
Duration: Immediate
A bolt of fire is shot from the palm of the caster. This
is an elemental
attack spell and uses the Spell Aiming skill.
This is a very powerful elemental attack spell that is one
of the primary
attack spells for wizards. Although not the most powerful
elemental
attack spell available to wizards, it is effective in most
situations and
often provides the best results for the mana required to cast
it. This
is usually the spell of choice for wizards without the mana
to hurl the
more powerful lightning bolts.
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907
· Major Cold |
[MAJORCOLD] |
Duration: Immediate
A ball of pure cold is shot from the palm of the caster,
exploding on impact. If the cast successfully hits the target,
the target will experience damage from the initial hit as
well as elemental critical damage as a result of the explosion.
Once the ball of cold hits the target, the explosion can result
in damage to other targets in the room, up to 8 targets.
Spell Aiming is the
most important skill for this spell. Multi-opponent
Combat can increase the ability of the cold ball to hit
multiple targets in the room but is not required.
Ball attacks are much easier to hit with than the bolt attacks
due to the added explosion at the end. However they tend to
deliver less damage as the trade-off. This spell is a bit
harder to aim and does less damage than Major
Fire (908), but some creatures are elementally more resistant
to one form of attack than another.
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908
· Major Fire |
[MAJORFIRE] |
Duration: Immediate
A ball of pure fire is shot from the palm of the caster,
exploding on impact. Like Major Cold
(907), if the cast successfully hits the target, the target
will experience damage from the initial hit as well as elemental
critical damage as a result of the explosion. Once the ball
of fire hits the target, the explosion can result in damage
to other targets in the room, up to 8 targets.
Spell Aiming is the
most important skill for this spell. Multi-opponent
Combat can increase the ability of the fireball to hit
multiple targets in the room but is not required.
Ball attacks are much easier to hit with than the bolt attacks
due to the added explosion at the end. However they tend to
deliver less damage as the trade-off. This spell is a bit
easier to aim and does more damage than Major
Cold (907), but some creatures are elementally more resistant
to one form of attack than another.
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909
· Tremors |
[TREMORS] |
Duration: Immediate
Causes the earth in the area to begin shaking in a very minor
earthquake,
complete with aftershocks. Everyone in the area must make
a roll to
remain standing. Note that the effect is actually an illusion,
the
disruption is not in the earth but in the magical aura. 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 an easy
way to get a big advantage over an opponent.
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910
· Major Shock |
[MAJORSHOCK] |
Duration: Immediate
A bolt of lightning is shot from the palm of the caster.
This is an
elemental attack spell and uses the Spell Aiming skill.
These bolts are much easier to aim than minor shocks since
they have a
tendency to arc to their target even if the aim is off. They
also do much
more damage than minor shock. This spell is highly regarded
as the most
potent bolt spell available to wizards, but the mana needed
to cast it is
so high that only the most accomplished wizards will use this
spell on a
regular basis.
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911
· Mass Blur |
[MASSBLUR] |
Duration:
900 sec + 30 sec/wizard spells known (selfcast)
Causes all characters in the caster's group to appear blurred
to
attackers, thus giving a +10 to DS. This is cumulative with
other
defensive effects.
The caster must be the leader of the group, thus all who
have JOINed the caster (or the caster has done HOLD HANDS
with) will benefit from this spell. Note that the effect remains
on everyone even if the group breaks up, until the duration
is reached.
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912
· Call Wind |
[CALLWIND] |
Duration: Instantaneous
Causes a vicious wind to erupt in the area. All in the area
must make a
save to remain standing. Items on the ground may be swept
away by the
wind. The violent, swirling wind will also cause all combatants
to lose
their positioning, which causes their stance to become less
defensive.
The caster is unaffected as is anyone else in their group.
Very effective at rendering a foe vulnerable to attack.
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913
· Melgorehn's Aura |
[MELAURA] |
Duration:
1200 sec + 60 sec/wizard spells known (selfcast)
+20 DS + 1 DS / 3 wizard spells known (over 13)
+20 ETD + 1 ETD / 3 wizard spells known (over 13)
Mana cost is 13 + 1 / additional pt of benefit
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914
· Fire Storm |
[FIRESTORM] |
Duration: 10 sec/lvl
Causes a rain of fire to fall in the area for the duration
of the spell.
Each combatant in the room must make a save to avoid being
struck by one
of the fire balls. The firestorm requires 1 round to form.
Unlike death cloud, this effect is much more predictable.
Anyone caught
in the area is likely to be affected (unlike the clouds which
drift so
much they sometimes affect no one). WARNING: This is an extremely
dangerous spell that will effect everyone in the area. Use
with EXTREME
caution! The wise wizard NEVER uses this in an area where
others may be
hunting.
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915
· Weapon Flare |
[WEAPONFLARE] |
Duration: 10 sec/lvl
If successful, this spell will cause the target's weapon-in-hand
to
flare. The type of elemental flare depends on the element
the caster is
attuned with. The strength and number of times the weapon
will flare vary based on the skill of the caster. Creatures
may drop their weapon, but unless the spell has subsided 'anyone'
picking up the weapon may be
struck down by another flare!
