Warrior Mage Spells 3.0: Difference between revisions

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#REDIRECT [[:Category:Warrior Mage spells]]
<table border="1" cellpadding="4"><th>Name</th><th>Abbrev</th><th>Type</th><th>Skills</th><th>Slots</th><th>Min Prep</th><th>Max Prep</th><th>Difficulty</th><th>Availability</th><th>Description<th>
<tr><td>Ethereal Shield</td><td>es</td><td>Non-Battle Area</td><td>Warding</td><td>1</td><td>1</td><td>100</td><td>Introductory</td><td>Live</td><td>The Ethereal Shield spell offers some protection from elemental damage, regardless of its source. All members of your group will be covered by the shield.</td></tr>
<tr><td>Aether Cloak</td><td>ac</td><td>Battle Single-Target</td><td>Warding</td><td>1</td><td>10</td><td>30</td><td>Basic</td><td>Live</td><td>The Aether Cloak spell surrounds the Warrior Mage with a barrier that stymies incoming and outgoing targeting patterns. An incoming spell that is fully absorbed may be reflected at its caster. As long as the cloak is fueled with mana, it will neither expire nor weaken.</td></tr>
<tr><td>Ward Break</td><td>wb</td><td>Battle Single-Target</td><td>Debilitation</td><td>2</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>Battles of magery in Elanthia are almost as common as those of sword and shield. Ergo, many wards against magic exist, and so do spells designed to pierce such protections. Ward Break is of the latter variety, attempting to dispel most -- if not all -- magical barriers upon its target.</td></tr>
<tr><td>Substratum</td><td>substratum</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>1</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>The Substratum spell leaves a lingering recollection of an aethereal grid that surrounds you, increasing your ability to target spells.</td></tr>
<tr><td>Ethereal Fissure</td><td>etf</td><td>Non-Battle Single-Target</td><td>Utility\Augmentation</td><td>2</td><td>20</td><td>100</td><td>Esoteric</td><td>Live</td><td>For generations, the Ethereal Fissure spell was considered lost and forgotten. The recent discovery of an ancient scroll by two mages, Vortressa and Blacklark, has returned the spell to common knowledge at last. Once again, Warrior Mages can open a rift to the very fabric of our Plane of Abiding and augment the local mana streams with raw power from one of the Elemental Planes.</td></tr>
<tr><td>Elementalism</td><td>elementalism</td><td>Metaspell</td><td>Shield Usage</td><td>0</td><td>0</td><td>0</td><td>Introductory</td><td>Live</td><td>The Elementalism metaspell allows a Warrior Mage to apply their learned approach of Targeted Magic to employing the elements they are not as familiar with. With this knowledge, you will not need to learn another introductory targeted spell in order to manipulate more advanced Elemental patterns.</td></tr>
<tr><td>Arc Light</td><td>al</td><td>Battle Single-Target</td><td>Debilitation</td><td>2</td><td>15</td><td>103</td><td>Advanced</td><td>Live</td><td>The Arc Light spell uses small amounts of raw electrical energy to produce a blinding flash of light which may stun the target and cause minor head damage. Though non-lethal, use caution since it's possible to ignite naphtha with the flashes.</td></tr>
<tr><td>Tingle</td><td>ti</td><td>Battle Single-Target</td><td>Debilitation</td><td>2</td><td>14</td><td>100</td><td>Advanced</td><td>Live</td><td>The Tingle spell sends very minor electrical current through the hands of the target, causing a strange tingling sensation to interfere with fine motor control. This spell is a non-violent deterrent to pickpockets and will cause people or creatures to drop what they are holding.</td></tr>
<tr><td>Lightning Bolt</td><td>lb</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>2</td><td>10</td><td>100</td><td>Advanced</td><td>Live</td><td>Not surprisingly, the Lightning Bolt spell fires a bolt of lightning at the target, inflicting great electrical and heat damage. However, it is relatively inaccurate, and can be fatal to the caster if used in watery areas.</td></tr>
<tr><td>Chain Lightning</td><td>cl</td><td>Targeted Area</td><td>Targeted Magic</td><td>1</td><td>30</td><td>100</td><td>Esoteric</td><td>Live</td><td>The Chain Lightning spell unleashes blasts of lightning that randomly strike at multiple targets in the area.</td></tr>
<tr><td>Gar Zeng</td><td>gz</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>1</td><td>2</td><td>97</td><td>Introductory</td><td>Live</td><td>Gar Zeng is an introductory electrical attack. Several arcs of electricity are emitted in rapid succession, making it fairly easy to hit your target *somewhere*. Due to the capricious nature of the arcs, Gar Zeng can not be aimed at a specific body part and doesn't do serious damage. Avoid casting this spell in water.</td></tr>
