Aether Cloak (AC):
The Aether Cloak spell renders the caster difficult to locate
magically, and tends to weaken targeted magic spells. It lasts as
long as you hold the mana for it, which means if you cast another
spell, your cloak will fall.
Prerequisites: Ethereal Shield.
Aether Lance (AEL):
The Aether Lance spell creates a beam of ethereal energy and sends
hurtling at your target! Damage tends to be puncture, and depends
on your skill with targeting as well as how close you are to your
foe. This spell also has a tendency to cause slightly more damage
to the shield and armor of your opponent.
Aether Lash (ALA):
The Aether Lash spell is quite nasty indeed. It forms an invisible
but quite deadly whip of ethereal energy that is likely to sever
limbs...or heads, as the case may be.
Prerequisites: 25th circle, Arther Lance, Ethereal Shield.
Ethereal Fissue:
For generations, the Ethereal Fissure spell was considered lost and
forgotten. The recent discovery of an ancient scroll by two mages,
Vortressa and Blacklark, has returned the spell to common knowledge
at last. Once again, Warrior Mages can open a rift to the very
fabric of our Plane of Abiding and augment the local mana streams
with raw power from one of the Elemental Planes.
Prerequisites:
Aether Lash and Aether Cloak.
Ethereal Shield (ES):
The Ethereal Shield spell offers some protection from elemental
attacks, as well as giving you a minor defensive advantage in
battle. At higher levels of skill, you can extend the shield to
cover all members of your group.
Prerequisite: 2nd circle.
Air Bubble (AB):
The Air Bubble spell forms its namesake around the target's head,
allowing him to breathe underwater for several minutes. It is far too
weak to provide protection against most forms of poison gas, but is a
necessity for underwater exploration or combat.
Prerequisite: 10th Circle.
Paeldryth's Wrath (PW):
The Paeldryth's Wrath spell channels the unseen currents of air and
wind into a ferocious blast of force to overwhelm opponents. It does
some impact damage, but its main purpose is to stagger your enemy back
away from you or others. This spell is not targeted, but relies
heavily on your skill at targeting.
Some mages believe that the spirit of Paeldryth watches those who
use his spell and will aid those in dire straits. Others disagree,
vehemently arguing that inconsistencies in the spell's pattern cause
an occasional aberation in the cast. In any case, and in rare
circumstances, the spell has a bizarre area effect, but it would be
unwise to ever rely on this intriguing quirk of Paeldryth's Wrath.
Shockwave (SHO):
The Shockwave spell uses the winds of Elanthia summoned by the spell
Swirling Winds, boosts their strength, then pushes them outward in a
ring of force.
Prerequisites: 30 circle, Swirling Winds.
Swirling Winds (SW):
The Swirling Winds spell summons the winds of Elanthia to surround
you, increasing your ability to evade and parry attacks.
Prerequisite: Zephyr.
Tailwind (TW):
The Tailwind spell shifts the winds to the target's favor, increasing
his accuracy with a bow or throw weapon while decreasing the accuracy
of other people or creatures in the area.
If cast when at the surface of deep water, the Tailwind spell can not
form fully and will not aid ranged weaponry. Instead, the winds can
only gain enough power to create a pocket of air around the caster's
head, but this can prove useful below the waves. You'll need to be
near the surface of the water for this to work.
Prerequisite: Zephyr.
Thunderclap (TC):
The Thunderclap spell creates an overwhelming burst of magical sound
in the area. This will stun those around you, and possibly yourself,
depending on the power you use. Afterward, the spell unavoidably
lingers for a short time, preventing rapid casts.
Casting this inside a town will cause problems with the local
authorities.
Prerequisite: Swirling Winds.
Vertigo:
The Vertigo spell is an entertaining use of elemental magic. The
caster causes the air pressure around a victim's head to change and
fluctuate, making the target feel weak in the stomach and unsettled.
Research has also revealed this spell can have a useful but less
pronounced effect on all foes engaged at close range with the caster,
provided a single target is not selected. Vertigo has no effect on
undead or creatures that do not breathe air.
Prerequisites: 10th circle, Swirling Winds.
Y'ntrel Sechra (YS):
The Y'ntrel Sechra spell, developed by S'Kra wind mages, creates a
cushion of air between your body and the armor you are wearing. This
cushion of air will flow with your movements, supporting the armor and
allowing you to move more freely. The more power you use with this
spell, the better the armor will flow with your movements, and the
longer it will last.
