Spells marked with ** are available only to an Adept of that
elemental college. For example, the spell "Turn to Fire**" can only
be mixed by those who chose to be an adept of the Fire college at
the start of the game. Attempting to mix the spell when you are not
a Fire adept will result in failure.
Notes: This spell is SUPPOSED to be exclusive to the Water
college but I was able to create it as an Air college adept. Don't
forget to add an extra aspect.
Notes: Air Barrier is only available to Air College Adepts. Fire
Barrier is only available to Fire College Adepts. Mist Barrier is
only available to Water College Adepts. Magic Field is only
available to Earth College Adepts.
Spell Name: Dispel | College: Mind | Potency: 2 | Magic Word: Mens
Aspects: 2 High Hopes (Bottle of Green Liquid)
Jewels: 05
Powders: --
Candles: 07
Stones: 09
***
Spell Name: Mind Shield | College: Mind | Potency: 2 | Magic Word: Mens
Aspects: 2 Aegis (Wood Mallet)
Jewels: --
Powders: 07
Candles: 05
Stones: 09
***
Spell Name: Wall of Air**/Wall of Fire**/Water Wall** |
College: Air/Fire/Water | Potency: 2 | Magic Word:
Aer/Lux/Aqua
Aspects: 2 Invisible First (Horseshoe Magnet)
Jewels: 05
Powders: 07
Candles: --
Stones: 09
Notes: Wall of Air is only available to Air College Adepts. Wall
of Fire is only available to Fire College Adepts. Water Wall is
only available to Water College Adepts.
***
Spell Name: Icy Web** | College: Water | Potency: 2 | Magic Word: Lacus
Aspects: 2 Sticky Honey (Spoon)
Jewels: 05
Powders: --
Candles: 07
Stones: 09
Notes: This spell is available to Water College Adepts only.
Notes: Replenish (Air) is only available to Air College Adepts.
Replenish (Fire) is only available to Fire College Adepts.
Replenish (Water) is only available to Water College Adepts.
Replenish (Earth) is only available to Earth College Adepts.
Magic Sword:
You have created a Magic Sword, an Earth College attack spell.
The sword seeks out enemy beings and objects to engage in
combat until it is destroyed or the spell ends. The sword grows
more powerful and lasts longer at higher potency levels. At the
highest levels, it poisons. The sword is useful in all domains.
Elasticity: Jewels (average to good) - Powders (average to good) –
Candles (good) - Stones (good).
Fireball:
You have created a Fireball, a Fire College attack spell. A fireball
travels around the domain, seeking out the most threatening enemy
being or object to attack. A fireball attacks only once, and it does
increasingly more damage at higher potency levels. It is useful in
all domains except Water. Elasticity: Jewels (average) - Powders
(limited) - Candles (average) - Stones (limited to average).
Lightning:
You have created Lightning, an Air College attack spell.
Lightning travels in a straight line to attack an enemy being or
object. Turn to face the enemy when you cast this spell. The
lightning strikes whatever is in its path. It attacks only once. At
the higher levels, it also confuses enemies. Lightning is useful in
all domains. Elasticity: Jewels (limited) - Powders (average) –
Candles (good) - Stones (limited to average).
Ice Arrows:
You have created Ice Arrows, a Water College attack spell. A
series of arrows seek out the most threatening enemy beings and
objects to attack. Each arrow attacks only once. At higher levels,
the arrows cause more damage. Ice arrows are useful in all
domains. Elasticity: Jewels (average) - Powders (limited to good) –
Candle (average) - Stones (average).
Water Hose:
You have created a Water Hose, a Water College attack spell. A
stream of water attacks every being and object in its path. Turn to
face the enemy when you cast this spell. The water attacks as long
as it has strength, and it pushes an enemy back a few steps with
each blow. The spell is useful in all domains except Fire.
Elasticity: Jewels (average) - Powders (good) - Candles (average to
good) - Stones (average).
Bow of Power:
You have created a Bow of Power, an Earth College attack spell.
The bow shoots arrows that seek out the most dangerous enemy
beings and objects. Select the place where the bow is to appear.
The bow has limited strength and can easily be destroyed. Each
arrow attacks only once. Arrows can attack flying beings. The
spell is useful is all domains. Elasticity: Jewels (limited) - Powders
(good) - Candles (good) - Stones (good).
Icy Storm:
You have created an Icy Storm, an Air College attack spell. When
the spell is cast, a glowing ball rises to the heavens, and a short
time later, ice begins to fall. The ice attacks all enemy beings and
objects in the domain. It does increasingly more damage at higher
potency levels. Ice also slows the movement of walking beings.
This spell cannot be cast in the Fire or Water Domain. Elasticity:
Jewels (average) - Powders (limited) - Candles (average) - Stones
(good).
Dragon Flame:
You have created Dragon Flame, a Fire College attack spell. The
flames travel in a straight line, attacking everything in their path.
Turn to face the enemy when you cast this spell. The flames attack
as long as they have strength. The spell is useful in all domains
except Water. Elasticity: Jewels (average) - Powders (good) –
Candles (excellent) - Stones (good).
Boil Blood:
You have created Boil Blood, a Fire College attack spell. The
spell heats the blood of enemy beings, causing them damage and
making them writhe in pain. To cast this spell, select a being
within range for it to attack. The spell attacks only once. The spell
is useful in all domains. Elasticity: Jewels (average) - Powders
(good) - Candles (good) - Stones (average).
Explosion:
You have created an Explosion, an Ethereal College attack spell.
