These are gaming effects that can be made real. So keep in
mind, if there's enough energy, the subconscious can make any effect
real. Try to keep an open mind about this. Think to create effective uses then you create effectively. Think not to create then you don't create. That is the gaming effect.
These are Wartune effects from the online game Wartunes.
The fire tornado is focus a point to create a small file to
create a spark to create a fire manifest of fire with air in
formation of a whirl airflow in the air wind. This is done by imagining
fire form and
become a whirlwind. Then, send it forth be imagining it go as thought
to the area that to intend to inflict with this creates the effort.
This can mildly form heat physically to put out the fire is to create a
point and create the water or get the water to seem, this is on the
flame as you toss the water to put out the fire before you can cause
the fire to create what is possible and what you don't want isn't
happened. The
opposite is an ice tornado. This is also formed by imagining a column
of ice pieces form and swirl. Sending it forth can make anyone freeze.
It can cause cold damage to the area.
Another type is the water tornado, or water spout, to form
and all you need is to imagine water forming from the particles and
ground. And, this is swirling like a tornado to be in the area where
you want it to effect. Think to put out the fire and the idea effects,
things are known by your spirit cleansing things and not shorting
out machinery as this is energy that is clean nothing is not corrupted.
This has possibility of forming a flood. Earth tornados
are where you imagine earth particles (imagine them as brown
particles). Imagine them swirling as though a tornado and going to
where you want to effect with it. This earth tornado is capable of
causing energy effects to be absorbed and just to keep it going. Until
it gets dispelled.
The air tornado in hit inward, is where you summon air swirls that form
on feeling the air start to swirl. This psychic tornado can cause
psychic drainage and energy to flow and almost overload the person or
they could be used to transport you as its an energy vortex. Otherwise,
when physically manifested, it can pull things into itself. To send it
forth easier and help manifest it, say 'Elemio mai ez' pronounced
[Elh-ee-mie-oh may-ihn ee-z] without the n. Doing the stating of it
while thinking of the effect. Combining the elements that are effective
with each other, will cause the elemental tornado to have like a
pelting blow or combined effect. Like a fire and earth tornado, this
will cause absorption to deal firey blows at the area and people.
Elemental tornados can be easily dispelled by sending blue
auric power at it, this is to dissolve the cords holding it all
together. The tornado will disperse into the air as it realigns with
its natural element. A chaos tornado will cause disruption and
overwhelming sensation. This is the element of disruption. Its true raw
energy of the primordial plane. This can cause chaotic influence by
just being near it. Summon it by thinking chaos comes to your calling
and thinking it is formed into a tornado formation.
Mana tornados are gaia tornados that can cause influence
by words and energy to spike and flood the area. This is using mana
which is deep blue energy that comes and does what you want. Summon it
by making thoughts of 'mana' and power comes to you. The mana is formed
into a tornado by imagining blue energy swirling and going where you
want it to go. Dispelled by imagining the tornado dispersing. This
truly is a devestating tornado that can quickly overpower nearly anyone
in the area.
The nothingness element is of darkmatter, which is void.
Summoned by making thought of 'darkmatter' and then put to use by
telling your subconscious to cause a tornado of it. Tell it by stating
or thinking with intent of 'make tornado' or imagining dark energy
swirling. Void can suck the life energy from energy itself and push
away the people around it. Unless its commanded not to. So, to cause a
voidal tornado is to make literal damage and degradation of nearly
anything as it sucks the life force in the area. The void can make
things harder to focus on. Its dispellable by willing and thinking it
gone.
Shadow strike is where you command the shadows to
use carefully or think strike, dey in my of moment for you to the
area test bombing in happens in instance instant by moment. As
you thought will happen can happen in idea or not. This can be done as you strike or when the shadow is
commanded and is near someone not to be assaulted or attacked by feel.
This is the trick most don't use on thought. The shadow strike
is done by thinking the shadow will strike as you want it to. This is where you feel the
shadows moving and doing the strike when you want it to. Basically,
imitating a strike will set off the shadow strike by you intending it
to strike as you imitate a strike.
This can leave bruises or kill or use healing by commanding the
shadows to 'kill' or heal with thought to them. Think of the target before trying.
This can effect anywhere there is a shadow. Imagine or state to create
to get some effect.
This is the state of awareness that allows for greater
effects and results from the same application of a technique. This came
from the Delphic mode in a wartunes game. This is focus of energy going
through the crown chakra to go through your body as though a flood of
energy. Peak energy makes peace that ensues itself through the body.
And, when peace is achieved, then the body is restored in energy
balance with greater potential in activity. Mix with blue auric energy
for greater results. Mix with blue auric energy for greater results.
For even greater results, take a few minutes to focus the energy.
Remember, open heart open crown chakra. To open your crown chakra,
think it to be open. This makes the crown chakra more able in doing the
deed. This can allow delphic attack mode. Which is taking in and
flooding your body with black 6th dimenensional energy.
Making this an unlimited delphic, is taking in raw
primordial chaos energy through the crown. When doing so, be warned
your mind may blank and you could not remember much till later. Other
ways of making this an unlimited delphic, is to take in and flood your
system with 6th dimensional blue, red and silver energy. Enhanced
delphic mode is to link to the earth and think of additional energy of
the planet entering in through the crown. To link to the earth, Imagine
a stick figure drawing of you and the earth. Imagine or mentally draw a
line from the earth to you. Then, your linked and if you want to be
destructive, feel all the firey emotion rise up from within and allow
your emotion to direct your body to strike allot of times.
Sending forth energy from your movement and in a wave
pattern is also possible. This is possible by making movement like a
arm slash. Then, doing the intent of releasing power toward a target.
This is thinking the energy going forth and spiking it with delphic
power to hit the target. The delphic mode enhances the energy sent in a
spiking of which is to the degree that the energy could hurt or hinder.
This is where the energy appears like a wave that goes forth and
collides with the target. Doing a sending of certain energy gives you
different results. Such as, sending the fire energy and lava energy you
collected will cause disruption of the target. Or, for the full effect,
send in a moment all the excess energy you have from going delphic.
This is thinking all your excess goes with the release toward the
target as you think 'strike'. This can cause you to go relaxed and the
target to collapse with enough energy.
Delphic Thunderfrenzy is where you cause thunder from
delphic mode power sent to the sky to cause thunder strikes to hit down
and where you think it will be striking. This is on command by thinking
a command to 'strike' and exactly where you think it will hit it will
hit.
Delphic powerstorming is where you send delphic 6th
dimensional black power into the sky and having hell rain down to
attack an area. This is where you get to cause a hellish storm as you
think delphic energy to the sky. And commanding it to storm at targets
with the thought of the targets. You get people off guard and rain down
blows with the energy going through a storming motion. It makes its
effect by your thought of what you need as an intent. So, it ends when
you want it to. Sending void energy at the sky or storm, will cause the
storming energy to rain down voidal energy that leaches energy. Sending
chaos and all the rest of the energy will cause a massive blow that
lands on people and personal targets. Dimensional energy will cause
displacement of things hit. Dimensional energy is the energy of the
dimension itself, as its reflected in actual life and looks like gray
and black streaked energy as it works.
Delphic powershot is where you think delphic power into
your weapon or projected forth as a shot. When projected forth, it is
imagined to shoot forth like a red shot. This is where you project the
delphic energy and think it hits the target which dazes them for a few
seconds. When it hits, it can leave a bruise. Or, it can leave the
target not thinking correctly. This is possible to make multiple shots,
to effect multiple targets. Just think the energy to be shot multiple
times very quickly and hitting the targets you intended to be hit.
This is the delphic hail of arrowshots. Delphic hail of
arrows is where you get multiple red shots shot through the targets of
choice.
Plasma storming is using lava and plasma energy to
create a storm that deals effective damage. This is releasing a storm
that can be powerful and then moreso because its the combination of
lava and plasma. To do this, summon plasma energy with lava energy by
thinking lava energy summons the plasma. Then think the lava and plasma
energy is in the sky. When you get the effect, you will know it. Plasma
is very powerful, so be warned this is dangerous and can make things
melted and can go off like a volcano. Use clay energy in case of abuse,
green or yellow discoloured clay to stop it. Clay energy cloys it, by
causing it to not happen with covering the effect by its energy.
Freeze arrow is to use ice energy from a high air icy area. Then, focus that energy by thinking its focused into an icy air attack. That energy will freeze the target and slow the target down. This is thought hit to the target and it goes right through them. This can hit multiple targets.