Prerequisites: 20th circle, Swirling Winds.
Zephyr:
The Zephyr spell raises a light refreshing breeze which helps improve
fatigue recovery for all in the area. With enough power, it will also
clear away some types of gas, poison, and ash clouds.
Prerequisite: 2nd circle.
Aegis of Granite (AEG):
Discovered in an ancient cave by Dwarven Warrior Mages, the Aegis of
Granite spell offers two possible effects. First, casting the spell on
a shield will imbue it with Earth elemental magic, causing it to become
sturdier and more protective at the cost of increasing its weight and
hindrance. The second function of this spell becomes apparent when cast
without holding a shield. A shield of granite will be created in the
caster's hand or on the arm, providing a solid defense against attacks
while also increasing the caster's ability to block attacks. A shield
affected by this spell will graually repair itself, though it cannot
repair damage done before the spell was cast. The spell ends when the
caster relinquishes control of the shield.
Prerequisites: 20 circle, Earth Sense, Fist of Stone.
Earth Sense (EAS):
The Earth Sense spell links the caster to the earth below, useful for
revealing what may lie hidden from normal sight. Rocks and mud are
not as clear as water, so the information provided may be
misinterpreted. The skilled mage will find Earth Sense a boon
however.
Prerequisites: 10th circle, Sure Footing.
Fist of Stone (FOS):
The Fist of Stone spell causes a varying sized stone to separate from
the ground beneath you and hurtle towards your opponent. This spell
can cause great impact damage, depending on the power used and the
accuracy of the attack.
Magnetic Ballista (MAB):
Magnetic Ballista allows you to shape the surrounding earth, rock, and
mud into a potent siege engine known as a ballista. It uses a
powerful natural force known as 'magnetism,' much like a giant
lodestone. Be careful when it fires, for this force has a remarkable
affect on metal armors and could pull small individuals to the ground!
Luckily, a talented mage can reshape the ballista, rubbing it into a
different shape that will not generate such a large area effect.
The first shot the ballista takes is automatic, and not so much
targeted as it is hurled. As long as the caster continually maintains
the ballista by keeping it loaded, it can linger for quite some time.
These secondary attacks by the Magnetic Ballista are targeted magic,
and lack the raw force of the initial shot.
Prerequisites: 20th circle, Fist of Stone, Static Discharge.
Ring of Spears (ROS):
Ring of Spears is primarily a defensive spell, but with enough magical
acumen and careful timing it can also be cast to devastating effect.
When you so evoke the power of Earth, a ring of sharp spikes,
resembling spears wrought of rock, rises from the ground around you,
fending off surrounding foes and injuring those not lithe enough to
escape. A skillful mage can also employ this spell to aid his or her
allies.
Prerequisites: 20th circle, Tremor, Fist of Stone.
Stone Strike:
The Stone Strike spell sends multiple stone shards down towards a
target. It is a useful way to provide you with some time to get out
of danger, or bring more of your wrath down to assail your foe!
Prerequisites: 10th circle and Fist of Stone.
Sure Footing (SUF):
The Sure Footing spell steadies the ground and soil beneath one's
feet, resulting in improved balance in combat for a while and
slightly improving one's climbing abilities.
Prerequisite: 2nd circle.
Tremor:
The Tremor spell shakes the very ground, knocking over anyone without
the reflexes to remain on their feet. It may only be used outside, as
the consequences of unleashing seismic forces inside a building or
cave would be very unfortunate. With higher levels of skill, the
caster can choose to strike just a particular target.
Prerequisites: Sure Footing.
Arc Light (AL):
The Arc Light spell uses small amounts of raw electrical energy to
produce a blinding flash of light which throws the target off balance.
Though non-lethal, use caution since it's possible to ignite naphtha
with the flashes.
Prerequisite: 2nd circle.
Ball Lightning (BALL):
The Warrior Mage Guild has a number of oddities in its magical arsenal
and the Ball Lightning spell is a prime example. This spell will
create a crackling ball of lightning that strikes soon after forming.
Though it relies on targeted magic skill, it can not be targeted nor
forced in any way to pick a specific target. All shots it takes tend
to be... random. Some mages claim that the ball lightning is
semi-sentient, choosing its own targets based on whims that we can
never comprehend. It is certainly curious that it will never attempt
to strike other adventurers.