A powerful explosive force moves to attack the target. To cast this
spell, select a target within range for it to attack. It attacks only
once. The spell is useful in all domains. Elasticity: Jewels (good) –
Powders (average) - Candles (good) - Stones (average).
Mind Attack:
You have created Mind Attack, a Mind College attack spell. A
bolt of mental energy attacks the target being or wizard. To cast
this spell, select a being within range for it to attack. It attacks only
once, and the target is both damaged and confused. The spell is
useful in all domains. Elasticity: Jewels (good) - Powders (good) –
Candles (good to excellent) -Stones (average).
Catapult:
You have created Catapult, an Earth College attack spell. A
boulder rises from the ground and rolls in a straight line, crushing
everything in its path. Turn to face the enemy when you cast this
spell. The boulder attacks for as long as it has strength. This is the
most powerful attack spell of the Earth College. The spell is useful
in all domains except Air. Elasticity: Jewels (average to good) –
Powders (good to excellent) - Candles (good) - Stones (average).
Poison Vapor:
You have created Poison Vapor, an Air College attack spell. A
mist of poison appears and moves randomly around the domain,
poisoning enemy beings on contact. To cast this spell, select the
area where the vapor is to appear. The vapor moves more directly
toward enemy beings as Jewels are added. The spell is useful in
all domains. Elasticity: Jewels (excellent) - Powders (good) –
Candles (good) - Stones (good).
Incinerate:
You have created Incinerate, a Fire College attack spell. An orb of
blazing heat sears the target being. To cast this spell, select a being
within range for it to attack. It attacks only once, and the target is
both damaged and writhes in pain. The spell is useful in all
domains. Elasticity: Jewels (average) - Powders (good) - Candles
(good) - Stones (average).
Steal Vigor:
You have created Steal Vigor, an Ethereal College attack spell. It
drains life energy from an enemy being and transfers it to you. To
cast this spell, select a target within range for it to attack. It attacks
only one enemy being. The spell is useful in all domains.
Elasticity: Jewels (excellent) - Powders (average) - Candles (good)
- Stones (good).
Agony:
You have created Agony, a Mind College attack spell. A pulse of
agony causes an enemy being to writhe in pain. When you cast this
spell, select a being within range for it to attack. It attacks only
once, and the target is slightly damaged and writhes helplessly in
pain. The spell causes longer writhing as Candles are added. The
spell is useful in all domains. Elasticity: Jewels (excellent) –
Powders (good) - Candles (good) - Stones (good).
Command Foe:
You have created Command Foe, a Mind College attack spell. It
temporarily changes the allegiance of an enemy being to your side.
To cast this spell, select a being within range for it to attack. The
spell controls one target. The spell does no damage, but it
commands an enemy longer as Candles are added. The spell is
useful in all domains. Elasticity: Jewels (excellent) - Powders
(good) - Candles (average) - Stones (good).
Thunderstorm:
You have created a Thunderstorm, the most powerful attack spell
exclusive to the Water College. It creates a glowing ball that rises
to the heavens. Soon rain falls and lightning hits. Rain does minor
damage, but it slows movement of beings. The lightning does
devastating damage. The spell cannot be cast in the Fire or Water
Domain. Elasticity: Jewels (average) - Powders (good) - Candles
(good) - Stones (good).
Meteor Storm:
You have created a Meteor Storm, the most powerful Ethereal
College attack spell. Meteors rain down to attack the enemy. To
cast this spell, select the place for the center of the storm. A
glowing ball rises to the heavens, and a short time later, a series of
meteors impact around the selected spot. The spell can be cast in
all domains. Elasticity: Jewels (excellent) - Powders (good) –
Candles (good) - Stones (average).
Battle Ram:
You have created a Battle Ram, the most powerful attack spell
exclusive to the Air College. A powerful battering ram travels
around the domain to attack the enemy. To cast this spell, select
the spot where the ram is to appear. It continues to attack for as
long as it has strength or the spell lasts. The spell is useful in all
domains. Elasticity: Jewels (excellent) - Powders (good) - Candles
(good) - Stones (good).
Fire Storm:
You have created a Fire Storm, the most powerful attack spell
exclusive to the Fire College. Flames from the sun rain down to
attack the enemy. To cast this spell, select the spot for the center of
the storm. A glowing ball rises to the heavens, and soon, flames
fall from the sky. The flames do devastating damage. The spell
can be cast in all domains except Water. Elasticity: Jewels (good) –
Powders (excellent) - Candles (good) - Stones (good).
Air Barrier:
You have created an Air Barrier, a defense spell exclusive to the
Air College. The element of your Magic College gives you limited
protection from danger. To cast this spell, select the spot where the
barrier is to appear. The barrier exists until it is destroyed or the
spell ends. The spell is useful in all domains. Elasticity: Jewels
(average) - Powders (average) - Candles (average) - Stones
(average).
Fire Barrier:
You have created a Fire Barrier, a defense spell exclusive to the
Fire College. The element of your Magic College gives you
limited protection from danger. To cast this spell, select the spot
where the barrier is to appear. The barrier exists until it is
destroyed or the spell ends. The spell is useful in all domains.
Elasticity: Jewels (average) - Powders (average) - Candles
(average) - Stones (average).
Mist Barrier:
You have created a Mist Barrier, a defense spell exclusive to the
Water College. The element of your Magic College gives you
limited protection from danger. To cast this spell, select the spot
where the barrier is to appear. The barrier exists until it is
destroyed or the spell ends. It is useful in all domains. Elasticity:
Jewels (average) - Powders (average) - Candles (average) - Stones
(average).
