ABCDEFGHIJKLMNOPQRSTUVWXY
1
Spell NameEffectSpell LevelRangeArea of EffectDuration
2
Air Touch 1Touch spell that inflicts 1 point of Air thru damage to one location of a target touched by the caster. Both the damage and the location must be made clear to the target after the spell has been cast e.g. Air double .1TouchOne Location on One TargetInstant
3
AlarmThis spell causes an alarm to be set on an object. The conditions which will set off the alarm are set by the caster at the time of casting, as can the nature of the alarm that will sound when the spell is triggered. The range of the alarm is 20ft from the item the alarm spell is cast on. The effect lasts 24 hours, till triggered or until dispelled.1NA20ft radius from item24 Hours/Til used
4
Caster ShieldThis spell makes it impossible for the caster to be interrupted during the casting of their next spell. They still take the damage but the spell is not lost. This spell can be cast on self ONLY and lasts until used. Does not protect against special damage calls such as crush, mortal or massive1SelfNext Spell cast by casterTill Used
5
Far HearThis spell creates an area 5ft across. The caster can hear anything said within the circle. They can place the circle anywhere within their line of sight. Once cast the caster should use the hand signal to identify them as not being there and go listen to the conversation. LoS Required and last 1 encounter or until dispelled.1LoS5ft Circle1 Encounter
6
FloatThe recipient of this spell cannot fall. Instead they float to the ground at the speed of a feather falling from the sky, 1/4 speed. This is a touch spell and lasts 1 encounter or until dispelled.1TouchTouched target1 Encounter
7
HaltThe target of this spell finds themselves unable to move for the spells duration. If anyone attacks them then the spell is broken. LoS Required and lasts 10 seconds or till struck.1LoSOne Target10 seconds or till struck
8
Spell Echo 1When a caster has cast this spell, the next spell they cast is duplicated. Whatever level 2 spell they cast next, they get two of to use as they wish though the restrictions on the spell cast still remain in force. This lasts till used.1SelfCasterTill Used
9
ThunderclapThis spell causes a thunderclap of sound to go off next to the targets ear. The sound deafens the target for 5 minutes. If several people have their heads close together then they can all be affected by a single spell. LoS Required and lasts 1 encounter. or until cured.1LoSOne Target1 Encounter
10
Wind StrikeThis spell knocks the target to the ground as per the knockdown call. Requires LoS.1LoSOne targetInstant
11
Air Bolt 1Ranged spell that inflicts 1 point of air damage to one location of a target within the casters line of sight. Both the damage and the location must be made clear to the target after the spell has been cast e.g. air single left leg.2LoSOne Location on One TargetInstant
12
Air Elemental WeaponThis spell enchants the casters weapon with elemental magic. This allows the user to add AIR to their damage call with the weapon for one encounter or until used. This spell does not increase the damage done with the weapon but the weapon does count as magical for the duration. This spell cannot be case on a weapon that already has a Earth enchantment upon it. This spell counts as a damage spell for the purposes of enhancement type spells.2SelfCasterTill Used
13
BlinkThis spell causes the caster to disappear and re-appear a short distance away. The location you appear in cannot be chosen by the caster. To represent this when you cast the spell you vanish. The caster must then turn in a circle for 5 seconds with their eyes closed. When they stop they move 20ft in the direction they are facing and then re-appear. You cannot appear inside solid objects and you pass through any solid objects between you and your destination. It takes you as long to get there as it really does (no need to call time freeze).220ftCasterInstant
14
ChokeThis spell squeezes the breath out of the target making it very difficult to breathe. The target cannot do anything but defend themselves and choke for the spells duration. The spell lasts while the caster is maintaining the effect, the caster cannot perform any other action while maintaining the spell, this includes movement. This is a touch spell and only affects creatures that need to breathe.2TouchOne TargetMaintained
15
MessageThis spell must be cast in the presence of a REF. The caster must know the name of the person they wishes to send the message to and the message can be no longer than 12 words. The caster has no way of knowing when or if the message is recieved. This spell only has a functional range of around 100-200 miles. In game terms this means that it can be used to communicate across distances of around the width of the Protected Zone but not further. This can be extended at a ritual circle by performing a rite but is still limited to the above range from the destiantion circle.2NAOne TargetNA
