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| Shadowmage: | 75 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Darkness |
| School: | Blackmagic | Save: | Half | Damage: | (Level-35)d15; max of 55d15 |
his spell draws a measure of dark energy through from another plane and sends it slamming into and through the target. Contact with this terrible energy shreds the body and mind of the target, and may leave the victim unable to function coherently for some moments.
| Shadowmage: | 90 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | Instantaneous | Type: | Darkfire |
| School: | Necromancy | Save: | Half | Damage: | (Level-60)d25 |
large ball of living, writhing darkness congeals before your hands and flies quickly away from you. Ebony flames reach out from the ball, wispy tendrils filling the room as the ball shatters, sending a wave of brutal darkfire into your enemies. This is an evil spell.
| Shadowmage: | 85 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Darkfire |
| School: | Necromancy | Save: | Half | Damage: | (Level-70)d35 |
bony flames surround your arm and, as you point at your foe, stream out, surrounding and enveloping your opponent. This is an evil spell.
his spell will make the room that you are in magically dark for one day, or negate a Create Light or Ever Light spell.
| Druid: | 90 | Mage: | 85 | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Cold |
| School: | Hydromancy | Save: | Half | Damage: | (Level-50)d25 |
his spell shrouds the target in a thin shell of crystalline ice. The numbing cold will sap the target's strength severely, costing him ten points of strength for a short time. The cold also causes massive damage to the victim as his flesh shatters and blood congeals.
| Mage: | 7 | | | | |
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| Aggressive: | No | When: | Anytime | Where: | Anywhere |
| Range: | Self | Duration: | 12 Hours | Type: | Protection |
| School: | Translocation | Save: | None | | |
his spell increases the possible weight and number of items you can carry by half.
his powerful spell summons a demon. This demon might serve you. It also might rip you to shreds. Use cautiously, and please don't demongate in or around Nevrast. At the expense of extra mana, it is possible to call specific demons to assist you. This is a very evil spell.
his spell will enable you to see the red aura surrounding evil creatures and items.
his spell will enable you to see the white aura surrounding good creatures and items.
his spell enables the target to see invisible items and players.
his spell will display the magical glow of enchanted items, will let you tell roughly how many charges are left in a magical item at a glance, and will let you see any room-based spells that are in effect.
ast on food or drinks (drink containers) you will be able to sense if it is poisoned. Cast it on a person and you will be able to see if that person is poisoned.
| Shadowmage: | 70 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | None |
| School: | Translocation | Save: | Half | Damage: | (Level-50)d25; max of 50d25 |
pon completion of this spell, the very base matter of the target is disrupted, resulting in grievous injuries to the target and anything he is wearing.
his spell will banish evil extraplanar creatures. This is a good-aligned spell.
his spell will banish good extraplanar creatures. This is an evil spell.
his spell can be used remove invisibility from a character or an object.
his spell causes all enchantments cast upon a target to be removed. It will not, however, affect the indirect results of enchantments, such as scarring from acid, divine disfavor inspired by a curse, or the toxins produced by paralyze or poison.
Casting this spell on someone who is not in your group is a hostile act, and thus disallowed on the Surface.
If cast on yourself, dispel magic automatically succeeds; if cast on another, he must fail a saving throw for each enchantment. The saving throw is heavily influenced by the target's level and the casting level; if his level is higher than the casting level, it's easier for him to make it.
his spell, the purview of cleric, paladin, arbiter, inquisitor, and antipaladin avatars, surrounds you with a holy aura that protects you from your opponent's Fireshields, Shockshields, and Prismatic Spheres, as well as providing the benefits of a Sanctuary spell. Unlike Fireshield, Shockshield, and Prismatic Sphere, it does not cause harm to unprotected foes who strike someone protected by it.
ivine Wind, the most powerful and versatile spell ever developed, is the purview of mage avatars. It allows these great spell-casters to call a wind of power (of any type they desire) to flow outward from them in the direction specified for quite some distance!
This spell is dangerous. Group members are not protected from its effects. On the Surface, the spell will fail with no effect if innocents are present; in the Underdark, however, friend and foe alike will be struck down.
The damage done by this spell is similar to the spell Solar Gate at the point nearest to the caster, and decreases slowly over the next several rooms. The spell will continue outward in the direction specified up to five rooms away from the caster.
