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Mar 12th, 2017
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  1. Level 1
  2.  
  3. Protection from Fire: The caster makes themselves immune to fire. Only one magic protect may be active at a time.
  4.  
  5. Gift of the Hare: Likens your movement to that of a Hare, making you quicker than ever before. Casting this spell while performing an action, such as running, will speed you up instantaneously, which may lead to problems. As such, it is best to cast this spell while stationary.
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  7. Protection from Lightning: The caster makes themselves immune to lightning. Only one magic protect may be active at a time.
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  9. Protection from Cold: The caster makes themselves completely immune to cold. Only one magic protect may be active at a time.
  10.  
  11. Resist Magic: The caster sacrifices the complete immunity of other protections to make themselves resistant to all forms of magic.
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  13. Animate Skeleton: The caster breaths false life into the bones of a fallen warrior, bringing it back from the dead to fight for the one who revived it.
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  15. Animate Dead: The caster breathers false life into a corpse, bringing it back from the dead as a soulless husk who exists only to serve whoever summoned it. Can only be cast when there are corpses to cast it on.
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  17. Protection from Poison: The caster makes themselves completely immune to poison. Only one magic protect may be active at a time.
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  19. Healing Touch: The caster enchants his hand to heal any who it touches. This spell cannot work on the caster himself, or on undead.
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  21. Level 2
  22.  
  23. Flight: Grants the mage false wings made of magic, which allow the mage to fly for as long as his magic power will carry him.
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  25. Water Shield: The caster surrounds himself in water, making him very hard to hit, but also incredibly weak to lightning. Fire can also heat up the water, effectively boiling the caster inside.
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  27. Breath of Winter: The caster is surrounded by extreme cold, which freezes friend and foe alike, and makes the mage completely immune to cold effects. This spell is most potent in cold regions.
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  29. Flying Shield: The mage animated a shield to surround him at all times. This shield flies around and blocks attacks aimed at the mage. This item does not offer any specific magic protection, and all magic rules apply as normal.
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  31. Revive King: The mage breaths life into a long dead king, bringing him back as a powerful undead being. Undead kings are more power and more intelligent than their skeletal and soulless counterparts, and can lead undead into battle.
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  33. Fire Shield: The caster envelops himself in fire, making him very hard to get near, and entirely immune to fire. The shield can be extinguished with water, or extremely cold ice, and all types of magic, save for fire, can penetrate the shield.
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  35. Level 3
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  37. Seeking Arrow: The caster summons an arrow that cannot miss. No matter where you fire it, it will find a suitable target, and attempt to pierce their heart. This arrow can be blocked with a shield, with heavy armor, or with a magic barrier
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  39. Claymen: The mage imbues clay with magical life, causing them to come to life as claymen. These claymen are hulking masses of clay, can hit hard, are not easily wounded, but are weak to freezing.
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  41. Strength of Giants: Bolsters your strength to match that of a giant.
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  43. Astral Shield: Forms an astral shield around yourself, that will blast any attackers into an unconscious state. This shield can be resisted be used to protect oneself during Astral Projection, but can be countered with an astral strike of enough strength, or by someone with enough resistance.
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  45. Raise Skeletons: Breathes false life into the bones of a number of fallen warriors, bringing them back as skeletons to fight for whoever revived them.
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  47. Create Revenant: The mage makes a contract with a ghost, which then goes off to torment one of the caster's enemies
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  49. Heal: This spell can be cast on anyone, the target included, to heal wounds and afflictions. Undead are not affected by this spell.
  50.  
  51. Regeneration: Allows the mage to regenerate from wounds in the thick of battle. Does not cure afflictions.
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