Spells (MARS)

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Elements

There are seven fundamental arcane elements that are used in magic:

  • Aether, the element of mystery, which embodies emptiness and the ethereal.
  • Dust, the element of decay, which embodies death and erosion.
  • Iron, the element of strength, which embodies protection and substance.
  • Lightning, the element of energy, which embodies speed and precision.
  • Mercury, the element of change, which embodies fluidity and adaptation.
  • Panacea, the element of life, which embodies health and vigor.
  • Sulphur, the element of combustion, which embodies power and flame.

Each of the spells can be bolstered and changed in strange ways by the introduction of these elements.

Spells

Aura

Cost: 5 silver
Range: Close
Duration: Indefinite

An aura spell surrounds a single target and clings to them, keeping them under the effects of the spell until it is dismissed. It must be passed by the caster's touch. Each individual aura spell can only be cast once at a time - casting it on another target ends the aura on the original target.

Features

Aether 12 silver coins
While the aura is active, the body is weightless. Target has no body weight.

 

Dust 10 silver coins
While the aura is active, the body has the semblance of death. Target appears to be physically dead to all senses.

 

Iron 12 silver coins
While the aura is active, the body hardens. Target gets +5 Protection.

 

Lightning 17 silver coins
While the aura is active, the body is energized. Target's base movement speed doubles.

 

Mercury 15 silver coins
While the aura is active, the body becomes fluid. Target of aura can shapeshift to anything of the same size and weight, but does not gain any special abilities from their new form.

 

Panacea 20 silver coins
While the aura is active, the body heals and revitalizes. Target's wounds heal in one tenth the time.

 

Sulphur 18 silver coins
While the aura is active, the body bursts with power. Target gets +5 to physical movement and attacks.

Cloud

Cost: 10 silver
Range: Near
Duration: Ten minutes

A cloud spell creates a large area of effect that can envelop multiple targets, and can be moved at-will by the caster. If not dismissed, it naturally disperses after ten minutes.

Features

Aether 5 silver coins

 

Dust 5 silver coins

 

Iron 5 silver coins

 

Lightning 5 silver coins

 

Mercury 5 silver coins

 

Panacea 5 silver coins

 

Sulphur 5 silver coins

Missile

Cost: 8 silver
Range: Far
Duration: Instant

A missile spell is a small globe of power that is thrown or fired like a projectile at a single target.

Features

Aether 5 silver coins

 

Dust 5 silver coins

 

Iron 5 silver coins

 

Lightning 5 silver coins

 

Mercury 5 silver coins

 

Panacea 5 silver coins

 

Sulphur 5 silver coins

Ray

Cost: 6 silver
Range: Near
Duration: Instant

A ray spell is a wide beam of power that is projected from the caster's body, and able to hit multiple targets.

Features

Aether 5 silver coins

 

Dust 5 silver coins

 

Iron 5 silver coins

 

Lightning 5 silver coins

 

Mercury 5 silver coins

 

Panacea 5 silver coins

 

Sulphur 5 silver coins

Summoning

Cost: 12 silver
Range: Close
Duration: Indefinite

A summoning spell creates a creature, device or other conjuration that serves the caster's will until it is dismissed or banished. Each individual summoning spell can only be cast once at a time - casting it a second time dismisses the original summoning.

Features

Aether 5 silver coins

 

Dust 5 silver coins

 

Iron 5 silver coins

 

Lightning 5 silver coins

 

Mercury 5 silver coins

 

Panacea 5 silver coins

 

Sulphur 5 silver coins

Wall

Cost: 10 silver
Range: Near
Duration: Five minutes

A wall spell creates a wall that can block or hamper movement, or possibly even allow it. If not dismissed, it naturally disperses after five minutes.

Features

Aether 5 silver coins

 

Dust 5 silver coins

 

Iron 5 silver coins

 

Lightning 5 silver coins

 

Mercury 5 silver coins

 

Panacea 5 silver coins

 

Sulphur 5 silver coins