This list is somewhat incomplete, and will be replaced with individual pages for each element. In the meantime, it is more or less accurate.
o Malign
·
Direct
Damage: zuru
§ Requires one free hand. Deals direct elemental
damage to the target. If the Effect Phrase is omitted from the incantation, it
defaults to zuru.
§ Tier: basic
§ Skill Mod: 0 (+10 if
combined)
§ MP Mod: 0 (+15 if combined)
§ Cooldown: 0 (+1s if combined)
·
Damage
Over Time: mejuru
§ Requires one free hand. Applies the total spell
damage over a set duration.
§ Element: Fire, Wind, Dark or
Holy
§ Min Magnitude: 1
§ Skill Mod: +50
§ MP Mod: +20
§ Cooldown: +2s
§ Base duration: 5s
·
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.
§ Element: Fire, Wind, Dark,
Holy or Illusion
§ Min Magnitude: 5
§ Skill Mod: +30
§ MP Mod: +50
§ Cooldown: +3s
§ Base duration: 5s
·
Blindness:
juminu
§ Requires one free hand. Inflicts Blindness status on
the target.
§ Element: Dark
§ Min Magnitude: 1
§ Skill Mod: +25
§ MP Mod: +30
§ Cooldown: +1s
§ Base duration: 1s
·
Paralysis:
navgojiku
§ Requires both hands. Inflicts Paralysis status on
the target.
§ Element: Wind + Dark
§ Min Magnitude: 4
§ Skill: +90
§ Mana: +50
§ Cooldown: +10s
§ Base duration: 1s
·
Silence:
nushlavu
§ Requires one free hand. Inflicts Silence status on
the target, effectively silencing their voice and their ability to use magic.
§ Element: Wind or Dark or
Illusion
§ Min Magnitude: 3
§ Skill Mod: +40
§ MP Mod: +25
§ Cooldown: +4s
§ Base duration: 3s
·
Delay:
plorjabu
§ Requires one free hand. Inflicts Delay status on
the target, significantly slowing their actions for a time.
§ Element: Wind or Water or
Earth
§ Min Magnitude: 2
§ Skill Mod: +35
§ MP Mod: +20
§ Cooldown: +5s
§ Base duration: 0.5s
·
Stumble:
navraku
§ Requires one free hand. Inflicts Stumble status on
the target, causing them to briefly lose their balance.
§ Element: Wind or Water or
Earth or Dark (target must be grounded for Earth to work)
§ Min Magnitude: 1
§ Skill Mod: +10
§ MP Mod: +5
§ Cooldown: +1s
§ Base duration: 0.2s
·
Distress:
tovslagu
§ Requires both hands. Inflicts Distress status on
the target, briefly suppressing their ability to activate weapon techniques.
§ Element: Fire, Dark or
Illusion
§ Min Magnitude: 3
§ Skill Mod: +60
§ MP Mod: +40
§ Cooldown: +2s
§ Base duration: 0.5s
·
Interrupt:
tovaku
§ Requires one free hand. Interrupts the target,
disrupting any incantation in progress and any weapon technique currently being
charged or executed. Can only interrupt weapon techniques requiring a skill
level equal to or less than the required skill for the Magnitude of the
Interrupt spell.
§ Element: Fire, Wind, Dark or
Illusion
§ Min Magnitude: 2
§ Skill Mod: +25
§ MP Mod: +15
§ Cooldown: +3s
o Benign
·
Light:
trekul
§ Requires one free hand. Generates light originating
from the target. Intensity and radius scale with skill and Magnitude.
§ Element: Illusion or Holy
§ Min Magnitude: 1
§ Skill Mod: 0
§ MP Mod: +5
§ Cooldown: +1s
§ Base duration: 30s
·
Haste:
plorthul
§ Requires one free hand. Reduces the target's cooldown
timers.
§ Element: Wind
§ Min Magnitude: 2
§ Skill Mod: +75
§ MP Mod: +15
§ Cooldown: +3s
§ Base duration: 20s
·
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.
§ Element: Fire, Wind or Holy
§ Min Magnitude: 1
§ Skill Mod: +40
§ MP Mod: +15
§ Cooldown: +5s
§ Base duration: 20s
·
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.
§ Element: Fire, Wind, Water,
Earth or Holy
§ Min Magnitude: none
§ Skill Mod: +10
§ MP Mod: +10
§ Cooldown: +1s
§ Base duration: 5s
·
Invisibility:
dwusagul
§ Requires one free hand. Renders the target completely
invisible. Sound is unaffected.
