Mage Guild Powers

Mage Guild Powers power list

INF files

For visually impaired users using screen readers, each power description is separated by a heading so you can navigate with the H key.

Spell Name: Mage Mosh

SP Cost: 20
Syntax: magemosh
Skills used: magic cast, mental focus
Description:
Interestingly enough, the mosh spell was originally
performed by using a wand to help farmers coax animals
out of their pens to graze and later found that the
spell could be performed without using the wand.
A good way to lighten the air with those stuffy people
and a method to show superior control over others is the
power of the mage mosh. This spell creates a loud noise
in the area and causes others to dance about to your
own twisted delight!
The success or failure in controlling others is based
on your skills and level and that of those in the area.

Spell Name: Spark

SP Cost: 10
Syntax: spark <target>
Skills used: magic spells, magic elements
Description:
The spark is a prelude to the mage fire spark in that
it is the first of your magical offensive powers. With
this spell you create a little spark and send it into your
enemy.
The amount of damage and burning ability of the spark
is based on your skills and level and those of your target.

Spell Name: Mage Light

SP Cost: 10
Syntax: magelight
Skills used: magic cast, magic elements, mental discipline, intelligence
Description:
A mage can always have the ability to see in dark places
as long as they have the power to call the mage light.
This spell creates a glowing orb of light around the mage.
The duration is dependant upon the magic cast, magic elements,
mental discipline, and the mages intellect.

Technique Name: Detect Unseen

SP Cost: 10
Syntax: detectunseen
Skills used: mental telepathy, mental focus, level
Description:
By using your mental powers you can find out if anyone around you
is hidden in either in the shadows or by magical means. This
ability may fail and if so reveals your magical use to anyone
that is hiding. Your success is based on your skills and level and
that of your victim.

Spell Name: Fire Spark

SP Cost: 25
Syntax: firespark <target>
Skills used: magic spells, magic cast
Description:
The fire spark adds an element of flame to the spark
and creates more of an arrow of flame. This arrow
can penetrate with more damage than the spark and is
still quicker than the fireball even though not as
powerful.
The amount of damage and burning ability of the fire
spark is based on your skills and level and that of your
target.

Spell Name: Web

SP Cost: 35
Syntax: web <target>
Skills used: magic elements, magic cast
Description:
A very effective way of slowing your enemy in
combat the web casts a sticky like substance onto
the arms and weapons of your target.
While the web lasts, this sticky webbing will
keep them from using any type of weapon while also
slowing their combat against you.
The duration of the webbing is based on your skills
and level and that of your target.

Spell Name: Fireball

SP Cost: 35
Syntax: fireball <target>
Skills used: magic spells, magic elements
Description:
A staple of the offensive diet for a mage is the ability
to send a ball of fire into your enemy. Certainly a painful
and damaging attack, this spell launches a flaming ball
into your victim causing burning wounds. The fire ball
is more damaging than the previous spells of spark and
fire spark but also takes more time to cast.
The amount of damage and burning ability of the fire ball
is based on your skills and level and those of your target.

Spell Name: Marquee Wand

SP Cost: 75
Syntax: marqueewand
Skills used: magic elements, magic cast
Description:
Pronounced in the old tongue "mar'kay" the marquee
wand was created at the same time as the spell of mosh.
Interestingly enough, the mosh spell was originally
performed by using a wand to help farmers coax animals
out of their pens to graze and a simple mage learned
that with special creation the wand could control
emotions.
Unfortunately the marquee wand is very unpredictable
and when using it on a person it can cause strange
results by forcing emotions to burst out from a person.
Care should be taken with the wand as some may not
enjoy the humour involved.

Spell Name: Power Drain

SP Cost: 25 + Level
Syntax: powerdrain <target>
Skills used: magic spells, magic cast, mental telepathy
Description:
An effective way to slow down and stop an enemy from
being able to send spells and special attacks against you
is by draining their power. Power drain has been a very
good way to make another adventurer think twice about
attacking you. Although effective against monsters,
this spell is more damaging to players.
The power and effectiveness of the power drain is based
on your skills and level and the skills and level of your
target.

Spell Name: Rune

SP Cost: 50
Syntax: rune <description>, rune destroy
Skills used: mental discipline, mental telepathy
Description:
This spell allows the mage to mark a location with a mystic
rune. The mage can focus their powers and make any type
of writing they wish to mark the rune with. A great
way to set markers for yourself or notifications for
others, the rune has been a help for those who wish to
use artistic prowess with their magic.
To destroy a previously set rune, use "rune destroy".
Note that only one rune may be placed within a certain
amount of time, unless the previous rune is destroyed.

Spell Name: Freeze

SP Cost: 40
Syntax: freeze <target>
Skills used: magic spells, magic cast, magic defense
Description:
Sometimes it is important to keep your enemy away from you
for a time and freezing them can be an effective way to
do it. The freeze spell flows over your target immobilizing
them and making them unable to fight for several rounds
during combat.
Success and duration of freezing a target is based on your
skills and level and that of the target.

