Last but not the least.
Wizard.
School
Arcane
Arcane magic concerns with operation of magic itself and direct manipulation of quantum probability. Arcane Magic Argument other spells at lower levels and provide some of most powerful magic at higher levels.
Enchant Building
"The sole difference between the arcane and the mundane is the later does not understand the former"
Target a wizard tower or wizard guild. While the spell is been channeled, the building fires magic bolts at targets designated by the caster. can be cast from inside. Each wizard can only enchant one building.
Overcharge
"It only take a single spark to light a fire that would become a great conflagration"
Target a wizard guild. While the spell is been channeled, the guild, and all wizard tower connected to it, will enjoy an increased range and all spells cast from the target guild will inflict more damage and have a longer duration. The overcharged building, and tower connect to it take 1 damage per second while the spell is active. Overcharge drains stamina and will knock out the caster at the end of the spell. Can be cast from inside a building. Multiple wizard can overcharge the same building and the increase in range and spell power is cumulative.
Power Channel
"Magic Whispers to those bold enough to consort with it."
Triple the cost the next spell, double its effectiveness. Great for hitting rangers who are out of reach. Can be cast repeatedly for devastating effect, but will most likely exhaust the caster if used in such a manner.
Dispel
"Look at all that prayer gone to waste"
Strip all active spell effect from a single target, regardless if they are beneficial. Work on buildings, and WODS.
Power Transfer
"Help me help you."
Drain 100% of caster's stamina. knock out the caster, the target receives 50% of drained stamina + 1% drained stamina for point of willpower of the caster. The total amount can exceed the caster's total stamina, if the willpower is high enough.
Counterspell
"Refreshing, indeed, for the brain-dead." :rofl:
Prevent the target from casting any spells at all. An intelligent creature will just melee the wizard. Does not work on buildings.
Invisibility
"Now you don't.
Render the caster invisible. Drain stamina constantly, the stamina cost is 100/caster's intelligence per second, the minimum is 1/ second. Fighting does not break invisibility. Although it's possible to attack an invisible wizard if they cast an elemental spell, if they are smart enough.
Antimagic Field
"What are you babbling about ?"
The caster conjures a stationary sphere. This sphere ends all effects on creatures that are currently in the sphere, and prevent them from becoming target of any spell. The field can be maintained for as long as desired, but the caster cannot move or do anything else while maintaining the spell.
Power Surge
"Limits exist only in your mind"
The caster's metabolism is greatly accelerated. S/He regenerate stamina equal to his/her willpower per second, but lose half of that amount of health. Power surge will end if it will reduce the caster below 1 hit point, thus will never kill the caster. (unlike mind's edge) When the spell end, the caster is knocked out.
Teleport
"Not all paths are visible to the eye."
Transport the wizard to a coordinate of his/her choosing. The stamina cost is linearly related to distance and inversely proportional to intelligence. This spell will never knock out the caster.
Gate
"The grass is not always greener on the other side."
Link the wizard's current location with a target location by creating a two-way tunnel in spacetime. Creatures intelligent enough to identify the gate or is an ally of the wizard can utilize the gate to travel to and from the destination. Those who are not intelligent can travel through the gate as well, but are unlikely to do so. The caster must remain still to maintain the gate. Maintaining the gate drains stamina at a rate proportional to distance and inversely proportional to intelligence.
Gate can also be used to rescue a banished creature.
Polymorph
"What is strength and girth when compared to arcane knowledge?"
Target creature is assigned an arbitary creature type of the caster's choosing. The polymorphed creature maintain all its mental capacities, equipment, health and even mass. (casting this on a WOD may produce an enormous, angry and deranged chicken wearing harness, which may nor may not be beneficial to the caster). This works can target the caster as well, however, if a spell casting creature is Polymorphed into a form that cannot speak or process hands, it may not be able to cancel the spell until it has expired. Polymorph lasts a number of second equal to wizard's intelligence*willpower/total HP of the victim. It obviously interrupt spells if cast on another spell-caster. Do not work on buildings.
Banish
"You have no place in this world.
The wizard transport a single target to a parallel dimension. Creatures capable of casting spells will eventually find their ways back. Creatures protected by deities may be sent back. Other creature are simply lost and are effectively removed from the game. Resurrection and reanimate does not work on banished creatures. However, a banished creature can be rescued by a caster who know the gate spell. Does not work on buildings.
Power Conduit (Epic)
"Our minds act as one."
Caster of this spell forms a powerful mind link and energy conduit between two willingly participating wizards and greatly multiply their power. For the duration of the spell, the two caster is considered a singular entity. The entity has access to any spell that could be cast by either participant. The effectiveness of any spell cast by this entity is multiplied by the sum of the levels of the participating casters. This applies to range, Area of effect, damage dealt, and duration. In addition, the entity created by the power conduit cast spells without expenditure of stamina. The duration of the spell is a number of seconds equal to the sum of participants' willpower. At the end of the spell, the participants of Conduit disintegrates in a spectacular explosion of light.
Singularly most powerful spell a wizard could cast ... once. It'd be extremely rare spell because it's a death sentence to everyone involved. The casters, their targets, and pretty much everything on the map. Armageddon for the magically inclined, use with caution.
Existence Failure (Epic)
"Outward complexity betray inward simplicity."
The Caster attempts to destroy a building and creature by causing one of its critical components to vanish via probability manipulation. For creatures with a heart, this spell usually target the heart. For most buildings, the spell would target a critical support beam. In effect, any creatures or building with less hit points then the product of the caster's intelligence and level is slain/destroyed instantly. The stamina cost is the amount of hit point destroyed. Knock out the caster if the spell reduce his/her stamina below zero.
It's perfectly possible to teleport in and kill a palace/avatar with this at high level (20X50=1000HP) But the caster will be exhausted at more then -500 stamina. The wizard would be in a lot of trouble if he/she doesn't have backup. This spell can be easily blocked by anti-magic field or
Eldrich Shield (see the sovereign spell post)