A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Updated | Index | Checked | Level | Spell | Current | Manual | New | Changed? | Type | Generate EXP? | Other | Comments | Message | Original | |||||||||||
2 | Y | 1 | Y | 1 | Armour | Evocation | Evocation | Evocation | Manually Reassigned | Enhancement | no | A simple trick for evokers is to magically enhance armour by carefully weaving magic throughout to enhance the hardness and durability for a short period. As the practitioner improves their skill they can improve the strength of this enhancement however it is only for a limited time and only ever effective against physical threats. This spell is attuned to the path of self and of protection. | ||||||||||||||
3 | Y | 3 | Y | 1 | Create Missile | Summoning | Evocation | Evocation | Manually Reassigned | Utility | no | Evocation has proven to be one of the best synergies with the warrior classes. Never is this so obvious than the combination of archer and evoker. Evoker's can use the create missile spell to evoke arrows and bolts (for bolts, wield a crossbow when casting the spell) which can be immediately used on the field of battle. Master practitioners can even create missiles with specific magical bonuses (cast create missile N where N is +0, +1, +2, +3 or +4). This spell is attuned to the creation path. | ||||||||||||||
4 | Y | 4 | Y | 1 | Detect Magic | Sorcery | Evocation | Sorc/Evo Flip | Utility | no | Evoker's knowledge of the manner in which magic can be woven into items provides the foundation for a useful spell practised by young and old evokers alike. Detect magic reveals objects on and around the caster's that are display magical power. This can be used to quickly sort the wheat from the chaff, so to speak. This spell is attuned to the path of information. | |||||||||||||||
5 | Y | 8 | Y | 1 | Marking Rune | Sorcery | Evocation | Sorc/Evo Flip | Utility | no | Some messages are best left unspoken, for such situations evokers learnt the art of embedding verse in carefully crafted runes. Only when standing in the rune or by activating it, will the target hear the message of the caster's choosing. This spell is attuned to the path of information. | |||||||||||||||
6 | Y | 116 | Y | 1 | Small Bullet | Evocation | Evocation | Evocation | Manually Reassigned | Damage | yes | If the first challenge of evocation is accurately imagining an object and materialising it, the second is rapidly directing it towards an enemy whilst under fire. For most evokers, this spell represents the first real steps in becoming an apprentice. This spell is attuned to the path of missiles. | ||||||||||||||
7 | Y | 20 | Y | 2 | Strength | Sorcery | Evocation | Sorc/Evo Flip | Enhancement | no | A temporary shot of magic directly into key muscle groups can quickly transform the frailest Evoker into surprising lifter. Evoker's may temporarily improve their, or their allies, strength based upon the recipient's strength and the caster's prowess in evocation. This spell is attuned to the path of self. | |||||||||||||||
8 | Y | 26 | 3 | Dexterity | Sorcery | Evocation | Sorc/Evo Flip | Enhancement | no | There is no surer way to steady the hand and speed up the reflexes than with the manipulation of an evoker's magic. Evoker's may temporarily improve their, or their allies, dexterity based upon the recipient's dexterity and the caster's prowess in evocation. This spell is attuned to the path of self. | ||||||||||||||||
9 | Y | 30 | Y | 3 | Wonder | Sorcery | Evocation | Sorc/Evo Flip | Damage | yes | Most erroneous magic spells tragedy for the caster, but the spell wonder embraces failure. By developing specialised safety phrases that transmutes deadly magic into harmless flowers, evokers can gamble with the gods to experiment with all manner of spells. While this often yields low grade magic it can sometimes provide surprisingly powerful results. This spell belongs to the path of transmutation. | |||||||||||||||
10 | Y | 31 | 4 | Constitution | Sorcery | Evocation | Sorc/Evo Flip | Enhancement | no | Likened to a few drinks of stout, an evokers magic not only makes the recipient feel like they have a stronger constitution, but actually does so as well. Evoker's may temporarily improve their own, or their allies, constitution based upon the spell's recipient's constitution and the caster's prowess in evocation. This spell is attuned to the path of self. | ||||||||||||||||
11 | Y | 7 | Y | 4 | Magic Missile | Sorcery | Evocation | Sorc/Evo Flip | Damage | yes | While evokers can spend a great deal of time mastering the perfect projectile, a different approach is to instead stay focussed on telekinetically guiding the projectile (somewhat accurately) towards an enemy. Magic missile does a comparable amount of magical damage by guiding the projectile to each target. This spell is attuned to the path of missiles. | |||||||||||||||
