Battle
Arena: This fifth level spell allows the caster (and up to 5 declared allies) to engage any number of declared foes in combat without the interference of onlookers as long as the declared foes are within sight. No spells that would interfere with the combat (non-Knowledge spells) may be cast by onlookers. When the arena combat is ended another combat begins with any remaining opponents (this means new Spells, new Weapon Strikes, but Hit points stay as they were at end of prior combat)
Aura of Protection: Subtracts points of magical damage from each attack taken in a combat but counts as one of the two additional effects a player can have besides their spells per combat. This can be dispelled and only blocks magical damage down to one point so all spells will still do 1 pt.
Level 1 Aura of Protection: Subtracts 1 point of damage from each magical attack
Level 2 Aura of Protection: Subtracts 2 points of damage from each magical attack
Level 3 Aura of Protection: Subtracts 3 points of damage from each magical attack
Level 4 Aura of Protection: Subtracts 4 points of damage from each magical attack
Level 5 Aura of Protection: Subtracts 7 points of damage from each magical attack
Barricade: This spell tree creates a defensive wall that keeps foes out. This barrier will take only so many points of physical, enhanced physical, or magical damage before dissipating. Each barricade also has a certain number of defense points, meaning that all strikes are reduced by the amount of defense points before damage actually occurs to the barrier. For the purpose of calculating damage, the concept of a weapon strike applies to the barricade like it would to a combatant. For example if the barrier had 1 points of defense, no amount of bashing it with a red (1 pt) weapon would do damage. You must have at least an orange weapon to do damage, and then the orange weapon would only do one point for one hit (like a weapon strike). This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. The caster must touch the two points to which the spell is anchored to when casting this spell. It cannot be cast upon any creatures.
Level 1 Barricade: This barrier can take 3 points of damage before dissipating. It has 2 point of defense.
Level 2 Barricade: This barrier can take 4 points of damage before dissipating. It has 3 points of defense.
Level 3 Barricade: This barrier can take 5 points of damage before dissipating. It has 4 points of defense.
Level 4 Barricade: This barrier can take 6 points of damage before dissipating. It has 5 points of defense.
Level 5 Barricade: This barrier can take 9 points of damage before dissipating. It has 7 points of defense.
Battle Cry: This level 1 spell calls targeted enemy/enemies within hearing distance to the caster. This not meant to be a useless spell which calls EVERY bogie in range to rush the caster. It has three uses:
1. Will call a random creature to fight the caster. Players should let AM know of their intent ahead of time.
2. Mobs/NPC’s can call a player from inside town to fight them.
3. It increases the range to declare combat. Instead of being just 20 yards away, the Caster can start a combat against anyone he/she sees as long as he/she can shout that far.
Calm spells negate Battle Cries for those around the the person casting Calm.
Damage Barrier: Causes a barrier of power to spring into being that causes damage to the first person to physically cross its threshold. This spell must be cast between existing openings and doorways no wider than 12 feet. The caster must touch the two points to which this spell is anchored to when casting this spell.
Level 1 Damage Barrier: The barrier causes 2 points of damage and resets itself 1 time
Level 2 Damage Barrier: The barrier causes 3 points of damage and resets itself 2 times
Level 3 Damage Barrier: The barrier causes 4 points of damage and resets itself 4 times
Level 4 Damage Barrier: The barrier causes 5 points of damage and resets itself 6 times
Level 5 Damage Barrier: The barrier causes 10 points of damage and resets itself 8 times
Dispel Magic: Dissipates a spell effect as long as the Dispel is evoked immediately after the target spell is cast.
Level 1 Dispel: Dispels one 1st level spell
Level 2 Dispel: Dispels one 2nd level spell
Level 3 Dispel: Dispels one 3rd level spell
Level 4 Dispel: Dispels one 4th level spell
Level 5 Dispel: Dispels one 5th level spell
Doppleburn: This level 4 spell targets on a doppelganger it destroys the construct and does 9 points of damage to the caster of the doppelganger. If this spell targets something other than a doppelganger it does 3 points of damage to that target.
