Spells

In Aalynor's Nexus, spell casting requires that you first Cast (target), and then speak the spell chant. Not all classes are able to cast all spells. In fact some classes are quite poor spell casters. If you are using a mud client, casting is simplified, as the chants can be stored as aliases. All spell chants must be entered exactly as listed in the help files for the spells.

Below are listed many of the more common spells. This list is by no means complete.

LIST OF COMMON SPELLS
vigor detect-magic resist-disease curepoison clairvoyance
resist-air word-of-recall pacify resist-earth know-aura
bless light resist-water remove-disease resist-fire
detect-invisible resist-magic remove-blindness stun mend-wounds
inertial-barrier renewal summon resilient-aura invisibility
detraumatize levitate dodge wizard-walk enchant
remove-curse reflection heal resist-poison teleport
poison attraction polymorph protection embolden
mana-drain vampirism surge hurt resist-acid
fireball shockbolt rumble dustgust bloodboil
shatterstone burn waterbolt burstflame flamefill
blister crush steamblast combust earthquake
lightning iceblade engulf thunderbolt immolate


The partial list below contains the text of the various help files from within the game.

Vigor - Mana used to cast: 2

The vigor spell refreshes and heals its target. When casting the spell, the caster pretends to be throwing a splash of water on the target while speaking the spellchant. The target then feels his exhaustion wash away, and is able to fight with renewed energy. As healing is the province of the gods, like all life magic, Clerics and Paladins excel at casting this spell. Bards, who dabble in everything, are also quite able vigor casters.

Mend Wounds - Mana used to cast : 4

The mend-wounds spell causes the wounds of the target to mend, by magically accelerating the body's natural healing process. When casting the spell, the caster pretends to be bandaging a wound on himself while pointing at the target and speaking the spellchant. The target's wounds will begin to knit and close, allowing the target to fight on as the damage becomes a dim memory. As healing is the province of the gods, like all life magic, Clerics and Paladins excel at casting this spell. Bards, who dabble in everything, are quite able casters of this spell as well.

Lordewok's Detraumatize - Mana used to cast: 7

Lordewok's Detraumatize, or detraumatize as it is known, is a super-charged version of the lesser spell mend-wounds. The spell calls directly upon the caster's (who must be Cleric, Paladin or Bard) faith to power the spell, drawing into the caster a small portion of the power of their deity. The caster yells their deity's name, and concentrates inwardly upon the power of the their faith. As they do, a visible aura surrounds them, as the strong healing energies fill their being. The caster then need only point their hands at the target, who can be up to three zones away. The target's pain and tiredness are washed away as the spell instantly knits bone and tissue, attempting to render the target whole. As can be seen by the spell's name, this spell was created by the cleric Lordewok, who wanted nothing more than to hone his already superior healing skills in his battle to protect the Realms.

Kenlokerai's Renewal - Mana used to cast: 13

Kenlokerai's Renewal (herein referred to as Renewal), is the most powerful unlimited healing spell that can exist within the magical weave and still be castable by mortals. This spell calls directly upon the caster's deity, and their link to the faith. As such, this spell must be cast by Cleric, Paladin, or Bard. The amount of power of this spell is stronger amongst the devout followers of the gods, and even stronger amongst their Chosen. The caster yells their deity's name, and concentrates inwardly upon the power of the their god. As they do, a visible aura surrounds them, as the strong healing energies fill their being. The caster then need only concentrate on bringing the power of the god into their recipient. The target's pain and injury are obliterated as flesh knits, even regrowing lost members if needed, attempting to completely renew the target's body.

Heal - Mana used to cast : 30

The Heal Spell is the single most powerful application of healing magic a mortal is capable of. While the cost is great, so are the benefits. The heal spell causes it's recipient's body to be completely restored of health and stamina, stopping only in the cure of afflictions. For this reason, people capable of casting the spell as well as devices charged with it are in great demand. To cast, the caster must clear their mind completely, and focus only on the energies they are gathering as they speak the spellchant. The caster will begin to glow from the healing energies, until they touch their target, passing the glow to them. At that point, the target's wounds and fatigue wash away as the energy passes over them. This spell is limited in nature, because it is so demanding of the caster. As such, each caster may only use this spell a few times each day, else risk death, as they attempt to gather energies that their mortal forms cannot handle.

