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							                                          Welcome
Hello, and welcome to the magical records. Use the tabs at the bottom of the page to navigate to the aspect
of Magic that you wish to see records of. Enjoy your stay!
                                        Spells
Name of Spell:               MP Cost:
Adhesify Terrain             100




All's Beginning              1000




All's End                    1000




Antimagic Field              400


Arctic Grasp (Water Spell)   400




Armageddon                   Max MP
Augment Level                X * 20




Berserk                      400


Bull's Strength              10


Bull's Strength, Potion of   100




Chain Lightning, Greater     200 + (100 * X)




Chain Lightning, Lesser      400



Computerize Self             500




Control Air                  1000




Control Earth                1000




Control Fire                 1000
Control Water               1000




Corrupted Mind              1000




Counterspell                (X * 10) + Y



Craft Magic Item            X




Craft Personal Magic Item   1000




Create Air                  200




Create Earth                400
Create Fire                                10


Create Water                               400




Crushing Depth (Water Spell)               500




Darkflame Aura (Fire and Shadow Spell)     500


Darkness (Shadow Spell)                    20


Demeter's Disaster (Earth Spell)           Max MP




Demeter's Disaster, Lesser (Earth Spell)   Max MP
Detect Magic              10



Dismissal                 (X * 10) + Y



Dismissal, Greater        (X * 10) + (Y * 10)




Dismissal, Minor          10
Elemental Aura            100




Elemental Aura, Rune of   200
Elemental Shield            50




Elemental Shield, Rune of   100




Fireball                    100


Firestorm                   400




Firestorm, Greater          1000




Flashback                   100
Fog (Water Spell)              100




Force Shield                   1000



Force Shield, Minor            100



Force Shield, Rune of          3000




Force Shield, Rune of Minor    3000




Gate                           1000




Glare (Light and Fire Spell)   100




Guiding                        10

Guiding, Rune of               100
Gust (Air Spell)              100




Heal                          100

Heal, Minor                   40

Heal, Potion of               200




Hellfire Howler (Air Spell)   500




Heroic Augmentation           10


Hero's Blade                  100




Ice Slick (Water Spell)       100
Illusion, Corporeal             1250




Illusion, Incorporeal           400




Illusion, Rune of Corporeal     10000




Illusion, Rune of Incorporeal   2000




Illusory War (Illusion Spell)   1000




Invisibility                    200


Invisibility, Greater           400
Invisibility, Potion of         400
Invisibility, Potion of Greater   800




Invisibility, Rune of Greater     1000




Levitate                          40


Levitate Other                    60

Levitate Other, Rune of           400

Levitate, Greater                 100


Levitate, Minor                   5


Levitate, Rune of                 600




Light                             10

Lightning                         100



Magical Signature, Personal       10




Magical Signature, Other          100
Magic Shield                   100


Magic Shield, Greater          10000



Magic Shield, Rune of          400




Mana Contribution              X+Y




Mana Contribution, Potion of   400




Mana Pool                      100



March of the Damned            15




Mass Potion                    750




Message                        20 - X
Meteor Shower (Earth and Fire Spell)       1000




Midnight's Dawn (Shadow and Light Spell)   500



Mind Control                               1000

Miniquake (Earth Spell)                    100




Mold Ice (Water Spell)                     1000




Moment of Doubt                            150

Moonlight Howl                             400


Morph                                      200

Morph, Baleful                             400

Morph, Magical                             400


Morph, Permanent                           5000

Morph, Rune of                             400




Morph, Rune of Magical                     800
Mudslide (Water and Earth Spell)         200




Nightmare                                200




Poseiden's Wrath (Water Spell)           Max MP




Poseiden's Wrath, Lesser (Water Spell)   Max MP




Psionic Storm                            1000


Quick Step                               100

Quick Step, Potion of                    200
Sanctuary                    200




Scry Block                   120

Scry Block, Rune of          600




Scry Person                  100

Scry Place                   400

Scry, Minor                  40


Shadow Dance                 75




Shadow Dance, Greater        1000




Shadow Flash (Light Spell)   200
Silence                     25


Silence, Rune of            200


Spark (Lightning Spell)     40


Stoneshot (Earth Spell)     50




Storm                       1000


Summon Elementals (Fire)    500 + (X * 10)




Summon Elementals (Air)     500 + (X * 10)




Summon Elementals (Earth)   500 + (X * 10)
Summon Elementals (Light)           500 + (X * 10)




Summon Elementals (Lightning)       500 + (X * 10)




Summon Elementals (Shadow)          500 + (X * 10)




Summon Elementals (Water)           500 + (X * 10)




Sunburst (Light and Fire Spell)     1000


Suspended Avalanche (Earth Spell)   400




Telepathic Bond                     100

Teleport                            100
Teleport Block                      120
Teleport Block, Rune of                 1200




Teleport, Mass                          500


Teleport, Minor                         10
Teleport, Rune of                       1000




Tendrils of Darkness (Shadow Spell)     120


Voice of Reason                         50



Volcanic Blast (Earth and Fire Spell)   1000




Zeus's Thunder (Air Spell)              Max MP




Zeus's Thunder, Lesser (Air Spell)      Max MP
              Spells
Effect of Spell:                                                                             Other Information:
In an area extending out from you 1 meter per level in all directions, the terrain           None
becomes stick and adheisive for 1 round (6 seconds) per level. No one who is
touching the ground, including you, can remove that part from it. It would be
possible to remove footgear, but then your feet would stick to the ground. If you're
already flying, you will be fine, but if your feet were touching the ground when the
spell was cast, there's not much you can do.
You use your life energy to call back the soul of one recently departed, bringing them       Cannot be countered
back to life. This spell only works on people dead for less than 1 day per level, and        or dismissed with a
they cannot have died of old age. When you finish casting this spell, the terrible           Mana Pool. Cannot
price is that you used up all of your life force and you die.                                be cast with a Mana
                                                                                             Pool. Prohibited
                                                                                             from use by Arnole,
                                                                                             Lord of Magic.


You use up your remaining life energy to slay one person, with no way to counter or          Cannot be countered
stop it. However, you die immediately afterward, with no way to save you.                    or dismissed with a
                                                                                             Mana Pool. Cannot
                                                                                             be cast with a Mana
                                                                                             Pool. Prohibited
                                                                                             from use by Arnole,
                                                                                             Lord of Magic.


All magic within 10 meters per level of you is supressed. (It's not dismissed or             None
countered, but its effect doesn't happen.) This spell lasts for 1 minute per level, and
does not affect Great Spells.
Your hands glow an icy blue color for one round (6 seconds) per level. Whatever              This spell only costs
you touch instantly takes 1 cold damage per level. Cold damage works differently             200 to be cast by a
from regular damage and is kept track of seperately. Cold damage cannot kill you,            High Druid of Sea,
but if you take an amount of cold damage greater than or equal to your HP                    and only 350 to be
(cumulatively), you are instantly frozen. Cold damage disappears at the rate of 10           cast by a Lord of
damage every minute (which represents thawing).                                              Magic
Fire rains down from the heavens all around you in a radius of 1 pixel per level,            This spell can only
dealing 100 damage each round (one round = 6 seconds) to everyone/everything in              be cast by a Lord of
its path (except for you), and lasts for 1 minute per level. This includes your allies       Magic. If it is, that
and any cities that happen to be around. This spell cannot be stopped, countered,            Lord becomes
or dismissed magically. It is possible to teleport out, but since the radius of this spell   unconscious for 1
is so huge, you probably won't be able to survive anyway unless you are more                 day cannot cast
powerful than the Lord casting. This is a Great Spell.                                       spells for 6 more
                                                                                             days after they
                                                                                             awaken. This spell
                                                                                             can only be cast
                                                                                             once a month, since
                                                                                             it drains so much of
                                                                                             the mages'
                                                                                             resources.
When you cast your next spell, your level is considered X higher than it actually is.     Cannot be countered
                                                                                          or dismissed with a
                                                                                          Mana Pool. Cannot
                                                                                          be cast with a Mana
                                                                                          Pool.

You point your finger at a person of less than half your level, and they go insane,       None
attacking both friend and foe. This spell lasts a mere 1 round (6 seconds) per level,
but much damage can be done during that time.
You gain mighty strength, becoming worth in combat a % greater than normal equal          None
to ten times your level. However, when this spell ends, the energy expended forces
you to lose 50 HP. The spell lasts for 1 minute per level.
Use this spell on a liquid. That liquid is permanently enchanted as a Potion of Bull's    Cannot be countered
Strength. When the Potion is imbibed, the drinker gains mighty strength, being            or dismissed with a
power in combat a % greater than nomral equal to 10 times your level. However,            Mana Pool. Cannot
when the effects end, the energy expeded forces them to lose 50 HP. The effects           be cast with a Mana
last for 1 minute per level.                                                              Pool.

Sends a bolt of lightning from your finger to one enemy in line of sight, which deals X   This spell costs only
damage per level. This then jumps to another enemy and deals X - 1 damage per             3/4s the normal cost
level, then to another and deals X - 2 damage per level, and so on till it deals only 1   to be cast by a Lord
damager per level, then it dissipates. X cannot exceed your level.                        of Magic.

Sends a bolt of lightning from your fingers to one enemy in line of sight, which deals    This spell only costs
4 damage per level. This then jumps to another enemy and deals 3 damage per               300 to be cast by a
level, then another at 2 per level and another at 1 per level, at which point it          Lord of Magic
dissipates.
The caster when in contact with a computer dissapates. His "essence" appears in           None
the computers workings and he can then proceed to email himself somewhere or
can attack computer networks as a revamped virus. He may exit any electrical
device at any time. He can only stay computerised safely for 10 minutes per level - if
he does not exit by this time, he is forever trapped in the computer. While
computerized, the caster cannot cast any spells. This spell lasts forever, or until the
caster leaves the electrionic device.
You may change the temperature of the air around you in a sphere of up to 100       This spell only costs
meters per level radius from anywhere to 0 degrees Celsius to 50 degrees celsius    500 to be cast by a
as many times as you want for 6 seconds (one round) per level. (The effects remain  Master Dragon
once the spell ends, though.) You may also prevent the air within your spell range  Rider, and only 750
from moving out of it if you so wish.                                               to be cast by a Lord
                                                                                    of Magic
You may shape the land within a 100 meters per level radius sphere around you any This spell only costs
way you desire as many times as you want for 6 seconds (one round) per level.       500 to be cast by a
(The effects remain once the spell ends, though.)                                   High Druid of Land,
                                                                                    and only 750 to be
                                                                                    cast by a Lord of
                                                                                    Magic
You may shape fire within 100 meters per level of you into any shape you want, as   This spell costs only
long as the amount of fire stays the same. This allows you to move it/bend it, too. 750 to be cast by a
This spell lasts for 6 seconds (one round) per level.                               Lord of Magic.
You may change the temperature of the water around you in a sphere of up to 100          This spell only costs
meters per level radius from anywhere to 0 degrees Celsius to 50 degrees celsius         500 to be cast by a
as many times as you want for 6 seconds (one round) per level. (The effects remain       High Druid of Sea,
once the spell ends, though.) You may also cause water within the range to move          and only 750 to be
as a whole in any way you want within the range, perhaps creating a bubble of water      cast by a Lord of
around yourself of hurling it at enemies.                                                Magic
You rip from the mind of someone whose level is lower than yours the answer to one       Cannot be countered
question you specify. The question must be answered fully and truthfully.                or dismissed with a
                                                                                         Mana Pool. Cannot
                                                                                         be cast with a Mana
                                                                                         Pool.

Counters a spell. X is equal to the person who casted the spell you are stopping's       None
level minus your level. Y is the MP cost used to cast the original spell. In any case,
this spell must cost at least 100 to cast. You may only counter one spell every two
rounds (1 round = 6 seconds).
You funnel your magical energy into an item, imbuing it with mystical powers.            Cannot be countered
Essentially, you create a magic item. The Council of Mages must approve magic            or dismissed with a
items as they do spells, giving each an MP cost (that's why this spell costs X, since    Mana Pool. Cannot
it's different for each item.) This spell takes a number of days to cast equal to X      be cast with a Mana
divided by 100, rounded up.                                                              Pool. See list of
                                                                                         Magic Items to learn
                                                                                         what items you can
                                                                                         create.