Agoran shield is the formation of air that surrounds
you and this swirls at high speed. This makes a shield of protection
that deflects damage for however long you can keep it. This is usually
a 10 second shield. Imagine air swirling and surrounding you to protect
yourself. Then tell your subconscious to cause the effect to stay
there. State it out loud or think it with intent, 'Make the shield
stay'. Think that it will be there till you don't want it there.
Apollo shield is the creator's shield that protects
everyone for as long as you want. This is formed by asking the creator
to protect everyone with a creator shield you want protected. This
shield wards away 1/5 or more of the damage that would normally be
taken. Locking this shield takes allot of focus and skill that the
subconscious uses to cause it. Stating or thinking "Lock shield" as you
intend the Apollo shield to be there will cause the subconscious to
make it stay and be there.
Healing is where you pass energy through yourself from your divine self. This is through the crown chakra. The linking of your hands and thoughts of passing energy to yourself is also needed to cause full healing. Putting both hands on someone on the back or where the hurt is. Then, thinking and feeling energy pass through one hand through the others body to your other hand will restore them a bit.
This is taking from the game diablo III and making the
effects become real. If you have enough energy, then they will
manifest. The subconscious is the key to the techniques as it makes it
manifest.
Fists of Thunder: This is the effect of holding bunched up
energy by thinking the energy is bunched up in your fist and striking
quickly and allot with the fists.
Deadly Reach: This is projecting forth lines of pure energy from
your body. And, telling the energy by thought to kill what it touches.
To project it, think the energy goes forth as you feel the energy flow
from you and to tell it, think the thoughts you want it to do at the
energy.
Way of the Hundred Fists: This is similar to Fists of thunder, except you strike with the fist over 20 times.
Tempest Rush: This is where you rush forth as you think to your
auratic field 'Slow and cripple whom I strike'. Run into and through
people to bowl them over as you do.
Wave of Light: This is where you form a light wave by focusing
your mind on divine energy. Think it released in the form of a light
wave from divine energy in the form of divine punishment. The wave of
crippling light will deal serious damage to whomever you want effected
by it.
Blinding Flash: This is where you build up light energy by
thinking it builds up and think it or feel it release to blind the
target for a small amount of time.
Breath of Heaven: This is using your divine energy to
cause a healing restore in people that you want healed by your divine
energy.
Serenity: This is thinking of the divine energy
encompassing you and entering you. This causes you to feel seren and
repels damages.
Inner Sanctuary: This is imagining a circle of white light
that surrounds you and puts off intrusions and wards off dangers.
Exploding Palm: This is the open hand strike with energy.
You strike with the palm at the person and think or feel energy going
to the palm area. Then to add the exploding effect, think 'explode' at
the target.
Sweeping Wind: This is imagining and feeling wind form as
a fast paced circling cyclone arond the body and effecting the area
including people.
Cyclone Strike: This is thinking divine energy form as a
circling wind cyclone and instructing it to strike and pull people
nearer you.
Mystic Ally: This is thinking to an upper dimension to
'help' and it draws them near this place to effect things on your whim.
Fleet Footed: This is making use of energy and gathering
it from activity thats happening somewhere. The more energy you gather,
the more speed you have, when you focus it near the bottom of the feet.
The way to gather it, is to think of a hand that you feel gathers in
energy and from the area.
Exalted Soul: This is where you think wormholes draw in
energy to your soul from the planet and cause you to be exalted and
more energized. To imagine wormholes, think of a black hole that
appears and draws the energy from the planet lava itself.
Transcendence: Every time you do things, spirit energy
heals you of your problems. This is imagining a wormhole open up to a
higher spirit dimension and come to you.
Sixth Sense: This is opening your 3rd eye by thinking it
opens and then commanding it to sense things out. Also, telling it to
dodge attacks makes you untouched. Tell it by thinking of what you want
it to do.
Guiding Light: This is amping your ability to do things as
you heal by divine light. Think divine energy to heal you or a target.
Then, this make you more potent in ability.
One With Everything: This is the ability to be one with
everything. This is where you open your mind and think your one with
everything as you spread out your conciousness and start percieving
things from the evironment.
Near Death Experience: This is basic necromancy, where you
summon divine energy and tell it by thinking to it, to 'bring me alive
after death.' Then, you will either die now or later and be alive after
as though it were a miracle.
Poison Dart: This effect is where you imagine a dart
made of energy appear between your thumb and finger and think it is
poisonous as you feel radiation pour into it. Then toss it at a target.
Corpse Spiders: This is where you go and think of highly
poisonous spiders appearing in the area that you want to target. Then,
you think at the spiders to attack the victims. These spiders use the
body they attack as food.
Plague of Toads: This is where you imagine poison toads made of energy appear and attack anyone you want attacked.
Firebomb: This is where you feel your inner fire and pump
it with energy by thinking energy goes to fuel it. Then, form a firey
sphere thats made of your inner fire and heat by imagining it form in
the hand and toss it to go where you want effected.
Grasp of the Dead: Imagine the hands of the dead reaching
up and pulling the victim down. This brings them to hell or astral.
Firebats: This is where great energy bats made of fire
come into existence and attack the victim. The way to do it is stoke
your inner fire and reach in and pull it out to form by imagination,
firebats. Tell them to attack someone and they will.
Haunt: This is where you call a ghost name that you know
of to 'haunt' an area. Once the name is called 3 times,tell it by
thinking to it to 'haunt the area'. Then, offer it some energy to do so
from yourself.
Locust Swarm: This is where you imagine locusts appear in
energy form to swarm the area and the subconscious manifests them. When
it works, you will feel a colder area.
Summon Zombie Dogs: These are energy dogs that bite and
form zombies. They deal a decent amount of damage too. Just call them
into existence by thinking them there. Once there, wherever you are,
you will know to tell them by thinking of them and thinking thoughts to
them. Tell them to attack the victims you want hurt.
Horrify: This is where you start thinking horrifying
thoughts and projecting them at the target through energy. Feel energy
form by thinking there is a energy ball that is made of those
horrifying thoughts and think it hit the victim.
Spirit Walk: Leave your body and spirit walk for as long
as you like. Think you are elswhere and in spirit form. And, you walked
there by thoughts and projection. The images from there, which is
anywhere you want to be, will come to you if you are perceptive.
Hex: Form an effect by making a sigil. This is to make a
symbol that you think will make effects. You trace it with the hand or
fingers. And, the effect will manifest like a freehand hex.
Soul Harvest: This is where you feed off of peoples souls
and en masse. This is done by thinking of their souls as energy and
then drawing it into yourself, thinking it into yourself. Feed only on
thier excess.
Sacrifice: This is where you go and sacrifice something to
get results. This sacrifice can be to not do something or need
something and then you get something in return. Also, you can make your
zombie dogs disappear and explode by not needing them and thinking they
disperse back to energy and explode while they do so.
Mass Confusion: The effect is simple, think everyone
nearby is confused and not coherant. Then, state, 'done' and they
become like that.
Zombie Charger: Summon a suicidal zombie that forms from
energy to hurt others and make them confused. This is thinking that a
suicidal zombie appears from nothing energy. And, then tell it to do
his deed of causing pain and suiciding.
Spirit Barrage: This is where you think energy to bombard
the target, that forms from nothing and bombards till you decide to
stop it.
Acid Cloud: This is where you think and feel the air turn
acidic and cloudy, Then, think the acid cloud to go where you want it
to go.
Wall of Zombies: Imagine zombies erupt from the ground and
they are made of energy. They block those you want blocked till you
desire them not to. To dispell them, think the zombie wall gone.
Circle of Life: This is where you form a energy circle
that restores people. The circle is formed by imagining the silver blue
or white blue circle appear around you. Think it to radiate outward and
cause healing on those you want healed.
Jungle Fortitude: This is static energy that is used to
reduce the amout of damage taken. Produce it by running your finger
through your hair. Then, direct it by thinking it where you want, in
the body.
Spiritual Attunement: The spirit is attuned to the element
at hand and you get less bad effect from your interaction with it. The
energy is atuned by standing still and thinking yourself to be attuned.
Feel the element and make it your own.
Bad Medicine: This is making thoughts of poison as you
feel radiation collecting in an area to make the poison worse. Think
the poison to the target and think the radiation in after. Saying
'done' will make it so and weaken the opponent.
Blood Ritual: This is pricking the finger or other part of
the body and needing something to occur, stating 'done' or the effect
you wanted done after you put the blood on a candle. This is very
potent.
