Mage Guild Powers
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power list 3.0 
      1     Magemosh
      2     Spark
      3     Mage Light
      4     Detect Unseen
      5     Fire Spark
      6     Web
      7     Fireball, Marquee Wand
      8     Powerdrain, Rune
      9     Freeze
      10    Powergain, Detect Power
      11    Magic Shield, Book Arcane
      12    Mage Staff, Channel Power
      13    Charm, Pyreworks
      14    Firering, Magic Dust
      15    Transform, Tanglevines
      16    Impacto, Enchant, Calm Sea
      17    Crystal Ball, Fire Scroll
      18    Levitate, Fire Wall
      19    Ice Arrows, Imagery
      20    Staff of Power, Magic Carpet
      21    Fire Blast, Magic Field
      22    Powerdrain All, Mobile Firewall
      23    Fire Storm, Shall Not Pass
      24    Powergain All, Illusion
      25    Phoenix, Illusion Reveal
      26    Power wipe, Grand Pyreworks
      27    Meteor, Illusion Destroy
      28    Invisibility, Destroy Walls
      29    Hail Storm, Meteor Shower
      30    Vortal Hand


 Power list 2.0
1     Magemosh
      2     Spark
      3     Mage Light
      4     Detect Unseen
      5     Fire Spark
      6     Web
      7     Fireball, Marquee Wand
      8     Powerdrain, Rune
      9     Freeze
      10    Powergain, Detect Power
      11    Magic Shield
      12    Mage Staff, Channel Power
      13    Charm, Pyreworks
      14    Firering, Magic Dust
      15    Transform, Tanglevines
      16    Impacto, Enchant, Calm Sea
      17    Crystal Ball, Fire Scroll
      18    Levitate, Fire Wall
      19    Ice Arrows, Imagery
      20    Staff of Power, magic carpet 
      21    Magic Field
      22    Powerdrain All, Mobile Firewall
      23    Fire Storm, Shall Not Pass
      24    Powergain All, Illusion
      25    Phoenix, Illusion Reveal
      26    Power wipe, Grand Pyreworks
      27    Meteor, Illusion Destroy
      28    Invisibility, Destroy Walls
      29    Hail Storm, Meteor Shower
      30    Vortal Hand
power list 1.0
old powers 
      1     Magemosh
      2     Spark
      3     Mage Light
      4     Detect Unseen
      5     Fire Spark
      6     Web
      7     Fireball, Marquee Wand
      8     Powerdrain, Rune
      9     Freeze, Mage Clone
      10    Powergain, Detect Power
      11    Magic Shield, Fire Scroll
      12    Mage Staff, Channel Power
	      13    Charm, Pyreworks
      14    Firering
      15    Transform, Tanglevines
      16    Enchant, Calm Sea
      17    Ice Arrows
      18    Necrodrain, Fire Wall
      19    Magic Field
      20    Staff of Power
      21    Hail Storm
      22    Powerdrain All, Mobile Firewall
      23    Fire Storm, Necrodrain All
      24    Powergain All, Illusion
      25    Phoenix, Illusion Reveal
      26    Power wipe, Grand Pyreworks
      27    Meteor, Illusion Destroy
      28    Invisibility, Destroy Walls
      29    Meteor Shower
      30    Vortal Hand

level 1
Spell Name: Mage Mosh
       SP Cost: 20 
        Syntax: magemosh
   Skills used: magic cast, mental focus
 
Description:
 
Interestingly enough, the mosh spell was originally 
performed by using a wand to help farmers coax animals 
out of their pens to graze and later found that the 
spell could be performed without using the wand.
 
A good way to lighten the air with those stuffy people 
and a method to show superior control over others is the 
power of the mage mosh. This spell creates a loud noise 
in the area and causes others to dance about to your 
own twisted delight!
 
The success or failure in controlling others is based 
on your skills and level and that of those in the area.

level 2
Spell Name: Spark
       SP Cost: 10 
        Syntax: spark <target>
   Skills used: magic spells, magic elements
 
Description:
 
The spark is a prelude to the mage fire spark in that 
it is the first of your magical offensive powers. With 
this spell you create a little spark and send it into your 
enemy.
 