You make a unique magical item that is yours alone. This item must be approved by Cannot be countered
the Council of Mages, and takes 10 days to create. Once you have created it, no   or dismissed.
person can make an item that is the same - yours is the only one that exists.     Cannot be cast with
                                                                                  a Mana Pool. You
                                                                                  may only ever cast
                                                                                  this spell ONCE in
                                                                                  your life, so choose
                                                                                  carefully. Also, if you
                                                                                  cast this spell you
                                                                                  cannot cast Hero's
                                                                                  Blade. You must be
                                                                                  at least level 25 to
                                                                                  cast this spell


Create an amount of oxygen with a volume of one square meter per level.                  This spell only costs
                                                                                         200 to be cast by a
                                                                                         Master Dragon
                                                                                         Rider, and only 350
                                                                                         to be cast by a Lord
                                                                                         of Magic
Create a lump of earth with a volume of one square meter per level.                      This spell only costs
                                                                                         200 to be cast by a
                                                                                         High Druid of Land,
                                                                                         and only 350 to be
                                                                                         cast by a Lord of
                                                                                         Magic
Create a self-sustained ball of fire, with a diameter of up to one inch per level. ThisThis spell costs only
spell lasts for up to one second per level. The ball hovers above your hand and        7 to be cast by a
stays there for the duration of the spell, unless controlled by Control Fire.          Lord of Magic.
Create an amount of water with a volume of one square meter per level.                 This spell only costs
                                                                                       200 to be cast by a
                                                                                       High Druid of Sea,
                                                                                       and only 350 to be
                                                                                       cast by a Lord of
                                                                                       Magic
From a nearby source of water, a cage of moisture moves up around a single target, This spell costs only
condensing into a cube around them. The pressure then increases unbearably,            250 to be cast by a
dealing 5 damage per level per minute. Since the pressure is so great, the             High Druid of Sea,
imprisoned target cannot move very well, and only if their level is greater than yours and only 375 to be
can they cast any spells. In order to maintain this spell, you must maintain           cast by a Lord of
concentration - so you cannot do anything else. This spell can last a maximum of       Magic
one minute per level.
You point at someone, and they are wreathed in flames and shadow. For the              This spell costs only
duration of this spell, they cannot see from the darkness. They also take 5 damage 375 to be cast by a
per round (1 round = 6 seconds). This spell lasts for 1 round per level.               Lord of Magic.
Create an incorporeal antilight source with a radius of one inch per level. This       This spell costs only
absorbs light from the area around it, creating darkness. This lasts for 1 minute per 15 to be cast by a
level.                                                                                 Lord of Magic.
In a rumble shaking the land itself, the land simply opens up around you, leaving a    This spell can only
huge bottomless pit extending for 200 meters per level outwards from you. You          be cast by a High
stand on a small pillar, just big enough for you and only you to collapse onto upon    Druid of Land. If it is,
completion of the spell. The abrupt opening of this pit creates suction, pulling       that Druid becomes
everything that was on that ground into the pit, even if it COULD fly. Already flying  unconscious for 1
things are not affected if they are over 100 meters about the ground when the spell day cannot cast
is cast, for then they escape the suction. This spell cannot be stopped or countered spells for 4 more
magically, and its effects are instantaneous and permanent anyway, so it wouldn't be days after they
possible to dismiss it in any case. It is possible to teleport out, but the rapid      awaken.
falling/suction/pressure will knock you out (and kill you) quickly, so only a highly
seasoned mage (level 10 and up) would be able to cast in time to survive. This
makes individual teleportation out before dying possible, but mass teleportation
require contact, so it's highly unlikely. This is a Great Spell.

In a rumble shaking the land itself, the land simply opens up around you, leaving a       This spell can only
huge bottomless pit extending for 10 meters per level outwards from you. You stand        be cast by a Druid of
on a small pillar, just big enough for you and only you to collapse onto upon             Land. If it is, that
completion of the spell. The abrupt opening of this pit creates suction, pulling          Druid becomes
everything that was on that ground into the pit, even if it COULD fly. Already flying     unconscious for 2
things are not affected if they are over 10 meters about the ground when the spell is     days cannot cast
cast, for then they escape the suction. This spell cannot be stopped or countered         spells for 8 more
magically, and its effects are instantaneous and permanent anyway, so it wouldn't be      days after they
possible to dismiss it in any case. It is possible to teleport out, but the rapid         awaken.
falling/suction/pressure will knock you out (and kill you) quickly, so only a seasoned
mage (level 5 and up) would be able to cast in time to survive. This makes
individual teleportation out before dying possible, but mass teleportation require
contact, so it's highly unlikely. This is a Great Spell.
You detect the presence of magic, where it is, and how strong (the level of the       None
caster and approximately how much MP it took to cast). If you have a level equal to
the caster of the magic, you can tell exactly what spell it is, and you know all
variables in the spell.
Ends a spell, regardless of if the caster is willing or not. X is equal to the person None
who casted the spell you are ending's level minus your level. Y is the MP cost used
to cast the original spell. In any case, this spell must cost at least 100 to cast.

Ends a number of spells equal to your level, regardless of if the caster is willing or   None
not. X is equal to the person who casted the highest level spell you are ending's
level minus your level. Y is the MP cost used to cast the most expensive spell you
are trying to end. In any case, this spell must cost at least 200 to cast.

Ends a spell if the caster is willing to let the spell be ended.                         None
A single item you touch is covered by a single element that is magically sustained.      This spell counts as
The elements are Earth, Air, Fire, Water, Light, Shadow, and Lightning. The              if it had the chosen
element will not harm you, but it could harm anyone else.                                element in its name.
                                                                                         If the chosen
                                                                                         element is of your
                                                                                         element as a High
                                                                                         Druid or Master
                                                                                         Dragon Rider, this
                                                                                         costs 50. If you are
                                                                                         a Lord of Magic, this
                                                                                         costs 75.

Use this spell on an item. This item is permanently enchanted with a Rune of             This spell counts as
Elemental Aura of a chosen element. When someone touches the Rune, the item is           if it had the chosen
covered by the element as by the spell Elemental Aura cast by you, except the            element in its name.
element harms everybody except the person touching the rune.                             If the chosen
                                                                                         element is of your
                                                                                         element as a High
                                                                                         Druid or Master
                                                                                         Dragon Rider, this
                                                                                         costs 50. If you are
                                                                                         a Lord of Magic, this
                                                                                         costs 75. Cannot be
                                                                                         countered or
                                                                                         dismissed with a
                                                                                         Mana Pool. Cannot
                                                                                         be cast with a Mana
                                                                                         Pool.
Create a shield of one element you choose as you cast this spell. (The elements            This spell counts as
are Earth, Air, Fire, Water, Lightning, Shadow, and Light.) This shield can absorb an      if it had the chosen
amount of damage equal to 10 times your level before disappating. Elements that            element in its name.
your chosen one is weak against deal double damage (e.g. water does double                 If the chosen
against fire), and ones that yours is strong against deal half (e.g. lightning does half   element is of your
against earth.) If you are under the effect of multiple Elemental Shields, you may         element as a High
choose which Shield absorbs damage when you are damaged.                                   Druid or Master
                                                                                           Dragon Rider, this
                                                                                           costs 50. If you are
                                                                                           a Lord of Magic, this
                                                                                           costs 75.

Use this spell on an item. This item is permanently enchanted with a Rune of               This spell counts as
Elemental Shield of a chosen element. Anyone who touches the Rune gains the                if it had the chosen
benefit of the Elemental Shield spell of the chosen element, except that all               element in its name.
Elemental Shields used by this Rune can absorb only a total of damage equal to 10          If the chosen
times your level. In addition, the Rune does not disappate when this damage                element is of your
reaches max; instead, it turns dull gray until the end of the day. The next day, it will   element as a High
be fully functional again. One person can only use a maximum of seven Runes of             Druid or Master
Elemental Shield each day.                                                                 Dragon Rider, this
                                                                                           costs 50. If you are
                                                                                           a Lord of Magic, this
                                                                                           costs 75. Cannot be
                                                                                           countered or
                                                                                           dismissed with a
                                                                                           Mana Pool. Cannot
                                                                                           be cast with a Mana
                                                                                           Pool.

Deals 5 damage per level in a huge blast of flame to any one person to whom you        This spell only costs
have a line of fire.                                                                   75 to be cast by a
                                                                                       Lord of Magic.
Create a blazing burst of flames centered on you. The flames hurt everyone around This spell only costs
you, but don't hurt you personally. This burst extends out from you in a circle with a 375 to be cast by a
radius of 1 meter per level and lasts for one round (6 seconds) per level. Anyone      Lord of Magic.
caught in the blast takes 1 damage per level per round they are within the storm.
You may do other things such as move and cast while this spell is going on, and the
storm of fire will move with you if you move.
Create a blazing burst of flames centered on you. The flames hurt everyone around This spell only costs
you, but don't hurt you personally. This burst extends out from you in a circle with a 750 to be cast by a
radius of 2 meters per level and lasts for one round (6 seconds) per level. Anyone Lord of Magic.
caught in the blast takes 2 damage per level per round they are within the storm.
You may do other things such as move and cast while this spell is going on, and the
storm of fire will move with you if you move.
You point at someone, and they are forced to relive their most traumatic memory.       None
This incapacitates them for 1 round per level as they experience their most terrible
moment again and again. They take 3 damage per round.
Creates a circular bank of dense fog, with a radius equal to 10 meters per level.             This spell costs only
                                                                                              50 to be cast by a
                                                                                              High Druid of Sea,
                                                                                              and only 75 to be
                                                                                              cast by a Lord of
                                                                                              Magic
Create a huge bubble around yourself and those near you, with a radius of 1 meter             None
per level. This bubble is made purely of force and is impassible from both sides by
anything. It lasts for one minute per level. (It blocks lines of fire, too).

Create a skintight shield of weak force to protect one person you touch. Any                  None
mundane damage against you is reduced by 1 damage per level. You may only
have 1 Minor Force Shield affecting you at once. Lasts for 10 minutes per level.

Use this spell on an item. This item is permanently enchanted with a Rune of Force            Cannot be countered
Shield. A bubble of force surrounds the rune, as the Force Shield spell.                      or dismissed with a
                                                                                              Mana Pool. Cannot
                                                                                              be cast with a Mana
                                                                                              Pool.

Use this spell on an item. This item is permanently enchanted with a Rune of Minor            Cannot be countered
Force Shield. Anyone touching the item is affected as if you had cast Minor Force             or dismissed with a
Shield on them.                                                                               Mana Pool. Cannot
                                                                                              be cast with a Mana
                                                                                              Pool.

You rip a circular rift in space in the form of a circle with a radius of up to 1 meter per   None
level, extending from a point in space you touch. Another rift opens in another point
in space, up to 1 pixel per level away from your rift. Anything that passes through
your rift will come out the other, and vice versa. This gate is permanent unless
dismissed by a Dismissal spell or the like. If it is dismissed, people who have
passed through the gate STAY in their new locations and do not automatically go
back - they must get back on their own.
A bright glare of sunlight shoots from your fingertips and into a single enemy's eyes,        This spell costs only
dealing 1 damage per level. In addition, they are blinded for one round (6 seconds)           50 to be cast by a
per level.                                                                                    High Druid of Sea,
                                                                                              and only 75 to be
                                                                                              cast by a Lord of
                                                                                              Magic
A projectile you touch will fly straight and true towards its target the next time it is      None
fired, although it will not follow them if they turn.
Use this spell on a projectile weapon (such as a bow or gun). All projectiles fired           Cannot be countered
from this weapon fly straight and true towards their target (although they do not             or dismissed with a
follow).                                                                                      Mana Pool. Cannot
                                                                                              be cast with a Mana
                                                                                              Pool.
A powerful gust of wind springs out in a straight line from your outstreched hand,      This spell costs 50 to
sweeping away your enemies. This spell deals 10 damage to any enemies within 1          be cast by a Master
meter per level of you if they are on the ground, and 10 damage per level if they are   Dragon Rider, and
in the air. This also messes up the flight of anything weighing less than 100 pounds    75 to be cast by a
per level, causing it to crash if it is within 10 meters per level of the ground.       Lord of Magic

Heal a person you touch 5 HP per level. (Their HP still cannot exeed their              None
maximum, though.)
You heal a person you touch 1 HP per level. (Their HP still cannot exceed their         None
maximum).
Use this spell on a liquid. This liquid is permanently transformed into a Potion of     Cannot be countered
Heal. Whenever someone drinks the potion, they are affected as if you had cast          or dismissed with a
Heal on them.                                                                           Mana Pool. Cannot
                                                                                        be cast with a Mana
                                                                                        Pool. One person
                                                                                        can only drink a max
                                                                                        of 10 potions in one
                                                                                        day.

