Post by Xan on Jul 21, 2012 10:36:48 GMT -5
With all the spell changes, I figure it'd be a good idea to give you guys something to go off of when designing magic-users. Any further information will have to be revealed by finding the spells in-game and/or experimentation. Happy hunting.
Air:
Earth:
Fire:
Ice:
Light:
Shadow:
Thunder:
Water:
Air:
- Balance Scales (Air and Earth combine to harmonize the body and the mind, sharing strength from one to compensate for weakness in the other.)
- Bane of Air (Shadow and Air combine to sap one's wisdom. Only one Bane may be active on an individual at a time.)
- Escape (Earth and Air combine to bend space and time, providing instantaneous transport for the caster and nearby allies to the exit of an elemental dungeon.)
- Imbue Mind (Air and Fire combine to confer a small portion of your mana to an ally.)
- Mastery of Air (Light and Air combine to bolster one's wisdom. Only one Mastery may be active on an individual at a time.)
- Meditate (Water and Air combine to soothe and revitalize the mind.)
- Ravenous Flames (Fire and Air use fire to feed greater fires, replenishing some mana by consuming the flames which already burn a foe.)
- Shadow Jaunt (Shadow and Air combine to pass the caster into a parallel plane where time progresses differently from our own. While in the parallel plane, the caster will begin to waste away, making this spell particularly dangerous and potentially fatal. Any attempts to influence the primary plane will shunt the caster back into it before the spell ends.)
- Slow (Air and Ice combine to bend time around the target, reducing its speed and leaving it vulnerable to attacks.)
- Turn Undead (Light and Air combine to repulse the dark energies of undeath, forcing an undead foe to flee. Healthier undead are more difficult to repel.)
- Ward Against Elements (Air weaves a protective barrier against elements, mitigating damage from spells.)
- Wind Walk (Air and Thunder at once ease burdens carried by the caster as well as heighten reflexes and agility, allowing for rapid movement both on and off the battlefield.)
Earth:
- Balance Scales (Air and Earth combine to harmonize the body and the mind, sharing strength from one to compensate for weakness in the other.)
- Bane of Earth (Shadow and Earth combine to sap one's constitution. Only one Bane may be active on an individual at a time.)
- Control Undead (Shadow and Earth combine to seize the dark energies of undeath, forcing an undead foe to obey the caster's will. Healthier undead are more difficult to control.)
- Cure (Light and Earth combine to quickly repair flesh and bone.)
- Escape (Earth and Air combine to bend space and time, providing instantaneous transport for the caster and nearby allies to the exit of an elemental dungeon.)
- Imbue Body (Earth and Fire combine to confer a small portion of your health to an ally.)
- Mastery of Earth (Light and Earth combine to bolster one's constitution. Only one Mastery may be active on an individual at a time.)
- Quake (Earth and Thunder violently shake the ground in an area, potentially knocking down creatures.)
- Regenerate (Earth and Water combine to improve the body's natural recovery.)
- Ward Against Harm (Earth fortifies the body, making it more resilient against weapons.)
- Winter's Embrace (Ice and Earth envelop the caster in a protective barrier that hinders enemy attacks at the cost of hindering the caster's movement as well.)
Fire:
- Bane of Fire (Shadow and Fire combine to sap one's dexterity. Only one Bane may be active on an individual at a time.)
- Consume Impurities (Fire cleanses the caster of ailments, both mundane and magical, and restores a portion of health and mana for each ailment consumed.)
- Fire Blossom (Fire and Thunder combine to use a foe who is already burning as a primer for a massive explosion.)
- Ignite (Fire is spread over an area to injure and continuously burn multiple creatures.)
- Imbue Body (Earth and Fire combine to confer a small portion of your health to an ally.)
- Imbue Mind (Air and Fire combine to confer a small portion of your mana to an ally.)
- Leech (Shadow and Fire combine to feed upon the suffering of others, bolstering the caster's own life force while his or her target loses its own.)
- Lightning Bolt (Thunder and Fire combine to call down a column of lightning from the sky upon a foe, which then arcs to additional nearby creatures.)
- Mastery of Fire (Light and Fire combine to bolster one's dexterity. Only one Mastery may be active on an individual at a time.)
- Ravenous Flames (Fire and Air use fire to feed greater fires, replenishing some mana by consuming the flames which already burn a foe.)
- Ray of Fire (Fire is channeled into a direct ray to injure and, with some skill, cause an opponent to continuously burn.)
Ice:
- Avalanche (Ice and Thunder crush and hinder foes with a torrent of hail and snow.)
- Bane of Ice (Shadow and Ice combine to sap one's intelligence. Only one Bane may be active on an individual at a time.)
- Mastery of Ice (Light and Ice combine to bolster one's intelligence. Only one Mastery may be active on an individual at a time.)
- Ray of Ice (Ice is channeled into a direct ray to injure and, with some skill, even slow an opponent.)
- Shield of Illusion (Shadow and Ice combine in a protective shield to blur the image of the caster and to diminish the harmful effects of Light.)
- Slow (Air and Ice combine to bend time around the target, reducing its speed and leaving it vulnerable to attacks.)
- Snap Freeze (Ice and Water combine to continuously imprison an opponent in layers of ice.)
- Stun (Thunder and Ice combine to overload an opponent's senses, rendering it disoriented.)
- Winter's Embrace (Ice and Earth envelop the caster in a protective barrier that hinders enemy attacks at the cost of hindering the caster's movement as well.)
Light:
- Cure (Light and Earth combine to quickly repair flesh and bone.)
- Dia (Light and Water combine to cleanse undeath from a single foe.)
