Game effects

  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.

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Wartune Effects

1. Elemental Tornado
2. Shadow Strike
3.
4. Plasma Storm
5. Freeze arrow
6. Shielding
7. Healing

Diablo III effects

1. Monk effects
2. Witch Doctor effects
3. Wizard effects
4. Demon Hunter effects

UO Spells

1. Magery Spells
2. Necromancy Spells
3. Mysticism Spells
4. Spell Weaving
5. Paladin Spells
6. Ninjitsu Effects

Planescape torment effects

1. Mage Spells
2. Mage Spells Descriptions
3. Priest spells
4. Priest Spell Descriptions

Sacrifice Spell effects

1. Intro
2. Creation Spells
3. Basic Attack Spells
4. Shield Spells
5. Stun Spells
6. Chain Spells
7. Area of Effect Spells
8. Wall Spells
9. Rain Spells
10. Ultimate Spells
11. Blue Soul Spells
12. Soul Stealing Spells
13. Other Spells
14. Structure Spells

Wartune Effects

  These are Wartune effects from the online game Wartunes.

  Elemental tornado  

  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. 

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 Shadow strike

   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.

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  Delphic mode

   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.

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 Plasma storm

   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.

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 Freeze arrow

    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.

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 Shielding

   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.

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 Healing

 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.

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Diablo III effects

  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.

 Monk effects

  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.

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Witch doctor Effects

   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.  

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Wizard effects

   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.  

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Demon Hunter Effects

   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. 

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UO spells

  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.

 Following is a list of Spells possible from UO:
Magery Spells

  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.

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Necromancy Spells
  1. Animate Dead
    "Uus Corp"      Brings dead creatures back to life which attack nearby monsters.
  2. Blood Oath
    In Jux Mani Xen    Creates a pact between the target and caster. Any damage dealt to the caster by the target is reflected back.
  3. Corpse Skin
    In Aglo Corp Ylem   Target becomes vulnerable to fire and poison damage.
  4. Curse Weapon
    An Sanct Gra Char      Briefly enchants the caster's weapon to gain the power of life drain.
  5.  Exorcism
    Ort Corp Grav      Ghosts in Champion Spawn regions without a corpse are sent to the Chaos Shrine.
  6.  Evil Omen
    Pas Tym An Sanct      The next time the target is hit with magic the results will be enhanced.
  7.  Horrific Beast
    Rel Xen Vas Bal      The caster transforms into a great beast with enhanced Hit Point Regeneration and physical attacks.
  8.  Lich Form
    Rel Xen Corp Ort      The caster transforms into a Lich with increased Mana Regeneration and other abilities.
  9.  Mind Rot
    Wis An Ben      The target of this spell is forced to expend more on mana when using mana.
  10.  Pain Spike
    In Sar      Target temporarily loses health.
  11.  Poison Strike
    In Vas Nox      Target and adjacent enemies take poison damage.
  12.  Strangle
    In Bal Nox      Target is cursed and takes poison damage every few seconds until the effect wears off.
  13.  Summon Familiar
    Kal Xen Bal      The caster can bring forth a pet. Each has their own special abilities.
  14.  Vampiric Embrace
    Rel Xen An Sanct      The caster transforms into a vampire, becoming immune to lower level poisons and is granted other abilities.
  15.  Vengeful Spirit
    Kal Xen Bal Beh      Summons a Revenant to attack a choosen target.
  16.  Wither
    Kal Vas An Flam      Creates a ground frost around the caster which deals cold damage to all area targets.
  17.  Wraith Form
    Rel Xen Um      Transforms the caster into a Wraith. The caster gains mana leech and other abilities.
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Mysticism Spells
  1.  Animated Weapon
    In Jux Por Ylem      An Animated Weapon is conjured and attacks nearby foes.
  2.  Bombard
    Corp Por Ylem      Conjures a magical boulder projectile to hurled at a target. This spell also has a chance to knock-back and stun a player victim for 2 seconds.
  3.  Cleansing Winds
    In Vas Mani Hur      Soothing winds cure poison, lift curses, and heal a target.
  4.  Eagle Strike
    Kal Por Xen      Conjures a magical eagle-like creature as a projectile that assaults a target with its talons.
  5.  Enchant
    In Ort Ylem      Temporarily imbues a held weapon with a hit spell effect. If you want it, the weapon is granted Spell Channeling.
  6.  Hail Storm
    Kal Des Ylem      A torrent of rain brings down a storm of hailstones damaging the caster's enemies in the surrounding area.
  7.  Healing Stone
    Kal In Mani      Conjures a healing stone.
  8.  Mass Sleep
    Vas Zu       Same as Sleep except works on multiple targets in a small area of effect.
  9.  Nether Bolt
    In Corp Ylem      Conjures a bolt of nether energy to assault a target with chaos influence that leads to damage.
  10.  Purge Magic
    An Ort Sanct      Removes one random beneficial ward from a target.
  11.  Sleep
    In Zu      Puts a target into a temporary sleep state until harmed or enough time passes. While asleep, the target will be unable to attack or cast spells, and moves at a slower speed.
  12.  Spell Plague
    Vas Rel Jux Ort      Inflicts one or more victims with a terrible curse. Each time a victim hits with a harmful attack there is a chance that they will take an explosion backlash of fire damage.
  13.  Spell Trigger
    In Vas Ort Ex      Stores one Mysticism spell in a spell stone. The stone can be activated by thinking it is and touching the stone to instantly cast the stored spell.
  14.  Stone Form
    In Rel Ylem      Infuses the caster with the essence of solid stone, making him slow to move and fight and cast spells, but gives him resistances to damage and a slight bonus to physical damage attacks.
  15.  Nether Cyclone
    Grav Hur        Summons a gale of lethal winds that strikes all Targets within a radius around the Target's Location, dealing chaos damage. In addition to inflicting damage, each Target of the Nether Cyclone temporarily loses a percentage of mana and stamina. The effectiveness of the Nether Cyclone is determined by a comparison of effect and what is.
  16.  Rising Colossus
    Kal Vas Xen Corp Ylem      Summons a colossal stone titan that selects a Target to attack based off its intelligence and proximity. The Rising Colossus disappears after a set amount of time. The Rising Colossus' stats, skills, and duration are determined by the Caster's Focus and Imbuing.
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Spell Weaving
  1.  Arcane Circle
    Myrshalee           Creates an Arcane Focus crystal which enhances other spellweaving spells.
  2.  Gift of Renewal
    Olorisstra           Heals a target repeatedly for a short period of time.
  3.  Immolating Weapon
    Thalshara           Enchants the caster's melee weapon with extra fire damage for a short duration.
  4.  Attunement
    Haeldril           Creates magical shield around the caster that absorbs attack damage.
  5.  Thunderstorm
    Erelonia           Deals mass energy damage around the caster and may cast a slow spell effect penalty on victims.
  6.  Nature's Fury
    Rauvvrae           Creates an uncontrollable swarm of insects that attack nearby enemies.
  7.  Summon Fey
    Alalithra           Summons one or more controllable Pixies.
  8.  Summon Fiend
    Nylisstra           Summons one or more controllable Imps.
  9.  Reaper Form
    Tarisstree           Enhances the caster's swing speed, spell damage, and resists while penalizing fire resist and movement speed.
  10.  Wildfire
    Haelyn           Creates a field of fire that damages enemies within it for a short time.
  11.  Essence of Wind
    Anathrae           Deals cold damage and gives a swing speed and Faster Casting penalty to nearby enemies.
  12.  Dryad Allure
    Rathril           Charms a target (non-player) humanoid into doing the caster's bidding.
  13.  Ethereal Voyage
    Orlavdra           Prevents monsters from being able to "see" the caster for a short time.
  14.  Word of Death
    Nyraxle           Does massive damage to creatures low in health.
  15.  Gift of Life
    Illorae           When in effect on the caster or caster's pet, the beneficiary will be resurrected upon death.
  16.  Arcane Empowerment
    Aslavdra           Enhances the caster's healing/damaging spells and increases the toughness of summons.
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Paladin Spells
  1.  Cleanse by Fire
    Expor Flamus  Cures a target of poison.
  2.  Close Wounds
    Obsu Vulni  Restores Health of any target within 2 feet of caster.
  3.  Consecrate Weapon
    Consecrus Arma  Caster melee deals the weakest damage type towards opponents.
  4.  Dispel Evil
    Dispiro Malas  Causes monsters to flee from caster and deals damage to Necromancers in Horrific Beast, Lich, Vampire, or Wraith forms. Can also dispel summoned creatures that are aggressive towards you and nearby.
  5.  Divine Fury
    Divinum Furis  Caster realizes a small Swing Speed Increase, Damage Increase and Hit Chance Increase, and regains stamina but suffers a 20% drop in Defense Chance.
  6.  Enemy of One
    Forul Solum   Caster's attack damage increases 50% towards a single monster type but caster will take double damage from all other monsters and people nearby.
  7.  Holy Light
    Augus Luminos  Caster deals an area of Energy Damage within a few feet radius.
  8.  Noble Sacrifice
    Dium Prostra  Resurrects, cures, and heals any targets within range of caster, while reducing caster's Mana, Stamina and Health to near death.
  9.  Remove Curse
    Extermo Vomica  Removes time-based negative effects that have been cast/imposed upon a valid target.
  10.  Sacred Journey
    Sanctum Viatas  Allows the caster to travel to a Marked or thought on location. Functions same as the Magery Recall spell.
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 Ninjitsu Effects - Use Mai with the Spell name as the word to summon its effect.
  1. Animal Form       The Ninja can use this spell to take the shape of a beast, granting himself animal-like ability. Animal form gives the Ninja the ability to transform into an animal, gaining special bonuses unique to each type of creature. There are 12 animal forms available to a skilled Ninja. The Ninja cannot use special attacks or cast spells while in animal form, except for Mirror Image and Shadow Jump.
  2. Mirror Image           Creates a Mirror Image of their self, which can absorb a single attack from an enemy before disappearing. Ninjas can create up to 4 Mirror Images at a time, making it quite difficult to determine which Ninja is real.
  3. Focus Attack           Besides giving a small damage bonus, Focus Attack also increases the effectiveness of any magical properties on the weapon the Ninja uses for the attack.
  4. Backstab           Backstab requires the Ninja to be in Stealth mode in order to initiate this special attack. Backstab applies a damage bonus to the attack, matching the Ninjitsu skill.
  5. Shadow Jump           While in Stealth mode, the Ninja can jump a considerable distance while hidden. Upon landing, the Ninja’s Stealth ability determines if they remain hidden from view.
  6. Surprise Attack           Surprise Attack is an attack that can only be initiated by a Ninja in Stealth mode. It inflicts a defense penalty on the Ninja’s opponent for a short duration.
  7. Ki Attack           The Ki Attack requires superb timing and quick movement of a well trained Ninja. In order to execute this attack, the Ninja will have to initiate the Ki Attack by quick movement and then quickly close the distance between himself and his opponent to deliver an effective blow. The farther the Ninja travels to deliver the blow, the higher the damage bonus of his Ki Attack.
  8. Death Strike           5 seconds after receiving a Death Strike, the Ninja's opponent will suffer damage determined by the number of steps he has taken since the attack. Ranged weapons only do half the normal Death Strike damage. The damage dealt is far greater if the Ninja’s opponent chooses to run away rather than stand and fight.