12 | Y | 19 | Y | 4 | Poison Cloud | Sorcery | Evocation | Sorc/Evo Flip | Damage | yes | Rather than relying on simply launching bullets to inflict damage, sneaky evokers dream up nastier projectiles. Poison cloud is one such example; a thin shell loaded with whatever poisons come to the mind of the practitioner which is subsequently sent hurtling towards an opponent. When the shell impacts it explodes in a poisonous cloud is released that can slow, weaken, or even kill those caught inside. This spell is attuned to the path of missiles. | |||||||||||||||
13 | 47 | 5 | Magic Mapping | Summoning | Summoning | Manually Reassigned | Utility | no | Summoners are adept at scanning the environment to ensure summoning spells are safely woven. With practice summoners can use subtle magic that permanents through anything around them to almost hear their surroundings and picture them like a map. | |||||||||||||||||
14 | 52 | 5 | Transferrence | Evocation | Evocation | Manually Reassigned | Utility | no | ||||||||||||||||||
15 | Y | 24 | Y | 6 | Charisma | Sorcery | Evocation | Sorc/Evo Flip | Enhancement | no | There are more than a few evoker's who are drawn to the path for its potential to enhance themselves, and the reasons why usually become clear whenever this spell wears off. Evoker's may temporarily improve their own, or their allies, charisma based upon the spell's recipient's charisma and the caster's prowess in evocation. This spell is attuned to the path of self. | |||||||||||||||
16 | 56 | 6 | Levitate | Evocation | Evocation | Manually Reassigned | Utility | no | Applying the principle that for every magical action there is an equal and opposite reaction, evokers can attempt to push the ground itself, allowing the practitioner to gently levitate away from the ground. This spell is attuned to the path of ??? | |||||||||||||||||
17 | Y | 6 | Y | 6 | Magic Bullet | Sorcery | Evocation | Evocation | Manually Reassigned | Damage | yes | With refinement a magic bullet can be evoked in ever more harmful shapes such that evokers can cut down ever larger and meaner foes. This spell is attuned to the path of missiles. | ||||||||||||||
18 | 59 | 6 | Rune of Transferrence | Evocation | Evocation | Manually Reassigned | Damage | yes | ||||||||||||||||||
19 | Y | 63 | Y | 7 | Animate Weapon | Sorcery | Evocation | Sorc/Evo Flip | Damage | yes | Once evokers have learnt to control objects through telekinesis such as magic missiles, evokers often start taking control of nearby objects. This can be dangerous for their opponents when used to the control nearby weapons, suddenly turning a weapon into a minion that can be sent forth to do their bidding. Mark a weapon in the caster's inventory, then cast this spell to bring it to life. The weapon then flies about under the caster's direction. The weapon is controlled with the fire and direction keys. | |||||||||||||||
20 | Y | 32 | Y | 8 | Create Earth Wall | Summoning | Evocation | Evocation | Manually Reassigned | Utility | no | A simple but surprisingly effective solution to an age old problem is the earth wall. Evokers can rapidly conjure incredibly durable earthen walls that block vision. Handy when facing off the most fearsome foes or just to pin down the soon to be vanquished. Unlike other wall spells, earthwalls cast no spells and do no damage, and do not disappear after a specified time. They remain standing until destroyed. This spell is attuned to the path of creation. | ||||||||||||||
21 | 36 | Y | 8 | Disarm | Evocation | Evocation | Evocation | Manually Reassigned | Utility | no | Evokers can use their telekinesis to rip their enemies weapons straight from their hands. A very useful trick against brutes who rely on such crude means of attack. This spell is attuned to the path of ??? | |||||||||||||||
22 | Y | 74 | 8 | Identify | Sorcery | Evocation | Sorc/Evo Flip | Utility | no | As a natural consequence of constantly practising visualisation of objects before materialisation, evokers become experts at recognising objects by probing them with magic. Although easy to grasp the process is very taxing for beginners and only a small selection of items can be identified before requiring time to recover mana. This spell is attuned to the path of information. | ||||||||||||||||
23 | 87 | 10 | Heroism | Evocation | Evocation | ?? | Enhancement | no | Not currently in use.. ? If we want to restore, stick in evoker (perhaps raise the level requirement?),.. Perhaps the most useful of all an evokers enhancements, heroism allows the recipient to .. | |||||||||||||||||