Spell Name: Mage Clone (removed)

SP Cost: 100
Syntax: mageclone <item>
Skills used: mental discipline, mental focus, mental telepathy
magic scrolls, magic elements, magic cast
Description:
Like some of the other spells used by the mages, the mage clone
is a topic of controversy in the guild. While some subscribe it
to be unnatural and therefor unsafe, others cannot help themselves
but to dabble in the awesome magical powers of the mage clone.
With this spell you focus on an item and clone the properties of that
item. After some time of concentrating and memorizing the properties
of the item, you attempt to create a magical duplicate. This is
very difficult and dangerous, since the failure to control your focus
and powers can result in several unexpected events, none of them
good. It should be known that only the basic item can be cloned and
any special magical or other enhancements will not carry over to
the cloned item.
Success is based on your skills and level and the power and value of
the item you try to clone. Failure can damage the item being cloned,
destroy it, and even cause an explosion in the area.
Note: You cannot clone coins. Also, many special items will always
fail when you try to clone them.

Spell Name: Power Gain

SP Cost: 100 + (<target> Level * 2)
Syntax: powergain <target>
Skills used: none
Description:
In years past, the mages guild had trouble with
the ability to maintain proper power in order to cast
their spells. During this time the guild master
sought out various ways to fix this problem and
found the spell power gain. With this ability
the mage can cause the target to be completely
re-energized. This has become a thankful method
of protecting your friends.

Spell Name: Detect Power

SP Cost: 20
Syntax: detectpower <target>
Skills used: mental focus, mental telepathy, mental discipline
Description:
Knowing the energy of your target can assist you in your
dealings with them. This spell gives you a relative response
on how much energy your target has left. The accuracy and
success of this spell are dependent on your skills.

Spell Name: Magic Shield

SP Cost: 50
Syntax: magicshield
Skills used: magic spells, magic cast, magic defense
Description:
Throughout the years, mages have been victims of the
powerful foes that can deliver death and harm at every
turn. Because of this, several mages made it a point
to find a method for defense that would protect them.
The magic shield became just that: a way to limit the
harm that came to the mage.
This spell creates a mystical shield that will surround
you and absorb some of the hits you would take during
combat. The strength and duration of the shield is
based on your skills and level.
You cannot have a magic shield or magic field around
you at the same time.

Spell Name: Book of the Arcane

SP Cost: 100
Syntax: bookarcane
Skills used: magic elements, magic scrolls
Description:
Found recently amongst the tomes of the ancient, the Book of the Arcane holds
the keys to the magical familiar. The cover of the book is treated leather, but
is so old that it is cracked with age and the runes on it are nearly faded to
be indistinct. Because of this the book is kept in a magical sphere to be
brought forth when needed by the mage. When you call the book forth with your
magic you are actually making a copy of the original held in the sphere for
your personal use.
To call the book forth you use the magical words learned for this power. After
you have received the mystical copy of the book you must have a shaman inset a
green crystal in the center of the book with their mystical powers. Only then
will the book be available to call forth your familiar. Once the book is
mystified it can be used a number of times based on your skills and level. The
book should not be created unless you have a crystal prepared for the inset and
completion of the book.
Once you have the mystified book in hand you can use your magic to create the
magical familiar. In the ancient days the familiar of the magician was a black
cat. Over the centuries the magical cat has evolved into the black panther.
This is the magical creature called forth with the powers of the mage and the
imbued gem that is inset into the book. The completed book is specific to the
magician who created it. Once finished you can call the black panther forth.
The Panthers cannot speak so do not use emotes to do this. The ability to
control your magical panther is as follows if you have the book in hand:
Call:
magicpanther <name> <gender> - The name must be in the genre of the game.
magicpanther shadow male
magicpanther lightning female
Normal:
order <name> to emote <emote> - orders the panther to use a true emote.
order <name> to semote <text> - orders the panther to special emote.
order <name> to get <item> - orders the totem to get an item.
order <name> to drop <item> - orders the totem to drop an item.
order <name> to follow me - orders the panther to follow you.
order <name> to unfollow me - orders the panther to unfollow you.
order <name> to attack <target> - attacks the target.
order <name> to protect me - protects the owner.
order <name> to unprotect me - unprotects the owner.
order <name> to leave now - dismisses the panther.
Special:
order <name> to addspecial <text> - This will setup the text that will be
displayed when you use the special attack with your panther. See the example
below:
order shadow to addspecial launches into his enemies with a slashing of claws!
shows as: Shadow the magic panther launches into his enemies with a slashing of
claws!
order <name> to specialattack <name> - The panther will use the special attack.

