Class: Sorcerer: Difference between revisions

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|  31 || Conjure Element    || Summons a random element from shadow, holy and acid.
|  31 || Conjure Element    || Summons a random element from shadow, holy and acid.
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|-
|   
37 || Energy Maelstorm    || Summons a cloud of dark energy area attack, and drains from everything in the room.
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|  38 || Mob Sum Two        ||
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|  38 || Wandering Mind      || Caster siphons 1 mana per round from target for 24 rounds
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|  39 || Anarchy            || 6d10+3*2 mag dam
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|  43 || Arch-shielding      || Gives +7 AC +36 hp magic resis +8  and +2 saves
|-
|  44 || Sonic Slam          || Caster calls a sonic power, slams mob into ground
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|  45 || Suffocate          || Target takes magic dam and suffers -5 str and dex.
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|  45 || Zomm Stone          || Imbibes a stone with a mob who when its thrown appears to fight.
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|  46 || Mordenkainen's Celerity || Increases duration of spells that affect speed/mv, haste & fly
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|  47 || Malise              || Target suffers penalties to various saves/resists' random
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|  48 || Disjunction        || Removes all magical affects from target
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|  49 || Rend                || 4d6+3*10 magic dam and stuns mob
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|  50 || Berserker Spirit    || Gives +7 str, -3 dex, and +50m hp
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|  50 || Reclaim Energy      || Dismiss a summoned creature and adds back to mana pool
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|  51 || Buffer              || Grants resistance to a specific form of damage-granted
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|  51 || Shocking Embrace    || Lightning/Electricity spell: shocking arms of electricity hail down and grab mob making them unable to attack for a round and take electric dam.
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|  52 || Mana Seive          || Reduces targets mana pool
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|  53 || Fireshield          || Returns fire damage back on the caster
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|  54 || Ride the Wind      || Fly Spell
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|  55 || Scintillating Sphere|| Caster spins in a circle faster generating a field of sun area
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|  56 || Mantle              || Creates a shield to absorb all magic but has a "limit" that it can absorb
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|  57 || Oozepuppet          || Caster summons forth the ooze to make a familiar to fight only good outdoors.
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|  58 || Plasma Bolt        || Energy Damage
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|  60 || Column of Fire      || area fire damage 4d8
|-
|  61 || Watery Doom        || Caster calls forth a torrent of water, washing away all the mobs stats
|-
|  62 || Hideous Laughter    || Mob begins laughing himself to death and is unable to defend against attacks.
|-
|  63 || Stony Grasp        || Like Earthen but for caves and indoors
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|  64 || Mestil's Acid      || Casts a shield of acid around you causing acid damage, returned to mob in amount you would take.
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|  66 || Limb Disruption    || Caster causes a limb to explode(wonder if mob looses an arm of leg, item falls to ground?)
|-
|  67 || Acid Storm          || Area affect acid dam
|-
|  67 || Transmute Liquid    || Changes any potion/liquid to water
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|  68 || Mob Three          ||
|-
|  69 || Fire Trap          || Locks a door with a fire damage trap
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|  70 || Catalyst            || any element that a mob casts (energy, wind, ice) can be called from mob transformed into energy and thrown back at them, the removal of the element makes it weak to that element
|-
|  70 || Chaos              ||
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|  71 || Magic Boost        || a skill for a magic caster that allows them to cast an offensive spell for 2x mana cost and anywhere from 1-2x damage
|-
|  72 ||Greater Malison      || Stronger version of minor malison
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|  73 || Meteor Swarm        ||
|-
|  75 || Fist of Stone      || Turns hands to stone, for bare hand dam
|-
|  77 || Hornungs Baneful Delflector  || Reflect
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|  78 || Bladeturn          || creates a bubble to take melee damage but does not work against ninja's or assassins
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|  80  || Rankletaste        || Covers mob in acid making them unable to move and take dam
|-
|  81  || Elemental Mix      || Random cast does random elemental damage
|-
|  84  || Thunderclap        ||  spell creates an overwhelming burst of magical sound in the area. This will stun those around you, and possibly yourself,
|-
|  85  || Prismatic Spray    || area affect can do one of the following randomly-fire damage, acid damage, electrical damage, struck with poison, paralyzed for "x" rounds, confused for "x" rounds or instant death!
|-
|  89  || Elemental Aura    || Pick an element and has different advantages based on what picked
|-
|  91  || Implosion          || Spell causes all the air to be sucked out of the room causing "vacuum" damage, chance that any "objects" in room can hit caster though
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|  95  || Stop Spell        || caster casts this on self, and it gives them a %chance to stop any/all/speciffic spells...% increases with level? - cast only on self
|-
|  99  || Maelstorm          || caster summons a swirl of energy causing a storm and is high level area
|-
|  Phase                    || makes a "door" or object phase out allowing entry or looting
|-
|}