Zombie Handler: This is the idea of handling more zombies
that normal. Get energy summoned by thinking it to you. This is used to
make more zombies and makes you handle them and others. To summon one,
think it is formed by the energy and then made to be used by thinking
it is controlling them and others.
Pierce the Veil: This is where a veil of energy is made by
thinking of a energy wall that streches a certain amount of feet and is
high enough for you. With its presence, all magic is amped and all
damage is increased by so much. To remove it, think the made veil to be
gone.
Fetish Sycophants: This is the best amping spell to use,
summon energy of fire by thinking lava sends energy to you and all your
spells are improved.
Rush of Essence: This is commanding energy to 'speed up recovery' by thinking to it to do that.
Vision Quest: This is where you calm your mind and sit or
lay in a comfortable position. Then send your mind to the place you
want to be. And imagine what happens there. The subconscious supplies
the vision.
Fierce Loyalty: This is where you get fierce loyalty by
using magic and doing actions that inspire people. Use thought and word
effects by thinking of what you want to do and then stating something.
Then do actions that are worth peoples attention.
Grave Injustice: This is the idea of using corpses energy
and amplifying your own. Basically, think of what you want and make a
symbol that you want to effect it with a 'done' being stated.
Tribal Rites: This is where you get to do tribe rites.
This is beating a drum and stating an intent with syllables repeated
over and over.
Magic Missile: This is forming a missile of energy that
strikes at a target to disable or put off balance. This is imagining a
red or yellow fire ball forming that compresses itself to the point of
a pinhead and is sent forth to strike the target. Feel the energy form
the ball and compress itself. To send it toss your hand forward.
Shock Pulse: This is to form pulses of electrical energy
that flow in a direction. This is feeling energy form as you imagine
energy flow along the grround towards your targets.
Magic action: This can create any effect you need to
happen, as long as the energy is there. This is done by thinking of
what you want. Then, feel your need for it and state 'done' or any
action word you want that describes your need. Give it at least a
second and at most a week to a month to fully manifest, unless you
thought of a date that it will happen to effect.
Spectral Blade: This is imagining a blade of energy form in your hand and then you use it any way you wish to.
Electrocute: This is to make lightning or compressed
blue fire flow from your fingertips towards the target/s. This is to
feel energy build up in you and imagine lightning form from the
fingertips in a release of the energy. This can kill if you made enough
built up energy.
Ray of Frost : This is to imagine cold white blue energy
pulse forth in a beam from the palm of the hand. This freezes a
target for a few seconds.
Arcane Orb: This is to imagine white energy form as a
sphere and strikes forth to hit a target. This spere should be fast so
it should be small.
Arcane Torrent: This is imagining allot of red or yellow
small energy balls form. Then, telling them by thinking at them to
strike forth to hit the targets.
Disintegrate: This is imagining the target turn to dust.
Feeling the energy flow forth and stating 'done' or 'disintegrate'.
Frost Nova: This is to form by feeling and imagination,
the ring of frost energy that expands till dismissed. This is feeling
cold energy as you imagine cold white blue energy form as a ring around
you. Then, expanding that ring in a bursting effect.
Diamond Skin: This is to imagine and feel your skin become
like diamonds and then you aren't effected as much by external things.
Slow Time: This is to imagine the hands of a clock slow
down in their movement. To speed time up again, imagine the hands of
time on a clock speed up to normal.
Teleport: This is thinking of ether as a gray energy that
forms as a gate in the air near you. Think of where you want to go.
Then, imagine yourself appearing in the space you want to appear in as
you walk through it.
Wave of Force: This is spreading out a wave of energy that
causes a target to back away. This is imagining clear energy that is
felt to go forth as a wave toward the targets.
Energy Twister: This is imaginging red and blue energy
form into a cyclone that moves at your will. Dispelled by thinking it
disperses.
Hydra: Imagine a 5 headed hydra appear near the target/s
and firing energy at them. Disperse it by letting what they did to you
go.
Meteor: This is imagining an energy meteor come down from
the sky and strike the ground in a great explosion of energy.
Blizzard: This is imagining the blizzard form and strike
an area. Let the blizzard that forms within the month disperse by
itself.
Ice Armor: This is forming icy armour on you. Basically,
imagine blue white energy thats cold form around you and materialize as
ice armour.
Storm Armor: This is feeling and imagining silver blue
electrical energy form in your aura and shock the people near you.
Magic Weapon: This is making any weapon you hold into a
magic one. This is by thinking of what you want the weapon properties
to be and touching the weapon. Then, think 'lock' at it. To change it,
think 'unlock' at it and think of the properties such as fire damage,
ice damage and ect.. Then, think 'lock' at it again. To erase it, think
'unlock' at it and then think 'erase' at it.
Familiar: This is simple, just think of an animal you
would want as a familiar and give it a name in your mind. Then, think
of it being near you as you call its name three times.
Energy Armor: Think of boosting your energy by thinking
energy comes to you. Then, imagine that energy form as a colored armour
around you. Air energy is clear white, fire energy is red, water energy
is blue, earth energy is green or brown. Mix the colors as you want.
Explosive Blast: Gather red and golden energy around you
by imagining the energy form as a red and gold sheen. Then, imagine it
explode around you outward. This is having it hit any target that you
want to hit.
Mirror Image: This is imagining two or more of you appear
near you and as you move. To dispel it, imagine them disappearing.
Archon: This is imagining golden energy stream into you
till you feel a change and more poweful. Imagine a sixth finger appear
on your hands, another thumb. This makes your abilities into super
abilities and you into an archon.
Blur: This is done to blur yourself and give
you a cloak of energy. The blur is done by thinking energy comes to you
and blurs your form as it wraps around you like a cloak. The
cloak is the energy itself.
Evocation: This is done by stating the effect or a 'done' after thinking on what you want to happen.
Glass Cannon: This is actively using the glass
particles as a source of energy to get results. The use of glass is
interesting as it makes you less resistant to elements. But it
increases damages you can deal out. The use of glass particles is done
by thinking of glass and then attempting an effect. This can be any
spell.
Prodigy: This is done by inducing yourself by
energy into a state of mind where you get any result easily. The effect
is done by thinking energy comes into yourself and induces the prodigy
state of mind.
Astral Presence: This makes astral planar
energy come into your aura and increases the potency of the spells you
do. To do this, imagine a blue dent appear in the air and then think to
it to pull in astral energy. This induces an increase in regeneration
of your body and others effected by it.
Illusionist: This is the effect of making an
illusion from believing the thing to be there. Feel energy come to you
and think the thing you want to appear there to being there where you
want.
Cold Blooded: This is the effect of using cold
energy projected by an emerald. The emerald can be anywhere on your
body. The effect is done by focusing cold energy to your aura and
having it effect people when your near them.
Conflagration: This is using fire energy,
focused by a ruby. The fire energy is amplified by your personal
energy. Then, any physical thing done is with more energy and any
effect done has a firey effect. To use the ruby, have it on you and
touched at least once. Then, think fire energy go through the ruby to
your aura.
Paralysis: This is energy thats increased by
energy that comes from the surroundings. This energy is thought to goto
your aura. Then, applied by sending your energy to the targets brain
stem. This can induce paralysis and makes lightning damage dealt to the
target.
Galvanizing Ward: This is where you get an
influx of energy by thinking it to you. And drawing a symbol that is
with a circle around it that you think will empower you. This is a ward
and is empowered in the air. This sigil is thought to be a galvanizing
ward. This sigil that is a symbol is empowering you and all your
effects.
Temporal Flux: This is where you use silver
energy of time itself. This is done by needing the time around your
target/s to be slower and you to be faster. Doing imagination of silver
energy flooding the area. To remove the effect, imagine the silver
energy dissipate.
Critical Mass: This effect induces your
ability to hit critically anywhere on the body. The effect is done by
by summoning energy and this is by thinking it to you. Then telling the
energy to 'cause you to do critical hits'.
Arcane Dynamo: This is done by thinking of
silver blue energy coming to your aura. It improves drastically any
spell you attempt.
Unstable Anomaly: This is when you summon
energy to form an unstable anomaly. This energy causes people to be
pushed back by an invisible force as it slows them down until the
anomaly dissipates. To summon the energy, think the silver red or
silver black energy comes to you and heals you and goes out in a
shockwave effect. The energy absorbs your bad energy and makes it used
when you think to it, 'push back and slowdown' as you imagine it going
out as a shockwave.