You create a tornado wreathed in flame, lasting for one round per level. If someone This spell costs only
approaches within one inch per level of the tornado, they are sucked in. Anyone     250 to be cast by a
caught in the Tornado takes 10 damage per round.                                    Master Dragon
                                                                                    Rider, and only 375
                                                                                    to be cast by a Lord
                                                                                    of Magic
When you cast this spell, you lose X HP (you choose X). As you cast your next       None
spell, you may reduce that spell's cost by X. The cost cannot be less than 5.

You make a unique magical weapon that is yours alone. This weapon must be               Cannot be countered
approved by the Council of Mages, and takes 10 days to create. Once you have            or dismissed.
created it, no person can make a weapon that is the same - yours is the only one        Cannot be cast with
that exists. When you cast this spell, you lose 340 HP.                                 a Mana Pool. You
                                                                                        may only ever cast
                                                                                        this spell ONCE in
                                                                                        your life, so choose
                                                                                        carefully. Also, if you
                                                                                        cast this spell you
                                                                                        cannot cast Craft
                                                                                        Personal Magic Item.
                                                                                        You must be at least
                                                                                        level 25 to cast this
                                                                                        spell


A highly slippery sheet of ice extends outwards from you 1 meter per level. This        This spell only costs
lasts for 1 minute per level before melting away.                                       50 to be cast by a
                                                                                        High Druid of Sea,
                                                                                        and only 75 to be
                                                                                        cast by a Lord of
                                                                                        Magic.
Create an image with visual, auditory, scent, AND PHYSICAL components. These            Cannot be countered
components are made purely of force, so temperature and texture are out, but            or dismissed with a
illusionary bullets STILL HURT. This image can take up an area with a radius of 100     Mana Pool. Cannot
meters per level, but can still have many things going on within that area, but lasts   be cast with a Mana
only for 1 round (6 seconds) per level.                                                 Pool.

Create an image with visual, auditory, and scent components. This image can take        Cannot be countered
up an area with a radius of 100 meters per level, but can still have many things        or dismissed with a
going on within that area, and lasts for 10 minutes per level.                          Mana Pool. Cannot
                                                                                        be cast with a Mana
                                                                                        Pool.

Use this spell on an item. This item is permanently enchanted with a Rune of            Cannot be countered
Corporeal Illusion. A person touching this item can create an image with visual,        or dismissed with a
auditory, scent, AND PHYSICAL components. These components are made purely              Mana Pool. Cannot
of force, so temperature and texture are out, but illusionary bullets STILL HURT.       be cast with a Mana
This image can only take up an area with a radius of 1 inch per level, and is           Pool.
controlled by the person touching the item.
Use this spell on an item. This item is permanently enchanted with a Rune of            Cannot be countered
Incorporeal Illusion. A person touching this item this item can create an image with    or dismissed with a
visual, auditory, and scent components at will, and this image must only be within an   Mana Pool. Cannot
area with a radius of 1 meter per level, but can still have many things going on in     be cast with a Mana
that area. This image is controlled by the person touching the item.                    Pool.

You create an illusionary landscape, looking and acting however you want, wherein None
you stage an illusionary war. Anyone wishing to enter your imaginary world may just
by willing it so, and they will be there. You may also leave by willing it, and come
back at any time. When you cast this spell, you must choose if anyone who goes
there and dies they can or cannot return for the duration of the spell. Either way,
they are unaffected in the real world. When one's mind is in this imaginary world,
one's real body lays lifeless and inactive, but when you return you will be fine. This
spell lasts for up to one week per level.

Renders one person you touch invisible for 1 minute per level. However, they            None
become visible if they attack or cast an offensive spell. Indirect attacks, such as
ordering someone else to fight, do not count as offensive attacks.
Renders one person you touch invisible for 6 seconds (one round) per level.             None
Use this spell on a liquid. This liquid is permanently transformed into a Potion of     Cannot be countered
Invisibility. Whenever someone drinks the potion, they are affected as if you had       or dismissed with a
cast Invisibility on them.                                                              Mana Pool. Cannot
                                                                                        be cast with a Mana
                                                                                        Pool. One person
                                                                                        can only drink a max
                                                                                        of 10 potions in one
                                                                                        day.
Use this spell on a liquid. This liquid is permanently transformed into a Potion of   Cannot be countered
Greater Invisibility. Whenever someone drinks the potion, they are affected as if you or dismissed with a
had cast Greater Invisibility on them.                                                Mana Pool. Cannot
                                                                                      be cast with a Mana
                                                                                      Pool. One person
                                                                                      can only drink a max
                                                                                      of 10 potions in one
                                                                                      day.

Use this spell on an item. This item is permanently enchanted with a Rune of              Cannot be countered
Invisibility. Whenever someone touched the item, they immediately become                  or dismissed with a
invisible. When they stop touching the item, they become visible again.                   Mana Pool. Cannot
                                                                                          be cast with a Mana
                                                                                          Pool.

You float off the ground a number of meters equal to your level. The movement is          None
purely vertical, so you can go up and down, but not side to side. This spell lasts for
one minute per level.
Using the power of your mind, you move something that is not yourself, as if it was       None
under a Levitate spell of your level, lasting for one minute per level.
Use this spell on an item. This item is permanently enchanted with a Rune of              Cannot be case with
Levitate. That item is always under the effect of your Levitate Other spell.              a Mana Pool.
You gain the ability to fly (in any direction), with no limit on how high you can go.     None
You can move at 1 meter per second per level. This spell lasts for one minute per
level.
You float off the ground a number of inches equal to your level. The movement is          None
purely vertical, so you can go up and down, but not side to side. This spell lasts for
one minute per level.
Use this spell on an item. This item is permanently enchanted with a Rune of              Cannot be countered
Levitate. Anyone touching this item gains the benefit as if you had cast Levitate on      or dismissed with a
them.                                                                                     Mana Pool. Cannot
                                                                                          be cast with a Mana
                                                                                          Pool.

Create an incorporeal light source with a radius of one inch per level. This sheds        None
light onto the area around it. This light lasts for 1 minute per level.
Deals 4 damage per level to one person to whom you have a line of fire. If your           None
target is covered in a conductable material, such as metal or water, this spell instead
deals 8 damage per level. If the person is not killed, they are paralyzed for one
second per level.
You change a certain spell's caster to yourself, making it use your level and all the     Cannot be countered
effects that work on the caster now instead work on you. The original caster must         or dismissed.
be willing for this spell to function.                                                    Cannot be cast with
                                                                                          a Mana Pool.

You change one of your spells to have a caster of a person that you touch. The            Cannot be countered
spell retains your level, but everything that would effect the caster now effects the     or dismissed.
new caster instead. The new caster must be willing.                                       Cannot be cast with
                                                                                          a Mana Pool.
Protects a person you touch from 5 damage per level from a magical source. This           None
protection lasts for 10 minutes per level. One person can only be protected by up to
two of these spells at a time
A powerful, shimmering energy shoots out from you and individually surrounds up to        None
10 willing people per level. Whenever one of these people would take damage from
a magical source, they take 10 less damage per level. This protection lasts for 10
minutes per level.
Use this spell on an item. This item is permanently enchanted with a Rune of Magic        Cannot be countered
Sheild. Whenever someone touching the item would be damaged by a magical                  or dismissed with a
source, prevent 1 of that damage per level. One person can only be affected by up         Mana Pool. Cannot
to two of these runes at at time.                                                         be cast with a Mana
                                                                                          Pool.

Add X MP to a Mana Pool spell of someone you have a direct touch link to (that is,        None
you're touching them, or touching someone who is touching them, or touching
someone who is touching someone who is touching them, etc). Y is equal to 5
minus your level, but Y cannot be less than zero. If Y would be less than zero, Y
equals zero.
Use this spell on a liquid. This liquid is permanently transformed into a Potion of       Cannot be countered
Mana Contribution. Whenever someone drinks the potion, they are affected as if            or dismissed with a
you had cast Mana Contribution on them, with X equaling 100. This potion is not           Mana Pool. Cannot
affected by Mass Potion.                                                                  be cast with a Mana
                                                                                          Pool. One person
                                                                                          can only drink a max
                                                                                          of 10 potions in one
                                                                                          day.

Create a metaphorical pool of MP for you to store mana in. Anyone can add MP into         None
it by using the spell Mana Contribution. You may then use your MP combined with
the MP to cast a single spell. After casting, this spell ends and any mana left over in
the Mana Pool is wasted.
You fuse with a Shadow Elemental (which you must provide before casting this              When this spell
spell), and take on some of its powers. You can shift back and forth from corporeal       ends, you lose 100
to incorporeal at will, and you can use the Shadow Elemental's energy drain ability,      HP. This spell costs
dealing one damage per minute per level that you engulf someone with yourself             only 12 to be cast by
while you are incorporeal. You also take on the vunerabilities of Shadow Elementals       a Lord of Magic.
(i.e. Light Magic). This spell lasts for 10 minutes per level.

Use this spell on a potion. When this potion is consumed, the imbiber may use its         Cannot be countered
full effects on a number of people equal to 10 times your level, plus himself.            or dismissed with a
                                                                                          Mana Pool. Cannot
                                                                                          be cast with a Mana
                                                                                          Pool.

Send a telepathic message of up to 10 words per level to any willing recipient, with      None
no distance limit. X is equal to your level. This spell never costs less than 0 MP.
Huge, flaming boulders fly from the sky, dealing 100 damage to each person hit.     This spell costs only
You may target a number of people equal to your level divided by 5, rounded up.     500 to be cast by a
One person can be targeted twice.                                                   High Druid of Land,
                                                                                    and only 750 to be
                                                                                    cast by a Lord of
                                                                                    Magic.
You intensify moon light to that of sunlight creating a second dawn. Cannot be used This spell only costs
during a new moon when the moon is not visible. Lasts for 1 minute per level.       375 to be cast by a
                                                                                    Lord of Magic.

Take over the mind of a person whose level is less than half of yours. This control    None
lasts for 10 minutes per level.
A violent shudder goes through a circular area of earth with a radius of up to 1 meter This spell costs 50 to
per level. Everyone within that area takes 2 damage per level.                         be cast by a High
                                                                                       Druid of Land, and
                                                                                       75 to be cast by a
                                                                                       Lord of Magic
This spell works the same was as Control Earth, except it works on ice, not on land. This spell only costs
                                                                                       500 to be cast by a
                                                                                       High Druid of Sea,
                                                                                       and only 750 to be
                                                                                       cast by a Lord of
                                                                                       Magic
One person whom you can see and is less than half your level cannot act for one        None
round (6 seconds) as they hesitate, a seed of doubt planted in their head.
An earsplitting howl tears itself from the primal part of you, dealing 1 damage per    This spell only costs
level for everyone within earshot.                                                     100 when the moon
                                                                                       is out.
One willing person you touch transforms into a (nonmagical, real) creature of your     None
choice. This spell lasts for 1 hour per level.
One person you touch, willing or unwilling, transforms into a (nonmagical, real)       None
creature of your choice. This spell for 1 hour per level.
One willing person you touch transforms into a magical creature of your choice, as None
long as the magical creatures CUs do not exceed your level. This spell lasts for 1
hour per level.
One willing person you touch changes their race. This spell itself is instantaneous, None
changing the person, but the effects are permanent.
Use this spell on an item. This item is permanently enchanted with a Rune of Morph. Cannot be countered
As you cast this spell, choose a nonmagical, real creature. Whenever someone           or dismissed with a
touching the runed item wills it, they may instantly transform into that animal and    Mana Pool. Cannot
back. This animal is worth a percent of a troop in combat equal to your level.         be cast with a Mana
However, only one person can be transformed by one rune at a time                      Pool.

Use this spell on an item. This item is permanently enchanted with a Rune of           Cannot be countered
Magical Morph. As you cast this spell, choose a magical creature whose CUs do not      or dismissed with a
exceed your level. Whenever a person touching the runed item wills it, they may        Mana Pool. Cannot
instantly transform into that creature and back. However, only one person can be       be cast with a Mana
transformed by one rune at a time                                                      Pool.
Loosen the earth with water, and cause an avalanche of mud to race down an                  This spell only costs
inclinded surface. Deals 2 damage per level to anyone caught within.                        100 to be cast by a
                                                                                            High Druid of Land or
                                                                                            Sea, and only 150 to
                                                                                            be cast by a Lord of
                                                                                            Magic

This spell sends a terrible dream to someone who is sleeping. As long as you                Cannot be countered
maintain this spell (basically, you can't do anything else, plus a 100 MP/hour upkeep,      or dismissed with a
first hour is free), the person stays asleep, tormented by these dreams. Each hour,         Mana Pool. Cannot
they take 1 damage per level as the dreams eat away at their very being.                    be cast with a Mana
                                                                                            Pool.