The amount of damage and burning ability of the spark 
is based on your skills and level and those of your target.

level 3
Spell Name: Mage Light
       SP Cost: 10 
        Syntax: magelight
   Skills used: magic cast, magic elements, mental discipline, intelligence
 
Description:
 
A mage can always have the ability to see in dark places 
as long as they have the power to call the mage light.
This spell creates a glowing orb of light around the mage.
The duration is dependant upon the magic cast, magic elements,
mental discipline, and the mages intellect.

level 4
Technique Name: Detect Unseen
       SP Cost: 10
        Syntax: detectunseen
   Skills used: mental telepathy, mental focus, level
 
Description:
 
By using your mental powers you can find out if anyone around you 
is hidden in either in the shadows or by magical means. This 
ability may fail and if so reveals your magical use to anyone 
that is hiding. Your success is based on your skills and level and 
that of your victim.

level 5
 Spell Name: Fire Spark
       SP Cost: 25 
        Syntax: firespark <target>
   Skills used: magic spells, magic cast
 
Description:
 
The fire spark adds an element of flame to the spark 
and creates more of an arrow of flame. This arrow 
can penetrate with more damage than the spark and is
still quicker than the fireball even though not as 
powerful.
 
The amount of damage and burning ability of the fire 
spark is based on your skills and level and that of your 
target.

level 6
 Spell Name: Web
       SP Cost: 35
        Syntax: web <target>
   Skills used: magic elements, magic cast
 
Description:
 
A very effective way of slowing your enemy in 
combat the web casts a sticky like substance onto 
the arms and weapons of your target.
 
While the web lasts, this sticky webbing will 
keep them from using any type of weapon while also 
slowing their combat against you.
 
The duration of the webbing is based on your skills 
and level and that of your target.

level 7
 Spell Name: Fireball
       SP Cost: 35 
        Syntax: fireball <target>
   Skills used: magic spells, magic elements
 
Description:
 
A staple of the offensive diet for a mage is the ability 
to send a ball of fire into your enemy. Certainly a painful 
and damaging attack, this spell launches a flaming ball 
into your victim causing burning wounds. The fire ball 
is more damaging than the previous spells of spark and 
fire spark but also takes more time to cast.
 
The amount of damage and burning ability of the fire ball
is based on your skills and level and those of your target.

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

level 8
Spell Name: Power Drain
       SP Cost: 25 + Level
        Syntax: powerdrain <target>
   Skills used: magic spells, magic cast, mental telepathy
 
Description:
 
An effective way to slow down and stop an enemy from 
being able to send spells and special attacks against you 
is by draining their power. Power drain has been a very 
good way to make another adventurer think twice about 
attacking you.  Although effective against monsters, 
this spell is more damaging to players.
 
The power and effectiveness of the power drain is based 
on your skills and level and the skills and level of your 
target.

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

level 9
 Spell Name: Freeze
       SP Cost: 40
        Syntax: freeze <target>
   Skills used: magic spells, magic cast, magic defense
 
Description:
 
Sometimes it is important to keep your enemy away from you 
for a time and freezing them can be an effective way to 
do it. The freeze spell flows over your target immobilizing 
them and making them unable to fight for several rounds 
during combat.
 
Success and duration of freezing a target is based on your 
skills and level and that of the target.

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

level 10
Spell Name: Power Gain
       SP Cost: 100 + (<target> Level * 2)
        Syntax: powergain <target>
   Skills used: none
 
Description:
 
In years past, the mages guild had trouble with 
the ability to maintain proper power in order to cast 
their spells. During this time the guild master 
sought out various ways to fix this problem and 
found the spell power gain. With this ability 
the mage can cause the target to be completely 
re-energized. This has become a thankful method 
of protecting your friends.
 Spell Name: Detect Power
       SP Cost: 20
        Syntax: detectpower <target>
   Skills used: mental focus, mental telepathy, mental discipline
 
Description:
 
Knowing the energy of your target can assist you in your 
dealings with them. This spell gives you a relative response 
on how much energy your target has left. The accuracy and 
success of this spell are dependent on your skills.
 Spell Name: Magic Shield
       SP Cost: 50
        Syntax: magicshield
   Skills used: magic spells, magic cast, magic defense
 
Description:
 
Throughout the years, mages have been victims of the 
powerful foes that can deliver death and harm at every 
turn. Because of this, several mages made it a point 
to find a method for defense that would protect them.
The magic shield became just that: a way to limit the 
harm that came to the mage. 
 
This spell creates a mystical shield that will surround 
you and absorb some of the hits you would take during 
combat. The strength and duration of the shield is 
based on your skills and level.
 
