LOL3
- SPELLS
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Summon
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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.
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Spark |
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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’).
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Heal
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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.
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Prism |
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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.
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Blades
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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.
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Light
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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.
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Demolitions
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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.
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Scry Familiar
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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.