Mah favorite spellz
just a little home for me and them
- Third Eye
- Strategic
- Arcane Knowledge: 18
- Mana Required: 18
- None
- Target recieves +50% dodge to all phsyical and magical attacks
- SpellBook: Mysticism
- Note: Uses an enchantment slot, one per (able) caster.
- Enlightenment
- Strategic
- Arcane Knowledge: 20
- Mana: 20
- None
- Target receives +50% magical damage resistance, +50% spell resistance
- Spellbook: Mysticism
- Note: Uses an enchantment slot, one per (able) caster.
- Nirvana
- Strategic
- Arcane Knowledge: 22
- Mana: 20
- None
- Target's defense is doubled, and recieves +50% physical damage resistance
- Spellbook: Mysticism
- Note: Uses an enchantment slot, one per (able) caster.
- Divine Purpose
- Strategic
- Arcane Knowledge: 20
- Mana: 12
- None
- Target's combat speed is doubled
- Spellbook: Mysticism
- Note: Uses an enchantment slot, only one maybe be active at a given time.
- Chords of Fate
- Strategic
- Arcane Knowledge: 23
- Mana: 10
- none
- Gain control of a Radom NPC or Monster currently in game
- Spellbook: Mysticism
- Note: Monster u take over will still appear to be independently goverened. Will even take its turn during the NPC turn phase.
- Note(2): Uses an enchantment slot, dispelling the enchantment gives the NPC/Monster back to the AI. Some NPC/Monsters may be immune to this spell.
- Dark Side of the Moon
- Strategic
- Arcane Knowledge:25
- Mana:25
- 1 earth shard, 1 air shard.
- Plunges the World into eternal darkness
- Spellbook: Mysticism
- Note: darkness gives +50% statboost to Undead, Spirits/Ghosts, and Gods. Can only be cast once.
- Apocalypse Now
- Strategic
- Arcane Knowledge: 28
- Mana: 25
- 1 fire, 1 water, 1 earth, 1 air.
- Creates an Apocalypse. Everything except for the caster is dealt (Intelligence)x2 damage, all cities Population's are halved. Random destruction everywhere.
- Spellbook: Mysticism
- Note: can only be cast once.