The damage type done can also be specified by the caster; only the experimentation of the avatars will reveal the true variety and power of this dire invocation!
his spell, castable only on a creature currently in combat, creates a duplicate of the target. The new duplicate does no damage and has very few hit points, but is substituted into whatever combat the creature it duplicates was fighting in. The sum effect of this is to rescue a beleaguered character from a combat situation, and additionally confuse whoever was fighting him.
| Mage: | 38 | Shadowmage: | 17 | | |
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| Aggressive: | No | When: | Anytime | Where: | Anywhere |
| Range: | Realm | Duration: | Instananeous | Type: | Information |
| School: | Compulsion | Save: | None | | |
his spell sends a magical dream to the named player, delivering a one-line message. The recipient must be asleep to see your dream. Dream may be cast even if you are asleep.
| Mage: | 103 | | | | |
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| Aggressive: | Yes | When: | Non-Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Water |
| School: | Hydromancy | Save: | Partial | Damage: | 10% of current hit points |
his spell allows the mage avatar to fill his target's lungs with water, and with many potential victims requiring air to breathe, all but the hardiest of opponents can be dealt with quickly. If not instantly killed, the target will suffer 10% of his current hit points in damage.
his spell will cause a localized earthquake. The tremors will shake all within the area, causing bumps, bruises, broken bones, death, etc., and will also knock non-flying opponents from their feet. Flying opponents suffer only half normal damage, and none if they make their saving throw.
| Mage: | 32 | | | | |
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| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Object | Duration: | Permanent | Type: | Enchantment |
| School: | Compulsion | Save: | None | | |
his spell allows the caster to enchant a nonmagical piece of armor or armoring equipment so it affords a significantly higher protection to the wearer.
| Mage: | 40 | Shadowmage: | 75 | | |
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| Aggressive: | No | When: | Non-Combat | Where: | Anywhere |
| Range: | Object | Duration: | Permanent | Type: | Enchantment |
| School: | Compulsion | Save: | None | | |
his spell allows the caster to enchant a non-magical, non-modifying weapon, enhancing it with magical bonuses to hitroll and damroll. By non-modifying, we refer to weapons that don't alter any ability, such as hitroll, bash, or dexterity. The only way to know if a weapon is suitable for enchantment is to fully identify it.
rior to long treks in the wilds, it is common for many outdoorsmen to seek this enhancement. Granting them the ability to bear hardships far beyond normal, they are able to survive harsh conditions that might otherwise be a death sentance.
The target of this spell will gain a significant boost to his constitution attribute. Only one of Strength, Genius, Inspiration, Agility, and Endurance can be in effect at once; if another is cast, it has no effect.
his terrible spell will drain 1 hit point per caster level from a target, as well as several adepts from many of his proficiencies. Saving from this spell will cause half damage and no loss of adepts. Damage done by this spell is regenerated by the character causing the injury. Weaponspells operate in a similar, but substantially reduced, manner. This is a very evil spell.
his spell will only work in forested terrain, but when used there, will entangle the target with roots and vines, effectively rendering him temporarily powerless.
his spell will make the room you are in magically and permanently dark, or negate a Create Light or Ever Light spell. The powerful magics that sometimes cause weapons to glow can also be dimmed by the application of this spell.
his spell will make the room you are in magically and permanently bright, or negate a Darkness or Ever Darkness spell. Some spell-casters have been known to cast this on ordinary items to make others believe they are magical in nature.
| Cleric: | 35 | Paladin: | 55 | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instant | Type: | Divine |
| School: | Divine Magics | Save: | Partial | | |
much more focused and powerful form of Turn, Exorcise forces a single undead or demonic creature to flee before the caster. Lesser beings are likely to be destroyed outright by this potent ceremony.
his spell surrounds your opponent with a halo of glowing motes of light, effectively worsening its armor class by 10 points, and preventing hiding, sneaking, and invisibility.
his spell causes a glowing mist to surround all creatures in a room, effectively Faerie Firing them, and thus worsening their armor classes by 10 points and preventing hiding, sneaking, and invisibility.
his spell will cause fear in the target if he fails a saving throw versus spells, forcing it to flee. It has no effect on foes higher level than you.
his spell will cause the target to suffer mental seizures, lowering his intelligence significantly, and draining his skills by up to five points.
| Druid: | 50 | Mage: | 45 | Ranger: | 50 |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Fire |
| School: | Pyromancy | Save: | Half | Damage: | (Level-15)d13; max of 60d13 |
fiery wind fans from the mouth of the caster, baking the target, burning hair and skin.
| Antipaladin: | 55 | Druid: | 55 | Mage: | 50 |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | Instantaneous | Type: | Fire |
| School: | Pyromancy | Save: | Half | Damage: | (Level-20)d13; max of 60d13 |
ball of fire shoots from your hand's palm, hits the target area, and explodes in a colorful (and intensely hot) ball of flames.
