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Class Spells:
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Necrotising Bolt: Basic Lv.10 (max)
Folding your mana over itself, spinning it into a vortex and focusing it into a point one can create a projectile of necrotising energy that rapidly decays whatever it hits. The strength and range of this spell is increased with level and with use.
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Bone Armour: Intermediate Lv.20 (max)
Lv.15 Class Spell. This Spell summons bones from the netherworld to serve as armour. The higher one''s level the thicker or stronger the armour is, depending on caster.
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Death''s Touch: Advanced Lv.10
Lv.25 Class Spell. This Spell kills anything that does not resist with but a touch. Increasing the level decreases the mana consumption and increases the level of target that the spell works on.
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Learned Spells:
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Wind Breath: Basic Lv.6
Melding one''s mana with the air round them allows one to create small gusts of wind. Suitable for moving small objects. The strength and accuracy of the spell is increased with each level.
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Sunscreen: Basic Lv.5
By constraining darkness manna into a ball and letting it seep out around one, one can block the sun¡¯s effects temporarily. The higher the level of this spell the less mana required, the longer the effect, and the stronger the effect.
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Minor Finesse: Basic Lv.8
This spell temporarily boosts coordination and alacrity of movement by moving small amounts of mana around one¡¯s nervous system.
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Preserve Meat: Basic Lv.4
By enveloping meat in a small amount of time mana one can slower or even prevent time¡¯s effects; at least for a short time.
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Flame: Basic Lv.5
By igniting one¡¯s mana after focusing it to a point they can create a stream of fire. This is the basic spell all fire mages should learn, although it is the weakest it is the most versatile.
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Curse Detector: Basic Lv.5
A simple spell made with simple components. Curses are common through every land so it can be advantageous to see them coming.
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Lesser Sleep: Basic Lv.3
I''m feeling tired, I think I might take a nap.
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Wind Blade: Intermediate Lv.6
Sharpening the air with one''s mana onc can create a blade from nothing but wind. Properly used this can even cut through steel.
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Rock Throw: Intermediate Lv.2
Pulling from the earth one can shape a projectile from rock. This is a simple attack spell for earth mages and is very versatile.
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Magma Lob: Intermediate Lv.3
A super heated version of Rock Throw this spell does what it says on the tin, perfect for when things are heating up.
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Flame Ward: Intermediate Lv.2
Unlike other warding spells the Flame Ward spell does not protect one from fire but with it. Fire magic is a most aggressive school of magic, those with the affinity often feel the best form of defence is a good offence - failing that, cover everything in fire.
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Necrotic Healing: Intermediate Lv.4
Normal healing spells work with the living body to recover as best possible, substituting what is not fixable with life mana to create new parts. Even the most simple of necrotic healing spells have to rely more on the latter as the former is impossible for the undead body to achieve, making death mana based healing more mana intensive and more complex.
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Shocking Aura: Advanced Lv.3
Pulsing one''s mana in and out of their skin rapidly creates an electrical aura. The power and radius of the aura are increased with level.
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Glacius Solero: Advanced Lv.4
Do you like Ice? Do you need to freeze a Warrior? Do you like sorbet? Do you like affordable french hatchbacks? Great news! The Glacius Solero is for you. Anyway...
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Necrotising Aura: Advanced Lv.4
Withers everything in an area about the caster. This spell is more mana intensive than Necrotising Bolt but covers a larger area, perfect if one finds oneself trapped in the belly of a beast.
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Scrying: Advanced Lv.1
One of the few spells only available to someone with the specific requirements for divination. This is a very versatile spell, allowing one to see things - within a certain range - from a bird''s point of view. Range, detail, and accuracy increase with level.
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Illusionary Skin: Expert Lv.9
Pulsing one''s mana gently and continuously around one''s skin (or bones) creates an illusionary skin atop the original. The complexity of this spell allows for one to change: skin colour, hair pigmentation, eye colour, and scars/tattoos so long as they are only skin deep. This is a channelling type spell and requires a constant flow of mana to function.
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Earth Golem: Expert Lv.7
Shape the earth to your will, then give it one of its own. This spell has two parts, first one can shape the earth into whatever form they prefer, then one can breathe life into their creation. Higher levels of this spell lower the mana cost and increase the amount of mass which can be animated.
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Wind Domain: Master Lv.1
A master ranked spell that puts all the wind within one''s domain under one''s command. This spell is tricky to use because the air in the area of effect becomes part of the caster for the duration of the spell. However when mastered one becomes effectively the only wind mage within their domain.
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Storm Cloak: Unique
Become the storm.
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