Spellcasting
First and foremost, characters may not start with spells.
Arts
The use of modern magic has been standarized over the centuries into a series of eleven "elements" - Light, Plant, Water, Storm, Earth, Fire, Force, Mind, Dark, Summoning, and Spirit. Ten of these arts are opposites; Light and Dark, for example, while Spirit is unique to itself.
Other spells may exist that are outside of these eleven elemental arts. These are specially created spells by certain groups, but are still often based on the elemental spells. Cleric spells, for example, are a derivation of Light spells.
Branches
Each of the elements on which the arts are based have distinct characteristics, and spells beyond level 5 in any art of focused on one such characteristic. For archival purposes, these spells are branched by letter; A, B, C, etc. An example of the characteristics is the Water spells, where-in branch A is ice, and branch B is boiling water.
In order to cast the higher level spells that separate into branches, you must know the lowest level of that branch. For example, if you wanted to cast Light level 7a, you would need to have Light level 6a first. However, owning Light level 6a does not permit you to cast Light level 7b.
Purchasing Spells You may purchase any spellscroll and any time. However, in order to learn that spell, you must know the spell of the level directly preceeding it, since the power is built upon the knowledge gained by lower levels.
The cost of a spell is determined by the base cost of the art (listed at the Spellshops) multiplied by the level of the spell in question. So, to purchase a level three Light spell, you would multiply the base cost (30 gold) by the level (3). Thus, a level three Light spell would cost 90 gold.
Discounts and penalties are incured on the prices of spell base costs from guilds or items. These discounts or penalties are factored in before you multiply the base cost by the level. Discounts or penalties that increase by a percent (such as the Theif Discount) are calculated after multiplication.
When a spell is purchased, the character will recieve a scroll. Until it is read, the knowledge of that spell is not absorbed. Once it is read, however, the power infused in the writing is transfered to the character, leaving behind blank parchment. Spells cannot be unlearned.
Using Spells
Since spellcasting is largely dependant on mental focus, it is also mentally taxing. The average individual can only cast two spells per post. Certain guilds, items, or trainings can increase (or decrease) this limit. If a spell is cast with an effect that can be continued (such as enlargement, flight, etc), it requires a spell-per-post of focus to "maintain" the spell.
Spells which summon creatures, weapons, armor, or items, do not cost a spell-per-post to maintain. However, the amount of summons you can maintain depends on your spells-per-post; one spell per post equates one summoning slot. Each summoning slot can support one summoned creature, or up to two weapons, armor, or items.
If an item is imbued with the power of a spell, and that spell is cast, you do not have to use a spell-per-post to cast the spell or a summoning slot to maintain it's effect (if applicable). However, items of this manner can only be triggered once per post, and can maintain only one summoning (if applicable).
Spells may be dispelled at will, at no expense to spells-per-turn.
Spell Mechanics Empowers - An oft referred to idea, Empowers are under two categories: natural and magical.
Natural empowers refer to the physical strength of a character. In game terms, it is measured arbitrarily with the strength of a normal human being 1 natural empower. There are various means by which a character can increase their natural empower, however, it may not exceed 4 on most races (see Races post for exceptions).
Magical empowers refer to how many times the spell Empower, or an effect like it, has been placed on an individual. Each instance of a magical empower doubles the person's natural empower. However, this is an unnatural increase, and it stresses the body; to be subjected to three magical empowers causes pain and can lead to injury. To be subjected to four magical empowers instantly causes severe injury.
Light Level 1 Torch - Creates a lamp like ball of light in the caster's hand. Soothe - Calms the emotions and pains of a target. Level 2 Holy Armor - Summons a suit of plate-mail around you, made of solid light, strong as iron. Flare - Creates a blinding flash of light before a target's eyes, blinding them during their next post. Level 3 Infuse - Heals lesser injuries like cuts, flesh wounds, pain and minor illnesses/poisonings. Sol Charge - Focus the light around an object inward, charging it with holy light. On impact, it releases the light with the force of a punch in addition to the force of the impact. Level 4 Sol Burst - Hurl a comet-like baseball sized blast of holy energy from your hand with twice the force of a punch. Project - Create a false image at most 6 feet in diameter. Level 5 Aspect of the Angel - Grants the caster angelic wings and a halo of damaging holy energy around his/her hands and feet. The caster cant cast spells in this form. Remorse - Causes mindlash level mental pain whenever the target makes aggressive movements. Last 5 posts. Use once every 6 posts. Level 6 Mend - Heal greater injuries like gashes, stabs, fractures bones, and moderate illnesses/poisonings. Invisibility - Bends the light around the caster so he/she is invisible when still and a shimmer when moving. Level 7 Sol Wave - Release a five foot wide and 2 inch tall wave of energy from your hand with thrice the force of a punch. Light's Shelter - Redirect all anger, hostility and violent thoughts and instincts a target has for you to another target for the next 4 posts. Effect ends if you give them new reason to attack you. Cast only twice per encounter. Level 8 Blessed Being - The caster becomes immune to damage to his/her body until the end of his/her next post, but the caster cannot make aggressive moves. Flash - Create a blinding flash of light before a target's eyes, blinding them for their next 3 posts. Cast once per encounter. Level 9 Sol Bomb - Hurl a large concentrated ball of light a foot in diameter from you hand, with four times the force of a punch. White Dwarf - Concentrate all the light around a target until the light detonates with the force of a Sol Wave. Level 10 Avataris Photos - The caster becomes a light magic being in angelic form. The caster may cast an additional 2 light spells each turn. The caster cannot play Dark spells. Unamus Serenis - All beings within a 100 foot radius of the caster becoming frozen in place if they try to make any aggressive acts.
