LOL3 - SPELLS
 
 
Summon
 
Summon Imp
Summons an in-game imp that will fight on your behalf until it receives a specified amount of damage. When defeated, the imp will vanish.
Summon Greater Imp
Summons an in-game imp that will fight on your behalf until it receives a specified amount of damage. When defeated, the imp will vanish.
Summon Ancient Imp
Summons an in-game imp that will fight on your behalf until it receives a specified amount of damage. When defeated, the imp will vanish.
Summon Imp Lord
Summons an in-game imp that will fight on your behalf until it receives a specified amount of damage. When defeated, the imp will vanish.
Banish
This spell summons up a vortex of energy that has a percentage chance of sucking your opponent away into limbo. If it fails, the spell does no additional damage.

 
 
 

Spark
 
Lesser Spark
This close range spell releases a small shower of electrical sparks that can damage a single opponent as well as igniting combustible materials.
Greater Spark
This close range spell releases a large shower of electrical sparks that can damage a single opponent as well as igniting combustible materials.
Chain Spark
This spell releases a sphere of electrical energy that will travel to your nearest opponent and release a large shower of damaging sparks. The sphere will then travel to and damage your next closest opponent, continuing on in this fashion until it has spent itself (3-6 charges).
Lightning
This long range spell strikes a single opponent with a bolt of concentrated electrical energy.
Lightning Storm
This Ancient magic spell releases a multitude of lightning bolts that will rain down from the sky/ceiling and strike all targets within the spell’s area of affect (about 50’).
 
 
 
Heal 
 
Lesser Heal
This spell will restore a small amount of the caster’s hit points.
Damage Shield
This spell surrounds the caster in an invisible shield of energy for a limited time. It will halve any damage taken by the caster, and also increases his protection by 25% for the duration of the spell.
Poison Protection
This spell will purge the caster’s body of any toxins (including radiation), as well as giving complete protection from poisons for a limited time.
Greater Heal
This spell will restore a large amount of the caster’s hit points.
Regenerate
This Ancient magic spell has multiple effects. In addition to restoring all of the caster’s missing hit points, for its duration the caster will recover from damage at such a rapid rate that he will be “unkillable”. Regenerate will also cure any type of poison.
 
 
 
Prism
 
Blind
This spell causes a brilliant flash of light to spring from the palm of the caster, blinding all opponents within a 10’ radius.
Invisibility
This spell renders the caster invisible for a limited period of time. Note that this spell only affects the visual senses. The caster may still be located through smell and sound.
Hologram
This spell causes a holographic image of the caster to appear 10’ in front of him.  The image is static, and will not move from its position once placed. The image is dispelled when struck.
Sunray
This spell creates a powerful ray of artificial sunlight that concentrates its heat on a specific point.
Trinity
This Ancient magic spell unleashes a massive concussive wave of energy, inflicting serious damage on all opponents in the same room. It will also destroy some structures.
 
 
Blades
 
Lesser blades
Creates a single, non-tracking blade of energy.
Greater blades
Creates a single, target tracking, double-bladed axe formed of energy.
Blade turret
Summons a magical generator that will hurl rotating, tracking disks of energy that will attack nearby targets.
Blade strike
Calls down a storm of energy blades onto a single nearby target.
Blade Storm
Calls down a storm of energy blades onto all opponents within a 50 ft radius.
 
 
 
Light 
 
Lesser light
Creates a temporary, short-range light source (like a flare) at the player’s current location in the world. These flares burn indefinitely, but there can only be 2 of them in the world at a time.
Lesser light pulse
Creates a non-tracking pulse of light.
Greater light
Creates a temporary, long-range light source (like a flare) at the player’s current location in the world. These flares burn indefinitely, but there can only be 2 of them in the world at a time.
Greater light pulse
Creates a tracking pulse of light.
Light Storm
Creates a random formation of lesser light pulses that will track and target nearby opponents.
 
 
 
Demolitions
 
Lesser Detonation sphere
Launches a small, non-tracking sphere. If the spell key is released within 1 second of casting, the sphere will travel until it collides with an object or creature, and detonate in a single explosion. If the spell key is held down for longer than 1 second, the sphere will detonate when the key is released.
Lesser Explosive Runes
When cast, this spell creates a spell target cursor. The object or location clicked on after the spell is cast will be affixed with a magical rune visible only to the player. If a creature comes within the proximity of the rune, it will cause a single medium explosion at the location of the rune. The rune will be destroyed when it is triggered.
Greater Detonation sphere
Launches a small, non-tracking sphere. If the spell key is released within 1 second of casting, the sphere will travel until it collides with an object or creature, and detonate in a group of medium explosions. If the spell key is held down for longer than 1 second, the sphere will detonate when the key is released.
Greater Explosive Runes
When cast, this spell creates a spell target cursor. The object or location clicked on after the spell is cast will be affixed with a magical rune visible only to the player. If a creature comes within the proximity of the rune, it will send out 4 small spheres, which will each cause a single medium explosion after traveling 5 feet. The rune will be destroyed when it is triggered.
Cataclysm
When cast, this spell creates a spell target cursor. The object or location clicked on after the spell is cast will be affixed with a magical rune visible only to the player. If a creature comes within the proximity of the rune, it will send out 6 small spheres, which will each cause a single large explosion after traveling 10 feet. At the same time, a large earthquake will tear through the area, doing damage to creatures and objects, and predetermined locations of distressable geography. The rune will be destroyed when it is triggered.
 
 
Scry Familiar
Summon Familiar
This spell will call the players familiar back to his current location.
Familiar’s Eyes
This spell allows the caster to see through his familiar's eyes through a portal that will appear on the screen.
Empower Familiar
This spell restores your familiars HP and SP to maximum, and increases the familiars might and protection by 50%. The might and protection effects last for 1 minute.
Ward Familiar
This spell places a shield of invulnerability around your familiar for 10 seconds.
Resurrect Familiar
This spell will resurrect the player’s familiar if it has been slain.

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