Spell Descriptions.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 162 posts
Mon 17 Feb 2020
at 11:19
Spell Descriptions
In reply to Dungeon Master (msg # 94):

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                                 MIND WHIP
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       "Psionicists possess the ability to torture a foe's mind, causing
        tremendous pain, similar to when a whip cracks down on a slave's
        tortured back.  When successful, Mind Whip completely grounds an
        opponent's movements,  restricting him from all forms of magical
        transportation. Additional affects include a severe weakening of
        the victim's ability to ward off maledictions,  and a noticeably
        worsened ability to land physical blows."

                                          -- Veramin, Psionicist Trainer

           Purpose: Curses;
                    Lowers Saves;
                    Lowers Hitroll
       Achieved At: Level 25
  Cost at Level 50: 20
     Influenced By: Victim's Saving Check
            Target: Single Victim
             Class: Psionicist
Dungeon Master
 GM, 163 posts
Mon 17 Feb 2020
at 11:20
Spell Descriptions
In reply to Dungeon Master (msg # 95):

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                                   WARP TIME
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   "Among other abilities, a Psionicist can obscure an enemy's perception of
    time, warping it to the point where his opponent has sigificantly slowed
    in combat.  This spell is particularly damaging against fighter classes,
    who find themselves unable to land more than one or two attacks. Rangers
    also tend to find their offhand ability particularly cumbersome when the
    effects of this damaging spell are upon them. Be wary should you ever be
    the target, for Warp Time will halve your ability to regenerate movement
    as well as both health and mana, and it will mask the effects of any and
    all poisons in your system.  Although Warp Time can be broken by a Haste
    spell (or equivalent),  those seeking to land Haste will find the job to
    be much more difficult than when not so afflicted."

                                           -- Veramin, Psionicist Trainer
           Purpose: Cripples all attacks;
                    Cripples regeneration;
                    Negates shivering due to Poison;
                    Makes it harder to land Haste/Adrenaline Rush
        Spell Type: Malediction
       Achieved At: Level 25
  Cost at Level 50: 30
     Influenced By: Victim's Saving Check
            Target: Single Victim
             Class: Psionicist
Dungeon Master
 GM, 164 posts
Mon 17 Feb 2020
at 11:21
Spell Descriptions
In reply to Dungeon Master (msg # 96):

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                                Adrenaline Rush
================================================================================

   "By forcing the body to produce a fight-or-flight response, those trained
    in the art of psionic enhancements can empower themselves with increased
    speed. Similar to the spell Haste, Adrenaline Rush also has a minor perk
    where one's constitution is strengthened. Like most psionic benedictions,
    one cannot cast Adrenaline Rush on another person: only on the caster."

                                         -- Veramin, Psionicist Trainer
          Purpose: Increases Dexterity
                   Increases Constitution
                   Enables extra attack
                   Halves regeneration
                   Dispells Slow/Warp Time
      Achieved At: Level 27
 Cost at Level 50: 30 Mana
    Influenced By: Level of Caster
           Target: Self
         Duration: Level/2
            Class: Psionicist, Warlock
Dungeon Master
 GM, 165 posts
Mon 17 Feb 2020
at 11:21
Spell Descriptions
In reply to Dungeon Master (msg # 97):

================================================================================
                                 MIND WHIP
================================================================================

       "Psionicists possess the ability to torture a foe's mind, causing
        tremendous pain, similar to when a whip cracks down on a slave's
        tortured back.  When successful, Mind Whip completely grounds an
        opponent's movements,  restricting him from all forms of magical
        transportation. Additional affects include a severe weakening of
        the victim's ability to ward off maledictions,  and a noticeably
        worsened ability to land physical blows."

                                          -- Veramin, Psionicist Trainer

           Purpose: Curses;
                    Lowers Saves;
                    Lowers Hitroll
       Achieved At: Level 25
  Cost at Level 50: 20
     Influenced By: Victim's Saving Check
            Target: Single Victim
             Class: Psionicist
Dungeon Master
 GM, 166 posts
Mon 17 Feb 2020
at 11:22
Spell Descriptions
In reply to Dungeon Master (msg # 98):

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                                  Psychic Heal
================================================================================

  "Don't underestimate how well Psionicists know their own bodies.  A level of
   personal knowledge and intense willpower combine to allow brief but intense
   surges of healing.  By manipulating  the body's natural healing  processes,
   cuts can mend themselves, bones re-align and fix, and burns are restored to
   healed skin at an alarming pace.  On the other hand, psionicists only truly
   understand their OWN bodies: Psychic Heal can not help assuage the injuries
   of others."
                                       -- Veramin, Psionicist Trainer

