Implementation:
This spell circle is completely implemented.
501
Sleep
DURATION: 5 seconds per level
A very relaxed feeling will overcome the target of this spell and dull its
senses, possibly causing it to fall into a magically induced slumber. The
actual effect depends on how badly the creature fails its spiritual
warding:
This spell, if successfully cast, will attempt to put the target creature
to sleep. A warding failure of 150 will put the creature to sleep, while
lesser warding failures will only partially sleep the target. Once slept,
the target will remain asleep for 5 seconds per mana point used +1 second
per 3 warding failure.
The mana cost on this spell is level of target/2 with a max cost of 20
mana and a minimum cost of 1 mana.
Creatures which do not normally sleep (such as the undead) are unaffected
by this spell.
502
Spell Store
DURATION: Special
Often times the outcome of a battle is determined by who can react first.
Because the wizard often is hindered by lengthy gestures and chants, Spell
Store has become an invaluable first strike weapon. After casting this
spell, the caster can then cast any of his or her other spells which will
stay prepared for an indefinite period of time. The spell to be stored
must be cast within 30 seconds after Spell Store. Note that although spell
store does hold a spell for a long time, it does not do so forever; the
exact time when this fails depends on the caster's activity.
503
Blur
DURATION: 1minute per level
Although the logic behind this spell is quite simple, its effect is very
potent. With a few quick gestures, the caster can cause his or her image
to become distorted and difficult to focus upon. The result is that the
wizard gains +10 to DS and thus is harder to hit in combat.
504
Slow I
DURATION: 1 minute
This spell makes the air surrounding its victim viscous, effectively
slowing down all of its actions. The result is that the target's
actions/round-times take three seconds longer than normal.
505
Hand of Tonis
The spell, named in honor of the Arkati with similar powers, harnesses the
Wizard's affinity for air to steal the breath from their opponents,
thereby stunning them. This magic is also useful against clouds and
clutter in the area.
506
Haste I
DURATION: 1 minute
In a not completely understood manner, invoking the magic of this spell
distorts time around the target. To the recipient, the world seems to slow
down, allowing the recipient to react more quickly than naturally
possible. Fortunately, the power of the spell fuels the extra energy
needed to operate at an accelerated rate. The target's roundtime/actions
will take three seconds less than normal. The target will incur a
minimum of one second of roundtime with the spell.
507
Elemental Deflection
DURATION: 20 seconds per level
This spell can be a blessing. This spell creates a minor shield around the
body of the caster which has the affect of adding +20 to DS. This shield
does not affect spells, except elemental attacks. The deflection is
sometimes only enough to redirect how hard the blow hits.
508
Elemental Bias
DURATION: 30 seconds per level
Because Elemental Deflection offers limited spell defense, this spell can
provide excellent additional protection. It works like Elemental
Deflection by creating an invisible minor shield around the caster, but
this one works against non-elemental attack spells by adding +20 to
spiritual warding.
509
Strength
DURATION: 30 seconds per level
An ancient spell which has long been a part of a wizard's spell book. The
strength spell enables its recipient to better utilize his or her body and
thus cause an apparent increase in strength. This has the effect of adding
+15 to the target's AS, as well as subtracting 3 seconds from the
recipient’s round time, with a minimum of 5 seconds.
510
Unpain
DURATION: 5 minutes
While elemental spells do not normally deal with the healing arts, this
one is an exception. The unpain spell provides a temporary restoration of
lost health points for the duration of the spell. The target will get a
maximum of 50 HPs for 5 minutes, the total not to exceed the max of the
target. These points will vanish when the spell ends.
511
Floating Disk
DURATION: Special
The floating disk spell, which is believed to be one of Melgorehn's
inventions, creates an insubstantial disk that can be used to hold objects
by the caster/target. The disk will follow the caster/target around for
the duration of the spell and allows for the temporary hauling of many
objects from one place to another. The owner is the only one able to OPEN
or CLOSE the disk. The spell actually has an indefinite duration
and will continue to exist until the player logs off or you can DISMISS
the disk to eliminate it. When a player disconnects or some
other situation breaks the magical 'thread' which binds the disk to the
caster, such as death. When this happens, the disk will vanish and the
objects will fall to the ground. When a wizard casts a disk of their
own, they will receive a "colored" disk, while non-wizards
simply receive a disk.
