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Destruction magic
Low tier spells
Decay Cooldown: 60 seconds Cast time: 10 secondsThe target must be completely inanimate, while this spell is affecting something the ravages of time will happen far faster. The object will age 1 year every second per level of the spell. The spell is unable to affect anything larger than a human. The spell lasts for 10 seconds and requires the concentration of the caster.
Fireball Cooldown: 20 seconds Cast time: 1 second
A ball of liquid fire is blasted out from the caster's hand. It is affected by gravity but is very light so makes for poor artillery. Upon impact or after 100m the fireball will explode and spray burning fire over a 0.5m radius. Each level upgrade drops cooldown by 1.5 seconds, at level 10 it will have a cooldown of 6.5 seconds.
Firebang Cooldown: 1 minute and 30 seconds Cast time: 1 second
A small ball of fiery energy flies from the caster's hand on a flat trajectory. After either traveling 50m or striking an object it will explode and send small globules of fire everywhere. These burn out after 1 second per level but travel about 50m each.
Incinerate Cooldown: 60 seconds Cast time: 2 seconds
A target within 40m is set on fire. If they are wearing nothing flammable then they will often survive withonly minor injuries. The fire lasts for a minimum of 0.5 seconds per level of the spell but requires no concentration.
Lightning Bolt Cooldown: 50 seconds Cast time: 4 seconds
A bolt of lightning strikes the area within 50m of the caster. The spell is quite capable of striking allies and will be attracted to something to ground it, a tree, a metal clad soldier. The spell will not cast if there are not clouds from which to bring down lightning. The cooldown falls by 4 seconds each upgrade, at level 10 it will have a cooldown of 14 seconds.
Push Cooldown: 15 seconds Cast time: 1 second
The target is thrown backwards, an unarmoured human will fly back at 5mps while a man in full plate more like 2-3. The spell lasts 1 second per level and requires the concentration of the caster.
Shattering blow Cooldown: 5 seconds Cast time: 1 second
The next physical strike that the caster makes will impact with 100% more force per level of the spell. Note that if you swing a hammer with enough force onto something tough enough you will shatter your hammer.
Whirlwind Of Fire Cooldown: 60 seconds Cast time: 5 seconds
The air around the caster begins to spin and heat up, when the spell casts the air ignites and expands outwards up to 5m away. Those struck will often be set aflame or at least suffer serious burns. The air around the caster is not affected so the caster will not suffocate. The spell lasts for 1 second per level of the spell but requires no concentration.
Mid tier spells
Disintegrate Cooldown: 30 minutes Cast time: 10 secondsAn inanimate target object is turned to dust. The object may be up to 1 litre in volume per level.
Firestorm Cooldown: 60 minutes Cast time: 60 seconds
A burning rock falls from the sky and strikes a target point up to 100m away. The rock is 10kg per level of the spell and upon impact will probably explode and send fragments of very hot and burning rock over a large area. The rock takes 15 seconds minus one second per level to hit the ground and requires the caster's full concentration. If the spell ends early then the rock explodes before striking the ground and the caster suffers a miscast.
Heatwave Cooldown: 60 minutes Cast time: 60 seconds
The air around the caster heats up to a degree above what it should be per level of the spell. This air will move via convection currents and over time heat up the air in a much larger area, especially with multiple casters. The caster themselves is unaffected by this heat. The spell lasts for as long as the caster keeps it going, it requires concentration.
Lava Flow Cooldown: 2 hours Cast time: 60 seconds
The rocks 10m below the caster heat up massively and rise to the surface as magma whereupon it will burst from the ground as lava, typically this takes 5-10 minutes. The spell affects Rocks a cylinder of rocks 1m below the target point with a radius of 0.5m per level. As long as the spell is maintained the rocks will heat up, the spell requires the caster's full concentration and also that their feet remain on the ground.
Pyromantic Blast Cooldown: 60 minutes Cast time: 10 seconds
A blast of energy strikes a point up to 100m away and explodes with severe force. Those within 10m of the blast will probably die while those between 10m and 30m will probably escape with severe wounds, those 30m to 50m away will probably be thrown to the floor. Each level increases it's power by 10%.
Wall Of Fire Cooldown: 30 minutes Cast time: 20 seconds
A wall of fire 1m thick and 8m high is create between two points up to 20m apart per level. Neither point may be more than 150m away from the caster. The spell lasts as long as the caster maintains it, the spell requires concentration.
High tier spells
Blizzard Cooldown: 60 minutes Cast time: 60 secondsThe air becomes chilled and begins to snow, given long enough a gale will blow and hailstones will fall from the sky. The spell affects an area of 1km around the caster and each level of the spell increases the power of the spell by 15%. The caster is completely immune to the blizzard. The spell lasts for an hour and requires the full concentration of the caster, multiple castings in one area will stack with diminishing returns. As a weather spell it will have reduced effect in areas that do not have the right conditions, deserts for example.
Control Weather Cooldown: 24 hours Cast time: 10 seconds
The caster takes control of the weather within 500m per level of the spell. They can alter the pressure levels and wind patterns to form whatever weather they wish though will find it hard to create rainstorms in the desert or heatwaves on the poles. The spell lasts for only 5 minutes but the effects of what the caster puts into motion can last for up to a week, especially if reinforced. This spell requires the full concentration of the caster. Note that due to the duration of the spell it can be undone very easily but the actual reaches of this spell if used carefully can be large enough to affect several nations at once.
Earthquake Cooldown: 24 hours Cast time: 5 minutes
The ground beneath the caster shakes and rumbles, if the spell remains uninterrupted then all the rock within 100m of the caster per level (flat horizontal plane) yet 1km below the caster will shift across several metres. The result is that everything above it will suffer from a strong earthquake. Alone it won't cause massive loss of life but it can rip apart city walls. The spell must be maintained for 6 hours and requires the caster's full attention and his feet must remain on the ground. During that time the area will rumble slightly though this will not affect the caster. The spell will be set off 30 minutes after the spell ends.
Master tier spells
Forever burning Cooldown: 30 minutes Cast time: 10 secondsAs long as the spell is in effect the target will burn with an intense flame that will melt iron in about 20 seconds. The spell requires the concentration of the caster and will last for up to 30 seconds per level. The target must be alive at the casting of the spell.
Hurricane Cooldown: 12 hours Cast time: 5 minutes
Strong winds blow from behind the caster in an area 1km around him per level. They make fighting into the wind impossible and even fighting with the wind at your back is hard. After the spell has been active for 5 minutes it will begin to rain. The spell lasts for 1 hour and requires the caster's full concentration. As a weather spell it will have reduced effect in areas that do not have the right conditions, deserts for example.