You cannot have a magic shield or magic field around 
you at the same time.

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

level 12
 Spell Name: Mage Staff
       SP Cost: 50
        Syntax: magestaff <destroy>
   Skills used: magic scrolls, magic elements, mental focus, level
 
Description:
 
A mages staff is by far the most well known artifact of any 
serious spell caster.  Creating the staff for use is a personal 
endeavor and a very solemn event, since the staff will take on 
the properties of the mage.  The strength and ability of the staff
to aid the mage is dependant on the mages skills and level.  The 
staff can become more effective by channeling power into it.
 
To see the level of power in your magestaff use: staffpower
 
To destroy a previously created staff use: magestaff destroy

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

level 13
    Spell Name: Charm
       SP Cost: 100 
     Coin Cost: 10,000
        Syntax: charm <armour>, charm <shield>, charm <helm>
   Skills used: mental discipline, magic scrolls, magic elements, magic cast
 
Description:
 
The first of the abilities a mage learns to add additional magical 
protection to several types of armour is the magical charm. While not 
nearly as powerful as the enchant, charm has its distinct advantages. 
Charm is the only protective magic that will work with helms and it 
also carries less risk than the enchant.
 
Charming does take time and costs 10,000 copper coins in order to 
purchase the necessary components to charm the armour. Success is based 
on your skills and level, while failure will not result in the destruction 
of the armour, shield, or helm.
 
Only non metal armour can be charmed.

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

level 14
    Spell Name: Ring of Fire
       SP Cost: 50 + Level 
        Syntax: firering
   Skills used: magic spells, magic cast, magic elements
 
Description:
 
A power force to protect you and destroy numerous enemies, 
this spell surrounds you with a ring of burning fire 
that fries all of your foes.  The fire ring will also 
last several rounds of battle, the duration which is 
dependant on your skills.  While not as powerful as 
the fire storm, it still does significant damage while 
active. The ring of fire will only strike those whom 
you are fighting, including other adventurers if they 
are in combat with you.

  Spell Name: Magic Dust
       SP Cost: 50
        Syntax: magicdust <target> <color> <text>
   Skills used: magic elements, magic spells, magic scrolls

Description:

Creating and tossing magic dust onto your target will set
them into a pose and stance of the mages choosing. As the
dust settles on the victim and they have the position of
whatever the mage desires in the color of the dust the 
mage chooses.

This can be an exiting and creative spell to place your 
victim into a state of your choosing. Make sure that it is 
a plausible and realistic state or else others will not 
believe it.

The success or failure of your magic dust is based on your 
skills and level and the skills and level of your target. 

NOTE: This is used for roleplay and changes the rstatus of 
your victim into the color and text you create. Your text must be 
something within reason and realistic.

Possible colors:
     WHITE (This is the standard color or no color)
     GREY       
     SILVER     
     RED        
     BRED (Bright Red)
     BLUE       
     BBLUE (Bright Blue)        
     GREEN      
     BGREEN (Bright Green)
     CYAN       
     BCYAN (Bright Cyan)
     BROWN      
     YELLOW     
     BLUE       
     PURPLE     
     PINK       

Examples
--------
magicdust andrew bgreen looks like he will vomit
Rstatus bright green: Andrew {looks like he will vomit}

magicdust andrew white is leaning on the wall
Rstatus: Andrew {is leaning on the wall}

level 15
    Spell Name: Transform
       SP Cost: 200
        Syntax: transform <target>
   Skills used: mental discipline, mental focus, magic cast
 
Description:
 
Using a vast amount of mind power as well as magical energy 
you tap into and take control of your target's mind and body.
If you have the power and skills sufficient to bend the will 
of your target you can transform them into a duck.
 
This spell and magic is very dangerous for there is great risk 
that your target will not succumb to the transformation and 
in some cases, this failure will revert back against you.
 
Note: This spell is only possible against players.

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

level 16
    Spell Name: Impacto
       SP Cost: 65
        Syntax: impacto <target>
   Skills used: magic spells, magic elements, mental telepathy

Description:

Using the general forces of magic that are in the very fabric 
of the universe a mage can forge an invisible fist and send 
it hurling into an enemy. This powerful offensive spell can 
impact your target with enough force to knock them off their 
feet and cause considerable pain and damage.

