Please be advised the following spells have changed. Due to issues with the admin portion of our webpage, these changes 'will not' be reflected on the website directly. All SS workers, Dev and Ops will need to keep this thread book marked for future reference when selling or reviewing the use of these spells in game.
Cast of Shadows:
Level required: 5
Class required: Entertainer, Mage, Magi, Bard
Casting method: ranmagatk
Defending method: ranmagdef
Description: Class Restrictions: Bard, Entertainer, Mage, Nature, Magi – X2
An odd spell no doubt, for its activated by the soft sounds of humming and the direction of what the Caster sees his shadow doing. As the hum increases, the shadow of the Caster himself will begin a dance. Alluring, eye catching, it begins to take on a life all its own. Hopping upon surfaces until an eerie three dimensional being seems to form. Splits into two... three... And further the higher level the Caster is. Used mainly as a distraction, it also tends to keep the eyes following, tricking one for many a minute into a stunned silence of seeing ones shadow dancing and luring them to continue to watch.
:MECHANICS: This spell cost 2 stamina plus one per slot to cast. This spell causes no damage but keeps their victim watching the shadowy dance, leaving them confused and thoroughly entrapped by what their eyes see. The Caster uses a simple !ranmagatk roll, vs !ranmagdef. If the opponent loses upon the rolls, he will be entranced, watching the Shadow dance and move. The amount of time spent enctranced depends on the number of shadows created which is determined by levels of the Caster: 1-5 1 Shadow, 6-8 2 shadows, 9-12 3 Shadows, 13-15 four shadows and no more than this. Effectively allowing the Caster plenty of time to disengage himself from a potential problem. No further spells may be cast upon the opponent so ensnared by this Spell and if opponent is hit by anyone or thing while watching the shadow, the spell is broken immediately. The victim may still roll an !evade on his or her turn.
Blessed Recourse:
Level required: 10
Casting method: clomagatk
Defending method: clomagdef
Description: Shaman X3:
A rarely used spell, this incantation allows the Shaman to give of himself to heal others. Altruistic Shamans are rare, however, so most often this spell is used to 'siphon' off others' Stamina to replenish himself. This spell cannot harm others beyond draining them to the point of exhaustion and passing out. It requires that the Shaman make flesh to flesh contact while the spell works.
MECHANICS: A Close Magical Attack and a standard Close Magical Defense are required for this spell. Upon a successful casting, instead of dealing damage, this spell robs the victim of his of her stamina based off a roll determined by the amount of slots in the spell. A shaman with 15 slots in this spell would roll !r 1d15 to determine how much stamina is drained from the opponent and given to himself.
When this spell is used outside of combat the shaman can use this spell to heal minor wounds and can restore one HP for every 5 slots in the spell. This healing only heals flesh wounds, burns and other superficial injuries. Broken bones, internal injuries and other serious damage remains unaffected, though this spell 'will' keep them alive. This spell can only be used to heal others. This spell cannot be used on the same person multiple times in a single day.
Graceful Leap:
Level required: 5
Casting method: none
Defending method: none
Description: When cast, this spell allows the user greater fluidity in movement, granting them the ability to move and respond with higher reflexes and greater speed. In diced combat, it will add +1 AGILITY per slot for the duration of the entire battle. However, with the greater speed comes greater cost. All attack and defense rolls that use the AGILITY (AGI) stat (Close Physical Attack, Close Physical Defense, Ranged Physical Defense, and Ranged Magical Defense) cost 1 additional STAMINA per 3 slots put into the spell. This spell can be canceled at anytime but requires a round to do so.
Glimmering Tail:
Level required: 3
Casting method: none
Defending method: none
Description: This spell when cast, causes any race with a natural tail to have the appendage glow with a metallic sheen. Thus empowered it may be used to enhance their defense against close physical attacks. The magic of the spell makes their tail as hard as iron, but there will be no damage to the tail done whilst it is being used like this. Once the spells wears off, the tail returns to its normal state.
:MECHANICS: Once cast, this spell grants +1 per slot to all close physical defense rolls. It lasts for one round per 2 slots to a maximum of 8 rounds at 15 slots. Races without natural tails that grow them using the spell Fuzzy Tail may not use this spell. The spell cost twice the amount of stamina meaning it costs 1+2 stamina per slot in order to cast this spell.