- Light (Light surrounds the target, lending some aid to their perception at the cost of being easier to detect as well.)
- Mastery of Air (Light and Air combine to bolster one's wisdom. Only one Mastery may be active on an individual at a time.)
- Mastery of Earth (Light and Earth combine to bolster one's constitution. Only one Mastery may be active on an individual at a time.)
- Mastery of Fire (Light and Fire combine to bolster one's dexterity. Only one Mastery may be active on an individual at a time.)
- Mastery of Ice (Light and Ice combine to bolster one's intelligence. Only one Mastery may be active on an individual at a time.)
- Mastery of Thunder (Light and Thunder combine to bolster one's strength. Only one Mastery may be active on an individual at a time.)
- Mastery of Water (Light and Water combine to bolster one's charisma. Only one Mastery may be active on an individual at a time.)
- Shield of Retribution (Light and Thunder combine in a protective shield to mete out retribution upon all who strike the caster and to diminish the harmful effects of Shadow.)
- Turn Undead (Light and Air combine to repulse the dark energies of undeath, forcing an undead foe to flee. Healthier undead are more difficult to repel.)
Shadow:
- Anguish (Shadow and Thunder combine to use the caster's suffering as a weapon, propagating the harm they have endured by sharing it with their foes.)
- Bane of Air (Shadow and Air combine to sap one's wisdom. Only one Bane may be active on an individual at a time.)
- Bane of Earth (Shadow and Earth combine to sap one's constitution. Only one Bane may be active on an individual at a time.)
- Bane of Fire (Shadow and Fire combine to sap one's dexterity. Only one Bane may be active on an individual at a time.)
- Bane of Ice (Shadow and Ice combine to sap one's intelligence. Only one Bane may be active on an individual at a time.)
- Bane of Thunder (Shadow and Thunder combine to sap one's strength. Only one Bane may be active on an individual at a time.)
- Bane of Water (Shadow and Water combine to sap one's charisma. Only one Bane may be active on an individual at a time.)
- Blood Sacrifice (Shadow is used to harness suffering and self-inflicted injury as raw power, allowing the caster to reach into a deeper mana pool as some of his or her life is drained away.)
- Control Undead (Shadow and Earth combine to seize the dark energies of undeath, forcing an undead foe to obey the caster's will. Healthier undead are more difficult to control.)
- Leech (Shadow and Fire combine to feed upon the suffering of others, bolstering the caster's own life force while his or her target loses its own.)
- Poison (Shadow and Water combine to turn bodily fluids dangerously toxic.)
- Shadow Jaunt (Shadow and Air combine to pass the caster into a parallel plane where time progresses differently from our own. While in the parallel plane, the caster will begin to waste away, making this spell particularly dangerous and potentially fatal. Any attempts to influence the primary plane will shunt the caster back into it before the spell ends.)
- Shield of Illusion (Shadow and Ice combine in a protective shield to blur the image of the caster and to diminish the harmful effects of Light.)
Thunder:
- Anguish (Shadow and Thunder combine to use the caster's suffering as a weapon, propagating the harm they have endured by sharing it with their foes.)
- Avalanche (Ice and Thunder crush and hinder foes with a torrent of hail and snow.)
- Bane of Thunder (Shadow and Thunder combine to sap one's strength. Only one Bane may be active on an individual at a time.)
- Call Storm (Water and Thunder gather in a powerful lightning storm in the immediate area. The caster becomes a conduit of power and must concentrate on the storm to maintain it.)
- Fire Blossom (Fire and Thunder combine to use a foe who is already burning as a primer for a massive explosion.)
- Lightning Bolt (Thunder and Fire combine to call down a column of lightning from the sky upon a foe, which then arcs to additional nearby creatures.)
- Mastery of Thunder (Light and Thunder combine to bolster one's strength. Only one Mastery may be active on an individual at a time.)
- Quake (Earth and Thunder violently shake the ground in an area, potentially knocking down creatures.)
- Ray of Lightning (Thunder is channeled into a direct ray of lightning to injure an opponent and, with some skill, possibly arc to another nearby creature.)
- Shield of Retribution (Light and Thunder combine in a protective shield to mete out retribution upon all who strike the caster and to diminish the harmful effects of Shadow.)
- Stun (Thunder and Ice combine to overload an opponent's senses, rendering it disoriented.)
- Surge (Thunder and Water combine to circulate powerful jolts of energy through an opponent.)
- Thunderclap (Thunder is burst with staggering force over an area.)
- Wind Walk (Air and Thunder at once ease burdens carried by the caster as well as heighten reflexes and agility, allowing for rapid movement both on and off the battlefield.)
Water:
- Bane of Water (Shadow and Water combine to sap one's charisma. Only one Bane may be active on an individual at a time.)
- Call Storm (Water and Thunder gather in a powerful lightning storm in the immediate area. The caster becomes a conduit of power and must concentrate on the storm to maintain it.)
- Cleansing Aura (Water cycles through the target to steadily remove harmful impurities, revitalizing the body and mind as it does so.)
- Dia (Light and Water combine to cleanse undeath from a single foe.)
- Mastery of Water (Light and Water combine to bolster one's charisma. Only one Mastery may be active on an individual at a time.)
- Meditate (Water and Air combine to soothe and revitalize the mind.)
- Poison (Shadow and Water combine to turn bodily fluids dangerously toxic.)
- Regenerate (Earth and Water combine to improve the body's natural recovery.)
- Snap Freeze (Ice and Water combine to continuously imprison an opponent in layers of ice.)
- Surge (Thunder and Water combine to circulate powerful jolts of energy through an opponent.)