Because of the gathering of energies impacto takes slightly 
longer to form and release than simpler agressive spells, but 
it generates a definate punch to your target.

The power of impacto and damage it can deliver is based on 
the the skills of the mage.

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

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

level17
 Spell Name: Crystal Ball
       SP Cost: 150
     Coin Cost: 1000 coppers
        Syntax: crystalball
   Skills used: magic elements, magic spells, magic scrolls
                magic cast

Description:

The crystal ball is a fantastic and useful creation known 
for hundreds of years as one of the more intricate and 
delicate spells of the magi. Legend has it that the first 
crystal ball was created by a sojourn mage who was first 
a merchant selling in trinkets and had a fascination with 
mirrors.

After becoming a powerful mage she found a lover of some 
notorious virtue and in a fit of jealousy created a ball of 
crystal from several mirrors. Bending the mirrors into this 
shape she imbued it with magic so she could always see 
what her lover carried. Thus was founded the use of the 
crystal ball which can be used to see what your target is 
holding.

Full success will allow you to see everything on your target 
including items in backpacks or pouches. Partial success 
will only show what the target is holding. Failure will 
show nothing and inform the target of the scry so be 
selective in your targets.

Success or failure is based on the power of the crystal ball 
at the time it is created dependant on the power the skills 
and level of the mage creating it. Because of the power of 
the crystal ball it can only be used once unless you fail 
using it. Creating a crystal ball is so mentally taxing it 
can only be done very infrequently. The crystal ball cannot 
be used on someone in your same location.

The old story tells that the sojourn mage was caught trying 
to use the crystal ball in the same area as her lover and 
she died in the ensuing lovers quarrel.
 
 Spell Name: Fire Scroll 
       SP Cost: 100
     Coin Cost: 250 coppers
        Syntax: firescroll
   Skills used: magic scrolls, magic elements
 
Description:
 
An old magic from the elven nation of Quolinara, the 
fire scroll used to be something only created by the 
great mage Lei. After years of creating this mystical 
and powerful magic of fire, the secret to the scroll 
became known to several mages and now is the providence 
of the Guild of Magi.
 
The scroll's power is based on the skills of the mage 
who creates the scroll. Because of the concentration 
and focus it takes to create a fire scroll, some time 
is needed before making another scroll.
 
Also of note is the cost of materials to create the 
scroll.

level 18
  Spell Name: Levitate
       SP Cost: 150 for initial levitation
        Syntax: levitate (rise/lower/direction)
   Skills used: magic elements, magic cast, magic scrolls, 
                mental discipline, mental focus

Description:

The ability to fly has always been a desire of mankind and 
levitating is as close to that ability a mage can get. By 
concentrating and using magical skills a mage can rise up 
into the air in a feat of triumph. While levitated you can 
then float in any direction that is available from your 
current location. Some places underground or inside are 
not high enough for you to levitate in.

Because of the need for concentration and the fact you are 
no longer touching the ground, movement is only possible 
in limited fashion. You cannot levitate in the middle of 
combat and it is also not possible to engage in combat or 
use other magic spells during levitation. 

However, the advantages are great as you will are able to 
escape some traps and float over some things that may 
block your path. Another advantage is that some aggressive 
creatures will not notice you and will not attack you.

The length of time you can remain levitated and how far you 
can move while levitated is based on your skills and level.
Levitation can only occur under solid ground so levitating 
over deep bodies of water is not possible. Levitation will 
end if you try to move normally.

The following commands are used for levitation:

 levitate rise: This starts your levitation.
levitate lower: End your levitation.
levitate <dir>: Move in the direction you identify.
                Directions can only be standard directions 
                and spelled out like: north and south.
                Example - levitate southeast.

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

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

level 19
Spell Name: Ice Arrows
       SP Cost: 60+Level
        Syntax: icearrows
   Skills used: magic cast, magic elements, combat attack
 
Description:
 
Painful and cold to the enemy, with this you send a shower 
of arrows made of sharp ice into all of your victims in 
an area. By willpower you are able to target only those 
attacking you. The ice arrows will strike anyone you 
are in combat with, including other adventurers.
 
The power and damage of the ice arrows is based on 
your level and skills and those of your targets that 
are struck.
   Spell Name: Imagery
       SP Cost: 60
        Syntax: imagery <target> <text>
   Skills used: mental focus, mental discipline

Description:

Imagery is another step in illusionism. Casting your own 
image to a location in order to speak to everyone at that 
location can gain you attention or just allow you to 
deliver a magical message.