You set of a subtle rumble in the sea at a point up to one pixel out per level. This        This spell can only
creates a huge tidal wave, arriving in a number of seconds equal to the number of           be cast by a High
pixels out it started. You are safe from this wave, for it will not hurt you, but anyone    Druid of Sea. If it is,
else is fair game. (Needless to say, any sea units between there and the land are           that Druid becomes
destroyed, even magical ones like Kraken.) The wave crashes down and rushes                 unconscious for 1
inland for a number of pixels equal to 1/4 the number of miles at sea it started. The       day cannot cast
flood deals 4 damage per pixel outshore it started to everything within one pixel of        spells for 4 more
the shore, half that to anything within the second pixel, half THAT to anything within      days after they
the third pixel, and so on. The flood cannot be stopped or countered magically, and         awaken.
its effects are instantaneous anyway (just a little pulse in the sea to get things
started), so it couldn't be dismissed in any case. Teleportation out is possible, but
hard. If you are within the first pixel, you must be over level 10 to have the reflexes
to teleport yourself out. If you are within the second pixel, you must be at least level
5 to have the reflexes to teleport yourself out, and someone over level 60 might be
You set of a subtle rumble in the sea, bringing in a tidal wave. Anyone within 100          This spell can only
meters per level of the shore (in the sea or on land, either direction) takes 2 damage      be cast by a Druid of
per level.                                                                                  Sea. If it is, that
                                                                                            Druid becomes
                                                                                            unconscious for 2
                                                                                            days cannot cast
                                                                                            spells for 8 more
                                                                                            days after they
                                                                                            awaken.
A storm of mental power streams from your head, dealing 1 damage per round per              None
level to all living people within 1 meter per level of you. This spell lasts for 1 minute
(or 10 rounds).
One person you touch becomes extremely fast, able to move at 2 miles per hour per           None
level.
Use this spell on a liquid. That liquid is permanently enchanted as a Potion of Quick       Cannot be countered
Step. Anyone who drinks the Potion is affected as if you had cast Quick Step on             or dismissed with a
them.                                                                                       Mana Pool. Cannot
                                                                                            be cast with a Mana
                                                                                            Pool.
A small golden box appears on the ground below you, with the lid open. The lid           This spell takes 18
stays open for a full hour, during which time anyone may step into the box and be        hours to cast, during
magically transported to an extradimensional space for healing and safety. After the     which time the caster
hour ends, the box closes. This spell can lasts indefinetly. In order to reopen the      cannot do anything
box, someone must cast Dismissal on the box. Dismissal takes a full hour to cast         else. Cannot be
when being cast in this situation. Then, the lid opens and stays open for a full hour,   countered or
allowing people to leave. After the hour is over, the lid closes and the box             dismissed with a
disappears, destroying anything left within. Sanctuary cannot be dismissed or            Mana Pool. Cannot
countered, except to open the lid as detailed above.                                     be cast with a Mana
                                                                                         Pool.

In the area around the place this spell is cast, extending for 100 meters per level,     None
nothing can be scryed. This spell lasts for one hour per level.
Use this spell on an item. That item is permanently enchanted with a Rune of Scry        Cannot be countered
Block. Nothing can be scryed within 10 meters per level of the rune by a person          or dismissed with a
whose level is less than yours.                                                          Mana Pool. Cannot
                                                                                         be cast with a Mana
                                                                                         Pool.

You may use this spell to see a person whose level is less than your own at a         None
distance. This spell lasts up to one minute per level.
You may use this spell to see a place that you have been to from a distance for up to None
one minute per level.
Create an invisible, magical sensor that you can send out up to 100 meters per level. None
You can see through this sensor, which lasts for one round (6 seconds) per level.

You give life to the shadow of an enemy, which rises up and attacks. Its attack is a This spell can only
slow, draining one, dealing 5 damage per round (6 seconds). This spell lasts for one be cast if there is a
round per level.                                                                     reasonable amount
                                                                                     of shadows around.
                                                                                     Midday outside in the
                                                                                     blazing sun is not a
                                                                                     good time. This spell
                                                                                     only costs 55 to be
                                                                                     cast by a Lord of
                                                                                     Magic.
All the shadows around you receive your will's call and attack your enemies.         This spell can only
Everyone within 1 meter per level of you takes 1 damage per round. This spell lasts be cast if there is a
for 2 rounds per level.                                                              reasonable amount
                                                                                     of shadows around.
                                                                                     Midday outside in the
                                                                                     blazing sun is not a
                                                                                     good time. This spell
                                                                                     only costs 750 to be
                                                                                     cast by a Lord of
                                                                                     Magic.

You use strategically placed light sources to lengthen and strengthen the shadows      This spell only costs
around you. Any shadow spells cast within 1 meter per level of you are cast at a       150 to be cast by a
number of levels higher than normal equal to your level. This spell lasts for 1 minute Lord of Magic
per level. Multiple Shadow Flash spells do not stack.
You block out all sounds within up to 1 meter per level of you, making complete          None
silence within that zone. This spell lasts for 1 round (6 seconds) per level.

Use this spell on an item. That item is permanently enchanted with a Rune of               None
Silence. A person touching the Rune may at any time activate it, making it as if you
had cast the spell Silence.
A small zap of electricity shoots from your fingertip and deals 1 damage per level to This spell costs only
one person to whom you have a line of fire.                                                30 to be cast by a
                                                                                           Lord of Magic.
You break a small amount of stone out from the ground, levitate it, and hurl it at an This spell costs 25 to
enemy. It deals 1 damage per level to one enemy to whom you have a line of fire.           be cast by a High
                                                                                           Druid of Land, and
                                                                                           37 to be cast by a
                                                                                           Lord of Magic
Powerful gusts whip up into a storm, lasting for 10 minutes per level. Nonmagical          None
projectiles will fly about and miss wildly during the storm, plus it will rain. There will
be no lightning or hail.
From a source of fire, such as a lighter or a match, you call forth the power of fire      X can be no greater
and shape it into X Fire Elementals. These fire elementals have a vaguely                  than 10 times your
humanoid appearance but are incorporeal and cannot touch anything. They hover level. This spell
about one inch off of the ground. They attack by catching people on fire, dealing 1 costs 3/4 to be cast
damage the round of the attack, 2 damage the round after the attack, 3 damage the by a Lord of Magic.
round after that, continuing on after the attack for a number of rounds equal to your
level if the fire is not put out.. They are vunerable to nonmagical water, which can
put them out, and water magic, such as an Elemental Sword of Water, which affects
them even more. These elementals last for 1 hour per level.

From out of thin air, you call out the element of oxygen and form it into X Air          X can be no greater
Elementals. These air elementals have a shimmery, vaguely humanoid appearance            than 10 times your
if you look very closely, but are almost invisible. They are incorporeal so cannot       level. This spell
touch anything, but they can fly. They attack by rapid, concentrated gusts of wings      costs 1/2 to be cast
to simulate battering punches. Since their attacks are bludgeoning and semi-             by a Master Dragon
normal, they are worth a % of a normal soldier equal to your level. They are             Rider, and 3/4 to be
vunerable to fire, magical or nonmagical, for it ignites and kills them on contact.      cast by a Lord of
These elementals last for one hour per level.                                            Magic

From a source of earth, such as the ground or a lump of dirt, you call forth the power   X can be no greater
of the land and shape it into X Earth Elementals. These earth elementals have a          than 10 times your
vaguely humanoid appearance and are corporeal, so they can touch and attack              level. This spell
normally. Since they fight like normal soldiers, they are worth a % of a normal          costs 1/2 to be cast
soldier equal to your level. They are vunerable to normal attacks and air magic.         by a High Druid of
These elementals last for one hour per level.                                            Land, and 3/4 to be
                                                                                         cast by a Lord of
                                                                                         Magic
From a light source, like a flashlight or a candle, you call forth the power of light and   X can be no greater
shape it into X light elementals. These light elementals have a vaguely humanoid            than 10 times your
appearance, shining figures hovering about an inch off of the ground, but are               level. This spell
incorporeal and cannot touch or attack things normally. Light elementals attack by          costs 3/4 to be cast
engulfing a person in themselves and slowly damaging them with their combined               by a Lord of Magic.
energy and the sun's, dealing about one damage per minute per level. This attack
does not work if the subject is not already being touched by sunlight. Light
elementals are vunerable against Shadow Magic. These elementals last for one
hour per level.
From a source of electricity, such as a battery or even a plug, you call forth the          X can be no greater
power of lightning and shape it into X lightning elementals. These lightning                than 10 times your
elementals have a vaguely humanoid appearance, hovering about an inch off of the            level. This spell
ground, but they are incorporeal and cannot touch or attack things normally. They           costs 3/4 to be cast
attack by shocking anyone they touch, dealing 1 damage per level. They are                  by a Lord of Magic.
vunerable against Earth magic, and will also be instantly destroyed if it is grounded,
such as by contact with the earth or rubber. These elementals last for one hour per
level.
From a source of darkness, such as a shadow or even the night itself, you call for          X can be no greater
the power of Shadow Magic and shape it into X shadow elementals. These shadow               than 10 times your
elementals have a vaguely humanoid appearance, pitch-black figures, even in the             level. This spell
light, hovering about an inch off the ground. They are incorporeal and cannot touch         costs 3/4 to be cast
or attack things normally. Shadow elementals attack by engulfing a person in                by a Lord of Magic.
themselves, cutting off all light and slowly draining their life force (deals about 1
damage per minute per level). This attack does not work if the subject is in direct
sunlight. Shadow elementals are vunerable against Light Magic. These elementals
last for one hour per level.
From a source of fresh water, such as a glass or a stream, you call forth the power         X can be no greater
of water and shape it into X water elementals. These water elementals have a                than 10 times your
vaguely humanoid appearance, for your magic increased the surface tension of the            level. This spell
water to give these elementals solidness, hence they can attack and touch things            costs 1/2 to be cast
normally. However, any piercing, slashing, or bludgeoning attacks against a water           by a High Druid of
elemental simply cause a small bit of water to fall out, then it reforms. Since they        Sea, and 3/4 to be
fight almost normally, they are worth a % of a normal soldier equal to your level.          cast by a Lord of
Water elementals are vunerable against Earth, magical or nonmagical, and                    Magic
Lightning, magical or nonmagical. These elementals last for one hour per level.

Your body flashes sun-bright, blinding everyone within 1 meter per level. In addition, This spell costs 750
all of those people take 1 damage per level.                                             to be cast by a Lord
                                                                                         of Magic
You break a huge boulder out from the ground, levitate it, and hurl it forward. As it    This spell costs 200
speeds through the air, it breaks into 10 smaller rocks. These rocks are each            to be cast by a High
considered a Stoneshot spell.                                                            Druid of Land, and
                                                                                         300 to be cast by a
                                                                                         Lord of Magic
Establish a telepathic link with one willing person. This spell lasts for 10 minutes per None
level.
One willing person you touch is instantly transported up to 1 pixel per level.           None
In the area around the place this spell is cast, extending for 100 meters per level, no None
one whose level is lower than yours can teleport in or out, or cast Gate. This spell
lasts for 1 hour per level.
Use this spell on an item. That item is permanently enchanted with a Rune of                 Cannot be countered
Teleport Block. No one whose level is less than your own can teleport in or out              or dismissed with a
within 10 meters per level of the rune, or cast Gate.                                        Mana Pool. Cannot
                                                                                             be cast with a Mana
                                                                                             Pool.

Up to 10 willing people per level who have all linked hands are instantly transported        None
up to 1 pixel per level. You may choose wheter or not to teleport yourself with them,
but you must be touching at least one of the people.
You instantly transport yourself up to 10 meters per level.                                  None
Use this spell on an item. This item is permanently enchanted with a Rune of                 Cannot be countered
Teleport. At will, a person touching the item can activate it, and it will duplicate the     or dismissed with a
teleport spell, with the destination as the point at which you originally cast this spell.   Mana Pool. Cannot
(If that point is not in range, the rune fails to work.)                                     be cast with a Mana
                                                                                             Pool.

