Mage Guild Powers [*****************************************] 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 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 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 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 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 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 , 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 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 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 + ( Level * 2) Syntax: powergain 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 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 - The name must be in the genre of the game. magicpanther shadow male magicpanther lightning female Normal: order to emote - orders the panther to use a true emote. order to semote - orders the panther to special emote. order to get - orders the totem to get an item. order to drop - orders the totem to drop an item. order to follow me - orders the panther to follow you. order to unfollow me - orders the panther to unfollow you. order to attack - attacks the target. order to protect me - protects the owner. order to unprotect me - unprotects the owner. order to leave now - dismisses the panther. Special: order to addspecial - 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 to specialattack - The panther will use the special attack. level 12 Spell Name: Mage Staff SP Cost: 50 Syntax: magestaff 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 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 , charm , charm 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 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 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 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 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 , enchant 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 : 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 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 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 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 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 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 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 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 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 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.