| Author | Topic: Magic Class Information (Read 796 times) |
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Keeper of the Realms
Joined: Aug 2005 Gender: Female  Posts: 1,168 Location: In the Realms
|  | Magic Class Information « Thread Started on Jan 2, 2007, 6:45pm » | |
::Ranks System:: Our ranking system is as thus:
0-40 First Level 40-150 Second Level 150-350 Third Level 350-700 Fourth Level 700-1000 Fifth Level 1000+ Sixth Level
This is visible above your name on your profile, and is portrayed by stars. You increase your rank by the number of posts you have.
Your class and rank will go below your name. Once you post your profile and declare your Class, a staff member will give you your Class and Rank in your profile. The more levels you gain, the more power your character has. This also means that your character is affected by their level.
Please remember to play fairly and take levels into consideration.
--~Magical Classes~--
Mage A generic, basic magic-user who can wield and cast spells in a specified element. The mage is a generally a learned character who prefers to use his brains over brute force, and is normally weaker stamina-wise than that of the Fighter. He is normally a very cautious fighter who prefers strategically taking out single enemies at a time. The mage, as with all other magical classes, often has an animal familiar who is his bonded partner for life. Elements: Fire, Water, Earth, Air, Dark
Shaman (Int.) An earth-based magic-user whose powers are based purely on whatever his natural surroundings are. He has the ability to heal, support, and attack by manipulating the living world around him. The shaman is a powerful and deadly opponent in un-urbanized areas.
Druid (Int.) A magic-user who lives and thrives with the flora of the forests. He is the guardian of the woods who defends those lands to the death. The druid is an earth-based magic user with a more concentrated power than that of the earth mage. Druids have a tendency to be reclusive.
Summoner (Int.) A magic-user who calls upon the aid of the Realm's fauna. He is a guardian of the creatures who will rarely kill. He is a pacifist and defender of life and nature. The summoner is an earth-based magic user whose length and durability of summons depends on the wielder's ability. The summoner always has a familiar, though he holds a high affinity with all creatures.
Bard A magical unit whose melodies instill others. He casts simple spells, mainly supports, and offers musical relief to stressed souls. The bard is a carefree spirit who enjoys traveling and literally singing – or playing – for his supper. (Elements: Fire, Water, Earth, Air)
Healer A specialized earth-element user who excels in spiritual, medicinal, mental, and physical healing. He is the calm spirit who lives for the sake of others, aiding both the good and the bad, regardless, as he is a neutral unit. The healer can use basic earth attacks, but exceeds most at healing techniques. He is also skilled in the identification of herbs and the creation of medicines and potions. The healer does not often fight.
Scholar An element-based magic-user who spends more time with his nose in books than anything else. He is the ultimate bookworm of all the subclasses and is more often than not the most intellectual and brilliant mind in a group. He enjoys the thrill of knowledge and has an insatiable thirst for it. (Elements: Fire, Water, Earth, Air)
Seer A magic-user said to be both gifted and cursed by the gods. He is the one that can grasp at the future and see images of things to come. He is a contained character who often has more bad news than good. The seer does not often become an extremely social character due to the emotional stress it brings.
Oracle (Adv.) A powerful seer who has ascended the ladder of divination. He is an extremely accurate seer of the future who can also grasp incidents past. He is an extremely contained character with a subdued personality, as his talent is also his ultimate curse.
Darkcaller A summoner of Scyros who can call upon different creatures of the Netherealm depending on his strength as a magic-user. He is always an evil character and is almost always accompanied by a direhound familiar.
Necromancer (Adv.) A powerful magic-user who reanimates souls from the Netherealm and manipulates them for his use. He is a fearsome minion and follower of Scyros as well as a terrible enemy to encounter. A necromancer’s powers and summons increase in strength and duration as he levels. (Other Names: Deathcaller, Corpseraiser)
Illusionist (Int.) A water or air-based magic-user who depends on his wit to trick his enemies. He is not a powerful unit, but can be a very convincing actor and artist. The illusionist creates false images to bluff his opponents rather than to conflict with them straight on. He is a follower of Thakken who enjoys his talents immensely. His magic is purely illusion-based and cannot cause physical damage.