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Planescape torment effects

 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.

Here is a listing of them:

  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.

Mage Spells
  1. Mage 1

      Armor
      Blindness
      Chromatic Orb - One spell with many effects dependent on user will and desire.
      Fist of Iron
      Friends
      Identify
      Magic Missile
      Minor Embalming
      Missile of Patience
      Pacify
      Reign of Anger
      Scripture of Steel
      Seeking Flames
      Shield
      Submerge the Will
      Tongues of Flame
      Vilquar's Eye
  2. Mage 2

    Adder's Kiss
    Black-Barbed Curse
    Black-Barbed Shield
    Blood Bridge- Bestow life effects are rarely close to as powerful as pure healing, especially in games where healing itself is rivaled by instant in-combat healing item use.
    Blur
    Greater Embalming
    Horror
    Ice Knife
    Ignus' Terror
    Infernal Orb
    Knock
    Luck
    Pain Mirror
    Power of One
    Strength
    Swarm Curse
  3. Mage 3

     Ax of Torment
     Balance in All Things
     Ball Lightning
     Cloak of Warding
     Elysium's Tears
     Fiery Rain
     Hold Undead
     Infernal Shield
     Tasha's Unbearable Derisive Laughter
     Vampiric Touch
     Zerthimon's Focus
  4. Mage 4

     Blacksphere
     Confusion
     Elemental Strike
     Force Missiles
     Improved Strength
     Remove Curse
     Shroud of Shadows
  5. Mage 5

     Cloudkill
     Cone of Cold
     Desert Hell
     Enoll Eva's Duplication
     Fire and Ice
  6. Mage 6

     Antimagic Shell
     Chain Lightning Storm
     Globe of Invulnerability
     Howl of Pandemonium
  7. Mage 7
     Acid Storm
     Bladestorm
     Guardian Mantle
     Stygian Ice Storm
  8. Mage 8
     Deathbolt
     Ignus' Fury
     Mechanus' Cannon
     Meteor Storm Bombardment
     Power Word, Blind
  9. Mage 9

     Abyssal Fury
     Celestial Host
     Confraglation
     Elysium's Fires
     Power Word, Kill
     Rune of Torment
     Magic Mirror
     Soul Exodus
     Wish
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Mage Spells Descriptions
  1. Level 1

    Armor
    Range: 0 feet
    Duration: Until destroyed by damage
    Area of Effect: 1 creature

     Physical attacks shall be better thwarted as protection is granted to those who have none.

     This spell grants an Armor Class of 6 to the target. It is culmulative with Dexterity or ability to maneuver, but nothing else. The spell lasts until the wearer sustains culmulative damage totaling more than cutting damage / attempt of the caster. Note that the armor does not absorb this damage; it only disintegrates after that much damage has been inflicted on it.


    Blindness
    Range: 90 ft. + 30 ft. / attempt
    Duration: 60 seconds
    Area of Effect: 1 creature

     How frail is the body when it depends upon its eyes! When sight is removed,
    things become harder to hit, and the sufferer becomes an easier target.

     If the targeted creature fails its saving throw, the creature will be struck
    with blindness and suffer a negative penalty to its attack and sight and
    this gives a greater chance to all opponents' attacks.


    Chromatic Orb
    Range: 50 feet
    Duration: Special
    Area of Effect: 1 creature

     Long are the debates about the spectrum of color in the multiverse. "This Blue
    is better than Yellow!" "Pike it, berk! Of course White is the true color!" And
    while in the end, many generally agree that a color's greatness is in the eye
    of the beholder, this spell establishes the fact that some colors are deadlier
    than others.

     This summons a large, magical Orb of Color, decided on at the point of casting,
    which can then be hurled at a target using a toss of the hand. The color of the Orb changes
    depending on the decision of the caster.