Plant Level 1 Growth - Accelerate the growth of a living plant by a few months. Sap Spray - Release a cups worth of sticky sap in a spray from you hand. Level 2 Trellis - Summon a network of intertwined vines and branches up a vertical surface, creating a makeshift ladder for the caster to use. Needle Shot - Release a foot-wide spray of razor sharp pine needles from your hands. Level 3 Snare - Release a pair of grasping vines from your hands which you can control. They dissipate at end of post. Vitalize - Animate and place under your control a small plant (ex. bush) within fifty feet of you. Level 4 Razorleaf - Release a dozen razor sharp shuriken like leaves from your hands. Patch - Form a foot-wide mass of moss over a target that slowly heals any wounds it touches. Level 5 Aspect of the Elemental - Grants the caster snare-vine-like fingers and tongue as well as oaken-armor like skin. The caster can't cast spells in this form. Summon Resinous Wall - Summons a large, thin protective wall of sticky amber before the caster, roughly his or her size. At will, this wall can be shattered and its razor shard shards sent flying forward. Level 6 Thornspray - Release a half dozen half-dagger sized thorns from your hand. Nurture - Boost a living plants growth by a year or force growth to heal/bond any wood. Level 7 Vivify - Animate and place under your control a large plant (ex. tree) within fifty feet of you. Redwood Essence - The caster, his clothes, items and weapon grow to twice their original size. This does not cause their magical effects to increase too. Level 8 Redwood Form - The caster transforms into a 10 foot tall treefolk. Damage does not carry over to and from this form. Seedbond - Move a single target no more than 7 feet in diameter and made of plant-based materials with your will. Level 9 Rootform - The caster's body's flesh transforms into roots, allowing it to travel quickly through dirt and in doing so act as your own root clutch. Afforest - Create a small forest 10 feet tall and reaching out 50 feet around the caster. Level 10 Avataris Arborus - Caster becomes a being of wood, vines, leaves, and moss in Centuar form, you may cast an additional 2 plant spells each turn. Caster cannot play Mind spells. Chlorit Revoltum - Independently animate all plant-life around you and turn them against a single target.
Water Level 1 Soak - Release a couple cups of water from your hand. Summon Ice Shield - Summon a 2 foot wide shield of ice in the air before you. Level 2 Flow - Control up to four cups of water and shape it. This control is sight based. Ice Shot - Hurl a foot long razor sharp icicle from your hand. Level 3 Gush - Call forth a powerful spring of water from the ground a few inches wide for a few seconds. Devolve - Target can breathe underwater. Level 4 Jet - Release a Gush-like jet of water from your hands. Chill - Freeze up to a gallon of mass of water you are touching touch. Level 5 Aspect of the Ticra - Grants the caster scale armored skin and turns his/her body and its fluid freezing cold. Caster gain an innate flow-like ability. The caster can't spells in this form Shape - Control up to 3 gallons of water and shape it. This control is 'sight' based, and so you must be able to see the mass in some fashion and cannot shape it to an extent that is beyond sight. Level 6 Scald - Release a torrent of water that is 50% stronger than Jet, and scalding hot. Summon Ice-Blades - Summons a pair of sabers made of crystalline ice. This blade can freeze water through sustained contact. Level 7 Reroute - Reverse the flow of water while maintaining its original force. Stir - Grants a 20 gallons of water its own intelligence, able to reform itself, but it is allied to you. (WM modded) Level 8 Vortex - Surrounds the caster's body with a whirling wall of boiling water. You can dispel it be exploding it outwards. Shards - Release a dozen razor-sharp dagger-like shards of ice from your hands. Level 9 Deluge - Call forth multiple springs of water from random spots around you to flood the area. 20 gallons per post maintained. Evoke - Grant a 60 gallons of water its own intelligence, able to form itself. It has no set alliance. Level 10 Avataris Hydrus - You become a being of water in humanoid form, you may cast an additional 2 water spells each turn. You cannot play Fire spells. You may freeze parts of your form to make them solid. Frios Majora - Release and spherical blast of freezing energy out from around you reaching out 100 feet and freezes everything in a coat of ice. This ice lasts 2 turns, but individual objects can be freed vai heat or blows.
Storm Level 1 Mists - Fill the area 10 feet around you with thick fog. Gust - Create a gust of wind with the force of a punch, but not as focused. Level 2 Thunderclap - Create a loud deafening boom. Charge - Release a small spark of electricity to shock someone or charge a conductive item for a post. Level 3 Updraft - Create a whirling current of wind around an target, stir dirt and dust up around it and slowing movements. Lightning Strike - Electrify your hands. Level 4 Lightning Strike - Release a ball of lighting at a target. Hail Blast - Hurl a volley of a dozen golf ball sized hailstones from your hand. Level 5 Aspect of the Wisp - The caster is surrounded with a skintight whirlwind which blurs out its appearance, deflects physical blows and reduces friction/wind resistance. ( increasing speed and leaping power by 50% but making gripping impossible). The caster cant cast spells in this form Fog - Fill the area 50 feet around you with a dense stifling fog. Level 6 Tornado - Create a 7 foot tall tornado whose path you can control. Launch - Create a burst of wind that allows you to jump 10 feet higher than normal. Level 7 Substinate - You gain the ability to control and shape clouds and fog. You may solidify them, but only by touch. Lightning Essence - Doubles the casters speed and electrifies his/her hands and feet. Level 8 Chain Lightning - Release a bolt of lightning from your hand which can jump from one target to another. Each target beyond the 2nd requires the caster to give up a spell. Cast only once per post. Stultify - Around a single target create a blinding lightning flash, deafening thunderclap and freezing wind, temporarily depriving them of sight, hearing, and touch. Level 9 Rolling Thunder - Create a dense fog in a 100 foot radius around you, filling with mine-like lightning pockets. Thunderhead - Create a giant black thunderhead above the caster in a 50 foot radius. Cloud rains lightning bolts straight down at random. Level 10 Avataris Tempus - You become a being of clouds and wind in djinn form, you may cast an additional 2 storm spells each turn. You cannot play Earth spells. Tempus Confinndum - Traps everything within a 100 foot radius of you within a giant circular wall of tornado winds, with lightning and hail blasting throughout the area.
Private Mod Note
():
Rollback Post to RevisionRollBack
Hero (n.) <heer-oh> - someone who gets involved in a lot of insane events and that turn out well because or despite of them.
Earth Level 1 Pummel - Turn you hands to granite Sandblast - Release a gust of harsh sand filled wind from your hands. Level 2 Tremble - Cause an area of earth 4 feet in diameter to shake violently. Mold - Turn one of your hands into shapable clay. Level 3 Render - Cause stone to soften into clay by touch, area effected cannot excede 2 feet in diameter. Backslide - Turn an area of earth 4 feet in diameter into mud or quicksand. Level 4 Brace - Turn whatever non-living matter you step on to solid, unshakable stone, stablizing your balance and even allowing you to move atop liquids if you are fast enough. Upturn - Cause an area of earth 4 feet in diameter to crack and shoot up. Level 5 Aspect of the Golem - The casters skin turns rock hard and sprouts stone spikes. Your balance is increased drastically. The caster cant cast spells in this form. Lob - Hurl a volley of a half dozen baseball sized rocks to from your hands. Level 6 Granite Form - Turns the caster into living granite. Quake - Create a violent shaking and upturning and in an area 6 feet in diameter or heavy shaking in an area 12 feet in diameter. Level 7 Enjoin - Create a mental link between yourself and the earth you are touching in a 2 foot radius around you. You can shape this earth at will. Entomb - Cause a sarcophagus of rough-hewn stone to erupt from the ground and encase a target for up to 3 posts. Not airtight. Level 8 Erode - Through contact turn target inanimate object no larger than 2 feet in diameter into brittle, powdery and easily broken pumice. Takes 1 post of contact for every foot in diameter. Rock Armory - Summon a weapon or shield made of stone to your hand. This spell cannot summon mechanical, projectile, or magically enhanced weapons. Level 9 Merge - Create a mental link between yourself and the earth you are touching in a 6 foot radius around you. You can shape this earth at will. Pierce - Cause stalagmites two feet in length to burst up from the ground at random in a 100 foot radius around you. Level 10 Avataris Geolum - You become a being of stone in Garr form, you may cast an additional 2 earth spells each turn. You cannot play Storm spells. The range or your Enjoin or Merge is multiplied by two. Chasm - Causes a trembling crack to open up in the earth before his/her and shoot outward at least 15 feet, widening to a maximum of 5 feet.