Magic Field:
You have created a Magic Field, a defense spell exclusive to the
Earth College. The element of your Magic College gives you
limited protection from danger. To cast this spell, select the spot
where the barrier is to appear. The barrier exists until it is
destroyed or the spell ends. It is useful in all domains. Elasticity:
Jewels (average) - Powders (average) - Candles (average) - Stones
(average).
Return Home:
You have created Return Home, an Ethereal College spell. It
opens a gateway between dimensions through which you travel.
This spell causes you to leave the domain you are in and return
safe and in full health to your stone circle. This spell, once
learned, is permanent. You never have to make additional copies
of it. It can be used in all domains of the living.
Magic Shield:
You have created a Magic Shield, an Air College defense spell. A
physical shield appears to protect you from physical objects. To
cast this spell, select the spot where the shield is to appear. The
shield turns to face approaching enemy beings and objects. The
shield exists until destroyed or the spell ends. It is useful in all
domains. Elasticity: Jewels (average) - Powders (average) –
Candles (average) - Stones (average).
Dispel:
You have created Dispel, a Mind College defense spell. A bolt of
mental energy disrupts enemy physical and non-physical spells.
Select a target within range for the spell to disrupt. The spell, if
strong enough, damages or eliminates an enemy spell or being. It
affects only one target and is gone The spell is useful in all
domains. Elasticity: Jewels (good) - Powders (average to good) –
Candles (good) - Stones (average to good).
Mind Shield:
You have created a Mind Shield, a Mind College defense spell. A
shield of mental power protects you from non-physical forces.
Select the spot where the shield is to appear. The shield turns to
face approaching enemy non-physical spells. It exists until
destroyed or the spell ends. The spell is useful in all domains.
Elasticity: Jewels (good) - Powders (average) - Candles (good) –
Stones (good).
Wall of Air:
You have created a Wall of Air, a defense spell exclusive to the
Air College. A wall of solid air appears to protect you from attack
by enemy beings and objects. Select the spot over level ground
where the first wall section is to appear, and follow the direction
arrows to lay out the wall's path. It exists until destroyed or the
spell ends. The spell is useful in all domains. Elasticity: Jewels
(average) - Powders (average) - Candles (average) - Stones (good).
Wall of Fire:
You have created a Wall of Fire, a defense spell exclusive to the
Fire College. A wall of fire appears to protect you from attack by
enemy beings and objects. Select the spot over level ground where
the first wall section is to appear, and follow the directional arrows
to lay out the wall's path. It exists until destroyed or the spell ends.
The spell is useful in all domains except Water. Elasticity: Jewels
(average) - Powders (average) - Candles (average) - Stones (good).
Water Wal:
You have created a Water Wall, a defense spell exclusive to the
Water College. A wall of water appears to protect you from attack
by enemy beings and objects. Select the spot over level ground
where the first wall section is to appear, and follow the directional
arrows to lay out the wall's path. It exists until destroyed or the
spell ends. The spell is useful in all domains except Fire. Elasticity:
Jewels (average) - Powders (average) - Candles (average) - Stones
(good).
Icy Web:
You have created an Icy Web, a defense spell exclusive to the
Water College. The icy snare traps enemy beings and objects.
Select a spot on a solid surface where the web is to appear. The
web captures and holds any enemy being or object entering its
space. It does limited damage for as long as it survives. The spell
is useful in all domains. Elasticity: Jewels (good) - Powders (good)
- Candles (good) - Stones (good).
Immobilize:
You have created Immobilize, a Mind College defense spell. A
bolt of mental power temporarily freezes an enemy being in its
tracks. To cast this spell, select a being that is within range for it to
affect. It affects only one target. The spell freezes an enemy
increasingly longer as Candles are added. The spell is useful in all
domains. Elasticity: Jewels (good) - Powders (good) - Candles
(good) - Stones (good).
Vapor Web:
You have created a Vapor Web, an Ethereal College defense spell.
Mists of air gel into a snare which traps enemy beings and physical
objects. Select a spot on any flat surface where the web is to
appear. The web captures and holds any enemy being or object
entering its space. It does limited damage for as long as it
survives. The spell is useful in all domains. Elasticity: Jewels
(excellent) - Powders (good) - Candles (excellent) - Stones (good).
Confuse:
You have created Confuse, an Ethereal College defense spell.
Vapors befuddle an enemy being and cause it to move around
randomly. To cast this spell, select a being that is within range for
it to affect. It affects only one target. The spell confuses for a
longer time as Candles are added. The spell is useful in all
domains. Elasticity: Jewels (good) - Powders (good) - Candles
(good) - Stones (good).
Mental Wall:
You have created a Mental Wall, a Mind College defense spell. A
wall of mental energy appears to protect you from attack by enemy
non-physical forces. Select the spot over level ground where the
first wall section is to appear, and follow the direction arrows to
lay out the wall's path. It exists until destroyed or the spell ends.
The spell is useful in all domains. Elasticity: Jewels (good) –
Powders (good) - Candles (good) - Stones (good).
Mental Web:
You have created a Mental Web, a Mind College defense spell.
Your mind forms a snare which traps enemy non-physical spells.
Select a spot on any flat surface where the web is to appear. It
captures and holds any enemy non-physical forces entering its
space. It prevents the enemy force from moving for as long as it
survives. The spell is useful in all domains. Elasticity: Jewels
(excellent) - Powders (good) - Candles (excellent) - Stones (good).
