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Mar 12th, 2017
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  1. Level 1
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  3. Sleep Touch: The mage’s hand becomes incredibly soothing, enough so that a single touch will put someone to sleep.
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  5. Desiccation: The caster inflicts the target with dehydration, which will increase at a rapid pace until the target either dies, or is given something to drink.
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  7. Farstrike: The caster opens a rift in the astral plain and strikes through it. This attack can be used to strike a distant target.
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  9. Blink: The caster opens a rift in the astral plain, and walks through it, allowing him to blink short distances away.
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  11. Horror Mark: The mage grants the target a horror mark, a terrible mark which directs horrors to attack him should they be summoned. Horrors are powerful astral beings, that will kill all but the most powerful warriors with ease.
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  13. Dust to Dust: The mage causes undead to return to dust by unravelling the magic that holds them together. No amount of protection can block this spell, but it can only affect a few undead at a time.
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  15. Decay: The mage causes a single target to age rapidly until they die. Magic barriers and high magic resistance can negate this spell.
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  17. Frighten: The mage will cause a single target to be filled with overwhelming fear of them.
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  19. Fascination: The mage fills the mind of the target with good smells and pleasant visions, causing them to be distracted. Those of strong mind can resist this spell.
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  21. Seven Year Fever: The mage inflicts a single target with a deadly fever that lasts seven years, or until death.
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  23. Curse: The mage curses a single target with bad luck. Curses are very hard to lift, and last forever otherwise.
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  25. Level 2
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  27. Bonds of Fire: Chains of fire trap the target in place. Should the target struggle to break free, the chains will heat up. Otherwise, the chains will be bearable. It requires those with strong wills, or strong fore resistance to break free of this spell.
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  29. Scrying Pool: The mage dumps magic gems into a pool of water, allowing them to spy on distant lands. The more gems dumped into the pool, the more accurate the spying will be, and the longer the pool will last. The scrying pool can be looked into by anyone, as opposed to Astral Window, which can only be viewed by the caster.
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  31. Marking: The mage marks a spot to return to later. Required for use in the returning spell.
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  33. Returning: The mage opens a rift in time, and flings himself through. If all goes well, the mage will return to an area previously marked instantly, and without the change of being followed. However, if all does not go well, the mage can be lost in space time, causing him to return late, never at all, or in a state of insanity.
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  35. Mind Burn: The mage attempts overwhelm the mind of a single target. If the spell is successful, the target will be inflicted with a horrible migraine, and will become far less intelligent than they were before.
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  37. Berserkers: The mage casts a spell on a target that causes them to go berserk. In this state, the target will attack enemies with increased strength and vigor, and will never stop until they or the enemy is dead.
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  39. Sleep: The mage pits a single target to sleep.
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  41. Level 3
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  43. Rage: A single target is overcome with a furious anger, and strikes out at friend and foe alike with increased strength and vigor.
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  45. Augury: The mage offers up a magic gem to the stars in return for seeing visions of the future. These visions may not always be accurate.
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  47. Sailor’s Death: The mage fills the lungs of multiple targets with water. If the target does not breathe water, they will drown in a short while.
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  49. Iron Will: The mage strengthens the mind of a single target, causing them to be more resilient against mind attacks.
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  51. Astral Window: The mage opens a window in space and time that allows him to spy on a distant province. The caster is the only one who can look through the window, as opposed to a scrying pool, where anyone can look through it. An unlucky mage may see a horror as he looks through the window, and either have his mind shattered, or become horror marked. However, the window allows extremely accurate spying without the use of gems.
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  53. Teleport: The mage opens a rift in space, and walks through it to a distant place. This mode of astral transportation is incredibly safe, but may require a number of days to reach the destination, depending on the distance.
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  55. Panic: The mage inflicts an overwhelming sense of panic in a single target.
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