Crossfire spells assignment
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Index
Checked
LevelSpellCurrentManualNewChanged?TypeGenerate EXP?OtherCommentsMessageOriginal
2
1Y1ArmourEvocationEvocationEvocation
Manually Reassigned
Enhancementno
A simple trick for any Evoker is the ability to magically enhance their physical protection by weaving magic through their armour. The results are both a reduction of the damage received when hit but also an improved ability to completely deflect blows. It does not provide any additional protection to non-physical attacks.
3
2Y1Burning HandsPyromancyPyromancyNoDamageyes
Often used as a test for apprentice pyromancers, burning hands is one of the simplest means of projecting fire. Magic is weaved through the fire spell to prevent the caster from harm. The spell gains strength as the character gains in level, so it remains a valuable spell even at high levels.
4
3Y1Create MissileSummoningEvocationEvocation
Manually Reassigned
Utilityno
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. Evokers can use create missile to create 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).
5
4Y1Detect MagicSorceryEvocationSorc/Evo FlipUtilityno
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 items in the caster's inventory, or in the vicinity, that are imbued with any magical power. This can be used to quickly sort the wheat from the chafe, so to speak.
6
5Y1IcestormEvocationSorcerySorc/Evo FlipDamageyes
The ability to rapidly funnel heat out of an area is the mainstay of a sorcerer and icestorm represents the most accessible way to apply that skill. As the heat is channelled away, an icestorm can be seen as a cone of ice, quickly chilling any creatures caught in its path. With practice, the power of these storms can be greatly enhanced. A side-effect is that any objects lying in its path may become encased in ice.
7
6Y4Magic BulletSorceryEvocationEvocation
Manually Reassigned
Damageyes
Adjusted damage and spell cost to sit between small and large bullets
If the first challenge of evocation is accurately imagining an object and materialising it, the second is imagining it in motion. Though sounding simple, most don't fathom that for every action there is an opposite and equal reaction, getting enough speed into a projectile such that it actually does damage is quite an art. Evokers must practice a magically projected brace before progressively increasing the size of the projectile.
8
7Y1Magic MissileSorceryEvocationSorc/Evo FlipDamageyes
While some Evokers obsess over the size and speed of the projectiles that they can accurately imagine and materialise, others take a simpler approach. By focusing on simple projectiles attention can instead be placed on telekinetically guiding the projectile (somewhat accurately) towards an enemy.
9
8Y1Marking RuneSorceryEvocationSorc/Evo FlipUtilityno
Some messages are best left unspoken, for such situations Evoker's 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.
10
9Y1ProbeSorcerySorcerySorcery
Manually Reassigned
Utilityno
Using their extensive knowledge in the manipulation of their opponents presents Sorcerors with valuable insights into their strengths and weaknesses. With a little magic, Sorcerors can readily gather information about nearby enemies such as their power and present condition and even particularly hazardous attack types.
11
10Y1SlowSorcerySorcerySorcery
Manually Reassigned
Utilityno
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 Sorceror's power grows, so to does the extent to which they can cast this debilitating spell.
Fires a cone-shaped force that slows down the creatures it hits.
12
11Y1Small FireballPyromancyPyromancyNoDamageyes
By weaving a magical framework, intense heat can be contained resulting in a glowing 'fireball' which can literally be thrown. Novice pyromancers delight in the modest fire storm that explodes where these fireballs land. Items caught in the blaze may be destroyed.
13
12Y1Small LightningPyromancyPyromancyNoDamageyes
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.
14
13Y1Small SnowstormEvocationSorcerySorc/Evo FlipDamageyes
It is possible to set-up a magical chain reaction that results in a sudden reduction. By packaging this effect up in within a fast moving projectile, Sorcerors can quickly drop the temperature in a small area damaging anything in the vicinity. This is perfect for throwing down long corridors at unsuspecting enemies before quickly taking cover, however, the cold can be sufficient to damage and freeze equipment and other objects caught in the radius of the snowstorm.
15
14Y2ConfusionSorcerySorcerySorcery
Manually Reassigned
Utilityno
Is this still a spell?