In any case, an existing Ball Lightning can be reinforced with
additional casts, and, if the caster has enough magic devices skill,
it can be pointed towards an adjoining area and then pushed there to
do as it will. Alternately, one can command the lightning to a
direction.
Prerequisite: Lightning Bolt.
Chain Lightning (CL):
The Chain Lightning spell unleashes blasts of lightning randomly on
targets in the area. Those protected by a discharged Ethereal Shield
will not be struck.
Prerequisites: 40th circle, Lightning Bolt.
Gar Zeng (GZ):
You'll need a free hand to be able to cast the Gar Zeng spell -- a
close-range electrical attack. Several arcs of electric are emitted
in rapid succession, making it fairly easy to hit your target
somewhere while tending to unbalancing the target a bit, but Gar Zeng
can not be aimed at a specific body part and doesn't do serious
damage. Avoid casting this spell in water.
Lightning Bolt (LB):
Not surprisingly, the Lightning Bolt spell fires a bolt of lightning
at the target, inflicting great electrical and heat damage. However,
it requires high amounts of energy, and can be fatal to the caster if
used in watery areas.
Prerequisites: 25th circle, Tingle, Gar Zeng.
Static Discharge (SD):
The Static Discharge spell discharges the static electricity which
builds upon on the outer surface of an Ethereal Shield, jolting
everything and everyone close to you. It can be cast on other
people's Ethereal Shields to protect them as well and uses very little
mana, but only works once for each time you create or extend your
shield.
Prerequisites: Ethereal Shield, Arc Light.
Tingle:
The Tingle spell sends very minor electrical current through the hands
of the target, causing a strange tingling sensation to interfere with
fine motor control. This spell is a non-violent deterrent to
pickpockets and will cause people or creatures to drop what they are
holding.
Prerequisites: 8th circle, Arc Light.
Dragon's Breath (DB):
Dragon's Breath is aptly named, as it gives you the fearsome breath of
a mythical flame-belching dragon! Once cast, the power of elemental
fire will well up inside you for a duration, allowing you to spit or
exhale at a target. The blasts rely on your skill at targeting, but
do not interfere with other sorts of spellcasting.
Prerequisites: Fire Ball, 5th Circle.
Fire Ball (FB):
The Fire Ball spell launches a ball of fire at a target which explodes
on impact. If fed with great amounts of power, it can be devastating.
Prerequisite: Fire Shard.
Fire Rain (FR):
Fire Rain is one of the most impressively powerful spells of
destruction in the Warrior Mage's repertoire. It creates a burning
cloud of ash which will rain down blazing balls of flame over an
entire area. Though the cloud forms above everyone's heads, a very
potent Zephyr can rid the area of the stormy conflagration.
Additionally, the caster can end it prematurely by gesturing at it and
unraveling its magical make-up.
Prerequisites: 40th circle, Dragon's
Breath.
Note: This spell should not be cast with others in range.
Fire Shard (FS):
The Fire Shard spell conjures a fist-sized shard of elemental fire and
hurls it at its target. The intensity of the damage varies with the
amount of power invested in the spell. With enough skill and power,
multiple shards will be produced.
Mantle of Flame (MOF):
The Mantle of Flame spell will set parts of your Ethereal Shield
alight in a blaze of fire, helping to protect you from water-based
spells and allowing you to see in darkned areas. Since the flames are
so hot, it lends extra damage to brawling attacks and makes it harder
for robbers to target your pockets. The main drawback to the Mantle
of Flame spell is that you will be unable to hide while it is in
effect.
Prerequisites: Fire Ball, Ethereal Shield.
Note: Do not cast without first casting Ethereal Shield.
Mark of Arhat (MOA):
The Mark of Arhat spell is named for the founder of the first guild,
Warrior Mages. Arhat was to fire magic as a mother is to child. One
of his favorite spells was one of his own devising. He never named the
spell and when it was found at the time of his death, the spell was
named in Arhat's honor. Mark of Arhat is a form of targeted spell
that does not deal damage upon impact, but afterwards as the mage
harnesses mana for it.
Prerequisites: 40th circle, Dragon's Breath.
