As the Sorcerers were working on destructive elemental forces, two
other guilds, the Cleric and Warlock's guilds, joined together in the study
of the mind, and in the process, came up with many powerful defensive and
aggressive spells. The effectiveness of these spells depends on the experience
of the caster and the Mind Resistance of the monster.
Sleep
Base Level: 1
Guilds: Cleric, Warlock
Required Stats: 12 Int, 11 Wis,
8 Dex
COMBAT Spell, will cause up to 2 Monsters in 2 Groups to be Slept.
When cast, this spell attempts to take over the mind and put the designated
targets to sleep so that they may be killed without a struggle.
Blinding Darkness
Base Level: 4
Guilds: Cleric, Warlock
Required Stats: 15 Int, 9 Wis,
9 Dex
COMBAT Spell, will cause up to 6 Monsters in 4 Groups to be Life Shattered.
When invoked, this spell creates a mentally projected and amplified
light so bright that many are instantly killed.
Summon Shade
Base Level: 6
Guilds: Cleric, Warlock
Required Stats: 14 Int, 12 Wis,
10 Cha, 8 Dex
COMBAT Spell, will cause up to 7 Monsters in 4 Groups to be Scared.
A ghastly spell that creates a mental demon so terrifying that it scares
most creatures to death. |