Basic Wind (2)
Prerequisites:
Novice
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Protect Wind |
Improve your or your friend's
resistance to wind by casting a simple protection wind
spell. |
Wind Blast |
This spell summons a blast
of wind from the elemental planes to knock your enemy
off his feet. |
Hurricane |
Turn a gentle zephyr into
a blustering, tempestuous storm capable of immense havoc.
No enemy will escape unscathed. |
Defense (2)
Prerequisites:
Novice, Basic Wind
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Armor |
With a simple armor spell,
improve your or your friend's general resistance to attacks. |
Shield |
Like the armor spell,
this create an invisible shield to enhance your or your
friend's resistance to attacks. |
Bark Skin |
This spell causes your
skin to develop a tough layer of bark, protecting you
from otherwise damaging attacks. |
Transport (1)
Prerequisites:
Novice, Basic Wind
|
Fly |
Command the winds to bear
your weight and carry you safely through the air and over
highlands. While flying, you may not be tripped. |
Pass Door |
Become one with the ethereal
particles around you, and pass through closed and locked
doors. Magically locked doors cannot be breached, however. |
Teleport |
This spell teleports yourself
or your friend to a random location in the world. It also
works during combat (player-to-mob), allowing you to transport
your opponent to a random place within the same area. |
Advanced Wind (4)
Prerequisites:
Novice, Basic Wind
|
Wind Shield |
Create a wall of air which
surrounds you forming a defensive aura. But do not fools
by its innocent presence as it will pulses and rages at
your enemies. |
Cyclone |
Weave the winds into a
violent, churning vortex that sweeps up everything in
its path. No enemy will escape unscathed. |
Air Armor |
Create an aura of magical
air which, when worn, will improve your resistance to
air. This armor will not last forever, but generally,
the higher your level, the longer it will serve you. |
Advanced Defense (4)
Prerequisites:
Novice, Adept, Basic Wind, Adv Wind, Defense
|
Golden Skin |
This spell transforms
your skin into a metallic golden layer, protecting your
body from devastating attacks. It only works on yourself. |
Mana Shield |
When this spell is in
effect, you can channel the damage you suffer to deplete
your mana instead of hitpoints. It will cease to be active
when your mana runs out. |
Goldenbell Armor |
Cloak yourself in a magical
aura of golden armor which could reduce, or may even prevent,
physical damage taken. |
Elemental Aura |
This spell encases you
in a prismatic sphere which protects against all forms
of elemental attacks. A side effect of this sphere enables
you to be more resistant to normal attacks too as well. |
Advanced Transport (3)
Prerequisites:
Novice, Adept, Basic Wind, Adv Wind, Transport
|
Summon |
This spell brings a character
(player or non-player) within the same area to your room.
It will not work for characters who are fighting, cannot
be summoned, or are in nosummon rooms. |
Gate |
Magically whoosh yourself
to a friend in the same area with this spell. Do note
that you cannot gate to mobs. |
Blink |
This is a powerful spell
which allows you to transport your whole party to a particular
place. However, you first need to know the path to the
place. The mana required depends on the distance and the
size of the group. You cannot blink past a closed door.
|
Specialise Defense (4)
Prerequisites:
Novice, Adept, Basic Wind, Adv Wind, Defense, Adv Defense
|
Mass Armor |
This protects each member
of your party by improving their armor class. |
Mass Shield |
This protects each member
of your party with an invisible shield. |
Invulnerability |
As a master of defensive
magic, cloak yourself in a magical aura of shimmering
silver. This may render you, for a brief period, invincible
to damaging physical attacks. |
Counter Magic |
Summon a magic matrix
which hovers above you and negates enemies' spells aimed
at you. |
Specialise Transport (3)
Prerequisites:
Novice, Adept, Basic Wind, Adv Wind, Adv Transport
|
Mass Fly |
Command the winds to levitate
your party through the air, up treacherous highlands,
and over expanses of water. |
Gathering |
This spell summons all
members of your party to your location, regardless of
where they are. It will not work on those who are fighting,
however. |
Portal |
Bid the winds to assist
your travels by opening a magical portal to your friends
in other dimensions. |
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Wind Dependency Tree
Books of Magic
Fire
Water
Earth
Lightning
Wind
Poison
Holy
Evil
Druid
Books of Skills
Warrior
Thieving
Bard
Weaponmaster
Miscellaneous
Classes
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