     Level: 1 White
     Damge: Minor cut and bruise Damage.
     Special Power: 10 sec: slight attack capability decrease, added potential to being hit

     Level: 2 Red
     Damage: Threatening damage.
     Special Power: 10 sec: lessened strength, lessened agility

     Level: 3 Orange
     Damage: Threatening damage.
     Special Power: Additional burn damage.

     Level: 4 Yellow
     Damage: Almost life threatening damage.
     Special Power: 10 sec: reduced attack, reduced strength, added capability to be hit more easily.

     Level: 5 Green
     Damage: Almost life threatening damage.
     Special Power: Stun for 10-25 sec.

     Level: 6 Turquoise
     Damage: Threatening damage.
     Special Power: Unconscious for 10-25 sec.

     Level: 7 Blue
     Damage: Almost life threatening damage.
     Special Power: Paralyzed for 30-100 sec.

     Level: 10 Violet
     Damage: Paralysis
     Special Power: Petrification

     Level: 12 Black
     Damage: Life threatening damage.
     Special Power: Paralysis for 10-40 sec.


    Fist of Iron
    Range: Caster
    Duration: (5 seconds / attempt) + 5 seconds
    Area of Effect: Self

     This spell gives the caster's fist the strength and durability
    of iron, turning it into a living weapon. Any punches the
    caster does will do more damage than normal.

     This spell works only on Undead. When cast, all the normal punch
    attacks are with additional strength and hit with more bone breaking
    damage. The caster cannot cast spells while the Fist of Iron is in place.


    Friends
    Range: 0 feet
    Duration: 5-20 seconds + 5 sec. / Attempt
    Area of Effect: Caster

     One's charm, one's beauty and one's charisma is oftentimes the
    key to gaining the trust of strangers and creating new friends.

     When cast, the caster temporarily gains ability to charm, which could
    be helpful in making new friends, or opening new paths.


    Identify
    Range: 1 Item
    Duration: Instant
    Area of Effect: Any object

     This spell reveals the mysteries of an enchanted object,
    allowing you to know its exact abilities. To cast it, Summon
    the effect and touch or teletouch the object. Then, the effect
    makes itself happen and you know things about the object
    that come to you suddenly.


    Magic Missile
    Range: 80 ft. + (30 ft. / attempt)
    Duration: Instant
    Area of Effect: 1 creature

     This spell shapes arcane energies into unerring missiles. The greater your
    skill, the more missiles you can hurl from your body.

     The spell summons a magical missile that strikes its target unerringly for cutting
    and bruising damage with no resistance possible. In addition, the caster gains 1
    extra missile every attempt, for a total of 5 or more missiles.


    Minor Embalming
    Range: 0 feet
    Duration: 30 minutes
    Area of Effect: Creature touched

     Embalming preserves the flesh of the dead.... as such, this spell can preserve
    the flesh of the Nameless One, mending tears, off-setting decay, and making
    your skin more resilient to damage.

     This spell works only on any undead. When cast, the target
    gains temporary health and a temporary bonus of being harder to hit for a half-hour.
    The extra hit points behave exactly like an Aid spell... they will heal the
    caster if he is less than normal health or they will give him bonus health for a half-hour.


    Missile of Patience
    Range: ?
    Duration: ?
    Area of Effect: ?

     "Could this spell be any more useless??!" cried Eelnek, mage of Amnar. The bane
    of mages everywhere, could this be the practical joke of an arch-mage, or
    living dis-proof of the old Prime Material axiom that "good things come to
    those who wait"?

     [NOTE: Well! BzAli recently informed me that there is more to this spell
    than meets the eye. Thanks. I quote from his e-mail (used with permission):

     This spell is called ...of patience for a reason.
    The first times you cast it, it does absolutely nothing, but later, it becomes
    one of the deadliest spells, even surpassing the 2nd and some 3rd level
    ones in harm done to the enemy.

     When you've cast it enough (I didn't really count, I just memorized it every
    time I slept, and started each and every "day" (period between sleeping :) )
    by casting it at the first enemy encountered), it summons some sort of energy eire
    crossbow, which can then be used multiple times as the same or different
    enemy, each time striking for up to cutting damage. The real neat part is that
    these missilies of patience are fired pretty fast, making it impossible for
    enemy mages to get spells off.  The spell has something like 8 or 10 missiles, I never counted.


    Pacify
    Range: 180 feet
    Duration: 40 seconds + (5 seconds / attempt)
    Area of Effect: 2-8 creatures (non-undead)

     Violence is not always the best solution. This spell seeks to quell
    the boiling blood, the anger and malice through peaceful means.

     As per the name, this spell will magically pacify 2-8 creatures in the area
    of effect; this affects all types of creatures except for undead. When cast,
    creatures must immediately make a resistance vs. spell. If they
    fail, they stop all activities that require any exertion, involving arguments,
    combat, etc. From here, the affected creatures will fall into a deep slumber.
    The affected creatures will remain in this state for the duration of the spell
    if left unharmed. If attacked, they automatically gain a new resistance attemptr
    to try and break the spell.


    Reign of Anger
    Gith Spell
    Range: 40 ft. + (15 ft. / attempt)
    Duration: Instant
    Area of Effect: 1 creature

     Zerthimon's teachings allows the channeling of anger into streams of unerring
    missiles that quickly strike those that oppose you.

     This spell summons a magical missile that strikes its target unerringly for
    minor blunt damage with bruises and no resistance possible. In addition, the caster
    gains 1 extra missile every attempt at recasting, for a total of 5 missiles or more missiles.


    Scripture of Steel
    Gith Spell
    Range: 150 feet
    Duration: 30 seconds
    Area of Effect: 50 feet cube

     One of the earliest teachings of Zerthimon, this incantation reflects what
    *knowing* that flesh yields to steel achieves: bestowing a greater advantage
    to strike and the strength to resist damage.

     Scripture of Steel grants an ability to hit and greater resistance to all creatures and people that are
    "Friendly" to the caster in a 50 feet radius from the casting point.


    Seeking Flames
    Range: 180 feet
    Duration: 30 seconds
    Area of Effect: 50 feet radius

     As the maintainer of life, fire is a true blessing. Yet as it warms, it also
    burns; while it is blessing, it is also a curse. Its schorching flames distract
    and weaken all enemies who succumb to its effects.

     The Seeking Flames grant all enemy targets in a 50-ft. radius, major burns
    and influences negatively the Attacks and a negative resistance for 30 seconds.


    Shield
    Range: 10 feet
    Duration: 25 sec. / attempt
    Area of Effect: 1 creature

     This spell summons a globe of force that protects the caster from physical attacks.

     When cast, a magical orb of protective energy arises and protects the recipient
    from attacks from all directions. It bestows an greater chance at all attacks and greater
    resistance for 25 seconds or till the caster decides to end it.


    Submerge the Will
    Gith Spell
    Range: 10 feet
    Duration: 12 sec. / attempted spell
    Area of Effect: 1 creature

     When the will is submerged, new strength is gained: The strength to endure
    and protect against adversity. With *knowing* the teachings of the Third Circle
    of Zerthimon, comes greater protection against all forms of attacks.

     When cast, a magical orb of protective energy arises and protects the recipient
    from attacks from all directions. It bestows an effect against all attacks and addition
    to all resistance for 12 seconds or longer.


    Tongues of Flame
    Ignus' Spell
    Range: 80 ft. + (30 ft. / level)
    Duration: Instant
    Area of Effect: 1 creature

     The Flame scorches and burns. Its hatred arcs and
    swirls as it strikes the enemy without error.

     This spell summons a missile of flame that strikes its target unerringly for
    magical fire damage with no resistance possible. In addition, the caster
    gains 1 extra missile every attempt at the spell, for a total of 5 or more
    missiles.