<tr><td>Fire Shards</td><td>fs</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>1</td><td>1</td><td>100</td><td>Introductory</td><td>Live</td><td>The Fire Shard spell conjures a fist-sized shard of elemental fire and hurls it at its target. The intensity of the damage varies with the amount of power invested in the spell. With enough skill and power, multiple shards will be produced.</td></tr>
<tr><td>Fire Ball</td><td>fb</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>2</td><td>16</td><td>100</td><td>Advanced</td><td>Live</td><td>The Fire Ball spell launches a ball of fire at a target which explodes on impact. On its way to its destination it may do lesser damage to enemies or friends that are near to you or your foe. And of course, once it explodes many of the decimated bits will seek out foes that have yet to feel its warmth.</td></tr>
<tr><td>Dragon's Breath</td><td>db</td><td>Targeted Single-Target</td><td>Utility\Targeted Magic</td><td>2</td><td>10</td><td>100</td><td>Basic</td><td>Live</td><td>Dragon's Breath is aptly named, as it gives you the fearsome breath of a mythical flame-belching dragon! Once cast, the power of elemental fire will well up inside you for a duration, allowing you to spit or exhale at a target. The blasts rely on your skill at targeting, but do not interfere with other sorts of spellcasting.</td></tr>
<tr><td>Mantle of Flame</td><td>mof</td><td>Ritual</td><td>Augmentation</td><td>3</td><td>250</td><td>600</td><td>Esoteric</td><td>Live</td><td>Long employed in varying forms by many Warrior Mages, the Mantle of Flame spell is one of the rarefied patterns known as Elemental Transformations, carrying with it the limitations of such magic. By invoking a metaphysical manifestation of Fire energy in your body, it will augment your agility and melee accuracy, cause your unarmed blows to burn where they strike, and allow you to see in darkened areas.</td></tr>
<tr><td>Fire Rain</td><td>fr</td><td>Targeted Area</td><td>Targeted Magic</td><td>1</td><td>10</td><td>50</td><td>Esoteric</td><td>Live</td><td>Fire Rain is one of the most impressive spells of destruction in the Warrior Mage's repertoire. It creates a burning cloud of ash which will rain down blazing balls of flame over an entire area. The fiery droplets are about the size of a child's fist, and are extremely hot when flying through the air. Upon impact, they tend to disintegrate in a blast of ash, which usually snuffs any flammable objects before they can truly catch fire -- usually. Caution should still be exercised nonetheless. Bear in mind that if you use Fire Rain in a city, you will be charged with public endangerment!</td></tr>
<tr><td>Flame Shockwave</td><td>fls</td><td>Metaspell</td><td>Shield Usage</td><td>1</td><td>0</td><td>0</td><td>Introductory</td><td>Scroll</td><td>There may be occasions where a bit of fire would be better than the naturalchill that comes with Shockwave's force. The Flame Shockwave metaspell allows a Warrior Mage to ignite the air around themselves before the winds explode outward. Unlike most metaspells, which are always active, this one requires you to prepare it before beginning the actual Shockwave spell. This process will remind you of how glorious the air is when set ablaze.</td></tr>
<tr><td>Ignite</td><td>ignite</td><td>Non-Battle Single-Target</td><td>Utility</td><td>1</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>The Ignite spell adds a touch of fire to your weapon to help you strike down your enemies. Ignite's effects will even bolster weapons that already have a certain variety of fire damage, though not to the extent that it enhances the mundane sort. Of course, given the spell's nature, its effectiveness can be lost in water or if the weapon strays from your hand.</td></tr>
<tr><td>Mark of Arhat</td><td>moa</td><td>Battle Single-Target</td><td>Debilitation</td><td>1</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>The Mark of Arhat spell is named for the founder of the first guild, Warrior Mages. Arhat was to fire magic as a mother is to child. One of his favorite spells was one of his own devising. He never named the spell, and when it was found at the time of his death, the spell was named in Arhat's honor. Mark of Arhat is a latent pattern that does not deal damage upon impact, but afterward as it is sparked by other elemental damage dealt to the target.</td></tr>
<tr><td>Frostbite</td><td>frostbite</td><td>Battle Area</td><td>Debilitation</td><td>3</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>The Frostbite spell quickly and drastically lowers the temperature around your foes, causing them to suffer from severe fatigue and frostbite. The lingering effect from the spell takes away a good deal of your opponent's heartiness, leaving them briefly vulnerable to just about any sort of follow-up attack. You should note that Frostbite is easier to use during the winter; though by the same token, it is harder during the summer."
