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Light magic
Low tier spells
Armour of Light Cooldown: 4 minutes Cast time: 5 secondsThe target's armour begins to glow and shine with light. The armour becomes 30% tougher per level and causes all actions to use 7.5% less energy than normal. The spell lasts 1 hour and requires no concentration.
Boost Cooldown: 2 minutes Cast time: 2 seconds
The physical abilities of the target are doubled, they can run twice as fast, jump twice as high and suchlike. The spell lasts for 10 seconds per level but requires no concentration.
Burning light Cooldown: 2 minutes Cast time: 2 seconds
A beam of burning light is projected from the palm of the caster's hand. It disperses at an angle of 10 degrees, by the time it has reached 100m it is so weak as to be mostly just an annoyance. At 10m the light will cause sunburn instantly and burn through a ribcage in seconds. At a range of 50m it can burn through armour and bone within minutes. Each level increases the power by 20%. The spell lasts up to 1 minute and requires the concentration of the caster.
Create air/water Cooldown: 4 minutes Cast time: 5 seconds
Water pours from the caster's hand at a rate of 10 litres every second. Alternately air may be created at the same rate or either water or air may be sucked away at that rate. The spell lasts one second per level and requires the concentration of the caster.
Create stone/metal Cooldown: 40 minutes Cast time: 30 seconds
A sphere of metal or stone is created between the caster's hands. The sphere will be 1 litre in volume per level. Different types of stone may be created or any of the metals in the following list: Magnesium, Aluminium, Nickel, Iron, Tin, Copper, Lead, Mercury, Tungsten and Osmium. The spell takes ten seconds to complete and requires full concentration all the way through. You are unable to use this spell as a supply of Stone or Iron. You do not need to create a sphere specifically, you can cut parts out of it to form specific shapes that fit inside this sphere.
Dazzle Cooldown: 20 seconds Cast time: 1 second
A short lived light but exceedingly bright light is created in the palm of the caster's hand. It shines so brightly that if cast from an airship above an area it will turn night into day directly below it. The spell lasts one second per level but requires no concentration to maintain.
Embolden Cooldown: 3 minutes Cast time: 5 seconds
Up to 1 target per level becomes unwavering in their resolve and will not flee. The spell lasts for an hour but requires no concentration.
Tongue of Fire Cooldown: 2 minutes Cast time: 1 second
A jet of flame is created from the caster's hand, it's hot enough to kill within seconds. The jet reaches 5m plus an additional metre per level. The spell lasts up to 1 minute and requires the concentration of the caster.
Mid tier spells
Blazing Flare Cooldown: 4 minutes Cast time: 3 secondsA bright ball of fire is blasted forwards by the caster, it travels on a flat trajectory and after 50m plus 10m per level will explode in a bright ball of light and slowly fall to the ground. If it strikes a target before exploding it will explode early and probably melt whatever armour they are wearing along with giving very serious burns to those around them.
Bless Cooldown: 20 minutes Cast time: 5 seconds
Up to 40 targets become blessed by light magic. They become 3% stronger per level and all actions require 2% less energy to perform per level. The spell lasts for 1 hour but requires no concentration.
Cleanse Cooldown: 2 minutes Cast time: 5 seconds
Up to 30 targets have all enemy spells removed from them. Cleanse can only remove spells that are of the same level or lower than it. The spell takes 5 seconds to cast and requires full concentration during this period.
Destroy Illusions Cooldown: 6 minutes Cast time: 3 seconds
All illusionary creations within 50m of the caster are destroyed. Destroy Illusions will only destroy illusions of the same level or below it, level 5 destroy illusions will not counteract invisibility level 6. For the purposes of this spell "illusions" refers to any magically created image or distortion such as invisibility or dazzle.
Terrifying blaze Cooldown: 12 minutes Cast time: 5 seconds
All enemy troops that come within 10m of the caster per level will see the caster as a terrifying and blazing apparition. Better trained troops or those with higher morale will feel less effect from this as will those in a strong defensive position. Multiple mages with the Terrifying blaze spell in effect will provide more terror but with diminishing returns. The spell lasts 30 minutes but requires no concentration.
United in Strength Cooldown: 15 minutes Cast time: 5 seconds
Two targets per level have their strength increased by 200%. The spell lasts for an hour but requires no concentration.
High tier spells
Beacon Cooldown: 2 hours Cast time: 60 secondsThe tip of the caster's weapon or the tip of their finger glows with a bright yet not dazzling light. It is strong enough to turn night to day within 100m of the caster and across the length of a battlefield it will at least light up the area as if it were dusk, just about enough light to read by. The beacon also repels the undead, their strength being sapped by 7% per level of beacon while the light shines on them.
Guardian Light Cooldown: 3 hours Cast time: 60 seconds
A dull yet warm and comforting light shines from a few metres above the caster and reaches for 500m from the caster. All allies that it falls upon will have their armour strengthened by 10% per level and their resistance to mental based magic (illusions included) increased by 10%. At level 10 their armour will be twice as strong and they will be twice as resistant to mental attacks. The spell lasts for 1 hours and requires the concentration of the caster.
Supernatural Cooldown: 60 minutes Cast time: 20 seconds
30 targets becomes infused with supernatural energy and power. Boosts of 8% per level are given to toughness, strength, agility, mental clarity, willpower and morale. The combined power of all these boost means they are very powerful even at level 1 of the spell. The spell lasts for 20 minutes but requires no concentration.
Master tier spells
Prismatic beam Cooldown: 10 minutes Cast time: 1 secondA narrow beam of light shines forth from the caster's hand with a radius of 0.1cm. It lasts for 10 seconds per level and will cut through metal and stone at a rate of 10cm a second. If moved at the right speed it can cut a hole in an object. The spell requires the concentration of the caster to maintain. Note that the beam has line of sight range but aiming it gets harder at longer ranges and you have but a narrow beam.
Scales of the Sun Cooldown: 60 minutes Cast time: 20 seconds
Up to 2 targets per level have their skin turned into brightly shining scales. Kinetic damage has no effect on them for 1 minute per level of the spell. Things such as fire and magical damage still harm them. Once cast the spell requires no concentration from the caster. Kinetic covers things such as falling, stabbing and hitting, it does not cover fire, electricity, ice or acid.