By filling the targets head with chaotic magic, the recipient will usually become disoriented and confused. Confused opponents have a hard time coordinating movements, attacks or even weaving spells. 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.
16
15Y4Detect MonsterEvocationSorcerySorc/Evo FlipUtilityno
Due to the unpleasant response received from those that recognise a practitioner of sorcery, many learn to sense potential threats well in advance of visual range. This is particularly useful before opening doors and entering dark passageways.
17
16Y4Earth to DustSummoningSorcerySorcery
Manually Reassigned
Utilityno
Magical earth walls, whether for defence or to hide secrets have the same weakness that a knowledge sorceror will have little trouble uncovering. The magic that weaves these defiant barricades together can be shutdown with this simple sorcery almost instantly crumbling them to dust. This trick is so specific to magical earth walls that it does nothing to other walls and items.
18
17Y4FireboltPyromancyPyromancyNoDamageyes
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.
19
18Y2ParalyzeSorcerySorcerySorcery
Manually Reassigned
Utilityno
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 may train to perceive and interact with this link and, though this link is very resilient, use magic to temporarily sever it. Though the body becomes completely immobile, the soul can still perceive the threat and those whom 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?
20
19Y4Poison CloudSorceryEvocationSorc/Evo FlipDamageyes
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 the most terrible poison that comes to the mind of the Evoker and sent hurtling towards an opponent. When the shell impacts upon anything it explodes a poisonous cloud is released that can slow, weaken, or even kill those caught inside.
21
20Y2StrengthSorceryEvocationSorc/Evo FlipEnhancementno
A temporary shot of magic directly into the muscles can quickly transform the frailest Evoker into heavy lifter. With practice Evoker's may temporarily improve their Strength, the value of which is affected by the caster's actual Strength and their prowess in evocation.
22
21Y4Summon FogSummoningSorcerySorcery
Manually Reassigned
Utilityno
A handy trick when needing a way to make a hasty retreat, Sorcerors quickly reduce the temperature to create temporary fog that lingers in the area.
23
222Summon GolemSummoningSummoningNoDamageyes
24
232Summon Pet MonsterSummoningSummoningNoDamageyes
25
24Y6CharismaSorceryEvocationSorc/Evo FlipEnhancementno
There are more than a few Evoker's who chose the path purely due to this spell, and the reasons usually become clear whenever the spell wears off. With practice Evoker's may temporarily improve their Charisma, the strength of which comes a result of the the caster's actual Charisma and their prowess in evocation.
26
253CounterspellNoUtilityno
27
263DexteritySorceryEvocationSorc/Evo FlipEnhancementno
There is no surer way to steady the hand and speed up the reflexes than an Evoker's deft application of magic. With practice Evokers may temporarily improve their Dexterity, the value of which is affected by the caster's actual Dexterity and their prowess in evocation.
28
27Y6FrostboltEvocationSorcerySorc/Evo FlipDamageyes
29
28Y6Medium FireballPyromancyPyromancyNoDamageyes
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.
30
29Y6Medium SnowstormEvocationSorcerySorc/Evo FlipDamageyes
31
30Y3WonderSorceryEvocationSorc/Evo FlipDamageyes
32
314ConstitutionSorceryEvocationSorc/Evo FlipEnhancementno
33
32Y8Create Earth WallSummoningEvocationEvocation
Manually Reassigned
Utilityno
Like all magical walls, earth wall presents a unmoving defence for Evokers. Unlike other spell school's can impart their walls with damaging effecits like fire and cold, Evoker's don't have the ability to impart such effects and instead focus on recollecting the strongest walls possible. These walls are incredibly durable and block vision which can be used to either wall in the most fearsome or a fast retreating targets.
34
33Y4Large BulletSorceryEvocationSorc/Evo FlipUtilityno
If the first challenge of evocation is accurately imagining an object and materialising it, the second is imagining it in motion. Though sounding simple, most don't fathom that for every action there is an opposite and equal reaction, getting enough speed into a projectile such that it actually does damage is quite an art. Evokers must practice a magically projected brace before progressively increasing the size of the projectile. Only accomplished Evokers can maintain their stance whilst throwing these hefty bullets.
35
34Y8Faery FirePyromancyPyromancyNoUtilityno
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 not really fires at all but rather projections of light 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.
