Post by Verlorin on Aug 9, 2007 21:08:10 GMT -5
Spell Info: Alright when you start out depending upon what class you are... There are a certain amount of spells you can start out with. Wizard will have more then sorcerer but they need to use magic words and focus to cast them. But Sorcerers have a natural knack for casting so they know fewer spells but in tern after using them they will get exhausted. Since there spells are empowered from them selves.
Sorcerer/Wizard Spells:
Sorcerer gets 4 Tier one Spells 3 Tier two spells and 1 Tier three spells to start out with.
Wizards get 6 Tier one spells 5 tier two spells and 2 tier three spells to start off with.
Tier One Spells:
Magic missile: The user concintrates magic into there hand and shoots very acurate bults of magic out. Though they do not do horrible damage they normally do not miss and they feel like a high powered punch upon contact.
Glitterdust: If someone is hidden from sight or you want to blind a group for a get away this is a spell for you. The user focuses magic upon there hands making little magical sparkles that expand and explode in large flashes of light.
Burning Hands: The user concintrates magic into there hands and thrusts them forward. A get of flames sprays out in a cone about thirty feet long burning all in its path.
Ray of Enfeeblement: The user concintrates a magical force into there index finger sending out a magical ray hitting and weakening the targets physical strength for a few hours.
Color Spray: The user concentrates magic into there hand and thrusts it forward sending a magical burst of various colors into a group of enemies faces it can stun, blind, and even knock out a foe.
Mage Hand: The user an use basic telekinesis and lift something that is as heavy as five pounds.
Grease: The user focuses magic with there mind directing the spell towards a hard surface. Suddenly it become slippery and flammable. Perfect for keeping enemies away from you.
Tier Two Spells:
Dispel Magic: Can dispell any magical attack or area of effect spell that is affecting you or an ally. Or if a magic missile is coming towards you can dissipates it. Its the ultimate anti-magic spell.
Arcane Sight: When activated you're eyes are capable of seeing magical auras.
Fireball: The user throws a ball of fire which explodes in a large radius. It causes great fire damage but can also harm you're allies if you are not careful.
Hold person: When active the user is completely paralyzed for a short amount of time. It takes great focus to keep somone held.
Suggestion: The user can compel someone to do as they wish by just speaking.
Displacement: When cast the victom has double vision and has a hard time harming an enemy physically.
Ray of Exhaustion: When cast the user becomes extremely tired and may lose there strength to fight.
Blink: The user can teleport a short distance but must focus to use.
Vampiric Touch: The user drains the life of the enemy and is healed by the life which is drained.
Invisibility Sphere: People within 10 feet around you become invisible for a short amount of time.
Tier Three Spells:
Lightning Volly: The user calls upon the spirits of the wind and causes several large bolts of lightning to spray from his finger tips and to strike his foes or a single foe. ((Made up by Admin))
Fire Trap: You can enchant a small item that opens and closes so when one opens it fire sprays upon them burning them.
Arcane Eye: You can someone an invisible eye that the user can use to scout. The user is bound to the eye as if it is a third eye.
Scrying: The user can spy upon someone from a small distance. But the user needs something valuable to the person upon there scrying on.
Animate Dead: The user can animate the dead into a zombie or a skeleton that does as you're will attends.
Wall of fire: The user someones fire to block off a location if you get to close you will get burned.
Wall of ice: The user summons a wall of ice to block off a location.
Phantasmal Killer: The user summons an illusionary enemy which attacks the victim.
Cleric Paladin Spells:
Info: Clerics get 6 tier 1 spells 4 Tier 2 spells and 2 Tier three spells to begin. Paladins gain 4 tier one spells 3 tier 2 spells and 1 tier three spell.
Tier One:
Bless Water: Turns Normal Water into Holy water
Curse Water: Turns normal water into Unholy water.
Inflict Light Wounds: Inflicts minor internal damage upon an enemy.
Magic Weapon: A magical aura appears upon you're weapon allowing you to do more damage to you're enemies.
Fear: Makes the enemy run away in terror.
Remove Fear: Removes any fear effect.
Cure Light Wounds: Cures basic damage to one person.
Sancutary: Aponnents cannot harm you and you cannot harm them.
Tier 2 spells:
Inflict serous wounds: The user can cause great internal damage b y just a mere touch.
Silence: No sound is capable of being made in a small area.
Cure Moderate Wounds: Moderate wounds such as gashes can now be healed with ease.
Desecrate: Fills an area with negative energy making undead stronger.
Shield Other: All damage that will full upon a friend will now fall upon you.
