TLOAMP Arcane Magic

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Revision as of 00:57, 10 October 2012 by Fusdovyol (Talk | contribs)

Offensive spells :


  • Arcane Bolt (Spell Level:Standard) : A single ball of magical energy is fired at the target creature. Deals massive impact damage and knocks most enemies off their feet, sometimes throwing them several feet trough the air. (quite similar to being hit by a sledgehammer out of nowhere)
  • Arcane Barrage (Spell Level:Standard) : A large barrage of magical missiles, They find their target by following its magical signature. almost impossible to evade, actual damage is limited unless you focus the attack on a single opponent. A single arcane bolt can still deal more damage. Useful for harassing a group of enemies while they are engaged in mellee with your own people as the missiles can tell friend from foe.
  • Arcane Oblierator (Spell Level:Massive) : A massive blast of pure magic that has been known to mortally wound ancient dragons and stagger gods, but will most likely burn out mages completely unless there are over a hundred talented mages with large mana pools. This blast could turn a kingdom into a crater, but it will also desintigrate almost anything within several miles from the pure release of power. This makes it almost useless in most battles unless they have at least 10 miles between the casters and the target.

Defensive spells :


  • Arcane Shield (Spell Level:Standard) : A basic defensive shield. Deflects Arcane spells. Limited protection against physical or elemental attacks.
  • Anti-Magic Aura (Spell Level:Standard) : You release magical particles that weaken or disable enemy spells targeting the area around you. This is mostly useful to protect those around you against enemy spells or block spells like arcane barrage with a high number of low-energy missiles.
  • Sanctuary (Spell Level:High) : This spell allows the caster to hide their presence, making it appear as if they just disappeared into thin air. Useful in case you are cornered by an enemy. Renders the caster immobile and continuously drains magical power, generally used as a last-resort in desperate situations. can't be detected in any way as it physically shifts the caster's body to a separate dimension.


Enhancements :


  • Aura of Courage (Spell Level:High) : You release magical particles that infuse those around you with great strength and battle fervor.
  • Armor Aura (Spell Level:High) : You release magical particles that stick to allies around you and form a flexible armor around their bodies, effectively reducing the damage they take from physical attacks without impeding their fighting ability.
  • Avatar (Spell Level:Very High) : Channels your magical energy into an ally, granting significant bonuses to Speed, Strength and Armor. This spell effectively turns an ordinary soldier into a great warrior, it also drains your magical energy quite a bit.

Subjects of this spell will feel like their opponents are moving in slow-motion. Can't be cast on oneself under normal circumstances as it would cause a chain reaction in your magical circuit. When cast on oneself, its power will actually be heightened but it will burn up all of the caster's magical energy, severely damaging the caster's magic circuit, possibly rendering them unable to cast spells ever again or causing their veins to explode with quite lethal results. Occasionally, gifted mages have been known to cast it on themselves without causing a chain reaction, the secret behind this is still a mystery and it may be due to an inborn ability.


Curses :


  • Weaken (Spell Level:High) : fires magical particles that cling to enemies and sap their strength and stamina. Very useful to wear enemies down in a sluggish hold-the-line battle where the fighting lasts over extended periods of time.
  • Slow (Spell Level:High) : fires magical particles that cling to enemies and make their limbs feel heavy and sluggish, making it very difficult for them to dodge or execute consecutive or accurate attacks. Very effective against enemies who rely on speed tho its somewhat useless against those who rely on brute strength and heavy armor
  • Curse of Mortality (Spell Level:Very High) : A powerful curse that saps a single enemy creature's combat abilities and makes it unable to heal or regenerate its wounds. Highly effective against regenerative creatures like trolls/werewolves or powerful enemy commanders. Also saps a healer's abilities, rendering them unable to use their magical healing on themselves or others. It drains a large amount of magical energy.


Healing/restorative Spells:

  • Regenerating aura (Spell Level:Standard) : You fill the air around you with magical particles, restoring the stamina of those around you and taking away the pain from their wounds. Its actual healing ability is limited to stopping the bleeding.
  • Stabilize (Spell Level:Standard) : a modification of regenerating aura, focusing the energy on a single person to increase the effect. It's mostly useful for stabilizing heavily wounded people(hence the name), it doesn't do much more than keep them alive tho.
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