Spell Name: Mage Staff

SP Cost: 50
Syntax: magestaff <destroy>
Skills used: magic scrolls, magic elements, mental focus, level
Description:
A mages staff is by far the most well known artifact of any
serious spell caster. Creating the staff for use is a personal
endeavor and a very solemn event, since the staff will take on
the properties of the mage. The strength and ability of the staff
to aid the mage is dependant on the mages skills and level. The
staff can become more effective by channeling power into it.
To see the level of power in your magestaff use: staffpower
To destroy a previously created staff use: magestaff destroy

Spell Name: Channel Power

SP Cost: 10 (minimum)
Syntax: channelpower <amount>
Skills used: magic cast, mental telepathy, level
Description:
You can enhance the capabilty of the mages staff by
channeling your power into it. The power held in the
staff will be released in combat upon your foe. The
amount of power that bolsters the staff is dependant
on your skills and level. You must attempt to channel
at least 10 points of energy into the staff per usage.
Also, to see how much power your staff has use: staffpower

Spell Name: Charm

SP Cost: 100
Coin Cost: 10,000
Syntax: charm <armour>, charm <shield>, charm <helm>
Skills used: mental discipline, magic scrolls, magic elements, magic cast
Description:
The first of the abilities a mage learns to add additional magical
protection to several types of armour is the magical charm. While not
nearly as powerful as the enchant, charm has its distinct advantages.
Charm is the only protective magic that will work with helms and it
also carries less risk than the enchant.
Charming does take time and costs 10,000 copper coins in order to
purchase the necessary components to charm the armour. Success is based
on your skills and level, while failure will not result in the destruction
of the armour, shield, or helm.
Only non metal armour can be charmed.

Spell Name: Pyreworks

SP Cost: 75
Syntax: Pyreworks <color> <description>
Skills used: None
Description:
The ability to send magical explosions into the sky using
both magic and elements is something that can be both
inspiring and impressive to the casual observer.
Pyreworks uses elements tied together with mystical power
in order to display an array of colorful small sparkles
of light and sound in the air.
NOTE: This is used for roleplay and your description must
be something within reason and genre of the spell.
Possible colors:
WHITE
GREY
SILVER
RED
BRED (Bright Red)
BLUE
BBLUE (Bright Blue)
GREEN
BGREEN (Bright Green)
CYAN
BCYAN (Bright Cyan)
BROWN
YELLOW
BLUE
PURPLE
PINK

Spell Name: Ring of Fire

SP Cost: 50 + Level
Syntax: firering
Skills used: magic spells, magic cast, magic elements
Description:
A power force to protect you and destroy numerous enemies,
this spell surrounds you with a ring of burning fire
that fries all of your foes. The fire ring will also
last several rounds of battle, the duration which is
dependant on your skills. While not as powerful as
the fire storm, it still does significant damage while
active. The ring of fire will only strike those whom
you are fighting, including other adventurers if they
are in combat with you.

Spell Name: Magic Dust

SP Cost: 50
Syntax: magicdust <target> <color> <text>
Skills used: magic elements, magic spells, magic scrolls
Description:
Creating and tossing magic dust onto your target will set
them into a pose and stance of the mages choosing. As the
dust settles on the victim and they have the position of
whatever the mage desires in the color of the dust the
mage chooses.
This can be an exiting and creative spell to place your
victim into a state of your choosing. Make sure that it is
a plausible and realistic state or else others will not
believe it.
The success or failure of your magic dust is based on your
skills and level and the skills and level of your target.
NOTE: This is used for roleplay and changes the rstatus of
your victim into the color and text you create. Your text must be
something within reason and realistic.
Possible colors:
WHITE (This is the standard color or no color)
GREY
SILVER
RED
BRED (Bright Red)
BLUE
BBLUE (Bright Blue)
GREEN
BGREEN (Bright Green)
CYAN
BCYAN (Bright Cyan)
BROWN
YELLOW
BLUE
PURPLE
PINK
Examples
--------
magicdust andrew bgreen looks like he will vomit
Rstatus bright green: Andrew {looks like he will vomit}
magicdust andrew white is leaning on the wall
Rstatus: Andrew {is leaning on the wall}

Spell Name: Transform

SP Cost: 200
Syntax: transform <target>
Skills used: mental discipline, mental focus, magic cast
Description:
Using a vast amount of mind power as well as magical energy
you tap into and take control of your target's mind and body.
If you have the power and skills sufficient to bend the will
of your target you can transform them into a duck.
This spell and magic is very dangerous for there is great risk
that your target will not succumb to the transformation and
in some cases, this failure will revert back against you.
Note: This spell is only possible against players.

Spell Name: Tangle Vines

SP Cost: 80
Syntax: tanglevines
Skills used: magic defense, magic cast, magic scrolls
Description:
The tangle vines are created through tossing a scroll in
an area and casting a spell. The thorny vines surround
the room after growing and cause damage to anyone in
the room, except for the caster. This can be a horrible
experience for an adventurer as the vines last for a long
time if the caster is powerful and skillful.
Note: this spell is only effective against players, since
the abuse of it is too obvious if used against monsters.