Fire Level 1 Char - Releases a large clump of choking cinders and soot at a target Steam-breath - Turns the caster's breath into 220 degree hot steam. Level 2 Fire Burst - Hurl a baseball sized fireball with the force of a punch from your hand. Boiling Barrier - Summon a 250 degree hot wall of heat roughly your size in front of you. Level 3 Fiery Skin - Summon a fiery full body armor and helm with no defensive power. Smokescreen - Create a shroud of ash and soot around a target, tends to cling to what it touches. Level 4 Bake - Heat up a target through touch. 50 degrees each post touch is maintained. Incinerate - Burn all the air in the immediate area around a target, momentarily choking them on smoke and lack of oxygen. Cast only once every 3 posts. Level 5 Aspect of the Salamander - Grants the caster scale armored skin and turns his/her body and its fluid molten hot. Caster gains an innate ability to control fire. The caster can't spells in this form. Steam Blast - Release a concentrated sphere of steam out from you with two times the force of a bunch, reaching out 3 feet and creating a humid Swelter effect around you. Level 6 Flame Wake - Release an 5 foot wide 5 foot tall wall of fire which moves along the ground. Fire Trail - Doubles the caster's speed and leaves a path of fire in his/her wake. Level 7 Encircle - Raise a wall of flames ten feet high in a radius of ten feet around you. This wall is stationary, effectively trapping anyone inside or outside of it. Dragon-strike - Fills the caster's body with fire, making their hands red hot and fiery and granting them fiery breath. Level 8 Ashen Rain - Fills an area around the caster 100 feet in diameter with falling ash, brimstone and cinders. Accumulation of ash and cinders irritates the eyes and airways, singes the skin, and sets alight flammable materials. Starscreen - Two basketball sized fireballs appear around the caster and begin orbiting wildly around him/her at a 40 mph. Level 9 Flame Form - Transforms the caster into living flame. He/she can't interact physically in this form except for burning. This spell costs 2 spells to maintain. Pyrosis - Absorb the heat from an target, freezing them for one post and creating a fireball in our hand that varies in size in relation to the size and warmth of the target. Level 10 Avataris Pyrotus - The caster becomes a being of molten flesh and fire in dwarven form, he/she may cast an additional 2 fire spells each turn. The caster cannot play water spells. Geolis Fuegonir - Superheats the ground within 100 fet of the caster to 250 degrees, and allows him or her to send jets of flames bursting up from the ground at will.
Force Level 1 Empower - Doubles the casters strength. Quicken - Increase your speed by 50%. Level 2 Repel - Releases a 3 foot wide burst of repelling force, as strong as a shove, from the casters hand. Enlighten - Lessens gravitys pull on an object, effectively halving its weight. Can't float anything heavier than a piece of paper. Level 3 Shield - Create a steel-like wall of force before the caster, around 5 feet in diameter. Lasts until his next post. Hammer - Surround your fists with and aura of force magics, create a, explosive pulse-strike life effect on them. Level 4 Deaden - Create a field of restrictive force around a target, halving the speed, agility and strength of a it. Force Blast - Hurl a baseball sized sphere of force, with twice the power of a punch, from your hands Level 5 Aspect of the Titan - Allows the caster to increase or decrease his/her weight at will. He/she can also summon steel-like force armor around themselves. The caster can't play spells in this form. Disempower - Halve the force being exerted by or on a target. Level 6 Channel - Cause the force of a blow to pass around you, then travel as a projectile along the same path it previously had. Spring - Create a powerful burst of force beneath a target and send it 6-10 feet into the air, depending on its weight. Level 7 Hover - Creates a field around the caster which both pushes and reduces the weight of his/her, effectively allowing the caster to fly. Shelter - Create an immobile steel strength force dome around a target that lasts 3 turns. Use only once every 5 posts. Level 8 Refocus - Alter the direction of the force and momentum of a target. Draw - Creates a burst of force magic behind a target so it is propelled towards the caster at 20 mph. Note this is weakened when used on heavier objects. Level 9 Adrift - Release gravities hold on everything within a 100 foot radius of the caster, floating them 5 feet in the air. This spell effects the caster too. Time Warp - Cut the speed of everything in a 50 foot radius of you by three quarters. Effects you too. Level 10 Avataris Ergus - The caster becomes a translucent being of solid force in Shavir form. He/she may cast an additional 2 force spells each turn. The caster cannot play Summoning spells. Domanik Avaris - Reduces gravities hold on everything within a 150 foot radius of the caster so they float around 7 feet in the air. The caster can chose to be immune and can lessen and increase gravities hold on others in the radius, floating them higher and bringing them down hard.