Word-Of-Recall - Mana used to cast : 25

This spell, strictly in the realm of Clerical magic, instantly transports the target to safety. To cast this spell, the cleric grips their holy symbol in one hand, while speaking the spellchant. The cleric then need only point at thehe target while speaking the spellchant, and a small part of that aura is released, illuminating the room. For this reason, most advenurers fear rooms lit with an eerie red light. The duration of this spell is based upon the level of magical skill of the caster.

Bless - Mana used to cast : 10

The bless spell calls upon divine aid to assist its target in combat. To cast this spell, the caster clears their mind of all extra thoughts and concentrates upon the power of their god, attuning themselves to it. The caster then smiles at the target, and raises their holy symbol towards them. The caster's god then blesses the target, granting them bonuses to hit and to their natural healing rate.

Protection - Mana used to cast : 10

The protection spell causes a portion of the target's natural aura to physically manifest around them, acting as a sort of armour. While under the effects of this spell, the target is more difficult to hit, as the aura slows and stops incoming attacks. Casting this spell, the caster getures as if placing a helm upon the target while speaking the spellchant.

Curepoison - Mana used to cast : 6

The curepoison spell was desgined as a direct result of the sheer numbers of fatalities caused by poison in the Nexus. This spell magically purges any active venoms within the target, preventing the victim's slow and painful death from the toxin. It is important to note that this spell does not confer any sort of immunity to future injections of the same poison. The caster of this spell concentrates upon the target's life force, and points at the target, while speaking the spell's chant. Some of the caster's lifeforce flows into the target, and the venom is purged.

Light - Mana used to cast : 5

The light spell causes the target to begin to glow, radiating a soft light. To cast this spell, the caster concentrates upon the natural aura of the target. The caster then traces the outline of the target while speaking the spellchant, and a small part of that aura is released, illuminating the room. For this reason, most advenurers fear rooms lit with an eerie red light. The duration of this spell is based upon the level of magical skill of the caster.

Remove-Disease - Mana used to cast : 12

The remove disease spell purges nearly any disease from the system of its recipient. This spell is actually a customized low power spell combined from the fire and water realms, in which the water portion guides the magics through the recipient's body, to find the infection while the fire purges it from the body. This spell is very painful to the recipient, especially in the case of advanced infection, however it is far preferable to death. It is important to note as well that this spell is incapable of curing extremely virulant diseases, such as plagues. To cast the spell, the caster points at the recipient, and focuses inward, to direct the spell, while speaking the spellchant.

Remove-Blindness - Mana used to cast : 12

The spell remove-blindness is a combination of a magical dispelling effect and a specialized healing effect. The spell neutralizes automatically all known spell effects which cause blindness in the recipient, as well as attempting to heal the victim's eyes. Thus, this spell works against both magical blindness and more mundane blindness (caused by venom-spitting creatures like dark kisses). It is, however, beyond the effects of this spell to regenerate eyes, or to restore eyes that have been severely damaged. To cast this spell, the caster need only speak the spellchant, and touch their own eyes with their fingertips. Should the spell be directed at another recipient, the spellcaster will need to point at the target before the magic is wasted upon themselves.

Detect-magic - Mana used to cast : 5

This spell conveys a new magical sense to its target which overlays with the target's normal sight. This sense allows the target to see the enchantment around a visible item or creature, if such an enchantment exists. To cast this spell, the caster speaks the spellchant while blinking and touching the target's face in their right hand. The target will then be forced to blink, and will be able to see enchantments when they reopen their eyes.