Dark, whiplike threads shoot forth from your body, dealing 1 damage per level to             This spell costs only
anyone within a number of meters from you equal to your level divided by 5, rounded          90 to be cast by a
up.                                                                                          Lord of Magic.
You gain the ability to persuade the weak-willed. Anyone whose level is less than            None
yours divided by ten views your words as if they came from a trusted friend. They
will not obey obviously suicidal or harmful orders, but they will give weight to your
suggestions. This spell lasts for 1 round per level.
Out from the ground shoots up molten lava, splattering out all around the point           This spell costs 500
where it blasted up. Anyone standing on the point where the magma bursts from the         to be cast by a High
surface takes 10 damage per level. Anyone within 1 meter per level of the blast           Druid of Land, and
takes 1 damage per level as the lava splashed down.                                       750 to be cast by a
                                                                                          Lord of Magic
You create a huge storm that sweeps out for one mile per level. This storm begins This spell can only
with thunder and rain for one minute. Then the hail begins, dealing one damage per be cast by a Master
round. This continues for a number of rounds equal to your level. Then the lightning Dragon Rider. If it is,
comes out, dealing 10 damage per level to fully 1/10th of everything located within       that Rider becomes
the storm, determined randomly. Then the storm slowly subsides after another              unconscious for 1
minute. There is no magical way to stop, counter, or dismiss this spell.                  day cannot cast
Teleportation is possible, but due to the huge radius of the spell it is difficult to get spells for 4 more
out. This is a Great Spell.                                                               days after they
                                                                                          awaken.

You create a miniature storm that sweeps out for ten meters per level. This storm            This spell can only
begins with thunder and rain for one minute. Then the hail begins, dealing one               be cast by a Dragon
damage per round. This continues for a number of rounds equal to half your level.            Rider (of an
Then the lightning comes out, dealing 5 damage per level to fully 1/10th of                  Academy, not the
everything located within the storm, determined randomly. Then the storm slowly              race). If it is, that
subsides after another minute. There is no magical way to stop, counter, or dismiss          Rider becomes
this spell. Teleportation is possible. This is a Great Spell.                                unconscious for 2
                                                                                             days and cannot cast
                                                                                             spells for 8 more
                                                                                             days after they
                                                                                             awaken.
                                    Talents
Name of Talent:      TP Cost:
Channel Mana         Y
Control Air          20


Control Earth        20


Control Fire         20


Control Light        5



Control Water        20


Demon Form           90 + (2 * X)




Elemental Affinity   X




Heal Self            X
Ninjitsu             50 + X




One With Nature      100
Snake Tongue         20




Stealth of Shadows   10




Water Walking        10




Wild Shape           25




Consummate Control   500
                                    Talents
Effect of Talent (for Mages):
As the spell Mana Contribution, but X is equal to 2 * Y.
As the spell "Control Air", except your effective caster level
is 1.

As the spell "Control Earth", except your effective caster
level is 1.

As the spell "Control Fire", except your effective caster
level is 1.

As either the spell "Light" or the spell "Darkness" (choose
each time you use this Talent), except the light source has
a radius of 10 inches lasts for 10 minutes regardless of
your level.
As the spell "Control Water", except your effective caster
level is 1.

The mage transforms into a fiendlike figure, with horns,
wings, and powerful muscles for X minutes. While they
occupy this demonic form, their HP doubles and they are
worth 10 times their normal amount in mundane combat.


X equals 10. Choose one spell with your selected element
(see Other Information for details) in its name. During the
next 6 seconds (1 round, enough time to cast one spell),
that spell costs 1/2 its normal cost.




You heal 2 * X HP.
Using the power of ninjitsu, the mage increases their
combat and dodging capabilities manyfold. Any and all
attacks against the mage at this time have a 25% change
to miss by dodging. Also, the mage's physical prowess
increases manyfold for the duration of this talent, making
them worth 10 times their normal amount in mundane
combat. This Talent lasts for X minutes.

You have a deep connection with nature and the creatures
there. You may use this connection to summon up to 10
creatures, each of which is worth one normal military
soldier in combat. These creatures come from the nearest
wildnerness and usually get there in about a minute,
depending upon the circumstances.
You are able to implant a suggestion in the mind of
someone with no magical training (level 0) by speaking.
This suggestion cannot be something harmful to the
person, and it cannot be against their nature, but
otherwise you have essentially whatever you can fit into a
few sentences.


For one minute, you express your inner darkness to
become very stealthful. If you are in a dark area (like the
night), you are very difficult to see, even if they look
straight at you. If you are in inconsistant light, such as a
torch, you are difficult to see, but if they're looking straight
at you they will see you. In direct sunlight, it is next to
useless.

For one minute, a strong force prevents you from touching
any liquid that is not already a part of you (e.g. your blood).
This allows you to walk on water. It also lets you defend
yourself against Water Elementals easily, plus many other
things you can think of, like breathing underwater (since
the water doesn't touch/drown you).

You transform yourself into any nonmagical/real animal,
with a weight difference from your own of less than 500.
This change lasts for up to 1 hour.


No effect.
nts
      Effect of Talent (for Heroes):                                 Other Information:
      As the spell Mana Contribution, but X is equal to 4 * Y.       None
      As the spell "Create Air" or "Control Air" (choose one each    None
      time you cast this spell). Use your twice regular level for
      determining effects.
      As the spell "Create Earth" or "Control Earth" (choose one     None
      each time you cast this spell). Use twice your regular level
      for determining effects.
      As the spell "Create Fire" or "Control Fire" (choose one       None
      each time you cast this spell). Use your twice your regular
      level for determining effects.
      As either the spell "Light" or the spell "Darkness" (choose    None
      each time you use this Talent), except it is cast using
      double your level.

      As the spell "Create Water" or "Control Water" (choose         None
      one each time you cast this spell). Use twice your regular
      level for determining effects.
      The Hero transforms into a huge nightmarish fiend, with        Note: these demons
      horns, wings, and poweful muscles. This Talent lasts for       aren't necessarily
      X minutes. They HP and MP double, and they are worth a         evil, they just have
      number of times their normal amount in mundane combat          the form & some of
      equal to their level.                                          the power of a
                                                                     demon.
      X equals 100. This talent duplicates any one spell with        When you choose
      your selected element in its name. Your level for casting      this Talent, also
      that spell is considered 50% higher than normal.               choose an element.
                                                                     The elements are
                                                                     Earth, Air, Fire,
                                                                     Water, Light,
                                                                     Shadow, and
                                                                     Lightning.
      You heal 4 * X HP.                                             None
      Using the power of ninjitsu, the Hero increases their          None
      combat and dodging ability manyfold, even to the level of
      impossibility. Any and all attacks against the mage at this
      time have a 50% chance to miss by dodging. Also, the
      mage's physical prowess increases manyfold for the
      duration of this Talent, making them worth Y times their
      normal amount in mundane combat, where Y is their level.
      This Talent lasts for X minutes.
      You have a deep connection with nature and the creatures None
      there. You may use this connection to summon up to one
      creature per level, each of which is worth one normal
      military soldier in combat. These creatures come from the
      nearest wildnerness and usually get there in about a
      minute, depending upon the circumstances.
You are able to implant a suggestion in the mind of                  None
someone with a level less than your own by speaking.
This suggestion cannot be something harmful to the
person unless your level exceeds theirs by more than 20,
and it cannot be against their nature unless your level
exceeds their by more than 10, but otherwise you have
essentially whatever you can fit into a few sentences.

For 6 seconds (one round) per level, you express your                None
inner darkness to become very stealthful. If you are in a
dark area (like the night), you are considered invisible,
even if they stare straight at you. If you are in inconsistant
light, such as a torch, you are very difficult to see, even if
they look straight at you. If you are in direct sunlight, it is
still hard to see you, but if they look directly at you, they will
see you.
For 6 seconds (one round) per level, a strong force                  None
prevents you from touching any liquid that is not already a
part of you (e.g. your blood). This allows you to walk on
water. It also lets you defend yourself against Water
Elementals easily, plus many other things you can think of,
like breathing underwater (since the water doesn't
touch/drown you).
You transform yourself into any animal, magical or                   None
nonmagical, with a number of CUs that does not exceed
twice your level if it's magical, or with a weight that does
not exceed 100 lbs per level if it's nonmagical. This lasts
for up to 10 minutes per level.
You touch a person that is at least 30 levels lower than             None
you, and take control of their body. Your body melds into
theirs and you take on their physical characteristics such
as voice. You have access to their basic memories, but
anything less than 1 year old is inaccessible to you. (So
current thoughts/ideas are out, making this Talent hard to
use well.) This power lasts for 10 minutes per level.
                          Greater Talents
Name of Greater Talent:
Elemental Mastery




Focused Wild Shape




Mage Leader
Master Illusion

Runecraft

Spell Mastery




Antimage


Gardener's Delight
                  Greater Talents
Effect of Greater Talent:                                                                  Other Information:
All spells you cast of your selected element (a spell of an element means that the         When you choose
spell has the element in its name) cost 1/2 the normal MP it would cost you to cast.       this Greater Talent,
Plus, you cast them at double caster level.                                                also choose an
                                                                                           element. The
                                                                                           elements are Earth,
                                                                                           Air, Fire, Water,
                                                                                           Light, Shadow, and
                                                                                           Lightning.
You may transform into the selected creature at will, and back.                            When you choose
                                                                                           this Greater Talent,
                                                                                           also choose any
                                                                                           magical creature
                                                                                           whose CUs are less
                                                                                           than 100, or any
                                                                                           creature that weighs
                                                                                           less than half a ton.

You may cast Mana Pool for only 50 MP, instead of 100 MP.                                  None
All Illusion spells (spells with Illusion in their name) cost 1/2 the normal MP it would   None
cost you to cast. In addition, you cast them at double caster level.
All runes you cast cost 1/2 the normal MP it would cost you to cast. In addition, you      None
cast them at double caster level.
You may cast a selected spell for free at any time. (Any variables in the spell's MP       When you choose
cost are equal to zero.) In addition, your caster level for that spell is double normal.   this Greater Talent,
                                                                                           also choose any spell
                                                                                           with an MP cost for
                                                                                           you of LESS than
                                                                                           100.
You may cast Antimagic Field, Counterspell, Minor Dismissal, Dismissal, and                None
Greater Dismissal at 1/2 the normal mana cost. In addition, your level is double your
normal for casting these spells
You have an affinity with all plant life, and can activate plant weapons from nurseries None
for no MP cost. Once per day, you may call upon the power of nature to do your
bidding. All plants around answer your call, and injected with your magic, you may
reshape them as you wish. You may summon vines to engulf your opponents, wrap
trees around them, or cause poisonous mushrooms to spit deadly spores at your
foes. This can be done for up to 100 m per level, for 1 round per level (6 seconds)
Name:            CU Cost:
Balrogs                55




Basilisks              30




Centaurs                6




Diggums                16




Ents                   25


Golems                  8



Hebrew Golem *        250
Hyrda                           35




Leprechauns *                   2




Lorax                           13




Medusa                          15

Pictsies * (but they            5
wouldn't be entirely
trustworthy anyway, if
there were drink
involved)




Unicorns                        16




Daemon Trees *           None




Demon Fighters                   1




Demon Mages                      3
Demon Warriors       5




Demon Assaulters     6



The Beasts         1500



Hell Hounds         40


Venom Spawns        30


Devil's Snare       35

OW Balrogs          55

OW Vampires          6
Description:
Big, fiery ... few fight these massive beasts and live to tell the tale. Their tail is like a whip, flames
cover their body, and they have strong resistance to spells. They are more than thrice as strong
as a human physically ... making very formidable foes.




Large and generally evil snakes, basilisks have the ability to turn anything they look at into stone.
They can't control this, so watch out ... they are also very fast, and quite strong, being a huge
snake. Those who serve Academys wear non-reflective sunglasses when out of battle to avoid
unnecessary harm.            Scholars sometimes refer to this as "Potter's Basilisk"




A half human, half horse creature with good physical abilities. They have strength that is
approximately 4 times the amount human's contain and are quick on their feet, raising their
evasiveness and giving them the chance to report incidences quickly. While Centaurs prefer to
fight from long distance using bow and arrow, or the occasional spear, they do not hesitate to kick
if their enemy comes close. They have a very long range with their bows making them ideal
sentries and guards.