36
354FearSorcerySorcerySorcery
Manually Reassigned
Utilityno
37
36Y8DisarmEvocationEvocationEvocation
Manually Reassigned
Utilityno
38
37Y8Large LightningPyromancyPyromancyNoDamageyes
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.
39
38Y8Medium ManaballEvocationSorcerySorc/Evo FlipDamageyes
40
394Rune of FireNoDamageyes
41
40Y4Small ManaballEvocationSorcerySorc/Evo FlipDamageyes
42
41Y8
Summon Earth Elemental
SummoningSummoningNoDamageyes
43
42Y15Charm MonstersSummoningSummoningNoUtilityyes
The process of source, summoning, and, controlling minions is both time consuming and requires a great deal of focus. This means that often Summoners are only able to maintain small armies. Charm monster turns that around by simply focusing the Summoner's energy on controlling their enemies directly. A cone of control is projected out from the cast and anything too feeble minded to reply the Summoner is immediately influenced. The impact of this is obvious and terrifying.
44
433AlchemySorceryEvocationSorc/Evo FlipUtilityno
45
445Dark VisionNoEnhancementno
46
45Y10Large FireballPyromancyPyromancyNoDamageyes
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 large 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.
47
46Y10Large SnowstormEvocationSorcerySorc/Evo FlipDamageyes
48
475Magic MappingNoUtilityno
49
48Y6Mana BoltEvocationSorcerySorc/Evo FlipDamageyes
50
49Y10Mystic FistSummoningSummoningNoDamageyes
51
50Y10SteamboltSorceryEvocation
Manually Reassigned
Damageyes
52
51Y10
Summon Water Elemental
SummoningSummoningNoDamageyes
53
525TransferrenceNoUtilityno
54
53Y12Create BombPyromancyPyromancyNoDamageyes
55
54Y12Create Fire WallPyromancyPyromancyNoDamageyes
Like all magical walls, fire wall presents a unmoving defence for Pyromancers. Pyromancers must learn to project a framework and then poor heat into it resulting in it taking a while to master. Once mastered though, anything brave enough to attempt cross the line of fire will find the heat unbearable. Pyromancers can continue to strengthen the framework and continue to poor additional energy in with subsequent castings stacking up to make increasingly powerful walls of flame.
56
556InvisibleNoEnhancementno
57
566LevitateNoUtilityno
58
576PolymorphNoUtilityno
59
586Rune of FrostNoDamageyes
60
596Rune of TransferrenceNoDamageyes
61
60Y12Summon Air ElementalSummoningSummoningNoDamageyes
62
61Y6cause medium woundsPrayingPrayingNoDamageyes
63
62Y12SunspearPrayingPrayingNoDamageyesGod given
64
63Y7Animate WeaponSorceryEvocationSorc/Evo FlipDamageyes
As demonstrated with magic missiles, Evokers can control objects through telekinesis. What sets animate weapon apart from other popular evocations is that the practitioner need not even imagine the object but can instead simply take control of any weapon nearby and send it forth to do their bidding. The weapon can be controlled by holding the fire modifier key and pressing a direction key.
65
647Antimagic RuneNoUtilityno
66
65Y14Bullet SwarmEvocationEvocationEvocation
Manually Reassigned
Damageyes
Accomplished Evokers often grow tired of simply increasing the mass of their bullets and instead start splitting the bullets up into shards resulting in a swarm of razor sharp fragments that strike down anything in their path.
67
66Y7Mass ConfusionSorcerySorcerySorcery
Manually Reassigned
Utilityno
By filling the targets head with chaotic magic, the recipient will usually become disoriented and confused. Mass confusion takes this a step further by propagating a cone of disrupting magic from the caster, affecting anyone touched. Confused opponents have a hard time coordinating movements, attacks or even weaving spells. 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.
68
67Y16CometPyromancyPyromancyNoDamageyes
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.
69
68Y14Missile SwarmSorceryEvocationSorc/Evo FlipDamageyes
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.