Enchant - Mana used to cast : 25

This spell infuses a weapon or armour with a magical enchantment. The power of the enchantment is dependant upon the caster's skill in the art, and it is important to note that no item can be enchanted more than once. When the spell is cast, the target object becomes magically reinforced, prolonging its life, as well as increasing it's usefulness. In order to cast this spell, the mage speaks the spellchant and touches the object. As the spellchant is spoken, the mage's eyes begin to glow, and that glow then surrounds the object. The glow fades from both the mage's eyes and the object a few seconds later. Only magi may cast this spell.

Levitate - Mana used to cast : 10

The levitate spell allows it's target to float in the air, as if it were solid ground. This spell does not, however, convey any horizontal movement, only vertical. Therefore, most levitating characters actually walk along the ground in order to move about. While under the effects of this spell, the recipient need never worry about difficult climbs, as they can simply levitate up. Additionally, pits and other traps are often avoided, as the target will not fall into harm, or will simply glide over the tripwires or pressure plates. To cast this spell, the caster jumps into the air while speaking the spellchant. Before the caster lands, he must touch the target, who will then rise slightly off the ground.

Clairvoyance - Mana used to cast : 15

The clairvoyance spell allows the caster to focus their consciousness toward another. The caster must close their eyes, and focus on the person they wish to find while whispering the spellchant like a mantra. The difficulty in shunting away the consciousness often causes the sepll to fail, however, when it does work, the caster is given a brief glimpse of the area around their intended target, as if the caster was really there. (Which, the caster is, partially, which again proves the complexity of this spell..)

Polymorph - Mana used to cast : 25

The polymorph spell is powerful shaping magic. It allows the caster to change the form of its target, completely, drawing on ethereal energies to fill in the blanks. This in effect, allows its caster to create a lion from a mouse, with the lion having all the physical attributes of a lion (including mass, size, strength, etc). That said, it should be made very clear that magic of this magnitude is not often seen in a spell of this level. It still puzzles some researchers as to how a relatively inexperienced Mage can cast this spell, yet they can. The major drawback however, is that it is completely uncontrollable. The caster may have an idea for the result in his head, however, it is extremely rare that he will get what he is wishing for (in fact, in game mechanics terms, it is not necessary to specify your intended result, but merely to say it quietly to yourself, only specifying the target of the spell to the game on the command line). The target of this spell can resist this spell, and if they successfully resist, they will most likely be very pissed off.

Invisibility - Mana used to cast : 15

The invisibility spell is a high-power illusion spell, which causes it's target to fade from sight. To cast the spell, the mage must clear their mind completely, and focus on the surrounding area. The mage must then prick their finger on a small mirror, to have the minute amount of blood required to power the spell. The caster then points the bleeding finger at the target, while closing their eyes with their other hand and speaking the spellchant. The target's form will shimmer, and then fade to invisibility, while the magic will drain the blood from the wound, essentially healing it. It is important to note that many creatures have sharp senses, and are unfooled by invisibility.

Detect-invisibility - Mana used to cast : 10

Casting this spell allows the target to see the unseen. The target of this spell is granted with a magical sixth sense which can detect invisible targets. To cast this spell, the caster covers their eyes with one hand, then uncovers them while speaking the spellchant. If the spell is to be directed at a target other than the caster, then the caster must point at the target through the whole process with their other hand.

Autumnfire's Attraction - Mana used to cast: 25

Autumnfire's Attraction, or Attraction, was developed by the Wizardress Autumnfire in an attempt to gain more experience. The spell causes a tiny, annoying sprite to appear, and to wander about the area, taunting, until it flushes out a creature. The direct benefit of this is that, under normal circumstances, casting the attraction spell causes one native monster to appear. Unfortunately, sprites are not the most reliable of creatures, and, as such, this spell is subject to a few quirks. The sprites are known to sometimes rebel, give up before completing their mission, or, worse of all, complete their mission too well, enraging several creatures. Casters are advised to be careful in use of this spell. To cast this spell, the mage drums the fingers of their right hand on the air, as if bored, while speaking the spellchant. When the spellchant is done, the mage throws their right hand out, and the sprite appears at their fingertips.