"Be warned, this spell is illegal in most jurisdictions and will result in a charge for Endangering Public Safety.</td></tr>
<tr><td>Ice Patch</td><td>ip</td><td>Battle Single-Target</td><td>Debilitation</td><td>2</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>The Ice Patch spell creates a treacherous sheet of ice beneath its victim. If placed accurately, it will cause the victim to fall and be stunned. Those with multiple legs are considerably harder to affect, and those who are immune to the cold will be too well suited to navigating frozen ground to fall.</td></tr>
<tr><td>Rising Mists</td><td>rm</td><td>Non-Battle Area</td><td>Utility</td><td>2</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>The Rising Mists spell creates a dense fog that will, after a few seconds of thickening, make it easier for all in the area to hide.</td></tr>
<tr><td>Fortress of Ice</td><td>foi</td><td>Non-Battle Area</td><td>Utility</td><td>3</td><td>26</td><td>96</td><td>Esoteric</td><td>Live</td><td>The Fortress of Ice spell creates a tall ring of impenetrable ice walls which isolate the caster and those closest to him. Though the walls cannot be scaled from outside, footholds on the inside allow escape.</td></tr>
<tr><td>Geyser</td><td>geyser</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>1</td><td>3</td><td>96</td><td>Introductory</td><td>Live</td><td>The Geyser spell is unique to the Water Manipulation Book, as it deals with waters deep below the surface rather than those nearby or in the air. It is a targeted spell that draws superheated water up from below and directs it toward your foe. Mind that, in some places, even with a mastery of the water element, there may be insufficient passage for the blast to escape the depths.</td></tr>
<tr><td>Tremor</td><td>trem</td><td>Battle Area</td><td>Debilitation</td><td>3</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>The Tremor spell shakes the very ground, knocking over anyone without the reflexes to remain on their feet. It may only be used outside, as the consequences of unleashing seismic forces inside a building or cave would be very unfortunate. With higher levels of skill, the caster can choose to strike just a particular target.</td></tr>
<tr><td>Sure Footing</td><td>suf</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>2</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>The Sure Footing spell steadies the ground and soil beneath one's feet, resulting in improved balance and ability to parry in combat for a while.</td></tr>
<tr><td>Aegis of Granite</td><td>aeg</td><td>Ritual</td><td>Augmentation</td><td>3</td><td>250</td><td>600</td><td>Esoteric</td><td>Live</td><td>Discovered in an ancient cave by Dwarven Warrior Mages, the Aegis of Granite spell is one of the rarefied patterns known as Elemental Transformations, carrying with it the limitations of such magic. By invoking a metaphysical manifestation of Earth energy in your body, it will augment your strength, stamina, and shield usage.</td></tr>
<tr><td>Stone Strike</td><td>sts</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>1</td><td>1</td><td>100</td><td>Introductory</td><td>Live</td><td>The Stone Strike spell sends multiple stone shards down towards a target. It is a useful way to provide you with some time to get out of danger, or bring more of your wrath down to assail your foe!</td></tr>
<tr><td>Anther's Call</td><td>anc</td><td>Battle Single-Target</td><td>Debilitation</td><td>1</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>The spell titled Anther's Call was created by Imperial mages during the time of the Seven-Star Empire. They named the spell in honor of the famed Earth mage Anther to bridge the ideological rift between members of the Imperial College of Magic and those clan-structured Warrior Mages who remained loyal to the Grovekeepers. This spell calls forth a number of grasping hands fashioned from the earth or stone beneath the victim's feet which attempt to hold the target fast and immobile. It was widely used by Imperial mages to capture dissidents without inflicting physical harm.</td></tr>
<tr><td>Ring of Spears</td><td>ros</td><td>Battle Area</td><td>Targeted Magic</td><td>2</td><td>5</td><td>25</td><td>Basic</td><td>Live</td><td>Ring of Spears is spell that can dissuade your enemies from approaching too closely, but for those that choose to engage anyways it will provide a regular barrage of targetted attacks. When you so evoke the power of Earth, a ring of sharp spikes, resembling spears wrought of rock, rises from the ground around you. These spears then shift position either when approached, or when the pattern draws on more mana from the caster. In practice, the spell can be cast at pole range to deliver damage as foes advance and retreat, or it can be cast at melee range to continuously provide attacks directed at the foes nearest you.</td></tr>