Spell Name: Impacto

SP Cost: 65
Syntax: impacto <target>
Skills used: magic spells, magic elements, mental telepathy
Description:
Using the general forces of magic that are in the very fabric
of the universe a mage can forge an invisible fist and send
it hurling into an enemy. This powerful offensive spell can
impact your target with enough force to knock them off their
feet and cause considerable pain and damage.
Because of the gathering of energies impacto takes slightly
longer to form and release than simpler agressive spells, but
it generates a definate punch to your target.
The power of impacto and damage it can deliver is based on
the the skills of the mage.

Spell Name: Enchant

SP Cost: 150
Coin Cost: 20,000
Syntax: enchant <armour>, enchant <shield>
Skills used: mental discipline, magic scrolls, magic elements, magic cast
Description:
Stronger than the charm, the enchant can also enhance the protective
abilities of any armour or shield. The body armour or shield must first
have been charmed prior to enchanted or it will be destroyed.
Enchanting can take some time and costs 20,000 copper coins in order to
purchase the necessary components to enchant the item. Success is based
on your skills and level, while failure will result in the destruction
of the armour or shield.
Only non metal armour may be enchanted.

Spell Name: Calm Sea

SP Cost: 80
Syntax: calmsea
Skills used: magic spells, magic scrolls, magic elements
Description:
Sometimes severe damage can come to a ship as it traverses
rough seas and reefs. A mage can use magic to calm the sea
and make the waters gentle like the bay. This will keep the
ship much safer than sitting at anchor in damaging seas.
This spell will work on one area of the sea and last
depending on the skills and level of the mage.
level17

Spell Name: Crystal Ball

SP Cost: 150
Coin Cost: 1000 coppers
Syntax: crystalball
Skills used: magic elements, magic spells, magic scrolls
magic cast
Description:
The crystal ball is a fantastic and useful creation known
for hundreds of years as one of the more intricate and
delicate spells of the magi. Legend has it that the first
crystal ball was created by a sojourn mage who was first
a merchant selling in trinkets and had a fascination with
mirrors.
After becoming a powerful mage she found a lover of some
notorious virtue and in a fit of jealousy created a ball of
crystal from several mirrors. Bending the mirrors into this
shape she imbued it with magic so she could always see
what her lover carried. Thus was founded the use of the
crystal ball which can be used to see what your target is
holding.
Full success will allow you to see everything on your target
including items in backpacks or pouches. Partial success
will only show what the target is holding. Failure will
show nothing and inform the target of the scry so be
selective in your targets.
Success or failure is based on the power of the crystal ball
at the time it is created dependant on the power the skills
and level of the mage creating it. Because of the power of
the crystal ball it can only be used once unless you fail
using it. Creating a crystal ball is so mentally taxing it
can only be done very infrequently. The crystal ball cannot
be used on someone in your same location.
The old story tells that the sojourn mage was caught trying
to use the crystal ball in the same area as her lover and
she died in the ensuing lovers quarrel.

Spell Name: Fire Scroll

SP Cost: 100
Coin Cost: 250 coppers
Syntax: firescroll
Skills used: magic scrolls, magic elements
Description:
An old magic from the elven nation of Quolinara, the
fire scroll used to be something only created by the
great mage Lei. After years of creating this mystical
and powerful magic of fire, the secret to the scroll
became known to several mages and now is the providence
of the Guild of Magi.
The scroll's power is based on the skills of the mage
who creates the scroll. Because of the concentration
and focus it takes to create a fire scroll, some time
is needed before making another scroll.
Also of note is the cost of materials to create the
scroll.

Spell Name: Levitate

SP Cost: 150 for initial levitation
Syntax: levitate (rise/lower/direction)
Skills used: magic elements, magic cast, magic scrolls,
mental discipline, mental focus
Description:
The ability to fly has always been a desire of mankind and
levitating is as close to that ability a mage can get. By
concentrating and using magical skills a mage can rise up
into the air in a feat of triumph. While levitated you can
then float in any direction that is available from your
current location. Some places underground or inside are
not high enough for you to levitate in.
Because of the need for concentration and the fact you are
no longer touching the ground, movement is only possible
in limited fashion. You cannot levitate in the middle of
combat and it is also not possible to engage in combat or
use other magic spells during levitation.
However, the advantages are great as you will are able to
escape some traps and float over some things that may
block your path. Another advantage is that some aggressive
creatures will not notice you and will not attack you.
The length of time you can remain levitated and how far you
can move while levitated is based on your skills and level.
Levitation can only occur under solid ground so levitating
over deep bodies of water is not possible. Levitation will
end if you try to move normally.
The following commands are used for levitation:
levitate rise: This starts your levitation.
levitate lower: End your levitation.
levitate <dir>: Move in the direction you identify.
Directions can only be standard directions
and spelled out like: north and south.
Example - levitate southeast.