Mind Level 1 Numb - Deadens a target's sense of touch. Charisma - Doubles the chances of others to like and believe the caster. Level 2 Misdirect - Confuses a target when casting a spell, giving them only a 50% chance of hitting the right target. Daze - Disorients a target. Level 3 Delude - Creates an illusion, no more than 6 feet in diameter, to the eyes of a target person. Foresight - Prematory senses doubles your reaction times and reflexes of the next 3 posts Level 4 Compel - Allows the caster to control target creature no larger than 3 feet in diameter. Summon Psyblade - Summons a sabre of psychic energy to the caster's hand. It can be strengthen by concentrating on it. Level 5 Aspect of the Dream - The caster changes form into that of another person he/she has meet after the purchase of the spell and spend four post studying their form. They do not get the items, abilities or knowledge of this new form. The caster can't cast spells in this form. Mind Lash - Send stabbing pain through the brain of a target. Level 6 Telekenesis minor - Move a single target no more than 3 feet in diameter with your mind. Delusion - Creates an illusion, no more than 20 feet in diameter, to the eyes of multiple targets. Level 7 Forget - Choose a spell target cast in this encounter. They cannot cast that spell again this counter and loose all knowledge of it. Cast only once per encounter. Smoothtalk - Allows to you know what a person you are concentrating on needs to hear to react the way you want them to. Level 8 Erasure - Suppress the memory of a target reaching back 1 day as long as your are within 10 feet of them. Costs 2 spells to cast and maintain. Impose - Gain control of up to 3 non-bondmate creatures, placing your mind in theirs. The larger the creatures, the fewer the number the caster can control. Level 9 Telekenesis major - Move a single target no more than 7 feet in diameter with your mind. Thoughtform - The caster becomes incorporeal, allowing objects to pass through him/her. He/she can shape heir appendages at will. Takes up two spells per turn to maintain. The caster cannot play spells the turn after it ends Level 10 Avataris Psychus - The caster becomes a misty being of semisolid thought in Aven form which they can shape shift in a limited fashion. The caster may cast an additional 2 mind spells each turn. The caster cannot play plant spells. Domanik Mentalis - The caster can move multiple NPC targets smaller than 7 feet in diameter, or one target smaller than 15 feet in diameter, within 100 feet of him/her, with his/her mind.
Private Mod Note
():
Rollback Post to RevisionRollBack
Hero (n.) <heer-oh> - someone who gets involved in a lot of insane events and that turn out well because or despite of them.
Dark Level 1 Shroud - Create a 6 foot wide patch of unlight darkness around a target . Lurk - Cause a target to feel extremely paranoid Level 2 Distress - Fills a target with sorrow and depression. Unholy Armor - Creates a protective dark energy field around the caster in the form plate-mail and a helm, strong as brass. Level 3 Feed - Feed off the life force of an animal an animal in sight, accelerating your healing. Anything other than a bondmate smaller than a 2 feet long is killed. Anything else is weakened. Dark Empathy - Whenever anyone in a 10 foot radius around you feels pain, everyone else in that radius feels it as well, effects you too. Level 4 Night Bolt - Hurl a comet-like baseball sized blast of dark energy from your hand with twice the force of a punch. Twilight - Releases a wave of energy that drains the power from everyone in a 50 foot radius of the caster, making them all sleepy and weak. Level 5 Aspect of the Dark - Grants the caster bat wings and a halo of damaging dark energy around his/her hands and feet. The caster cant cast spells in this form. Suffering - Double the intensity of all pain felt by a target. Level 6 Infect - Badly poison a target, making them dizzy, vomit and shake. If not dealt with after 5 posts, they may swoon. Engulf - Surround a target with a cloud of unlight darkness which is bound to them. Level 7 Night Wave - Release a five foot wide and 2 inch tall wave of dark energy from your hand with thrice the force of a punch. Dementia - A target is filled with paranoid hatred at everyone and everything around them. Level 8 Cursed Being - Double all damage dealt to target by spells. Descent - Blind a target and force him/her to relive the worst moment of their life until the end of the post after their next. Level 9 Night Strike - Hurl a large concentrated ball of dark energy a foot in diameter from you hand, with four times the force of a punch. Black Hole - Fill the area within 100 feet of your with unlight darkness, sucking all the warmth and good feelings out of everyone caught within it. Level 10 Avataris Noctorus - The caster becomes a being of dark magics in demonic form. The caster may cast an additional 2 dark spells each turn. The caster cannot play Light spells. The caster has an innate form of Kuan'an's Hunger. Unamus Thantor - Everything in a mobile 100 ft radius around the caster is filled with blind murderous hatred at everyone and everything around them.
Summoning Level 1 Squirrels - Summon three agile squirrels Ferret - Summon a foot long sharp tooth and clawed rodent Zombie Snake - Summon a foot long long-fanged undead viper Zombie Rats - Summon three scurrying undead rats Level 2 Dog - Summon a labrador or retriever like dog. Falcon - Summon a two foot long powerful bird of prey Zombie Hound - Summon an undead doberman or pitbull like dog. Zombie Raven - Summon a 2 foot long undead black songbird. Level 3 Impala - Summon a dear-like creature with a pair of thin ram-like horn. Wolf - Summon a timber or gray wolf. Zombie Mosquito Swarm - Summon a swarm of one to two dozen undead bloodsucking mosquitos Zombie Jackal - Summon a voracious undead wild canine. Level 4 Lion - Summon a 6 foot long powerful jungle cat. Bear - Summon a 6 foot tall grizzly or black bear. Zombie Troll - Summon a 6 foot tall muscular and dull undead bruiser. Zombie Panther - Summon a 6 foot long sleek undead jungle cat. Level 5 Ape - Summon a 6 foot tall powerful primate Gorions - Summons five gorions of one random art. Zombie Warrior - Summon a 6 foot tall undead man with bone armor and sword. Zombie Pangolin - Summon an undead panglon with scales of compacted hairs and a powerful 3 foot long tongue. Level 6 Rhino - Summon an 8 foot long thick skinned and horned ungulate. Condor - Summon a 4 foot long andean vulture. Zombie King Crocodile - Summon an 8 foot long muscular undead reptile. Zombie Vulture - Summon a 4 foot long undead cinerous vulture. Level 7 Gila - Summon a 5' long gila with iron-hard scales and great power Hawks - Summon four 1 foot long long-tailed sharp-taloned birds of prey Zombie Children - Summon four 3'5" childlike undead humans Zombie Vampire Bats - Summon four ratsized bloodthirsty undead winged mammals. Level 8 Centaur - Summon a 7' tall human-horse hybrid with human intelligence. Aven - Summon a 6' tall bird-human hybrid with human intelligence Zombie Raptor - Summon a 7 foot long undead two-legged reptile with human intelligence. Zombie Harpy - Summon a 6 foot tall undead human-bird hybrid with human intelligence. Level 9 Tiger Pack - Summon six 6 foot long striped jungle cats. Nogs - Summon a trio of loyal and powerful Nogs. Zombie Soldier Horde - Summon six 6 foot tall undead human soldiers with bone staffs to your hand. Zombie Imp Horde - Summon six 3 foot tall undead winged humanoids with horns and sharp talons. Level 10 Wurm - Summon a 24 foot long armored, spined, burrowing snake-like reptile. Dragon - Summon a 24 foot long winged, fire breathing, four legged, reptile. Zombie Dragon - Summon an undead 24 foot long winged, fire breathing, four legged, reptile. Zombie Wurm - Summon an undead 24 foot long armored, spined, burrowing snake-like reptile
Spellcasting
First and foremost, characters may not start with spells.