When using demon hunter effects, think of the hate you have of something the target did. Then, use discipline to hone the effect by attempting the idea till its as good as it gets. Too much hate can lead to unbalanced actions, so use some love of actions to counterbalance.
Hungering Arrow: Imagine an arrow of blue energy
that you tell to seek out targets. Then fire it at the target with an
imaginary bow.
Entangling Shot: This is imagining a shadow arrow or
an arrow made of shadow energy. Then firing it with a imagined bowshot
at the target.
Bola Shot: Imagine a shot of a firey bola that
shoots out and wraps itself around the target. A bola is a weapon
consisting of balls connected by strong cord, which when thrown or shot
entangles the limbs of the quarry.
Grenades: Imagine a grenade made up of white fire
energy and you pulling the pin and tossing it at the target. Only you
tell it by thoughts at it when to explode.
Impale: Imagine a stake or dagger that is made of fire energy. Then, think it impales your target.
Rapid Fire: This is rapidly forming arrow shots and
firing them. Summon some energy to you by thinking it to you. Then,
start firing them quicker.
Chakram: Imagine a chakran made of fire and has a
razor sharp edge that you throw forth directed at the the target. This
is a flat steel ring with a sharpened outer edge used as a thrown
weapon (thrown like a frisbee).
Elemental Arrow: Shoot a fire arrow that impales the
target. This is an arrow that is made of fire and you shoot forth with
an imaginary bow.
Caltrops: Imagine caltrops made of energy that you
'place' somewhere and foul up someones movement. A caltrop is a spiked
metal ball thrown on the ground to impede movement.
Smoke Screen: This is using an imaginary smoke bomb
thats made up of energy. And tossing it in the right area.
Shadow Power: Draw the shadow power of which is of
the 1st dimension. Think of shadows and the 1st dimension and then try
to do any activity or spell.
Companion: This is thinking of a raven and thinking
your connected to it and thinking it comes to you. Then, you can see
through its eyes and direct its movement by thoughts and feelings. To
unconnect, think your unconnected to it.
Marked for Death: This is using a mark of a skull
thats imagined to be on the target as you trace the crossbones and
skull in the air. It marks them for death.
Evasive Fire: This is drawing in dark red fire by
imagining it formed as arrows. And, firing them off at a target. If
close range, closer that 15', then you imagine a backflip and seem to
evade.
Fan of Knives: This is using red energy knives and imagining them formed and thrown out in a spiral from you.
Spike Trap: This is an imagined spike trap of red
and blue fire energy that arms after 1.2 seconds and goes off on anyone
whom gets near it.
Sentry: This is dropping an energy turret on the
ground and then thinking 'fire' at it to cause it to fire off at nearly
anyone whom is in reach of its fire arrows. Except yourself.
Deadly weapon: This is where you imagine a sword,
war hammer, axe, dagger or any other weapon formed by thinking its
there. This is where you want it. This weapon is made of fire energy
and can be any fire color. Use it like a normal weapon. The fire
types are red for hot fire. Blue for absorbing fire that deals decent
damage with little heat and is fueled by mana or life force. Yellow for
the hottest fire that is possible. White fire for holy fire that is
fueled by faith and deals more fire damage than normal red fire. Golden
fire is for extremely hot effects with more fire damage and its life
enhancing to the summoner of it. Golden fire improves the summoner's
life. Dark blue for dark mana fire that causes disturbance and firey
effect by mana or life force. Dark red fire is impulse fire that makes
fire effect and impulses happen. Black fire for voidal flame that eats
a person or thing targeted from within. Mix the colors as you need to.
As in, a dark red middle part and yellow edge or something similar like
black fire middle part or handle and yellow hammer head with black
edges.
Strafe: Shoot energy arrows at any random target near you that you think deserves it.
Multishot: Fire a massive volley of formed fire
arrows that go through the target, disrupting them temporarily.
Cluster Arrow: Imagine a cluster arrow formed from fire and is fired off at targets.
Rain of Vengeance: Fire a massive volley of green
fire arrows around you. Arrows fall from the sky dealing fire damage
for 5 seconds to all enermies in the area.
Tactical Advantage: This is the taking advantage of
the situation and drawing in blue green energy to your self. Then,
using the situation to gain a tactical edge as you speed up 60%.
Thrill of the Hunt: As you attack, project forth
your feelings towards the target. And, this immobilizes them for a few
seconds.
Vengeance: This is thinking of whatever ill the
person did to you and thus strengthening your resolve and devotion for
revenge.
Steady Aim: This is where you think of 'steady aim'
and 'increase damage' as you fire off firey arrows at the targets.
Night Stalker: This is when you think of a night stlker and think 'inter ability' and use it to attack with.
Brooding: This is where you think of whatever
happened to you and why. Then, feeling better about it as you take
actions against the foe.
Hot Pursuit: When in the midst of pursuit, there is
chance of increasing your movement speed. This is done with drawing in
energy and having it increase your movement.
Numbing Traps: This is using the blue green fire
energy that is thought to come to your aura. And, making traps of any
sort that are made of this blue green fire energy. Place them at your
need.
Perfectionist: This is where you think 'perfection
makes things perfect.' And, using that thought, you perfect whatever
you work on.
Custom Engineering: This is using personal knowledge
that is of engineering. This knowledge is used for creating better
traps and weapons and improve any machine energetically.
Grenadier: This is using blue green and red energy for your energy effects that effect others near you.
Sharpshooter: This is the effect of thinking 'I am a
sharpshooter' and firing off shots for critical hits. This also induces
long range sniping with accuracy.
Ballistics: This is where you fire off rockets made
of dark blue and red fire energy that explode on impact. Imagine them
form and hitting the target.
This is very simple in theory.. all you need to do is think its possible. This is to create the open mindedness needed. Then, think of the effect and state the phrase associated with the spell in UO. This can also be the saying of a word that describes what you want to do. As in, 'Done' or 'Mai Fx'. Mai is pronounced [May-Ihn] without the n. Whatever phrase you catch, you can use in this manner. Using a wand like motion with a stick of wood or wand and then stating the phrase like 'an corp' will cause the effect as well. This can even be your finger, thats the wand. No reagents needed, unless you wanna try to make some for use. This uses the subconscious mind to do the effect, by thinking about the effect you alert the subconscious and thinking or stating the activator word (which is the spell phrase) will cause the subconscious to do a recreation to the effect. There's no Mana Cost or Minimum Skill.
Use Mai or Done with the Spell name to cast these. The spell
name is what they do and this is obviously done to a target that you
think of at the time of casting.
Teachings of Zerthimon from the Unbroken Circle of Zerthimon make the planescape torment spells possible. There are two different styles, priest spells and mage spells. They use hellish energy that creates the effects that you want to create. List gotten from http://torment.wikia.com/wiki/Spells_in_Planescape:Torment and http://www.gamefaqs.com/pc/187975-planescape-torment/faqs/22494 with permission.
Mage effects.. one can do them at any level. Use a summoning intent word to summon the mage effect that is the spell name after the intent word. This can be spoken under the breath, if you want to hide the effect. This intent is a thought and felt need thats expressed in some way or thought. The intent word is possibly 'mai', pronounced [May-ihn] without the n. Or, Any word that you want to use to trigger the effect you speak of after. The effect spoken again is the spell name.
Priest spells are gained automatically by asking the creator for them. You can ask the creator by thinking of the creator or thinking 'creator' and stating or thinking your request to him. Mainly, think or say 'Give [target] the spell effect I need to happen.' Or, 'Give [target] the Cure light wounds effect', for the cure light wounds spell. He just does things and when you want him to.
The sacrifice spells are linked to Gods
and when you call upon the God by using the God name and state the
spell name, you get that effect. The Gods are Persephone, James,
Stratos, Pyro and Charnel. These spells are amplified and enhanced by
mana that is blue raw life energy.
Manahoar All Gods Manahoars
are creatures that were designed by the gods to assist their faithful
wizards with portable sources of mana. Realizing that wizards could not
tap mana easily when far away from a source of mana, Manahoars were the
instant solution. They are short, rotund beings with stubby legs and
large, flapping ears. Their most distinctive characteristic (besides
the fact that they have no arms) is a crystal dome embedded deep into
their craniums. This dome maintains a psychic link with the Source
created by their owners. By remotely sucking up the mana through this
link into their bodies, they are able to channel it outwards through
the cranial dome to a recipient. Thus, mana is supplied to wizards at
just about any location imaginable.