Kalishar's Inertial Barrier - Mana used to cast: 35

The Wizard Kalishar developed the Inertial Barrier spell in an attempt to offest the only true weakness of the mage: their vulnerability to physical attack. The spell causes a specialized, magical, one-way barrier which reduces the inertia of objects passing through it. This has the affect of slowing down incoming attacks, reducing their capacity to cause damage. The barrier has the benefit of difusing incoming breath attacks as well, as the barrier slows down the substance of the attack. This spell has no effect on purely magical damage, however. To cast the spell, the caster pushes against the air aound them, as if against a surface, and as they speak the spellchant, press against it at different points. A blue barrier will appear, and shrink down to fit approximately 3 inches from the caster. As the last word is spoken, the barrier fades into invisibilty.

Cephas' Surge - Mana used to cast: 32

The Wizard Cephas created the Surge spell in an attempt to tap into the powers of faith and the gods to enhance combat abilities of the spells's recipient. This spell, which must be cast by one of faith, causes the power of Light or Darkness to surge into the soul of the recipient, increasing their abilities to cause damage. This strong surge has several side effects on it's recipients: The surge of pure power is too much for a mortal body to withstand, as such, the power of Light or Darkness slowly burns the body of the spell recipient. This wracking effect also leaves the recipient in a state of increased vulnerability to physical attacks, though this vulnerability is less than the increase given. Last, because the mage channels the Light or Darkness directly into the recipient, the recipient's alignment is modified from the expierience. To cast the spell, the mage focuses on their faith, until a shimmering beam of Light or Darkness surrounds them, which they then direct at the recipient.

Resist-Fire - Mana used to cast : 20

The resist-fire spell causes the victim to take less damage from flame-based attacks. This spell causes a small magical shell to appear around the target, which redirects incoming fire and flame back into the Realm of Fire, where it can dissipate harmlessly. To cast this spell, the caster rubs thier hands together, creating friction until they are warm, and then touches their warm hands to the target while speaking the spellchant.

Resist-Magic - Mana used to cast : 25

The resist-magic spell creates a partial one-way spell barrier around the target. This barier essentially attempts to break down any spells that strike it from the outside, and dissipate the raw mana into harmless energy. To cast this spell, the mage must speak the spellchant, while deliberately miscasting another spell. The fizzled spell's energy will form the power of the barrier, and as such, the higher the level of the miscast spell, the stronger the barrier. This spell is somewhat similar in function to the ability of sorcerers, however, it is more controlled.

Resist-Earth - Mana used to cast : 20

The resist-earth spell protects the recipient from harsh environments and earth-based attacks. This spell causes a small magical barrier to appear around the recipient, which absorbs the harmful energies and redirects them to the Realm of Earth where they can dissipate harmlessly. To cast the spell, the caster pinches their flesh while speaking the spellchant. When the spellchant is complete, the caster need only touch the recipient to complete the casting of the spell.

Resist-Air - Mana used to cast : 20

The resist-air spell causes it's recipient to take less damage from air-based attacks and environments. This spell causes a small magical shell to appear around the recipient, which redirects incoming air energies into the Realm of Frost, where it can dissipate harmlessly. To cast this spell, the caster speaks the spellchant through chattering teeth, while rubbing their arms. When the spellchant is complete, the caster need only touch the recipient of the spell to complete the casting.

Resist-Water - Mana used to cast : 20

The spell Resist Water enables it's recipient to resist water based attacks and at the same time allowing them to survive hostile water environments.