512
Slow II
DURATION: 1 minute
This works as Slow I but increases the actions/round-times by 6 seconds
instead of 3.
513
Elemental Focus
This spell will give the target player/creature a bonus of +20 to their
Spell AS and a penalty of -40 to their physical AS. If self cast, the
duration of the spell is 30 seconds per level. If cast on another target,
the duration is 1 second per 2 warding failure.
514
Haste II
DURATION: 1 minute
This spell works as Haste I but decreases actions/roundtimes by 6 seconds
instead of 3. The target will incur a minimum of one second of
roundtime with the spell.
515
Rapid Fire
DURATION: 5 seconds per level
This powerful spell is used to augment attack spells, in particular
elemental attack spells. Once cast, the next spell which is prepared will
be prepared again once cast, automatically for the duration of the Rapid
Fire spell. Therefore once Rapid Fire is in effect, you may then prepare,
for example, a Minor Fire spell and then continue to cast it with no
preparation step (or time) in-between for as long as the Rapid Fire spell
is in effect. Note that to switch spells being used, use a RELEASE command
and then PREPARE a new spell.
516
Mana Leech
DURATION: Instantaneous
When invoking this spell, the caster forms a mystical conduit between the
target and the caster. If the target is unfortunate enough to fail its
spiritual warding, a dull ray of mana-draining power will touch it and
drain a random amount of mana. This can be up to 1 mana per 3 points of
warding failure with a maximum amount limited by the casters level and the
remaining mana of the target. These mana points are then transferred to
the caster. The caster's total mana points cannot exceed the caster's
normal maximum.
517
Charge Item
DURATION: Up to 15 minutes
This spell enables the caster to tap into the mana pool and redirect some
of it into a magical focus. This focus must be a specially treated gem of
at least 1000 silvers in value. By casting this spell at the treated gem,
the focus will be created and begin to accumulate the mana. The wizard
must then concentrate completely and continue to cast the spell until the
gem has become sufficiently charged. (Note that this only costs 1 mana
point after the initial cast.) At this point, energy from it can be
directed into the desired item. The chance of success is based on the
caster's level, and the level of the spell. Extraordinary failure has been
known to result in loss of mana points, injury to the wizard, and even
destruction of the item. The mana cost to recharge an item is 1 mana point
per charge times the level of the spell being recharged.
518
Cone of Lightening
DURATION: Instantaneous
While Major Shock is quite powerful, it still is not a suitable defense
against multiple opponents. Because of this, the Cone of Lightning spell
was researched. It strikes as hard as a Major Shock, but the bolt arcs out
in all directions and can hit many nearby targets. Anyone or thing not in
the caster's group will be affected by this attack.
519
Telekinetic Disarm
DURATION: Instantaneous
This spell enables the caster to shape mana into a physical force. By
merely concentrating on a victim, the air will harden around its weapon or
shield and tear it from the victim's hands if it fails a spiritual
warding. If the caster has an empty hand, the force will conveniently
place it there. Otherwise, the item will be torn to the ground. This spell
is ideal for peaceful wizards who still wish to defend themselves.
520
Major Sleep
DURATION: Varies
This spell works as Sleep I (501).
525
Meteor Swarm
DURATION: 1 to 3 minutes
Perhaps one of the most destructive spells known to spell users is Meteor
Swarm. The caster throws his or her arms skyward while uttering the
phrases of invocation. While this seems innocent at first, within 20
seconds after this spell is cast, a devastating barrage of flaming meteors
will begin to fall on the area inflicting terrible damage to anyone or
anything unfortunate enough to be in the area. The meteors will continue
to fall in a wide radius around the area for several minutes after the
initial strike. While this spell is much more effective outdoors, it
may shake structures and injure those inside with falling debris