A non-magical cousin of the dwarves, they still have the normal obsessions with drink and gold ...
but unlike normal dwarves, they work hard to steal it. They have a number of useful abilities to
achieve this. They don't mine dirt ... they eat it, chewing their way through tunnels very fast. After
this, they tend to have a lot of wind ... which can always be a nasty surprise for foes. Their spittle
sets rock hard, and glows in the dark. Their beard hair, if plucked, sticks in a tough rigor mortis,
making good lock picks ... and if they don't drink for days, their pores grow bigger and suck really
hard ... which can be helpful for climbing up buildings.
These are first referred to in some texts in connection with "Artemis Fowl."
Ents are like giant, walking trees, but are more than mere plants. They have great wisdom and
live for centuries, making them tire of "us hasty mortals". They care deeply for the forest, and, if
moved, can easily rip boulders apart and hurl at their foes.
Animated clay, powered by "the words in their head" Golems are created by mages for all manner
of tasks. They are very strong, and can easily walk through boiling lava or underwater (though not
both at once). Free ones like those in Novatainia can talk, posess a moral code, and will tirelessly
do any reasonable task when ordered.
A huge clay sculpture of a man, animated by the Hebrew word in his mouth, who follows whatever
orders are placed into his mouth on a piece of paper written in Hebrew. They can be made far
larger and of harder clays than the traditional variety.
Another member of the snake family, Hyrda's tend to grow a couple metres wide, and 7 - 10
heads. Magically enchanted ones can grow back their heads too, if you don't kill them quick
enough. They can attack multiple people at once (with lots of head), making them prized in close
combat.


Small and often in green jackets, Leprechauns have a tendency to be seen near rainbows, and
occasionally find pots of gold. They're good for a laugh, but otherwise useless, as far as we know
....                                               They dwell only in New Myzoria
A small, furry orange creature, the Lorax defends nature. "I am the Lorax, I speak for the trees"
he is often heard saying. Any army can possess only one of these at a time, but any ents or other
tree units will fight far stronger with him by their side.


A beautiful woman ... with snakes for hair. Oh, and if she wants, she can turn you into stone. Don't
get involved with them though ... they're very sneaky.



Pictsies are small, scottish men about 15 cms high, wearing a kilt, covered in tattoos, and with a
blue skin. Pictsies love Drinking, Fighting, and Stealing, and possess amazing strength and an
indomitable spirit. Spurred on by the fact they think they are dead (and this is heaven) they are
feareless in battle. Capable of getting in and out of anywhere (except out of Pubs), pictsies are
nigh on impossible to kill, and hence banned from excessive fighting.           Referred to by
scholars as the "Nac Mag Feegle." Banned by the fifth magic conventions from taking a major
fighting role in wars due to being practically unstoppable. They ignore this, but their commanders
are advised to note it.
A snow white horse with a single horn, unicorns are known throughout the land to aid the pure of
heart, and magic users. Few know that their horn is harder than diamond and can pierce through
an army with ease. By the time they find out, they're often dead.




Found in the woods near Scotiatolli, and currently left there, Daemon trees are largely an
unknown. They look a bit like Ents, but with glowing red evil eyes and mouth. Their laughter is
terrible, their cry sorrow, and their tears, poisonous death itself. They are brittle, and can be
broken by physical means, but fire does not hurt them, for they carry the dark flame within
themselves.Their leaders are capable of holding their own against a Lord of Magic, their rank and
file generally considered corrupted Ents. They used to guard the "Hand of Fate". Cannot be used
by academies or in war.
The basic unit of the demon army, Demon Fighters are any demons who want to come and have
a fight … which is basically all of them. They are bright red, with horns, a tail, and between 1 and
1.5 ms high. Demon Fighters either fight with swords, fireballs (which all demons can summon at
will, cast as if by a 5th level mage), pitchforks, claws, or any other weapon at hand. Demon
Fighters never use shields or armour.
Demon mages are the same size as normal demon fighters, but rahter more intelligent. They
delight in minor cruelties and destructive magic, though their spell range is rather limited, though
they have developed some spells banned for normal mages. They can cast any Fire Spell,
Darkness Spell, Fog, and Beserk.
The more serious demon soldiers, Demon Warriors stand 2 ms tall, have longer claws and are far
more serious fighters. They all carry huge flaming swords, though also like to run their
opponents through with the horns on their head, often half a metre long and sharpened carefully
to be deadly sharp. They can also use their thicker tail (up to 1.2 m) to swipe at foes behind
them. They also have a thick hide to resist basic weapons.

Similar in size and appearance to Demon Warriors, Demon Assaulters have no tail, but instead,
two large wings. These allow them to fly for short periods of time, though they tire easily over
long distances. They tend to use their claws and fireballs far more than weapons.

A devestating fighter generally saved for the end of the world, the 6 Beasts are massive, hulking
creatures, capable of crushing bones between their claws, and sending troops flying with a swipe
of their hand. They are 100 ms long and up to 20 high. Used by Demons in war.

Also called Cerberi, these three headed beasts guard the gates of hell in the more exciting
worlds. They have foaming mouths, huge teeth, fiery eyes and are generally violent. Don't try to
give them a bath. Used by Demons in war.
Like a huge slug, but sickly green and covered in dripping venom, Venom Spawns are the
"caterpillars" that feast on plants in the Devil's Garden. They can spit their venom a distance of
30 m with deadly accuracy. Used by Demons in war.
A powerful vine, this variety is bred to be able to move along. It catches its prey in its thick,
moving vines, and then either crushes them or eats them Used by Demons in war..
Off World Balrogs are Balrogs from other worlds. These ones are definetly not good … Used by
Demons in war.
Off World Vampires are Vampires from other worlds. These ones are definetly not good … Used
by Demons in war.
Abilities:                                  Weaknesses:                               Origin:
Fire                                        Water (note this just puts out their fire Gralan
Strong attacker                             and makes them ANGRY, it doesn't
Whip-like Tail                              kill them)     Powerful ArchMages
Invulnerable to Fire Spells (high
resistant to Energy and Light)
General magical resistance           Melt
bullets
Anything it looks at will turn to stone     Crow of a Rooster (available pre-          Gralan
Strong and fast physically                  recorded at "Ye Olde Equipment
Deadly poison                               Shoppe"               Big men with
                                            swords


Tendency to charge foes in groups,          No Magic or magical resistance             Gralan
inflicting high damage Good Archery         They refuse to wear armour making
ability             Herd Instinct: A        them susceptible to any attacks they
centaur in danger will call out, and        cannot dodge. This lack of armour
others of its kind will come and assist     also leaves them open to bullets and
                                            opposing arrows.




Rock hard, glow in the dark spittle    Sunlight (too much burns them)                  Novatainian
Fast Tunneling                         Magic
Wind (lets not expand)            Lock Not good fighters
pick hair




Great Strength                              Slow to be roused                          Gralan
Ancient Wisdom                              Fire

Strong physically                           A large hammer                        If   Gralan
Never tire or need rests        Can         you open their heads (to get to their
move through extreme terrains               words) they instantly shut down
unharmed
Really big                                  You have to be able to at least       Tokidokian
Strong in combat                            read/write Hebrew enough to write the
Follow orders relentlessly (immune to       word "LIFE" and whatever orders you
Mind Control spells)                        need to write.
                                            Follows orders to the letter and
                                            literally.                    Can be
                                            killed easily by removing the word
                                            "LIFE" from its mouth
Multiple Attacks                          Stab through the heart                  Gralan
Regrow heads with magical
assistance


Good head for drink                 Irish Useless                                 Myzorian
Accent



All tree units have double attack with    Pollution                               Gralan
Lorax present         Talented talker     No good in actual fight
Instantly dispatches Black Hearted
Capitalists

Turning things into stone at will         Mirrors                                 Gralan
                                          Big men with swords
Great Fighters                            Lawyers                                 Novatainian
Headbutting                               Getting drunk
Great at getting into places
Stealing
Incredibly fast, hence:
Unseen movement
Very strong




Aid Magic Users - each one adds to     Mourn Death                                Gralan
the effective level of a spellcasting  Hooves weak if shod
mage by one, excluding Great Spells
(capped at 1/2 a mages existing level)
Strong Horn
Inspire pure of heart

Terrible Laughter and Cry                 Weak Physically                         Tokidokian
Poisonous Tears
Immune to fire




Fireballs (lvl 5)                         No real intelligence - just blood frenzy Hell
Fierce fighters



Limited Magic Ability               100   Limited Physical fighting ability       Hell
mp each. Level 5
Strong Physical Fighter           Fire Slower than Demon Fighters           Hell
swords                            Huge
horns                          Thick
tail                 Fireballs (lvl 5)
Thick hide

Strong Physical Fighter              Tire easily when flying more than 15   Hell
Basic flying ability                 minutes or 2 km.         Not as
Fireballs (lvl 5)                    confident with weapons
Thick hide
Incredibly thick hide                No intelligence, just keep fighting    Hell
Massive                              Soft underbelly
Huge Strength

Three heads                          No intelligence                        Hell
Strong bite                          Water
Huge teeth
Poisonous Venom                      Fire                                   Hell
Venom Spitting ability               Slow
Normal swords don't work on it
Thick, movable vines                 Fire                                   Hell
Strong                               Light
Same as normal Balrogs               Same as normal Balrogs                 Off World

Same as normal Vampires              Same as normal Vampires                Off World
Name:             CU Cost:
Dragons                 500




Faeries                      1




Griffins                 15



Lesser Vampires              7




Phoenix                      2




Rocs                     35
Screamers         1




Titans           40



Wraiths          13




Gargoyle *        5




Flutterdies      35




Shadow Dragons   500
Description:
Large and noble, Dragons are amazing allies and helpful in combat. Their thick, scaly hide
protects them from physical harm, and their deep magical powers allow them to resist weak
enchantments. They can fly, experienced as both fast and agilely, and can breathe fire on their
foes from the air. Their fire is physical, but they can add to it magically.
One of the seven original races, but counted among the creatures, not races, because they are
unable to study magic at the Academy. The division into Novatainian and Tokidokian came as a
result of long separation of the two groups in the Second and Third Age, and as a result of
magic becoming abandoned in Novatainia for a long time.




Small things, often no bigger than a human hand, faeries seem to have little use in actual conflict,
and more use in annoying people. They love to play tricks, and this can be used to advantage, as
they are strong for their size, and can, say, drop a bag of flour in the river ... If caught, they have
a viscous bite. They also have strong magic ability, and a number can work together to aid a
mage in his spell casting.

Half lion, half eagle, griffins have large claws and are well able to defend themselves in combat.
It's impossible to lie in their presence, and they make great steeds for messengers ... as such
they are highly favoured by rulers. Watch for those claws if they're angry though ...

Tall, pale, and looking good in an evening dress, Vampires feed off the blood of others, though
ones in a mage's service swear oaths in garlic juice that they will not drink the blood of any unless
ordered by duly constituted authority, and then only in battle. They can turn into a bat for scouting.
Lesser Vampires are considered the "classic" definition of Vampires


The size of a large eagle, Phoenix's are covered with wings of pure flame, though a unique flame
which doesn't burn wood or anything else ... unless the phoenix is angry. In battle they swoop
down on their foes as fast as a fire ball, causing walls of flame on the ground, and flashes in the
air. They can teleport at will, and their tears can heal the wounds of others. They are a formidable
familiar.
Rocs are very large birds, laying eggs 4m long and growing to the size of a large house. They are
very strong, and have been known to carry elephants away to feed their young. In battle they can
be formidable, dropping huge boulders on opponents from afar. Like magpies, they'll swoop
anyone near their nests ... but they're a lot bigger than magpies ...
 About 50cm tall, and a wingspan as long, these creatures have a humanoid skeleton frame, but
with big leathery wings running from their arms to their legs (like a bat). With these they can fly
around, and are quite fast and manoeuvrable in the air. Jet black, they stand out in day but are
practically invisible at night. As their name suggests, they emit a terrible screaming noise which is
torture for normal animals and people, but makes all but the most powerful and trained magicians
incapable of all but the simplest spells.Their bodies are very weak - on the ground, a human could
snap them in half easily. In the air, that's a little hard ... a bullet through the wing won't slow them,
though if you can hit their tiny hearts they'll die. An arrow stuck in the wing will certainly slow them
down.                                                    One alone can be dealt with, if the mage
attacks while they stop for breath. Two or three at once will stop almost all mages. If they
attack in a pack, alternating screaming, they're practically impossible to stop ...
Easiest way to stop them, besides pursuing them in the air (and a young dragon won't be agile
enough to do this) is to launch a fireball at them ... but that's pretty hard when you can't cast
spells ...




