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Spells are very rapidly cast channelings of energy toward a specific purpose. They do not have to hit a target foe, and herein arises the opportunity for parties skilled only in physical combat to challenge spellcasters. Spells drain Manna, which itself comes from meditation in particular environments and does not "regenerate", merely change form. In warrior-spellcaster combat, the latter hopes that the Manna holds out long enough for the battle to complete. Characters have the potential to gain an infinite amount of Manna reserves. It is always a better idea to focus on using spells from a particular form of Manna (fire, water, mind, nature, or astral) because of synergistic effects in-gameplay; hence the dissipation of one type of Manna into the other forms allows spellcasters to keep casting spells in the type of Manna that has become concentrated but also means that this synergy is dissipated.


The potential ambiences of all spells can be divided into these five following forms of Manna:


Fire:The ambience of power and force, fire spells are focused nearly exclusively on dealing massive amounts of damage, making it immediately the most overwhelming and spectacular of the five varieties of spellcasting. However, fire spells are incredibly unreliable, so they become rather ineffective against skilled opponents. It also has an overwhelming preponderance of abilities that involve sacrifices or injuries to self, so it is not for the faint of heart. Fire spells are focused on being able to destroy enemies outright and have the advantage of being incredibly swift, at the expense of not being able to strengthen the party as battle continues, and so those who use fire must concentrate on taking enemies by surprise and overpowering them as fast as possible. It is also critically lacking in protective effects.


Water:


Mind:


Nature:


Astral:


