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Guild Information

Requirements

Spells

Aether Manipulation
Electricity Manipulation
Fire Manipulation
Water Manipulation
Earth Manipulation
Air Manipulation

 

 

More Information on Warrior Mages.

Wyndguard's Place
This is a very nice and informative site for Warrior Mages.
Shalnhh's Hive (Warrior Mage)
This is the magic GM's "unofficial" page, for spell information.
 
Electricity Manipulation Spells
 
Gar Zeng
Is a melee based attack spell. It requires you to have at least one hand free to cast. This spell does minor damage and will unbalance the target. It is not known for its powerful hits, but it is one that will usually hit.
 
Arc Light
Creates a small flash of light which can be cast at an opponent who is at pole range or melee. The flash of light will distract and unbalance the opponent.
 
This is a very useful spell. It can be cast before a targeted spell and will increase the changes of a hit. The caster can use it to regain balance, and help to sway the flow of battle in their direction.
 
The minimum mana for the spell is 1 mana.
 
Strobe (Scroll Spell)
Requires arc light. This spell will flash arc light at the target multiple times. Seriously unbalancing and disorientating the target.
Tingle
Requires arc light, 8th circle. When successful this spell will cause the target to drop an item they are holding. This is done by sending a minor electrical jolt through the targets hands. The target will have a small period or hampered motor control when the spell is successful.
 
Static Discharge
Requires arc light, ethereal shield. When an ethereal shield is created, over time there will be a build up of static electricity. Then spell releases the build-up and will jolt anyone at melee range with you.
 
This is a low powered spell, which is a very handy one for use on multiple opponents. It will often stun them for a short period of time, and usually seriously disrupt their balance.
 
This is a another good spell to cast before a targeted spell. The opponent will be off balance, and if you press them harder they will probally still be off balance when your next spell is ready, which will increase your chances with a targeted spell.
 
The minimum mana for the spell is 4 mana.
 
Lightning Bolt
Requires static discharge, gar zeng. The caster will summon a magical bolt of lightning which is directed at a target. NOTE: It is not a requirement but is should be considered that a mage acquire mass ethereal shields before they attain lightning bolt or chain lightning.
 
If the bolt hits the target they will take a decent amount of damage. The caster must be very careful with this spell. When cast at high mana levels it will backlash at the caster, also if the caster is in water it will fry everything in the area. The caster must always be aware of their environment when they cast this spell.
The minimum mana for the spell is 20 mana. 
 
Chain Lightning
Requires lightning bolt, 30th circle. This spell will summon lurid green bolts of lightning which will fork out at multiple targets. The bolts will seek anyone not covered by an entereal shield. The same precautions must be taken with this spell as with lightning bolt.
 
This spells is very useful when facing two or more opponents of a skilled level. This will even the odds a bit. It should be known that the bolts can be blocked with a shield by a skilled user.
 
If the caster has tingle, it would be a good idea to attempt tingle the shield out of the opponents hand before this spell is cast.
 
The minimum mana for the spell is 22 mana.
 

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Last revised: July 20, 1999

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