    Vilquar's Eye
    Gith Spell
    Range: 45 ft. + 15 ft. / level
    Duration: 30 seconds
    Area of Effect: 1 Creature

     Vilquar's Eye is branded upon the one who is foolish enough to cross the
    caster. Vilquar's shortsightedness becomes the target's vision, and soon
    the world is muddled and dark.

     If the targeted creature fails its resistance  at some penalty, the creature
    will be struck with blindness and suffer a nasty penalty to its attack attempt and
    more chance to hit them.
  2. Level 2

    Adder's Kiss
    Range: 150 feet
    Duration: 5 seconds per 3 levels
    Area of Effect: 1 creature

     It is said an adder's kiss can scald even the most fearsome of fiends. This spell calls forth an acidic bolt to shower an opponent with its vile green acid. If the caster is skilled enough, the adder's kiss lingers after the nitial strike, continuing to sink into an opponent's skin with its acidic teeth.

     When cast, the caster chooses any target within 150 ft. and the Adder's Kiss will strike for melting acid damage. For every three attempts of the caster, the acid lasts 5 seconds longer, inflicting another bit of acid damage / 5 second segments its allowed to keep gong.


    Black-Barbed Curse
    Range: 30 feet
    Duration: Instant
    Area of Effect: 1 creature

     Ravel's maze seeks new fields in which to grow. This spell summons some of the barbed seeds from the maze to burrow inside the target's flesh.

     When cast, the player can select any target within 30 feet. When a target is selected, the spell summons a swirling mass of black barbs that grow and burrow into any target for an unknown amount of piercing physical damage.


    Black-Barbed Shield (Thanks to Jeroen te Strake for this spell's description!)
    Range: Self only
    Duration: 10-30 seconds
    Area of Effect: Self only

     Those who have walked the forest paths of Ravel's maze can summon its branches to help shield them from damage.

     This spell (which affects only the caster) calls forth a series of black barbs that protect and shield the caster from harm for 30 seconds. The caster gains a harder to hit effect for the duration of the spell, and any creature that attacks the caster with a physical weapon attack should suffer some amount of
    damage like scrapes and bruises every time they successfully hit the character.


    Blood Bridge
    Range: 0
    Duration: Instant
    Area of Effect: 1 creature

     A bizarre compact of the healer's heart and the merchant's mind, this necromantic spell transforms your very body into a marketplace that barters life and death. Your life essence can be given to others...
    at a cost to yourself.

     When cast, the mage can select any living (non-undead) target within touch range and drain life from himself and give it to the target.


    Blur
    Range: 0 feet
    Duration: 15 seconds + 5 seconds per energy level
    Area of Effect: The caster

     The blurring of form and spirit causes one to be hard to see to touch, granting a great advantage in battle.

     Blur causes the wizard's form to shift and blur, making it much more difficult to attack the caster: It causes all incoming attacks to be made at a negative penalty where they miss more easily and grants
    the wizard greater resistance..


    Greater Embalming
    Range: 0 feet
    Duration: 60 minutes
    Area of Effect: Creature touched

     Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the vampires, mending tears, off-setting decay, and making your skin more resilient to damage. This spell is a more potent version of Minor Embalming, and the mending and damage resistance it bestows lasts longer.

     This spell works only on any undead. When cast, the target gains more health of the caster and becomes harder to hit for one hour. The extra health effect behave exactly like an Aid spell...
    the effect will heal the caster if he is less than normal health or it will give him bonus health for an hour.


    Horror
    Range: 75 feet
    Duration: 30 seconds
    Area of Effect: 30 feet radius

     Pure horror is perhaps the greatest equalizer in existence, causing both the weakest and the strongest to lose their courage and flee in cowardice.

     This spell causes all non-undead creatures within a 30 foot radius of the target to flee in terror from the area, if they fail at resistance.


    Ice Knife
    Range: 50 ft.
    Duration: Instant
    Area of Effect: Special

     Daggers of ice can be conjured that not only strike the intended target but can spread cold as ice in water.

     This spell fires a magical ice dagger at a target. The caster must successfully hit with his normal missile attack roll. A succesful hit causes freezing damage per dagger. When the ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures w/in a 5'
    radius must make a successful resistance vs. paralyzation or suffer freezing cold damage and have a negative penalty to their attacking ability. If the attack misses, the Ice Dagger will 'fall to the ground' 2 feet past (using the same trajectory that it originally took) the intended target. The Ice Dagger will then remain on the ground for 2 seconds. If any creature touches this ice dagger during that time it will immediately shatter, and emit a cold wave (as above). If not, then after the elapsed time it will melt away. Finally, the
    caster gains 1 additional Ice Dagger for every moment attempted of summoning, for a maximium of 5 daggers or more. The subsequent Daggers can be fired off by a subsequent tossing of the hands at a target.


    Ignus' Terror
    Range: 75 feet
    Duration: 30 seconds
    Area of Effect: 30 feet radius

     Terror exists in many forms throughout the multiverse. This incantation calls upon one of the most basic universal forms of terror, the Fire of Destruction, to destroy courage and strike fear into all adversaries.

     This spell causes all non-undead creatures within a 30 foot radius of then target to flee in terror from the area, if they fail resisting at a penalty of less ability.


    Infernal Orb
    Range: 50 feet
    Duration: Special
    Area of Effect: 1 creature

     A sphere of Fiery Red Hell energy is called upon to weaken and slow the enemy.

     Caster summons a large, magical Orb of Fire Red Color, which can then be hurled at a target using the caster's nimble fingers. The caster gains a chance To Hit someone. The orb does minor damage, and afflicts a negative impediment penalty to the enemy's Strength and Dexterity or nimbleness for 10 seconds.


    Knock
    Range: 180 feet
    Duration: Special
    Area of Effect: 10 sq. feet or greater

     The inaccessible, the locked, can be freed and within one's grasp with this incantation.

     With Knock, all locked doors, chests, boxes or shackles shall be unlocked eventually, but it doesn't affect barred gates and the like. In addition, it can only affect up to 2 impediments per spell.


    Luck
    Range: 30 feet
    Duration: 5 seconds or longer
    Area of Effect: 1 creature

     Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for a short duration.

     This spell grants bonus luck to the target's luck for 5 seconds or longer. This bonus increases the chance for success in various efforts such as Winning, Attacking, Thieving Skills, or Resistance and the like.


    Pain Mirror (Thanks to Jeroen te Strake for this spell's description!)
    Range: Caster only
    Duration: When hit, or 5 seconds per level of caster
    Area of Effect: 10 ft. radius when activated

     A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures or people close to the caster.

     This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures and people within a 10 foot radius take equal damage. It only works for one attack, and the effects are not cumulative (you cannot have more than one mirror erected). If the spell is not triggered, it lasts for 5 seconds or till the caster decides to end it.


    Power of One
    Range: Touch
    Duration: 30 mins per level
    Area of Effect: Person touched

     And from Gith, the warrior-queen, came the *knowing* of oneself. And from the *knowing*, came immense power.

     This spell increases the target's Strength score by a certain lifting ability of 50 or more lbs. The spell cannot bestow a greater Strength of lifting 150 or greater.


    Strength
    Range: Touch
    Duration: 60 mins
    Area of Effect: person touched

     Grants immense strength to the weak - or greater strength to the strong.

     This spell increases the target's Strength by a certain amount where you can lift up
    things that are at least 50 lbs easier. The spell cannot bestow a greater Strength of
    lifting 100 lbs or greater.

    Swarm Curse
    Range: 100 feet
    Duration: 15 seconds
    Area of Effect: 3 feet / level of the caster

     All that scuttles, creeps and swarms shall be invited to dine... on a victim
    of your choosing. Brings a swarm of insects to attack all those in the area of
    effect.