Arts
The use of modern magic has been standarized over the centuries into a series of eleven "elements" - Light, Plant, Water, Storm, Earth, Fire, Force, Mind, Dark, Summoning, and Spirit. Ten of these arts are opposites; Light and Dark, for example, while Spirit is unique to itself.
Other spells may exist that are outside of these eleven elemental arts. These are specially created spells by certain groups, but are still often based on the elemental spells. Cleric spells, for example, are a derivation of Light spells.
Branches
Each of the elements on which the arts are based have distinct characteristics, and spells beyond level 5 in any art of focused on one such characteristic. For archival purposes, these spells are branched by letter; A, B, C, etc. An example of the characteristics is the Water spells, where-in branch A is ice, and branch B is boiling water.
In order to cast the higher level spells that separate into branches, you must know the lowest level of that branch. For example, if you wanted to cast Light level 7a, you would need to have Light level 6a first. However, owning Light level 6a does not permit you to cast Light level 7b.
Purchasing Spells
You may purchase any spellscroll and any time. However, in order to learn that spell, you must know the spell of the level directly preceeding it, since the power is built upon the knowledge gained by lower levels.
The cost of a spell is determined by the base cost of the art (listed at the Spellshops) multiplied by the level of the spell in question. So, to purchase a level three Light spell, you would multiply the base cost (30 gold) by the level (3). Thus, a level three Light spell would cost 90 gold.
Discounts and penalties are incured on the prices of spell base costs from guilds or items. These discounts or penalties are factored in before you multiply the base cost by the level. Discounts or penalties that increase by a percent (such as the Theif Discount) are calculated after multiplication.
When a spell is purchased, the character will recieve a scroll. Until it is read, the knowledge of that spell is not absorbed. Once it is read, however, the power infused in the writing is transfered to the character, leaving behind blank parchment. Spells cannot be unlearned.
Using Spells
Since spellcasting is largely dependant on mental focus, it is also mentally taxing. The average individual can only cast two spells per post. Certain guilds, items, or trainings can increase (or decrease) this limit. If a spell is cast with an effect that can be continued (such as enlargement, flight, etc), it requires a spell-per-post of focus to "maintain" the spell.
Spells which summon creatures, weapons, armor, or items, do not cost a spell-per-post to maintain. However, the amount of summons you can maintain depends on your spells-per-post; one spell per post equates one summoning slot. Each summoning slot can support one summoned creature, or up to two weapons, armor, or items.
If an item is imbued with the power of a spell, and that spell is cast, you do not have to use a spell-per-post to cast the spell or a summoning slot to maintain it's effect (if applicable). However, items of this manner can only be triggered once per post, and can maintain only one summoning (if applicable).
Spells may be dispelled at will, at no expense to spells-per-turn.
Spell Mechanics
Empowers - An oft referred to idea, Empowers are under two categories: natural and magical.
Natural empowers refer to the physical strength of a character. In game terms, it is measured arbitrarily with the strength of a normal human being 1 natural empower. There are various means by which a character can increase their natural empower, however, it may not exceed 4 on most races (see Races post for exceptions).
Magical empowers refer to how many times the spell Empower, or an effect like it, has been placed on an individual. Each instance of a magical empower doubles the person's natural empower. However, this is an unnatural increase, and it stresses the body; to be subjected to three magical empowers causes pain and can lead to injury. To be subjected to four magical empowers instantly causes severe injury.
Level 1
Torch - Creates a lamp like ball of light in the caster's hand.
Soothe - Calms the emotions and pains of a target.
Level 2
Holy Armor - Summons a suit of plate-mail around you, made of solid light, strong as iron.
Flare - Creates a blinding flash of light before a target's eyes, blinding them during their next post.
Level 3
Infuse - Heals lesser injuries like cuts, flesh wounds, pain and minor illnesses/poisonings.
Sol Charge - Focus the light around an object inward, charging it with holy light. On impact, it releases the light with the force of a punch in addition to the force of the impact.
Level 4
Sol Burst - Hurl a comet-like baseball sized blast of holy energy from your hand with twice the force of a punch.
Project - Create a false image at most 6 feet in diameter.
Level 5
Aspect of the Angel - Grants the caster angelic wings and a halo of damaging holy energy around his/her hands and feet. The caster cant cast spells in this form.
Remorse - Causes mindlash level mental pain whenever the target makes aggressive movements. Last 5 posts. Use once every 6 posts.
Level 6
Mend - Heal greater injuries like gashes, stabs, fractures bones, and moderate illnesses/poisonings.
Invisibility - Bends the light around the caster so he/she is invisible when still and a shimmer when moving.
Level 7
Sol Wave - Release a five foot wide and 2 inch tall wave of energy from your hand with thrice the force of a punch.
Light's Shelter - Redirect all anger, hostility and violent thoughts and instincts a target has for you to another target for the next 4 posts. Effect ends if you give them new reason to attack you. Cast only twice per encounter.
Level 8
Blessed Being - The caster becomes immune to damage to his/her body until the end of his/her next post, but the caster cannot make aggressive moves.
Flash - Create a blinding flash of light before a target's eyes, blinding them for their next 3 posts. Cast once per encounter.
Level 9
Sol Bomb - Hurl a large concentrated ball of light a foot in diameter from you hand, with four times the force of a punch.
White Dwarf - Concentrate all the light around a target until the light detonates with the force of a Sol Wave.
Level 10
Avataris Photos - The caster becomes a light magic being in angelic form. The caster may cast an additional 2 light spells each turn. The caster cannot play Dark spells.
Unamus Serenis - All beings within a 100 foot radius of the caster becoming frozen in place if they try to make any aggressive acts.
Plant
Level 1
Growth - Accelerate the growth of a living plant by a few months.
Sap Spray - Release a cups worth of sticky sap in a spray from you hand.
Level 2
Trellis - Summon a network of intertwined vines and branches up a vertical surface, creating a makeshift ladder for the caster to use.
Needle Shot - Release a foot-wide spray of razor sharp pine needles from your hands.
Level 3
Snare - Release a pair of grasping vines from your hands which you can control. They dissipate at end of post.
Vitalize - Animate and place under your control a small plant (ex. bush) within fifty feet of you.
Level 4
Razorleaf - Release a dozen razor sharp shuriken like leaves from your hands.
Patch - Form a foot-wide mass of moss over a target that slowly heals any wounds it touches.
Level 5
Aspect of the Elemental - Grants the caster snare-vine-like fingers and tongue as well as oaken-armor like skin. The caster can't cast spells in this form.
Summon Resinous Wall - Summons a large, thin protective wall of sticky amber before the caster, roughly his or her size. At will, this wall can be shattered and its razor shard shards sent flying forward.
