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The following style would make it clear which subclasses branch into which other subclasses.
| Stat bonuses / Auto-trains | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Age | Subclass | Bra | Gra | Met | Siz | Wit | Ten | Dis | Aur | Talents | Powers | Branches into |
| 200 | Blood Knight | +12 25% | +10 20% | +12 25% | +0 0% | +5 10% | +3 5% | +3 5% | +5 10% | House BloodStone | Blood Legacy +2 Blood Forging +2 Blood Runes +1 | Blood Lord Blood Reaver Blood Templar |
Added by Xakarii
Black Lightning
Spell Type : Direct Shock Attack (red spell)
Requires : Path of Shadows 15+
Enhanced by : House ShadowSworn doubles base ascendancy and power
Casting Time : 3 seconds
Base modifiers: 100 feet range, +10 Ascendancy, +5 Power
Black Lightning is a direct attack spell which has a 25% chance of hitting head or face, and a 50% chance of hitting the body. It inflicts shock damage.
FireBolt Spell Type : Direct heat attack (red spell) Requires : Fire Magic 1+ or Flameborn Adept Casting Time : 3 seconds Base modifiers: 100 feet range, +20 Ascendancy, +10 Power Firebolt is a direct attack spell which has a 25% chance of hitting head or face, and a 50% chance of hitting the body. It inflicts heat damage.
IceBolt Spell Type :Direct cold attack (red spell) Requires : Water Magic 1+, Greater Crow Spirit 1+ or Waterborn Adept Casting Time : 3 seconds Base modifiers: 100 feet range, +20 Ascendancy, +10 Power Icebolt is a direct attack spell which has a 25% chance of hitting head or face, and a 50% chance of hitting the body. It inflicts cold damage.
Lightning Bolt Spell Type :Direct shock attack (red spell) Requires : Air Magic 1+, Ride the Storm 1+ or Windborn Adept Casting Time : 3 seconds Base modifiers: 100 feet range, +20 Ascendancy, +10 Power Lightning Bolt is a direct attack spell which has a 25% chance of hitting head or face, and a 50% chance of hitting the body. It inflicts shock damage.
Spirit Bolt Spell Type :Direct shock attack (red spell) Requires : Air Magic 1+, Ride the Storm 1+ or Windborn Adept Enhanced by : Spirit Wolfkin doubles base Ascendancy and Power Casting Time : 3 seconds Base modifiers: 100 feet range, +10 Ascendancy, +5 Power Lightning Bolt is a direct attack spell which has a 20% chance of hitting head, face or groin and a 40% chance of hitting the body. It inflicts shock damage.
Shadow Bolt Spell type : Direct cold attack (red spell) Requires : Path of shadows 1+ or House ShadowSworn Enhanced by : House ShadowSworn doubles base ascendancy and power Casting Time : 3 seconds Base modifiers: 100 feet range, +10 Ascendancy, +5 Power Icebolt is a direct attack spell which has a 25% chance of hitting head, face or groin and a 40% chance of hitting the body. It inflicts cold damage.
Spirit Armour Spell type : Defensive Buff (green spell) Requires : Greater Crow Spirit 20+ and Spirit Wolfkin Casting Time : 3 seconds Duration : 60 seconds (modified by green magic) Enhanced mana cost: 25 mana makes the duration permanent Spirit Armour is a defensive buff which gives the caster +10% physical armour, modified by blue magic. It then gives a further 1% physical armour and +5% health regeneration per rank in Greater crow spirit.
Mystic Armour Spell type : Defensive Buff (green spell) Requires : Air Magic 1+ and Windborn Adept Enhanced by : Windborn Adept or Windborn Adept Casting Time : 3 seconds Base Modifiers: 25 feet range Duration : 60 seconds (modified by green magic) Enhanced mana cost: 25 mana makes the duration permanent Mystic Armour is a defensive buff which gives the recipient +10% physical armour, modified by blue magic. It then gives a further 1% physical armour per rank in Air Magic, with Windborn Adept giving an additional +5%.
Hellish Armour Spell type : Defensive Buff (green spell) Requires : Pathway to hell 15+ and Witch Spawn Casting Time : 3 seconds Duration : 60 seconds (modified by green magic) Enhanced mana cost: 25 mana makes the duration permanent Hellish Armour is a defensive buff which gives the recipient +10% physical armour, modified by blue magic. It then gives a further 1% physical armour per rank in Air Magic, with Windborn Adept giving an additional +5%.