While not a powerful spell it is something that is used 
to impress and entertain as well as an effective means of 
communication.

Imagery is not immediate. First the image of the mage 
appears to the target area and then shortly after the 
image will relay the message sent.

Care should be taken when casting the image spell as you 
may frighten or confuse those you are speaking to.


level 20
    Spell Name: Staff of Power
       SP Cost: 200
        Syntax: staffofpower <destroy>
   Skills used: magic cast, magic scrolls, magic elements
 
Description:
 
Using this spell will turn a mages staff into the mighty staff of power.
The staff of power is so linked to the mage that a mage can store 
energy in the staff and retrieve it at will.  The amount of energy stored
is dependant on the skills and level of the mage.  Careful useage of this 
staff is warned by the mages guild, since it has been known that 
addiction to such inductions of power can be lethal.  A powerful mage
once said that a spell caster with the staff of power at its height is 
invincible.  The author of this claim was found in a frozen pose, headless
on a mountain in the Eastern Peaks, still gripping the staff.
 
Once you have the staff, you can use the following options to control it:
(example: staffblast)
 
staffpower   - shows the current level of power in the staff.
staffstore   - stores 50 points of energy at a cost of 150.
staffrecall  - retrieves 50 points of energy from the staff 
                           per useage.
staffblast   - uses all the energy in the staff to blast your foe.
channelpower - this command will channel power into the staff so during 
               combat the power is released. This is different than 
               staffstore.
 
staffofpower destroy - destroys a previously created staff.
Spell Name: Magic Carpet
       SP Cost: 250
     Coin Cost: 2500 coppers
        Syntax: magiccarpet <crystal color>
                magiccarpet blue crystal
   Skills used: magic elements, magic spells, magic scrolls
                magic cast, mental telepathy 

Description:

The origins of the magic carpet are highly debatable and 
in some circles controversial. It is said that a young 
magician traveled to Pirshah and fell in love with a 
royal guard of the Empress who was already set to be 
married to a distant cousin of the Empress as is the 
custom in Pirshah. 

A young girl and from the Kingdom, the magician could 
not dream of her man being forced to marry the Pirshian 
and she made plans for him to leave Pirshah.

Those plans were found out by the palace and the guard 
was forced to bring the girl in to be executed. Having 
a friend in the palace the guard organized a seamstress 
to make a special carpet of magic weave and while his 
lover waited in a cell for the day of execution he 
brought the carpet to her thinking somehow she could 
use her own magic to find an escape with it.

The girl had acquired some crystals on her journey and 
tried to use them to enchant the carpet with magic, but 
it seemed nothing would happen. As she was brought to 
the wall and tossed over, she held onto the carpet as 
a last gift from her lover and in a strange magical 
moment the carpet carried the young magician back 
to the Kingdom, safe from the law of Pirshah.

Unfortunately, the royal guard was killed in her place.

Nevertheless, the magic of the carpet spell was found 
and can be used to bring a mage back to the city of 
their fealty. It was found that the workings of the 
carpet are different based on the crystal used as 
follows:

	Blue - The carpet will only fly while outside.
Yellow - The carpet will fly while inside or outside.
Red - The carpet will fly during combat.

The carpet can be used several times, however, success 
on carpet usage is based on the skills of the mage who 
created it.
> >


level 21 
inf fireblast

    Spell Name: Fire Blast
       SP Cost: 80
        Syntax: fireblast <target>
   Skills used: magic elements, magic spells, magic scrolls
                mental discipline 

Description:

As the ability to supply other forms of fuel for the 
usage of fire and building, the Masters of the Magi 
began studying the combination of their magical fire 
with natural combustionable materials. 

An ingenious and innovative gnome from Domplin had 
an apprentice who started as a lumberman in the deep 
south. Together they began practicing a defense against 
the fire ball by building small walls of wood logs. 
In a prank the apprentice tossed a log at the gnome 
right as he was throwing a fire ball. The subsequent 
explosion nearly fried the young apprentice to a 
crisp.

After much more careful study the ability to combine 
wood logs and fireballs became the creation of the 
fire blast.

Usage of the fire blast is only possible if the mage 
has a wood log with them. Done correctly the explosion 
and damage to a target can be significant. Because of 
the difficulty of this maneuver it takes some time 
between uses.

