* Denotes Element-specific Spells (May only be used by characters with matching Primary Element)
Artful Dodge
Delivery: Touch
Duration: Debriefing
Element(s):
Luck
The next damaging hit against the target from any non-area effect damage source is reduced to 1. This will not negate any effects or change the damage type.
Avoid Strike
Delivery: Touch
Duration: Debriefing
Element(s):
Grace
This spell grants the target a "Magic Shield: Massive."
Awe
Delivery: Rapid Fire
Duration: Instant
Element(s):
Law
The Caster may throw one packet/level, rapid fire style, for "Magic Stun."
Backbiter
Delivery: Self
Duration: Debriefing
Element(s):
Fear
This spell confers an effect of "Spike 5 x level" on the Target’s Attacker the next time he is hit by a weapon attack. Target must call "Spike (5 x level)" in reaction to the attack for this to function, and it’s use is automatic. Note that this spell, like all effects, is nullified on Target hitting 0 or less Hit Points, before it has a chance to trigger the Spike effect.
*
Berserker's Rage
Delivery: Touch
Duration: Debriefing
Element(s):
Storm
Upon being affected by this spell, the Target may swing for Piercing Damage with any and all Melee attacks until Debriefing or Unconsciousness. The target is immediately dropped to Dying from any Magic, Holy, or Bardic effect upon him.
*
Burial Speech
Delivery: Touch
Duration: Debriefing
Element(s):
Earth
If the affected target of this spell is Dead or Dying, they now understand spoken speech and can speak themselves. By commanding the Dead creature to "Silence," the Caster may dispel this effect. This effect lasts until debriefing.
Butterfingers
Delivery: Shotgun
Duration: Instant
Element(s):
Flame, Grace, Growth, Light, Luck, Storm, Wind
Character may throw five packets with the call "Magic Disarm".
*
Cheris' Principle
Delivery: Self
Duration: Debriefing
Element(s):
Law
The Caster takes half damage from all Elemental effects. This lasts until Debriefing.
*
Combustion
Delivery: Self
Duration: Debriefing
Element(s):
Flame
All Instant Magic Spells with the Flame Effect used by the Caster are doubled in Damage. This effect lasts until Debriefing or Unconsciousness.
Darkness
Delivery: Single
Duration: Instant
Element(s):
Doom, Earth, Fear
The Caster may throw one packet with a call of "Magic Dispel: Light." This will dispel one light source or one effect of the Light element.
*
Destroy Undead
Delivery: Single
Duration: Instant
Element(s):
Growth
The caster may throw one packet for "(15x level) Undead"
Doom Bolt
Delivery: Single
Duration: Instant
Element(s):
Doom
Character may throw one packet with the call "(10 x level of character) Magic Doom".
Doom Rifle
Delivery: Rapid Fire
Duration: Instant
Element(s):
Doom
Character may throw one packet per level with the call "12 Magic Doom" in Rapid Fire style.
Doom Swarm
Delivery: Shotgun
Duration: Instant
Element(s):
Doom
Character may throw four packets with the call "(5x level) Magic Doom".
Doom Warrior
Delivery: Self
Duration: Debriefing
Element(s):
Doom
To cast Doom Warrior, the caster must first find the body of a dead or dying humanoid to Inhabit. This body takes a "Raise 6 x level" effect, and the caster now inhabits the body of the Zombie. While Doom Warrior is in effect, the caster is now considered Undead for all spells, powers, and immunities. While the caster may talk normally, he may not run or use any of his skills or powers. A caster who has used Doom Warrior gains the ability to use any style of weapon for it’s base damage plus 1/3rd his level and automatically swings for the element of "Doom." The caster loses the ability to use any special abilities granted by weapons or armor, including Wraithbone and other items that enhance sentient undead. If the corpse is killed, it falls and becomes unusable for further necromantic purposes and the caster is returned to normal abilities but is otherwise unaffected. The caster may return to his normal state instantly by saying the words, "Zombie: Die," killing the corpse and restoring his normal abilities.
*
Drain Life
Delivery: Touch
Duration: Debriefing
Element(s):
Doom
Target corpse may not be brought back to life by any Revive with the Basic flavor. This only works on dead, not undead corpses, and should the corpse be Raised or Revived through any means other than Basic, the Drain Life effect ends.
Earth Bolt
Delivery: Single
Duration: Instant
Element(s):
Earth
Character may throw one packet with the call "(10 x level of character) Magic Earth".
Earth Shield
Delivery: Touch
Duration: Debriefing
Element(s):
Earth
Any Shield held by the target may treat "Piercing" attacks as though they were "Basic."
