Holy Magic: se
Holy Magic is relatively balanced, with an emphasis on recovery and defensive effects. It deals increased damage to undead, spirit and etheral mobs. No race has a particular affinity with or weakness to Holy Magic.
Elemental Traits
- Spellword: se
- Effect Color: white
- Base MP Cost: 20
- Base Cooldown: 3 seconds
- Base Elemental Effect: 20-55
- +50% damage dealt to undead, spirit and etheral enemies
Effect Verbs
- Malign
- Direct Damage: zuru
- Requires one free hand. Deals direct elemental damage to the target. If the Effect Phrase is omitted from a projectile incantation, it defaults to zuru.
- Skill Mod: 0 (+10 if combined)
- MP Mod: 0 (+15 if combined)
- Cooldown: 0 (+1s if combined)
- Damage: 100%
- Damage Over Time: mejuru
- Requires one free hand. Applies the total spell damage over a set duration.
- Min Magnitude: 1
- Skill Mod: +50
- MP Mod: +20
- Cooldown: +2s
- Base duration: 5s
- Damage: 150%
- Barrier Hazard: plemzuru
- Requires both hands. Creates a persistent elemental hazard over a fixed area, which deals Damage Over Time to any non-ally players within the zone. Must be paired with tepnaga. Shaping auxiliary verbs can be used to fine-tune the effect.
- Min Magnitude: 5
- Skill Mod: +30
- MP Mod: +50
- Cooldown: +3s
- Base duration: 5s
- Benign
- Defensive Shield: tamzul
- Requires one free hand. Generates a protective shield in front of the caster (or a chosen target, if a targeting method is specified) which absorbs incoming projectiles and magic attacks. Can absorb total spell energy equal to its own Magnitude before disappearing. If cast as a maintained spell, drains MP equal to the damage absorbed each time it is struck.
- Skill Mod: +10
- MP Mod: +10
- Cooldown: +1s
- Base duration: 5s
- Light: trekul
- Requires one free hand. Creates a light source emanating from the target object, player or surface. Intensity and range scale with skill and magnitude.
- Min Magnitude: 1
- Skill Mod: 0
- MP Mod: +5
- Cooldown: +1s
- Base duration: 30s
- Base effect: 800 lumens
- Spiritual Armor: datranyul
- Requires one free hand. Imbues target with spiritual protection that reduces the damage they take. The damage reduction is 20% plus an additional amount which scales.
- Min Magnitude: 3
- Skill Mod: 75
- MP Mod: +60
- Cooldown: +35s
- Base duration: 30s
- Base effect: +1.5% reduction of all damage taken
- Offensive Shield: wemzul
- Requires one free hand. Generates a shield around the target which inflicts elemental Damage Over Time to any hostiles who approach within one meter, for as long as they remain there while the spell is active. If cast as a maintained spell, drains MP equal to the damage dealt while opponent is in range.
- Min Magnitude: 1
- Skill Mod: +40
- MP Mod: +15
- Cooldown: +5s
- Base duration: 20s
- Resist Status: nedolavul
- Requires both hands. Grants the target +25% status effect resistance, and reduces the duration of all Malign status effects by a percentage which scales. Does not affect status effects already applied to the target.
- Min Magnitude: 4
- Skill Mod: +80
- MP Mod: +45
- Cooldown: +25s
- Base duration: 5s
- Base effect: 2.5% reduction in negative status durations
- Sympathetic Link: jeflaktul
- Requires both hands. Whenever target player receives damage, the attacker receives a portion of that damage in return.
- Min Magnitude: 7
- Skill Mod: +55
- MP Mod: +130
- Cooldown: +30s
- Base duration: 15s
- Base effect: 5% of damage received
- Second Chance: nabletishul
- Requires both hands. If target player receives damage that would reduce their HP to zero while Second Chance is active, their HP is set to 1 and Second Chance is dispelled.
- Min Magnitude: 8
- Skill Mod: +110
- MP Mod: +300
- Cooldown: +7200s (two hours)
- Base duration: 2s
- Recovery
- Rejuvenate: vuchaz
- Requires one free hand. Accelerates the rate at which the target player naturally recovers HP and MP.
- Min Magnitude: 3
- Skill Mod: +80
- MP Mod: +55
- Cooldown: +25s
- Base duration: 30s
- Base effect: 50% increase in recovery rate
- Reactive Heal: kleshujaz
- Requires both hands. Provides a temporary buff to the target player which triggers an instant heal if they take any damage.
- Min Magnitude: 4
- Skill Mod: +60
- MP Mod: +90
- Cooldown: +15s
- Base duration: 10s
- Base effect: 120%
- Heal During Revival: plachaz
- Requires both hands. Applies a powerful healing effect to a player as they are revived. Must be Concatenated with fletaz.
- Additional Element Required: Water
- Min Magnitude: 6
- Skill Mod: +40
- MP Mod: +75
- Cooldown: +2s
- Base effect: 200%
- Cure Status: yavaz
- Requires one free hand. Cures all Malign status effects of equal or lesser magnitude on target.
- Min Magnitude: 2
- Skill Mod: +10
- MP Mod: +50
- Cooldown: +1s
- Divine Intercession: flenadriataz
- Requires both hands. Revives all Neutral or Ally players within AOE range from their Remain Lights at full HP and MP, sets caster's HP and MP to 1. Cannot be combined with any other effect verb. Requires tepnaga. This effect can only be cast by Undines.
- Additional Element Required: Water
- Min Magnitude: 9
- Skill Mod: +150
- MP Mod: +200
- Cooldown: +21600s (6 hours)
- AOE radius: 200%
- Utility
- Tracer: twanfulth
- Requires one free hand. Summons a tracking familiar unique to each element, which locks onto its target and follows them for a set period of time.
- Min Magnitude: 3
- Skill Mod: +35
- MP Mod: +70
- Cooldown: +5s
- Base duration: 5m
- Dispel: wejilth
- Requires one free hand. Dispels any persistent non-Malign spell effects of equal or lesser magnitude from the target.
- Min Magnitude: 4
- Skill Mod: +20
- MP Mod: +90
- Cooldown: +12s
- Aegis: vlaweskalth
- Requires both hands. Auxiliary verb which applies a very brief damage immunity at the termination of the modified verb's effect. Must be combined with a previous valid verb in the Sequential form. Cannot be used alone or with Maintained spells.
- Min Magnitude: 7
- Skill Mod: +200
- MP Mod: +150
- Cooldown: +10s
- Base Duration: 0.25s