Enhancement magic



Low tier spells

Chameleon
Cost: 1K   Range: 50m   Cast time: 20 secs   Duration: 5 mins   Cooldown: 20 mins
The skin (but not clothing) of the target changes shape to blend in with the background colours. It does not change fast enough to be effective when moving at a speed above a crawl.

Darkvision
Cost: 1K   Range: 40m   Cast time: 10 secs   Duration: 120 secs   Cooldown: 60 secs
The eyes of the target become 5 times as sensitive to light, essentially giving them much increased vision at night but causing very bright lights to hurt. This spell cannot be cast on enemies.

Mental Clarity
Cost: 1K   Range: 50m   Cast time: 3 secs   Duration: 30 secs per level   Cooldown: 5 secs
The target gains a 50% boost to their perception and speed of thought.

Momentary Surge
Cost: 1K   Range: 50m   Cast time: 1 sec   Duration: 4 secs per level   Cooldown: 1 sec
The target gains a 100% boost to their Strength and Agility.

Prolonged Boost
Cost: 1K   Range: 50m   Cast time: 3 secs   Duration: 20 secs per level   Cooldown: 5 secs
The target gains a 25% boost to their Strength and Agility.

Stamina
Cost: 1K   Range: 50m   Cast time: 2 secs   Duration: 10 secs per level   Cooldown: 5 secs
The target gains a boost to their stamina and it recharges at 6 times the normal rate.

Mid tier spells

Cripple
Cost: 5K   Range: 50m   Cast time: 5 secs   Duration: 60 secs   Cooldown: 60 secs
The target becomes arthritic and any movement causes pain to shoot through their joints.

Endurance
Cost: 10K   Range: 50m   Cast time: 30 secs   Duration: 20 mins   Cooldown: 10 mins
The target's stamina doesn't fall (though it will recover when they rest), they also feel no pain.

Exoskeleton
Cost: 12K   Range: 50m   Cast time: 60 secs   Duration: 10 mins   Cooldown: 5 mins
The target grows an exoskeleton of bone. The exoskeleton covers the entire body and weighs a lot less than metal armour though does not give the protection of metal armour. It is not very effective against stabbing attacks as the bones are bones, not sheets of metal. The exoskeleton is however very strong yet flexible and works well against swung attacks.

Grow
Cost: 9K   Range: 50m   Cast time: 45 secs   Duration: 10 mins   Cooldown: 5 mins
The target grows to be 50% taller (or smaller) and their body grows to keep proportion. This affects strength too and cannot be cast on enemies.

Muscular Boost
Cost: 4K   Range: 50m   Cast time: 10 secs   Duration: 60 secs   Cooldown: 60 secs
The target becomes 5 times as strong.

Shapeshift
Cost: 26K   Range: 50m   Cast time: 5 mins   Duration: 3 hours   Cooldown: 1 hours
The target changes into a new form that is no more than 50% larger or smaller than their natural size. They have the strength, agility and toughness of the creature along with any special abilities. They must be familiar with the creature to change into it's shape (so creatures from other worlds will require some effort on your part).

Vampire
Cost: 18K   Range: 50m   Cast time: 4 mins   Duration: 30 mins   Cooldown: 30 secs
The skin of the target absorbs blood and heals itself, the blood must either be applied directly to wounds or ingested in some way (drinking being the popular method). 1 pint of blood will heal a 20cm gash in seconds.

High tier spells

Curse
Cost: 60K   Range: 100m   Cast time: 5 secs   Duration: 3 mins   Cooldown: 20 mins
The target becomes unlucky, they fumble objects and stutter their speech. That is kind of a big deal when swinging a sword or giving a speech.

Energy Absorption
Cost: 70K   Range: 50m   Cast time: 60 secs   Duration: 10 mins   Cooldown: 1 hours
All energy based spells (e.g. Push and Death bolt) that impact onto the target are simply absorbed, 25% of their mana cost is used to help refill the target's mana pool should it not be full. Spells that are physical in nature (e.g. Fireball and Gyser) are not affected by this spell and strike with their normal effect.

Fly
Cost: 70K   Range: 50m   Cast time: 30 secs   Duration: 20 mins   Cooldown: 24 hours
The target can now move themselves simply by thinking about it. They can go as high as they like or as low as they like, they can move at up to 10ps (almost as fast as an olympic sprinter). When the spell ends, the target will fall as normal, the target will always be aware of how much time is left until the spell ends. The target moves slower if they carry more, if they carry 50kg then their speed halves, carrying 100kg halves it again.

Strength Of Many
Cost: 50K   Range: 50m   Cast time: 60 secs   Duration: 10 mins   Cooldown: 20 mins
The spell targets 10 people, they then share stats. Any strength not being used by some can be used by others that do need to use it. The targets must all be within range of each other for the spell to continue working. In addition, damage is shared. Other enhancement spells do affect this spell.

Supernatural
Cost: 48K   Range: 40m   Cast time: 60 secs   Duration: 20 mins   Cooldown: 4 hours
The target becomes 4 times as strong and agile. Their thinking speed and perception both double and their skin becomes as tough as hard leather.