Druid Persephone In
time of peace, Druids in the game world perform many sacred roles in
Fyllid society, from the tending of sacred groves to the keeping of
lore. In time of war, they form the heart of Our fighting force. Druids
wield no weapons other than their fists and staffs, but can use words
of protection to create a shield around themselves, protecting them
from harm.
Ranger Persephone
Recruited from among the Fyllid, the Ranger holds sway over the darker
heart of the forest. Using a bow skillfully crafted from the precious
trees of the Daven Forest and energy, each Ranger strives to attain
perfection as a hunter and as a warrior, for they have taken as their
creed the most martial aspects of Our teaching, and do not shrink from
the tireless pursuit of personal greatness.
Of their arts, none is more unique than their mastery of
tracking. At your direction, a Ranger will scry the location of the
nearest enemy. Using a group of Rangers, you will find you can uncover
the hiding places of all your rivals.
Shrike Persephone
Among Our creatures, the most pure are the simple songbirds. The
Shrike, 'tis true, is one of these, but its gift is neither so simple
nor so harmless as would be expected of such a creature: The minions of
darkness cannot bear the purity of the Shrike's song, which wounds them
as surely as a Ranger's arrow. The druids, in seeing their fragile
nature, have taught them the Lifeshield ability, which they can use to
protect themselves from ranged damage.
Scarab Persephone In the
depths of the forest are a great many creatures no outsider has ever
seen. A few of these, such as the Scarab, are called forth when the
need for them is great. Something like a spider but far larger, the
mystical Scarab spins a web, but hers is not a web for catching prey,
but a web of healing. Treat her well and she will serve you well.
Troll Persephone
Feared for their destructive might and regenerative abilities--which
render them nearly impervious to harm and less capable of understanding
the pain others feel--Trolls can be both fearsome and savage. Indeed,
of old, many of Our other followers warred against the Trolls and
suffered from their raids. But one day, Athelas the Druid besought Us
to grant them the gift of speech and thereafter taught them of Our name
and instructed them in Our worship. Thus did the Trolls come to live in
harmony with all the Faithful and become for us the bulwark of Our
armies.
Gnome Persephone It
is clear to you, no doubt, that We seek out righteous souls from other
worlds to serve us as Mystics. It is even so that you have been taken
into Our presence. Long ago, We brought an entire race--the
Gnomes--from another world. Such a thing is not often to be done, for
the balances of nature must be respected, and even now there are times
the crafty tinkers do test the limits of Our infinite mercy. Yet they
are dear to Us, though not born of Us, and serve well in Our armies.
They wield mighty Hand Cannons of their own invention, which, though
slow firing, are very powerful, and make these otherwise timid
creatures quite effective at defending Our justice.
Gremlin Persephone In the
first age, all of Our followers were simple creatures. Some of the
Fyllid from that age now serve Us as Druids and Rangers, and We would
enhance the abilities and intellect of a great many other creatures.
The first intelligent race We bore were the Gremlins. They were raised
up to serve Us as messengers, and as not all come willingly when called
to Our judgment, the Gremlins have learned to ensnare and draw to them
those who resist Our summons. They are not schooled in the ways of war,
but you may find their talents useful for dividing Our foes or holding
them in check.
Mutant Persephone As
Great Mother, We accept even the most bedraggled and undeserving under
Our wing, teaching them to find the greatness within themselves. In the
Mutants you shall doubtless find the most clear example of this
principle. These are truly wretched creatures, beset by a grievous
malady, by which their own bodies seem to war with themselves. Although
this ill seems their greatest weakness, We have turned it to their
advantage. Under Our care, they have learned to endure the pain of this
loathsome affliction and rend from within their bodies the sprouting
polyps in which its agents are concentrated. The diseased and hideous
polyps may then be used as devastating projectile weapons which the
Mutants throw across great distances, striking fear in the hearts of
those who might otherwise abuse these miserable creatures.
Ent Persephone Few
creatures can stand up to an Ent toe to toe... or, well, toe to root,
and that's not counting his ability to shield himself and those around
him.
Dragon Persephone
Dragon is one of the most powerful species. Like all high level
creatures, it is a Titan, and like all Titans, it shares resistances,
can use a lot of mana, weilding the energy with accuracy. For a Titan
it has an average speed and above-average health, damage and attack
speed, being the only melee attacking Titan.
Trogg James It is
common knowledge that the Troggs are simple, cave-dwelling folk. It is
also common knowledge that they don’t talk much and aren’t skilled at
much but thumping other folks upside the head. This is one of them
cases when common knowledge ain’t all it’s cracked up to be. It is true
that the Troggs live underground and true that they ain’t much enamored
of the common tongue, sticking when they can to their own babble. That
means other folks don’t know what they say. That don’t mean they’ve got
nothing smart to say. Below the earth, they build the most amazing
altars and idols and such. They perform elaborate rituals which must
account for their near immunity to spells. Let other folks think it’s
cause they’re too dumb to know they oughta be hurt. You’ll know better.
And so will they.
Earthfling James In
the Elder Days, the Earthflings arose from the spirit of the soil.
Rocky, grainy, sandy, soft. A little bit of everything went into these
fellows, and they’ve haven’t forgotten it. As the Earthflings say,
"You’ve gotta know where you come from to know where you’re going." So
they can draw soil up from the ground they’re standing on and send it
a-flying outta their mouths, but that ain’t all. They can change their
whole bodies into one big rock what’s nigh invulnerable. That’s staying
in touch with your roots, that is.
Gargoyle James If
you’ve ever heard a real good sculptor speak, he’ll tell you the
statue’s already in the stone. All he’s gotta do is chop away the parts
that aren’t it. That’s pretty much how it is with Gargoyles. Sometimes,
a rock don’t care that it’s made o’ stone: it’s just gotta fly. Well,
as I said before, I’m not one to judge a body’s dream. More power to
‘em I say. But it’s hard work for a rock to learn to fly, so if you
meet one, don’t be surprise if it’s a bit of a crusty curmudgeon, if
you take my meaning. And once they’ve learned to go flitting about
regular like, they want to stay airborne as much as possible. So even
though they’ve got some mean-looking teeth, don’t expect them to go
biting anybody. No, they prefer to stay aloft and spray down a shower
of stones. Whatever works, I say.
Basilisk James
The fearsome legends you prolly heard about Basilisks are greatly
exaggerated. They are creatures of middling size and no great physical
attributes or mental acuities. But you can’t blame folks for not
checking ‘em over too closely, cause it is true that they can turn a
body to stone with a single gaze. The transformation is only temporary,
mind you, but that don’t bother the Basilisk. He can always do it again.
Taurock James Some
folks will tell you that the Taurock is a big bull (or bear) of a
creature what’s covered its hide with rocks. Others’ll say it’s a pile
of rocks that’ve learned to run about. Hardly matters which is the
truth, does it? The fact is the ole four-legger is tough as a rock and
strong as a bear (or bull). Just try getting in one’s way if you want
to see what I mean.
Flummox James
Flummox, of course, is just what we call a battle-trained lummox here
in the Glebe. I mean, I seen the usefulness of the mountain lummox,
same as Stratos and Pyro, but here’s the difference: I didn’t see no
need to get all fancy like they done. No, I let mine stick to flinging
rocks. It don’t sound like much, but I think it’s often best just to
let folks stick with what comes natural to ‘em. Believe me, they’re a
lot happier than their counterparts in Pyroborea and Empyrea.
Ikarus James You’ve
heard me say that I like the world the way it is. That don’t mean I got
a problem with folks what got the spirit of invention. Good ole honest
ingenuity is something to be used, if it’s what comes natural to you.
Just ask the inventor of the Ikarus. He took some fellows, strapped
wings on their arms and taught them to fly.
Nowadays we got a whole society of fellows with homemade wings. They
gotta carry lots of glue on ‘em, in case them flappers start coming
apart, so they’ve gotten good at dropping this glue on enemies and
mucking up their movement. But when it gets down to a brawl, it ain’t
about tricks up their wings. They like to get right in there with the
fisticuffs, where they put their upper body strength to good use. Yep,
folks used to laugh about my flying men. Not no more. Not one bit.
Boulderdash James In
the badlands, prey is scarce, but rocks aren’t too hard to come by. The
Boulderdash is one badlands predator what’s learned to make the most of
its surroundings. As you might expect, it can shoot out these rocks,
and the things hit hard enough to kill lots of critters outright.