Spell Name: Fire Wall

SP Cost: 50
Syntax: firewall <direction>
Skills used: magic defense, magic elements, mental focus
Description:
This spell erects a massive wall of fire near an exit
that will burn hotly and fry anyone who attempts to
leave the area in that direction. The firewall has
been known to cause great harm to foes and great
protection to the mage who is trying to avoid a
foe.
The fire wall will not harm the mage who seeks to
go through it, making others gape at the great
ability of the mage.
Example: firewall east

Spell Name: Necrodrain (removed)

SP Cost: 25 + Level
Syntax: necrodrain <target>
Skills used: magic cast, mental telepathy, mental discipline
mental focus
Description:
Necrodrain is a fearsome and powerful method for sucking the
lifeforce out of your target. Much more powerful and dangerous
than the power drain, this mental spell will cause your victim
to wither before you as you drain them of power and health
while at the same time replenishing yourself with part of
what you siphon from them.
Similar to the power drain, the effectiveness against
adventurers is much higher than monsters. The success and
power of the necrodrain is based on your skills and level
and the skills and level of your target.

Spell Name: Ice Arrows

SP Cost: 60+Level
Syntax: icearrows
Skills used: magic cast, magic elements, combat attack
Description:
Painful and cold to the enemy, with this you send a shower
of arrows made of sharp ice into all of your victims in
an area. By willpower you are able to target only those
attacking you. The ice arrows will strike anyone you
are in combat with, including other adventurers.
The power and damage of the ice arrows is based on
your level and skills and those of your targets that
are struck.

Spell Name: Imagery

SP Cost: 60
Syntax: imagery <target> <text>
Skills used: mental focus, mental discipline
Description:
Imagery is another step in illusionism. Casting your own
image to a location in order to speak to everyone at that
location can gain you attention or just allow you to
deliver a magical message.
While not a powerful spell it is something that is used
to impress and entertain as well as an effective means of
communication.
Imagery is not immediate. First the image of the mage
appears to the target area and then shortly after the
image will relay the message sent.
Care should be taken when casting the image spell as you
may frighten or confuse those you are speaking to.

Spell Name: Staff of Power

SP Cost: 200
Syntax: staffofpower <destroy>
Skills used: magic cast, magic scrolls, magic elements
Description:
Using this spell will turn a mages staff into the mighty staff of power.
The staff of power is so linked to the mage that a mage can store
energy in the staff and retrieve it at will. The amount of energy stored
is dependant on the skills and level of the mage. Careful useage of this
staff is warned by the mages guild, since it has been known that
addiction to such inductions of power can be lethal. A powerful mage
once said that a spell caster with the staff of power at its height is
invincible. The author of this claim was found in a frozen pose, headless
on a mountain in the Eastern Peaks, still gripping the staff.
Once you have the staff, you can use the following options to control it:
(example: staffblast)
staffpower - shows the current level of power in the staff.
staffstore - stores 50 points of energy at a cost of 150.
staffrecall - retrieves 50 points of energy from the staff
per useage.
staffblast - uses all the energy in the staff to blast your foe.
channelpower - this command will channel power into the staff so during
combat the power is released. This is different than
staffstore.
staffofpower destroy - destroys a previously created staff.

Spell Name: Magic Carpet

SP Cost: 250
Coin Cost: 2500 coppers
Syntax: magiccarpet <crystal color>
magiccarpet blue crystal
Skills used: magic elements, magic spells, magic scrolls
magic cast, mental telepathy
Description:
The origins of the magic carpet are highly debatable and
in some circles controversial. It is said that a young
magician traveled to Pirshah and fell in love with a
royal guard of the Empress who was already set to be
married to a distant cousin of the Empress as is the
custom in Pirshah.
A young girl and from the Kingdom, the magician could
not dream of her man being forced to marry the Pirshian
and she made plans for him to leave Pirshah.
Those plans were found out by the palace and the guard
was forced to bring the girl in to be executed. Having
a friend in the palace the guard organized a seamstress
to make a special carpet of magic weave and while his
lover waited in a cell for the day of execution he
brought the carpet to her thinking somehow she could
use her own magic to find an escape with it.
The girl had acquired some crystals on her journey and
tried to use them to enchant the carpet with magic, but
it seemed nothing would happen. As she was brought to
the wall and tossed over, she held onto the carpet as
a last gift from her lover and in a strange magical
moment the carpet carried the young magician back
to the Kingdom, safe from the law of Pirshah.
Unfortunately, the royal guard was killed in her place.
Nevertheless, the magic of the carpet spell was found
and can be used to bring a mage back to the city of
their fealty. It was found that the workings of the
carpet are different based on the crystal used as
follows:
Blue - The carpet will only fly while outside.
Yellow - The carpet will fly while inside or outside.
Red - The carpet will fly during combat.
The carpet can be used several times, however, success
on carpet usage is based on the skills of the mage who
created it.
> >
inf fireblast

