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Abjuration magic
Low tier spells
Counterspell Cooldown: 10 seconds Cast time: 1 secondA target spell that is still being cast or is being maintained is cancelled. The full cooldown of the spell is still applied and even increased by 10% per level of Couterspell.
Disenchant Cooldown: 10 minutes Cast time: 2 seconds
A target object within 3m per level has all magical enchantments removed from it. The spell takes 10 seconds to perform and during that time requires the caster's full attention.
Disruption Cooldown: 3 minutes Cast time: 5 seconds
A target within 50m has their ability to cast spells disrupted. Their chance to miscast is increased by 20% per level of Disruption, additionally the cooldown of all their spells is increased by 10% per level of disruption. The spell lasts for up to an hour but requires the concentration of the caster. Note that this is a a % alteration to the current miscast chance, if they have a 20% miscast chance then level 5 will turn that into 40%.
This does not affect the strength of a daemonic being, their base miscast value is used for that.
Mana Burn Cooldown: 60 seconds Cast time: 3 seconds
All loose mana within 5m of the caster per level ignites instantly. Loose mana is caused by enchantments that have recharged and are awaiting use or mages casting spells. Those affected by the spells are not a source of loose mana. The caster is not affected by this spell.
Prepare spell Cooldown: Instant Cast time: Instant
This is not an actual spell, it alters the next spell to be cast. The cast time of the next spell becomes double what it normally is but the cooldown is lowered by 5% per level of Prepare spell.
Resistance Cooldown: 3 minutes Cast time: 10 seconds
The mental resistance of the target is increase by 35% per level. The spell lasts for 24 hours but requires no concentration.
See magic Cooldown: 5 minutes Cast time: 10 seconds
The caster gains the ability to see magic up to 10m away per level of the spell. This means that they can see magical items, mages, spells currently in effect or people under the effect of spells. The more magic a spell uses the more visible it will be (puppet master is very hard to detect). The spell lasts for 60 minutes but requires no concentration.
Wall Shield Cooldown: 3 minutes Cast time: 5 seconds
The caster creates a bubble up to 1m in radius per level of the spell. The bubble is centred on the caster and will move with them. The bubble is completely impervious to the transfer of magical energy and any spells cast from out to in or in to out will instantly cease. The shield will absorb magical energy as long as the caster maintains it. The shield requires the caster's concentration.
Mid tier spells
Absorb shield Cooldown: 40 minutes Cast time: 15 secondsIdentical to the wall shield but instead of simply "stopping" magic it absorbs only inbound spells, spells fired from inside are unaffected. As a spell leaves the shield it will leave a hole in the shield that will take a few seconds to close, this can be fired through by those outside of the shield.
Dispel Cooldown: 20 minutes Cast time: 20 seconds
All enchantments within 100m of the caster take 20% longer to recharge per level of the spell. The spell lasts for an hour and requires the concentration of the caster.
Focus spell Cooldown: Instant Cast time: Instant
This is not an actual spell, it alters the next spell to be cast. The cast time of the next spell is tripled but the power or effect of the spell is increased by 5% per level of focus spell.
Mana drain Cooldown: 15 minutes Cast time: 3 seconds
The target finds the power of all their spells falls by 6% per level of Mana drain. The spell lasts as long as the caster maintains it, it requires their concentration.
Sanctuary Cooldown: 30 minutes Cast time: 10 seconds
The area within 5m of the caster per level becomes untouchable by summoned creatures, they cannot enter it. Summoned creatures that do enter it will lose any sustaining power from their caster, this means that a creature that is summoned yet not sustained will not be affected by the spell. The spell requires the caster's full attention.
Telekinesis Cooldown: 5 minutes Cast time: 5 seconds
The caster creates a copy of their hand made from energy. It is visible but creates little light, it is as strong as a human hand but with a 20% strength increase per level of the spell. It is under the control of the caster and can move at 2mps. The spell lasts for up to 20 minutes and requires the caster's concentration.
High tier spells
Control Gravity Cooldown: 60 minutes Cast time: 5 secondsThe area 4m around the caster per level of the spell experiences either double the normal gravity or half the normal gravity, caster excluded. The gravity amount is chosen upon casting the spell and will remain as long as the caster maintains the spell, this requires their full concentration.
Control Time Cooldown: 60 minutes Cast time: 1 second
A 1m raidus per level of the spell bubble appears at a point up to 50m away. Everything inside it experiences time at a rate 8% slower than normal. The bubble is stationary, visible and forms over the course of 2 seconds. The spell lasts as long as the caster maintains it and it requires their full concentration.
Null magic field Cooldown: 3 hours Cast time: 60 seconds
The area 10m around the caster per level of the spell becomes a null magic field. No spells can be cast from within it and all magical items energy drains away in moments. Magical entities find their energy sapped from them with alarming speed. The area remains fixed and will last for 60 minutes and is in no way connected to the caster.
Master tier spells
Fountain of Mana Cooldown: 24 hours Cast time: 30 secondsAll non-master tier spells cast within 50m of the caster have their cooldown lowered based on the tier of the spell in question. Low tier spells reduce at 9% per level of Fountain, Mid at 7% and High at 5%. This also applies to items and enemies of the caster. The spell lasts for up to 24 hours and requires the full concentration of the caster.
Time lapse Cooldown: 30 minutes Cast time: Instant
The caster instantly reappears exactly as they were up to 6 minutes ago per level of the spell. Their location, health, stamina and physical well-being are exactly as they were at that point in time. Spell cooldowns are not affected. If the caster would reappear in the same location as another physical object they can adjust the time so that they do not. This is not a time traveling spell.