Smack! Just like that. But that ain’t all. A Boulderdash shoots out
three rocks at a time in a narrow spread. Yeah, they’ve even got a
little saying about it: "Two birds with one stone is good fortune, but
three stones with one shot is good tactics." Not exactly poetry, but it
gets the point across. Same goes for the Boulderdash.
Jabberrocky James Not
only does the Jabberocky stomp its opponents, it can stomp on the
ground and cause a little earthquake.
Rhinok James As all
Titans, Rhinok is the most you can get from James, and is the most
powerful in James' army. It has the high resistances like all high
level creatures, albeit it has the highest health among them.
Frostwolf Stratos In the
first days, the Frostwolves were slaves to Persephone’s "circles of
life." They were simple predators, swift of foot and sharp of fang,
traveling in small packs. Always in a desperate search for sustenance.
Always in fear of the great mountain Yeti. Helplessly subject to the
cruel vicissitudes of ecological cycles. Had it been up to the Goddess,
they would never have arisen from this pitiful state of barbarity, but
I intervened. I taught them to use their minds and free themselves of
primitive superstitions. Their unmatched swiftness is still their
greatest asset, but—having learned the fashioning and wielding of
energy knives—they are quite deadly as well.
Sylph Stratos There
have always been tales of the elusive mountain nymphs—mystical
creatures of immense beauty, finding comfort in the solitude of the
high peaks of Empyrea. Many are the men who have died atop the frozen
heights when seeking to catch a Sylph for a bride. As you would expect,
there is some truth behind the tales that inspire such folly, but the
secret of the Sylph is not where she hides, it is how she hides. For
you see, a Sylph can remain unseen in plain sight so long as she does
nothing to harm you. In battle, they are invaluable, appearing suddenly
to loose a flight of arrows and then fading once more into the mist.
Brainiac Stratos When
unencumbered by the artificial constraints of the body, the power of
the mind is an amazing thing. Though the Brainiac does (technically
speaking) possess a body, it is of far less substance (if you will)
than his mind. Using his modest wings to keep him aloft and out of the
fray, a Brainiac focuses his mental energies against an opponent in an
irresistible psychic attack. In addition to traumatizing the subject so
thoroughly that it physically suffers all the damage it imagines, this
attack will often briefly debilitate the subject, causing it to fall to
the ground helpless. Sheer genius.
Vortick Stratos Not
all of my creations possess great intelligence. However, this is not a
problem because one of the (many) qualities of my genius is the insight
to make the most of what natural abilities a creature does have. For
the longest time, the simple-minded "tick" was a hapless herbivore
which rapidly sucked air through a series of chambers in its carapace
to make a frightful din and scare predators away. Typical Persephone
rot.
Calling it a "Vortick," I modified its thoraxial carapace to
channel the air into a swirling vortex—much more powerful and minus the
unpleasant sounds. (Allow me to digress briefly, for I believe you are
wondering if this "vortex" has influenced the name of the vortick. An
excellent deduction. I would have expected no less of you.) The vortex
casts its victims into the air and subverts any attempts they might
make to attack.
Squall Stratos I was
so pleased by the unmitigated success of the Vortick, I began immediate
work on the high mountain birds of prey called "squawks." (That’s what
the frostwulves called them, at any rate.) Again, rather than all that
unpleasant sonic drivel, I re-fashioned its body to project an
immensely powerful (gale force) blast of air. Initial experiments were
disastrous, I do not mind telling you, until I removed their wings.
Anchored on the ground, they were much, much more effective, knocking
their subjects back instead of themselves. And thus the Squall was born.
Storm Giant Stratos
In the elder days, before the hegemony of the five gods, great titans
ruled the world. We obviously exterminated the great majority of them.
It’s very difficult to get the undivided worship of a group of
villagers when the Fire Giant up the road demands offerings in exchange
for not burning the village down.
Of these titans, only the Storm Giants survive in any great numbers.
Ever the diplomat, I was able to come to an accommodation with their
leader, Lord Surtur, and to this day they wear these very handsome
masks in tribute to me. In addition to being big and strong, they are
especially useful to an Elementalist.
Seraph Stratos
Persephone does not talk about this (because it shames her and she’s
got an unhealthy preoccupation with meaningless concepts such as
honor), but those gremlins she uses as messengers are not really the
complete species that she represents them as. You see, during the War
of Purification (as the druid scholars call it—War of Persephone’s
Tantrum might be more accurate), not all of her creatures bought into
the whole "wisdom and justice of our crusade" blather she was trying to
pawn off on them. A great number of her messengers used their embassies
to other lands as an opportunity to defect. These are ancestors of the
Seraphim who serve me now. Like their gremlin counterparts, they fly
and are able to ensnare a single victim, pulling it toward them.
Flurry Stratos It’s a
cruel world out there. Rarely does one see creatures of different
species in close cooperation. (I am not talking about those graft jobs
Pyro does, either.) But it is a beautiful thing when it happens. What
we call a Flurry is actually two creatures: an apprentice elementalist
riding atop a cerulean lummox.
The lummox, of course, is a lumbering but docile mountain
creature whose only defense is tossing things with its adept prehensile
tail. To give them something better to toss, the young elementalists
are taught the transmutation of ice into Storm Crystals, which create a
powerful vacuum upon impact—a damaging implosion, instead of an
explosion. Though not terribly accurate, the Flurry can rain down a
devastating barrage of storm crystals from a great distance.
Yeti Stratos The Yeti
is the spirit of the mountain. It's not too fast, but you don't want
one to hit you.
Silverback
Stratos Silverback is Stratos' ultimate creature, and
as such it is one of the five most powerful and most useful creature
types in the game world. Like all Titans, it requires 5 souls and allot
of mana to be summoned.
Cog Pyro The lowliest
of my slaves is the mindless Cog. Unfortunately, its heat energy is
entirely used up in powering its deadly spinning bludgeons; so it is
one of the few proles that does not burn its victims. That is, up until
it is destroyed. You use them as fodder and then, whenever your enemies
destroy one, it erupts in a searing steam blast, scalding anything near
it.
Flame Minion Pyro Back when the
God of Earth still had an inkling of where he might find a shred of
good sense, he sent me a tribe of Earthflings. Payment for favors I had
done for him. Flame Minions are the result. They are quick on their
feet and can shoot little fireballs out of their mouths. They’re very
good at taking down enemy flying creatures, and they can give
themselves a temporary speed boost to escape more powerful enemies. Not
that I approve of that kind of thing.
Spitfire Pyro
Spitfires talk big, but they aren’t very tough. Don’t let them fool
you. They can’t take much damage, and the cone of fire they project
strikes a wide area but doesn’t do that much damage. So used one at a
time, they aren’t all that effective. No, you fly a group of them in.
Then all that fiery breath adds up and probably hits several enemies at
once. Good stuff.
Tickferno Pyro My
engineers tried several experiments trying to make a Tickferno that
could shoot out a stream of flame, but the weak, little things kept
setting themselves on fire. We had to settle for the current ones,
which can blast a line of targets with a powerful heat ray that saps
strength and wipes out energy. We’ve started a program of
extermination, but they breed fast, so there are still plenty available
if you can find a use for them.
Firefist Pyro What do
you get when you take a big, savage brute, put burners on its forearms,
and attach fuel tanks around its body? Even distribution of weight is
one thing, but more importantly, something you might call instant
devastation. Pyro calls it a Firefist. More than that, Pyro doesn’t
care to say.
Pyromaniac Pyro It is
difficult to believe any self-respecting gnome would worship
Persephone. They claim to have an interest in building and inventing
things, but there they are making sacrifices to the Goddess of
Antiquities. It can only be that they’re afraid. By staying in those
rustic environs, they ensure that they know more than everyone else
about the only kinds of things that matter: things. Well, don’t
despair. There are some who show more sense than that. They are very
devoted to my cause, even abandoning their old, trusty handcannons to
arm themselves with rocket launchers. They are so enthusiastic about
Pyro’s principles, they call themselves Pyromaniacs.
Pyrodactyl Pyro
Don’t think that the proles can do nothing but set the enemy on fire.
As important as this is, Pyro does recognize the need for diversity.
Hence, the Pyrodactyl, which can swoop in on your foes and spray them
with a coat of oil. This oil often blinds its victims temporarily, but,
most importantly, it makes them even more susceptible to being set on
fire.