Lightning Stream Spell type : Direct shock attack (red spell) Minimum Magic : Red Magic 50+ Requires : Air Magic 3+, Ride the Storm 3+ or Windborn Adept Casting time : 4 seconds Base Modifiers: 500 feet range, +25 Ascendancy, +20 Power Lightning Stream is a direct attack spell which has a 25% chance of hitting the head or face, and a 50% chance of hitting the body. It inflicts shock damage, and has an innate bypass bonus equal to 5% of your Meditate skill.
Dimensional Anchor Spell type : Indirect mental attack (red spell) Requires : Pathway to Hell 25+ Enhanced by : Witch Spawn counts as 5 ranks in Pathway to Hell Casting Time : 3 seconds Base modifiers: 25 feet range, +10 Ascendancy Duration : 10 seconds, +1 seconds per rank (see below) Enhanced mana cost: 50 mana doubles the duration and the penalties Dimensional Anchor is an idirect attack spell which targets your opponent's legs and inflicts mental damage, although it only inflicts a single point of damage. If your spell is successful, a glowing dimensional anchor will materialise around your opponent's legs, giving them 1% chance per rank of teleportation failure, and increasing the AP cost of their feet commands by +1 per rank. If the feet AP penalty exceeds any bonuses your opponent has from other spells or equipment, they will also suffer +1 feet cooldown. Note that this spell doesn't work on swarm creatures, for obvious reasons.
Summon Elemental Spell type : Summon pet (red spell) Fire Requires : Fire Magic 1+ or Flameborn Adept Air Requires : Air Magic 1+ or Windborn Adept Water Requires: Water Magic 1+ or Waterborn Adept Earth Requires: Earth Magic 1+ or Earthborn Adept Enhanced by : The appropriate adept talent counts as 5 ranks Casting time : 5 seconds Duration : 30 seconds (modified by red magic), +5 seconds per rank This spell summons a minor elemental, who will immediately attack your current target (if any), and can also be given orders (see 'help pets'). The type of elemental summoned will be based on your highest rank, or in order given above in the case of a tie (eg Fire, then Air, then Water, then Earth).
The elemental's size is randomly generated in the range of 4 to 7, while all of its other stats are fixed at 5. However it also gets +1 Grace and Wits per rank and +1 Brawn and Mettle per 2 ranks.
Note that you may only ever have 3 spell summoned creatures at any one time.
Summon Shadow Spell Type : Summon Pet (red spell) Requires : Path of Shadows 1+ or House ShadowSworn Enhanced by : House ShadowSworn counts as 5 ranks Casting Time: 5 seconds Duration : 30 seconds (modified by red magic), +10 seconds per rank This spell summons a creature of elemental shadow, who will immediately attack your current target (if any), and can also be given orders (see 'help pets').
The elemental's size is randomly generated in the range of 4 to 7, while all of its other stats are fixed at 5. However it also gets +1 Grace and Wits per rank and +1 Brawn and Mettle per 2 ranks.
Note that you may only ever have 3 spell summoned creatures at any one time.
Spell type : Defensive buff (yellow spell) Requires : Path of Shadows 10+ Casting time: 5 seconds Duration : Permanent This transmutation spell modifies a piece of armour, adding an amount of Shadow Flux equal to a third of its total physical soak (i.e., cut,stab, and crush), then reducing that physical soak to 0%. Each point of Shadow Flux on an item gives it 1% cold soak. You may wear a total amount of Shadow Flux equal to your rank in Path of Shadows without penalty, but each point beyond that will be treated as if it were a point of radiation.
If you cast this spell a second time on the same item (or if the item has no physical soak), it will gain additional points of Shadow Flux equal to the average of its heat and shock armour, and those two soak types will then also be reduced to 0%. You cannot cast this spell more than twice on the same item.
Note that this spell only works if the item's total physical soak (or combined heat and shock soak for the second casting) is equal or less than 10% of your combined rating in Yellow Magic and Meditate. This spell will not work if the item has no physical soak (or no heat/shock soak for the second casting).