Earth Swarm
Delivery: Shotgun
Duration: Instant
Element(s):
Earth
Character may throw four packets with the call "(5x level) Magic Earth".
Fear Bolt
Delivery: Single
Duration: Instant
Element(s):
Fear
Character may throw one packet with the call "(10 x level of character) Magic Fear".
Fear Guidance
Delivery: Touch
Duration: Debriefing
Element(s):
Fear
Target's next melee attack does +4 "Piercing Fear" damage, after which this ability goes away.
Fear Rifle
Delivery: Rapid Fire
Duration: Instant
Element(s):
Fear
Character may throw one packet per level with the call "12 Magic Fear" in Rapid Fire style.
Fear Swarm
Delivery: Shotgun
Duration: Instant
Element(s):
Fear
Character may throw four packets with the call "(5x level) Magic Fear".
Flame Bolt
Delivery: Single
Duration: Instant
Element(s):
Flame
Character may throw one packet with the call "(10 x level of character) Magic Flame".
Flame Guidance
Delivery: Touch
Duration: Debriefing
Element(s):
Flame
Target's next melee attack does +4 "Piercing Flame" damage, after which this ability goes away.
Flame Rifle
Delivery: Rapid Fire
Duration: Instant
Element(s):
Flame
Character may throw one packet per level with the call "12 Magic Flame" in Rapid Fire style.
Flame Swarm
Delivery: Shotgun
Duration: Instant
Element(s):
Flame
Character may throw four packets with the call "(5x level) Magic Flame".
Focus of Doom
Delivery: Touch
Duration: Debriefing
Element(s):
Doom
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Doom" is also added to the damage call while this spell is in effect.
Focus of Earth
Delivery: Touch
Duration: Debriefing
Element(s):
Earth
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Earth" is also added to the damage call while this spell is in effect.
Focus of Fear
Delivery: Touch
Duration: Debriefing
Element(s):
Fear
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Fear" is also added to the damage call while this spell is in effect.
Focus of Flame
Delivery: Touch
Duration: Debriefing
Element(s):
Flame
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Flame" is also added to the damage call while this spell is in effect.
Focus of Grace
Delivery: Touch
Duration: Debriefing
Element(s):
Grace
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Grace" is also added to the damage call while this spell is in effect.
Focus of Growth
Delivery: Touch
Duration: Debriefing
Element(s):
Growth
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Growth" is also added to the damage call while this spell is in effect.
Focus of Ice
Delivery: Touch
Duration: Debriefing
Element(s):
Ice
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Ice" is also added to the damage call while this spell is in effect.
Focus of Law
Delivery: Touch
Duration: Debriefing
Element(s):
Law
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Law" is also added to the damage call while this spell is in effect.
Focus of Light
Delivery: Touch
Duration: Debriefing
Element(s):
Light
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Light" is also added to the damage call while this spell is in effect.
Focus of Lightning
Delivery: Touch
Duration: Debriefing
Element(s):
Storm
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Storm" is also added to the damage call while this spell is in effect.
Focus of Luck
Delivery: Touch
Duration: Debriefing
Element(s):
Luck
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Luck" is also added to the damage call while this spell is in effect.
Focus of Wind
Delivery: Touch
Duration: Debriefing
Element(s):
Wind
For each pair of masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. The Effect "Wind" is also added to the damage call while this spell is in effect.
*
Freeze Projectiles
Delivery: Self
Duration: Debriefing
Element(s):
Ice
The Caster becomes immune to all Ranged Weapon attacks until struck by a Melee Weapon or Debriefing.
Frozen Strike
Delivery: Touch
Duration: Debriefing
Element(s):
Ice
The Target may add the effect "Net: Full" to his next swing with a melee weapon.
Grace Bolt
Delivery: Single
Duration: Instant
Element(s):
Grace
Character may throw one packet with the call "(10 x level of character) Magic Grace".
Grace Guidance
Delivery: Touch
Duration: Debriefing
Element(s):
Grace
Target's next melee attack does +4 "Piercing Grace" damage, after which this ability goes away.
Growth Bolt
Delivery: Single
Duration: Instant
Element(s):
Growth
Character may throw one packet with the call "(10 x level of character) Magic Growth".
Growth Guidance
Delivery: Touch
Duration: Debriefing
Element(s):
Growth
Target's next melee attack does +4 "Piercing Growth" damage, after which this ability goes away.
Growth Rifle
Delivery: Rapid Fire
Duration: Instant
Element(s):
Growth
Character may throw one packet per level with the call "12 Magic Growth" in Rapid Fire style.
Growth Swarm
Delivery: Shotgun
Duration: Instant
Element(s):
Growth
Character may throw four packets with the call "(5x level) Magic Growth".