16
Spell Alteration (Area)This spell alters the next spell cast by the caster to double its area of effect. Only affects spells which have an area specified. Caster/Single target/Next Spell areas are not affected2NANext Spell cast by the casterNA
17
Spell Alteration (Duration)This spell alters the next spell cast by the caster to double its duration. Has no effect on instant spells. 2NANext Spell cast by the casterNA
18
Spell Echo 2When a caster has cast this spell, the next spell they cast is duplicated. Whatever level 3 spell they cast next, they get two of to use as they wish though the restrictions on the spell cast still remain in force. This lasts till used.2SelfCasterTill Used
19
TraceFor the duration of the spell the caster can find the target wherever they go. The caster always knows which direction they are in but not necessarily how far away they are. If cast on multiple targets the caster cannot determine which target it which except by going and finding each one until they find the right one. This is a touch spell and lasts 1 day or until dispelled.2TouchTouched Target24 hours
20
Wind FistThis spell causes the target to be knocked back 10ft as per the knockback call. LoS Required.2LoSOne TargetInstant
21
Air Elemental Weapon BoonThis spell enchants the touched weapon with elemental magic. This allows the user to add AIR to their damage call with the weapon for one encounter or until used. This spell does not increase the damage done with the weapon but the weapon does count as magical for the duration. This spell cannot be case on a weapon that already has a Earth enchantment upon it. This spell counts as a damage spell for the purposes of enhancement type spells.3TouchTouched Weapon1 Encounter
22
Air Touch 2Touch spell that inflicts 2 point of Air thru damage to one location of a target touched by the caster. Both the damage and the location must be made clear to the target after the spell has been cast e.g. Air double .3TouchOne Location on One TargetInstant
23
ConduitThis spell allows the caster to temporarily enchant an item to deliver a touch spell. The caster must keep hold of the item to transfer the spell. E.g. if they cast Conduit on a sword, they could touch someone with the sword to deliver the touch spell instead of having to use their hand. This is a touch spell and lasts until it is used to deliver a spell.3TouchOne itemTill Used
24
Elemental Protection 1This spell protects the caster from 5 points of elemental damage. Lasts till used.3SelfCasterTill Used
25
Grounding Rod 1This spell causes the next ranged damage spell cast in the encounter areas by a hostile target to be attracted to the caster of this spell instead of the spells intended target. 3SelfCasterTill Used
26
Improved BlinkThis spell causes the caster to disappear and re-appear 20ft away. The location you appear in cannot be chosen by the caster after the spell is cast. They must vanish, move 20ft in the direction they are facing and then re-appear. You cannot appear inside solid objects and you pass through any solid objects between you and your destination. It takes you as long to get there as it really does (no need to call time freeze). This spell can be cast on self ONLY.320ftCasterInstant
27
Magic WeaponA mage can prepare a Weapon to store spells for a certain length of time, they can store the same levels of spells as their mental discipline level within the prepared weapon. So if they had MD level 5 they could store a fifth level spell or five first level spells in their weapon. The downside of this spell is that if the weapon is hit with a break or destroy effect then the spell energy is released, all spells affecting the mage that was carrying the weapon, the mage also takes 1 damage all over from the release of the energy. The spell takes 5 minutes to cast but once the spells are stored they remain there until used, until the weapon is broken or until the end of the event. A mage can have no more than one magic weapon spell in effect at one time and only the caster of this spell can access the stored spells. They must also be touching the item to be able to access them. This is a touch spell.3TouchTouched WeaponTill Used
28
SeekerThis spell enchants a bow or crossbow so that as long as the user actually hits their target, they can specify which location they actually struck. E.g. if their hits the target in the leg they can call that the shot hit the chest. This is a touch spell and lasts 1 encounter or until dispelled.3Touchone bow or crossbow or 6 thrown weapons1 Encounter
