User:Average/Chamber 2

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There are multitudes of spells in the canon of the guild. This guild focusses on spells that have proven to be useful in many circumstances. You do have to learn how to apply them.

A wizard must learn to be aware of the dangers of mana depletion, whereby your life can get consumed suddenly by unexpected attacks. Wands can ward against this.

Spells are available at the level shown. Spell range/power/effectiveness increases with your attainments.

Some other spells in the Guild are as follows.

The basic dazzlers:

  1. cast light; casts light with a radius equal in feet to your level,
  2. objere levitatus, levitate an object of less than #level# pounds. until the "descend" command is given. Caster`s mana is used during levitation, the heavier the object the more mana. As an example, if the object was the weight of the caster, the caster would die from complete depletion (hence limited in pounds). If the object is half the caster`s weight, LVL/MANA-round% * life-force is consumed XXX
  3. protectus: a shield the size of your head and torso appears to your front or wherever you direct your fist. Absorbs +HP damage for as many rounds as you keep it up: consumes 100 mana for every 5 HP damage absorbed. If the damange given in one Time-Slot exceeds the smaller of 5 or your LEVEL, the shield breaks for a round and you have to recast. Will not shield against electrical attacks well (shield shorts upon hit). This shield spell is invisible, so could be a danger if used against an extreme attack (resulting in complete life force consumption).
  4. cnfundo: confuses any targets less than INT of caster.
  5. hide object: creates a glamour of camoflauge that dispels the gaze of those who don't know the object is there.

Hero-level spells. The type of offensive spell (missiles, fireballs, and frostblasts) is wholly dependent on your present relation to the aether. If you have stored your power, missili is best. If you are serving the forces of chaos, then fireballs. If lawful, then frostblasts.

  1. voice projection;
  2. knock: opens locked doors of same-aligned dwellings at low levels, any at higher-levels.
  3. magicus missili; Like all spells, the potency of the magic is dependent on the mana that you apply towards it. XXXThis one does about d#level# damage. XXX This one is like rubber bullets at level 1 and is good for only about warding off goblins. One can't say how much "damage" this spell does until you reveal how much mana you wish to expend. (The DM can guesstimate the amount that you wish to expend by the method you use to incant the spell, otherwise you can give a number from 1 to 10, with ten being the maximum amount.).
  4. pellere frigidus, almost the same as magic missile AND you freeze your target, dealing some damage depending on resistance.
  5. pila fumare fire ball, slightly less damage as magic missile AND you turn your target on fire, dealing another dose of damage (up to 2x) that can last for as many rounds as the DM cares to imagine.
  6. entrada tempora, pass door, allows any doorway to be entered except as protected by higher-level magic.

Legendary:

  1. Capacious Extremis; creates a magical container, like a bag of holding. The capacity is dependent on agreements with the universe, hence not to be used by the young.

epic:

  1. dare vehere, teleport (lvl 65) holding the destination in mind (so anywhere you've been before or a named portal set-up by another in your guild),
  2. augment stats (lvl 55) (+1 on others permanent or +3 on oneself, temporarily, consumes 5HP for +1, 100HP for another), move earth (lvl 55)

higher-epic:

  1. anima vivus *name* create life (lvl 75: plants, 85 small animals)

You also have cantrips for all the minor spells that are in the guild's repetoire, BUT you MUST write them into your [real-world] grimoire (D&D spell sheet can suffice) if you wish use them successfully. The success is relative to how many spells you've written into your spellbook and how well you've written them.


You may want to know that sugars are the main source for free mana -- the force that is gathered to give power to magic. The right way of Living keeps this free mana from dissipating: not engaging the world frivolously, being a good steward to your thoughts, and living virtuously. Give back to the creators of the foods you eat.

You may enter chamber #3, when ready.