his spell surrounds you with a fiery aura that protects you from your opponent's Fireshields, Shockshields, and Prismatic Spheres. It does severe damage to anyone who dares to attack you when not protected by one of these spells. The duration is relatively short.
| Mage: | 80 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Area | Duration: | Instantaneous | Type: | Fire |
| School: | Pyromancy | Save: | Half | Damage: | (Level-45)d25; max of 55d25 |
his spell creates a large cloud of dark, flammable smoke, which pours quickly over the caster's enemies. The cloud then ignites, turning the targets into deep-fried remnants of their former selves.
| Cleric: | 80 | | | | |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Blunt |
| School: | Divine Magics | Save: | Half | Damage: | (Level-35)d18; max of 70d18 |
ou smash your enemy with a powerful fist of divine force.
slender tongue of flame springs from your extended hand, pounding into your enemy.
his spell summons forth a fiery blade of flame. This magical blade is light and quite effective against thy foes! The power of the blade is level dependent. The higher the level, the stronger the blade.
| Arbiter: | 20 | Cleric: | 15 | Paladin: | 20 |
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| Aggressive: | Yes | When: | Combat | Where: | Anywhere |
| Range: | Target | Duration: | Instantaneous | Type: | Fire |
| School: | Pyromancy | Save: | None | Damage: | 25d8 |
he priest casting this spell calls a column of flames down from the heavens to smite his enemy. Unlike most damage-dealing spells, there is no saving throw to halve the effect.
his spell will permit the target to float over the surfaces that he or she travels upon, easing the strain of movement considerably.
his spell permits the target to fly. It bestows upon the target all of the benefits of the Float spell, and also allows him to reach some otherwise inaccessible areas.
his spell calls forth an almost tangible aura which protects you, and helps to prevent your paralysis or capture. It will also free its beneficiary from webs and entanglement already present when the spell is cast.
his spell will open a magical gateway between the locale in which you stand and your target victim. Once a gate has been opened, anyone can enter it by typing "enter gate". The gate is bidirectional.
his spell protects the target from hostile gaze weapons.
sed by many mages for that flash of inspiration when devising new magics, this spell is useful for anyone else desiring that extra clarity. Some find that their social status has been improved so greatly by their new-found brilliance that they are prompted to return for continual castings of the enhancement.
The target of this spell will gain a significant boost to his intelligence attribute. Only one of Strength, Genius, Inspiration, Agility, and Endurance can be in effect at once; if another is cast, it has no effect.
his spell can only be cast outdoors, but when successful, creates a nourishing blueberry that will, when consumed, relieve the eater from hunger and cure him of light wounds.
| Shadowmage: | 65 | | | | |
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| Aggressive: | No | When: | Anytime | Where: | Anywhere |
| Range: | Realm | Duration: | 24 Hours | Type: | Information |
| School: | Compulsion | Save: | None | | |
his spell magically alters your consciousness such that for the next day, you can send your dreams to other sleeping players with the dream command. The recipient must be asleep to see your dreams. Greater Dream may be cast even if you are asleep.
his spell bestows a Cure Critical spell upon each member of your group, healing each individual 6-27 hit points at the cost of one fifth that many movement points. This is a good-aligned spell.
his spell bestows a Cure Light spell upon each member of your group, healing each individual 1-8 hit points at the cost of one fifth that many movement points. This is a good-aligned spell.
his spell bestows a Cure Serious spell upon each member of your group, healing each individual 3-17 hit points at the cost of one fifth that many movement points. This is a good-aligned spell.
his spell causes all persons in your group, and all charmed creatures following you, to begin to float as if they had been affected by a Float spell.
his spell is similar to Group Float except that it confers flight upon each of the affected persons.
| Cleric: | 99 | | | | |
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| Aggressive: | No | When: | Any time | Where: | Anywhere |
| Range: | Group | Duration: | Instantaneous | Type: | Healing |
| School: | Gestalt; Healing | Save: | None | | |
his spell bestows a Heal Major spell upon each member of your group, healing each individual 300 hit points at the cost of one fifth that many movement points. This is a good-aligned spell.
| Cleric: | 70 | Druid: | 90 | | |
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| Aggressive: | No | When: | Any time | Where: | Anywhere |
| Range: | Group | Duration: | Instantaneous | Type: | Healing |
| School: | Gestalt; Healing | Save: | None | | |
his spell bestows a Heal Minor spell upon each member of your group, healing each individual 100 hit points at the cost of one fifth that many movement points. This is a good-aligned spell.
his useful spell causes all of the members of your group to be protected with Invisibility.
his spell causes the target to be smashed at by a brutal gust of wind, toppling him if he fails a saving throw versus spells.
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