Fortress of Ice (FOI):
The Fortress of Ice spell creates a tall ring of impenetrable ice
walls which isolate the caster and those closest to him. Though the
walls cannot be scaled from outside, footholds on the inside allow
escape.
Prerequisites: 30th circle, Veil of Ice.
Frost Scythe (FRS):
The Frost Scythe spell creates a frozen blade of ice that sweeps
toward the target. Effectiveness will depend highly upon your
magical abilities and accuracy, but Frost Scythes are known for
their capacity at dealing slice and cold damage.
Frostbite (FRB):
The Frostbite spell quickly and drastically lowers the temperature in
the area, causing its victims to suffer from severe fatigue and
frostbite. Ethereal Shield will protect the caster and helps minimize
the effects on anyone else, but only Mantle of Flame will ensure
complete safety. You should note that Frostbite is easier to use with
extra mana during the winter, though by the same token, it is harder
during the summer.
Prerequisites: 2nd circle.
Note: This spell should not be cast with others in range.
Ice Patch (IP):
The Ice Patch spell will create a treacherous sheet of ice beneath its
victim, causing it to lose its balance and possibly fall and sustain
injury. Those with multiple legs are considerably harder to affect,
and those who are immune to the cold will be too well suited to
navigating frozen ground to fall.
Prerequisites: Frostbite.
Rising Mists (RM):
The Rising Mists spell creates a dense fog that will hinder ranged
combat while making it easier to hide. It takes a few seconds to
thicken, but when it does it will also snuff out a number of
fire-based spells. The water droplets freeze quickly, too, making
spells like Frostbite more potent.
Prerequisites: 2nd circle.
Veil of Ice (VOI):
The Veil of Ice spell interferes with targeted magic in ways that
aren't truly understood. Many believe the spell, through the act of
maintaining its frosty shape, works at odds with the matrices needed
for targeted magic. In any case, the spell is safe, and is fairly
effective. It will cause the next targeted attack cast at or by the
subject to fail.
Prerequisites: Ethereal Shield, Ice Patch.
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Paeldryth's Wrath (PW) | 1 | 35 | No | No | |
Zephyr | 5 | 50 | No | No | No |
Swirling Winds (SW) | 5 | 65 | No | No | No |
Tailwind (TW) | 8 | 70 | No | No | |
Thunderclap (TC) | 1 | 51 | No | No | |
Vertigo | 5 | 57 | No | No | |
Y'ntrel Sechra (YS) | 11 | 61 | No | No | |
Shockwave | 10 | No | No |
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Fire Shard (FS) | 1 | 30 | Yes | No | |
Fire Ball (FB) | 7 | Yes | No | ||
Dragon's Breath (DB) | 11 | No | No | ||
Mantle of Flame (MOF) | 5 | 40 | No | No | |
Fire Rain (FR) | 28 | 58 | Yes | No |
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Frost Scythe (FRS) | 1 | Yes | No | No | |
Frostbite (FRB) | 6 | No | No | ||
Rising Mists (RM) | 7 | 65 | No | No | |
Ice Patch (IP) | 6 | 61 | No | No | |
Veil of Ice (VOI) | 7 | 70 | No | No | |
Fortress of Ice (FOI) | 25 | 70 | No | No |
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Fist of Stone (FOS) | 3 | 35 | Yes | No | |
Earth Sense (EAS) | 6 | 61 | No | No | |
Ring of Spears (ROS) | 12 | 57 | No | No | |
Magnetic Ballista (MAB) | 8 | 60 | No | No | |
Tremor | 8 | 63 | No | No | |
Sure Footing (SUF) | 6 | 61 | No | No |
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Ethereal Shield (ES) | 1 | 69 | No | No | |
Aether Cloak (AC) | No | No | |||
Aether Lash (ALA) | 14 | Yes | No | ||
Aether Lance (AEL) | 2 | 30 | Yes | No | No |
Ethereal Fissue | No | No |
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Arc Light (AL) | 1 | 61 | No | No | |
Tingle | 10 | 70 | No | No | |
Static Discharge (SD) | 4 | 60 | No | No | |
Lightning Bolt (LB) | 10 | Yes | No | ||
Chain Lightning (CL) | 10 | 35 | Yes | No | |
Gar Zeng (GZ) | 4 | 34 | Yes | No | No |
Ball Lightning (BALL) | No | No |