24 | Y | 33 | Y | 10 | Large Bullet | Sorcery | Evocation | Sorc/Evo Flip | Utility | no | Larger bullets make bigger holes. While sounding simple enough, even accomplished evokers may not properly fathom that for every action there is an opposite and equal reaction. Evokers must practice bracing themselves magically before casting larger projectiles to avoid unpleasant outcomes. As a result only accomplished evokers can throw these hefty bullets. This spell is attuned to the path of missiles. | |||||||||||||||
25 | Y | 50 | Y | 10 | Steambolt | Sorcery | Evocation | Manually Reassigned | Damage | yes | Perhaps inspired by pyromancy, evokers have learnt to harness the powerful force of steam. Unlike pyromancers, evokers won't directly add heat but instead use the skill of continentiam to capture fog. The resulting pressure, once released, scalds any in their path. The more devious practitioners delight in evoking tiny sharp projectiles into the beam. A side effect of this spell is the substantial fog that can be left in its wake. This spell is attuned to the path of fire. | |||||||||||||||
26 | Y | 53 | Y | 12 | Create Bomb | Pyromancy | Evocation | Evocation | Manually Reassigned | Damage | yes | By conjuring the right combinations of materials, evokers have discovered a way of creating sudden powerful explosion on demand. Once evoked the explosion is certain however it usually doesn't take long for practitioners to recognise that a magical trigger is a good idea. As there is no direct use of magic in this spell once the bomb has been evoked the subsequent physical damage from both the explosion and any shrapnel is not magical in nature. This spell is attuned to the path of detonation. | ||||||||||||||
27 | Y | 133 | Y | 12 | Create Food | Summoning | Evocation | Evocation | Manually Reassigned | Utility | no | A seemingly simple enough spell to grasp, create food is the domain of more experienced evokers due to the importance of getting it right. It is surprisingly easy to evoke something that looks and smells thoroughly delicious but is quite toxic. For this reason, beginning evokers tend to stick with very simple foods until their experience permits a little more decadence. This spell belongs to the path of creation. It is possible to specify what food to make with a command like: cast create food waybread. | ||||||||||||||
28 | 94 | 12 | Haste | Evocation | ?? | Enhancement | no | Not currently in use.. ? If we want to restore (perhaps raise the level requirement?), stick in evoker.. Perhaps the most useful of all an evokers enhancements, haste allows the recipient to .. | ||||||||||||||||||
29 | Y | 65 | Y | 14 | Bullet Swarm | Evocation | Evocation | Evocation | Manually Reassigned | Damage | yes | Accomplished evokers often grow tired of toying with single bullets and instead start splitting the bullets up into swarms of razor sharp shards that strike down anything in their path. Keeping track of each of the tiny, rapidly moving shards is the reason this is left to accomplished practitioners. This spell fires many small magic bullets in the direction the caster is facing. The number and damage of the bullets depends on the level of the caster. This spell is attuned to the path of missiles. | ||||||||||||||
30 | Y | 68 | Y | 14 | Missile Swarm | Sorcery | Evocation | Sorc/Evo Flip | Damage | yes | It is only natural that with practice, evokers start toying with keeping ever greater numbers of magical missiles in flight at one time. Missile swarms represent the mastery of this form of attack with the practitioner simultaneously launching missiles from three separate planes and concurrently directing them as needed. With so much to do, it is hardly surprising a few errant missiles go the wrong way but this is generally the last thing the victim is going to notice. This spell is attuned to the path of missiles. | |||||||||||||||
31 | Y | 101 | 14 | Shockwave | Evocation | Evocation | Manually Reassigned | Damage | yes | Evokers can create powerful shockwave pulses that are attuned to the path of detonation through the air by magically containing explosions. Due to the magical projection required to channel this cone of energy this spell delivers both magical and physical damage. | ||||||||||||||||
32 | Y | 111 | Y | 16 | Asteroid | Evocation | Evocation | Evocation | Manually Reassigned | Damage | yes | I don't even know where you get this spell? | Calling forth celestial powers is widely frowned upon but evoking asteroids is nothing less than black magic. The potential to create something powerful enough to threaten the existence of the world should never really be used, should it? how did you come into the possession of this knowledge anyway? The destructive power of the asteroid is simply terrifying and the impact upon striking yields heat that is comparable only to the most powerful magical devices. | |||||||||||||
