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Lands of Pydain

In a land of Dieing Gods, Kings, Wizards, Sorcerers, Barbarians and Madmen. A single individual will unite the land and bring calm to the world's figurative storm

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    List of spells(big and confusing)

    Admin
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    Posts : 27
    Join date : 2014-07-07
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    List of spells(big and confusing) Empty List of spells(big and confusing)

    Post by Admin Wed Aug 06, 2014 3:31 pm

    The spell index is a list of every spell we will be working with, its path requirements, school and level, classification, and page where it can be located here. The spells themselves are divided into four sections: summoning rituals, non-summoning rituals, global enchantments, and battlefield spells.
    Divine magic is listed under battle field spells as all divine magic is cast on the battlefield (except for some dual-path summons that can be found in the summoning spells).
    This was done, once again, primarily with browsing in mind. "I need a good summoned creature" and "I need a good spell to cast on the battlefield" are generally separate thoughts and events, and separating the spells allows for better
    side-to-side comparison of spells in the same category.
    The in-RP spell descriptions should be consulted for the final word on
    the historical background and justification for any arcane knowledge if any misunderstanding should occur.

    Paths equate to
    D=death
    S=summoning
    E=earth
    A=astral
    W=water
    B=blood
    E=enchantment
    F=fire
    C=construction
    N=nature
    Any numbers next to these indicates what level you must be in this path to use it

    To aid you in locating a particular spell, the list has marks every spell ,with a corresponding letter to identify its type (T):
    R = ritual, SR = summon ritual, B = battlefield spell, G = global enchantment, D = divine magic.
    Conjuration spells:

    Tangle Vines, Conjuration 1, N1
    Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.

    Spirit Curse, Conjuration 1, D1
    The caster summons a malign spirit from the underworld and coerces it to curse an enemy. In return, it is set free to wreak havoc on the living. The spirit never joins battle.

    Summon Storm Power, Conjuration 2, A1
    The caster summons a Lesser Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.

    Summon Water Power, Conjuration 2, W1
    The caster summons a Lesser Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of their armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.

    Summon Lesser Fire Elemental, Conjuration 3, F1
    The caster summons a Lesser Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.

    Summon Lammashtas, Conjuration 4, D2
    The caster summons two Lammashtas to the battle. A Lammashta is a horrific angelic being that serves the Lord of the Underworld. Ethereal and capable of flight, these female entities wield Wraith Swords, which drain the life from those wounded by their blades. They do not serve the caster but rather the Lord of the Underworld. They will probably not attack the caster at the start of the battle.

    Maggots, Conjuration 4, N1
    The mage conjures thousands of maggots, which will start to feed upon an undead being. The maggots will slowly but surely consume the undead. Large undead can survive the maggots by removing them after they have become satiated. Ethereal undead are rarely affected by the spell.

    Strength of Gaia, Conjuration 4, N3E1
    The caster connects himself with the might of the living Earth. This connection gives him regenerative abilities, increased strength, a rougher skin and increased Nature magic power (Nature magic bonus: 1).

    Will o' the Wisp, Conjuration 5, F1
    Two Will o' the Wisps are summoned to help their summoner in battle. They appear at the edges of the battle field. A Will o' the Wisp is a glowing sphere, looking like a light from a bright lantern. In combat, it glows with great intensity, burning anyone nearby. It is very difficult to hit the Will o' the Wisp in combat due to its great speed and small size.

    Ghost Grip, Conjuration 5, D1
    The caster summons an Earth Elemental to aid him in a battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.

    Howl, Conjuration 5, N3
    The caster summons a pack of wolves to aid him in battle. The wolves will come from all directions and may even attack the enemy from behind. This spell is twice as effective if used in forest or mountain terrain.


    Alteration Spells:

    Air Shield, Alteration 0, A1
    The air shield solidifies the air above the caster to protect him or her from incoming projectiles.

    Twist Fate, Alteration 0,S1
    The caster changes his future fate. Twist Fate negates the first successful strike against the one protected by this spell.

    Hand of Dust, Alteration 0, D1
    The caster's left hand becomes deadly, able to turn anything it touches to ashes. The spell is limited in power but ignores armor.

    Charge Body, Alteration 1, A1
    When a charged body is struck in melee combat, electricity will strike both combatants. The damage caused by the electrical charge is deadly and bypasses the protection of armor. Once hit, the mage's body will become discharged and, if the mage survives, will need to be recharged.