Flame Web:
You have created a Flame Web, a defense spell exclusive to the
Fire College. Ropes of fire weave into a snare which traps enemy
beings and physical objects. Select a spot on a solid surface where
the web is to appear. The web captures and holds any enemy being
or object entering its space. It does damage for as long as it
survives. The spell is useful in all domains except Water.
Elasticity: Jewels (excellent) - Powders (good) - Candles
(excellent) - Stones (good).
Snare Web:
You have created a Snare Web, a defense spell exclusive to the
Earth College. Vines form a snare which traps enemy beings and
physical objects. Select a spot on a solid surface where the web is
to appear. The web captures and holds any enemy being or object
entering its space. It does damage for as long as it survives. The
spell is useful in all domains. Elasticity: Jewels (excellent) –
Powders (good) - Candles (excellent) - Stones (good).
Ice Wall:
You have created an Ice Wall, a defense spell exclusive to the
Water College and stronger than a Water Wall. A wall of solid ice
protects you from attack by enemy beings and objects. Select the
spot over level ground where the first wall section is to appear, and
follow the direction arrows to lay out the wall's path. It exists until
destroyed or the spell ends. The spell is useful in all domains.
Elasticity: Jewels (good) - Powders (good) - Candles (good) –
Stones (good).
Stone Wall:
You have created a Stone Wall, a defense spell exclusive to the
Earth College. A wall of solid stone protects you from enemy
beings and objects. Select the spot over level ground where the
first wall section is to appear, and follow the direction arrows to
lay out the wall's path. It exists until destroyed or the spell ends.
The spell is useful in all domains with solid ground. Elasticity:
Jewels (good) - Powders (average) - Candles (good) - Stones
(good).
Stone Hand:
You have created a Stone Hand, a defense spell exclusive to the
Earth College. A stony hand rises from the ground to seize and
crush enemy beings and objects that come near it. To cast this
spell, select the spot on solid ground where the hand is to appear.
It is the most powerful defensive spell and causes extensive
damage. The spell is useful in all domains with solid ground.
Elasticity: Jewels (good) - Powders (good) - Candles (good) –
Stones (good).
**********************************************************************
* 2C. PERSONAL MODIFIER SPELLS *
**********************************************************************
Cure Poison:
You have created Cure Poison, an Air College personal modifier
spell. It draws out the miasmic vapors of poison from a being.
Select yourself or a conjured being as the target to be cured. The
poison is removed automatically upon contact. There is no
additional effect beyond the first potency level. Adding extra
ingredients is a waste. The spell can be used in all domains.
Magic Wings:
You have created Magic Wings, an Air College personal modifier
spell. It creates invisible wings to lift you into the sky. Select
yourself or a conjured being as the target. The target rises into the
air and moves across the domain. The spell's effect is lengthened
by adding Candles. The spell can be used in all domains.
Elasticity: Jewels (excellent) - Powders (excellent) - Candles
(excellent) - Stones (average).
Star Healing:
You have created Star Healing, an Ethereal College personal
modifier spell. It draws upon the restorative powers of the heavens
to heal. Select yourself or a conjured being as the target of the
spell. Life force is restored upon contact. More life force is
restored as Stones are added. The spell can be used in all domains.
Elasticity: Jewels (limited) - Powders (average) - Candles
(average) - Stones (average).
Water Breath:
You have created Water Breath, a Water College personal modifier
spell. It allows a being to absorb the oxygen in water and so
survive underwater. Select yourself or a being as the target. The
target can breathe while underwater and can walk through lakes
and rivers without taking damage. The effect lasts longer as
Candles are added. The spell is useful in domains with liquid
water. Elasticity: Jewels (good) - Powders (average) - Candles
(good) - Stones (average).
Revelation:
You have created Revelation, an Earth College personal modifier
spell. It causes the earth to reveal its hidden treasures. This spell
makes all the hidden treasure chests and vials in the domain
visible. This spell, once learned, is permanent. You never have to
make additional copies of it. The spell can be used in all domains
of the living.
Read Map:
You have created Read Map, an Ethereal College personal
modifier spell. It reveals the domain as seen from high overhead.
This spell creates a small, detailed map of the domain, showing the
location and number of enemy beings in the domain. This spell,
once learned, is permanent. You never have to make additional
copies of it. The spell can be used in all domains of the living.
Mental Cure:
You have created a Mental Cure, a Mind College personal
modifier spell. Your mental energy stimulates and revives a being.
Select yourself or a being as the target. The spell restores life, and
also removes agony, poison, or confusion. (You cannot cast it
while agonized or confused). More life is restored as Stones are
added. The spell can be used in all domains. Elasticity: Jewels
(average) - Powders (average) - Candles (average) - Stones (good).
Detect:
You have created Detect, a Mind College personal modifier spell.
Your mental vibrations nullify those used to make beings unseen.
When this spell is cast, it makes any invisible beings in the domain
visible again. The spell can be used in all domains. Elasticity:
Jewels (average) - Powders (good) - Candles (limited) - Stones
(average).
Repel Heat:
You have created Repel Heat, a personal modifier spell exclusive
to the Air College. It creates a field around the target which
reduces damage caused by fire-based spells and objects. Select
yourself or a conjured being as the target. The active spell is
indicated by a small orange ball circling above the target. The spell
can be used in all domains. Elasticity: Jewels (average to excellent)
- Powders (good) - Candles (good) - Stones (average to good).
Repel Cold:
You have created Repel Cold, a personal modifier spell exclusive
to the Air College. It creates a field around the target which
reduces damage caused by air and water-based spells and objects.