33 | Y | 82 | Y | 20 | Bullet Storm | Evocation | Evocation | Evocation | Manually Reassigned | Damage | yes | The scale of this spell takes seeing to be believed, accomplished evokers can summon a storm of huge bullets of which each is instantly propelled towards the target. The focus required to maintain the necessary braces to perform this spell without being instantly turned into a smear against the nearest wall does mean that more than few evokers have cast this as their final spell. The number and damage of the bullets depends on the level of the caster. This spell is attuned to the path of missiles. | ||||||||||||||
34 | Y | 92 | Y | 24 | Build Bullet Wall | Evocation | Evocation | Evocation | Manually Reassigned | Damage | yes | With a deep understanding of the evocation path and its study and practice into the telekinesis of material comes the ability to form self sustain spell walls that continuously discharge projectiles. Such practitioners can be found sitting nearby reading quietly while their magical cantrips leave a bloodbath. This spell is attuned to the path of creation. | ||||||||||||||
35 | Y | 99 | Y | 26 | Colour Spray | Sorcery | Evocation | Sorc/Evo Flip | Damage | yes | It is written that legendary wizard Sarumatix was the first to develop continentiam to a new, dangerous, level. Color spray demonstrates the strange effect where minerals can be worked into infinitesimal spaces and the subsequent powerful energy release directed by the evoker. While greater damage can be inflicted by more traditional spells, the chaotic spray of pure colours can be useful against enemies with unknown protections or to clear a variety of very powerful creatures. The spell is attuned to the path of transmutation. | |||||||||||||||
36 | Y | 104 | Y | 30 | Destruction | Sorcery | Evocation | Sorc/Evo Flip | Damage | yes | So dangerous that few would even dream of casting it, destruction represents final stage of contimentiam. So much material in such a small space creates tears into the void. These voids quickly begin to draw in anything nearby ripping apart all and sundry with magical ferocity. Being so indiscriminate, destruction can even be used to harm enemies who are not even visible to the practitioner. This spell is attuned to the path of detonation. The damage delivered is entirely magical in nature, and increases as evocation skill level, Intelligence, Wisdom, and Power stats increase. | |||||||||||||||
37 | Y | 114 | Y | 1 | cause light wounds | Praying | Praying | No | Damage | yes | For some gods, great devotion can be used to summon vindictive force directly from their deity that can be carefully directed towards a foe. The nature of this damage is not from the realm of man and represents the force of gods. This prayer is attuned to the path of wounding. | |||||||||||||||
38 | 106 | Y | 1 | Flaming aura | Praying | Praying | No | Damage | yes | God given | Surrounds the caster with an aura of fire that burns everything in the vicinity. The spell is granted by Gorokh and Ruggilli. Attuned to the path of fire. | |||||||||||||||
39 | Y | 120 | Y | 1 | holy word | Praying | Praying | No | Damage | yes | And when the Hour sets in, the guilty will despair. As for those who have faith and do righteous deeds, they shall be in a garden, rejoicing. But as for those who were faithless and denied Our signs and the encounter of the Hereafter, they will be brought to the punishment. Holy word is a common prayer from the devoted that only damages enemies of your god and the undead. The prayer is attuned to the path of turning. | |||||||||||||||
40 | 108 | Y | 4 | Bless | Praying | Praying | No | Enhancement | no | |||||||||||||||||
41 | Y | 61 | Y | 6 | cause medium wounds | Praying | Praying | No | Damage | yes | For some gods, great devotion can be used to summon vindictive force directly from their deity that can be carefully directed towards a foe. The nature of this damage is not from the realm of man and represents the force of gods. This prayer is attuned to the path of wounding. | |||||||||||||||
42 | Y | 105 | Y | 6 | Staff to snake | Praying | Praying | No | Damage | yes | ||||||||||||||||
43 | 122 | Y | 6 | wave | Praying | Praying | No | Damage | yes | God given | ||||||||||||||||
44 | Y | 123 | Y | 6 | windstorm | Praying | Praying | No | Damage | yes | God given | Followers of Sorig harken and take heed; none shall stand in my presence who are undeserving. Should the undeserved seek to be in my presence, call forth my windstorm that they might be swept away back to the dark places from whence they came. This prayer is attuned to the path of explosion. | ||||||||||||||
45 | Y | 110 | Y | 8 | Forked Lightning | Praying | Praying | No | Damage | yes | God given | Followers of Sorig harken and take heed; The King of Thunder and Lightning shall grant unto you the treasure of forked lightning. For each good deed, I shall split its bolt such that those who are worthy shall fill the halls of my enemies and reduce their insolence to dust. This prayer is attuned to the path of electricity. | ||||||||||||||