Ice Bolt
Delivery: Single
Duration: Instant
Element(s):
Ice
Character may throw one packet with the call "(10 x level of character) Magic Ice".
Ice Guidance
Delivery: Touch
Duration: Debriefing
Element(s):
Ice
Target's next melee attack does +4 "Piercing Ice" damage, after which this ability goes away.
Ice Swarm
Delivery: Shotgun
Duration: Instant
Element(s):
Ice
Character may throw four packets with the call "(5x level) Magic Ice".
Improved Doom Blade
Delivery: Self
Duration: Debriefing
Element(s):
Doom
Character can swing a melee weapon for "Magic Doom" once per level of the character, after which this ability goes away.
Improved Earth Blade
Delivery: Self
Duration: Debriefing
Element(s):
Earth
Character can swing a melee weapon for "Magic Earth" once per level of the character, after which this ability goes away.
Improved Flame Blade
Delivery: Self
Duration: Debriefing
Element(s):
Flame
Character can swing a melee weapon for "Magic Flame" once per level of the character, after which this ability goes away.
Improved Grace Blade
Delivery: Self
Duration: Debriefing
Element(s):
Grace
Character can swing a melee weapon for "Magic Grace" once per level of the character, after which this ability goes away.
Improved Ice Blade
Delivery: Self
Duration: Debriefing
Element(s):
Ice
Character can swing a melee weapon for "Magic Ice" once per level of the character, after which this ability goes away.
Improved Law Blade
Delivery: Self
Duration: Debriefing
Element(s):
Law
Character can swing a melee weapon for "Magic Law" once per level of the character, after which this ability goes away.
Improved Light Blade
Delivery: Self
Duration: Debriefing
Element(s):
Light
Character can swing a melee weapon for "Magic Light" once per level of the character, after which this ability goes away.
Improved Lightning Blade
Delivery: Self
Duration: Debriefing
Element(s):
Storm
Character can swing a melee weapon for "Magic Storm" once per level of the character, after which this ability goes away.
Improved Luck Blade
Delivery: Self
Duration: Debriefing
Element(s):
Luck
Character can swing a melee weapon for "Magic Luck" once per level of the character, after which this ability goes away.
Improved Wind Blade
Delivery: Self
Duration: Debriefing
Element(s):
Wind
Character can swing a melee weapon for "Magic Wind" once per level of the character, after which this ability goes away.
*
Intangibility
Delivery: Self
Duration: Instant
Element(s):
Wind
For a 10-count period, the Caster is granted immunity to Basic, Massive, Piercing, Poison, and Pummel. During this time, they may not move their feet, use any skills, or affect the world around them in any way other than by standing in place.
Law Bolt
Delivery: Single
Duration: Instant
Element(s):
Law
Character may throw one packet with the call "(10 x level of character) Magic Law".
Law Guidance
Delivery: Touch
Duration: Debriefing
Element(s):
Law
Target's next melee attack does +4 "Piercing Law" damage, after which this ability goes away.
Law Rifle
Delivery: Rapid Fire
Duration: Instant
Element(s):
Law
Character may throw one packet per level with the call "18 Magic Law" in Rapid Fire style.
Light Bolt
Delivery: Single
Duration: Instant
Element(s):
Light
Character may throw one packet with the call "(10 x level of character) Magic Light".
Light Rifle
Delivery: Rapid Fire
Duration: Instant
Element(s):
Light
Character may throw one packet per level with the call "12 Magic Light" in Rapid Fire style.
Light Swarm
Delivery: Shotgun
Duration: Instant
Element(s):
Light
Character may throw four packets with the call "(5x level) Magic Light".
Light Sword
Delivery: Touch
Duration: Debriefing
Element(s):
Light
Until Debriefing, the Target may treat all melee weapons as if they were one class higher in terms of damage and mastery bonuses. Staves gain a base damage of 3 and an extra 1.5 points of damage per mastery and Two-Handed Weapons gain a base damage of 4 and an extra 2 points of damage per mastery. This effect lasts until debriefing. This effect lasts until the Target is Unconscious, until the Target takes a Weaken or Maim: Arm effect, or Debriefing.
Lightning Bolt
Delivery: Single
Duration: Instant
Element(s):
Storm
Character may throw one packet with the call "(10 x level of character) Magic Storm".
Lightning Guidance
Delivery: Touch
Duration: Debriefing
Element(s):
Storm
Target's next melee attack does +4 "Piercing Storm" damage, after which this ability goes away.
Lightning Rifle
Delivery: Rapid Fire
Duration: Instant
Element(s):
Storm
Character may throw one packet per level with the call "18 Magic Storm" in Rapid Fire style.
