Humans and Gargoyles worked together from a common source of magic, and the Gargoyles went on to refine their arcane arts to deal with the cataclysms destroying their world. Gargoyles have mastered the art of magic called Mysticism.
Similar to Magery, Mysticism consists of 16 spells and eight ranks that signify their power and the magic ability required to cast them. These eight concentric ranks correspond to vortices within the ether, all spinning one within another as they expand through the universe. The more powerful a spell you wish to cast, the deeper into the inner circles of ether you must penetrate. The deeper you go, the more mana (magical energy) each spell requires you to expend. Spells of the Eighth Rank require great measures of both skill and mana, while spells of the First Rank are much easier and require less energy.
Those skilled in Mysticism are known as Mystics.
Note: Evaluating Intelligence and Imbuing augment the power of certain Mysticism spells.
Circle One:
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Nether Bolt - In Corp Ylem - Fires a bolt of nether energy at the Target, dealing chaos damage.
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Reagents: Black Pearl, Sulfurous Ash.
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Healing Stone - Kal In Mani - Conjures a Healing Stone that will instantly heal the Caster when used. The amount of damage healed by the Healing Stone is determined by the Caster's Imbuing and Mysticism skills.
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Reagents: Bone, Garlic, Ginseng, Spiders' Silk
Circle Two:
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Purge Magic - An Ort Sanct - Attempts to remove a beneficial ward from the Target, chosen randomly. The chance to successfully Purge Magic is determined by a comparison between the Caster's Evaluating Intelligence and Mysticism skills and the Target's Resisting Spells skill.
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Reagents: Fertile Dirt, Garlic, Mandrake Root, Sulfurous Ash.
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Enchant - In Ort Ylem - Temporarily enchants a weapon with a hit spell effect chosen by the Caster. If the Caster's Imbuing and Mysticism skills are greater than 80, the Caster may hold the weapon while casting Magery or Mysticism spells.
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Reagents: Spiders' Silk, Mandrake Root, Sulfurous Ash.
Circle Three:
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Sleep - In Zu - Puts the Target into a temporary Sleep state. In this state, a Slept Target will be unable to attack or cast spells, and will move at a much slower speed. A Slept Target will awaken if harmed or after a set amount of time. The Sleep duration is determined by a comparison between the Caster's Evaluating Intelligence and Mysticism skills and the Target's Resisting Spells skill.
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Reagents: Nightshade, Spiders' Silk, Black Pearl.
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Eagle Strike - Kal Por Xen - Conjures a magical eagle that assaults the Target with its talons, dealing energy damage.
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Reagents: Blood Moss, Bone, Spiders' Silk, Mandrake Root
Circle Four:
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Animated Weapon - In Jux Por Ylem - Conjures and animates a weapon that selects a Target to attack based off its combat strength and proximity. The Animated Weapon disappears after a set amount of time. The Animated Weapon's stats and duration are determined by the Caster's Imbuing and Mysticism skills. Damage is determined by the Caster's Anatomy and Tactics skills. Requires 4 pet control slots.
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Reagents: Bone, Black Pearl, Mandrake, Nightshade
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Stone Form - In Rel Ylem - Infuses the Caster with the essence of solid stone, giving a bonus to physical attacks and damage resistance, but reducing the Caster's movement, spell casting, and attack speed. The Stone Form may neutralize poison, strangle, bleed, sleep, paralysis, and stat reduction effects. The Stone Form's effectiveness is determined by the Caster's Imbuing and Mysticism skills.
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Reagents: Blood Moss, Fertile Dirt, Garlic
Circle Five:
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Spell Trigger - In Vas Ort Ex - Allows the Caster to store a Mysticism spell in a Spell Stone. When the Caster uses the Spell Stone, the stored spell is instantly cast. The Caster must possess the spell in his spellbook. The highest Mysticism spell circle that can be stored in a Spell Stone is determined by the Caster's Imbuing and Mysticism skills. Cooldown: 5 minutes.
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Reagents: Dragon's Blood, Garlic, Mandrake Root, Spiders' Silk
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Mass Sleep - Vas Zu - Puts one or more Targets within a radius around the Target's Location into a temporary Sleep state. In this state, Slept Targets will be unable to attack or cast spells, and will move at a much slower speed. They will awaken if harmed or after a set amount of time. The Sleep duration is determined by a comparison between the Caster's Evaluating Intelligence and Mysticism skills and the Target's Resisting Spells skill.
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Reagents: Ginseng, Nightshade, Spiders' Silk.
Circle Six:
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Cleansing Winds - In Vas Mani Hur - Soothing winds attempt to neutralize poisons, lift curses, and heal a valid Target. The Caster's Evaluating Intelligence and Mysticism skills determine the effectiveness of the Cleansing Winds.
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Reagents: Dragon's Blood, Garlic, Ginseng, Mandrake Root.
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Bombard - Corp Por Ylem - Hurls a magical boulder at the Target, dealing physical damage. This spell also has a chance to knockback and stun a player Target. The stun chance is determined by a comparison between the Caster's Evaluating Intelligence and Mysticism skills and the Target's Resisting Spells skill.
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Reagents: Blood Moss, Dragon's Blood, Garlic, Sulfurous Ash
Circle Seven:
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Spell Plague - Vas Rel Jux Ort - Inflicts a terrible curse on one or more Targets in its area of effect. Each time a Spell Plagued Target hits with a harmful attack or spell, the Target may suffer a backlash of fire damage. The backlash chance is determined by a comparison between the Caster's Evaluating Intelligence and Mysticism skills and the Target's Resisting Spells skill. Once the Target takes damage from the Spell Plague, there is a chance the Spell Plague will be removed from the Target. Regardless, the Spell Plague will be removed from the Target after a set amount of time. A Spell Plagued Target cannot be harmed by another Spell Plague for a set amount of time.
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Reagents: Daemon Bone, Dragon's Blood, Nightshade, Sulfurous Ash.
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Hail Storm - Kal Des Ylem - Summons a storm of hailstones that strikes all Targets within a radius around the Target's Location, dealing cold damage.
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Reagents: Dragon's Blood, Blood Moss, Black Pearl, Mandrake Root.
Circle Eight:
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Nether Cyclone - Grav Hur - Summons a gale of lethal winds that strikes all Targets within a radius around the Target's Location, dealing chaos damage. In addition to inflicting damage, each Target of the Nether Cyclone temporarily loses a percentage of mana and stamina. The effectiveness of the Nether Cyclone is determined by a comparison between the Caster's Evaluating Intelligence and Mysticism skills and the Resisting Spells skill of the Target.
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Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss.
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Rising Colossus - Kal Vas Xen Corp Ylem - Summons a colossal stone titan that selects a Target to attack based off its intelligence and proximity. The Rising Colossus disappears after a set amount of time. The Rising Colossus' stats, skills, and duration are determined by the Caster's Evaluating Intelligence, Imbuing, and Mysticism skills. Requires 5 pet control slots.
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Reagents: Daemon Bone, Dragon's Blood, Fertile Dirt, Nightshade.
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