Spell Name: Fire Blast

SP Cost: 80
Syntax: fireblast <target>
Skills used: magic elements, magic spells, magic scrolls
mental discipline
Description:
As the ability to supply other forms of fuel for the
usage of fire and building, the Masters of the Magi
began studying the combination of their magical fire
with natural combustionable materials.
An ingenious and innovative gnome from Domplin had
an apprentice who started as a lumberman in the deep
south. Together they began practicing a defense against
the fire ball by building small walls of wood logs.
In a prank the apprentice tossed a log at the gnome
right as he was throwing a fire ball. The subsequent
explosion nearly fried the young apprentice to a
crisp.
After much more careful study the ability to combine
wood logs and fireballs became the creation of the
fire blast.
Usage of the fire blast is only possible if the mage
has a wood log with them. Done correctly the explosion
and damage to a target can be significant. Because of
the difficulty of this maneuver it takes some time
between uses.
The power of the blast is based on the skills and
level of the mage and the defenses of the target.

Spell Name: Magic Field

SP Cost: 100
Syntax: magicfield
Skills used: magic scrolls, magic defense, magic elements,
mental focus, mental telepathy
Description:
The magic field is the most daunting of magical defenses
for the mage. Calling upon the magical forces and your skills
as a mage you can surround yourself with a field of magic
that will stop much of the damage from attacks.
Significantly different than magic shield, this spell will stay
with the mage until the power imbued in the field is gone. The
amount of power the field will contain is based on your skills
and level.
You cannot have a magic shield and a magic field around you
at the same time.

Spell Name: Power Drain All

SP Cost: 75
Syntax: powerdrainall
Skills used: magic spells, magic cast, mental telepathy
mental discipline
Description:
Similar to the spell of power drain, this detrimental magic
force will reach out and drain not a single target but
everyone engaged in combat with the mage casting it.
Because no target is called upon, this spell will target
everyone in the area when cast outside of combat and
everyone you are fighting when cast during combat, so
care should be taken before using this magic.
The power and effectiveness of the spell is based on your
skills and level and the skills and level of those affected.

Spell Name: Mobile Fire Wall

SP Cost: 100
Syntax: mobilefirewall <direction>
Skills used: magic defense, magic elements, mental focus
magic scrolls, mental telepathy
Description:
Similar to the wall of fire but in this case the fire
wall moves in the direction that the mage indicates. The
main difference is that this wall is destructive as it
moves rather than blocking an exit. This dangerous and
destructive wall can fry anyone in its path as it moves
from one location to the next.
The mobile fire wall will continue on its path until
no exit exists. It will then stay in place for a
duration based on the mage's skills and level.
The mobile firewall is harmful to anyone except the
mage who created it and those who follow the mage.
Example: mobilefirewall east

Spell Name: Storm of Fire

SP Cost: 150
Syntax: firestorm
Skills used: magic scrolls, magic cast, magic elements
magic spells
Description:
This powerful and deadly explosion of massive porportions
can seriously burn everyone around you. Much more powerful
than the fire ring, this storm of fire blasts an inferno
of flames into everyone in the area. Keep in mind that
the fire storm will hit both monsters and adventurers
as well, causing everyone to be seared by the flames,
whether you are in combat with them or not.
The spell has lasts for a duration and does damage based
on your skills and level.
shallnotpass

Spell Name: Shall Not Pass

SP Cost: 200
Syntax: shallnotpass <exit>
Skills used: magic defense, mental telepathy,
mental discipline, mental focus
Description:
The powerful mage who has learned the arts of control
and mental command has the power to command the very
elements of magic that is part of the fabric of our
existence.
In ages past a wizard of supreme power was lost in a
dwarven mine or similar cave and after battles with
creatures of the underworld was given to hallucination.
He traveled down deeper into passages never before
seen and came upon a group of strange creatures.
While living for a time with these creatures who were
blind and without any means of defense, he found it
strange that they could still protect themselves from
the wraiths and ghouls that wandered the lower levels
of this deep underground domain. Upon discussion and
study he learned that they had an innate magical
power to form an invisible barrier to stop enemies
from entering their abode.
Through exchanges in teaching them small magics like
the fire spark, mage light, and the web, he earned
their trust and learned the words of power:
You Shall Not Pass.
Such powerful words when cast as a spell will form
a magical aura that will block all creatures from
entering the direction held in check by the mage
casting the spell.
The duration of this aura of stoppage will last until
the mage moves or dies. The power of the barrier is
such that nearly all who come against it will likely
fail to pass and be weakened.
After a long period of time there is a chance the
barrier will eventually fail, based on the skills
and level of the caster.
The only side effect of this power is that you will
be rendered powerless for a long period while the
concentrating on keeping the barrier intact and
getting used to the spell. Therefor you must rely
on companions for safety and defense.
To end the spell you simply must leave the area where
you cast it.
> >

