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<td><span style="color:#a153d2">Conditions</span></td> | <td><span style="color:#a153d2">Conditions</span></td> | ||
− | <td> | + | <td>These spells feature rot, fear, hex, curse, and disease.</td> |
</tr> | </tr> | ||
<tr> | <tr> | ||
<td><span style="color:#a153d2">Ritual</span></td> | <td><span style="color:#a153d2">Ritual</span></td> | ||
− | <td>These spells are best used out of combat because they | + | <td>These spells are best used out of combat because they have a long spellcast and require magical reagents. They are often strong curses or have powerful effects such as tainting a lake, or rotting a field.</td> |
</tr> | </tr> | ||
</table><br> | </table><br> | ||
[[Category: Magic]][[Category: Summon]] | [[Category: Magic]][[Category: Summon]] |
Revision as of 21:36, 15 January 2018

Standard
Energy
Range


- Condition
- Disruption

Awakened
Energy
Range


- Summon
- Utility
Skill Set
Listed below are some of the basic spell variations featured by this magic. At higher levels, these can be combined with other mastery for a wide variety of effects. See magic and magical instruments for more information about the use of magic.
Damage over time | These spells do not deal damage upfront, but over a period of time. |
Drain | These spells drain the target's various needs such as food, water, health, or energy. |
Conditions | These spells feature rot, fear, hex, curse, and disease. |
Ritual | These spells are best used out of combat because they have a long spellcast and require magical reagents. They are often strong curses or have powerful effects such as tainting a lake, or rotting a field. |