Select yourself or a conjured being as the target. The active spell
is indicated by a small blue ball circling above the target. The spell
can be used in all domains. Elasticity: Jewels (average to excellent)
- Powders (good) - Candles (good) - Stones (average to good).
Teleport:
You have created Teleport, an Ethereal College personal modifier
spell. It creates a temporal wormhole which allows instantaneous
movement over a long distance. Select the location to which you
wish to move. When the spell takes effect, you automatically
move across the domain to that location. Added Jewels increase
the distance of travel. The spell can be used in all domains.
Elasticity: Jewels (average) - Powders (limited) - Candles (limited)
- Stones (average).
Invisible:
You have created Invisible, a Water College personal modifier
spell. You project mental vibrations which cloak the appearance
of a being. Select yourself or a conjured being as the target. The
target becomes invisible to most enemy beings and objects,
although non-physical spells may see through the invisibility. The
spell can be used in all domains. Elasticity: Jewels (good) –
Powders (good) - Candles (good) - Stones (average).
Energize:
You have created Energize, an Ethereal College personal modifier
spell. It calls upon the radiance of the stars and sun to intensify
your life force. When you cast this spell on yourself, your life level
and combat strengths are temporarily increased for the spell's
duration. The spell can be used in all domains. Elasticity: Jewels
(excellent) - Powders (average) - Candles (good) - Stones (good).
Remove Agony:
You have created Remove Agony, a Mind College personal
modifier spell. It counteracts agony by blocking the pain
receptors. Select a friendly being that is writhing in pain. (You
cannot cast this spell while you are writhing.) The agony is
removed upon contact. The spell has no other effect beyond its
base potency level. Adding extra control ingredients is a waste.
The spell can be used in all domains.
Fly Swat:
You have created Fly Swat, a Mind College personal modifier
spell. It sends out a bolt of mental energy that removes the ability
of a being to fly. Select a flying enemy being as the target. If the
spell is strong enough, it causes the target to settle to the ground.
The spell causes no damage to the target. The spell can be used in
all domains. Elasticity: Jewels (average) - Powders (good) –
Candles (good) - Stones (average).
Psychoimmune:
You have created Psychoimmune, a Mind College personal
modifier spell. It creates a field around the target which reduces
damage caused by non-physical spells, particularly of the Mind
and Ethereal Colleges. Select yourself or a conjured being as the
target. The active spell is indicated by a small purple ball above
the target. The spell can be used in all domains. Elasticity: Jewels
(good to excellent) - Powders (good) - Candles (good) - Stones
(average to good).
Invulnerable:
You have created Invulnerable, a personal modifier spell exclusive
to the Earth College. It creates a field around the target which
reduces damage caused by physical beings and spells. Select
yourself or a conjured being as the target. The active spell is
indicated by a small gray ball circling above the target. The spell
can be used in all domains. Elasticity: Jewels (good to excellent) –
Powders (good) - Candles (good) - Stones (good).
Repel Fire:
You have created Repel Fire, a personal modifier spell exclusive to
the Fire College. It creates a field around the target which reduces
damage done by fire-based spells and objects. Select yourself or a
conjured being as the target. The active spell is indicated by a
small orange ball circling above the target. The spell can be used in </pre><pre id="faqspan-2">
all domains. Elasticity: Jewels (good to excellent) - Powders
(average) - Candles (good) - Stones (average to good).
Repel Water:
You have created Repel Water, a personal modifier spell exclusive
to the Water College. It creates a field around the target which
reduces damage caused by air and water-based spells and objects.
Select yourself or a conjured being as the target. The active spell
is indicated by a small blue ball circling above the target. The spell
can be used in all domains. Elasticity: Jewels (good to excellent) –
Powders (good) - Candles (good) - Stones (average to good).
Ghost Walk:
You have created Ghost Walk, a most potent Air College personal
modifier spell. It makes all terrain types that normally block
movement as easy to pass through as the air you breathe. Select
yourself or a conjured being as the target. The spell does not
prevent the target from being attacked by enemy objects, beings,
and non-physical spells. The spell can be used in all domains.
Elasticity: Jewels (excellent) - Powders (excellent) - Candles
(good) - Stones (good).
Replenish (Air):
You have created Replenish, one of the most potent personal
modifier spells unique to the Air College. It calls upon the element
you serve to augment the Aspects of your College. You must cast
this spell while in a domain. When you leave the domain, your
inventory of Air Aspect ingredients will be increased. Adding
extra control ingredients to the spell is a waste. Casting more than
one spell per domain visit is a waste.
Replenish (Fire):
You have created Replenish, the most potent personal modifier
spell unique to the Fire College. It calls upon the element you
serve to augment the Aspects of your College. You must cast this
spell while in a domain. When you leave the domain, your
inventory of Fire Aspect ingredients will be increased. Adding
extra control ingredients to the spell is a waste. Casting more than
one spell per domain visit is a waste.
Replenish (Water):
You have created Replenish, the most potent personal modifier
spell unique to the Water College. It calls upon the element you
serve to augment the Aspects of your College. You must cast this
spell while in a domain. When you leave the domain, your
inventory of Water Aspect ingredients will be increased. Adding
extra control ingredients to the spell is a waste. Casting more than
one spell per domain visit is a waste.
Replenish (Earth):
You have created Replenish, the most potent personal modifier
spell unique to the Earth College. It calls upon the element you
serve to augment the Aspects of your College. You must cast this
spell while in a domain. When you leave the domain, your
inventory of Earth Aspect ingredients will be increased. Adding
extra control ingredients to the spell is a waste. Casting more than
one spell per domain visit is also a waste.