Bombard Pyro Maybe
you’ve seen a lummox before? Big, slow, not too bright, but they can
carry a large load and are pretty good at throwing things with their
tails. Stratos has some throwing imploding "storm crystals" and calls
them Flurries. And he claims to be smart. Ha! I fixed mine to toss
bombs. True, these Bombards, as I call them, are none too accurate but
that hardly matters when the explosions start. Explosions beat
implosions any day in my book.
Warmonger Pyro The
warmonger's got a very powerful gun and he can travel from one spot to
another in a flash.
Phoenix Pyro Phoenix
is Pyro's ultimate creature, and, as all Titans, it is one of the most
powerful and most costly to use. Although having less health than most
of its counterparts, it is able both to deal great amount of damage
with is fire attacks and to drain its targets from mana, all of it from
a formidable range.
Scythe Charnel
The bony Scythe, armed with razor sharp blades atop its head, is a
masterpiece of destruction. These swift, whirling, skull-faced horrors
mercilessly rend the flesh from their victims with such pure delight,
well, one can hardly be surprised by their incessant cackles of
malignant joy. Scythes feed off the creatures they butcher,
regenerating health with every attack.
Fallen Charnel
The Fallen are, how do you say, corrupted versions of beings first
formed by that simpleton James. They possess only a skeletal frame and
rotting flesh, but this in turn attracts swarms of insects, which they
can then send forth to attack their foes. Beautifully conceived
efficiency, if I do say so myself. Further, the Fallen may adopt the
form of a corpse, and while in this guise, restore lost health. Quite
ironic, wouldn't you agree?
Locust Charnel A
bloated and far more insidious version of the sort of winged menace
once found in the fens of Abaddon, the Locust was the first of my
creations. Though the eons have passed and the fens are no more, the
Locust lives on, relentless, sucking the lifeblood and mana out of its
victims. Of my minions, the Locust most of all gains power through
dealing damage.
Necryl Charnel
If it were not so large, you might expect to find the Necryl creeping
under a rock. It is unctuous, scaly, oozing, many-legged, and generally
disgusting, but do not be deceived: its repulsive appearance is only a
bonus. Its true value lies in its ability to spread disease. A set of
glands and bladders under its pestilent little proboscis allows it to
project a stream of infectious bile, conferring a most ruinous and
contagious disease on contact.
Blight Charnel
Carrion beasts have always held a special place in my heart, the Blight
most of all. Its ragged little wings and numerous open sores are a
testament to how thoroughly inured to pain and hardship is this flying
storehouse of parasitic misery. In its jaws and belly, it carries a
deadly cargo of Blightmites... thousands of little parasites which
feast on its flesh and on the flesh of its victims. There are few
sights more satisfying than watching Blightmites raining down onto
Druids or other such creatures who are incapable of attacking the
Blight while it's in the air.
Netherfiend Charnel
Oh yes, the demonic Netherfiend. Since the Demon Gate of Golgotha has
been declared off-limits to any god, there are fewer of them around
these days. Those few who are in my service are delightful creatures
capable of defeating most foes quite easily in single combat.
Netherfiends are mighty creatures comprised of taut muscle and sinew,
and their hunger for souls is even more exquisite. Each soul that they
devour adds to their strength, their ferocity and... lethal beauty.
Deadeye Charnel
Ever since Persephone brought those pesky Gnomes, with their incessant
tinkering and generally meddlesome disposition, into this world, I have
known that with the proper inducement they would make fine servants of
slaughter and mayhem. Only recently have my efforts in this regard
succeeded in producing the Deadeyes. Like their cowardly, living
cousins, Deadeyes prefer combat at a distance. To this end, they
developed an extremely accurate weapon capable of firing a highly
lethal poisonous needle, which not only does damage but debilitates its
victim as well. These weapons are slow to fire and no replacement for
massed of the Fallen, but you will find the use of a few of them highly
efficacious.
Abomination
Charnel Not even I can tell you the origin of Abominations,
but it is clear they are a perversion of nature far beyond any need for
improvement by myself. Tall and gruesome, the Abomination reaches into
its own body, pulling forth a quivering mass of corrosive blood and
intestine (I think) for use in long-range bombardment. It is no wonder
they are not very accurate, but that is of little consequence. Their
projectiles splatter on impact, affecting a wide area and, while in the
air, trail deadly drippings of corrosive blood. It's poetry, I tell you.
Styx
Charnel The Styx sears the flesh right off its
victims. Even better, it can destroy blue souls to devastate a large
area.
Hellmouth
Charnel Hellmouth is Charnel's ultimate
creature, and shares most of the attributes with other Titans. It costs
allot of mana and 5 souls to summon the creature. While expected to be
the most powerful unit in Charnel's arsenal, they are arguably the
weakest high level creature type in the game.
Wrath Persephone By now you
must realize that justice cannot tolerate injustice. The iniquitous
will claim this intolerance is a sign that We are no different than
they. Your first lesson shall be to observe how truly different they
are from Us, for when touched by the spirit of your righteous judgment,
the wicked convulse in pain, burned by the searing heat of your holy
Wrath.
Rock James What
could be simpler? You take a big Rock and cast it at something you mean
to knock down or smash up. I know folks what do this the old-fashioned
way, more power to 'em. But a geomancer can do bigger and better
rocks--even when there's none handy--and don't risk straining his back
nearly so much.
Lightning
Stratos Simple and direct a single blast of Ligtning
can do grievous injury to a greater enemy or strike down a lesser
creature outright. The lightning will arc directly from you to your
target: so it is advisable to ensure that none of your creature are in
the path.
Fireball Pyro
Simple. Direct. Generate a large ball of heat and molten rock, and send
it at your foes. There's nothing quite like a good Fireball.
Insect Swarm
Charnel First, however, you will learn to inflict pain. It
will be a simple matter to summon a ravening Insect Swarm to harry and
wound your foes. Damage done by this swarm will heal you.
Ethereal Form Persephone
Next, you shall study the limits of your own nature. For, in seeking
the holiness in yourself, you shall learn to step beyond the
constraints of the material world. When you attain Ethereal Form, no
blows may harm you, no spells may confound you, and yet you shall find
your ability to cast spells and command your army lessened not at all.
Skin of Stone
James I do believe you oughta protect yourself, and there's
no defense quite like a Skin of Stone. There ain't too many things
what'll hurt you when you use this spell, and it don't even slow you
down any or hinder your spell-casting none. You may be wondering how
somebody with skin made of stone can be nimble enough for all them
fancy hand gestures and the like. Well, duh. It's magic.
Air Shield Stratos By
surrounding yourself with an Air Shield of small but very powerful
swirling winds, you can mitigate much of the damage enemy creatures
seek to inflict upon you.
Fireform Pyro
Here is a bit of the wisdom of Pyro. Remember it well: The best defense
is a dead opponent. Fireform protects you by burning anyone who dares
come near you. If they're dead, they can't attack, can they?
Protective Swarm
Charnel As your control over the lesser creatures advances, you
will learn to summon a Protective Swarm, which will absorb damage
intended for you and deal injury to any foes foolish enough to come
within it's reach. Again, any damage they do will heal you.
Grasping Vines Persephone As
your inner perfection grows, you will find the forces of nature eager
to aid you. In its simplest incarnation, a tangle of Grasping Vines may
be sent to reach out from the earth and hold fast a single foe. So long
as the vines hold, you will find him at your mercy.
Freeze Stratos Freeze
causes a temporary condensation of frost around your target, rendering
him completely immobile. The effect passes very quickly (and ends
immediately if the subject is attacked), but is quicker still to cast
and can be most effective at interrupting an enemy wizard's spell.
Rings of Fire Pyro
Patience is an important element of the discipline of sorcery. ou must
realize that not every foe can be slain outright with a single blast of
flame. Encircle opponents such as these with Rings of Fire, which
continuosly burn health bit by bit. Only the hardiest of creatures have
any hope of surviving this spell.
Slime Charnel Your
next lesson will be simple and undeniable: Corruption, in magic as in
life, stems from fouling what was once pristine and pure. Using this
spell you can cause the air over you(sic) enemies to foul, emanating
forth a ball of putrid slime. Anyone coated with this slime will be
slowed, more susceptible to damage and less capable of inflicting harm
upon you.
Rainbow Persephone The
Rainbow is a more sublime union of the natural and the divine. It is
the symbol of Our promise to bring justice and peace to all who devote
themselves to Us. Any who have faith in its transcendent beneficence
will be aided in their hour of need. The Rainbow will arch from
believer to believer, mending their wounds and restoring their spirit.