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

level 22
Spell Name: Power Drain All
       SP Cost: 75
        Syntax: powerdrainall
   Skills used: magic spells, magic cast, mental telepathy
                mental discipline
 
Description:
 
Similar to the spell of power drain, this detrimental magic 
force will reach out and drain not a single target but 
everyone engaged in combat with the mage casting it. 
 
Because no target is called upon, this spell will target 
everyone in the area when cast outside of combat and 
everyone you are fighting when cast during combat, so 
care should be taken before using this magic.
 
The power and effectiveness of the spell is based on your 
skills and level and the skills and level of those affected.

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

level 23
Spell Name: Storm of Fire
       SP Cost: 150
        Syntax: firestorm
   Skills used: magic scrolls, magic cast, magic elements
                magic spells
 
Description:
 
This powerful and deadly explosion of massive porportions 
can seriously burn everyone around you. Much more powerful 
than the fire ring, this storm of fire blasts an inferno 
of flames into everyone in the area. Keep in mind that 
the fire storm will hit both monsters and adventurers 
as well, causing everyone to be seared by the flames, 
whether you are in combat with them or not.
 
The spell has lasts for a duration and does damage based 
on your skills and level.
 
shallnotpass

    Spell Name: Shall Not Pass
       SP Cost: 200
        Syntax: shallnotpass <exit>
   Skills used: magic defense, mental telepathy, 
                mental discipline, mental focus

Description:

The powerful mage who has learned the arts of control 
and mental command has the power to command the very 
elements of magic that is part of the fabric of our 
existence.

In ages past a wizard of supreme power was lost in a 
dwarven mine or similar cave and after battles with 
creatures of the underworld was given to hallucination. 
He traveled down deeper into passages never before 
seen and came upon a group of strange creatures.

While living for a time with these creatures who were 
blind and without any means of defense, he found it 
strange that they could still protect themselves from 
the wraiths and ghouls that wandered the lower levels 
of this deep underground domain. Upon discussion and 
study he learned that they had an innate magical 
power to form an invisible barrier to stop enemies 
from entering their abode.

Through exchanges in teaching them small magics like 
the fire spark, mage light, and the web, he earned 
their trust and learned the words of power:

            You Shall Not Pass.

Such powerful words when cast as a spell will form 
a magical aura that will block all creatures from
entering the direction held in check by the mage 
casting the spell.

The duration of this aura of stoppage will last until 
the mage moves or dies. The power of the barrier is 
such that nearly all who come against it will likely 
fail to pass and be weakened.

After a long period of time there is a chance the 
barrier will eventually fail, based on the skills 
and level of the caster. 

The only side effect of this power is that you will 
be rendered powerless for a long period while the 
concentrating on keeping the barrier intact and 
getting used to the spell. Therefor you must rely 
on companions for safety and defense.

To end the spell you simply must leave the area where 
you cast it.
> >

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

level 24
 Spell Name: Power Gain All
       SP Cost: 300
        Syntax: powergainall
   Skills used: magic spells, magic cast, mental telepathy
                mental discipline
 
Description:
 
Similar to the spell of power gain, this powerful ability 
duplicates the powergain in a fashion that gives everyone 
in your area power. Different than the traditional gain 
of power, this area spell increases the power of those 
receiving it based on the skills of the mage.
 
This spell takes time and power to accomplish and cannot 
be activated during combat. Also moving from the area 
will destroy focus and cancel the spell.

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

level 25
Spell Name: Phoenix
       SP Cost: 250 
        Syntax: phoenix <target>
   Skills used: ALL
 
Description:
 
Known in legend as the fiery bird of magic, the phoenix 
was named by the same mage who first created it in the 
mountains near the elf nation. Legend has it that a secluded 
spot on a certain peak was where this mage called down 
the legendary phoenix and from it, she used several powers 
including the mage clone to create a powerful spell of 
destruction.
 
While beautiful to behold, the phoenix is a force of the 
elements and can be cast at a target causing unbelievable 
damage in the fiery explosion as the phoenix burns into 
them relentlessly. An enemy cannot escape the phoenix as 
it will follow them regardless of where they run and visit 
torrents of flames into their body making them writhe in 
agony if not immediately reducing them to ash.