29
Spell Echo 3When a caster has cast this spell, the next spell they cast is duplicated. Whatever level 4 spell they cast next, they get two of to use as they wish though the restrictions on the spell cast still remain in force. This lasts till used.3SelfCasterTill Used
30
Spell Resistance 1When this spell is cast, the caster chooses one level 1 spell, this spell then means they are immune to the effects of that spell the next time it is cast upon them. The spell lasts for 1 encounter, till dispelled or until it has protected the caster from the chosen spell once.3SelfCaster1 Encounter
31
SwitchThis spell allows the caster to switch places with a target upto 30ft away. No time freeze should be called but both parties should put their hands in the air and swap places as quickly as possible.330ftOne TargetInstant
32
VacuumThis spell creates a small vortex which sucks in all harmful gasses within 10ft of the caster. 3NANAInstant
33
Air Bolt 2Ranged spell that inflicts 2 point of air damage to one location of a target within the casters line of sight. Both the damage and the location must be made clear to the target after the spell has been cast e.g. air single left leg.4LoSOne Location on One TargetInstant
34
Detect InvisibleThis spell allows the caster to see anything or anyone that is hidden by the invisibility spell. This spell can be cast on self only and lasts 1 encounter or until dispelled.4SelfCaster1 Encounter
35
Focus RageThis spell allows a character that is in a berserk rage (as per the berserk skill) to regain enough control to identify friend from foe. They still gain all the bonuses and penalties for using the berserk skill but can now choose who to attack. This is a touch spell.4TouchTouched TargetInstant
36
Gaseous FormThis spell causes the target to become a cloud of gas. The target can move at a slow walking pace and can pass through gaps that are normally too small for them. However they cannot move anything or pick anything up while the spell is in effect. They also cannot attack people or cast spells at them. In return they cannot be harmed by non-magical weapons although all spells inflict +1 damage. This is a touch spell and lasts 1 encounter or until dispelled.4SelfCaster1 Encounter
37
InvisibilityThis spell makes the caster completely invisible for the spells duration. If the caster attacks anyone or casts a spell with a target other than self then the spell is ended. This spell does not stop the caster from making noise as they move. This spell can be cast of self only and the effect lasts 1 encounter, till broken or untill dispelled.4SelfCaster1 Encounter
38
Lightning EnhancementThis spell can add the lightning call to the next spell that deals damage that is cast by the caster. Can only be used on elemental spells.4SelfCasterTill Used
39
Minor LevitationOnce this spell is cast, the caster does not make any noise as they move. They can still make other noises. This spell lasts for one encouter or till dispelled4SelfCaster1 Encounter
40
Seeking CompassThis spell enchants a small item so that it glows under certain conditions. For example a stone could be enchanted to glow when someone approaches or more specifically when an elf approaches. The effective detection range of the item is 100ft. This is a touch spell and lasts 24 hours or until dispelled.4TouchTouched stone24 hours
41
SlowThe target of this spell can only move or attack at half speed. The target also cannot use any ability that depends on movement e.g. dodge, agility or combat reflexes. This is a touch spell and lasts 1 encounter or until dispelled.4TouchTouched Target1 Encounter
42
Slow RangeThe target of this spell can only move or attack at half speed. The target also cannot use any ability that depends on movement e.g. dodge, agility or combat reflexes. This is a ranged spell and lasts 1 encounter or until dispelled.4LoSOne Target1 Encounter
43
SonarThis spell allows the air mage to fire off a sort of sonar ping allowing them to tell if there is anything or anyone hidden within the area. The caster will not be able to tell where the hidden thing is but they will be able to tell how many there are. Caster requires a bell or similar to make the noise pulse which allows them to tell if anything is hidden near by. This spell can be cast on self ONLY.4SelfEncounter AreaInstant
44
Spell Echo 4When a caster has cast this spell, the next spell they cast is duplicated. Whatever level 5 spell they cast next, they get two of to use as they wish though the restrictions on the spell cast still remain in force. This lasts till used.4SelfCasterTill Used