Resist Poison - Mana used to cast: 15

The cleric, Gifford, created the resist-poison spell as a proactive measure against the multitude of venomous creatures in the realms. This spell works on a simple principle, and, is fact, a lesser version of the spell Bloodboil. The spell warms the recipients blood for a time, allowing it to burn away any toxins that are placed into the bloodstream. As such, while under the effects of the Resist-Poison spell, no venom will remain in the bloodstream long enough to harm the recipient of the spell. Against gaseous poisons, such as those of the Green Dragon, or dreaded Green Glowing Mouse, the spell fortifies the victim, reducing damage greatly against the incidious attack, the exact amount of protection is based upon the constitution of the recipient. To cast the spell, the caster needs to cut their finger slightly, so that a drop of blood will well up, which begins to blister and sizzle as the spellchant is spoken. The caster then need only touch the blood to the recipient. It is important to note that this spell will not protect against existing poisons in the bloodstream at the time of casting, due to its simplicity.

Teleport - Mana used to cast : 30

The teleport spell allows quick, undirected movement for the target. When the spell is cast, the target's body and spirit are converted into pure magical energy, which is then carried a distance along the magical winds, and then restored to is normal form and function. To cast this spell, the caster points at the target, while speaking the spellchant. Visible raw magical energy will arc from the caster and surround the target, seemingly destroying them, as their form is converted to magic. It is important to note that travel using this spell is basically allowing yourself to be taken wherever the magical winds blow, and can very literally remove you from the burning flame, only to place you into the dragons' fire.

Stun - Mana used to cast : 10

The stun spell creates a physical and mental shockwave which strikes the target, in the attempt to immobilize the target for a short time. To cast this spell, the caster shouts out the spellchant, while gesturing as though shoving the target. The target is struck by a physical wave which stuns the body, and a mental blast which clutters the mind. While under the effects of this spell, the creature is incapable of movement or action, and can be blasted into dirt by other spells, or chopped into pieces by the caster's companions. There is no visible indication of when the creature has recovered however, until it actually takes action, so remember to be cautious.

Hurt - Mana used to cast : 3

The lowest level spell of the air realm, hurt can be cast by a first level mage. In casting the spell, the mage focusses his negative thoughts at the target, then waves his hand as if fanning himslf while speaking the spell chant. The air itself then pushes upon the target, causing flesh to bruise, or even bones to break on a more fragile target.

Burn - Mana used to cast : 3

The lowest level attack spell of the fire realm, burn causes a small flame to appear on the target, burning their flesh, and igniting combustable materials. To cast this spell, the caster makes a fist with one hand, thumb inside the fist, then quickly pulls the thumb in an out several times while speaking the spellchant. When the chant is completed, the caster pulls their thumb from their fist a final time, extending the thumb out completely, and then causing the thumb to dance as if it were a small flame. The caster then quickly points the dancing digit at the target, and a flame appears. Guildmaster Fariol is known to use this spell to light his pipe, though he does not recommend this practice amongst less skilled mages. If the caster does not direct the flame in time, it will appear on the caster's thumb, burning them instead.

Blister - Mana used to cast : 3

The spell, blister, is the lowest-ranking offensive spell of the water realm. It causes a sudden movement of the water within the target, drawing it to the surface, inflicting pain and damage. Usually, this spell will cause a painful blister of water to appear on the target's flesh, hence the spell's appropriate name. To cast the spell, the mage speaks the spellchant, while pinching themselves, as if pulling something from within them. The caster then makes a similar pinching gesture in the target's direction to complete the spell. However, the magical energies of this spell, once gathered, must be released. Should the spell not be directed at a target, then it will take it's full effect upon the caster.

Rumble - Mana used to cast : 3

The rumble spell causes the eart to shake beneath the target, causing the creature damage due to the vibrations of the earth echoing through their system. This spell is the lowest level attack spell of the earth realm. To cast this spell, the mage kicks the ground, hard, while speaking the spellchant. The caster must then close their eyes, and visualize the target shaking. When the caster open their eyes, to completel the spell, their vision will be true. Like most attack spells, however, the energies generated from the casting of this spell must be directed at a target, else they will ground through the caster, harming them instead.

Dustgust - Mana used to cast : 7

This spell creates a small whirlwind of stinging sand and dust to surround and strike the target. This spell is the second-tier offensive spell of the air realm. To cast this spell, the caster motions his hands in vertical circles while speaking the spellchant. A small whirlwind will appear around the caster, who must then blow the whirlwind to the victim. If the caster does not do so in time, the whirlwind will engulf him instead of the target... a bad thing to happen in combat.

