Title: Spell Restrictions [RTR] Post by: Pickles on May 11, 2009, 04:09:48 am Posted below is the definitive list of which magery spells are and are not allowed in BoC.
Please remember that you must remain In Character on your BoC mage at all times, whether on duty during hunts and trainings, or when off duty or training alone. Also note it can be considered rude to cast spells such as Night Sight or Bless etc. on characters without their consent. While you may only be trying to help OOC many players enjoy fighting by torch light and have Dark Nights switched on to enhance their RP experience. Also take into consideration the fact that the vast majority of Covians are suspicious and fearful of mages and wouldn't take too kindly to being cast on other than being aided in a combat situation etc. Thanks, Pickles -------------------------------------------------------------------------------- First Circle -------------------------------------------------------------------------------- Clumsy - YES Create Food - YES Feeblemind - YES Heal - YES Magic Arrow - YES Night Sight - YES Reactive Armour - YES Weaken - YES -------------------------------------------------------------------------------- Second Circle -------------------------------------------------------------------------------- Agility - YES Cunning - YES Cure - YES Harm - YES Magic Trap - YES Remove Trap - YES Protection - YES Strength - YES -------------------------------------------------------------------------------- Third Circle -------------------------------------------------------------------------------- Bless - YES Fireball - YES Magic Lock - YES Poison - YES Telekinesis - YES Wall of Stone - NO Teleport - YES Unlock - YES -------------------------------------------------------------------------------- Fourth Circle -------------------------------------------------------------------------------- Archcure - YES Archprotection - YES Curse - YES Fire Field - NO Greater Heal - YES Lightening - YES Mana Drain - YES Recall - YES -------------------------------------------------------------------------------- Fifth Circle -------------------------------------------------------------------------------- Blade Spirits - NO Dispel Field - NO Incognito - YES Magic Reflection - YES Mind Blast - YES Paralyze - YES Poison Field - NO Summon Creature - YES -------------------------------------------------------------------------------- Sixth Circle -------------------------------------------------------------------------------- Dispel - YES Energy Bolt - YES Explosion - YES Invisibility - YES Mark - YES Mass Curse - NO Paralyze Field - NO Reveal - YES -------------------------------------------------------------------------------- Seventh Circle -------------------------------------------------------------------------------- Chain Lightning - NO Energy Field - YES Flamestrike - YES Gate Travel - YES Mana Vampire - YES Mass Dispel - NO Meteor Swarm - NO Polymorph - NO -------------------------------------------------------------------------------- Eighth Circle -------------------------------------------------------------------------------- Earthquake - NO Energy Vortex - NO Resurrection - YES Summon Air Elemental - NO Summon Daemon - NO Summon Earth Elemental - NO Summon Fire Elemental - NO Summon Water Elemental - NO -------------------------------------------------------------------------------- Title: Spellweaving - an Introduction [RTR] Post by: Leanne Martin on March 04, 2011, 10:17:46 am Spellweaving Arcane Circle (Myrshalee) - Creates an Arcane Focus crystal which enhances other spellweaving spellsAs in a dream, you ponder upon the cosmic forces of the multiverse. Numerous strands of astral energy form into enigmatic equations. They swirl around inside your mind attempting to engulf you like raging tempest. As the temporal storm calms, you come to an inchoate realization. You are able to calm it; you are able to understand it; you are able to control it. As you awaken, you feel invigorated with the arcane knowledge of the elves. You have now learned the rudiments of epic spellcasting: Spellweaving. To make use of that power, one must build secret alliances with magical creatures. Forfill the task of the Elven Elders, save the small feys and enslave the foulish fiends. The Spells Gift of Renewal (Olorisstra) - Heals a target repeatedly for a short period of time. Immolating Weapon (Thalshara) - Enchants the caster's melee weapon with extra fire damage for a short duration. Attunement (Haeldril) - Creates magical shield around the caster that absorbs melee damage. Ethereal Voyage (Orlavdra) - Prevents monsters from being able to "see" the caster for a short time. Word of Death (Nyraxle) - Does massive damage to creatures low in health. Gift of Life (Illorae) - When in effect on the caster or caster's pet, the beneficiary will be resurrected upon death. Arcane Empowerment (Aslavdra) - Enhances the caster's healing/damaging spells and increases the toughness of summons. Learn Spellweaving To learn the ancient ways of Spellweaving, thou shall seek out Ilyana Drachen the elven-sympathisant. If thy way of arcane magic shall be the passive and supporting one, she might help you. Title: Mysticism - The Way of the Gargoyles [RTR] Post by: Leanne Martin on April 09, 2011, 02:03:35 pm Mysticism 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.Humans and Gargoyles worked together from a common source of magic, and the Gargoyles went on to refine their arcane arts to deal with the cataclysms destroying their world. Gargoyles have mastered the art of magic called Mysticism. Similar to Magery, Mysticism consists eight ranks that signify their power and the magic ability required to cast them. These eight concentric ranks correspond to vortices within the ether, all spinning one within another as they expand through the universe. The more powerful a spell you wish to cast, the deeper into the inner circles of ether you must penetrate. The deeper you go, the more mana each spell requires you to expend. Spells of the Eighth Rank require great measures of both skill and mana, while spells of the First Rank are much easier and require less energy. Those skilled in Mysticism are known as Mystics. The Spells Eagle Strike (Kal Por Xen) - Conjures a magical eagle-like creature as a projectile that assaults a target with its talons. Healing Stone (Kal In Mani) - Conjures a healing stone, usable only by the Mystic. Nether Bolt (In Corp Ylem) - Conjures a bolt of nether energy to assault a target with chaos damage. Purge Magic (An Ort Sanct) - Removes one random beneficial ward from a target. 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. 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. Spell Trigger (In Vas Ort Ex) - Stores one Mysticism spell in a spell stone. The stone can be activated to instantly cast the stored spell. Learn Mysticism Currently, there is no teacher of the gargoyle magic in Cove's realm. However, if your path is the chaotic one, seek out Commander Drachen to set you some trials. |