45
Spell Resistance 2When this spell is cast, the caster chooses one level 2 spell, this spell then means they are immune to the effects of that spell the next time it is cast upon them. The spell lasts for 1 encounter, till dispelled or until it has protected the caster from the chosen spell once.4SelfCaster1 Encounter
46
Thru EnhancementOnce this spell is cast, the next spell that deals damage cast by the caster will gain the thru call in addition to its normal damage call. Lasts till dispelled or till used. Can only be used on elemental spells.4SelfCasterTill Used
47
Wall of Air 1This spell creates a wall that blocks movement, attacks and line of sight. The wall is 10ft square and appears vertically in front of the caster when cast. The wall must be sustained by the caster which means they cannot perform other action or move from the position they cast the wall without ending the wall spell. While it is active the wall blocks movement through its area, it inflicts one point of air damage to any location which touches the wall and the caster gets five knockback effects which they can use on targets within 5ft of the wall while the wall is in effect without breaking the sustained effect. Once cast, the spell lasts as long as it is sustained or until it takes 5 hits of magical damage. As long as the wall continues to be sustained, the caster can refresh the wall at any point for the initial mana cost without losing the wall. Refreshing the wall restores its hits and its number of flash effects. 4N/A10ftx10ftSustained
48
Air AuraThis spell gives the caster three wind fist effects (as per the spell) that they can use when they need. They will last until used or until dispelled. This spell can be cast on caster only.5SelfCasterTill Used
49
Air Enhancement BoonThis spell can add the air call to the next spell that deals damage that is cast by the touched targed. Cannot be added to earth spells. Can only be used on elemental spells.5TouchTouched Item1 Encounter
50
Air Touch 3Touch spell that inflicts 3 point of Air thru damage to one location of a target touched by the caster. Both the damage and the location must be made clear to the target after the spell has been cast e.g. Air double .5TouchOne Location on One TargetInstant
51
Blink OtherThe target of this spell is moved 10 feet in the direction of the casters choosing. The caster cannot choose to move the target in to solid objects and the target must move in a straight line. LoS Required.5LoSOne TargetInstant
52
Breath from WithinThis spell creates oxygen in the targets lungs so they can happily survive in poisonous gasses or in an area with no oxygen. This is a touch spell and lasts 1 encounter or until dispelled.5TouchTouched Target1 Encounter
53
Circle of Air 1This spell creates a wall that blocks movement and melee attacks but not sight, missiles or spells. The the wall can still be targetted by spells but so can those within it. The wall is a circle 10ft tall with a 5ft radius centred on the caster. The wall must be sustained by the caster which means they cannot perform other action or move from the position they cast the wall without ending the wall spell. While it is active the wall blocks movement through its area, it inflicts one point of air damage to any location which touches the wall and the caster gets five knockdown effects which they can use on targets within 5ft of the wall while the wall is in effect without breaking the sustained effect. Once cast the spell lasts as long as it is sustained or until it takes 5 hits of magical damage. As long as the wall continues to be sustained, the caster can refresh the wall at any point for the initial mana cost without losing the wall. Refreshing the wall restores its hits and its number of flash effects. 5N/A10ftx10ftSustained
54
Draw on ElementIn order for this spell to work the caster must either have some of their element or a suitable representation of their element in their hands at the time of casting. Once this spell is cast the caster must meditate in order to build power.

If they meditate for three minutes then subsequent spells cast for the next encounter will do +1 damage or have +50% duration.

If they meditate for five minutes then subsequent spells cast for the next encounter will do +2 damage or have +100% duration.

This spell can be cast before the encounter in preparation for a big fight, and the effects last till the end of the encounter, until the caster is rendered unconcious or until it is dispelled.

You cannot have more than one of the above bonuses in affect at any time, nor can you have more than one of these spells cast at one time. Meditating for more than 5 minutes grants no addtional effect.