Alchemist (Special Permission Only; Adv.) The crafter, the alchemist uses his abilities to craft and create by means of magic. He can shape metals and wood into makeshift weapons, create shields from any solid material, and manipulate elements to his will. However, he cannot use his abilities if the element or material is not in his hands. (Other Names: Crafter)
Mana Seal (Special Permission Only; Adv.) A magic-user whose aura disrupts the flow of the natural elements (Fire, Water, Earth, Air). He disables mortal abilities to cast spells, and is unaffected by any of them. He does not often fight, but if the Mana Seal is forced into combat, he is a difficult foe to land a hit upon. The Mana Seal's aura extends roughly 4.5 to 5 meters in all directions, weakening as distance progresses. (Other Names: The Living Magebane)
*Int. - Refers to levels 3-4. Permission of use will also be judged by member behaviour and posting ability. *Adv. - Refers to levels 5-6. Same as above.
----Magic Ranks----
Level 1 (Novice) Your skills are basic and elementary. You know basic magic, or healing skills. You can cast the simplest of spells, or do the simplest healing. Examples may be, you shoot a small fireball at someone, or the earth beneath something crumbles causing them to trip. You may heal cuts, bruises and the simplest of ailments. You can cast a weak magelight - a glowing ball of light - for your element.
Level 2 (Apprentice) You are now learning more about your Class, and are able to do more intricate skills. You can now cast a stronger fireball, or shoot a bolt of lighting. You may create small elemental shields for minor protection. You can now heal small sicknesses, and larger cuts or bruises. You can cast a brighter mage-light. You are starting to become skilled with the use of herbs and medicines Mages may choose their familiar, with the approval of the Realms Master. Remember that a Familiar is an animal partner to your character.
Level 3 (Mage) You are a full graduate of your Class. Your skills are well developed, and you are an asset in a confrontation. You may take an apprentice if you wish. You can cast spells now such as a strong fireball, you can create a medium shield, you can even create a wave of water, or a gust of wind. Healing skills are now much more skilled. You can use herbs, medicines, treat sicknesses and minor diseases. Cuts and bruises are fixed in the flash of the eye. You can control the brightness and power of a mage-light.
Level 4 (ArchMage) You are learning to master your Class, and gaining more skills. You now can control the elements around you. You can summon a bolt of lighting from the sky, you can create a wave on the ocean, you can cause plants to suddenly grow from the ground. Your becoming a renowned healer, being able to help cure sickness, wounds and even some diseases!
Level 5 (MasterMage) You are legendary. Your magic abilities are powerful, you can do the most complicated spells now. Your abilities are very advanced and powerful. Your healing skills are top notch, being able to heal most sicknesses, diseases, wounds. You are praised and feared.
The ranking will be as thus: Novice >> Apprentice >> Mage >> ArchMage >> MasterMage
An Introduction to Magic (as it exists in the Realms) by: Siara Brightfist, fire mage of Hadir University
.:Introduction:. Magic is a Common word for the power or energy that gives life to all of the realms. It's true name in the Ancient Tongue is Ri (pron. rEE). It is also known as the: --Bright Power --True Power --Inner Flame --Deep Energy The Bright Power exists in everything, but its course and place of continual existence is in the spaces between the 'fabric' of the realms. Balancing the Bright Power is the Dark Power, or Mor (pron. moHR). It is also known as the: --Shadow of Chaos --Star Echo --Shadow Energy Together the Bright and Dark Powers bind the Five Realms together and give them life. .:Concerning Magic:.
There are countless ways to harness and utilize both Ri and Mor, though much of the knowledge has been lost. The Bright Power is too powerful for a mortal to harness - the few mages that have tried were literally swallowed up in the Power and perished. It filters into the Mortal Realm as the elemental magics: fire, water, air, and earth.
Mages are grouped into these four main elements of magic. There are also susidiary types of magic for each element, such as healing (earth or water), future sight, oracular, plant magic (earth), weather magic (air), bard magic, metal magic (fire), etc. Some of these are specific to an element, such as weather and plant magic.