          Purpose: Moderate Healing
      Achieved At: Level 33
 Cost at Level 50: 25 Mana
    Influenced By: Level of Caster
           Target: Self
            Class: Psionicist
Dungeon Master
 GM, 167 posts
Mon 17 Feb 2020
at 11:23
Spell Descriptions
BIOFEEDBACK

A psionicist can cause some of his inner shields to be temporarily
extended to guard his body which reduces the damage he takes in an affect
comperable to the spell sanctuary. It is the most powerful shielding spell
a psionicist has, and together with mental fortress it will block a good
amount of the damage inflicted on a psionicist.
Dungeon Master
 GM, 168 posts
Mon 17 Feb 2020
at 11:23
Spell Descriptions


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                                 Psychic Field
================================================================================

   "Okay, so, Mind Blast is a great spell and all, but it kinda has a problem
    where, uh, it only hits one guy at once.  But no problem!  Just let out a
    big ol' Psychic Field, and anythin' around you'll feel some pain!  People
    might notice the flash of energy you release if they're nearby. "

                                              - Ditra, Psionicist
          Purpose: Multi-target Mental Damage
      Achieved At: Level 44
 Cost at Level 50: 25 Mana
    Influenced by: None
           Target: Area Affect
            Class: Psionicist
Dungeon Master
 GM, 169 posts
Mon 17 Feb 2020
at 11:24
Spell Descriptions


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                                    VANISH
===============================================================================

Vanish is powerful spell available only to wildmages. Its effects combine those
of portal and shadowstep. Like portal, vanish must have a valid target, and the
caster must be able to see  in order to cast the spell.  Unlike portal,  vanish
can be cast while in combat.

Vanish won't take the caster directly to his target,  but will instead land the
caster in a random room somewhere in the area the target inhabits. For example,
if a wildmage were to 'cast vanish meshra',  she might find herself anywhere in
Arinock.

Vanish is extremely fast;  it moves at the speed of light and the wildmage will
find that he is able to perform another action the instant he lands.   There is
a small chance, though, that using the vanish will cause the wildmage to become
confused about his new surroundings for a short period of time.
Dungeon Master
 GM, 170 posts
Mon 17 Feb 2020
at 11:25
Spell Descriptions
In reply to Dungeon Master (msg # 102):

Wild Summon

Wild summon is the wildmage version of summon.  As with most wild magics,
things aren't quite as predictable as most magics.  You may bring the target
to you... You may bring the target to you and cripple them in some way...
Or the spell may have the opposite affect that you intended.
Dungeon Master
 GM, 171 posts
Mon 17 Feb 2020
at 11:26
Spell Descriptions
In reply to Dungeon Master (msg # 103):

Wild Heal

Wild heal is the fruits of the magical endeavour into the healing arts.
Since mages were not supposed to dabble in the medicinal magiks, the
resultant casting of this spell can either be beneficial or detrimental.
Dungeon Master
 GM, 172 posts
Mon 17 Feb 2020
at 11:26
Spell Descriptions
Wild Enhance

Wildmages use an enhancement spell to allow themselves to hit with
greater power, but, like all other Wild magicks, it has the ability to
backfire and hinder your strength.
Dungeon Master
 GM, 173 posts
Mon 17 Feb 2020
at 11:27
Spell Descriptions
WILDFIRE

This powerful attack spell can damage ones enemies greatly.  However, it
takes a maximum of concentration to cast, any disturbance in the cadence can
cause some of the energy to be directed back at the caster.
==============================================================
Dungeon Master
 GM, 174 posts
Mon 17 Feb 2020
at 11:28
Spell Descriptions
WILD SHIELD

Wildmages can use obscure magic to protect themselves with this powerful
spell, but it has a chance of backfiring and making you more vulnerable than
you were without it.
=======================
Dungeon Master
 GM, 175 posts
Mon 17 Feb 2020
at 11:29
Spell Descriptions


WILD AURA

Wildmages can use this personal protection spell to reduce the amount of
damage being done to them. But, like all Wild spells, it can backfire
and increase the amount of damage being done to them on occasion. The
aura typically flares giving the wildmage indication on whether the
damage is being increased or decreased, or if it is doing nothing at
all.
Dungeon Master
 GM, 176 posts
Mon 17 Feb 2020
at 11:29
Spell Descriptions
Chaotic Dispersal