Lightning Shock
Delivery: Single
Duration: Instant
Element(s):
Storm
Caster may throw one packet for "(5 x Level) Magic Stun"
Lightning Swarm
Delivery: Shotgun
Duration: Instant
Element(s):
Storm
Character may throw four packets with the call "(5x level) Magic Storm".
Luck Bolt
Delivery: Single
Duration: Instant
Element(s):
Luck
Character may throw one packet with the call "(10 x level of character) Magic Luck".
Luck Guidance
Delivery: Touch
Duration: Debriefing
Element(s):
Luck
Target's next melee attack does +4 "Piercing Luck" damage, after which this ability goes away.
*
Lucky Dodge
Delivery: Touch
Duration: Debriefing
Element(s):
Luck
The next time the Target uses a defensive skill to block a strike against him, he may expend this tag instead of his skill tag. This may not be used in conjunction with Gambler’s Luck.
Magic Invulnerability
Delivery: Touch
Duration: Debriefing
Element(s):
Doom, Earth, Fear, Flame, Grace, Growth, Ice, Law, Light, Luck, Storm, Wind
The next Magic attack against Target is nullified and the Target must call "Shield" on that attack, after which this ability goes away.
Magic Reflection
Delivery: Touch
Duration: Debriefing
Element(s):
Doom, Earth, Fear, Grace, Growth, Ice, Law, Light, Luck, Storm, Wind
The next Magic attack against Target is nullified and the Target must call "Rebound" on that attack, after which this ability goes away.
Melt Weapon
Delivery: Single
Duration: Instant
Element(s):
Flame
Caster may throw one packet for "(5 x Level) Magic Break: Weapon"
Release
Delivery: Single
Duration: Instant
Element(s):
Earth, Fear, Flame, Grace, Growth, Ice, Law, Luck, Wind
Character may throw one packet with the call "Magic Release".
*
Restore Body
Delivery: Self
Duration: Debriefing
Element(s):
Grace
The next time the Caster is dropped to Dead, they are immediately affected by a "Magic Revive 0." It will also activate if the Caster is Dying at Debriefing.
*
Shroud of Fear
Delivery: Self
Duration: Instant
Element(s):
Fear
For a 10-count period, the Caster is "Rebounds" all weapon strikes. During this time, they may not move their feet or arms, use any skills, or affect the world around them in any way other than by standing in place.
Speak with Plants
Delivery: Touch
Duration: Debriefing
Element(s):
Growth
If the affected target of this spell has the Plant type, they now understand spoken speech and can speak themselves. Note that Plants may be limited in terms of what they can perceive, which may influence what they can talk about. By commanding the Plant to "Silence," the Caster may dispel this effect. This effect lasts until debriefing.
*
Sun Stone
Delivery: Touch
Duration: Debriefing
Element(s):
Light
This spell allows you to enchant one rock, which glows as per the Light spell. If held by a worshiper of an evil god, (Rend, Veil, Nedeis, Isikil, or Mordekai) the follower takes a "Magic Drain" effect. The "Drain" effect is dispelled the moment that the rock leaves their possession.
Swift Arrow
Delivery: Self
Duration: Debriefing
Element(s):
Wind
Character is granted the ability to fire a Ranged Weapon for "Magic Wind" with an additional +(level of character) to damage once, after which this ability goes away.
Web
Delivery: Single
Duration: Debriefing
Element(s):
Doom, Earth, Fear, Flame, Grace, Growth, Ice, Law, Light, Luck, Storm, Wind
Character may throw one packet with the call "Magic Net: Body".
Weight Distortion
Delivery: Touch
Duration: Weekly
Element(s):
Doom, Earth, Grace, Ice, Law, Light, Luck
Any one item of roughly door-size or smaller may be "mass distorted". This either makes it lighter (Blue) or heavier (Green). Either way, the date and time must be marked on the object along with a clear marking of Blue or Green tape or cloth with yellow lettering "MD" on it. "Lighter" objects can be easily moved by anyone, even though they may be a very heavy rock normally. "Heavier" items require Superhuman Strength to move. The item may still be affected by a single Break effect.
Wind Bolt
Delivery: Single
Duration: Instant
Element(s):
Wind
Character may throw one packet with the call "(10 x level of character) Magic Wind".
Wind Rifle
Delivery: Rapid Fire
Duration: Instant
Element(s):
Wind
Character may throw one packet per level with the call "18 Magic Wind" in Rapid Fire style.
Wind Swarm
Delivery: Shotgun
Duration: Instant
Element(s):
Wind
Character may throw four packets with the call "(5x level) Magic Wind".
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