Rumors and legends exist of rare magical abilities that include battle magic (the mage can move at impossible speeds, leap higher than normal, and enchant their weapon, etc.), gating (moving between Realms without the aid of a Gateway), and telepathy (moving objects with their mind). But these abilities have not been seen or proved for ages. .:Concerning Mages:.
Mages do not choose which element they are able to harness. They are born with the innate ability to harness and control a single element. Some mages are only able to harness subsidiary magic, such as healing or weather, while others can grow in their abilities. Only the most powerful mages can wield pure elemental spells and all types of sub-magic of that element, known as Archmages. Untrained mages are known as Potentials. Apprentices are taught by mentors until they become a full Mage. .:Familiars:.
A familiar is an animal companion. From birth, a mage and their familiar is bonded, though it is a faint bond that can only be detected when they are close. Once the mage begins to unlock his/her abilities in the Bright Power, that bond strengthens. The animal is born with the ability to also harness magic, though their methods are more innate rather then used through spells and weaves. Once the animal companion finds their mage partner, a special ritual binds them together, sealing their bond. A familiar and a mage work together to perform powerful spells. Through their shared magical bond, they can speak mind-to-mind, even across great distances.
When a mage dies, their familiar dies as well, their bodies dissolving into sparks of light. At the death of a familiar, however, the mage remains alive, but they are only half-alive, forever longing for their companion, and forever feeling the loss. Most mages pass away soon after the death of their familiar. .:Dark Mages:.
No mage is born with the ability to harness the powers of darkness. Dark mages are mages who turn from the light, and worship Scyros. A mage's contact with Mor severs their contact with Ri, and so they become a dark mage. .:The Use of Magic:. Due to the dwindling magic in the realms, mages must utilize spellweaves for even the simplest act of magic. Spellweaves can be complex or simple, depending on what the spell is intended to do, and the amount of power it requires. All spellweaves are built around a central symbol, the Life Spiral. This is the symbol of the Greater Balance, and it is said that the Great Life Spiral, an incredibly complex spellweave, has the ability to completely map out the future, or bind darkness. Those who have attempted the Great Life Spiral have perished due to the complexity and amount of focus and power it requires.
Spellweaves are essentially descriptions of what the mage wishes the magic to do, described through symbols and words in the Ancient script. The more knowledge a mage has of these words and symbols, the more complex spells he/she can design and cast.
A spellweave is cast as a mage draws upon their contact with magic and pulls it into the spell. This can be done using a weapon, a staff, even a finger or a hand. Archmages can cast spellweaves by designing spellweaves in their mind. Once the spell is ready, the mage releases it by sealing the spellweave with a symbol of closure; usually their personal spell-symbol.
.:Magebane:.
Also known as dursha stone, mage bane is a feared substance among those of the magic world. It is very rare, and only mined in a few locations in the realms. Mage bane creates a barrier or wall in a mage's mind, blocking their connection to magic. Mage bane manacles are one of the most common uses for the stone, used to contain a mage's power and prevent them from escaping custody.
Magebane appears as a black glossy stone that appears to swallow any light that touches it. It is rumored that Nashar'belon is built upon a massive vein of magebane, but this has not been confirmed. It is very strong, and extremely hard to break or crack.
Spells
All spells cannot be cast by simply waving a hand. Each uses a spellweave, which is a design that is sealed by a symbol, most of the time the symbol of the element. The spell is usually drawn by a finger, or a hand, sometimes by a foot for those who use spelldancing as a technique. Staffs, glaives, and other weapons can also be used to draw a spellweave, if the weapon has been blessed or spelled with this ability. The more advanced the spell, the more intricate it is. It can be drawn on the hand, the ground, in the air, or on an object (used for blessing, cursing, and granting objects powers.) If a healing spell is used, the spellweave is drawn on the injured person.
Spells from previous levels can still be used by higher levels, so a caster can decide on the level of the spell depending on the need at that moment. You wouldn't use Tides of Obariun to put out a small fire, or Emberglow to attack an Archdemon, so choose carefully.