Shatter: Anything that is made of glass or is crystalline shatters into pieces.
Bulls Strength: When casted the person it affects strength is increased Dramatically.
Consecrate: Fills an area with positive energy harming undead and unholy creatures.
Enlarge Self: The user grows in size to ten feet tall.
Zone of truth: Anyone within the radius cannot lie.
3rd Tier Spells:
Animate Undead: The user can summon a zombie or a skeleton from a corpse.
Cur Serious Wounds: Fatal wounds can now easily be mended.
Inflict Serious Wounds: The user can now cause fatal internal Damage upon touch.
Contagion: The user can now curse somone by choosing any disease to infect them.
Cure Disease: The user can now cure a disease by touch.
Water Walk: The user can now walk on water.
Water Breathing: The user can now breath under water.
Wall of Wind: A wall of wind is summoned to deflect gases, small creatures, and arrows.
Ranger/Druid Spells:
Info: Look to Cleric and Paladin for spell info
Tier one Spells:
Cure Light Wounds: Refer to Cleric for info
Long Strider: The users speed is increased
Produce Fire: The user can produce for as a tool or to aid them in combat.
Jump: You're ability to jump is increased and you can reach great heights with this spell.
Entangle: If you are near any plants there roots suddenly come alive and start entangling or attacking the foes around you.
Talk to Animal: This allows you to communicate with animals for a short amount of time.
Detect Snares and Pits: Allows you to see if there are any traps around you.
Detect animals and plants: Allows you to detect nearby plants and animals.
Good Berry: Summons berries that can heal anyone who eats them.
Tier Two Spells:
Animal Messenger: Sends a tiny animal to deliver a message to a friend.
Bull's Strength: Refer to cleric for info.
Soften Earth or stone: Turns ground into sand and turns rock into dirt.
Summon Natures Ally: The user can sommon an animal to assist them.
Warp Wood: Softens wood.
Shape Wood: Allows you to shape wood into a shape.
Tree Shape: The user looks exactly like a tree for a short amount of time.
Tier 3 spells:
Call lightning: The user can call lightning bolts down upon an enemy to cause damage.
Meld into stone: The user and there gear can meld into stone.
Snare: Molds a magic booby trap.
Wind Wall: Refer to cleric for info.
Spike Growth: The user causes spikes to grow out of the ground causing damage to all within the radius.
Contagion: Refer to Cleric for info
Speak With plants: The user can communicate with plants for a short amount of time.
Water Breathing: Look at Cleric for info.
Water Walk: Look at Cleric for info.
Sorcerer/Wizard Spells:
Sorcerer gets 4 Tier one Spells 3 Tier two spells and 1 Tier three spells to start out with.
Wizards get 6 Tier one spells 5 tier two spells and 2 tier three spells to start off with.
Tier One Spells:
Magic missile: The user concintrates magic into there hand and shoots very acurate bults of magic out. Though they do not do horrible damage they normally do not miss and they feel like a high powered punch upon contact.
Glitterdust: If someone is hidden from sight or you want to blind a group for a get away this is a spell for you. The user focuses magic upon there hands making little magical sparkles that expand and explode in large flashes of light.
Burning Hands: The user concintrates magic into there hands and thrusts them forward. A get of flames sprays out in a cone about thirty feet long burning all in its path.
Ray of Enfeeblement: The user concintrates a magical force into there index finger sending out a magical ray hitting and weakening the targets physical strength for a few hours.
Color Spray: The user concentrates magic into there hand and thrusts it forward sending a magical burst of various colors into a group of enemies faces it can stun, blind, and even knock out a foe.
Mage Hand: The user an use basic telekinesis and lift something that is as heavy as five pounds.
Grease: The user focuses magic with there mind directing the spell towards a hard surface. Suddenly it become slippery and flammable. Perfect for keeping enemies away from you.
Tier Two Spells:
Dispel Magic: Can dispell any magical attack or area of effect spell that is affecting you or an ally. Or if a magic missile is coming towards you can dissipates it. Its the ultimate anti-magic spell.
Arcane Sight: When activated you're eyes are capable of seeing magical auras.
Fireball: The user throws a ball of fire which explodes in a large radius. It causes great fire damage but can also harm you're allies if you are not careful.
Hold person: When active the user is completely paralyzed for a short amount of time. It takes great focus to keep somone held.
Suggestion: The user can compel someone to do as they wish by just speaking.
Displacement: When cast the victom has double vision and has a hard time harming an enemy physically.
Ray of Exhaustion: When cast the user becomes extremely tired and may lose there strength to fight.
Blink: The user can teleport a short distance but must focus to use.