<tr><td>Zephyr</td><td>zephyr</td><td>Battle Area</td><td>Augmentation</td><td>2</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>The Zephyr spell raises a light refreshing breeze which helps improve fatigue recovery for all in the area. With enough power, it will also clear away some types of gas, poison and ash clouds.</td></tr>
<tr><td>Tailwind</td><td>tw</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>1</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>The Tailwind spell shifts the winds to your favor, increasing your accuracy with bows and thrown weapons.</td></tr>
<tr><td>Paeldryth's Wrath</td><td>pw</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>2</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>The Paeldryth's Wrath spell channels the unseen currents of air and wind into a ferocious blast of force to overwhelm opponents, causing them to eith stagger away from you or toward you. This gust may also cause naphtha in the caster's hands to be tossed at the victim. The ability to control such fickle forces to these ends often leads the caster to exhale forcefully, so be wary that you may call out during the flurry whatever thoughts you might have normally kept to yourself.</td></tr>
<tr><td>Shockwave</td><td>shockwave</td><td>Targeted Area</td><td>Targeted Magic</td><td>3</td><td>28</td><td>98</td><td>Esoteric</td><td>Live</td><td>The Shockwave spell summons the winds of Elanthia, boosts their strength, then pushes them outward in a ring of force from the caster. The natural effects of these winds are very cold, causing sharp bits of ice to form in the vortex, causing damage to anyone unlucky enough to be in their way. Even blocking these winds can be enough to stall someone's advances, but when hit by the full fury of this spell, a hapless target may find themselves knocked back a bit.</td></tr>
<tr><td>Swirling Winds</td><td>sw</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>2</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>The Swirling Winds spell summons the winds of Elanthia to surround you, increasing your ability to avoid attacks.</td></tr>
<tr><td>Vertigo</td><td>vertigo</td><td>Battle Single-Target</td><td>Debilitation</td><td>2</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>The Vertigo spell is an entertaining use of elemental magic. The caster causes the air pressure around a victim's head to change and fluctuate, making the target feel weak in the stomach and unsettled. Any foe affected will have a harder time focusing on combat, and will often suffer from unsteadiness. Vertigo has no effect on undead or creatures that do not breathe air.</td></tr>
<tr><td>Air Lash</td><td>ala</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>1</td><td>2</td><td>100</td><td>Introductory</td><td>Live</td><td>The Air Lash spell is quite nasty indeed. It forms an invisible but quite deadly whip out of, literally, thin air. This seemingly benign element can, with simple modifications to its pressure and solidity, sever limbs... or heads, as the case may be.</td></tr>
<tr><td>Thunderclap</td><td>tc</td><td>Battle Area</td><td>Debilitation</td><td>2</td><td>10</td><td>100</td><td>Basic</td><td>Live</td><td>Thunderclap creates an overwhelming burst of magical sound in the area, capable of stunning those around you. Casting this spell inside a town will cause problems with the local authorities.</td></tr>
<tr><td>Y'ntrel Sechra</td><td>ys</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>1</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>The Y'ntrel Sechra spell, developed by S'Kra wind mages, creates a cushion of air between your body and the armor you are wearing. This cushion of air will flow with your movements, supporting the armor and allowing you to move more freely.</td></tr>
<tr><td>Air Bubble</td><td>ab</td><td>Non-Battle Single-Target</td><td>Utility</td><td>1</td><td>4</td><td>100</td><td>Basic</td><td>Live</td><td>The Air Bubble spell forms its namesake around the target's head, allowing him to breathe underwater for several minutes. It is far too weak to provide protection against most forms of poison gas, but is a necessity for underwater exploration or combat.</td></tr>
<tr><td>Blufmor Garaen</td><td>bg</td><td>Targeted Single-Target</td><td>Utility\Targeted Magic</td><td>4</td><td>30</td><td>100</td><td>Esoteric</td><td>Live</td><td>Blufmor Garaen binds fierce winds around your forearms where they spin ceaselessly, yearning to be released. Simple gestures such as pointing, slapping, or waving will direct these forces upon your chosen victim. Do be cautious while in polite company, for even the most mundane action can become deadly with the power of Air behind it!</td></tr>
</table>

Latest revision as of 21:03, 16 July 2015