In the posts below you will find the master list of spells for the Mage, Shaman, Druid, and Dark classes.
Quick Links: [ Mage | Shaman & Druid | Dark ]
Please note that this spell list is not final; there will be updates and edits.
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Imisanakikeganonaawo
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|  | Mage Spells « Reply #1 on Jul 29, 2007, 12:42pm » | |
Mage Spells
Level One:
Magelight - Creates an orb of illuminating light that floats above the caster's hand in the color of their element (The more powerful the caster, the more brilliant the light will be, as well as the light's duration. Experienced casters may manipulate the light to areas beyond their hands.)
Shield - A small, weak protective shield of the caster's elemental color (In similarity to the magelight, the shield increases in strength, duration, and size as a caster progresses in magical proficiency.)
Heal – A basic healing technique useful for shallow wounds and slight bruises.
Basic Attack Spells: Emberglow - A small blast of fire that erupts from the caster's fingertips Smokescreen – Forms a cloud of thick, obscuring smoke; holds effect over a fairly large area Splash - A small burst of water that erupts from the caster's fingertips Aqua Mist – Forms a heavy curtain of obscuring mist; holds effect over a fairly large area Lightning - A small bolt of electricity that bursts from the caster's fingertips Blinding Light – A brilliant emittance of light that will cause a temporary lack of sight Vines - Thorned tendrils entrap an enemy and hinder movement Barkskin – Creates a hard, bark-like 'skin' around the caster for protection; a temporary effect
Level Two:
Fire: Heatstrike - Channeling heat from within the earth, the resulting surge causes a minor tremor beneath a desired target Ring of Faeros - A fiery ring surrounds a desired target Blastfire - A more potently damage-dealing form of Emberglow, with a larger blast Blinding Haze – Forms a cloud of blinding ashes over a target
Water: Waterspout - A pillar of water surrounds and collapses upon a given target Icespark - Ice temporarily entraps a given target or area, disabling movement or creating a barrier Tears of Burden – Forms an area of hindrance from water vapor; targets of this spell are said to move as if underwater
Earth: Earthsong - A more advanced healing technique mastered by all healers of the magical trade; heals moderate wounds and bruises. Vineslash - Large thorn-ridden vines erupt from the earth around a given target in the form of an attack Earthshake - Creates a violent tremor Thorn Blade – Thorn-covered tendrils encircle the caster's arm to extend in a medium, blade-type weapon
Air: Windshriek - A violent explosion of wind that will knock down a given target Thunderstrike - A powerful bolt of lightning that strikes from above a desired target Lightning Blade – A chosen weapon is now imbued with the elemental powers of lightning
Level 3:
Fire: Tauron’s Fury - Forms multiple orbs of flame; may target more than one enemy Inferno - A column of searing flame encircles a given target Bolt Flare - A great spout of flame that erupts from the caster's palm
Water: Tideflash - Creates a large wave; can be used to douse fires Glacial Defend - Creates a thick wall of ice Shards of Fury - Hundreds of ice shards relentlessly batter at given target
Earth: Lorriana's Blessing - An advanced healing technique rarely used by mages; heals major wounds and relieves the effects of most status ailments Abyss - A draining technique that splits the earth to create a large crevasse beneath a desired area Verdant Aid - Compels the surrounding plant life to hinder or ensnare a given target Cleansing Arc - An advanced healing technique that arcs from target to target in even distribution; not potent, but relieves the effects of most status ailments
Air: Stormfury - The equivalent of a minor thunderstorm rains lightning and heavy winds upon a desired target Chains of Lightning - Glowing chains of lightning bind a desired target; caster may choose to channel currents through these chains Gale - Creates a powerful current of air that may lift loose objects and carry them towards a given target as projectiles, as well as knock a target over Thunderdisk - A glowing disk of lightning becomes a usable projectile that may be controlled by the caster's will; experienced mages may choose to ride upon these disks for short periods of time to hover over otherwise impassable terrain
Level 4:
Fire: Dragonsbreath - A massive blast of fire that reaches white-hot temperatures; very dangerous to use unless careful control is used Firebane - Creates a spiraling column of flame that may be controlled by the caster's will Ashen Darkness - Darkens the skies of a given area with smoke and hot, raining ash; moderate effect region
Water: Tides of Obariun - Creates a circular area of surging waters; destroys everything within the given region Riptide - Creates a strong current that banishes targets away from the caster Undertow - Creates a circular area of effect, entrapping targets in an expansive column of water; drowns enemies
Earth: Aelvir’s Wrath - Massive thorned vines burst from the earth in a given region; creates strong tremors Wildcall - Summons entities of the land to fight alongside the caster; is more effective in the use of a summoner or shaman Ereshkigal - Mighty, pointed stone spires emerge from the ground to pierce the enemy and create a wall of obstacle.