Spell Name: Necrodrain All(removed)

SP Cost: 100
Syntax: necrodrainall
Skills used: magic cast, mental telepathy, mental focus
mental discipline
Description:
Necrodrain is a fearsome and powerful method for sucking the
lifeforce out of your target. Much more powerful and dangerous
than the power drain, this mental spell will cause your victim
to wither before you as you drain them of power and health
while at the same time replenishing yourself with part of
what you siphon from them.
By expanding out your forces of necromatic powers you will
drain everyone in the area when not in combat and everyone
you are fighting while in combat. This can be devastating
when facing a multitude of enemies while at the same time
enriching you with their powers.
It has been said that the necro drain all spell is one that
has caused powerful magi to become addicted to its lure.
The success and failure of the necro drain is based on
your skills and level and that of your enemies.

Spell Name: Power Gain All

SP Cost: 300
Syntax: powergainall
Skills used: magic spells, magic cast, mental telepathy
mental discipline
Description:
Similar to the spell of power gain, this powerful ability
duplicates the powergain in a fashion that gives everyone
in your area power. Different than the traditional gain
of power, this area spell increases the power of those
receiving it based on the skills of the mage.
This spell takes time and power to accomplish and cannot
be activated during combat. Also moving from the area
will destroy focus and cancel the spell.

Spell Name: Illusion

SP Cost: 75
Syntax: illusion <title>
Skills used: magic elements, magic cast, magic scrolls,
mental discipline, mental focus
Description:
The master mage has come a long and difficult path
through the study and practice of magic. At this level
you have learned the ability to shape illusion into an
area and cause for people to see something that may not
be real but looks every bit substantial.
The illusion will be created by you and given a title
and anyone looking at it will see the description you
create at time of the creation of the spell. You will
also be given options for color and extra short names
for the illusion.
The illusion can sometimes be awe inspiring and striking
as determined by the creative mind of the mage casting
the spell. The duration of the illusion is based on the
skills of the mage casting it.
NOTE: This is used for roleplay and your description and
title should be consistent within the parameters of the
game. The title of the illusion is limited to 30 characters
and the description is limited to 30 lines.
The illusion is created by giving a title and you use the
standard editor to create the description. Then you are given
options for color of the title and a couple of short names.
>

Spell Name: Phoenix

SP Cost: 250
Syntax: phoenix <target>
Skills used: ALL
Description:
Known in legend as the fiery bird of magic, the phoenix
was named by the same mage who first created it in the
mountains near the elf nation. Legend has it that a secluded
spot on a certain peak was where this mage called down
the legendary phoenix and from it, she used several powers
including the mage clone to create a powerful spell of
destruction.
While beautiful to behold, the phoenix is a force of the
elements and can be cast at a target causing unbelievable
damage in the fiery explosion as the phoenix burns into
them relentlessly. An enemy cannot escape the phoenix as
it will follow them regardless of where they run and visit
torrents of flames into their body making them writhe in
agony if not immediately reducing them to ash.

Spell Name: Illusion Reveal

SP Cost: 50
Syntax: illusionreveal
Skills used: magic elements, magic cast, mental focus
Description:
After mastering the art of illusion you will begin to
see differences in the way an illusion is created and
the nuances to illusion versus reality. After some
training in this, you will be able to reveal what things
are illusion and what is reality.
By careful study and contemplation of your surroundings
you are able to discern illusions and even who created
the illusions. This is the first step to being able to
dispel an illusion.
Failure or success is based on the skills of the mage
and that of the creator of the illusion.

Spell Name: Power Wipe

SP Cost: 150
Syntax: powerwipe <target>
Skills used: mental focus, mental telepathy, mental discipline
magic cast, magic spells
Description:
The highest level of draining magic afforded the master mage is
the power wipe. Far superior to the powerdrain this monumental
feat can cause the target to be completely drained of all
energy even to the point of negative energy depending on his
own skills and level.
By grasping the target you use a great amount of magical energy
to disband their energies into the air leaving them wanton.
The amount of energy you disband is based upon your skills and
level and those of your target.