5N/AEnd of EncounterNA
55
Elemental Protection 2This spell protects the caster from 10 points of elemental damage. Lasts till used.5SelfCasterTill Used
56
Grounding Rod 2This spell causes the next three ranged damage spells cast in the encounter area by a hostile target to be attracted to the caster of this spell instead of the spells intended target. 5SelfCasterTill Used
57
Grounding Rod BoonThis spell causes the next ranged damage spell cast in the encounter areas by a hostile target to be attracted to the target of this spell instead of the spells intended target. 5TouchTouched TargetTill Used
58
Gust of WindAnyone within 20ft of the caster, within a 90 degree arc in front of the caster is knocked back 20ft by a huge gust of wind.520ft90 degree arcInstant
59
Improved ConduitThis spell allows the caster to temporarily enchant an item to deliver a touch spell. E.g. if they cast Conduit on a throwing weapon then they could throw it someone to deliver the touch spell, assuming they hit. This is a touch spell and lasts until it is used to deliver a spell.5TouchOne itemTill Used
60
Item BindThis spell allows a mage to call the target item to hand once, once used the spell is expended. This is a touch spell and lasts until used or dispelled.5TouchTouched ItemTill Used
61
Lesser Blink StormWhen this spell is cast, the caster gains three blink effects (as per the spell) which they can use when needed. This spell lasts until it is dispelled or until the three blink effects are used.5SelfCasterTill Used
62
Lesser Earth BaneThis spell allows a weapon to inflict additional damage vs Earth based creatures. For the duration of the encounter the enchanted weapon will do +1 damage against creatures of Earth. This is a touch spell and lasts 1 encounter or until dispelled.5TouchTouched Target1 Encounter
63
Lightning Enhancement BoonThis spell can add the lightning call to the next spell that deals damage that is cast by the touched target Can only be used on elemental spells.5TouchTouched TargetTill Used
64
Mass FloatThis spell allows anyone within the encounter area to fall weightlessly as per the float spell.5N/AEncounter Area1 Encounter
65
Minor Levitation BoonOnce this spell is cast, the touched target does not make any noise as they move. They can still make other noises. This spell lasts for one encouter or till dispelled5TouchTouched Target1 Encounter
66
Spell Echo 5When a caster has cast this spell, the next spell they cast is duplicated. Whatever level 6 spell they cast next, they get two of to use as they wish though the restrictions on the spell cast still remain in force. This lasts till used.5SelfCasterTill Used
67
Spell Resistance 3When this spell is cast, the caster chooses one level 3 spell, this spell then means they are immune to the effects of that spell the next time it is cast upon them. The spell lasts for 1 encounter, till dispelled or until it has protected the caster from the chosen spell once.5SelfCaster1 Encounter
68
Thru Enhancement BoonOnce this spell is cast on a target, the next spell that deals damage cast by the touched target will gain the thru call in addition to its normal damage call. Lasts till dispelled or till used. Can only be used on elemental spells.5TouchTouched TargetTill Used
69
Air Bolt 3Ranged spell that inflicts 3 point of air damage to one location of a target within the casters line of sight. Both the damage and the location must be made clear to the target after the spell has been cast e.g. air single left leg.6LoSOne Location on One TargetInstant
70
Air Punch 1Touch spell that inflicts 1 point of global Air thru damage to a target touched by the caster. The damage must be made clear to the target after the spell has been cast e.g. Global Air Single.6TouchOne Location on One TargetInstant
71
ContingencyThis spell allows the caster to cast a second spell, which will come into effect under specific circumstances. The circumstances are set at the time of casting the contingency spell. You may have no more than one contingency in effect. This spell can be cast of self ONLY and the effect lasts until used or dispelled.6NANext Spell cast by the casterTill Used
72
Heavy FootedThis touch spell prevents the touched target from using the move silently skill and negates any spell effect that would allow them to move silently. The spell lasts for one encounter or until dispelled6TouchTouched Target1 Encounter
73
Improved Lesser Blink StormWhen this spell is cast, the caster gains three improved blink effects (as per the spell) which they can use when needed. This spell lasts until it is dispelled or until the three blink effects are used.6SelfCasterTill Used
74