Air: Talsie’s Tempest – Biting winds and massive bolts of lightning create a devastating area of effect around the caster; may or may not strike party members Blessed Wind - Boosts the speed and agility of a desired target Thunder Mine – A heavily-concentrated orb of lightning; creates a destructive explosion upon impact Dire Bolt – A mana-draining spell that may be used to strike targets from long distances; summons a massive thunderbolt
Advanced (Denotes levels higher than 4)
Fire: Soleipyr - A white flame surrounds a given target, slowly sapping energy from the target to the caster Destruction - Creates spiraling columns of flame that wreak mass destruction over a large area Faeros' Spite - Borrowing power from the God of the Flame himself, the caster projects a wide beam of white-hot flame that can melt most metal and stone. The can also be triggered in slightly quicker, weaker pulses. (Faeros must be a patron deity to use this technique)
Water: Inferno's Chill - At the expense of the caster's vitaliy rather than mana, the caster is given the ability to create a brilliantly white-blue light that arcs from the hand or a hand held weapon, converting the target and surrounding air to temperatures nearing absolute zero when struck; a life-threatening technique that is not recommended for casters of low health. Casters invariably collapse after the usage of this spell. (Obariun must be a patron deity to use this technique.) Tidal Grave - Channeling wrath, the caster creates a shimmering tidal wave of golden waters from which the forms of sea serpents surge from; diminishes target life force and causes heavy damage. Casters invariably collapse after the usage of this technique. (Obariun must be a patron deity to use this technique.)
Earth: Crystal Wave - Shimmering crystal shards of nigh-unbreakable quality burst in either spreading rings or in a directed wave from the caster, carrying great amounts of earthly mana; requires a short period of focus to cast. A single crystal may be summoned as a base for a second spell. Devastation - Creates great walls of earth that entrap and crush anything within the given region; a linear spell that requires a large open space.
Air: Mjolnir - Mass quantities of electric discharge concentrate in heavy clouds above a targeted region, unleashing a condensed silver bolt upon impulse-immobilized targets; causes heavy damage and may shatter the earth beneath. Oblivion - A mana-draining technique that creates a vacuum around a desired area; has small, spherical area of effect.
Combination Spells In cases where mages of different elements attack in unison, they may or may not choose to combine their powers to form more powerful spells of more than one element.
However, as different elements are not as compatible with some as they are with others, they are not often combined without previous knowledge and experience. For this sake, it is not recommended that you combine with other mages unless you are Level Three or higher.
The following are a few commonly combined spells that are nearly fail-proof. Elements required for the spells are listed; the number of casters required equals the number of elements listed.