Level 6
Thornspray - Release a half dozen half-dagger sized thorns from your hand.
Nurture - Boost a living plants growth by a year or force growth to heal/bond any wood.
Level 7
Vivify - Animate and place under your control a large plant (ex. tree) within fifty feet of you.
Redwood Essence - The caster, his clothes, items and weapon grow to twice their original size. This does not cause their magical effects to increase too.
Level 8
Redwood Form - The caster transforms into a 10 foot tall treefolk. Damage does not carry over to and from this form.
Seedbond - Move a single target no more than 7 feet in diameter and made of plant-based materials with your will.
Level 9
Rootform - The caster's body's flesh transforms into roots, allowing it to travel quickly through dirt and in doing so act as your own root clutch.
Afforest - Create a small forest 10 feet tall and reaching out 50 feet around the caster.
Level 10
Avataris Arborus - Caster becomes a being of wood, vines, leaves, and moss in Centuar form, you may cast an additional 2 plant spells each turn. Caster cannot play Mind spells.
Chlorit Revoltum - Independently animate all plant-life around you and turn them against a single target.
Water
Level 1
Soak - Release a couple cups of water from your hand.
Summon Ice Shield - Summon a 2 foot wide shield of ice in the air before you.
Level 2
Flow - Control up to four cups of water and shape it. This control is sight based.
Ice Shot - Hurl a foot long razor sharp icicle from your hand.
Level 3
Gush - Call forth a powerful spring of water from the ground a few inches wide for a few seconds.
Devolve - Target can breathe underwater.
Level 4
Jet - Release a Gush-like jet of water from your hands.
Chill - Freeze up to a gallon of mass of water you are touching touch.
Level 5
Aspect of the Ticra - Grants the caster scale armored skin and turns his/her body and its fluid freezing cold. Caster gain an innate flow-like ability. The caster can't spells in this form
Shape - Control up to 3 gallons of water and shape it. This control is 'sight' based, and so you must be able to see the mass in some fashion and cannot shape it to an extent that is beyond sight.
Level 6
Scald - Release a torrent of water that is 50% stronger than Jet, and scalding hot.
Summon Ice-Blades - Summons a pair of sabers made of crystalline ice. This blade can freeze water through sustained contact.
Level 7
Reroute - Reverse the flow of water while maintaining its original force.
Stir - Grants a 20 gallons of water its own intelligence, able to reform itself, but it is allied to you. (WM modded)
Level 8
Vortex - Surrounds the caster's body with a whirling wall of boiling water. You can dispel it be exploding it outwards.
Shards - Release a dozen razor-sharp dagger-like shards of ice from your hands.
Level 9
Deluge - Call forth multiple springs of water from random spots around you to flood the area. 20 gallons per post maintained.
Evoke - Grant a 60 gallons of water its own intelligence, able to form itself. It has no set alliance.
Level 10
Avataris Hydrus - You become a being of water in humanoid form, you may cast an additional 2 water spells each turn. You cannot play Fire spells. You may freeze parts of your form to make them solid.
Frios Majora - Release and spherical blast of freezing energy out from around you reaching out 100 feet and freezes everything in a coat of ice. This ice lasts 2 turns, but individual objects can be freed vai heat or blows.
Storm
Level 1
Mists - Fill the area 10 feet around you with thick fog.
Gust - Create a gust of wind with the force of a punch, but not as focused.
Level 2
Thunderclap - Create a loud deafening boom.
Charge - Release a small spark of electricity to shock someone or charge a conductive item for a post.
Level 3
Updraft - Create a whirling current of wind around an target, stir dirt and dust up around it and slowing movements.
Lightning Strike - Electrify your hands.
Level 4
Lightning Strike - Release a ball of lighting at a target.
Hail Blast - Hurl a volley of a dozen golf ball sized hailstones from your hand.
Level 5
Aspect of the Wisp - The caster is surrounded with a skintight whirlwind which blurs out its appearance, deflects physical blows and reduces friction/wind resistance. ( increasing speed and leaping power by 50% but making gripping impossible). The caster cant cast spells in this form
Fog - Fill the area 50 feet around you with a dense stifling fog.
Level 6
Tornado - Create a 7 foot tall tornado whose path you can control.
Launch - Create a burst of wind that allows you to jump 10 feet higher than normal.
Level 7
Substinate - You gain the ability to control and shape clouds and fog. You may solidify them, but only by touch.
Lightning Essence - Doubles the casters speed and electrifies his/her hands and feet.
Level 8
Chain Lightning - Release a bolt of lightning from your hand which can jump from one target to another. Each target beyond the 2nd requires the caster to give up a spell. Cast only once per post.
Stultify - Around a single target create a blinding lightning flash, deafening thunderclap and freezing wind, temporarily depriving them of sight, hearing, and touch.
Level 9
Rolling Thunder - Create a dense fog in a 100 foot radius around you, filling with mine-like lightning pockets.
Thunderhead - Create a giant black thunderhead above the caster in a 50 foot radius. Cloud rains lightning bolts straight down at random.
Level 10
Avataris Tempus - You become a being of clouds and wind in djinn form, you may cast an additional 2 storm spells each turn. You cannot play Earth spells.
Tempus Confinndum - Traps everything within a 100 foot radius of you within a giant circular wall of tornado winds, with lightning and hail blasting throughout the area.
Level 1
Pummel - Turn you hands to granite
Sandblast - Release a gust of harsh sand filled wind from your hands.
Level 2
Tremble - Cause an area of earth 4 feet in diameter to shake violently.
Mold - Turn one of your hands into shapable clay.
Level 3
Render - Cause stone to soften into clay by touch, area effected cannot excede 2 feet in diameter.
Backslide - Turn an area of earth 4 feet in diameter into mud or quicksand.
Level 4
Brace - Turn whatever non-living matter you step on to solid, unshakable stone, stablizing your balance and even allowing you to move atop liquids if you are fast enough.
Upturn - Cause an area of earth 4 feet in diameter to crack and shoot up.
Level 5
Aspect of the Golem - The casters skin turns rock hard and sprouts stone spikes. Your balance is increased drastically. The caster cant cast spells in this form.
Lob - Hurl a volley of a half dozen baseball sized rocks to from your hands.
Level 6
Granite Form - Turns the caster into living granite.
Quake - Create a violent shaking and upturning and in an area 6 feet in diameter or heavy shaking in an area 12 feet in diameter.
Level 7
Enjoin - Create a mental link between yourself and the earth you are touching in a 2 foot radius around you. You can shape this earth at will.