    False Fetters, Alteration 1, A2
    Illusionary fetters form around the ankles of a limited number of units. The victims will not be able to move or fight until they have overcome the fetters' magic.

    Fists of Iron, Alteration 1, E1
    The caster enchants his hands, transforming them into pistons able to strike down even the largest of foes. The assault lasts only one round and the targeted unit must be in reach. The magician attacks the target multiple times with increased skill. The damage of the spell increases with the strength of the caster.

    Earth Grip, Alteration 1, E1
    The left hand of the caster becomes deadly and destroys anything it touches. The power of the hand is strong enough to kill giants.

    Skeletal Body, Alteration 1, D1
    The body of the caster dries up and becomes impossibly thin and skeletal. Piercing weapons hitting the caster will cause less damage.

    Combustion, Alteration 2, F1
    The targeted enemy is set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.

    Resist Cold, Alteration 2, F1
    This spell makes the caster highly resistant(not immune) to cold. It also negates the chill effect caused by some undead beings.

    Resist Fire, Alteration 2, W1
    This spell makes the caster highly resistant to fire and flames. It also negates the heat effects of fiery creatures, such as Salamanders and elementals.

    Phantasmal Warrior, Alteration 2, A1
    The illusionist creates a Phantasmal Warrior who attacks the enemy. These warriors move spasmodically, sometimes moving far and sometimes not moving at all.

    Immolation, Alteration 3, F2
    The caster bursts into white-hot flames, badly burning everyone within range. Armor offers little protection against the flames. The spell will kill the caster if he is unprotected.

    Mistform, Alteration 3, A2
    The mage's body becomes mist. Striking the mist that makes up the mage's body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.

    Body Ethereal, Alteration 4, S1
    The target's body becomes hazy and transparent. The target can pass through obstacles and non-magical weapons usually just pass through his body without harming it.

    Curse of Stones, Alteration 4, E3
    The affected enemy units are burdened by the weight of this Earth spell. Each step will exhaust the victims and fighting can prove disastrous even for lightly armed soldiers.

    Solar Eclipse, Alteration 5, F3S1
    The spell will blot out the sun, but only for a little while and in a limited area. It is enough to make a battlefield as dark as the night and will impair all units without darkvision.

    Maws of the Earth, Alteration 5, E3
    The earth cringes and heaves and a great maw with teeth of rock opens and swallows those unfortunate to be standing in the area. Those who survive will be partially buried in the ground and immobilized.

    Enfeeble, Alteration 5, D2
    The mage damages the life force of the targets making them weaker for the remainder of the battle.

    Invulnerability, Alteration 5, D3
    The flesh of the caster is made almost invulnerable from normal weapons. Only magic weapons or strikes from mighty giants will be able to harm the invulnerable one. Only the most powerful casters will not imminently pass out from using this spell.

    Frozen Heart, Alteration 6, W1
    The victim's heart is instantly frozen. Remember undead don't use their heart and some creatures don't have just one.

    Soul Vortex, Alteration 6, D3
    Anyone close to the necromancer will have his life force drained from him. The life force will be used by the necromancer to restore his own health and endurance.

    Darkness, Alteration 6, D4
    The battlefield is covered in a darkness strong enough to render torches almost useless. Living beings will stumble and have great difficulty fighting or shooting in the darkness. Undead, Demons and blind beings are unaffected by this spell. The darkness ends if the caster dies.

    Fog War, Alteration 7, A5
    The battlefield is covered in a thick fog making ranged weapons and spells miss. Can also be used for sneaking though an area.

    Disintegrate, Alteration 8, D2
    The necromancer points a bony finger at a target, who instantly turns to dust.



    Evocation Spells:

    Fire Flies, Evocation 0, F1
    Six burning sparks shoot forth from the wizard's hand. The sparks have very limited armor penetration and will be ineffective against armored troops.

    Freezing Touch, Evocation 0, W1
    The mage touches an enemy who will suffer from severe freezing damage, possibly even die from it. This is an effective spell because armor offers no protection against this quite potent attack. On the other hand, it might be very hard to actually touch an enemy in the heat of battle.

    Flying Shards, Evocation 0, E1
    The caster hurls several stones towards enemy units. The shards are not very powerful, but can severely injure lightly armored units. The number of shards hurled depends on the skill of the caster.

    Burning Hands, Evocation 1, F1
    Flames will issue forth from the mage's hands, igniting anyone in front of him.