Standing 2.5 m tall, Titans tower over most combatants. They carry large thunderbolts which they
hurl at their foes with deadly accuracy. If struck by lightning, they only get stronger. They are, at
current, the only creature to be able to automatically survive a "Great Spell" (Zeus' Thunder)

Spirits leftover from the "Curse of the Wraiths", but having suffered the loss of one body, refuse to
possess another. They retain magical ability and can assist spellcasters, and have an aura of
coldness around them. They are immune to all physical attacks, but likewise cannot attack
physically themselves.




Made out of rock and in a number of exciting winged varieties, Gargoyles are best at sitting in one
place and watching ... without getting bored, without getting distracted ... they make the perfect
watchman! However, they're not too confident around people, and, since their mouth is shaped
like a drain pipe, sometimes have trouble communicating what they mean. Those in Academy
control have been taught to write, which simplifies this immensely. In times of rain, they filter the
gutters to find food.
The fully developed "butterfly" of the Devil's Garden, Flutterdies are like 1.5m high butterflies with
black wings, feelers that emit light beams, and a beak instead of a mouth. They screech "Die" as
they launch at their prey's throat. Used by Demons in war.


Shadow Dragons are composed of pure shadows, but still breathe fire. They are bigger than
most normal dragons, and just as strong. Used by Demons in war.
Abilities:                                Weaknesses:                    Origin:
Flight                               Wings                               Gralan
Fire Breathing
Great intelligence
Scaly hide protects from physical
harm
General magical resistance      Each
have 1000 MP and are considered
Level 50 mages, but may only cast
Mana Contribution, Create Fire and
Control Fire



Tricks                              Tiny                                 Gralan
Fly (more hover)                    Cunning, but not intelligent
Bite
30 MP each (Mana Contribution only)
Huge Strength (considering size)

Flight                                    Projectile Weapons (bullets)   Gralan
Lie Detection
Good physical fighters
Able to be ridden
Flying (in bat form)               Life   Garlic                         Gralan
Drain (recover HP at a rate of half the   Sunlight
damage they inflict on living troops)     Holy Water
                                          Silver
                                          Stake through the heart

Flight                                    Water                          Gralan
Fire, magical and physical                Intensely evil beings
Teleportation (over short range)          Intense Sorrow
Tears heal wounds

Flight                                    Projectile Weapons (bullets)   Gralan
Endurance
Huge Strength
Precision Dropping
Screaming (incapacitates mages,           Very weak physically (distract, not   Novatainian
tortures others)          Agile and       attack)                   Easily
reasonably fast fliers (dragons can       dispatched by Fireball/Cannon, if you
outfly, but only good dragons can         can hit them …..
outmanouver)                       Hard
to see at night.




Strong Physically                         Not hugely intelligent          Prone Gralan
Hurl Thunderbolts                         to anger               Gods
Good Aim

Frost Touch                            Any powerful magical object or spell     Tokidokian
Frost Resistant                Provide Can be trapped easily in Magical
100 MP each and raise effective level Crystals
of nearby spell casters by 1. No cap.
Can only cast Mana Contribution and
Shadow Spells. Considered Level 15
when casting Shadow spells

Watch without stopping           Night People Skills (or the lack)
Vision     Flying                      Rock isn't THAT thick….
                                       Limited Fighting ability


                                                                                Myzorian
Flight                                    Easy to slice through with swords.    Hell
Shoots lasers from feelers       Beak
Terrible Screech
Immune to Fire

Same as normal dragons, but no            Bright Light                          Off World
magic
Name:                  CU Cost:
Giant Sea Turtle             75




Kraken                      700




Leviathen                   999




Lochies                      12




Piranha Shoals *             37



Sea Bishop                   11



Sea Serpent (Lesser)         20
Sea Serpent (Greater)   250




Arctic Dragon *         500




OW Kraken               700

OW Leviathen            999
Description:

Giant Sea Turtles are often mistaken as islands, because they grow as big, and can
stay in one place for years, allowing plants to grow on their back. Inside their shells are
a number of, for use of a better word, "rooms" making them useful as a military
transport. They can stay underwater, keeping air to these rooms, for up to a week.
Undisputed Lord of the Depths, the Kraken can grow up to miles long and have
hundreds of tentacles. Easily capable of ripping sailing ships apart, it has a little trouble
with steel ... but not much. Any navy fighting one of these is advised to repeatedly
torpedo, stab their eyes (which causes them to run and nurse their wounds) or call a
dragon, as they hate fire. If these options aren't possible, run. Depth charges have little
effect on a being this massive.



If the Kraken is the Lord of the Depths, then the Leviathen is his lady. Leviathens are
massive worms, growing up to 15 km long, and up to 109 m wide. Their young are tiny,
and float around the ocean. When they start to grow, they find a sheltered place and
burrow in. Within a couple years they are almost a km long, and tend to be firmly stuck
in their new home. It can take decades to be fully grown, but once they are ... their
necks are so long that not being able to leave home isn't a problem. They can extend
far enough to snatch food from a huge distance around, and have even been known to
try to snatch dragons or planes from the air. A family is known to dwell near the isle of
Bermuda. Academy Leviathen are often bred from birth so as to have no permanent
home, but instead be able to move around as their captain commands. However, they
prefer to stay in one place and may fight to do so.

The Gralan cousins of the Loch Ness Monster, these large aquatic reptiles are the
cavalry of the sea. They are often ridden by Meremen, and can swim quite fast and
attack quite well - their bite is vicious. A good creature for an armed ocean force.
Not exactly magical ... at least they weren't until we finished with them ... but still highly
fun. Their teeth are now steel and they can even chew through the hull of a ship ...
eventually.
Legends abound of strange, half fish, half man creatures who are not meremen, but
resemble nothing so much as ... a bishop. Secretive and rarely seen, they are said to be
able to summon storms to defend themselves.
The far smaller cousin of the Leviathen, Lesser Sea Serpents have still been known to
grow a metre wide and up to 100 m's long. They can freely roam the sea and will
happily attack all other sea creatures except for Kraken and Leviathen, who they
respect greatly.
Greater Sea Serpents are far larger than Lesser ones, growing up a km long and 2 m
wide. More leisurely than lesser ones, Greater Sea Serpents are sometimes mistaken
for sand banks or very small islands, when in shallow water, and many are sandy
coloured to encourage this - they find it easier for attacking prey. However, they are far
more formidable fighters.                    Older and far more experienced, Greater
Sea Serpents were recently rediscovered in Tokidoki. Their numbers had previously
been kept down by meremen, but after many flocked to MANA, they reappeared and
the Lord of Magic took them for his own force.

Large and noble, Arctic Dragons are amazing allies and helpful in combat. Their thick, scaly hide
protects them from physical harm, and their deep magical powers allow them to resist weak
enchantments. They can fly fairly well, but prefer to swim (which they excel at), and can breathe
ice on their foes. Their ice is physical, but they can add to it magically.
"Accidentally" created by dropping a dragon egg into the freezing waters. The birth defects
created the Arctic Dragon, the first of which was held by Scorpiox.




Off World Krakens are Krakens from other worlds. These ones are definetly not good … Used
by Demons in war.
Off World Leviathens are Leviathens from other worlds. These ones are definetly not good …
Used by Demons in war.
Abilities:                              Weaknesses:                             Origin:
Transport Use                           Soft Underbelly                    No Gralan
Shell is so thick bullets and torpedoes offensive capabilites
cannot pierce



Many many tentacles                Able Eyes                                  Gralan
to rip fleets apart           Can lose Fire
many tentacles and still live           Slow in moving from place to place
                                        (though very fast with tentacles when
                                        attacking)


Massive Reach                           Prefer not to move                       Gralan
Huge Teeth                              Hard to control unless experienced - if
Plane/Ship snatching                    in blood frenzy may attack own troops
                                        Possible to kill if their head is hacked
                                        off (a very mighty task)




Swim                                    Tridents                                Gralan
Long Neck
Able to be ridden as cavalry


Super strong bite                     Will attack own troops in Blood Frenzy Novatainian
Blood Frenzy (kill anything living in
water very quickly)
Summon Storms (max 1 per day)           Try to avoid conflict           Can     Gralan
Strong whack with Bishop's Mitre        no longer summon storms (nor really
                                        attack) if their staff is taken
Strong Jaws                             Weak Hide                               Gralan
Fast Swimmer                            Limited Vision (hunts by smell)
Can wrap around foes and squish
Very Strong Jaws                          Limited Vision (hunts by smell)    Tokidokian
Cunning fighters                          Not as cunning when it can smell
Have been known to coordinate to          blood
crush one foe with its middle, hit
another with its tail, and bite a third
one with its head.
Thicker hide than Lesser ones




Flight                               Wings                                   Tokidokian
Ice Breathing
Great intelligence
Scaly hide protects from physical
harm
General magical resistance      Each
have 1000 MP and are considered
Level 50 mages, but may only cast
Mana Contribution, Create Water,
Control Water, and Mold Ice

Same as normal Kraken                     Same as normal Kraken              Off World

Same as normal Leviathen                  Same as normal Leviathen           Off World
Name:                Racial Cost:
Angels               2



Dragon Riders        5

Dragoon *            3




Dwarf                2


Elf                  2

Fusion *             CUs of
                     Creature +
                     Racial Value
                     of Primary
                     Race



Greater Vampires *   8




Human                1



Krynii               1

Mereperson           1
Minotaur *     1




Skyrin *       10




Trolls *       3




Werewolves *   4
        Wraiths *   5




Demon                    5


Demon Lord              500
Description:
Angels are stronger than the average human, with the added ability of flying. You really don't want
to go up against one with a sword ... though they refuse to use modern weapons like guns,
because of an ancient oath. They have reasonable magic ability, and are especially skilled in
Spiritual Magic.
Human Dragon Riders are said to gain strength over time, and this is reflected in their MP. Only
Real People may become Dragon Riders
Dragoons were made from Dragons mating with humans or elves. Exactly how this is done gets
incredibly complicated, and is not done now - but there are enough Dragoons around that they
continued as a race. They are taller, and stronger physically and magically than elves or humans,
and possess a dragon's fearlessness in battle. They can be prone to rashness, and are intensely
honourable.
 Dwarves are very hardy and difficult to kill, but they are not the most Magically gifted race. They
are skilled in forging weapons and mining, but their real talent lies in Financial Wizardry.

Elves are a fair race, tall, graceful, and skilled in Magic, especially Soul Magic. However, they are
not as strong or enduring has Humans.
No one is born a Fusion, so no one may start out as a Fusion. Also - no NPC may be a Fusion.
Only real people can become a Fusion. When becoming a Fusion, you keep your old Race, only it
becomes your Primary Race. Then you must choose a Creature. Fusions are usually their
Primary Race, but at will they may transform into the Creature that they chose. They may not cast
spells while they are that creature. Note: Fusions can also be made between two Races. Then the
Fusion may transform between the two Races at will. In that case, their Racial Value will be the
total of their two Racial Values, their MP Equation and HP Equation will be determined by which
Race they currently are.
Found in New Myzoria, Greater Vampires possess all the abilities of the Lesser ones, with one
extra - intelligence. For this alone they are granted the right to be a race in their own right.
Greater Vampires founded the Black Ribboners, an organisation of Vampires which fight their
addiction to human blood (not one drop). And those Greater Vampires who have been admitted
to Academies tend to be those who have, over many years, pain stakingly built up resistances to
their common weaknesses - they can survive all but full summer sunlight, they can eat garlic soup
without quibbles, and they've never been prone to Silver Bullets. They also, in numbers, have a
small control over the weather, and over single-minded people. Finally, they are immortal - if they
do die, say through a stake through the heart, they can be ressurected if a single drop of blood is
placed on their ashes. In battle, a limit is placed on this to two times.
Scholars refer to them as "Pratchett Vampires."