Entomb - Cause a sarcophagus of rough-hewn stone to erupt from the ground and encase a target for up to 3 posts. Not airtight.
Level 8
Erode - Through contact turn target inanimate object no larger than 2 feet in diameter into brittle, powdery and easily broken pumice. Takes 1 post of contact for every foot in diameter.
Rock Armory - Summon a weapon or shield made of stone to your hand. This spell cannot summon mechanical, projectile, or magically enhanced weapons.
Level 9
Merge - Create a mental link between yourself and the earth you are touching in a 6 foot radius around you. You can shape this earth at will.
Pierce - Cause stalagmites two feet in length to burst up from the ground at random in a 100 foot radius around you.
Level 10
Avataris Geolum - You become a being of stone in Garr form, you may cast an additional 2 earth spells each turn. You cannot play Storm spells. The range or your Enjoin or Merge is multiplied by two.
Chasm - Causes a trembling crack to open up in the earth before his/her and shoot outward at least 15 feet, widening to a maximum of 5 feet.
Fire
Level 1
Char - Releases a large clump of choking cinders and soot at a target
Steam-breath - Turns the caster's breath into 220 degree hot steam.
Level 2
Fire Burst - Hurl a baseball sized fireball with the force of a punch from your hand.
Boiling Barrier - Summon a 250 degree hot wall of heat roughly your size in front of you.
Level 3
Fiery Skin - Summon a fiery full body armor and helm with no defensive power.
Smokescreen - Create a shroud of ash and soot around a target, tends to cling to what it touches.
Level 4
Bake - Heat up a target through touch. 50 degrees each post touch is maintained.
Incinerate - Burn all the air in the immediate area around a target, momentarily choking them on smoke and lack of oxygen. Cast only once every 3 posts.
Level 5
Aspect of the Salamander - Grants the caster scale armored skin and turns his/her body and its fluid molten hot. Caster gains an innate ability to control fire. The caster can't spells in this form.
Steam Blast - Release a concentrated sphere of steam out from you with two times the force of a bunch, reaching out 3 feet and creating a humid Swelter effect around you.
Level 6
Flame Wake - Release an 5 foot wide 5 foot tall wall of fire which moves along the ground.
Fire Trail - Doubles the caster's speed and leaves a path of fire in his/her wake.
Level 7
Encircle - Raise a wall of flames ten feet high in a radius of ten feet around you. This wall is stationary, effectively trapping anyone inside or outside of it.
Dragon-strike - Fills the caster's body with fire, making their hands red hot and fiery and granting them fiery breath.
Level 8
Ashen Rain - Fills an area around the caster 100 feet in diameter with falling ash, brimstone and cinders. Accumulation of ash and cinders irritates the eyes and airways, singes the skin, and sets alight flammable materials.
Starscreen - Two basketball sized fireballs appear around the caster and begin orbiting wildly around him/her at a 40 mph.
Level 9
Flame Form - Transforms the caster into living flame. He/she can't interact physically in this form except for burning. This spell costs 2 spells to maintain.
Pyrosis - Absorb the heat from an target, freezing them for one post and creating a fireball in our hand that varies in size in relation to the size and warmth of the target.
Level 10
Avataris Pyrotus - The caster becomes a being of molten flesh and fire in dwarven form, he/she may cast an additional 2 fire spells each turn. The caster cannot play water spells.
Geolis Fuegonir - Superheats the ground within 100 fet of the caster to 250 degrees, and allows him or her to send jets of flames bursting up from the ground at will.
Force
Level 1
Empower - Doubles the casters strength.
Quicken - Increase your speed by 50%.
Level 2
Repel - Releases a 3 foot wide burst of repelling force, as strong as a shove, from the casters hand.
Enlighten - Lessens gravitys pull on an object, effectively halving its weight. Can't float anything heavier than a piece of paper.
Level 3
Shield - Create a steel-like wall of force before the caster, around 5 feet in diameter. Lasts until his next post.
Hammer - Surround your fists with and aura of force magics, create a, explosive pulse-strike life effect on them.
Level 4
Deaden - Create a field of restrictive force around a target, halving the speed, agility and strength of a it.
Force Blast - Hurl a baseball sized sphere of force, with twice the power of a punch, from your hands
Level 5
Aspect of the Titan - Allows the caster to increase or decrease his/her weight at will. He/she can also summon steel-like force armor around themselves. The caster can't play spells in this form.
Disempower - Halve the force being exerted by or on a target.
Level 6
Channel - Cause the force of a blow to pass around you, then travel as a projectile along the same path it previously had.
Spring - Create a powerful burst of force beneath a target and send it 6-10 feet into the air, depending on its weight.
Level 7
Hover - Creates a field around the caster which both pushes and reduces the weight of his/her, effectively allowing the caster to fly.
Shelter - Create an immobile steel strength force dome around a target that lasts 3 turns. Use only once every 5 posts.
Level 8
Refocus - Alter the direction of the force and momentum of a target.
Draw - Creates a burst of force magic behind a target so it is propelled towards the caster at 20 mph. Note this is weakened when used on heavier objects.
Level 9
Adrift - Release gravities hold on everything within a 100 foot radius of the caster, floating them 5 feet in the air. This spell effects the caster too.
Time Warp - Cut the speed of everything in a 50 foot radius of you by three quarters. Effects you too.
Level 10
Avataris Ergus - The caster becomes a translucent being of solid force in Shavir form. He/she may cast an additional 2 force spells each turn. The caster cannot play Summoning spells.
Domanik Avaris - Reduces gravities hold on everything within a 150 foot radius of the caster so they float around 7 feet in the air. The caster can chose to be immune and can lessen and increase gravities hold on others in the radius, floating them higher and bringing them down hard.
Mind
Level 1
Numb - Deadens a target's sense of touch.
Charisma - Doubles the chances of others to like and believe the caster.
Level 2
Misdirect - Confuses a target when casting a spell, giving them only a 50% chance of hitting the right target.
Daze - Disorients a target.
Level 3
Delude - Creates an illusion, no more than 6 feet in diameter, to the eyes of a target person.
Foresight - Prematory senses doubles your reaction times and reflexes of the next 3 posts
Level 4
Compel - Allows the caster to control target creature no larger than 3 feet in diameter.
Summon Psyblade - Summons a sabre of psychic energy to the caster's hand. It can be strengthen by concentrating on it.
Level 5
Aspect of the Dream - The caster changes form into that of another person he/she has meet after the purchase of the spell and spend four post studying their form. They do not get the items, abilities or knowledge of this new form. The caster can't cast spells in this form.
Mind Lash - Send stabbing pain through the brain of a target.