    Geyser, Evocation 1, W1F1
    A steaming-hot bolt of water rushes from the caster's hands. The water splashes upon impact and affects everyone in a small area. Armor offers protection from the boiling water.

    Arcane Bolt, Evocation 1, S2
    The caster fires an astral bolt that is deadly for magic beings but harmless for humans

    Fire Darts, Evocation 1, F1
    With this spell, a mage can send a powerful bolt of flame towards a target.

    Fire Blast, Evocation 2, F2
    A powerful blast of fiery energies strikes a small area close to the caster.

    Lightning Bolt, Evocation 2, A2
    The mage hurls a bolt of lightning towards an enemy. The lightning bolt can be hurled quite accurately over long distances and is very useful for eliminating heavily armored targets.

    Shock Wave, Evocation 2, A2
    An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also be killed by the electric shock.

    Fireball, Evocation 3, F2
    The hallmark of Fire magic, this spell allows the mage to throw a ball of flame toward his enemies. The ball is quite difficult to aim, but does considerable damage wherever it lands.

    Mist, Evocation 3, A3
    The caster creates a dense mist across the battle field, not quite as good as fog but it does the job. The mist will limit sight and the range of all spells and missiles.

    Magma Bolts, Evocation 3, E1F1
    Three bolts of magma shoot towards the enemy at high speed. Anyone struck by a bolt will most likely die unless protected by very heavy armor.

    Magic Duel, Evocation 3, S1
    By use of this spell, one Astral mage challenges another to a mental duel. At most one of the mages can survive this duel. The most powerful Astral mage is also the most likely winner. This spell cannot be used by or against mindless beings.

    Healing Light, Evocation 3, S1N1
    A cascade of warm and wonderful light showers the targets. Wounds close in the light and pains ease. The spell doesn't affect undead or lifeless beings. Does not heal major wounds but does reduce the pain.

    Shadow Bolt, Evocation 3, D2
    The necromancer hurls a bolt of dark energies against his enemies. The bolt ignores all armor and can paralyze those close to the target. The undead are immune to this spell.

    Thunder Strike, Evocation 4, A3
    A thunderbolt strikes the battlefield. The mage can make the thunderbolt strike very far away. Even if it misses, the shock wave is powerful enough to severely stun and damage anyone nearby.

    Blade Wind, Evocation 4, E3
    The mage fires a bolt of dark energies towards his enemies. Those who survive the bolt may become feebleminded by the strange energies it releases.

    Bolt of Unlife, Evocation 4, D2
    This bolt passes straight through armor and damages the target's soul directly. If the target is slain he will be filled by the energies from this spell and rise as a soulless warrior.

    Storm, Evocation 5, A4
    Creates a rain or snow storm on the battlefield. Makes flying impossible and shooting difficult. A rain storm will also make it more difficult to use Fire magic.

    Healing Mists, Evocation 5, N3A1
    A cloud of fine mist appears on the battlefield. Anyone inside the mist will have their wounds magically healed. The spell doesn't affect lifeless beings.

    Shadow Blast, Evocation 5, D2
    The necromancer hurls a blast of dark energies against his enemies. The blast ignores all armor and can paralyze those wounded by the spell. The undead are immune to this spell.

    Wrathful Skies, Evocation 6, A5
    The sky turns dark and lightning strikes all over the battlefield. This spell is most effective during a storm.

    Cleansing Water, Evocation 6, W2
    The caster projects a torrent of water against undead enemies. The cleansing water will damage undead beings and demons, but not other magical beings.

    Magma Eruption, Evocation 6, E3F1
    A shower of magma and rocks shoots out from the ground. Anyone standing near the eruption will find himself struck by the full force of the spell and only very heavy armor can help him survive it.

    Astral Fires, Evocation 6, S3F1
    Astral fires consume the essence of materials as ordinary fires consume wood. Even stones will burn with the hazy blue flames characteristic of these otherworldly fires. This is the only fire that will burn underwater.

    Wailing Winds, Evocation 6, D4A1
    The necromancer releases a wind of horrible screams and sighs. Everyone hearing the wailing will feel their spirits sink and have their hearts gripped with fear. A small chance to cause insanity. The spell affects the whole battlefield until the battle is over.

    Fire Storm, Evocation 7, F5
    A massive storm of fire is unleashed on the battlefield. Everyone on the battlefield will be burned to cinders within minutes. The storm lasts for the duration of the battle or until the fire mage dies.