A four limbed race, Humans are considered the Master Race just because most people are them.
They prefer Strength Magic.
After the time of St Nova, all races and creatures swore allegiance to humanity forever, which is
why most high ranking mages are human.
Krynii, at home both in water and on land, are quite weak physically, but possess strong magical
ability, especially Mind Magic. They are famous for living in a Whirlpool.
Merepeople are basically like Humans (hence similiar equations) but live in the water, and can
swim very well. Slightly weaker physically, slightly stronger magically. They are especially skilled
mathemagically.
Terrible at magic, good with an axe. You don't want to know how they were created ...
This is how: Minotaurs were a freak invention. Some crazy sorceress was dumped by her non-
magical boyfriend. She didn't want to kill him outright, so instead, she mated with a bull, and had
the first minatour twins. The birthing process killed her, but the two minotaurs(being the most
intelligent minotaurs ever) went out and killed her ex-boyfriend. Then they mated with regular
bulls, showing why only a small minority of minotaurs are smart(and you really don't want to know
how they come about).
 Skyrin are white Squirrels who were formerly of another race, and are very gifted in Magic. The
only way to become a Skyrin is for someone who already is a Skryin to cast a Spell, which costs
exactly twice their MP, and the spell will turn one person into a Skyrin. Skyrin also have a special
Mana Storage ability. Their storage capacity equals twice their MP.
Skyrin Storage Capacity = MP * 2
They also have a displacement ability, their image being projected a few meters to one side of
where they actually are. Also, Skyrin can cast Telepathic Bond at will. Finally, Skryin can
transform into their former Race, be it Human or other. Anything the Skyrin is wearing/holding in
their former Race form when they transform back into Skryin molds back into them. That means
it's still there when they transform back, and they can use its magic (if it's a magic item) as a
Skyrin, but it's not cumbersome.




Found in New Myzoria also, Trolls are an incredibly hardy race, being made of solid rock. This
gives them immense physical strength and makes them immune to many physical attacks. They
are foolish when warm, but when their brains cool can be dangerously intelligent. Conveniently
enough, and all Tourism evidence aside, both Tokidoki, Novatainia and New Myzoria are very
near ice caps, meaning trolls around them have reasonable intelligence.


Generally looked upon as humans, Werewolves are hard to recognise unless you know the signs.
They only HAVE to transform around full moon, though they can transform at will at all other
times. When in wolf form, they are strong physically and have an amazing sense of smell and
tracking ability. However, they cannot cast magic and decrease in intelligence the longer they
stay as wolves. When in human form, they can cast magic like normal humans, and are generally
cunning. They are very weak against silver, and refuse to fight with weapons - claws are enough.
Anyone bitten by a werewolf becomes a werewolf, against their will.
Every so often, as a result of a magical experiment gone wrong, a mage would lose his body but remain
alive, as a spirit without a home, searching for another body within to rest his mind. Sometime in the
Second Age, a Great Mage, whose name remains unknown, became so annoyed with this that he
fundamentally altered the nature of the magical mind, and created what is now known as "The Wraith's
Blessing," or, by others, "The Wraith's Curse." While without a body, they could not be killed, but nor
could they live, touch, or indeed, do anything more than speak with a disembodied voice, cast
some spells and possessed a frost touch which would freeze that which they came into contact
with. However, they could posses other intelligent beings ONLY if they were willing for it. Then
they entered into a symbiotic relationship with them, and the host gained long life, health, and
magic ability, but have to often give up control of their body while the Wraith was actively
commanding troops. If their host died with them in it, the Wraith's spirit would handle one more
death, the curse continued, before it died all


together, and then ... they would have to see how kindly God smiled on their soul. But while in a
body, they could leave it and enter another willing host as they saw fit, thereby escaping the host's
eventual death - but they would never be able to settle in one place for too long, forever forced to
wonder, if they wished to maintain his hard-earned "immortality." People may only become
Wraiths under very special circumstances.
These demons are to be feared, for they are intelligent and strong. Similar in appearance to
Demon Warriors (see Land Creatures), Demons are a force to be reckoned with as both Mages
and Heroes. Heroes of this sort tend to be the Demon leaders.
Currently the most powerful known race, Demon Lords are nearly impossible to defeat, in combat
or in magic. They are the pinnacle of the Demon army, right below the Devil himself.
MP Equation                                  HP Equation                           Origin:
Level * 18                                   120                                   Gralan



Level * (Level/2.5)                          100                                   Gralan

Level * 25                                   130                                   Tokidokian




Level * 5                                    500                                   Gralan


Level * 30                                   75                                    Gralan

MP Equation of Primary Race                  HP Equation of Primary Race           ???




Level * 20                                   100                                    Myzorian
Abilities: Life Drain (recover HP at a       Weaknesses: Overconfidence
rate of half the damage they inflict on      Excessively Holy objects
living troops)      Can turn into flock of   Excessively Bright light
bats and fly                                 Stake through heart (but not
Slight control over weather when             anywhere else)                 Prone
more than 20 around         Control over     to normal danger in Bat Form. Much
lesser minds (NPC only, those                harder to control separate bats so not
untrained mentally eg Infantry)              as smart while in this form
Ressurect with a drop of blood


Level * 20                                   100                                   Earth



Level * 30                                   50                                    Gralan

Level * 21                                   95                                    Gralan
Level * 5    200    Tokidokian




Level * 20   50     Tokidokian




Level * 4    1000   Myzorian




Level * 20   125    Myzorian
             Level * 20     HP of Host Body, but when not in          Tokidokian
                                        host, 50




Level * 25                                                150 Hell


Level * 30                200 + Level * 20                     Hell
                                                   Magic Items
Item Name:              Description:
Arrow, Elemental        An arrow imbued with an element. It deals damage as if it was
                        from that element, and also counts as magic of that element. So,
                        for example, a Fire Arrow would catch things on fire and count as
                        Fire Magic for things weak against Fire Magic.




Award Staff, Crystal    Created by Lords of Magic to reward people for services to Magic




Award Staff, Gold       On the 1st of a month, the wielder casts Healing spells at 200%
                        higher level, on the 2nd, the wielder deals 150% more damage with
                        spells, on the 3rd the wielder's spell ranges are all 400% larger.
                        Then it repeats.




Award Staff, Obsidian   Created by High Druids and Master Dragon Riders to reward Lords
                        of Magic for services to Magic. Effect undetermined.




Award Staff, Silver     Created by Lords of Magic to reward people for services to Magic.




Award Staff, Wooden     Created by Lords of Magic to reward people for services to Magic.
                        Increases the wielder's caster level by 10% when casting spells.
Instant Fireball           A small glass vial filled with a shiny liquid. When the vial is thrown
                           at someone and smashes, that person is affected as if you had
                           cast the spell Fireball at them.
Item of Legends            Create a unique item that must be approved by the Council of
                           Mages. It is not quite as powerful as the Personal Magic Items, but
                           it is still unique and cannot be duplicated. This spell can be cast
                           more than once by the same person.
Lightstone                 A stone that constantly emits light.
Magic Lock & Key           A lock that can only be opened by a specific magical key (that is
                           created also by this spell at the same time). A pick or even a
                           duplicate won't help - only the magical signature of the key will let
                           you though.



Magically Reinforced Bow   A bow, magically reinforced to be able to fire even completely
                           flaming arrows, and capable, at a word, of changing sizes to adjust
                           from Shortbow to Longbow.
Palantir                   A spherical device that allows you to cast Scry Person and Scry
                           Place without using up any MP. Can also be used to cast
                           Telepathic Bond for free with someone else who is touching
                           another Palantir or Closed Palantir, regardless of distance.

Palantir, Closed           A spherical device that allows you to cast Telepathic Bond for free
                           with someone else who is touching another Palantir or Closed
                           Palantir, regardless of distance.
Pot o' Sunlight            A small glass vial filled with a shiny liquid. When the vial is
                           smashed, the liquid shines as if affected by a Sunburst spell, cast
                           by you.
Skeleton Key               A key that can open any lock - except magical ones.
Snowglobe of '98           A pretty scene inside a snowglobe. When smashed, a huge
                           blizzard, extending from the point that the globe was smashed for
                           10 meters per level, appears.
Sphere of Imprisonment     A small, glass sphere. However, whenever an Elemental touches
                           it, it is instantly trapped within. The Sphere can hold up to 7
                           Elementals. When the Sphere is smashed, the Elementals within
                           are released (and angry), attacking everyone.

Staff, Greater Elemental   A staff imbued with the power of the elements. All spells with the
                           name of the selected element in their name cast by its wielder cost
                           50% less, and their level is considered 50% higher for those spells.
Staff, Greater Healing    A staff meant for increasing the effectiveness of Healing spells.
                          The spell "Heal," when cast by this staff's wielder, costs 50% less,
                          and the wielder's level is considered 100% higher for that spell.


Staff, Greater Scrying    A staff meant for increasing the effectiveness of Scrying spells. All
                          spells with Scry in their name when cast by this staff's wielder,
                          costs 50% less, and the wielder's level is considered 100% higher
                          for that spell.

Staff, Healing            A staff meant for increasing the effectiveness of Healing spells.
                          The spell "Heal," when cast by this staff's wielder, costs 50% less,
                          and the wielder's level is considered 50% higher for that spell.


Staff, Lesser Elemental   A staff imbued with an Element. All spells with that element in their
                          name cast by its wielder cost 50% less, and their level is
                          considered 50% higher for those spells.




Staff, Scrying            A staff meant for increasing the effectiveness of Scrying spells. All
                          spells with Scry in their name when cast by this staff's wielder,
                          costs 50% less, and the wielder's level is considered 50% higher
                          for that spell.

Staff, Shadow Summoning A staff meant for summoning shadows. Shadow's Dance, Greater
                        Shadow's Dance, and Summon Shadow Elemental all cost 50%
                        less, and your caster level is considered 200% higher when casting
                        them.

Sword, Elemental          A sword imbued with an element. It deals damage as if it was from
                          that element, and also counts as magic of that element. So, for
                          example, a Fire Sword would catch things on fire and count as Fire
                          Magic for things weak against Fire Magic.




Sword, Fireball           This sword can shoot fireballs from it, casted as if by a 5th level
                          mage.
Sword, Greater Elemental   A sword imbued with an element. It deals damage as if it was from
                           that element, and also counts as magic of that element. Also, any
                           spells you cast of that element cost 50% less and your level is 50%
                           higher for the purposes of that spell.




Weapon of Legends          Create a unique weapon that must be approved by the Council of
                           Mages. It is not quite as powerful as the Hero's Blades, but it is still
                           unique and cannot be duplicated. This spell can be cast more than
                           once by the same person.
s
    MP Cost to Create:   Other Information:
    100                  This arrow is
                         available in all 7
                         elements. When
                         crafting it, specify
                         which element it is in.
                         Crafts 10 arrows
                         each time you cast
                         the spell.
    1000                 This staff can store
                         up to 2000 MP. A
                         person can only use
                         the magic of one
                         staff per day. This
                         spell can only be cast
                         by Lords of Magic.

    1000                 This staff can store
                         up to 500 MP. A
                         person can only use
                         the magic of one
                         staff per day. This
                         spell can only be cast
                         by Lords of Magic.

    1000                 A person can only
                         use the magic of one
                         staff per day. This
                         spell can only be cast
                         by High Druids and
                         Master Dragon
                         Riders.
    1000                 This staff can store
                         up to 1500 MP. A
                         person can only use
                         the magic of one
                         staff per day. This
                         spell can only be cast
                         by Lords of Magic.

    1000                 This staff can store
                         up to 300 MP. A
                         person can only use
                         the magic of one
                         staff per day. This
                         spell can only be cast
                         by Lords of Magic.
100    None


2400   Casting this spell
       drains 100 EP from
       the caster
       permanently.
50     None
200    By spending 100 MP,
       a mage of a higher
       level than you can
       open the lock by
       duplicating the key's
       magical aura.

400    Needs arrows


1000   None




400    None


100    None


100    None
600    None


300    None




1000   This staff is available
       in all 7 elements.
       When crafting it,
       specify which
       element it is in. This
       staff can store up to
       200 MP. A person
       can only use the
       magic of one staff
       per day.
1000   This staff can store
       up to 200 MP. A
       person can only use
       the magic of one
       staff per day.
1000   This staff can store
       up to 200 MP. A
       person can only use
       the magic of one
       staff per day.
400    This staff can store
       up to 100 MP. A
       person can only use
       the magic of one
       staff per day.
400    This staff is available
       in all 7 elements.
       When crafting it,
       specify which
       element it is in. This
       staff can store up to
       100 MP. A person
       can only use the
       magic of one staff
       per day.
400    This staff can store
       up to 100 MP. A
       person can only use
       the magic of one
       staff per day.
1500   This staff can store
       up to 500 MP. A
       person can only use
       the magic of one
       staff per day.
400    This sword is
       available in all 7
       elements. When
       crafting it, specify
       which element it is in.
       This sword can store
       up to 100 HP. A
       person can only use
       the magic of one
       sword per day.
1500   None
1000   This sword is
       available in all 7
       elements. When
       crafting it, specify
       which element it is in.
       This sword can store
       up to 200 HP. A
       person can only use
       the magic of one
       sword per day.
600    When this spell is
       completed, the
       caster loses 200 HP.
       Casting this spell
       also drains 100 EP
       from the caster
       permanently.

						
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