Latest revision as of 03:16, 4 December 2005

Ideas / notes

Level Name Description
19 Circle of Force 5d10+2*2 area fire dam
22 Blackflame Spell with decent damage , and high cost. Cold damage instead of fire damage , hence -blackfire. Verysmall % chance of it immobolizing/freezing target for 3 rounds of combat.
23 Mellon Collie Affected by Wis-depresses the mob, makes them weaker and miss more.
24 Turn Pebble to Stone Cast on a pebble, throw at a mob, and increases in size until it hits target.
31 Conjure Element Summons a random element from shadow, holy and acid.
37 Energy Maelstorm Summons a cloud of dark energy area attack, and drains from everything in the room.
38 Mob Sum Two
38 Wandering Mind Caster siphons 1 mana per round from target for 24 rounds
39 Anarchy 6d10+3*2 mag dam
43 Arch-shielding Gives +7 AC +36 hp magic resis +8 and +2 saves
44 Sonic Slam Caster calls a sonic power, slams mob into ground
45 Suffocate Target takes magic dam and suffers -5 str and dex.
45 Zomm Stone Imbibes a stone with a mob who when its thrown appears to fight.
46 Mordenkainen's Celerity Increases duration of spells that affect speed/mv, haste & fly
47 Malise Target suffers penalties to various saves/resists' random
48 Disjunction Removes all magical affects from target
49 Rend 4d6+3*10 magic dam and stuns mob
50 Berserker Spirit Gives +7 str, -3 dex, and +50m hp
50 Reclaim Energy Dismiss a summoned creature and adds back to mana pool
51 Buffer Grants resistance to a specific form of damage-granted
51 Shocking Embrace Lightning/Electricity spell: shocking arms of electricity hail down and grab mob making them unable to attack for a round and take electric dam.
52 Mana Seive Reduces targets mana pool
53 Fireshield Returns fire damage back on the caster
54 Ride the Wind Fly Spell
55 Scintillating Sphere Caster spins in a circle faster generating a field of sun area
56 Mantle Creates a shield to absorb all magic but has a "limit" that it can absorb
57 Oozepuppet Caster summons forth the ooze to make a familiar to fight only good outdoors.
58 Plasma Bolt Energy Damage
60 Column of Fire area fire damage 4d8
61 Watery Doom Caster calls forth a torrent of water, washing away all the mobs stats
62 Hideous Laughter Mob begins laughing himself to death and is unable to defend against attacks.
63 Stony Grasp Like Earthen but for caves and indoors
64 Mestil's Acid Casts a shield of acid around you causing acid damage, returned to mob in amount you would take.
66 Limb Disruption Caster causes a limb to explode(wonder if mob looses an arm of leg, item falls to ground?)
67 Acid Storm Area affect acid dam
67 Transmute Liquid Changes any potion/liquid to water
68 Mob Three
69 Fire Trap Locks a door with a fire damage trap
70 Catalyst any element that a mob casts (energy, wind, ice) can be called from mob transformed into energy and thrown back at them, the removal of the element makes it weak to that element
70 Chaos
71 Magic Boost a skill for a magic caster that allows them to cast an offensive spell for 2x mana cost and anywhere from 1-2x damage
72 Greater Malison Stronger version of minor malison
73 Meteor Swarm
75 Fist of Stone Turns hands to stone, for bare hand dam
77 Hornungs Baneful Delflector Reflect
78 Bladeturn creates a bubble to take melee damage but does not work against ninja's or assassins
80 Rankletaste Covers mob in acid making them unable to move and take dam
81 Elemental Mix Random cast does random elemental damage
84 Thunderclap spell creates an overwhelming burst of magical sound in the area. This will stun those around you, and possibly yourself,
85 Prismatic Spray area affect can do one of the following randomly-fire damage, acid damage, electrical damage, struck with poison, paralyzed for "x" rounds, confused for "x" rounds or instant death!
89 Elemental Aura Pick an element and has different advantages based on what picked
91 Implosion Spell causes all the air to be sucked out of the room causing "vacuum" damage, chance that any "objects" in room can hit caster though
95 Stop Spell caster casts this on self, and it gives them a %chance to stop any/all/speciffic spells...% increases with level? - cast only on self
99 Maelstorm caster summons a swirl of energy causing a storm and is high level area
Phase makes a "door" or object phase out allowing entry or looting


Current Specs

Damage spells:

Name Level Damage formula Min Max Multicast Area Allow Save
mud Ball 1 1d 8 + 2 3 10 Y N
blood burst 7 3d 9 + 5 8 32 Y N
boom 10 9d 6 + 11 20 65 Y N
acid splash 12 9d 9 + 14 23 95 Y N
pyrocursor 16 12d 9 + 17 29 125 Y N
death fog 26 27d14 + 25 52 403 N Y
cone of cold 31 29d18 + 28 57 550 Y N
plasma ball 33 33d20 + 40 73 700 Y N
fission bomb 35 390 1080 N Y