Duel: This level 3 spell allows the caster to engage a foe in a one on one combat without the interference of others. No spells that would interfere with the combat may be cast by onlookers. Caster of the spell can decide whether or not duel rules apply (See combat rules page). When the duel is over another combat begins with any remaining opponents (this means new Spells, new Weapon Strikes, but Hit points stay as they were at end of prior combat)
Eldritch Form: For this level 5 spell caster becomes immune to all magical attacks for one spell period, but takes physical damage normally. Evoker can use both physical and magical attacks.
Enchant Weapon: Enhances a weapon's base damage. Damage delivered this way is considered magical damage tied to a physical weapon. Can be dispelled and destroyed.
Level 1 Enchant Weapon: Adds 1 point of magical damage
Level 2 Enchant Weapon: Adds 2 point of magical damage
Level 3 Enchant Weapon: Adds 3 point of magical damage
Level 4 Enchant Weapon: Adds 4 point of magical damage
Level 5 Enchant Weapon: Adds 5 point of magical damage
Invulnerability: Complete immunity to weapons of a certain tier
Level 4 Invulnerability: Complete immunity to all yellow or lower weapons
Level 5 Invulnerability: Complete immunity to all blue or lower weapons
Level 6 Invulnerability: Complete immunity to all violet or lower weapons
Rage: This level 2 spell causes all creatures in the immediate area to become enraged and commence hostilities. Creatures will remain and fight rather than flee. This spell will not cause allies to attack one another. If there is no perceivable enemy the spell has no effect. Calm spells will neutralize Rage spells but they can only be cast by someone not already effected by the Rage spell.
Shackle: This level 4 spell moors a foe to one place (i.e. no running away) until either the caster or the target is slain, or the caster retreats from the battlefield. Shackled foe must remain in a 3 foot radius of the spot where the spell was cast (as if you had chains on your ankles).
Spell Strike: Delivers a magical strike to foes. Spell Strikes do full damage to one target or half damage (rounded up) if spread to multiple targets. Targets should be reasonably close together. Can choose only one element to align spell to. There may be time where a certain element does more or less damage to a certain monster or in a certain situation. If you would like to have more than one element available to you, you must re-buy the spell.
Elemental options: Fire, Water, Air, Rock, Wood, Lightning
Level 1 Spell Strike: Delivers 3 points of magic damage to a single foe.
Level 2 Spell Strike: Delivers 4 points of magic damage to a single foe.
Level 3 Spell Strike: Delivers 5 points of magic damage to a single foe.
Level 4 Spell Strike: Delivers 6 points of magic damage to a single foe.
Level 5 Spell Strike: Delivers 10 points of magic damage to a single foe.
Stone Skin: Subtracts one point of physical damage from each attack taken in a combat but counts as one of the two additional effects a player can have besides their spells per combat. This cannot be dispelled and only blocks physical damage down to one point (so red weapons will still do their 1 pt).
Level 1 Stone Skin: Subtracts 1 point of physical damage
Level 2 Stone Skin: Subtracts 2 point of physical damage
Level 3 Stone Skin: Subtracts 3 point of physical damage
Level 4 Stone Skin: Subtracts 4 point of physical damage
Level 5 Stone Skin: Subtracts 6 point of physical damage
Weapon Strike: Allows the caster to get an additional weapon strike of a certain power up to the power of their personal weapon.
Level 1 Weapon Strike: The caster gets an additional weapon strike of orange or lower.
Level 2 Weapon Strike: The caster gets an additional weapon strike of green or lower.
Level 3 Weapon Strike: The caster gets an additional weapon strike of indigo or lower.
Level 4 Weapon Strike: The caster gets an additional weapon strike of white or lower.
Level 5 Weapon Strike: The caster gets an additional weapon strike of black or lower.
Wraithform: This level 4 spell allows the caster of this spell to become immune to all Physical attacks for one spell period, but take Magical damage normally. Cannot use physical attributes or weapons in combat.