Level 6
Telekenesis minor - Move a single target no more than 3 feet in diameter with your mind.
Delusion - Creates an illusion, no more than 20 feet in diameter, to the eyes of multiple targets.
Level 7
Forget - Choose a spell target cast in this encounter. They cannot cast that spell again this counter and loose all knowledge of it. Cast only once per encounter.
Smoothtalk - Allows to you know what a person you are concentrating on needs to hear to react the way you want them to.
Level 8
Erasure - Suppress the memory of a target reaching back 1 day as long as your are within 10 feet of them. Costs 2 spells to cast and maintain.
Impose - Gain control of up to 3 non-bondmate creatures, placing your mind in theirs. The larger the creatures, the fewer the number the caster can control.
Level 9
Telekenesis major - Move a single target no more than 7 feet in diameter with your mind.
Thoughtform - The caster becomes incorporeal, allowing objects to pass through him/her. He/she can shape heir appendages at will. Takes up two spells per turn to maintain. The caster cannot play spells the turn after it ends
Level 10
Avataris Psychus - The caster becomes a misty being of semisolid thought in Aven form which they can shape shift in a limited fashion. The caster may cast an additional 2 mind spells each turn. The caster cannot play plant spells.
Domanik Mentalis - The caster can move multiple NPC targets smaller than 7 feet in diameter, or one target smaller than 15 feet in diameter, within 100 feet of him/her, with his/her mind.
Level 1
Shroud - Create a 6 foot wide patch of unlight darkness around a target .
Lurk - Cause a target to feel extremely paranoid
Level 2
Distress - Fills a target with sorrow and depression.
Unholy Armor - Creates a protective dark energy field around the caster in the form plate-mail and a helm, strong as brass.
Level 3
Feed - Feed off the life force of an animal an animal in sight, accelerating your healing. Anything other than a bondmate smaller than a 2 feet long is killed. Anything else is weakened.
Dark Empathy - Whenever anyone in a 10 foot radius around you feels pain, everyone else in that radius feels it as well, effects you too.
Level 4
Night Bolt - Hurl a comet-like baseball sized blast of dark energy from your hand with twice the force of a punch.
Twilight - Releases a wave of energy that drains the power from everyone in a 50 foot radius of the caster, making them all sleepy and weak.
Level 5
Aspect of the Dark - Grants the caster bat wings and a halo of damaging dark energy around his/her hands and feet. The caster cant cast spells in this form.
Suffering - Double the intensity of all pain felt by a target.
Level 6
Infect - Badly poison a target, making them dizzy, vomit and shake. If not dealt with after 5 posts, they may swoon.
Engulf - Surround a target with a cloud of unlight darkness which is bound to them.
Level 7
Night Wave - Release a five foot wide and 2 inch tall wave of dark energy from your hand with thrice the force of a punch.
Dementia - A target is filled with paranoid hatred at everyone and everything around them.
Level 8
Cursed Being - Double all damage dealt to target by spells.
Descent - Blind a target and force him/her to relive the worst moment of their life until the end of the post after their next.
Level 9
Night Strike - Hurl a large concentrated ball of dark energy a foot in diameter from you hand, with four times the force of a punch.
Black Hole - Fill the area within 100 feet of your with unlight darkness, sucking all the warmth and good feelings out of everyone caught within it.
Level 10
Avataris Noctorus - The caster becomes a being of dark magics in demonic form. The caster may cast an additional 2 dark spells each turn. The caster cannot play Light spells. The caster has an innate form of Kuan'an's Hunger.
Unamus Thantor - Everything in a mobile 100 ft radius around the caster is filled with blind murderous hatred at everyone and everything around them.
Summoning
Level 1
Squirrels - Summon three agile squirrels
Ferret - Summon a foot long sharp tooth and clawed rodent
Zombie Snake - Summon a foot long long-fanged undead viper
Zombie Rats - Summon three scurrying undead rats
Level 2
Dog - Summon a labrador or retriever like dog.
Falcon - Summon a two foot long powerful bird of prey
Zombie Hound - Summon an undead doberman or pitbull like dog.
Zombie Raven - Summon a 2 foot long undead black songbird.
Level 3
Impala - Summon a dear-like creature with a pair of thin ram-like horn.
Wolf - Summon a timber or gray wolf.
Zombie Mosquito Swarm - Summon a swarm of one to two dozen undead bloodsucking mosquitos
Zombie Jackal - Summon a voracious undead wild canine.
Level 4
Lion - Summon a 6 foot long powerful jungle cat.
Bear - Summon a 6 foot tall grizzly or black bear.
Zombie Troll - Summon a 6 foot tall muscular and dull undead bruiser.
Zombie Panther - Summon a 6 foot long sleek undead jungle cat.
Level 5
Ape - Summon a 6 foot tall powerful primate
Gorions - Summons five gorions of one random art.
Zombie Warrior - Summon a 6 foot tall undead man with bone armor and sword.
Zombie Pangolin - Summon an undead panglon with scales of compacted hairs and a powerful 3 foot long tongue.
Level 6
Rhino - Summon an 8 foot long thick skinned and horned ungulate.
Condor - Summon a 4 foot long andean vulture.
Zombie King Crocodile - Summon an 8 foot long muscular undead reptile.
Zombie Vulture - Summon a 4 foot long undead cinerous vulture.
Level 7
Gila - Summon a 5' long gila with iron-hard scales and great power
Hawks - Summon four 1 foot long long-tailed sharp-taloned birds of prey
Zombie Children - Summon four 3'5" childlike undead humans
Zombie Vampire Bats - Summon four ratsized bloodthirsty undead winged mammals.
Level 8
Centaur - Summon a 7' tall human-horse hybrid with human intelligence.
Aven - Summon a 6' tall bird-human hybrid with human intelligence
Zombie Raptor - Summon a 7 foot long undead two-legged reptile with human intelligence.
Zombie Harpy - Summon a 6 foot tall undead human-bird hybrid with human intelligence.
Level 9
Tiger Pack - Summon six 6 foot long striped jungle cats.
Nogs - Summon a trio of loyal and powerful Nogs.
Zombie Soldier Horde - Summon six 6 foot tall undead human soldiers with bone staffs to your hand.
Zombie Imp Horde - Summon six 3 foot tall undead winged humanoids with horns and sharp talons.
Level 10
Wurm - Summon a 24 foot long armored, spined, burrowing snake-like reptile.
Dragon - Summon a 24 foot long winged, fire breathing, four legged, reptile.
Zombie Dragon - Summon an undead 24 foot long winged, fire breathing, four legged, reptile.
Zombie Wurm - Summon an undead 24 foot long armored, spined, burrowing snake-like reptile