Lunacid Magic
Generated at: 2023-11-09 15:07 UTC/GMT
Name |
Desc |
Type |
Damage |
Charge Time |
Cost |
Life time |
Is blood magic |
Element |
BARRIER |
An earth spell that creates a protective wall in front of the caster. Useful for temporary respite. |
0 |
0 |
3 |
30 |
60 |
0 |
Normal |
BESTIAL COMMUNION |
An ancient spell used to confer with inhuman things. No doubt outlawed and shunned as a magic that allowed some to make demonic pacts. |
4 |
0 |
2 |
60 |
45 |
0 |
Dark |
BLOOD DRAIN |
A simple form of blood magic. Rather than hurting one’s enemies, it simply sprays them with blood. |
6 |
0 |
0.5 |
30 |
3 |
1 |
Blood |
BLOOD STRIKE |
A weaponized form of blood magic. Some warriors sought these forms of magic to rely on their vitality rather than magical power. |
1 |
30 |
1.5 |
40 |
4 |
1 |
Blood |
BLUE FLAME ARC |
Creates a circle of blue fire around the caster for /t seconds. Useful for a brief reprieve of combat but the treacherous blue flame harms all who touch it. For unlike its amber sister this fire burns the very essence of life. |
0 |
30 |
5 |
175 |
30 |
0 |
Fire |
COFFIN |
Summons a wooden coffin. The bodies within these coffins have long ago turned to ash. None know how many bodies have been thrown into the pit. The mad wizard Abdul thought of them more as useable resources and created a few of these rings. |
0 |
0 |
2 |
25 |
45 |
1 |
Blood |
CORPSE TRANSFORMATION |
A cursed spell. Given to the residents of the Great Well by a King of old. Transforms the caster into a corpse so they become free from the prison of life. |
6 |
0 |
1 |
25 |
2 |
0 |
Dark |
DARK SKULL |
Fires a mass of dark energy in the shape of a skull. Though abundant, dark magic is not well documented due to being outlawed by the church. |
1 |
40 |
2 |
25 |
2 |
0 |
Dark |
DARK VOID |
Fires a mass of dark energy in the shape of a skull. Though abundant, dark magic is not well documented due to being outlawed by the church. |
1 |
35 |
2 |
25 |
2 |
0 |
Dark |
DEV FORWARD |
Skips forward for easy travel. |
2 |
0 |
0.1 |
0 |
2 |
0 |
Ice |
DEV GODMODE |
Toggle God Mode |
2 |
0 |
0.1 |
0 |
2 |
0 |
Ice |
DEV RESET |
Resets player level as default thief class |
2 |
0 |
0.1 |
0 |
2 |
0 |
Ice |
DEV XP |
Gives 100 XP. |
2 |
0 |
0.1 |
0 |
2 |
0 |
Ice |
EARTH STRIKE |
Launches an earthen boulder at the enemy. A simple but effective technique. |
1 |
30 |
3 |
20 |
2 |
0 |
Normal |
EARTH THORN |
'An advanced spell that strikes the enemy with thorns. ' |
1 |
30 |
2 |
35 |
0.25 |
0 |
Normal |
FIRE WORM |
Summons a wormlike wall of fire in front of the caster. An advanced weaponized pyromancy created by fire witch Ashley in order to fend off large beasts. |
1 |
16 |
2 |
40 |
2 |
0 |
Fire |
FLAME FLARE |
Summons a flaming light that stays where it is cast for /t seconds. A simple form of pyromancy created by fire witch Ashley. |
0 |
20 |
1 |
15 |
45 |
0 |
Fire |
FLAME SPEAR |
'Fires a flaming javelin. A weaponized form of pyromancy created by fire witch Ashley. ' |
1 |
10 |
1 |
10 |
2 |
0 |
Fire |
GHOST FLARE |
Summons a spectral orb of light that stays where it is cast for /t seconds. Useful for illuminating the depths of the well. |
0 |
0 |
0.5 |
5 |
45 |
0 |
Light |
GHOST LIGHT |
Summons a spectral orb of light that follows the caster for /t seconds. Useful for illuminating the depths of the well. |
0 |
0 |
1.5 |
10 |
60 |
0 |
Light |
HOLY WARMTH |
A holy magic that revitalizes the user, simply at the cost of mana. |
3 |
0 |
2 |
30 |
45 |
0 |
Light |
ICARIAN FLIGHT |
A magic which enhances the casters jump ability for 2 seconds. A fuddled attempt to escape the GREAT WELL, as the caster inevitably falls back down. |
2 |
0 |
1.5 |
40 |
2 |
0 |
Normal |
ICE SPEAR |
Fires a javelin made of ice. |
1 |
10 |
1 |
10 |
2 |
0 |
Ice |
ICE TEAR |
Causes ice spikes to shoot from the ground, damaging any enemy that touches it. A weaponized ice magic. |
1 |
45 |
3 |
35 |
6 |
0 |
Ice |