This spell does not typically work on magic, holy, cursed,
or weapons
forged of special metals such as mithril.
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916
· Invisibility |
[INVISIBLE] |
Duration:
1200 sec + 30 sec/wizard spells known
The caster becomes nearly invisible. So long as no sudden
move is made,
such as an attack, the caster is extremely difficult for most
people to
detect without magical means. This spell does not cloak smells
or
sounds, so many creatures will have no difficulty finding
an invisible
combatant, although they might be confused by the conflict
of senses.
Note: A creature that locates an invisible target will often
promptly
attack! This is typical and the invisibility will be removed
before the
physical attack is made by the creature.
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917
· Boil Earth |
[BOILEARTH] |
Duration: Immediate
The ground beneath the target suddenly becomes molten. There
is a chance
of doing immediate direct damage to the leg area. This may
cause the
target to fall and receive a number of more serious injuries.
Although other spells can achieve similar ends, Boil Earth
is more
difficult to cast because it requires precise control to affect
a single
selected target instead of the more diffuse targets of area
spells which
affect friend and foe alike.
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918
· Duplicate |
[DUPLICATE] |
Duration: Immediate
This spell calls upon the elemental forces to replicate an
inanimate
object. This is a very tricky proposition and as such the
spell has some
limitations. Objects that are made from elements (such as
gems, silver,
or gold) usually will not duplicate. Magical items, items
made of special
metals such as mithril, holy and cursed items are also resistant
to this
spell. On some occasions, when the forces are especially powerful,
such a
duplication will succeed. When this spell fails, there is
usually nothing
to show for the effort -- sometimes a useless hunk of material
will
result and sometimes a very unstable version of the object
will be
created. However when it succeeds (as it usually does on simple
objects),
you will have an exact duplicate of the item.
Despite being duplicated, the mass of the two objects remains
fairly
comparable to the orginal. Typically no difference will be
noted, however
the stress caused by the duplication process will leave each
one
structurally unsound. Any attempt to duplicate either item
again will
cause it a catastrophic failure and a rather flashy display
of
pyrotechnics! Any wise wizard will first use Elemental Detection
(405) on
an item before attempting to duplicate it.
To find out what will duplicate and what won't requires trial
and error;
research on this is unreliable since it seems some wizards
are better at
duplication of certain items than others.
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919
· Wizard Shield |
[WIZSHIELD] |
Duration:
1200 sec + 30 sec/wizard spells known (selfcast)
The most powerful of defensive spells in the Wizard Circle.
The Wizard's
Shield will grant a +50 bonus to the target's DS.
The duration will extend/increase if the spell is cast repeatedly.
The
defensive bonus stacks nicely with all other spells, so you
will gain the
full defensive benefits regardless of which other defensive
spells the
target may already have.
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920
· Call Familiar |
[FAMILIAR] |
Duration: 1 min/lvl (refreshable for wizards,
not cumulative)
Once wizards obtain 20th level, they are usually expected
to be seen with
a familiar, though this often takes longer since learning
this spell
requires quite an investment in research. The Call Familiar
spell will
summon forth a small animal (such as a falcon, wolf, etc.)
to the caster
for the duration of the spell. The type of creature which
appears is
dependant upon the local inhabitants of the area the caster
is in.
The wizard can see through the eyes of their familiar and
can command it
to perform a few simple tasks. Although a familiar is not
useful in
combat, it can be helpful for information gathering and as
a messenger.
Familiars have different types of, abilities strengths and
weaknesses.
If the wizard should die, a familiar will attempt to seek
help on its
own, though this is not always effective. Sometimes a familiar
will find
a character and try to get him/her to come to your aid, sometimes
the
familiar will even find other folk who can help.
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925
· Enchant Item |
[ENCHANT] |
Duration: Immediate
When successfully cast upon a properly prepared weapon, armor,
or shield, this spell will add to the magical bonus of the
item by +5. The process of preparing an item for enchanting
is one that requires great skill and patience on the part
of the wizard. This is typically accomplished through the
repeatedly tempering the item with a special potion and enchanting
it after it has completely cured. This process will usually
be done at least as many times as there are enchantments upon
the item. After the final enchantment is successfully cast
upon the project, the item will gain +5 to the magical bonus.
Many different potions are available for tempering items.
These can vary
in quality as well as what types of enchanting projects they
are best
suited for. Which one you use with care in order to ensure
a successful
enchantment.
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930
· Familiar Gate |
[FAMGATE] |
Duration:
Special
This spell opens a magical portal between the caster and
their familiar.
It is not possible to open up a portal to all areas accessible
by
familiars. Anyone may pass through the gate, but once the
wizard who
created the portal steps through, it will close behind them.
It is
possible to drag people through the gate, which makes this
spell
particularly useful to wizards attempting to help retrieve
the bodies of
those who have fallen.
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950
· Elemental Guardian |
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Not yet implemented.
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