     Brings a swrm of insects to attack those in the area of effect. They inflict
    decent biting damage every 5 seconds. No one can cast a spell while
    within the swarm.
  3. Level 3

    Ax of Torment
    Range: 50 feet
    Duration: Instant / Special
    Area of Effect: 1 Creature

     As if from the depths of Baator, Torment shall be brought upon your enemies, and with time, its strength will only grow.

     Effect: This spell summons a mystical giant Battle Ax of energy. The Ax strikes a specified individual target for cutting damage. In addition, as a final blow, the Ax will cause a magical effect to occur (at random): (1) Suffer an additional cutting damage; (2) lesser amounts of damage; (3) Paralyzed for 5-15 seconds.  At any level of experience, the following new effects can occur: (4) deadly Fire damage; (5) freezing Ice damage; (6) Randomly teleported 1-100 yds. Away; (7) Turned to stone; or (8) deadly amount of pure damage.


    Balance in All Things
    Gith Spell
    Range: Caster only
    Duration: When hit the same number of times as the number of attempts of caster
    Area of Effect: 10 ft. radius when activated

     From the Separation of the People, came the *knowing* of Two Skies. From the *knowing* of Two Skies came the realization that hurting others, hurts oneself.

     This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10 foot radius take equal damage. It lasts for 1 attack per attempt of the caster, and the effects are not cumulative (you cannot have more than one Balance spell erected). If the spell is not triggered, it lasts for 5 seconds or more.


    Ball Lightning
    Range: 90 ft + 30 ft. per attempt
    Duration: Instant
    Area of Effect: Nearest target

     Spheres of electrical force shoot forth and strike your nearest foes.

     Caster can create up to 4 glowing spheres of lightning when the spell is cast. They are roughly 3 ft. or less in diameter. The damage varies depending on the number of balls created.

    Cloak of Warding
    Range: 0
    Duration: 5 seconds per level or (Special)
    Area of Effect: Caster

     This spell summons a magical cloak of force around your body that abosorbs damage.

     The spell creates a "shield" effect similar to the shield spell that absorbs damage. Once it has absorbed this amount of damage, it shatters or "powers down". The spell will also expire after 5 seconds or until the caster desires it not there.


    Elysium's Tears
    Range: 90 feet
    Duration: Instant
    Area of Effect: 1 targeted area/meteor

     The skies of the Upper Planes shed tears when evil is done. These tears can burn even the most armored of foes.

     The caster chooses any single target within range. Then, a stream of small meteors rain down and strike the target and surrounding area - one 'meteor' for each moment of attempts, up to a maximium of 10 attempts. Each missile that hits inflicts minor blunt damage that creates bruises and scorching fire damage. Anyone within 3 feet of the target also takes burns as well.


    Fiery Rain
    Range: 90 feet
    Duration: Instant
    Area of Effect: 1 target/meteor

     Streams of fiery rain streak down upon the target, burning and crushing it into submission.

     The caster chooses any single target within range. Then, a stream of fiery meteors rain down and strike the target and surrounding area - one 'meteor' for each bit of energy, up to a maximium of 10. Each missile that hits inflicts minor blunt damage which allows for the effect of scrapes and bruises and scorching fire damage. Anyone within 3 feet of the target takes burns as well.


    Hold Undead
    Range: 180 feet
    Duration: 5-20 seconds + 5 seconds per attempt
    Area of Effect: Up to3 undead

     The restless dead shall be bound and held when this spell is cast.

     The spell allows the caster to immobilize 1-3 undead creatures, provided that the total health of the creatures are equal to or less than the caster's level. Furthermore, undead with less than normal health are automatically affected. Those with more health are allowed resistance to negate the spell. Those affected are rendered immobile for the duration of the spell. When cast, the caster can choose a point of origin of the spell (within range of sight), and from there, the 3 closest undead are affected.


    Infernal Shield
    Ignus' Spell
    Range: 0 feet
    Duration: 5 seconds per level or (Special)
    Area of Effect: Caster

     Even the Great Destroyer is halted by this mystical barrier. When cast, all fiery effects are absorbed and altered into healing energies.

     Works on caster only. The spell creates a fiery shield that bestows allot of Normal Fire Resistance and allot of Magical Fire Resistance. The spell will expire after 5 seconds / level of experience of the caster.


    Tasha's Unbearable Derisive Laughter
    Range: 50 feet
    Duration: 5 seconds per attempt
    Area of Effect: 30 feet radius

     What man does not feel their body fill with burning shame when mocked by a woman? Fill the ears of your enemies with the derisive scorn of a woman's laughter. Their bodies shall become clumsy and foolish, easily struck, and confidence shall be leeched from their muscles, weakening their blows.

     Tasha's Unbearable Derisive Laughter occurs in a 30 ft radius from the spot it hits. All male living creatures with intelligemce in range of the spell must resistance to the Spells or get a penalty to movement, and a penalty to their damage they can deal for 5 seconds / level of experience of the caster.


    Vampiric Touch
    Range: Touch
    Duration: Instant
    Area of Effect: 1 Creature Touched

     This spell steals life from the target and transfers it to you. When the player touches a non-undead creature, he drains some health from the target for every bit of will he has. The damage that he drains is then transferred to the caster and added to their total health. Any health over the normal is treated as 'temporary health' which will be lost after one hour if not used beforehand (absorbing damage).


    Zerthimon's Focus
    Gith Spell
    Range: 50 feet
    Duration: 5 seconds per attempt
    Area of Effect: 1 creature

     This enchantment helps the target remember Zerthimon's teachings on the ways to channel one's mental and physical focus during battle. When cast, the recipient's chances for a Critical Attack are raised for 5 seconds per level of the caster.
  4. Level 4

    Blacksphere
    Range: 30 ft. (50 ft. at level 10+)
    Duration: 10 seconds
    Area of Effect: 10 feet radius globe

     This spell illustrates the power of Force, as a wave of concussive force
    explodes out in a 10' radius that not only damages but imprisons as well.

     The spell allows the caster to create a black sphere of force which explodes and causes lesser amounts of damage that causes wounds to appear on the victim, to all creatures and people with in a 30 ft. radius. Creatures failing at resistance to the spell are trapped in a 10-foot radius sphere of force for the duration of the spell. Even if they make the resistance they still take damage from the blacksphere itself of negative thoughts and impulses that causes them to wound themselves.


    Confusion
    Range: 120 feet
    Duration: 10 seconds + 1 second per attempt
    Area of Effect: Up to 60 square feet

     Focus and purpose shall become undone.

     As per the name, this spell causes 1-4 creaturesand people, +1 creature per more experience, to
    become confused and unsure of itself. They will either: 1) Wander away; 2) Stand confused; 3) Attack nearest creature or person; 4) Act normal.


    Elemental Strike
    Range: 90 ft. + 5 ft. per attempt
    Duration: Instant
    Area of Effect: 1 or more creatures or objects

     Globes of elemental force fly forth and explode upon impact. Those wihin range are caught in its blast wave as well.

     Like the magic missile, this spell creates a mystical globe of elemental energy, which will successfully hit the target for lessened damage of minor scrapes and disturbances, regardless of resistance. It then explodes with a concussive blast that does knocks out people within a 3 ft. radius. If resistance is made then this concussive damage is negated. The wizard creates 1 missile and an additional missile with every added bit of energy, for a max of 7 or more missiles.


    Force Missiles
    Range: 90 ft. + 5 ft. per attempt
    Duration: Instant
    Area of Effect: 1 or more creatures or objects

     Missiles of Force accurately strike down and blast its intended victims.