IGNIS CALOR |
One of the first discovered fire magics. Uses primordial energy around the caster to raise the temperature of a target. While this spell didn’t have much use offensively, it was used to develop many flame spells. Ignores resistances. |
1 |
1 |
1 |
4 |
2 |
0 |
Fire |
LAVA CHASM |
An advanced form of offensive fire magic. Pulls heat from deep below to create a /t second pool of lava in front of the caster. Due to its high mana cost it was not used by many other than the fire witch Ashley and her followers. |
1 |
60 |
4 |
120 |
14 |
0 |
Fire |
LIGHT REVEAL |
Surrounds the target of the caster in light to reveal it’s attributes. A complex light spell used by scouts during the crusades. |
4 |
3 |
1 |
20 |
2 |
0 |
Light |
LIGHTNING |
Creates a vibration in the air, resulting in a powerful electric shock. A weaponized light spell used by holy knights during the crusades. And was one of the few spells not outlawed during this time. |
1 |
25 |
2.5 |
25 |
2 |
0 |
Light |
LITHOMANCY |
A forbidden blood magic that gives life to the inanimate. Unable to comprehend existence, the objects only scream. Created by mad wizard Abdul before his exile. It is unknown what the purpose of this spell was. |
9 |
10 |
5 |
70 |
0.1 |
1 |
Blood |
MOON BEAM |
A powerful lunar magic from ancient times. Calls forth a vertical beam of moonlight that constantly deals light damage to enemies. |
6 |
100 |
4 |
160 |
6 |
0 |
Light |
POISON MIST |
Casts a cloud of toxic mist that hovers in place for 15 seconds. |
1 |
12 |
2 |
30 |
15 |
0 |
Poison |
QUICK STRIDE |
A blood magic that redirects the caster’s blood to the legs, resulting in faster movement for 30 seconds. |
5 |
0 |
0.5 |
130 |
30 |
1 |
Blood |
ROCK BRIDGE |
An earth spell that creates a walkable surface in front of the caster. A useful utility spell often used to navigate the treacherous terrain of the GREAT WELL. |
0 |
0 |
3.5 |
50 |
60 |
0 |
Normal |
SLIME ORB |
Fires an orb of slime that does poison damage. Given as a gift by your adoring girlfriend Jellisha. |
1 |
30 |
1 |
18 |
2 |
0 |
Poison |
SOARING SWIM |
A strange spell that surrounds the caster in water to allow them to freely swim through the air. Perhaps it was developed as an escape method. |
1 |
0 |
6 |
40 |
2 |
0 |
Ice |
SPIRIT WARP |
An advanced magic that warps the user to WING’S REST. Created by the banished Holy Monks so that unfortunate souls might be given some respite. |
5 |
0 |
6 |
100 |
45 |
0 |
Light |
SUMMON FAIRY |
Summons a fairy as a temporary familiar. |
0 |
0 |
2 |
120 |
60 |
0 |
Light |
SUMMON ICE SWORD |
Summons a spectral sword as a temporary soul familiar. Stays for as long as the caster has mana, or until the spell is cast again. Once a spellsword under service for the Holy Lance, they turned into a living sword to survive in the Great Well. |
0 |
0 |
1 |
5 |
50 |
0 |
Ice |
SUMMON KODAMA |
Summons a forest spirit as a temporary familiar. These spirits are mostly harmless but will strive to protect the forest or their summoner. |
0 |
0 |
2 |
30 |
50 |
0 |
Light |
SUMMON SNAIL |
Summons a snail as a temporary familiar. Prevalent in moist areas, these snails have grown larger from the seeping moonlight. Although fairly useless in a fight, Some magical practitioner thought of a use for them. |
0 |
0 |
2 |
25 |
50 |
0 |
Normal |
SUMMON WISP |
You should not have this spell |
0 |
0 |
2 |
25 |
50 |
0 |
Normal |
TORNADO |
Summons a swirling mass of powerful wind magic for 6 seconds. A prized spell for adept wind sages as it displayed their prowess over such a turbulent force. |
1 |
40 |
3.5 |
90 |
6.25 |
0 |
Normal |
WIND DASH |
Uses magic to create a sudden gust of wind resulting in a launch of forward velocity. |
2 |
0 |
1.5 |
16 |
2 |
0 |
Normal |
WIND SLICER |
Fires a sharp projectile made of wind. A standard among battle mages and magic inclined warriors for its versitility. |
1 |
15 |
1 |
15 |
3 |
0 |
Normal |