    Acid Storm, Evocation 7, W4F1
    The whole battlefield is showered in highly corrosive fluids pouring down from the heavens. Lightly armored units are less affected.

    Shimmering Fields, Evocation 7, A6
    The caster unleashes a storm of electric discharges on the enemy. The Shimmering Field is not selective and can destroy friends as well as enemies if not used carefully.

    Wind of Death, Evocation 7, D4A1
    With this horrible spell, the necromancer releases a wind thick with the stench of open graves. The ice-cold wind is silent as it rends the flesh of living beings. With an effect similar to leprosy, the flesh of those affected turns pale and cracks open, leaving bare bones. Only death will stop the process.

    Flame Storm, Evocation 9, F5
    A shower of fire shoots out from the caster's hands and strikes the enemy ranks. The flame storm is extremely powerful and can annihilate entire armies.

    Niefel Flames, Evocation 9, W5
    A shower of blue flames shoots out from the caster's hands and flies towards the enemy ranks. The blue Niefel Flames are extremely cold and this spell can easily freeze an entire enemy army to death.



    Construction Spells:
    While this list my seem minimal I'll be adding magical items and weapons and require construction skill.
    Legions of Steel, Construction 3, E3
    The armor of one whole squad of soldiers is tempered with magic, making it more durable.

    Weapons of Sharpness, Construction 7, E5A
    A single friendly unit is gifted with weapons so sharp that they can cut through armor and flesh with equal ease.


    Enchantment Spells:

    Protection from Fire, Enchantment 1, F1
    This spell protects the caster from fire and flames. It also negates the heat effects from fiery creatures, such as Abysians and Salamanders.

    Windrunner, Enchantment 1, A1
    With this spell the caster will be aided by the wind when he is running. Movement is doubled.

    Protection from Lightning, Enchantment 1, A1
    This spell protects the caster from thunder and lightning.

    Protection from Cold, Enchantment 1, W1
    This spell protects the caster from cold. It also negates the chill effect caused by some undead beings.

    Resist Magic, Enchantment 1, S1
    The caster of this spell will have his magic resistance increased for the duration of the battle.

    Animate Skeleton, Enchantment 1, D1
    The necromancer enchants the bones of a fallen warrior, giving it false life. Skeletons will fall apart if left on the battlefield without a commander.

    Animate Dead, Enchantment 1, D1
    The necromancer animates a lifeless corpse to unholy service. The resulting Soulless will fall apart if left on the battlefield without undead leadership.

    Healing Touch, Enchantment 1, N1
    This spell heals a few targets within reach of the caster. The spell doesn't affect lifeless beings.

    Flight, Enchantment 2, A1
    Grants the caster the ability to fly. Caster may not fly with heavy armor. Cost of movement is doubled.

    Breath of Winter, Enchantment 2, W1
    The caster is surrounded by extreme cold. Anyone close to the caster will suffer severe stun damage from the cold. The caster becomes resistant to all cold effects when casting this spell. The Breath of Winter works best in cold provinces.

    Personal Regeneration, Enchantment 2, N2
    Gives the caster health regenerative powers. However lifeless mages are not affected by regeneration spells.

    Fire Shield, Enchantment 3, F1
    A wall of fire surrounds the mage. Anyone trying to strike the mage in melee combat will be burned by the Fire Shield first. Attackers with long weapons such as spears and pikes will not suffer as severe burns as an attacker with a dagger or fist. The power of the Fire Shield is determined by the mage's skill in Fire magic.

    Astral Shield, Enchantment 3, S1
    A shield of Astral energies forms around the mage. Anyone trying to strike through the shield will have their mind blasted unconscious by the force of the shield. Magic resistance may negate the effect of the shield and allow enemies to strike the mage. The power of the Astral Shield is greater for mages who are highly skilled in Astral magic.

    Raise Skeletons, Enchantment 3, D2
    The necromancer enchants the bones of a handful warriors, giving them false life. Skeletons will fall apart if left on the battlefield without undead leadership.

    Raise Dead, Enchantment 4, D2
    The necromancer animates several corpses to unholy service. The spell is more effective if there are unburied dead on the battlefield. There will be fewer unburied dead in the province after the battle when this spell is used. Soulless will fall apart if left on the battlefield without undead leadership.