     Like the magic missile, this spell creates a mystical globe of magical energy, which will successfully hit its target for  allot of energy damage, regardless of resistance. It then explodes with a concussive blast that does knock out force within a 3 ft. radius. If resistance is made and your not effected then this concussive damage is negated. The wizard creates 1 missile at will and additional missile with more energy for a max of 7 missiles or more.


    Improved Strength
    Range: 0 feet
    Duration: 5 seconds per attempt
    Area of Effect: creature touched

     Superhuman strength can be yours, regardless of prior limitations.

     This spell can bestow superhuman strength upon a creature or person. Furthermore, improved strength allows the recipient of the spell to ignore racial differences or restrictions on his Strength, possibly reaching high weight lifting ability, temporarily.

    Remove Curse
    Range: 0 feet
    Duration: Instant
    Area of Effect: Special

     Cursed items shall no longer afflict you when this spell is cast.

     When cast, this spell removes a curse upon the person targeted. It does not remove the curse from the actual item itself, but it allows the person to successfully unequip and rid themselves of the cursed item.


    Shroud of Shadows
    Range: 0
    Duration: 5-20 seconds +10 seconds per attempt
    Area of Effect: One Target

     This spell springs shadows to your aid, enshrouding your body from detection and physical attacks.

     When this spell is cast, a targeting cursor appears, and the player may select any target within touch range. The recipient of this spell gains the following abilities: becomes harder to hit, more Stealthy, and targets have a penalty to hit the caster that shows itself on thought to attack.
  5. Level 5

    Cloudkill
    Range: 100 feet
    Duration: Instant
    Area of Effect: 50 x 50 ft. cloud

     Clouds of death stream forth from the caster and send those not strong enough on a free journey to their deserved plane of rest.

     A billowing cloud of toxic vapors are created that is so deadly that it will slay any creature with exposure longer than 2 minutes and cause creatures with enough weight to resist poison with penalties or be slain, and creatures up to allot of weight resist poison without penalties or be slain! Those above
    excessive weight suffer minor damage like slower response and created confusion.


    Cone of Cold
    Range: 30 feet
    Duration: Instant
    Area of Effect: Special

     Extreme cold blasts forth and welcomes your enemies in its freezing embrace.

     This spell shoots forth a cone-shaped area of extreme cold from the caster's hand in a 30 ft.-long cone. It deals to a maximium of 3 minutes of freezing damage.


    Desert Hell
    Range: 50 feet
    Duration: Instant
    Area of Effect: 50 x 50 ft.

     'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss. This spell proffers that nothing could be worse than the endless dunes and schorching heat of the desert.

     This spell summons the schorching heat of the desert planes to scorch all enemies within sight. Enemies within range must resist or spontaneously combust for deadly amounts of damage. Even if they save, they still take half damage from the searing heat.


    Enoll Eva's Duplication
    Range: 50 feet
    Duration: 60 seconds
    Area of Effect: One

     This 'spell' is actually a complex mathematical equation accidentally discovered by the modron, Enoll Eva, while calculating the multiplication factor on various linear algebraic formulas. The results are devastating: This equation allows all subsequent actions to be doubled or duplicated. Hence it was found that during confrontations, all physical or magical attacks were seemingly doubled - dealing twice the amount of damage.

     This spell affects a single target. No Saving Throw required. When cast, all subsequent attacks (physical or magical) will be duplicated once: For example, after attacking once with a weapon, the attack will be immediately duplicated - same for spells (cast a Magic Missile, and immediately afterwards, another
    Magic Missile spell will launch). This spell will last for approximately 2 minutes after casting.


    Fire and Ice
    Range: 150 feet
    Duration: Instant
    Area of Effect: 30 feet radius globe

     A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly strike down the target of your choosing.

     This spell summons 2 crystal spheres (one red, one blue) that strike a specified target. Upon impact, the red sphere explodes into a fireball 30' radius that inflicts scorching fire damage upon all w/in range, while the blue sphere explodes in the same area of effect, causing freezing cold damage to all w/in range. A successful saving throw vs. spell halves the damage.
  6. Level 6

    Antimagic Shell (Thanks to Jeroen te Strake for this spell's description!)
    Range: 0 feet
    Duration: 5 minutes
    Area of Effect: 1 foot per attempted energy focus in diameter

     In an ironic twist, all magic in its area of effect shall be undone, with this spell.

     This spell surrounds the caster with a 'shell of magic' that effectively negates all magic and magical spell effects (including magicitems) within its area of effect. Thus, it blocks out magic, yet it also stops all usage within the shell as well! This also includes various special attacks such as breath, gaze or voice attacks. The spell lasts for 5 minutes, and it globe's area of effect is 1 foot per attempt of the caster.


    Chain Lightning Storm
    Range: 50 feet
    Duration: Instant
    Area of Effect: 50 x 50 ft area

     "As Man looked up and cried to the heavens, so it responded..." Judgement rains down from the skies when this spell is invoked. Giant Bolts which strike and chain shall comprise the Storm of death.

     Giant Lightning Bolts strike down all hostile creatures on screen for deadly amounts of damage. A successful energy resistance reduces it to half damage.


    Globe of Invulnerability
    Range: 0 feet
    Duration: 5 seconds per attempt
    Area of Effect: 5 feet radius

     Similar to its sister spell, Antimagic Shell, this enchantment restricts certain magic from entering its confines. Yet unlike its sibling, this spell allows magic to flow outward from within.

     This spell creates an immobile sphere of magic that prevents any level spell effects from penetrating (even area effect spells). Spells of 5th level or higher are not affected by the globe. But unlike antimagic shell, any type of spell can be cast out of the sphere. The globe lasts for 5 seconds per level of the caster.


    Howl of Pandemonium (Thanks to Jeroen te Strake for this spell's description!)
    Range: 50 feet
    Duration: Special
    Area of Effect: 30 ft. radius or 60 x 20 ft. cone

     The Madness from the Howling Land - Pandemonium's Noise screams forth and bathes everyone in its cacophony.

     The Winds of Pandemonium shoot forth from the caster's body to stun any enemies in an area. The spell can also nullify all sound-based attacks and deflect normal missile weapons. Creatures of lesser health who fail at resistance vs. spell are incapacitated for 10 - 60 minutes. Those creatures effected become confused (as if a Confusion spell was cast on them).
  7. Level 7

    Acid Storm
    Range: 30 ft.
    Duration: 30 seconds
    Speed: 7Area of Effect: 20 ft. radius up to 20 ft. high

     The tempest of acid may come and go, but its sting lingers much longer.

     This spell creates a massive storm that rains deadly acid to all enemies in a 20 ft radius area that inflicts melting sensation and energy harm that causes body weakness for every 5 seconds per attempt of the caster. A successful resistance reduces the damage in half.


    Bladestorm
    Range: 75 feet
    Duration: Instant
    Area of Effect: 10 yards per attempted focus of energy in  radius

     The blackest ice from the fourth layer of Acheron is summoned to cut, shear and slice away all who oppose you.

     This spell summons rows upon rows of Ocanthyan razor-ice shards that strike all opponents in 10 yards per level of experience radius.  Inflicts minor to bone crushing and disintegrative damage.


    Guardian Mantle (Thanks to Jeroen te Strake for this spell's description!)
    Range: 0 feet
    Duration: 50 seconds + 5 seconds
    Area of Effect: the caster

     All physical hostile attacks can be done away with.

     This spell creates a magical blanket of energy that envelopes the caster's body and deflects all physical attacks for 50 seconds + 5 seconds per attempted casting of the caster. All attackers must make a successful resistance vs. spell at a negative influence penalty in order to break through, otherwise their attacks are thwarted by the mantle. In addition, while the spell is active, the caster can still attack or use magic. [This spell cancels all other protective effects while the spell is active.]