§ Element: Illusion
§ Min Magnitude: 8
§ Skill Mod: +95
§ MP Mod: +50
§ Cooldown: +8s
§ Base duration: 5s
·
Transparency:
vayezul
§ Requires one free hand. Renders the target
transparent, making them harder to see. Duration and degree of transparency
scale with Magnitude.
§ Element: Wind or Illusion
§ Min Magnitude: 4
§ Skill Mod: +30
§ MP Mod: +30
§ Cooldown: +5s
§ Base duration: 30s
·
Muffle:
nushlajul
§ Requires one free hand. Sound does not propagate
within one meter of the target, making it possible to move completely
silently--but also making it impossible for the target to hear or cast spells.
Cannot affect hostile targets.
§ Element: Wind or Illusion
§ Min Magnitude: 3
§ Skill Mod: +25
§ MP Mod: +20
§ Cooldown: +3s
§ Base duration: 10s
·
Detect
Treasure: hevkul
§ Requires one free hand. Causes valuable equipment
and items to be highlighted in the caster's HUD.
§ Element: Illusion
§ Min Magnitude: none
§ MP Mod: +5
§ Base duration: 30s
·
Phantasmal
Form: jeshakul
§ Requires one free hand. Causes the target to take
on the illusory form of a monster of comparable level and power to them, but
does not alter the target's stats. Physical attacks deal the target's normal
weapon damage.
§ Element: Illusion
§ Min Magnitude: 1
§ MP Mod: +40
§ Cooldown: +10s
§ Base duration: 20s
·
Decoy,
Static: jenagul
§ Requires one free hand. Generates a static, unmoving
decoy identical in appearance to the caster at a given location. Decoy
disappears immediately when struck.
§ Element: Illusion
§ Min Magnitude: none
§ MP Mod: +10
§ Skill Mod: +10
§ Base duration: 5s
·
Decoy,
Mirror: jeflogul
§ Requires one free hand. Generates a decoy identical
in appearance to the caster, which moves and acts as a mirror image of the
caster's movements and actions. Decoy disappears immediately when struck.
§ Element: Illusion
§ Min Magnitude: 4
§ MP Mod: +30
§ Skill Mod: +20
§ Base duration: 8s
·
Decoy,
Animate: jevstagul
§ Requires one free hand. Generates an animated decoy
identical in appearance to the caster which moves and acts independently using
rudimentary mob AI and attempts to evade attacks. The decoy will not attack and
cannot do damage, and disappears immediately if struck.
§ Element: Illusion
§ Min Magnitude: 7
§ MP Mod: +50
§ Skill Mod: +40
§ Base duration: 10s
o Recovery
·
Heal:
chaz
§ Element: Water
§ Requires one free hand. Heals target. If the Effect phrase
is omitted from a Recovery incantation, the phrase defaults to chaz.
§ Min Magnitude: basic
·
Raise
Remain Light: fletaz
§ Requires both hands. Revives a player from their
Remain Light at 1HP and 1 MP.
§ Element: Water
§ Min Magnitude: 6
§ Skill Mod: +100
§ MP Mod: +100
§ Cooldown: +5s
·
Heal
during revival: plachaz
§ Requires both hands. Heals a player immediately as
they are revived.
§ Element: Water + Holy
§ Min Magnitude: 6
§ Skill Mod: +100
§ MP Mod: +75
§ Cooldown: +2s
·
Heal
Over Time: vuchaz
§ Requires both hands. Distributes the total healing
effect (Regen) across a set duration.
§ Element: Water or Wind
§ Min Magnitude: 5
§ Skill Mod: +60
§ MP Mod: +50
§ Cooldown: +4s
§ Base Duration: 2s
·
Cure
Status: yavaz
§ Requires one free hand. Cures all negative status
effects of lower skill on the target.
§ Element: Holy
§ Min Magnitude: 2
§ MP Mod: +50
§ Cooldown: +1s
o Utility
·
Lifeburn:
kredstabralth
§ Requires both hands. Caster loses all remaining
MP. For the duration of the spell, caster does not require MP to cast spells,
and the cooldown timers for any spells they cast are halved. They lose 5% of
their max HP per second. This loss cannot be mitigated or prevented, and
continues until the Lifeburn effect is dispelled or runs its full duration.
This spell cannot affect any target other than the caster themselves.