46 | Y | 118 | Y | 10 | Banishment | Praying | Praying | No | Damage | yes | Against them make ready your strength to the utmost of your power, then loose upon them Banishment, to strike terror and death into the hearts of My enemies, and your enemies, and others besides, whom ye may not know, but whom I doth know. Attacking with holy word and death, this substantially improved holy word prayer may only strike at enemies of your god and the undead. The prayer is attuned to the path of turning. | |||||||||||||||
47 | Y | 113 | Y | 10 | cause heavy wounds | Praying | Praying | No | Damage | yes | For some gods, great devotion can be used to summon vindictive force directly from their deity that can be carefully directed towards a foe. The nature of this damage is not from the realm of man and represents the force of gods. This prayer is attuned to the path of wounding. | |||||||||||||||
48 | Y | 131 | Y | 10 | divine shock | Praying | Praying | No | Damage | yes | God given | Followers of Sorig harken and take heed; those who would do harm shall face the wrath of the Sky Lord incarnate. Speak to me of the need for intervention and I shall send the divine punishment of living lightning that would follow and shock the living and undead alike. This spell is attuned to the path of electricity. | ||||||||||||||
49 | 132 | Y | 10 | poison fog | Praying | Praying | No | Damage | yes | God given | ||||||||||||||||
50 | 117 | Y | 10 | Vitriol | Praying | Praying | No | Damage | yes | God given | ||||||||||||||||
51 | 124 | Y | 10 | wrathful eye | Praying | Praying | No | Damage | yes | God given | And Valriel said unto me, Son of man, stand upon thy feet, and look into my eye. And when I looked, behold, a sense of wrath washed over me and I trembled. Then I cast my eye upon those who would rebel against me Valriel spoke unto me and said whether they will hear, or whether they will forbear, strike them down with my wrath. And so it was, and, once it was done, I fell upon my face. | |||||||||||||||
52 | 125 | Y | 12 | Holy servant | Praying | Praying | No | Damage | yes | |||||||||||||||||
53 | 62 | Y | 12 | Sunspear | Praying | Praying | No | Damage | yes | God given | Now it came to pass in the thirtieth year, in the fourth month, in the fifth day of the month, that the heavens were opened, and I saw visions of Valriel. And I looked, and, behold, a beam of pure light drove forward and a brightness was about it, and out of the midst of it heat like. And I listened as Valriel's angels whispered of its power and I instructed me on its beckoning and I was joyous. | |||||||||||||||
54 | 130 | Y | 12 | wall of thorns | Praying | Praying | No | Damage | yes | God given | ||||||||||||||||
55 | Daylight | Praying | God given | And I despaired for He hath led me, and brought me into darkness, but not into light. And then the Duke of Heaven appeared before me and his eyes were like the sun and I could see as if it were day and my heart rejoiced. | ||||||||||||||||||||||
56 | Y | 112 | Y | 14 | cause critical wounds | Praying | Praying | No | Damage | yes | Only those gods who delight in wounding and shun holy words are prepared to answer prayers for such vindictive force. The nature of this damage is not from the realm of man and represents the force of gods. This prayer is attuned to the path of wounding. | |||||||||||||||
57 | 115 | Y | 14 | holy orb | Praying | Praying | No | Damage | yes | |||||||||||||||||
58 | 107 | Y | 14 | Sanctuary | Praying | Praying | No | Utility | no | God given | ||||||||||||||||
59 | 109 | Y | 18 | Holy possession | Praying | Praying | No | Utility | no | |||||||||||||||||
60 | 128 | Y | 20 | summon avatar | Praying | Praying | No | Damage | yes | |||||||||||||||||
61 | 119 | Y | 34 | Face of Death | Praying | Praying | No | Damage | yes | God given | Nameless Lords of the Tomb | |||||||||||||||
62 | Y | Y | 24 | cause many wounds | Praying | No | Damage | yes | God given | Those who would resist Our will shall be spared no quarter for We shall grant you many wounds that you might rend the flesh from their bodies. It is said that Sorig's love of wounding inspired the Devourers to share this prayer. This prayer is attuned to the path of wounding. | ||||||||||||||||
63 | Cause flu | Praying | No | Damage | ||||||||||||||||||||||
64 | Cause cold | Praying | No | Damage | ||||||||||||||||||||||
65 | Cause anthrax | Praying | No | Damage | ||||||||||||||||||||||
66 | Cause leprosy | Praying | No | Damage | ||||||||||||||||||||||
67 | Cause smallpox | Praying | No | Damage | God given | The Unclean One | ||||||||||||||||||||
68 | Cause black death | Praying | No | Damage | God given | Your favour with Us brings pleasure and with pleasure comes pain, seek out humans, goblins, giants, trolls, animals, and, insects and share with them our special gift. This spell is attuned to the path of wounding. | ||||||||||||||||||||