Waterbolt - Mana used to cast : 7

Waterbolt is the second-tier offensive spell of the water realm. This spell fires a wave of cold force, which condenses the moisture in the air into a bludgeoning bolt of water. The target is then pounded by the sheer force of the water, which contains several small ice crystals to compound the damage. In order to cast this spell, the caster puts their hands together, palms outward, with their arms fully extended toward the target. The caster then pulls their arms as far back as they will reach while speaking the spellchant. The cold force begins to gather around the caster, who must then push their arms (and the cold) out toward the target. As with many offensive spells, the timing of directing the force is critical, as the cold will eventually strike the caster should it not be directed outward in time.

Crush - Mana used to cast : 7

The spell, crush, short for stonecrush, is the second tieroffensive spell of the earth realm. The stonecrush spell causes the surrounding stones and earth to fly at the target, impacting and crushieft hand forward, palm facing the target, while speaking the spellchant, and making a wave motion with the right hand. As the spellchant is completed, the caster's right hand should reach the right, palm open toward the target. As with all attack spells, there is a good chance that this spell will ground out through the caster, should it be miscast.

Fireball - Mana used to cast : 7

The second-level offensive spell of the fire realm, fireball causes the caster to reach into the fire realm and throw a handful of fiery matter at the target. When casting the spell, the caster's hand begins to glow bright red as they whisper the spellchant. The caster then pulls back their hand as if preparing to throw a stone, at which point the fireball appears in the caster's hand. The caster must then throw the fireball at the target before the red, protective glow fades from their hand, else the destructive energies will strike them instead.

Shockbolt - Mana used to cast : 10

This spell, the third tier attack spell in the air realm, causes a bolt of shocking static electricity to be fired at the target. To cast this spell, the caster rubs the sleeve of their robe on their hair while speaking the spellchant. The static built from this rubbing is absorbed into the caster's hand, and can then be fired by pointing at the target. A blue arcing bolt fires, striking the target for moderate damage. It is imporrtant to direct this energy quickly however, as the spell's protection from the magically enhanced static does not last long... Many a young mage has died from the static discharge of not releasing the spell in time.

Engulf - Mana used to cast : 15

The fourth tier spell of the Earth Realm, engulf is a powerful offensive spell. Casting the spell causes the earth itself to reach up, and engulf the target, causing damage from crushing and suffocation. To cast the spell, the caster mutters the spellchant, while placing the palms of their hands together. As the caster completes the chant, they must then pull their hands apart, palms touching still, and bend all their fingers, and close their hands together. The earth itself will beging to shake, and the caster must then point their closed hands at the target, and open them to direct the spell. As is common with attack spells, if the target of the spell is not quickly identified, the energies will discharge at the caster, causing them a severe penalty in combat.

Immolate - Mana used to cast : 15

The immolate spell is the fourth tier offensive spell of the fire realm. Immolate causes the target to suddenly begin to blaze, being completely immolated by fire. Mercifully for the target, the spell duration is not long, however, having every part of one's body ignite, even briefly, causes severe damage to the target. The caster speaks the spellchant while bringing their hands together, as fists. As the spellchant ends, the caster opens their hands, keeping the heels together, while motioning their fingers like dancing flames. The caster will then be surrounded by a nimbus of fire, which they must then direct, by pointing anc concentration, out to the target. The flaming sheath flies through the air from caster to target, and adjusts itself for the target's size in flight. Should the caster lose concentration in directing the flight of the sheath, it will return and strike the caster for full effect.