Tempest - (Water|Air) Creates a storm with lashing winds, lightning, and lancing sleet that will hinder and strike the enemy Burst Chasm - (Earth|Fire) A large fault splits the earth beneath a target, fountaining flames and molten rock Mud Slide - (Earth|Water) Turns the ground in an area into mud; may create a mire if used on flat land or a slide when used on slanted terrain Firespout - (Fire|Air) Creates a large tornado of flame; large area of effect Meteor - (Earth|Fire|Air) A massive boulder of flame may be controlled to strike a target from long distances Steamsear - (Water|Fire|Air) Condenses and heats the vapor in the air about a targeted area to a boiling temperature; a cruel technique with a moderate area of effect
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Imisanakikeganonaawo
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|  | Shaman & Druid Spells « Reply #2 on Jul 31, 2007, 8:03pm » | |
Druid Spells
Call - Summons creatures of Nature, size and power depending on the level of the caster Spite - A form of a curse, weakens an enemy's strength for a period of time Vortex - Creates a whirlwind powered by Earth magic that can hurt and knock an enemy down Nature's Boon - The caster asks, through an incantation, plants or trees to aid them, describing the help they need. Higher levels can do so without speaking. Featherstrike - Energy in the forms of sharp-edged feathers strikes at the opponent Word of Binding - Vines burst from the ground to bind the enemy. Vine Whip - Spiked vines lash the enemy Silvermist - A heavy fog settles around the caster and oponnent, blinding them. Revive - This spell uses the energy from the user and borrows energy from the plants, trees, and the ground around the caster in order to heal. Leaf Daggers - This spell causes leaves around the caster to become as sharp as steel. The caster can then controls the leaves as where it moves and how it affects people (if it will cut them or not). (Adv)Forestblast - The druid who uses this move can channel the energy from the forest around him/her and send it toward a certain target. (Adv)Dire Cry - A cry that is terrible and fearsome to hear, it strikes fear into the heart of those who hear it.
Shaman Spells Life of the Earth - Vines attach to a person, slowly healing the wounds with the nuturing energy of the earth. Shield - Depending on the element they choose, creates a shield from either ground, air or stone. Windspite - Winds lashes at the enemy, draining their energy and throwing off their concentration Confusion - Confuses the enemy Blessed Revival - Grants strength and stamina to whoever the spell is cast on Heal - The same as a healer's spell, strength depending on the level Hearthstrike - Causes the ground to shift suddenly, like a small earthquake. Seeing Eye - Allows the caster to see far away places Fury Sweep - Energy lashes out at the opponent Fireball - A ball of fire strikes the enemy Call for Strength - Borrows strength from the energy within the caster's surroundings Hasten - Grants the caster speed
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|  | Dark Spells « Reply #3 on Jul 31, 2007, 8:03pm » | |
Dark Spells
(NOTE: None of these spells use actual darkness (the substance), only darkness meaning the absence of light. Actual darkness can only be controlled by VERY high levels, and is dangerous to even go near)
Level 1: Curse - A basic attack that will knock an opponent down, momentarily paralyzing them. Shadowflash - A small blast of darkness that swirls about the opponent's limbs, momentarily binding them. DarkShield - A basic shield spell, very weak.
Level 2: Hate Storm - Raises all negitive emotions in the affected person. Can cause many negitive side effects, such as attacknig ones foes. Good for disrupting orginaized groups. Dark Cloud - Creates a cloud of shadow that is impossible to see through. Fades momentarily. Iceblast - Freezes an opponent for a short amount of time in black ice. Darkflame - Similar to the mages' Fireball, only with a dark orb of flame Medium Shield - Creates a stronger shield than a basic shield.
Level 3: Basic Summon - Summons Darkhands, small demons that obey mindlessly. Void of Chaos - Splits the ground to form a pit to catch enemies Seal of Scyros - Can control the minds of weaker beings for a short time, very draining on the caster Midnight Pulse - Uses the dark energy to sap away the life from everything in an area. The stronger the caster, the wider the area of effect and the more rapidly it drains life Shroud - Allows the caster to merge with shadows, hiding/and or using them to move Darkwave - With a wave of the caster's arm, depending on the angle, a cutting wave of darkness spreads
Level 4: Spiegel - Mirrors and reflects a negative spell as a counter attack Gleipnir - A darkened storm attacks the chosen target(s) Ring of Shadows - A circular blast of dark energy that is most effective when surrounded Path of Darkness - A blast that blows back enemies, setting them aflame with dark flames
Advanced: Essence of Darkness - A cloud of darkness that blinds and paralyzes the enemy Mental Assault - Disrupts spells and drains mana, leaving a target unable to cast spells for a short period of time.
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