69 | Cause red death | Praying | No | Damage | God given | We hunger. We crave. Bring life to Us that we might feed, spread our favour to the living that they might come to Us. | ||||||||||||||||||||
70 | Y | 2 | Y | 1 | Burning Hands | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | Usually the first test for an apprentice pyromancers, burning hands is of the simplest means of projecting fire. Fire is started on the practitioner's hands and then projected using magic. The spell gains strength as the character gains in level, so it remains a valuable spell even at high levels. Due to it's magical projection it can be blocked by monsters with strong protection to magic as well as from fire. | ||||||||||||||
71 | Y | 11 | Y | 1 | Small Fireball | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | By weaving a magical framework and injecting heat, pyromancers can create a glowing fireball that can literally be thrown. Novice pyromancers delight in the modest firestorm that explodes where these fireballs land. This is perfect for throwing down long corridors at unsuspecting enemies before quickly taking cover to allow the subsequent blaze to do its work. Items caught in the blaze may be destroyed. | ||||||||||||||
72 | Y | 12 | Y | 1 | Small Lightning | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | Novice pyromancer's are often given their first taste of dangers of electricity with the notorious lightning bolt. Practitioners are taught to use magic to create a strong electrical current and, when ready to do so, project a straight path for it to follow. It does have the sometimes unfortunate property of reflecting off of walls which can then return to strike the caster. | ||||||||||||||
73 | Y | 121 | Y | 1 | spark shower | Sorcery | Summoning | Summoning | Manually Reassigned | Damage | yes | To the untrained eye, spark shower appears like a carpet of electrical sparks moving slowly across the floor, and indeed, stepping foot within the spark shower is a painful experience not soon repeated. These sparks are in fact a rare faerie type whose brief existence can be utilised by cunning summoners to deliver magical electrical damage in a cone in front of them. This spell is attuned to the path of electricity. | ||||||||||||||
74 | Y | 17 | Y | 4 | Firebolt | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | By projecting tight vortex of magic and injecting heat, pyromancer's can propel a damaging bolt of magical fire at will. This scorching beam does significant damage to anything in its path. | ||||||||||||||
75 | 39 | 4 | Rune of Fire | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | ||||||||||||||||||
76 | Y | 28 | Y | 6 | Medium Fireball | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | By weaving a magical framework, intense heat can be contained resulting in a glowing 'fireball' which can literally be thrown. Pyromancers delight in the subsequent fire storm that explodes out where these fireballs land although the intensity of the heat produced is consistent with other fireballs. Items caught in the blaze may be destroyed. | ||||||||||||||
77 | Y | 34 | Y | 8 | Faery Fire | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Utility | no | Much of pyromancy focuses on the formation of fire and lightning to do harm to others, but, there are other, subtler, applications that can aid wise practitioners. Suspected to have been first taught by the fen faeries, these "fires" are actually light cantrips that are cunningly projected onto nearby souls making their presence widely known. | Causes creatures near the caster to glow and may have other effects. It is the only pyromancy spell in the path of Light. | |||||||||||||
78 | Y | 37 | Y | 8 | Large Lightning | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | Lightning bolts are controlled using magic to create a strong electrical current and, when ready to do so, project a straight path for it to follow. With practice, larger lightning bolts can be released that have greater range and duration. They still have the sometimes unfortunate property of reflecting off of walls which can then return to strike the caster. | ||||||||||||||
79 | 77 | 8 | Rune of Shocking | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | ||||||||||||||||||
80 | Y | 45 | Y | 10 | Large Fireball | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | By weaving a magical framework and injecting heat, pyromancers can create a glowing fireball that can literally be thrown. Pyromancers delight in the subsequent fire storm that engulfs a large area wherever the fireball strikes however the intensity of the heat produced is consistent with other fireballs. Items caught in the blaze may be destroyed. | ||||||||||||||