Bloodboil - Mana used to cast : 15

The bloodboil spell is the fourth-tier attack spell of the water realm. This spell is quite appropriately named, for it causes the ambient moisture and water within the target to begin to heat, and boil, causing immense damage to the target. To cast this spell, the caster begins to shudder, as if having a fit, while stammering out the spellchant. An aura of waterheat begins to surround the caster as the chant progresses. When the chant is completed, the caster points with both hands at the target, who then begins to act in a similar fashion as their internal liquids boil. The caster must direct the waterheat force quickly after summoning it, else the force will penetrate the caster, boiling their blood instead. More than one mage has lost life this way.

Lightning - Mana used to cast : 15

The fourth level spell of the air realm, lightning is a poweful offensive spell. To cast this spell, the caster rubs the sleeves of their robes together while speaking the spellchant. As the chant is spoken, arcs of electrical energy will crackle up and down the caster's arms, and a small cloud will appear within the space around the caster's arms. The caster then speaks the last word of the chant and throws both hands towards the target. Lightning will fire from the cloud into the mage's arms, and then be directed toward the target. If the caster is slow in selecting a target, the electrical energies will ground through the caster, inflicting the full damage of the lightning strike upon the caster.

Iceblade - Mana used to cast : 40

Iceblade is the most powerful spell of the water realm. This spell causes the ambient moisture in the victim itself to condense and solidify into the form of a large blade within the vitals of the target. As water expands when it freezes, the iceblade will cause the target massive internal damage, from a pierced lung up to completely impaling the victim. To cast this spell, the caster shivers, as if extremely cold, then points at the victim's chest cavity while speaking the spellchant. Frost forms on the caster's fingertips as an invisible bolt of numbing cold strikes the victim. The iceblade quickly becomes visible, usually covered in blood and gore.

Thunderbolt - Mana used to cast : 40

Thunderbolt is the fifth tier offensive spell in the air realm, and the most powerful known spell of that realm. To cast this spell, the caster speaks the spellchant, while forming and shaping a stormcloud with their hands. As the cloud is completed, and the chant spoken, the caster then drives both hands through the cloud to point at the victim. A massive thunderbolt will arc from the cloud, as directed by the caster's hands, to strike the target. The impact from this spell alone is enough to kill smaller targets, and knock giants from their feet. When combined with the hellish power of the electrical discharge, thunderbolt is a terribly powerful offensive force. Skilled casters of this spell have been known to use it to blast down stone fortresses that are not magically protected in as few as 3 strokes. Casters of thunderbolt are warned to be quick in directing the energies of the spell, as the cloud will discharge soon after its formation, sending the thunderbolt to the nearest target, which is nearly always the caster.

Earthquake - Mana used to cast : 40

Earthquake is the fifth-tier offensive spell of the earth realm, and is the most powerful known spell in that realm. Earthquake causes the earth to open up and attempt to swallow the spell's target. While the spell is rarely completely successful, the opening and closing of the magical fault is quick enough to trap a portion of the target, effectively amputating the sections sealed in the earth, often leaving only the target's head behind. To cast this spell, the caster places their hands open and together, quickly opening and closing them as the spellchant is spoken. The earth will then begin to shake, and the caster must then throw their open hands out to direct th earth to the target. Should the caster be slow in directing the energy, the earth will open up beneath them, as if they were the intended target. Fortunately for such mages, clerical magic allows the regeneration of lost members. This spell is often used in seiges, allowing the instant destruction of a fortresses walls in a few quick castings.

Flamefill - Mana used to cast : 40

Flamefill is the fifth-tier offensive spell of the fire realm, and is the most powerful known spell of that realm. It is also considered one of the most cruel spells known. Simply put, flamefill completely fills the inside of the target with flames, burning and charring their internal organs. This spell will instantly slay most targets, consuming them in fire as would a funeral pyre, leaving only the most rugged or magically shielded targets alive. To cast flamefill, the mage speaks the spellchant, while wiping their forehead as if very warm. As the spell energies are forming, the caster becomes uncomfortably warm, and just as the spell is about to burn them, they must direct the hellish heat from themselves to the target. The struck target's internal system is instantly filled with flames. Casters of this spell are warned not to wait too long before directing the effects of this spell to the target, as it is often a fatal mistake.