Steam Vapor:
You have created Steam Vapor, a Fire College terrain modifier
spell. Hot mists form a cloud which moves randomly around the
domain and scalds any being or object it contacts. To cast this
spell, select the center spot where the vapor is to appear. The
vapor moves more directly towards the enemy as extra Jewels are
added. The spell is useful in all domains except Water. Elasticity:
Jewels (average) - Powders (average) - Candles (excellent) –
Stones (average).
Remove Vapor:
You have created Remove Vapor, an Ethereal College terrain
modifier spell. It removes any ground-level vapor clouds that
annoy you. To cast this spell, select an area where vapor is present.
If the spell is sufficiently strong, it eliminates the vapor. The spell
is useful in any domain where vapors have been cast. Elasticity:
Jewels (average) - Powders (good) - Candles (average) - Stones
(average).
Dust Devil:
You have created a Dust Devil, an Air College terrain modifier
spell. A small tornado appears and moves randomly around the
field, causing damage to anything physical it contacts. To cast this
spell, select the spot where the dust devil is to appear. It exists
until destroyed or the spell ends. The spell is useful in all domains.
Elasticity: Jewels (average) - Powders (good) - Candles (excellent)
- Stones (average).
Create Lake:
You have made Create Lake, a Water College terrain modifier
spell. It makes a depression in the ground filled with a form of
water. To cast this spell, select the center spot of a flat area where
the lake is to appear. The lake takes up as much area as the
surrounding terrain features and the spell's potency allow. The
spell cannot be used in the Fire or Air Domain. Elasticity: Jewels
(average) - Powders (average) - Candles (excellent) - Stones
(average).
Remove Lake:
You have created Remove Lake, a Water College terrain modifier
spell. It removes an annoying lake containing a form of water. To
cast this spell, select any portion of the lake that is to be removed.
The lake must be surrounded on all sides by land. If the spell is
strong enough, it removes the lake. The spell is useful in any
domain where lakes of water appear. Elasticity: Jewels (average) –
Powders (good) - Candles (average) - Stones (good).
Gel Water:
You have created Gel Water, a Water College terrain modifier
spell. It gels water for a short time, in effect creating a solid
bridge. To cast this spell, select the spot on a watery lake or river
that is to be solidified. The gelled water becomes passable for
walking beings and wizards. The spell can be used in domains with
liquid water. Elasticity: Jewels (good) - Powders (limited) –
Candles (average), -Stones (average).
Create Vapor:
You have made Create Vapor, an Ethereal College terrain modifier
spell. Thick mists form a cloud which moves randomly around the
domain and confuses any being or object entering the vapor. To
cast this spell, select the center spot where the vapor is to appear.
The vapor moves more directly towards the enemy as extra Jewels
are added. The spell is useful in all domains. Elasticity: Jewels
(good) - Powders (good) - Candles (excellent) - Stones (average).
Clear Skies:
You have created Clear Skies, an Ethereal College terrain modifier
spell. It removes any annoying clouds in the domain's skies. When
this spell is cast, a glowing ball rises into the sky. If the spell is
strong enough, it evaporates any clouds from which precipitation is
falling. The spell is useful in domains where watery storms appear.
Elasticity: Jewels (good) - Powders (good) - Candles (excellent) –
Stones (average).
Make Dark:
You have created Make Dark, an Ethereal College terrain modifier
spell. It temporarily shrouds the face of the sun with vapors. When
this spell is cast, it has two possible effects: either the domain
becomes shrouded in darkness or a Make Light spell is
counteracted. Enemy beings and objects in a shrouded domain
move around confusedly in the darkness. The spell is useful in all
domains. Elasticity: Jewels (limited) - Powders (good) - Candles
(limited) - Stones (average).
Make Light:
You have created Make Light, an Ethereal College terrain modifier
spell. It temporarily intensifies the rays of the sun. When this spell
is cast, it has two possible effects: either the domain becomes
blindingly bright or a Make Dark spell is counteracted. Enemy
beings and objects in a blindingly bright domain suffer damage
from heat exhaustion. The spell is useful in all domains. Elasticity:
Jewels (limited) - Powders (good) - Candles (limited) - Stones
(average).
Make Chasm:
You have made Make Chasm, an Earth College terrain modifier
spell. It creates a great rip in the land's surface. To cast this spell,
select the center spot of a flat area where the chasm is to appear.
The chasm takes up as much area as the surrounding terrain
features and the spell's potency allow. The spell is useful in all
domains with ground. Elasticity: Jewels (good) - Powders
(average) - Candles (average) - Stones (good).
Close Chasm:
You have created Close Chasm, an Earth College terrain modifier
spell. It removes any annoying chasm in the ground. To cast this
spell, select any portion of the chasm that is to be removed. The
chasm must be surrounded on all sides by land. If the spell is
strong enough, it removes the chasm. The spell is useful in
domains where chasms appear. Elasticity: Jewels (average) –
Powders (good) - Candles (average) - Stones (average).
Earthquake:
You have created an Earthquake, an Earth College terrain modifier
spell. It causes the ground to shake uncontrollably. When this
spell is cast, the nearby area undergoes an earthquake which
damages every physical thing present except the casting wizard.
The quake's duration increases as Powders are added. The spell is
useful in all domains with ground. Elasticity: Jewels (limited) –
Powders (good) - Candles (good) - Stones (good).
Whirlwind:
You have created a Whirlwind, an Air College terrain modifier
spell. A great tornado appears and moves randomly around the
domain, causing damage to anything it contacts. To cast this spell,
select the spot where the whirlwind is to appear. The tornado
exists until destroyed or the spell ends. The spell is useful in all
domains. Elasticity: Jewels (average) - Powders (good) - Candles
(good) - Stones (good).