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

level 26
Spell Name: Power Wipe
       SP Cost: 150
        Syntax: powerwipe <target>
   Skills used: mental focus, mental telepathy, mental discipline
                magic cast, magic spells
 
Description:
 
The highest level of draining magic afforded the master mage is 
the power wipe. Far superior to the powerdrain this monumental 
feat can cause the target to be completely drained of all 
energy even to the point of negative energy depending on his 
own skills and level.
 
By grasping the target you use a great amount of magical energy 
to disband their energies into the air leaving them wanton.
 
The amount of energy you disband is based upon your skills and 
level and those of your target.
 Spell Name: Grand Pyreworks
       SP Cost: 250 
        Syntax: grandpyreworks <color> <description>
   Skills used: None
 
Description:
 
The ability to send magical explosions into the sky using 
both magic and elements is something that can be both 
inspiring and impressive to the casual observer.
 
Pyreworks uses elements tied together with mystical power 
in order to display an array of colorful small sparkles 
of light and sound in the air.
 
While pyreworks affects those in the same area as the mage, 
the grand pyreworks fire so high into the sky that people 
from across the world may be able to see the display. The 
difference and effect of such monumental sky art is only 
limited to the creative mind of the mage.
 
NOTE: This is used for roleplay and your description must 
be something within reason and genre of the spell.
 
Possible colors:
     GREY       
     BRED       
     BGREEN     
     YELLOW     
     BBLUE      
     PINK       
     BCYAN      
     SILVER     
     RED        
     GREEN      
     BROWN      
     BLUE       
     PURPLE     
     CYAN       
     WHITE

level 27
Spell Name: Meteor
       SP Cost: 300
        Syntax: meteor <target>
   Skills used: magic spells, magic cast, magic elements,
                magic scrolls, mental focus
 
Description:
 
Powerful beyond belief the force of a magic meteor can be 
incredible. With a chant to bring the forces of the heavens 
together, you form a meteor and send it with devastating 
force to your target.
 
The power of the meteor can travel over land or sea and 
strike your target from anywhere. It is necessary for you 
and your target to be outdoors for the meteor to strike.
 
The power and damage of the meteor is based on your skills 
and level and the armour, skills, and level of your target.

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

level 28
Spell Name: Invisibility
       SP Cost: 350
        Syntax: invisibility
   Skills used: magic spells, magic cast, mental focus
 
Description:
 
The master mage has gained insight to the surroundings and 
the power of illusion to the point of being able to cast 
an illusionary spell to make themselves invisible. This 
magic is quite alarming to anyone who is with the mage and 
suddenly they are not there.
 
The duration and strength of the invisibility is based on 
the mage's skills and level. Unlike other powers to hide, 
while invisible you can also move, however, movement does 
take much more endurance than normal.

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

level 29
 Spell Name: Hail Storm
       SP Cost: 150
        Syntax: hailstorm
   Skills used: magic spells, magic cast, magic elements,
                magic scrolls, mental discipline, mental focus
 
Description:
 
One of the most devastating of spells that can blast several 
foes at once is the hail storm. The mage calls up mystical 
forces akin to nature an causes a storm of mighty ice rocks 
to fly into everyone in the area. Because of the strength 
and magnitude of this spell, the ability to differentiate 
between friend and foe is impossible as the only one not 
affected by the spell is the mage who casts it.
 
Care should be taken before calling upon this power, since 
the certain death of weaker friends is imminent when the large 
ice rocks fall upon their heads.
 
The power of the hail storm is based on the skills and level 
of the mage and that of those hammered by its force.

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

level 30
Spell Name: Vortal Hand
       SP Cost: 600
        Syntax: vortalhand <target>
   Skills used: All
 
Description:
 
A cosmic integration of mind, body, and spirit, the vortal 
hand is an invisible force of magic and the will of the 
magician as well as the mental power of the mage and the 
target.
 
The creation of the vortal hand does take some time as the 
coalescing of magical powers are brought together by the 
master mage to form this hand of power. Only the most skilled 
and knowledgeable mage can form such a destructive and 
haunting power.
 
After creation the vortal hand encloses about the target, 
squeezing them with a force of a thousand horses and the 
target is wrought immobile both physically and mentally while 
pain is inflicted in a crushing of bones and mind.
 
Only the truly gifted can withstand this force of power and by 
some luck may last the duration of the magical attack while they 
will not be able to move, fight, or use powers.
 
The duration and damage of the vortal hand is based on your 
skills, intelligence, and level and the skills, intelligence, 
armour, and level your target.