Invisibility BoonThis spell makes the touched target completely invisible for the spells duration. If the target attacks anyone or casts a spell with a target other than self then the spell is ended. This spell does not stop the target from making noise as they move. This spell effect lasts 1 encounter, till broken or untill dispelled.6SelfCaster1 Encounter
75
Lesser Blink Storm BoonWhen this spell is cast, the touched target gains three blink effects (as per the spell) which they can use when needed. This spell lasts until it is dispelled or until the three blink effects are used.6TouchTouched TargetTill Used
76
LevitationOnce this spell is cast, the caster does not make any noise as they move, they will also float over any pressure triggered traps and will not set them off. They can still make other noises and will still trigger other traps that are not pressure sensitive. This spell lasts for one encouter or till dispelled6SelfCaster1 Encounter
77
Mana ShieldThis spell allows the caster to take melee damage from their mana instead of their locations as normal. When struck the caster deducts one mana for every point of damage inflicted. E.g. a double would cause the caster to lose two mana. The spell absorbs normal melee damage and spells. Special damage calls such as crush and mortal are not stopped by the caster shield. The spell ends when the caster runs out of mana or the duration expires. If the caster does not have enough mana remaining to absorb a damage call then the spell ends, the caster loses their remaining mana and the caster takes the damage normally. This spell can be cast on self ONLY and lasts 1 encounter or untill dispelled.6SelfCaster1 Encounter
78
Shield of Wind 1This Spell surrounds the caster with high speed winds. The winds protect the caster from all missile fired from bows/crossbows or thrown weapons reducing their damage by one to a minimum of one. Spells and melee atacks are unaffected. This spell lasts one encounter or until dispelled.6SelfCaster1 Encounter
79
Slow RangeThe target of this spell can only move or attack at half speed. The target also cannot use any ability that depends on movement e.g. dodge, agility or combat reflexes. This is a ranged spell and lasts 1 encounter or until dispelled.6LoSOne Target1 Encounter
80
Spell Resistance 4When this spell is cast, the caster chooses one level 4 spell, this spell then means they are immune to the effects of that spell the next time it is cast upon them. The spell lasts for 1 encounter, till dispelled or until it has protected the caster from the chosen spell once.6SelfCaster1 Encounter
81
TranslocateThis spell allows the caster to disappear and re-appear anywhere within their line of sight. It takes as long to get to the destination. This spell can be cast on self ONLY.6SelfCasterInstant
82
Wall of Air 2This spell creates a wall that blocks movement, attacks and line of sight. The wall is 10ft square and appears vertically in front of the caster when cast. The wall must be sustained by the caster which means they cannot perform other action or move from the position they cast the wall without ending the wall spell. While it is active the wall blocks movement through its area, it inflicts two points of air damage to any location which touches the wall and the caster gets ten knockback effects which they can use on targets within 5ft of the wall while the wall is in effect, without breaking the sustained effect. Once cast the spell lasts as long as it is sustained or until it takes 10 hits of magical damage. As long as the wall continues to be sustained, the caster can refresh the wall at any point for the initial mana cost without losing the wall. Refreshing the wall restores its hits and its number of flash effects. 6N/A10ftx10ftSustained
83
Wind TunnelThis spell creates a tunnel of wind 20ft long next to the caster. The caster can designate where the other end of the tunnel will be created. The spell will allow people to walk through the tunnel of wind so it is useful for getting over canyons or crossing dodgy bridges safely. The spell lasts 1 encounter, till dispelled or until the caster takes damage.620ftSpecial1 Encounter
84
Air Aura BoonThis spell gives the touched target three wind fist effects (as per the spell) that they can use when they need. They will last until used or until dispelled.7SelfCasterTill Used
85
Air Blast 1Ranged spell that inflicts 1 point of Global air damage to a target within the casters line of sight. Both the damage and the location must be made clear to the target after the spell has been cast e.g. single air global.7LoSAll Locations on One TargetInstant
86
Air Touch 4Touch spell that inflicts 4 point of Air thru damage to one location of a target touched by the caster. Both the damage and the location must be made clear to the target after the spell has been cast e.g. Air double .7TouchOne Location on One TargetInstant