Spell
Mana Burn
Activation Very fast motion
Prerequisites None
Properties Burns the spellcaster's own mana to a more disorderly state (partially averages out the spellcaster's fire, water, mind, nature, and astral Manna).
Warm Up 3.0 seconds
Cool Down 3.0 seconds
Manna used Depends (See above)
Spell
Arc Lightning
Activation Very fast motion
Prerequisites None
Properties Instantaneously generates a burst of brilliant lightning strikes between the (human or water) character closest to spellcaster to the (human or water) character closest to that target. If the target nearest the spellcaster is also closest to the spellcaster, this spell will strike the spellcaster as well. The arc lightning causes energy damage against both targets that is so high that it may kill both outright (overkill).
Warm Up 1.1 seconds
Cool Down 2.5 seconds
Manna used 8 Fire Manna converted to 2 each of all other manna
Spell
Chain Lightning
Activation Very fast motion
Prerequisites Arc Lightning
Properties Instantaneously generates a burst of brilliant lightning strikes the spellcaster and then the closest (human or water) character, then the character closest to that and so on (not including those that had been struck once) until a total of five targets have been hit (if the spellcaster is lightning immune, he/she does not count as a first target). The chain lightning causes energy damage against all these targets that is so high that it may kill them all outright (overkill).
Warm Up 1.3 seconds
Cool Down 6.0 seconds
Manna used 12 Fire Manna converted to 3 each of all other manna
Spell
Ball Lightning
Activation Very fast motion
Prerequisites Arc Lightning
Properties Creates a floating sphere of brilliant static lightning that rolls in a line through the air from the spellcaster. Any character that touches it is struck by lightning damage. The ball lightning dissipates the moment it comes in contact with anything earthen (clay or rock). The ball lightning causes energy damage against all these targets that is so high that it may kill them all outright (overkill).
Warm Up 1.2 seconds
Cool Down 3.5 seconds
Manna used 8 Fire Manna converted to 2 each of all other manna
Spell
Electric Enchant
Activation Medium-speed motion
Prerequisites None
Properties Enchants target allied character's weapon with lightning. Such a weapon also causes energy damage in addition to its normal damage, though this energy damage is less powerful than a lightning spell. The enchantment lasts 30 seconds, with its effect reduced 50% after the first 20 seconds. The character wielding the enchanted weapon loses 2 vitality per second from a backlash from this added energy.
Warm Up 3.5 seconds
Cool Down 4.0 seconds
Manna used 12 Fire Manna converted to 3 each of all other manna
Spell
Immolation
Activation Fast motion
Prerequisites None
Properties Sets target on fire (which takes the place of something such as fire-making). If the target is a biotic or flesh enemy character, immolates target and continually does fire damage. Such an effect can be relieved with a Burn Relief. Generally effective for direct damage in combat; however anything combustible that comes in contact with an immolated character receive fire damage as well, so immolating an allied human character can potentially be devastating in heated battle.
Warm Up 2.1 seconds
Cool Down 4.0 seconds
Manna used 4 Fire Manna converted to 1 each of all other manna
Spell
Magic Dart
Activation Very fast motion
Prerequisites None
Properties Launches a projectile in a line from spellcaster that upon hitting an enemy causes arcane damage. This spell is very powerful against specters, which cannot be vanquished in most other ways.
Warm Up 1.1 seconds
Cool Down 1.5 seconds
Manna used 4 Fire Manna converted to 1 each of all other manna
Spell
Static Field
Activation Very fast motion
Prerequisites None
Properties Reduces endurance of all nearby (within 7 yards) characters, both friend and foe, by 33% of their current endurance. This also has this effect against the spellcaster, who after casting this spell several times in a row will be drained of most of his/her endurance. Repeated castings will become necessarily less and less effective.
Warm Up 1.4 seconds
Cool Down 2.5 seconds
Manna used 4 Fire Manna converted to 1 each of all other manna
Spell
Fire Blast
Activation Very fast motion
Prerequisites None
Properties Launches a projectile in a line from spellcaster that upon hitting anything, explodes to deal significant fire damage against all nearby (5 yards) enemies. Because it is rather slow, it can be dodged by wary enemies. An often-used counter to this involves having an ally in the midst of a crowd of enemies run into the projectile, sacrificing (perhaps) him/her-self to unleash the explosive firepower on (hopefully more numerous) nearby enemies.
Warm Up 1.2 seconds
Cool Down 1.8 seconds
Manna used 4 Fire Manna converted to 1 each of all other manna
Spell
Corpse Explosion
Activation Fast motion
Prerequisites None
Properties Target fresh corpse explodes, thus preventing it from being quickly regenerated from Regeneration Tonics, and also unleashes a quickly expanding ring of concentrated fire outward up to 12 yards from the corpse that causes fire damage against all (allied and enemy) characters it comes into contact with. Only those already fleeing the nova will be able to avoid it in time. The nova is more potent closer to the corpse. The corpse can't be used for any purpose other than Returning using Phoenix Fire.
Warm Up 2.6 seconds
Cool Down 7.0 seconds
Manna used 8 Fire Manna converted to 2 each of all other manna; fresh corpse
Spell
Meteor
Activation Fast motion
Prerequisites None
Properties Summons a falling meteor that causes the ground underneath to glow red right before it hits; when it strikes it causes massive fire and earthen damage at the core (may result in overkill) as well as causes flaming earth to erupt forth from in the area around the impact, causing both fire and earthen damage to those unlucky enough to be hit by the secondary meteors. Because of the glowing effect, meteors are easily avoided, and are often used as a means of breaking up a conflict.
Warm Up 3.0 seconds
Cool Down 9.0 seconds
Manna used 8 Fire Manna converted to 2 each of all other manna
Spell
Fissure
Activation Fast motion
Prerequisites None
Properties Causes a fissure in the earth's surface which swallows any character foolish enough to stand there for long, and causes lava and liquid fire to flow forth from the fissure that lasts for several minutes. Any character walking onto this flaming ground will suffer massive fire damage. The objective then might become to knock enemies into the lava streams.
Warm Up 2.3 seconds
Cool Down 5.0 seconds
Manna used 12 Fire Manna converted to 3 each of all other manna
Spell
Prismatic Ire
Activation Fast motion
Prerequisites None
Properties Causes a ray of destructive power forth in a line from the spellcaster. Anything caught by the beam (allied and enemy) is subjected to prismatic (fire, water, earthen, energy, wind, and poison) damage (which almost always results in overkill). The slow casting speed and inability to change direction while casting means that such an attack should readily be avoided.
Warm Up 2.4 seconds
Cool Down 5.5 seconds
Manna used 12 Fire Manna converted to 3 each of all other manna

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