70
697Rune of Magic DrainNoUtilityno
71
70Y14Summon Fire ElementalSummoningSummoningNoDamageyes
72
718CounterwallNoUtilityno
73
72Y16Create Frost WallEvocationSorcerySorc/Evo FlipDamageyes
74
73Y16HellfirePyromancyPyromancyNoDamageyes
75
748IdentifySorceryEvocationSorc/Evo FlipUtilityno
By practising the visualisation of objects before materialising them, evokers naturally become experts at recognising objects. By reversing this skill and a dose of spell power, evoker's can determine a foreign object's characteristics. This process is very taxing and only a small selection of items can be identified before the practioner will need to recover.
76
758Improved InvisibilityNoEnhancementno
77
76Y4ManablastEvocationSorcerySorc/Evo FlipDamageyes
78
778Rune of ShockingNoDamageyes
79
788Summon Evil MonsterSummoningSummoningNoDamageyes
80
79Y15Town PortalSorcerySummoningSummoning
Manually Reassigned
Utilityno
Summoners are universally known for their ability to call forth monsters from other realms to do their bidding but few know that this skill can also be used to move the practitioner and their allies to and from the battlefield. By connecting two summons together, a magical portal can be opened instantly teleporting those who use it from one place to another. It must be invoked twice: once to mark the start of the portal, and the second to mark the end. Very few summoners can sustain more than one of these portals at a time.
81
80Y18Ball LightningEvocationPyromancyPyromancy
Manually Reassigned
Damageyes
Master pyromancers, bored of simple fireballs, started toying with the creation of lightningballs. Using a similar process, electricity is 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.
Ball lightning creates a ball of electrical energy. This ball heads in the direction it is cast, and if it encounters a monster, it sticks to the monster, dancing around and shocking them continuously. The spell has a limited duration.
82
81Y20Build DirectorEvocationSorcerySorc/Evo FlipUtilityno
83
82Y20Bullet StormEvocationEvocationEvocation
Manually Reassigned
Damageyes
84
83Y20CancellationEvocationSorcerySorc/Evo FlipUtilityno
85
8410ChargingNoUtilityno
86
85Y20Create Pool of ChaosEvocationSorcerySorc/Evo FlipDamageyes
87
86Y10Dimension DoorSorcerySummoningSummoning
Manually Reassigned
Utilityno
It was understood that summoning yourself resulted in an infinite magical loop that ripped the caster apart. It is written that Master Gwynfor was distracted during a major summoning and accidentally projected himself as the target. Due to the time taken to complete the summoning, and knowing the consequences of his mistake, Gwynfor instinctively came up with the right combination of wardings to protect himself. He subsequently 'teleported' three metres across the room but was otherwise fine. The other masters were amazed and quickly set about understanding how to replicate these wardings, thus dimension door was conceived. The potentials of this spell were quickly realised with members of the school of summoners becoming notoriously hard to catch and constantly turning up in unexpected places. The wardings used in dimension door are limited such that users can only move in straight lines and that areas protected from magic cannot be passed. Users can focus on the distance (by pressing the key before casting) before attempting a teleportation to limit the distance they travel.
88
8710HeroismNoEnhancementno
89
88Y12Large ManaballEvocationSorcerySorc/Evo FlipDamageyes
90
8910Rune of BlastingNoDamageyes
91
9010XrayNoUtilityno
92
91Y12Dancing SwordSummoningSummoningNoDamageyes
93
92Y24Build Bullet WallEvocationEvocationEvocation
Manually Reassigned
Damageyes
94
93Y24DragonbreathPyromancyPyromancyNoDamageyes
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.
95
9412HasteNoEnhancementno
96
95Y24Large IcestormEvocationSorcerySorc/Evo FlipDamageyes
97
9612Magic DrainSorcerySorcerySorcery
Manually Reassigned
Utilityno
98
9712Magic RuneNoUtilityno
99
98Y24Meteor SwarmPyromancyPyromancyNoDamageyes
Inspired by the heavens and seeking to create even more havoc, master pyromancers can link numerous comets together into a rain of fire know as a meteor swarm. The effects transcend fire and trauma and in addition cause a type of harm equivocal to the most potent magical weapons.
100
99Y26Colour SpraySorceryEvocationSorc/Evo FlipDamageyes
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