Chaotic dispersal produces a result similar to dispel.  However, a backfire
is possible.  It's also possible that the spell will succeed much better
than expected.  One never knows with wild magics.
====================================================
Dungeon Master
 GM, 177 posts
Mon 17 Feb 2020
at 11:42
Spell Descriptions
SPIRITUAL HAMMER

Spiritual hammer creates a weapon out of thin air for the cleric to wield
in battle.  The power of the weapon and the cleric's ability with it depend
on the level of the cleric.  The blows inflicted by this hammer are blessed
by the cleric's diety and thus may do extensive damage against the wicked.
Dungeon Master
 GM, 178 posts
Mon 17 Feb 2020
at 11:42
Spell Descriptions

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Cure Poison, Cure Blindness and Cure Disease



Cure poison: Cures a person suffering from poison.

Cure blindness: Cures a person who has been blinded by magical means.

Cure disease: Cures a person stricken with the plague.
Dungeon Master
 GM, 179 posts
Mon 17 Feb 2020
at 11:44
Spell Descriptions
RESURRECT

Resurrect is a powerful clerical spell that will bring a ghost back to life.
Kalane and Arianna both provide this spell for free.
Dungeon Master
 GM, 180 posts
Mon 17 Feb 2020
at 11:45
Spell Descriptions
BLOOD COOL

The vampires of the land are known to set the blood of their enemies
boiling, so powerful clerics have developed this curative spell to
counter it.
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Dungeon Master
 GM, 181 posts
Mon 17 Feb 2020
at 11:45
Spell Descriptions


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Holy Word

Holy word involves the invocation of the full power of a cleric's god.  It
casts powerful blessings, the frenzy of the cleric's god, restores some
health and vitality to all present in the room.  Because it is so powerful,
it will leave the caster unable to move for a few moments.
Dungeon Master
 GM, 182 posts
Mon 17 Feb 2020
at 11:46
Spell Descriptions
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                                     SMITE
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 "Only when clerics attain the highest levels of focus and dedication to their
  deities can they harness their inner devotion into a palliative force. Smite
  is the ultimate derivation of a cleric's love for his god.  Hence, it can do
  great damage when channeled at something or someone."
                                                      -- Kalane, Arinock Healer

          Purpose: Holy Damage
       Spell Type: Offense
      Achieved At: Level 38
 Cost at Level 50: 20 mana
    Influenced By: Level
           Target: Single Victim
            Class: Cleric
Dungeon Master
 GM, 183 posts
Mon 17 Feb 2020
at 11:48
Spell Descriptions
In reply to Dungeon Master (msg # 115):

Battle songs are the songs sung by bards that praise the glorious art of
war.  Throughout the centuries bards have been able to focus their voices
into sonic weapons.  Now bards not only sing about battle, they join in it.


Following are the spells contained within this group, in increasing order of
power: Battle Sorrow, Battlecry, Battle Wail, Deathsong.
Dungeon Master
 GM, 184 posts
Mon 17 Feb 2020
at 11:48
Spell Descriptions


VENTRILOQUATE


This spell throws your voice, making it appear that some other object or
character in the room is saying your message.  Victims who make their saving
throw will know that someone is using ventriloquism, but not who.  Victims who
fail their saving throw will think that the object or character really did say
your message.
Dungeon Master
 GM, 185 posts
Mon 17 Feb 2020
at 11:49
Spell Descriptions
ECHOES OF POWER


Echoes of power creates a blade woven from the purest harmonics in the
universe to become an actual, material weapon.  Only the highest level
Bards are capable of wielding one with any skill.  Even the mightiest
dragon's eyes widen when a Bard brings forth one of these weapons.
Dungeon Master
 GM, 186 posts
Mon 17 Feb 2020
at 11:50
Spell Descriptions
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                                     Pinch
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   'A straightforward spell, Pinch is nonetheless extremely effective at what
    it does: those with an ethereal hand floating by them will be woken up if
    they happen to fall asleep.  Use with an application of Mirror Images is
    ill-advised, as the hand might end up pinching the illusion. An essential
    tool to have against a person capable of casting Sleep, Pinch can also be
    used in the presence of particularly bad bards and boring lecturers.'

                                                -- Dorian, Bard Trainer

           Purpose: Break Sleep on tick
          Duration: Level*10
 Level Achieved At: 25
  Cost at Level 50: 15
     Influenced By: None
            Target: Self, Single Target
             Other: Can be dispelled
             Class: Bard