81 | Y | 54 | Y | 12 | Create Fire Wall | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | Like most magical walls, fire wall presents a unmoving defence for Pyromancers. Pyromancers must learn to project a magical framework where heat can be added. Although it can take some time to master, anything brave enough to attempt cross the line of fire will find the heat unbearable. Pyromancers can recast the spell to add additional energy making increasingly powerful walls of flame. | ||||||||||||||
82 | Y | 67 | Y | 16 | Comet | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | The most adept of pyromancers, once bored of simple fireballs, seek to add more and more heat. With enough heat, the fires within can become self sustaining and no longer require their magical framework. These spells are known as comets for nothing terrestrial compares to the brilliance and subsequent damage that is caused when they strike. The effects transcend fire and trauma and in addition cause a type of harm equivocal to the most potent magical weapons. | ||||||||||||||
83 | 73 | Y | 16 | Hellfire | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | ||||||||||||||||
84 | Y | 80 | Y | 18 | Ball Lightning | Evocation | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | Master pyromancers, bored of simple fireballs, started toying with the control of balls of lightning. Electricity can be funnelled into a magical framework and then safely thrown at will. Strangely, unlike fireballs that shatter and release flames, this ball lightning hovers unpredictably and even appears to linger around any unfortunate souls in the vicinity before suddenly dissipating. This spell is attuned to the path of electricity. | ||||||||||||||
85 | Y | 93 | Y | 24 | Dragonbreath | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | Few have bargained with dragonkin and benefited, yet knowledge of this spell is a testament to the potential of such a relationship. Unlike traditional pyromancy, Dragonbreath projects fire without the necessity of weaving magic to control it, this results in a cone of fire that is not magical. The potential for pyromancers to inflict burns on magically protected creatures is a massive boon. | ||||||||||||||
86 | Y | 98 | Y | 24 | Meteor Swarm | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | Inspired by the heavens and seeking to create ever more havoc, master pyromancers learnt to sequence numerous comets together into a rain of fire know as a meteor swarm. As with other comet spells each of these projectiles strikes with damage akin to the most potent magical weapons along with fire damage. | ||||||||||||||
87 | Y | 100 | Y | 28 | Build Lightning Wall | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | It is said that to give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime. Only the most practised of pyromancers can conjure a construct capable of continuously generating lightning bolts. Given the finite magic that can be funnelled into each device, they can be easily damaged and only run for a limited duration. | ||||||||||||||
88 | Y | 102 | Y | 32 | Build Fireball Wall | Pyromancy | Pyromancy | Pyromancy | Manually Reassigned | Damage | yes | Only the most practised of pyromancers can conjure a construct capable of continuously billowing fireballs. Given the finite magic that can be funnelled into each device, they only run for a limited duration and even simple hand tools can damage them. | ||||||||||||||
89 | Y | 5 | Y | 1 | Icestorm | Evocation | Sorcery | Sorc/Evo Flip | Damage | yes | The power to rapidly channel heat out of an area is the mainstay of a sorcerer wishing to cause sudden damage to their foes. As the heat is channelled away, the rapidly cooling cone of ice quickly chills any creatures unlucky enough to be caught in its path. With practice, the power of these storms can be greatly enhanced. A side-effect of these frost spells is is that any objects lying in its path may become encased in ice. | |||||||||||||||
90 | Y | 9 | Y | 1 | Probe | Sorcery | Sorcery | Sorcery | Manually Reassigned | Utility | no | Using their extensive knowledge in the manipulation of their opponents presents sorcerers with valuable insights into their strengths and weaknesses. With a little magic, sorcerers can readily gather information about nearby enemies such as their power and present condition and even particularly hazardous attack types. | ||||||||||||||
91 | Y | 10 | Y | 1 | Slow | Sorcery | Sorcery | Sorcery | Manually Reassigned | Utility | no | The force that binds all souls to their bodies is said to provide the energy to move. By interfering with the souls connection to the body, sorcerers can slow the very movements of their opponents. Recipients describe the experience as being completely sapped of energy such that they lack even the desire to protect themselves from physical harm. As a Sorcerer's power grows, so to does the extent to which they can cast this debilitating spell. | ||||||||||||||