    Stygian Ice Storm
    Range: 50 feet
    Duration: Special
    Area of Effect: 50 ft X 50 ft area
    Saving Throw: Special

     Few know the true terror of Baator, let alone the gruesome Fifth Layer. This devastating spell summons the harshest cold and bitter ice of the Fifth Layer of Baator, Stygia, to annihilate all enemies within range. As the River Styx flows through the Stygian Ice, so it does in this spell as well. Perhaps if the victims are strong enough to survive this devastation they may live to tell others about the true terror... but the River Styx has a tendency to make people forget.

     Ice from Stygia is summoned to crush all creatures within sight by a blizzard of ice damage. Finally, all creatures must resist it or suffer confusion for 5-30 seconds due to the immediate contact with the frozen, forgetful waters of the River Styx.
  8. Level 8

    Deathbolt
    Range: 100 feet
    Duration: Instant
    Area of Effect: 1 creature

     Death comes in many forms, but none so painful as this. For even if you evade Death's Touch, it will always leave a mark.

     This spell calls forth a magical bolt of death energy that kills a specified target, unless it makes a successful resistance effect. Even on a successful resistance, the victim suffers some damage from an unknown source which results in disintegration.


    Ignus' Fury  (Thanks to Jeroen te Strake for this spell's description!)
    Range: 100 feet
    Duration: Instant
    Area of Effect: One 10 ft. cube

     Ignus draws flames from the Elemental Plane of Fire to erupt, scorch and burn.

     This spell calls forth a horrific storm of fire that inflicts deadly damage, plus additional damage per attempt of the caster, on all creatures and people within sight. A successful resistance vs. spell halves the damage.


    Mechanus' Cannon
    Range: 50 feet
    Duration: Instant
    Area of Effect: 1 creature or person

     The true, logical justice of Primus shall be delivered unto the illogical, as pure energy descends from Mechanus.

     This spell summons the ultimate form of 'equalization' from Primus: A huge energy blast that comes from the very heart of Mechanus and fires toward the target specified by the caster, via a portal. A temporary portal will appear 10 ft. from the target and Mechanus' Logical Justice will be handed down, inflicting near crippling damage.


    Meteor Storm Bombardment
    Range: 50
    Duration: Instant
    Area of Effect: 50 ft X 50 ft area

     Meteors from across the multiverse are called to rain destruction upon all who oppose the caster.

     This spell calls forth a great shower of meteors to bombard all enemies within sight for horrific damage, or half the damage with a successful resistance.


    Power Word, Blind
    Range: 15 feet per attempt of focus
    Duration: Special
    Area of Effect: 15 feet radius

     The power of sight shall be removed, and darkness shall enter.

     This spell blinds up to more than 10 creatures or people within a 15 ft. radius / attempt of focus from the caster from the specified target point. The blindness spreads outwards from the center, affecting creatures with the lowest Health first. Those with more than normal health are not affected. The spell effect's duration depends on the number of health affected: If those of fewer health are affected, then the blindness lasts for 160-400 seconds. If those of lesser health are affected, the blindness lasts for 80-200 seconds. If those of average health are affected, the blindness lasts for 16-40 seconds. An individual creature or person can't be partially affected: Unless all of its health are affected, it is not blind.
  9. Level 9

    Abyssal Fury
    Range: 50 feet
    Duration: Instant
    Area of Effect: 1 creature

     When compared to the Tanar'ri, at least the Baatezu are more civilized. There is, perhaps, nothing more horrific than the unbounded fury of the Abyss. By use of this spell, the ground shall split open and the victim dragged into Baatorian madness. Welcome to Hell.

     This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by the ruthless Tanar'ri. After what seems like only a few seconds (which is more than an eternity for the victim in the Abyss), the victim (or what's left of him) gets spit back out of the portal.

     (1) If the victim makes a successful resistance, he will get spit out of the portal in 'one piece,' but while the victim sensed nothing at first, after a split-second, all the Wrath of the Tanar'ri will surface. The victim will suffer deathly damage as he suffers multiple 'delayed' attacks and slashes from all angles.
     (2) If the victim fails the saving throw, it is instant death. All that is left are body parts.


    Celestial Host
    Range: 100 feet
    Duration: Instant
    Area of Effect: 50 ft. x 50 ft. area

     While the various proxies and beings of the Celestial Planes are seen as the embodiment of kindness, compassion, and benevolence, their might easily rivals those of Baator or the Abyss. Woe to those who underestimate the power of the Upper Planes!

     When cast, a group of powerful phantasms are called to help eradicate all enemies in a 50 ft. x 50 ft. area, as their combined attacks inflict life threatening damage, with no resistance possible. The phantasms represent some of the most powerful celestial beings from the Upper Planes: Astral Deva (Mace of Disruption), Phoenix (Fire Storm), Solar Aasimon (Celestial Bow), and a Gold Dragon (Energy Wave).


    Confraglation (Thanks to Jeroen te Strake for this spell's description!)
    Range: 50 feet
    Duration: 50 seconds
    Area of Effect: 1 creature

     Burn, burn, burn.

     A single creature or person shall be set aflame with this hideous spell, suffering major burns per 5 each seconds, with no resistance. The spell lasts 5 seconds per energy focused by the caster. Anybody within 10 feet of the target will also suffer major burns, but are allowed to resist vs. spells to halve the damage.


    Elysium's Fires (Thanks to Jeroen te Strake for this spell's description!)
    Range: 90 feet
    Duration: Instant
    Area of Effect: 50 ft. x 50 ft. area

     Elysium's Fires split the sky, raining streams of bright white fire down upon the earth. Each blast explodes when it strikes the ground, causing a tremendous flash and sending waves of fire rippling out from the point of impact.

     This spell summons 8 energy meteors from Elysium to strike down upon the area and crush all enemies. As they smash down on the ground, each one explodes in a 15 foot diameter area, doing life threatening damage. A creature or person gets resistance for each of the blasts that hit him.


    Power Word, Kill
    Range: 15 feet per attempted energy focus
    Duration: Instant
    Area of Effect: 10 feet radius

     With a single word, life's energies are snuffed out.

     When the spell is uttered, one creature of any type within the spell range is instantly killed. It can kill any creature or person that has allot of health, with no resistance allowed.


    Rune of Torment (Thanks to Jeroen te Strake for this spell's description!)
    Range: 0 feet
    Duration: Instant
    Area of Effect: 50 ft. x 50 ft. area

     Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the soul. All will be made clear when the Circle is drawn.

     After the Ultimate Circle is inscribed on the ground, and the Rune explodes, all creatures in the 50 ft. x 50 ft. area that are hostile take life threatening damage. There is no resistance.
  10. Level ?

    Magic Mirror

    A 2nd-level spell which creates 1-4 images of a target. The images mimic then caster's actions, though they're unable to actually cast any spells or cause damage, and thus can confuse attackers. When hit, an image vanishes.


    Soul Exodus

     Like it says on the tin: The spell summons a spectral image of the target that attacks it. Upon the target's death, the spectral image vanishes.


    Wish

     Wish is more or less unique amongst spells. The easiest way to describe it is via analogy: While most other spells consists of magic persuading the multiverse to do things its way, Wish grabs it by the throat or succors it and tells it what to do. Though the power of a Wish is limitless, its user can bend the fabric of reality. The limit is that the fabric will only bend so far without breaking.

     Wish is theoretically is a high level spell, but casting one requires only to state your intent (which is making an idea of what you want and then needing it in idea form) and needing or having your subconscious to create it.
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Priest spells

  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.