Vampiric Touch: The user drains the life of the enemy and is healed by the life which is drained.
Invisibility Sphere: People within 10 feet around you become invisible for a short amount of time.
Tier Three Spells:
Lightning Volly: The user calls upon the spirits of the wind and causes several large bolts of lightning to spray from his finger tips and to strike his foes or a single foe. ((Made up by Admin))
Fire Trap: You can enchant a small item that opens and closes so when one opens it fire sprays upon them burning them.
Arcane Eye: You can someone an invisible eye that the user can use to scout. The user is bound to the eye as if it is a third eye.
Scrying: The user can spy upon someone from a small distance. But the user needs something valuable to the person upon there scrying on.
Animate Dead: The user can animate the dead into a zombie or a skeleton that does as you're will attends.
Wall of fire: The user someones fire to block off a location if you get to close you will get burned.
Wall of ice: The user summons a wall of ice to block off a location.
Phantasmal Killer: The user summons an illusionary enemy which attacks the victim.
Cleric Paladin Spells:
Info: Clerics get 6 tier 1 spells 4 Tier 2 spells and 2 Tier three spells to begin. Paladins gain 4 tier one spells 3 tier 2 spells and 1 tier three spell.
Tier One:
Bless Water: Turns Normal Water into Holy water
Curse Water: Turns normal water into Unholy water.
Inflict Light Wounds: Inflicts minor internal damage upon an enemy.
Magic Weapon: A magical aura appears upon you're weapon allowing you to do more damage to you're enemies.
Fear: Makes the enemy run away in terror.
Remove Fear: Removes any fear effect.
Cure Light Wounds: Cures basic damage to one person.
Sancutary: Aponnents cannot harm you and you cannot harm them.
Tier 2 spells:
Inflict serous wounds: The user can cause great internal damage b y just a mere touch.
Silence: No sound is capable of being made in a small area.
Cure Moderate Wounds: Moderate wounds such as gashes can now be healed with ease.
Desecrate: Fills an area with negative energy making undead stronger.
Shield Other: All damage that will full upon a friend will now fall upon you.
Shatter: Anything that is made of glass or is crystalline shatters into pieces.
Bulls Strength: When casted the person it affects strength is increased Dramatically.
Consecrate: Fills an area with positive energy harming undead and unholy creatures.
Enlarge Self: The user grows in size to ten feet tall.
Zone of truth: Anyone within the radius cannot lie.
3rd Tier Spells:
Animate Undead: The user can summon a zombie or a skeleton from a corpse.
Cur Serious Wounds: Fatal wounds can now easily be mended.
Inflict Serious Wounds: The user can now cause fatal internal Damage upon touch.
Contagion: The user can now curse somone by choosing any disease to infect them.
Cure Disease: The user can now cure a disease by touch.
Water Walk: The user can now walk on water.
Water Breathing: The user can now breath under water.
Wall of Wind: A wall of wind is summoned to deflect gases, small creatures, and arrows.
Ranger/Druid Spells:
Info: Look to Cleric and Paladin for spell info
Tier one Spells:
Cure Light Wounds: Refer to Cleric for info
Long Strider: The users speed is increased
Produce Fire: The user can produce for as a tool or to aid them in combat.
Jump: You're ability to jump is increased and you can reach great heights with this spell.
Entangle: If you are near any plants there roots suddenly come alive and start entangling or attacking the foes around you.
Talk to Animal: This allows you to communicate with animals for a short amount of time.
Detect Snares and Pits: Allows you to see if there are any traps around you.
Detect animals and plants: Allows you to detect nearby plants and animals.
Good Berry: Summons berries that can heal anyone who eats them.
Tier Two Spells:
Animal Messenger: Sends a tiny animal to deliver a message to a friend.
Bull's Strength: Refer to cleric for info.
Soften Earth or stone: Turns ground into sand and turns rock into dirt.
Summon Natures Ally: The user can sommon an animal to assist them.
Warp Wood: Softens wood.
Shape Wood: Allows you to shape wood into a shape.
Tree Shape: The user looks exactly like a tree for a short amount of time.
Tier 3 spells:
Call lightning: The user can call lightning bolts down upon an enemy to cause damage.
Meld into stone: The user and there gear can meld into stone.
Snare: Molds a magic booby trap.
Wind Wall: Refer to cleric for info.
Spike Growth: The user causes spikes to grow out of the ground causing damage to all within the radius.
Contagion: Refer to Cleric for info
Speak With plants: The user can communicate with plants for a short amount of time.
Water Breathing: Look at Cleric for info.
Water Walk: Look at Cleric for info.