Magician, Elemental:

Element Link: Links the elemental magician to a disired element

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Acidwalker:

 

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Airwalker:

 

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Chill:

 

Chills the target, which becomes ice-cold.

 

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Earthwalker:

 

 

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Elemental binding:

 

Acid, Air, Earth Fire, and/or Water can be added to a spell about to be cast. The caster can stack up to five elements, then add their effects to the next spell cast.

 

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Flash (Brilliance):

 

     Causes a blinding flash that partially obscures the vision of the targets in the front and front-side spaces which the caster casts the spell from.

 

1st turn: -15 defense

2nd turn: -10 defense

3rd turn: -5 defense

 

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Flash (Smoke):

 

     Causes a blinding smoke to explode in front of the caster, penalizing both defense and offense of the targets in the front and front-side spaces which the caster casts the spell from.

 

Prerequisite: Flash (Light)

 

1st turn: -15 defense/offense

2nd turn: -10 defense/offense

3rd turn: -5 defense/offense

 

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Heat:

 

     Heats the target, which becomes like hot water.

 

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Heatstroke:

 

     Fash of brief, instense, heat that exhausts con. and str.

 

Effect ----- : -1 damage, -1 movement for the duration of the spell.

Duration - : 36 turns (3 minutes).

Special --- : This spell stacks up to 10 times.

 

Prerequisite: Flash (Light)

 

1st turn: -15 defense/offense

2nd turn: -10 defense/offense

3rd turn: -5 defense/offense

 

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Icewalker:

 

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Firewalker:

 

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Lava-Breath:

 

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Lava Path:

 

     Cools lava to make a solid pathway over it.

 

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Lavawalker:

 

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Locate Storm's Energy:

 

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Magmawalker:

 

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Mass Shielding:

 

     Prerequisite: Shielding.

     All within the AoE will gain a 100 point shield to all areas of the body (+ 30 points per scroll memorized after learning this spell).

 

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Nature's Eye:

 

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Part Flame:

 

Causes flames to part, enabling the caster to walk through without being burned.

 

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Tempering Seer:

 

This spell will cause a metal alloy to be tempered, thus increasing its quality to the next level of metal. This spell can only be cast on unrefined metals.

 

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Tempering Seer:

 

This spell will cause a temporal temperment of one full set of metal armor, thus increasing its quality to the next level of metal. This spell can only be cast on a set of metal armor.

 

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WaterSpeech:

 

Allows one to speak normally underwater.

 

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Clusters to organize:

 

Air Rune:
This spells is similar to the Earth, Fire and Water Rune spells

Allied Sphere
This spell is cast and then another spell. If second spell’s "Area of effect" encompasses an ally

Aqua-Sphere:
Creates a large moving bubble of air around targeted.

Ashen-Bolt
Bolt of pure and hot soot, ash, and flame.
1. Burn 1-D12 in all areas of target + 2 per 5 levels above 10th.
2. Oxygen loss 2-D4 +2 per 5 levels above 10th.

Capture Element
Air, Earth, Fire, or Water is stored in a EL#8 “Elemental Orb” to be used later.

Crystal Sphere:
Creates a large moving bubble of solid magic around targeted that will levitate and fly through air, water, mud, soft earthen material as well as solid rock and stone. Within this sphere, one can see through muddied water, mud, earthen material and solid masses of rock.

Ear of Dinarius
Ear cast on surface of something that caster can hear through as if his/her own hearing.

Earth Tap
Drain creature(s) of damage-points within "Area of Effect". Avoidance-roll vs. "Magic".

Earthen Armor:
Armor made from earth.

Earthen Sphere:
Creates a large moving bubble of solid air around targeted that will displace soft earthen material. This sphere can be controlled by the caster in that it can levitate and fly at a slow pace. Within this sphere, one can see through soft earthen material.

Earthsay
The very earth itself reveals knowledge to the caster.