Spell Name: Grand Pyreworks

SP Cost: 250
Syntax: grandpyreworks <color> <description>
Skills used: None
Description:
The ability to send magical explosions into the sky using
both magic and elements is something that can be both
inspiring and impressive to the casual observer.
Pyreworks uses elements tied together with mystical power
in order to display an array of colorful small sparkles
of light and sound in the air.
While pyreworks affects those in the same area as the mage,
the grand pyreworks fire so high into the sky that people
from across the world may be able to see the display. The
difference and effect of such monumental sky art is only
limited to the creative mind of the mage.
NOTE: This is used for roleplay and your description must
be something within reason and genre of the spell.
Possible colors:
GREY
BRED
BGREEN
YELLOW
BBLUE
PINK
BCYAN
SILVER
RED
GREEN
BROWN
BLUE
PURPLE
CYAN
WHITE

Spell Name: Meteor

SP Cost: 300
Syntax: meteor <target>
Skills used: magic spells, magic cast, magic elements,
magic scrolls, mental focus
Description:
Powerful beyond belief the force of a magic meteor can be
incredible. With a chant to bring the forces of the heavens
together, you form a meteor and send it with devastating
force to your target.
The power of the meteor can travel over land or sea and
strike your target from anywhere. It is necessary for you
and your target to be outdoors for the meteor to strike.
The power and damage of the meteor is based on your skills
and level and the armour, skills, and level of your target.

Spell Name: Illusion Destroy

SP Cost: 100
Syntax: illusiondestroy
Skills used: magic elements, magic scrolls, magic cast,
mental focus
Description:
Having learned how to create illusions and then identify
them you have come to the high art of disabling and
dispelling previously created illusions. This is the final
mastery of illusions and the mage with such power has
reached the pinnacle in manipulating this craft.
Destroying illusions in an area is global. In other words,
the magic dispelling the illusions works on any illusion
in the area and on success will dissolve it.
Failure or success is based on the skills of the mage
and that of the creator of the illusions in the area.

Spell Name: Invisibility

SP Cost: 350
Syntax: invisibility
Skills used: magic spells, magic cast, mental focus
Description:
The master mage has gained insight to the surroundings and
the power of illusion to the point of being able to cast
an illusionary spell to make themselves invisible. This
magic is quite alarming to anyone who is with the mage and
suddenly they are not there.
The duration and strength of the invisibility is based on
the mage's skills and level. Unlike other powers to hide,
while invisible you can also move, however, movement does
take much more endurance than normal.

Spell Name: Destroy walls

SP Cost: 200
Syntax: destroywalls
Skills used: magic defense, magic elements, mental focus
magic scrolls, mental telepathy
Description:
Using magic to seek out and find any type of wall or
barrier that is blocking an exit, you call upon mystical
forces to cut through, burn, or dissolve that barrier.
Because of the difficulty and focus one needs to cast this
spell, the spell takes some time to form and the success
in destroying a barrier or wall will depend on the skills and
level of the mage casting the spell.

Spell Name: Hail Storm

SP Cost: 150
Syntax: hailstorm
Skills used: magic spells, magic cast, magic elements,
magic scrolls, mental discipline, mental focus
Description:
One of the most devastating of spells that can blast several
foes at once is the hail storm. The mage calls up mystical
forces akin to nature an causes a storm of mighty ice rocks
to fly into everyone in the area. Because of the strength
and magnitude of this spell, the ability to differentiate
between friend and foe is impossible as the only one not
affected by the spell is the mage who casts it.
Care should be taken before calling upon this power, since
the certain death of weaker friends is imminent when the large
ice rocks fall upon their heads.
The power of the hail storm is based on the skills and level
of the mage and that of those hammered by its force.

Spell Name: Meteor Shower

SP Cost: 500
Syntax: meteorshower <target>
Skills used: magic spells, magic cast, magic elements,
magic scrolls, mental focus
Description:
Similar to the meteor, this spell will send a shower of smaller,
yet dangerous meteors into your target and everyone in the
area of your target. This can be an excellent method to crush
an enemy from a distance.
The power of the meteor shower can travel over land or sea
and strike your target from anywhere. Like the larger meteor,
the smaller meteors require you to be outside when you cast this
spell and your target must be outside as well.
The power and damage of the meteors is based on your skills
and level and the armour, skills, and level of your target.

Spell Name: Vortal Hand

SP Cost: 600
Syntax: vortalhand <target>
Skills used: All
Description:
A cosmic integration of mind, body, and spirit, the vortal
hand is an invisible force of magic and the will of the
magician as well as the mental power of the mage and the
target.
The creation of the vortal hand does take some time as the
coalescing of magical powers are brought together by the
master mage to form this hand of power. Only the most skilled
and knowledgeable mage can form such a destructive and
haunting power.
After creation the vortal hand encloses about the target,
squeezing them with a force of a thousand horses and the
target is wrought immobile both physically and mentally while
pain is inflicted in a crushing of bones and mind.
Only the truly gifted can withstand this force of power and by
some luck may last the duration of the magical attack while they
will not be able to move, fight, or use powers.
The duration and damage of the vortal hand is based on your
skills, intelligence, and level and the skills, intelligence,
armour, and level your target.

Info links

Back to top