| Freeze |
1 |
MP magical |
Use your magical power to freeze an enemy to the ground! |
| Summon |
1 |
MP magical |
Call a magical familiar or servant to aid the Mage, giving the class a companion-style conjuring tool. |
| Decompose |
2 |
MP magical |
Use your magical power to accellerate the decomposition of a corpse. |
| Ice |
3 |
MP magical |
Harness the power of freezing ice as a Mage, sending a magical blast of cold towards your opponent. Does damage to the target and may even freeze them momentarily. |
| Illuminate |
3 |
MP magical |
Use your magical power to illuminate your surroundings with a tiny magical sun. |
| Mirror |
4 |
MP magical |
Mirror creates a magical mirror of physical energy, reflecting back attacks upon your body to the recipient. |
| Shockwave |
4 |
MP magical |
Use life magic to send a powerful shockwave to damage an opponent. This potentially may impact anyone else closeby. |
| Fireball |
5 |
MP magical |
Harness the power of burning fire as a Mage, sending a magical blast of immaterial fire towards your opponent. Does damage to the target and may even stun them momentarily. |
| Heatshield |
5 |
MP magical |
Syntax: heatshield. Mage only. Shape a personal arcane shield which moderates harmful heat but never cold. Potency equals your Conjuring skill, capped by 40 plus three times your level and never above 100%. Thus a level 20+ Mage with 100 Conjuring receives 100% heat moderation. Duration is 120 seconds plus eight seconds per Intelligence and four per Wisdom. The spell costs 27 mp and uses the normal two-round magical recovery. Recasting replaces and refreshes your existing personal climate ward; wards do not stack and announce their expiry. It affects only you, not the room or other players. It moderates heat exposure, heatwave damage, movement fatigue, and heat's effect on healing. It gives no cold protection and does not prevent wind, lightning, hail impact, or other non-temperature hazards. Example: heatshield. |
| Embercloak |
6 |
MP magical |
Wrap yourself in a shimmering cloak of ember-light, briefly strengthening your magical defences and making you harder to strike. |
| Mindspike |
6 |
MP magical |
Drive a needle of focused will into an enemy's thoughts, weakening magical defences and concentration for a short time. |
| Blur |
7 |
MP magical |
Bend light around yourself until your outline swims and slips, giving you a brief defensive window in combat. |
| Lightning |
7 |
MP magical |
Call down a focused spear of lightning. It is a direct high-level damage spell for mages who have outgrown fireball. |
| Manawell |
8 |
MP magical |
Open a temporary well of raw mana, increasing your conjuring and magical attack while it holds. |
| Timesnare |
8 |
MP magical |
Snare a monster in a knot of warped time, making it act only every other heartbeat for about ten to twenty seconds based on your magical skill. It cannot be used on players and will not stack on an already slowed creature. |
| Meteor |
9 |
MP magical |
Tear a burning stone out of the sky and let the impact splash destructive force through the nearby area. |
| Maelstrom |
10 |
MP magical |
Unleash a violent knot of elemental force, damaging an enemy and tearing at their balance and magical control. |
| Teleport |
15 |
MP magical |
Fold space around yourself and teleport to a player, monster, or place you have already discovered on your map. The spell measures the whole journey before it begins: if the destination is too distant or your magic is too low, the teleport fails without moving you. |