92 | Y | 13 | Y | 1 | Small Snowstorm | Evocation | Sorcery | Sorc/Evo Flip | Damage | yes | It is possible to set-up a magical chain reaction that results in a sudden freeze. By packaging this effect up in within a fast moving projectile, sorcerers can hurl these magical concoctions considerable distances. This is perfect for throwing down long corridors at unsuspecting enemies before quickly taking cover, and allowing the relentless snowstorm to do its work. The cold can damage and freeze equipment and other objects caught in its radius. | |||||||||||||||
93 | Y | 14 | Y | 2 | Mass confusion | Sorcery | Sorcery | Sorcery | Manually Reassigned | Utility | no | By filling the targets head with chaotic magic, confusing and disorienting the recipient. Confused opponents have a hard time coordinating movements, often moving and attacking in the wrong direction or fumbling spells and equipment. Though only temporary, confusion is dreaded by those that find themselves facing anyone or anything adept at sorcery and as a result wards against this dark art are treasured. | ||||||||||||||
94 | Y | 18 | Y | 2 | Paralyze | Sorcery | Sorcery | Sorcery | Manually Reassigned | Utility | no | There is a thread that exists between the soul and body which provides the life (and unlife) force that compels the body to move. Sorcerors can not only perceive this link but briefly use their magic to temporarily sever it. While the body becomes completely immobile, the soul can still perceive the threat and those who have experienced this magic describe the sensation with utter horror. The link will naturally reconnect over time but there is little the victim can do until this happens, perhaps this is why charms that protect from its effects are so treasured? | ||||||||||||||
95 | Y | 43 | 3 | Alchemy | Sorcery | Summoning | Summoning | Manually Reassigned | Utility | no | While Alchemy as a profession requires great skill to perform, a Summoner's 'alchemy' spell couldn't be simpler. Of the 7 known planes from which summoners are able to safely draw minions, Kiranach is perhaps the strangest. The lords of this plane show little interest in Scorn but will eagerly exchange materials for pure gold. Once certified with Kiranach, Summoners can rapidly convert vast piles of raw material and unwanted equipment in pure gold. No one has yet been able to determine what the Kiranach lords intend to do with all this junk but care should be exercised when seeking their service as there are strictly no returns or refunds. | Meddling with the nature of things doesn't always go to plan, but for sorcerers the application of concept of alchemy using this magic is a reliable spell. Sorcerers can quickly convert others possessions into nothing but gold in seconds using this transmutation spell, a notoriously unpleasant trick when used by those with poor ethical judgement. If the item is not valuable enough to be converted to a nugget, it is destroyed and vanishes. | ||||||||||||||
96 | Y | 25 | 3 | Counterspell | Sorcery | Sorc/Evo Flip | Utility | no | Sorcerer's love to undo other's hardwork and the abjuration known as counterspell beautifully demonstrates this by draining the energy directly out of any lesser spells that come into contact with this spell. | |||||||||||||||||
97 | Y | 15 | Y | 4 | Detect Monster | Evocation | Sorcery | Sorc/Evo Flip | Utility | no | Due to the unwelcome response usually given to practitioners of sorcery, many learn to sense potential threats well before those threats can see the sorcerer. This information spell is particularly useful before opening doors and entering dark passageways. | |||||||||||||||
98 | Y | 16 | Y | 4 | Earth to Dust | Summoning | Sorcery | Sorcery | Manually Reassigned | Utility | no | Unlike handmade walls, magical earth walls all contain a simple flaw that knowledge sorcerers have little trouble locating. The magic that weaves these defiant barricades together can be undone with this simple transmutation sorcery such that they instantly crumble to dust or take immense damage. | ||||||||||||||
99 | Y | 35 | 4 | Fear | Sorcery | Sorcery | Sorcery | Manually Reassigned | Utility | no | By projecting terrifying visages, only the undead can resist their natural reaction to run from fear. The more powerful the sorcerer, and the weaker the mind of those caught, the further they are likely to run. This spell is attuned to the path of the mind. | |||||||||||||||
100 | Y | 76 | Y | 4 | Manablast | Evocation | Sorcery | Sorc/Evo Flip | Damage | yes | Most spells work by controlling various forces of nature, but sorcerers have learn that magic itself can be a powerful weapon. Manablast enables sorcerers to use their control of magic to directly harm enemies launching a cone of pure magic damage. |