87
Blink StormWhen this spell is cast, the caster gains six blink effects (as per the spell) which they can use when needed. This spell lasts until it is dispelled or until the three blink effects are used.7SelfCasterTill Used
88
Circle of Air 2This spell creates a wall that blocks movement and melee attacks but not sight, missiles or spells. The the wall can still be targetted by spells but so can those within it. The wall is a circle 10ft tall with a 5ft radius centred on the caster. The wall must be sustained by the caster which means they cannot perform other action or move from the position they cast the wall without ending the wall spell. While it is active the wall blocks movement through its area, it inflicts two points of air damage to any location which touches the wall and the caster gets ten knockdown effects which they can use on targets within 5ft of the wall while the wall is in effect without breaking the sustained effect. Once cast the spell lasts as long as it is sustained or until it takes 10 hits of magical damage. As long as the wall continues to be sustained, the caster can refresh the wall at any point for the initial mana cost without losing the wall. Refreshing the wall restores its hits and its number of flash effects. 7N/A10ftx10ftSustained
89
Earth BaneThis spell allows a weapon to inflict additional damage vs Earth based creatures. For the duration of the encounter the enchanted weapon will do +2 damage against creatures of Earth. This is a touch spell and lasts 1 encounter or until dispelled.7TouchTouched Target1 Encounter
90
Elemental Protection 3This spell protects the caster from 15 points of elemental damage. Lasts till used.7SelfCasterTill Used
91
Improved Lesser Blink Storm BoonWhen this spell is cast, the touched target gains three improved blink effects (as per the spell) which they can use when needed. This spell lasts until it is dispelled or until the three improved blink effects are used.7TouchTouched TargetTill Used
92
Shield of Wind 2This Spell surrounds the caster with high speed winds. The winds protect the caster from all missile fired from bows/crossbows or thrown weapons reducing their damage by two to a minimum of one. Spells and melee atacks are unaffected. This spell lasts one encounter or until dispelled.7SelfCaster1 Encounter
93
Spell Echo 6When a caster has cast this spell, the next spell they cast is duplicated. Whatever level 7 spell they cast next, they get two of to use as they wish though the restrictions on the spell cast still remain in force. This lasts till used.7SelfCasterTill Used
94
Spell Echo 7When a caster has cast this spell, the next spell they cast is duplicated. Whatever level 8 spell they cast next, they get two of to use as they wish though the restrictions on the spell cast still remain in force. This lasts till used.7SelfCasterTill Used
95
Spell Resistance 5When this spell is cast, the caster chooses one level 5 spell, this spell then means they are immune to the effects of that spell the next time it is cast upon them. The spell lasts for 1 encounter, till dispelled or until it has protected the caster from the chosen spell once.7SelfCaster1 Encounter
96
Weighted FeetThis touch spell prevents the touched target from using the move silently skill and negates any spell effect that would allow them to move silently. It also counters the featherfoot ability or any spell that prevents the target from setting off pressure based traps. The spell lasts for one encounter or until dispelled7TouchTouched Target1 Encounter
97
Air Bolt 4Ranged spell that inflicts 4 point of air damage to one location of a target within the casters line of sight. Both the damage and the location must be made clear to the target after the spell has been cast e.g. air single left leg.8LoSOne Location on One TargetInstant
98
Air Dragon Breath 1This spell allows the caster to exhale a deadly breath of air that hurts everyone within 20ft of the area in front of them, covering a 30 degree cone. In game terms everyone in the area takes one point of global Air damage.820ft30 degree cone in front of casterInstant
99
Air Planar GatewayThis spell opens a gateway to the elemental plane of the air, it remains open for 5 minutes and may be used by anyone or anything that walks through it. It may be wise to note that surviving in the elemental planes is not easy and protections will be needed for those wishing to enter the gate.
8N/AN/A1 Encounter
100
Air Punch 2Touch spell that inflicts 2 point of global Air thru damage to a target touched by the caster. The damage must be made clear to the target after the spell has been cast e.g. Global Air Single.8TouchOne Location on One TargetInstant