    Heat from Hell, Enchantment 6, F4
    The entire battlefield is struck by heat worse than that of the hottest of deserts. This heat soon renders all units on the battlefield unconscious, after which death is certain. This spell is most effective in warm provinces.

    Mists of Deception, Enchantment 8, A6
    This powerful enchantment creates a magic mist on the battlefield. From this mist, phantasmal soldiers and beings will emerge to battle nearby enemies. More phantasms will appear if the caster is very powerful. The mist will limit sight and the range of all spells and missiles.

    Demon Cleansing, Enchantment 9, W5
    This spell is the bane of demons. When this enchantment is active, all demons will take double damage from all attacks.

    Fields of the Dead, Enchantment 9, D5E2
    The necromancer releases the powers of the underworld and reanimates bodies and bones across the entire battlefield. Ever more walking dead will emerge from the ground. Recently killed soldiers might reawaken and do battle against their former friends.



    Thaumaturgy Spells:

    Sleep Touch, Thaumaturgy 0, N1
    By touching the target, the mage makes the target unnaturally tired.

    Desiccation, Thaumaturgy 1, W2
    This spell will affect a small number of targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.

    Farstrike, Thaumaturgy 1, E2S1
    The caster opens a rift in space and strikes through it with a fist as hard as steel. The strength of the caster adds to the damage of the spell.

    Blink, Thaumaturgy 1, S1
    The caster creates an instability in space that transports him to another position on the battlefield.

    Dust to Dust, Thaumaturgy 1, D1
    The mage destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a small area. Neither magic resistance nor armor offers any protection from this spell.

    Frighten, Thaumaturgy 1, D1
    The spell fills the targeted unit with fear.

    Fascination, Thaumaturgy 1, N1
    The caster tries to project images and scents in an enemy's consciousness. Should it succeed the enemy will be distracted for a short while and hopefully enable someone to strike the enemy down.

    Bonds of Fire, Thaumaturgy 2, F1
    Shackles of fire will trap the victim of this spell. If the victim tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.

    Returning, Thaumaturgy 2, S2
    This spell is only valid if the caster owns a castle, fortress or citadel.
    The caster creates a rift in space that sucks him through, sweeping him back to the home citadel. It is a very fast and very dangerous way of teleporting. If the caster is unlucky he might get lost in time and might return later, not all all or completely insane. The spell will not work on other planes or if the home citadel is controlled by the enemy.

    Rage, Thaumaturgy 3, F2
    The spell fills the heart of a man with furious anger. The raging unit will attack anything nearby, even friends.

    Sailors' Death, Thaumaturgy 3, W3
    The lungs of a small number of targets are filled with water. Any target that cannot breathe water will take severe damage.

    Touch of Madness, Thaumaturgy 4,N1
    A small group of soldiers are forced to go berserk. Berserkers never rout, get increased fighting skills, but do not care much for their own safety.

    Wildness, Thaumaturgy 4, N3
    Animals in the enemy army become wild, unpredictable and difficult to control.

    Confusion, Thaumaturgy 5, A3
    The spell will confuse the minds of a group of soldiers. The confused units can easily attack friends instead of enemies.

    The Ravenous Swarm, Thaumaturgy 5,N3
    This spell is sometimes used by nature mages to combat the undead. It is part of the natural order that the living finds sustenance from the dead, and with this spell the nature mage utilizes that and imbues a swarm of bugs with frenzied power and appetite to devour the walking dead. The swarm will consume the undead one after each other until the battle ends. Should the swarm fail to locate the dead it will start to eat the living instead.

    Wither Bones, Thaumaturgy 6, D3
    This spell is the nightmare of necromancers. The spell destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a large area. Neither magic resistance nor armor offer protection from this spell.

    Plague, Thaumaturgy 7, D4
    With this spell, the mage will bring a magic plague on some victims. The magic plague kills and spreads at an enormous rate. It does not take long to catch the disease from an infected friend, nor does it take long to die once you are infected. Undead beings and demons are not affected by this magic plague.

    Soul Drain, Thaumaturgy 8, S5D5
    The caster creates a well of unlife on the battlefield and opens a channel between himself and the well. Every soul on the battlefield takes damage as their psychic energies rush from their bodies into the well to heal and reinvigorate the caster.

    Undead Mastery, Thaumaturgy 9, D7
    The caster takes control over all undead beings on the entire battlefield. Powerful undead will be able to resist the spell.

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