Create Lava:
You have made Create Lava, a Fire College terrain modifier spell.
It creates a groove in the ground filled with lava. To cast this spell,
select the initial spot on flat ground where the lava river is to
appear, and follow the direction arrows to lay out its path. The
length of the lava increases at the next potency level. The spell is
useful only in the Fire Domain. Elasticity: Jewels (average) –
Powders (good) - Candles (good) - Stones (good).
Remove Lava:
You have created Remove Lava, a Fire College terrain modifier
spell. It removes any annoying lava river. To cast this spell, select
a portion of the lava river that is to be removed. If the spell is
strong enough, it removes the lava. The spell is useful only in the
Fire Domain. Elasticity: Jewels (average) - Powders (excellent) –
Candles (good) - Stones (good).
Make River:
You have made Make River, one of the two most potent Water
College terrain modifier spells. It creates a groove in the earth
filled with water. To cast this spell, select the initial spot on flat
ground where the water river is to appear, and follow the direction
arrows to lay out its path. The spell is useful only in the Earth
Domain. Elasticity: Jewels (average) - Powders (good) - Candles
(good) - Stones (good).
Remove River:
You have created Remove River, one of the two most potent Water
College terrain modifier spells. It removes any annoying water
river. To cast this spell, select a portion of a water river that is to
be removed. If the spell is strong enough, it removes the river. The
spell is useful only in the Earth Domain. Elasticity: Jewels
(average) - Powders (excellent) - Candles (good) - Stones (good).
Speed Time:
You have created Speed Time, one of the two Mind College terrain
modifier spells. Your mental energy accelerates the movement of
your spells and yourself. This spell affects you and your spells'
movement rate throughout the domain. The enemy spells and
wizard move at their normal speed. This spell also counteracts a
Slow Time spell. The spell is useful in all domains. Elasticity:
Jewels (average) - Powders (good) - Candles (average) - Stones
(good).
Slow Time:
You have created Slow Time, one of the two Mind College terrain
modifier spells. Your mental energy retards the movement of your
enemies. This spell reduces the movement rate of the enemy
wizard and all his spells in the domain. You and your spells
continue to move at normal speed. This spell also counteracts a
Speed Time spell. The spell is useful in all domains. Elasticity:
Jewels (average) - Powders (average) - Candles (average) - Stones
(good).
Create Rocks:
You have made Create Rocks, one of the two most potent Earth
College terrain modifier spells. It rips rocks off the moon and
sends them hurtling down to the ground. To cast this spell, select
the center spot on flat ground where the rocks are to appear. The
rocks replace most types of terrain when they land, and they exist
until destroyed or the spell ends. The spell is useful in all domains
except Air. Elasticity: Jewels (excellent) - Powders (good) –
Candles (good) - Stones (good).
Remove Rocks:
You have created Remove Rocks, one of the two most potent Earth
College terrain modifier spells. It removes any annoying pile of
rocks. To cast this spell, select a portion of a rock pile (not cliffs)
that is to be removed. The spell removes the rocks. The spell is
useful in domains containing rock piles. Elasticity: Jewels
(excellent) - Powders (good) - Candles (good) - Stones (good).
Fire Geyser:
You have created a Fire Geyser, the most potent Fire College
terrain modifier spell. It sinks a deep hole in the earth to draw up
the fiery magma. Select the spot on level ground where the geyser
is to appear. The geyser ejects molten lava which attacks nearby
beings and objects. It exists until destroyed or the spell ends. The
spell is useful in all domains except Air. Elasticity: Jewels (good) –
Powders (excellent) - Candles (good) - Stones (good).
Snowstorm:
You have created a Snowstorm, the most potent Air College terrain
modifier spell. It creates a blinding snowstorm. When this spell is
cast, a glowing ball rises to the heavens, and soon, snow begins to
fall, eventually blanketing the domain. The snow extinguishes
burning objects, damages beings and objects, and slows the
movement of walking beings. The spell is most useful in the Earth
Domain. Elasticity: Jewels (limited) - Powders (average) - Candles
(good) - Stones (average).
Fall Skyward:
You have created Fall Skyward, the most potent Ethereal College
terrain modifier spell. It temporarily makes gravity a repelling
force. When this spell is cast, it reverses gravity in the nearby area
and causes most spells and beings, except wizards, to lift
heavenward and be destroyed. The spell is useful in all domains.
Elasticity: Jewels (limited) - Powders (limited) - Candles (limited)
- Stones (good).
Turn to Fire:
You have created Turn to Fire, a transformation spell exclusive to
the Fire College. It temporarily converts the substance of the
target into flames. Select a friendly being to alter. The target turns
into a pillar of flame and attacks with the properties of fire while in
this state. Candles lengthen the spell's effect. The spell is useful in
all domains. Elasticity: Jewels (good) - Powders (good) - Candles
(good) - Stones (limited).
Transform:
You have created Transform, an Earth College transformation
spell. It temporarily changes an enemy object into an object or
entity you control for the spell's duration. Select an enemy
conjured being as the target. The innate instability of the spell
makes the transformation haphazard, and the altered object may or
may not be useful to you. The spell can be used in all domains.
Elasticity: Jewels (good) - Powders (excellent) - Candles (good) –
Stones (average).
Fiery Forge:
You have created Fiery Forge, a Fire College transformation spell.