Elemental Blade
Acid, Air, Earth, Fire, Water

Elemental Bullet
Made of the substances of Acid, Air, Earth, Fire or Water.

Elemental Restoration
Structure target back to original state if effected by the change of one of the four elements.

Elemental Retribution
Return damage upon attacker. The element that will effect attacker will be what attacker is most susceptible to.

Elemental Weapon
Acid, Air, Earth, Fire, Water weapons... caster depicts the weapon type.

Elemental Web
Acid, Air, Earth, Fire, or Water is magically fashioned into a great web and cast at the will and pleasure of the Elemental Magician.

Eye of Dinarius
Eye cast on surface of something that caster can see through as if his/her own vision.

FireVeil:
Hides certain aspects of a "normal" campfire from others. Degrees of this abilities power depends upon your level as follows:

Level: Conceals:
0-5: Smoke
6-10: Smell of fire and burning materials
11-15: Smell of what is cooking
16-20: Light from the flames at a distance

Greater Ashen-Bolt
Bolt of pure and hot soot, ash, and flame.
1. Burn 1-D20 in all areas of target + 4 per 5 levels above 20th.
2. Oxygen loss 4-D4+4 per 5 levels above 20th.

Hand of Lightning
Ball of lightning forms in caster's hand. Can be thrown or held to strike a single target to cause single damage.

Ice Plate:
Armor made form ice. As strong as Gage-steel plate.

Ice Rune
This spells is similar to the Air, Earth, Fire and Water Rune spells.

Level Rock:
Makes level and flat one 20' x 20' piece rock (it will level ice as well).

Level Soil:
Makes level and flat one 20' x 20' piece of soft earth.

Level Water:
Makes level and flat one 20' x 20' area of water, or water-like substance. This is good for stranded targets in stormy waters, sea, etc.

Liquid Air
Breaks down force fields and solid air structures (all air-based elements are susceptible to this spell).

Manipulation
Ice: Thins/thickens +5/-5%
Rock: strengthens/weakens +5/-5%
Snow: stability/instability +5/-5%
Soil: Supports/weakens +5/-5%
Steel: temper/weaken +5/-5%
Wood: strengthens/weakens +5/-5%
Notes: Stacks with later spells of the same nature, adding to their power.

Minor Ashen-Bolt
Bolt of pure and hot soot, ash, and flame.
1. Burn 1-D10 in all areas of target + 1 per 5 levels above 6th.
2. Oxygen loss 1-D4+1 per 5 levels above 6th.

Mud Sphere:
Creates a large moving bubble of solid air around targeted that will hold physical matter. This sphere can be controlled by the caster in that it can levitate and fly at a slow pace. Within this sphere, one can see through murky water and mud.

Resist weapon
Weapon must be made of one of the four elements, Air, Earth, Fire or Water
% chance to turn a blunt: 1% per 5 levels advanced.
% chance to turn a sharp: 1% per 6 levels advanced.

Seal
Causes one opening to be covered by a field of solid invisible matter, sealing it tight.

Spread Lightning
Causes multiple bolts to spread out from one larger.

Thunder Clap
Causes the sound of mighty thunder, as if a bolt of lightning has struck not a 10 pace distance from the targeted, thus lowering their awareness for a short period of time.

True Ashen-Bolt
Bolt of pure and hot soot, ash, and flame.
1. Burn 1-D100 in all areas of target + 8 per 5 levels above 30th.
2. Oxygen loss 8-D6+8 per 5 levels above 30th.

Water Craft
Creates an 18 man water vessel like a small ship with water sails. In fact, everything about this vessel is constructed/shaped and made of water. As always, the water needs to be taken from another source.

Water of Fire
"Area of Effect" water that burns like fire.

Water Table:
Reveals an entire water table, also revealing if it is safe to drink.

Whirlwind
Creates a whirlwind which can carry a lot of weight, or carry debris about to damage your enemies or target.

 

 

 

 

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