Halo of Earth
James So many rocks, so little time. Another way to
deal with a big group of unfriendly fellows is to surround yourself
with a Halo of Earth. Not a ring of lots of little stones, but a big
ring of big stones. You set ‘em spinning above you, and they go off
flying when a proper target comes nearby. Mix that up with some of them
other abilities we already talked about and nobody’ll want to be on
your bad side.
Chain Lightning
Stratos As you grow more powerful, you will learn to cast forth
Chain Lightning, which strikes your initial target and then several
more. This is a very potent ability, but it must be used with some
discretion: If there are no other targets your creatures or even you
may suffer a blast or two.
Dragonfire Pyro
Dragons are celebrated in the lore and legends of this world and many
others. They are revered. They are worshipped. They are feared. What
rubbish! Dragons get hungry. Dragons get greedy. Dragons die. What you
really want is the dragon’s fire. Who cares about the lizard? A good
sorcerer can summon Dragonfire with no snake at all and use it to smite
several foes, one after the other.
Healing Aura
Persephone To preserve the well-being of the
faithful, you cannot be content to react to the harm others inflict. To
this end, you shall learn to temporarily imbue your creatures with a
touch of the divine. A creature so enchanted will radiate a Healing
Aura, mending the wounds of true believers around it.
Erupt James
Sometimes, the direct approach ain’t the best way to win a fight. When
the odds are stacked against you, a well-placed earthquake can be just
the thing to shake things up. Erupt builds up pressure under the ground
and releases it in a sudden blast, sending big old shockwaves radiating
out. If you want to maim, stun, displace and otherwise distress a
cluster of enemy troops, it’s not a bad way to go. Not a bad way to go
at all.
Frozen Ground Stratos
When you create an area of Frozen Ground, any creatures within it are
temporarily immobilized. As with freeze, this effect ends for each
subject if it is attacked, but combined with a judicious deployment of
your creatures, Frozen Ground can be devastating.
Explosion Pyro The
name "Explosion" is a bit of an understatement. It is more like a ring
of half a dozen explosions, each delivering copious amounts of
incendiary and concussive damage. Even the stoutest of creatures are
sent careening through the air. Try this spell against low-level
creatures who have been guardianed to a Manalith. That’s good fun.
Demonic Rift
Charnel The next barrier for you to pass through
separates our world from the demon realm. Even a small Demonic Rift
will unleash great carnage. It’s the perfect spell to support your
creatures in a melee - the demons unleashed will only attack your foes.
Vinewall
Persephone In time, a mighty Wall of Vines shall be yours
to command. Stretching forth across the landscape, these suddenly
sprouting tendrils are capable of entangling entire legions of your
heretical foes.
Wall of Spikes James
There comes a point when the enemy is scared. A Wall of Spikes is a
great way to keep them from going anywhere. I mean, these things hurt a
lot if they get you and the wall extends pretty darn far. I don’t want
to get too strategically complicated on you, but there’s also times
when you’re not quite ready to face the other guy. Wall of Spikes again.
Fence Stratos
To defeat your enemies you must learn to divide and conquer, fight the
battles you can win and avoid the battles you cannot. One of your best
tools in this regard is the Fence spell, which summons, for a time, a
line of glittering orbs. Potent lightning flashes course between the
orbs, striking any foolish enough to pass near them.
Firewall Pyro
We sfind that as a sorcerer grows in power, the cowardice of his enemy
grows as well. A well-placed Wall of Fire can be just what you need to
discourage the enemy from running away. It is also very useful for
dispersing a line of enemy attackers.
Wailing Wall Charnel
Then you will learn to awaken the spirits of the damned, who will rise
up to form a barrier of misery and sorrow. Any who pass through the
Wailing Wall will be slowed to a crawl and stripped of their energy.
Archers will be unable to attack, melee attackers unlikely to reach you
before they die.
Rain of Frogs
Persephone This spell isn't exactly possible on the planet.
As you have seen, much of your training shall be in curative and
defensive abilities, but there is also a dark side to nature--a
roaring, seething fury ready to strike out at those who profane Us.
Once you are ready, We shall teach you something of this and unlock for
you the secrets of calling forth a vengeful Rain of Frogs. True, it
does not sound very dreadful, and true there are no great legends of
the overthrow of evil to an amphibian deluge, but rest assured it is
not for lack of power, but only because none who face the torrent of
croaking judgment survive to tell the tale. (Be aware that frogs, being
the simple-minded creatures that they are, will not be able to tell
friend from foe. Get your units out of range before casting, lest they
croak. Pardon the pun.)
Bombardment James
Despite the power of my geomancers, there are still
those who aren’t content to leave the Glebe in peace. Well, when you
meet a fellow that dense, I say the best thing for it is rocks, rocks,
and more rocks. That’s exactly what Bombardment is. Right out of the
ground near you, up into the air and down, down, down on the heads that
most need a little rattling. If that don’t learn ‘em, well, you can
always try it again.
Cloudkill Stratos
This spell allows you to summon a cloud of noxious and killing vapors
that forms itself around the target and area targets. It moves at the
casters will and can be dispelled by the caster.
Rain of Fire
Pyro Rain of Fire is a storm of fireballs directly out of
the heavens. Persephone talks of being in tune with nature, and Stratos
speaks of mastery of the elements, but tell me: Don’t you think they
would teach their wizards to rain down a shower of burning death if
they could? If you’ve seen a Rain of Fire devastate a throng of enemy
warriors just once, you know the answer to that.
Plague Charnel Along
with these new powers over demons and the dead, you will gain greater
mastery over the forces of disease. In time, you will learn to unleash
a terrible and deadly Plague over a wide swath of land.
Meanstalks
Persephone Meanstalks allows the caster to be stationary and cast
as he focuses upon his targets. The spell causes mean energy stalks to
erupt from the ground and inflict damage upon the targets that touch
them. Mainly degenerative damage and this is corrupting the flesh.
Bore James
Bore is exactlty as it sounds. This effect bores
into several targets at once and kills them by boring through them.
Tornado Stratos This
causes a tornado to form at the area that is very hard to avoid. It
kills the targets as it tosses them in the air.
Volcano Pyro This spell causes a volcano to erupt in the area that you want.
Death Charnel This
spell causes death upon the chosen victims, at will and caused by
charnel.
Soul Mole James
When the occasion for a fracas arises, you
ain't alone out there on the battlefield (Or in life, but I won't
preach at you). If you're decent type at all, the Yeomen of the Glebe
will be anxious to fight by your side. That's when you need the Soul
Mole. When one of your fellows bites the dust, you use the ole mole ton
grab up his soul from a distance. That way, you don't get hit by
whatever did him in.
Soul Wind
Stratos Even the best of wizards has a creature die every
now and again. This is especially true of Elementalists, whose servants
are often quite swift but admittedly less hardy that some others’. When
the souls of your fallen creatures litter a still-active battlefield,
you may use Soul Wind to reclaim them without putting yourself in
harm’s way.
Animate Dead
Charnel Your devotion to necromancy will eventually grant
you the ability to animate corpses on the battlefield, so that your
minions will rise up even as your foes strike them down.
Charm Persephone
Charm causes the people against you to work with you and want to help
out.
Bovine Intervention James
This uses bovine energy to cause an intervention of
stopping anything effecting you at the moment.
Intestinal Vaporization
Charnel This vaporizes the intestines of anyone or any
group you target.
Speed Up All This spell speeds
up the body and everything else that you want sped
up.
Heal All
This spell heals the targets that you want healed by the Gods effort to
give the healing.
Blind Rage
Pyro Blind rage comes upon the targets and they
fight bezerk. This spell is very good at making wins from losses by
inducing such a blind rage.
Manalith All
Manalith creates an energy structure that produces mana energy from
nothing. Energy in the area of the manalith and world increases per
each minute of its existance.
Guardian All
Guardian makes a guardian soul spirit that protects what you think is
important.
Convert All
This converts anyone to your side and makes them work with you by the
Gods will.
Desecrate
All This desecrates any energy structure or mana
structure and makes the energy structure disrupt itself.
Teleport All
This teleports the target from the are. This can be
many targets at once and the Gods make sure you teleport as well.
Shrine All
Shrine builds up a greater energy structure that produces even more
mana and strengthens those in its area of effect. Energy increaes
substantially in the area and the world as the shrine works to produce
mana.