It temporarily changes an enemy into an entity you control for the
spell's duration. Select an enemy conjured being as the target. The
innate instability of the spell makes the transformation haphazard,
and the altered object may or may not be useful to you. The spell
can be used in all domains. Elasticity: Jewels (good) - Powders
(excellent) - Candles (good) - Stones (average).
Turn to Toad:
You have created Turn to Toad, a Mind College transformation
spell. You temporarily convince a being that it has become
amphibian. Select an enemy being or wizard. If the spell hits, it
turns the being into a toad. While in toad form, the target is
immobile and cannot attack (or cast magic). Candles lengthen the
effect. The spell can be used in all domains. Elasticity: Jewels
(good) - Powders (good) - Candles (excellent) - Stones (excellent).
Banish:
You have created Banish, a Mind College transformation spell. It
temporarily exiles the target to another dimension by making its
substance incompatible with magic. Select an enemy conjured
being as the target. The target disappears from the domain for a
time, until it regains its true identity and reappears. The spell can
be used in all domains. Elasticity: Jewels (good) - Powders
(excellent) - Candles (good) - Stones (average).
Turn to Air:
You have created Turn to Air, a transformation spell exclusive to
the Air College. It temporarily converts the material substance of
the target into gases. Select a friendly being to alter. The target
turns into a pillar of air and attacks with the properties of air.
Candles lengthen the spell's effect. The spell can be used in all
domains. Elasticity: Jewels (good) - Powders (good) - Candles
(good) - Stones (average).
Rock-Bound:
You have created Rock-Bound, a transformation spell exclusive to
the Earth College. It temporarily changes the material substance of
the target to stone. Select an enemy being as the target. While
turned to stone, the target is immobilized and may suffer damage if
attacked. Candles lengthen the spell's effect. It is useful in all
domains. Elasticity: Jewels (good) - Powders (good) - Candles
(good) - Stones (average).
Shape Water:
You have created Shape Water, a transformation spell exclusive to
the Water College. It temporarily changes an enemy into an entity
you control for the spell's duration. Select an enemy conjured
being as the target. The innate instability of the spell makes the
transformation haphazard, and the altered object may or may not
be useful to you. The spell can be used in all domains. Elasticity:
Jewels (good) - Powders (excellent) - Candles (good) - Stones
(average).
Animate:
You have created Animate, the most potent transformation spell of
the Fire College. It breathes the fire of life back into a being that
has died. Select a conjured being as the target. (You cannot cast
the spell on yourself.) The spell brings the being back to life in
full vigor at the moment of death. The spell can be used in all
domains. Elasticity: Jewels (excellent) - Powders (average) –
Candles (excellent) - Stones (good).
Transmute:
You have created Transmute, the only transformation spell of the
Ethereal College. It temporarily changes an enemy non-physical
spell into an entity you control for the spell's duration. Select an
enemy non-physical spell as the target. The innate instability of
the spell makes the transformation haphazard, and the transformed
object may or may not be useful to you. The spell can be used in
all domains. Elasticity: Jewels (excellent) - Powders (good) –
Candles (good) - Stones (good).
Orc:
You have created an Orc, the Earth College conjuration spell. It
brings an orc from the dimension it inhabits into the domain. The
orc attacks the most dangerous enemy with its sword until it
expires or is destroyed. Orcs become more intelligent and
powerful at higher potency levels. The spell can be used in all
domains, although the conjured orc may require personal modifiers
to survive in some domains. Elasticity: Jewels (average) - Powders
(average) - Candles (average) - Stones (average).
Undead:
You have created an Undead, the Water College conjuration spell.
It brings a zombie from the dimension it inhabits into the domain.
An undead grapples and attacks the most dangerous enemy until it
expires or is destroyed. An undead grows stronger at higher
potency levels, and at the highest levels, it poisons beings. The
spell can be used in all domains. Elasticity: Jewels (good) –
Powders (good) - Candles (good) - Stones (good).
Illusion:
You have created an Illusion, the Air College conjuration spell. It
brings a wraith from the dimension it inhabits into the domain. An
illusion holds and attacks the most dangerous enemy, sapping the
enemy's life force. The illusion continues to attack until it expires
or is destroyed. The spell can be used in all domains. Elasticity:
Jewels (average) - Powders (good) - Candles (good) - Stones
(good).
Demon:
You have created a Demon, the Ethereal College conjuration spell.
It brings a star creature from its dimension into the domain. The
demon primarily seeks out the enemy wizard, but it will attack
anything it encounters. It attacks with both magic and its wilting
breath of death while it survives. The spell can be used in all
domains, although the conjured demon may require personal
modifiers to survive in some domains. Elasticity: Jewels
(excellent) - Powders (excellent) - Candles (good) - Stones (good).
Dragon:
You have created a Dragon, the Fire College conjuration spell. It
brings a dragon from the dimension it inhabits into the domain.
When the dragon appears, it flies over the domain, using its
flaming breath and fire magics to attack until it expires or is
destroyed. A dragon uses more powerful magic at the highest
potency level. The spell can be used in all domains except Water.
Elasticity: Jewels (good) - Powders (excellent) - Candles (good) –
Stones (good).
Phantasm:
You have created a Phantasm, the Mind College conjuration spell.
It brings a mutating creature from its dimension into the domain. A
phantasm appears as an orc, undead and demon. When destroyed
in one form, it appears in the next. It attacks with both magic and
the weapon of choice for its current incarnation. The spell can be
used in all domains, although each form may require personal
modifiers to survive in some domains. Elasticity: Jewels
(excellent) - Powders (good) - Candles (average) - Stones (good).