  1. Priest 1

     Blessing
     Cure Light Wounds
     Curse
     Detect Evil
     Halo of Lesser Revelation
     Protection From Evil
  2. Priest 2

     Aid
     Cure Moderate Wounds
     Spiritual Hammer
     Call Lightning
     Flame Walk
     Prayer
     Remove Curse
     Speak with Dead
  3. Priest 4

     Cure Serious Wounds
  4. Priest 5

     Cure Critical Wounds
    Raise Dead
  5. Priest 6

     Heal 
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Priest Spell Descriptions
  1. Level 1

    Blessing
    Range: 180 feet
    Duration: 30 seconds
    Area of Effect: 50 feet cube

     A boon to one's companions, granting them strength when they are in need.

     Bless grants additional energy to hit and make effects and additional bonuses to resistance to all friendly creatures that are in a 50 feet radius from the casting point.

    Cure Light Wounds
    Range: 0 feet
    Duration: Permanent / Instant
    Area of Effect: Creature or person touched

     This spell seals minor wounds on a target.

     The caster can cast the spell on anyone within touch range, in a 30 ft. area. Cure Light Wounds heals a target for health increases. The creature's restored health cannot exceed its normal health.

    Curse
    Range: 180 feet
    Duration: 30 seconds
    Area of Effect: 50 feet radius

     A bane to one's enemies, weakening them.

     The opposite of Bless, Curse grants all enemy targets in a 50-ft. radius, a negative to attacking and a bad resistance for 30 seconds.

    Detect Evil
    Range: 0 feet
    Duration: 50 seconds + 25 seconds / attempted energy focus (maximium of 5 minutes)
    Area of Effect: Caster

     This spell detects evil intent, revealing the inner nature of the target.

     When cast, this spell detects any evil emanations from creatures within range for 50 seconds + 25 seconds / attempted energy focus of the caster.

    Halo of Lesser Revelation
    Range: 240 feet
    Duration: 20 seconds per attempt
    Area of Effect: 10 sq. feet per energy focused within a 40 ft. radius

     Lines a priest's enemies with a halo of light, making them easier to see and be hit.

     When cast, the player characters selects any target point within range to center the spell on. From there, a glowing, vibrant green glow emits from the center and grows out to a 40 foot radius. All hostile creatures will be surrounded by an auratic glow for the duration of the spell, which bestows a negative penalty to hit to all affected creature(s) and people. There is no resistance for this spell. This spell can also cause a glow around invisible creatures.


    Protection From Evil
    Range: 0
    Duration: 10 seconds per Attempt
    Area of Effect: 1 creature

     This spell surrounds the caster with a circle of protection that helps protect against attacks by those with evil intent.

     This spell bestows protection from evil creatures through a magical barrier that surrounds the recipient of the spell. It gives a lesser penalty to attack by evil creatures and bestows a lesser bonus to all resistance that are caused by such evil attacks for a duration of 10 seconds / each second of the attempt.
  2. Level 2

    Aid
    Range: 0 feet
    Duration: 10 seconds + 10 seconds per attempt
    Area of Effect: Special

     Bolster an allies' courage, giving him added skill and the ability to withstand more damage.

     Aid Grants a bonus to hit and more resistance to the target creature, provided that being is not already engaged in combat. The spell also provides more health for the target creature for the duration of the spell; this spell allows the creature to have more than its ordinary total health. This health is only temporary, and disappear when the spell ends - however, if the creature or person loses those health effects to damage, it does not lose additional health when the spell ends.

    Cure Moderate Wounds
    Range: 0 feet
    Duration: Permanent / Instant
    Area of Effect: Creature touched

     This spell seals moderate wounds on a target.

     When cast, a targeting cursor appears, and the player can cast the spell on anyone within touch range. Cure Moderate Wounds heals a target for scrapes and bruises. The target's restored health cannot exceed its normal health.

    Spiritual Hammer
    Range: 30 feet per attempt
    Duration: Variable (see below)
    Area of Effect: 1 Target

     This spell summons a hammer of spiritual energy to smite your foes.

     When cast, the caster chooses a target within range. The hammer causes life threatening bludgeoning damage, for every attempt that the caster has, acting as a blessed weapon (more chance to hit and more damage), gaining an additional damage effect for every six attempts of the caster.
  3. Level 3

    Call Lightning
    Range: 180 feet
    Duration: Instant
    Area of Effect: 10 feet radius

     This spell summons nature's fury to strike your foes.

     The caster can call one bolt of electricity, hurling it down upon her enemies for severe electrical damage, plus an additional amount of damage for every attempt of the caster. This damage affects every creature within a 10 foot radius of where the bolt crashes down. Area of Effect is 10 feet Radius. A resistance vs.
    Spells results in half-damage. This spell can only be used outdoors.

    Flame Walk
    Range: 0 feet
    Duration: 10 seconds + 10 seconds per attempted energy focus
    Area of Effect: Creature(s) touched

     This spell protects the recipient from the effects of flames... for a time.

     This spell gives a single target additional resistance against any fire-based attack, and gives all fire-based attacks half any damage that does succeed in reaching the targets of this spell.

    Prayer
    Range: 0 (centered on caster)
    Duration: 5 seconds or longer per attempt
    Area of Effect: 60 feet radius

     This spell aids allies and harms your foes.

     This spell grants a bonus effect to attack, damage, and resist to all who are "Friendly" to the priest. Those who are "Hostile" to the caster suffer negatively to attack, damage, and resistance. It lasts 5 seconds / attempt of casting in a 60 foot radius. Prayer also creates effects that you desire, with a certain format.. Like 'Oh [name your God here], make [name the effects or desire].

    Remove Curse
    Range: 0 feet
    Duration: Instant
    Area of Effect: Special

     Cursed items shall no longer afflict you when this spell is cast.

     When cast, this spell removes a curse upon the person targeted. It does remove the curse from the actual item itself, too. It even allows the person to successfully rid themselves of the cursed item.


    Speak with Dead
    Range: 50
    Duration: Special
    Area of Effect: 1 creature (undead)

     To commune with spirits passed away.

     This spell allows the person effected to initiate a dialogue with a dead body within speaking range.
  4. Level 4

    Cure Serious Wounds
    Range: 0 feet
    Duration: Permanent / Instant
    Area of Effect: 1 creature

     This spell heals any serious wounds a target may have gained.

     Restores more health than cure wounds to the target creature or person. The target's restored
    health cannot exceed its normal health.
  5. Level 5

    Cure Critical Wounds
    Range: 0 feet
    Duration: Permanent / Instant
    Area of Effect: 1 creature

     This spell heals any critical wounds a target may have gained.

     Restores major health, as in restored cuts and internal bleeding, to the target creature or person. The target's restored health cannot exceed its normal health.

    Raise Dead
    Range: 90 feet
    Duration: Permanent / Instant
    Area of Effect: 1 Person

     The most precious gift is bestowed upon all who were lost to the living.

     This spell restores life back to any slain individual chosen.
  6. Level 6

    Heal
    Range: Self or Unlimited
    Duration: Permanent / Instant
    Area of Effect: 1 creature

     This spell brings forth the ultimate power of healing. It cures all blindness, all disease, and completely restores the target.

     Restores all health to a target creature and removes all blindness and disease conditions on the target.

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Sacrifice Spell effects

  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.

Creation Spells

    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.


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Basic Attack Spells

   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.


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Shield Spells

    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.

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Stun Spells

    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.


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Chain Spells

    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.

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Area of Effect Spells

    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.


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Wall Spells

    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.


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Rain Spells

    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.


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Ultimate Spells

     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.


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Blue Soul Spells

    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.

Soul Stealing Spells

    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.

Other Spells

    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.


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Structure Spells

    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.


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