§ Element: Dark
§ Min Magnitude: 6
§ Skill Mod: +100
§ MP Mod: +100
§ Cooldown: 30s
§ Base duration: 2s
·
Detonate:
mutazabralth
§ Requires both hands. Caster sacrifices all
remaining HP and becomes a Remain Light. This produces a massive Dark AOE
explosion centered on their Remain Light, dealing extreme damage within its
radius. Requires tepnaga. The death sacrifice cannot be prevented, and
the AOE cannot be Shaped.
§ Element: Dark
§ Min Magnitude: 8
§ Skill Mod: +120
§ MP Mod: +200
§ Cooldown: 60s
·
Sacrifice:
nibralth
§ Requires both hands. Auxilliary verb which divides
the total cost of a spell evenly between the caster's HP and MP. This also
reduces the required skill level, but doubles the total cooldown timer. This
must be the final verb in the Effect Phrase.
§ Min Magnitude: 2
§ Skill Mod: -100 (cannot
reduce minimum skill level of incantation below 100)
§ Cooldown: x2
·
Barrier:
plemalth
§ Requires both hands. Creates a persistent
elemental barrier over a fixed area, which interferes with players seeking to
pass it. Requires tepnaga, affected by Shaping
verbs.
§ Element:
·
Water:
slows player by 90% within area, player counts as submerged and will deplete
their breath meter if they are not affected by a Water Breathing spell.
·
Wind:
forcefully ejects the player from the area in the opposite direction of their
movement.
·
Earth:
completely impassible «Immortal Object» which blocks all movement.
·
Illusion:
an illusionary wall which appears identical to its surroundings but can be
freely walked through.
§ Min Magnitude: 3
§ Skill Mod: +20
§ MP Mod: +10
§ Cooldown: +2s
§ Base duration: 10s
·
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 spell
effects from the target.
§ Element: Water or Dark or
Holy
§ Min Magnitude: 4
§ Skill Mod: +90
§ Cooldown: +3s
·
Martyr:
krelth
§ Requires one free hand. Auxiliary verb which forces a
Malign effect to apply to an Ally.
§ Min Magnitude: 3
§ Skill Mod: +50
§ MP Mod: +10
·
Saint:
frelth
§ Requires one free hand. Auxiliary verb which forces
a Benign effect to apply to a Hostile target.
§ Min Magnitude: 3
§ Skill Mod: +50
§ MP Mod: +10
·
Aegis:
vlaweskalth
§ Requires both hands. Auxiliary verb which applies
a very brief damage immunity at the termination of the
modified verb's effect. Cannot be used with Maintained spells.
§ Element: Holy
§ Min Magnitude: 7
§ Skill Mod: +200
§ MP Mod: +150
§ Cooldown: +10s
§ Base Duration: 0.25s
·
Shaping
(Line): ralth
§ Requires both hands. Auxiliary verb used to
alter the shape of an area effect (AOE) without changing its volume. AOE will
be shaped into a line between two points indicated by the player's index
fingers at the time the incantation is completed. The area cannot be
"stretched" beyond a point that would make it less than one meter
thick.
§ Min Magnitude: 1
§ Skill Mod: +10
§ MP Mod: +5
·
Shaping
(Wall): nuzha ~H cho ~W ralth
§ Requres both hands. Auxiliary verb used to
alter the shape of an area effect (AOE) without changing its volume. The AOE is
shaped into a rectangular area centered on the target with a height in meters
defined by ~H and a width
defined by ~W.
§ Min Magnitude: 2
§ Skill Mod: +25
§ MP Mod: +15
·
Shaping
(Ring): lezha ~R ralth
§ Requires both hands. Auxiliary verb used to
alter the shape of an area effect (AOE) without changing its volume. AOE will
be shaped into a ring centered on the target, with an inner radius in meters
defined by ~R. Because the volume of the AOE is preserved, this auxiliary verb
will not take effect if the inner radius would result in a ring less than one
meter thick.
§ Min Magnitude: 3
§ Skill Mod: +20
§ MP Mod: +10
·
Shaping
(Pillar): bazha ~H ralth
§ Requres both hands. Auxiliary verb used to
alter the shape of an area effect (AOE) without changing its volume. The AOE is
shaped into a cylinder centered on the target with a height in meters defined
by ~H. This verb will not take effect if it would result in a cylinder less
than two meters in diameter.
§ Min Magnitude: 4
§ Skill Mod: +30
§ MP Mod: +20