
Lasts infinitly until snake dies, 1 spawn per roomĠ.5 MAG,pull = MAG × 2 In px (4 MAG = 8px per sec) Lasts infinitly until illusion dies, 1 illusion per stage Summons 1 illusion, 1 MAG = 1 illusion LP Shoots a guiding laser, deals damage every tickġ MAG = Reduce enemy damage, 200 px radius Random 0.5-3 damage, bounces off terrain in straight lines
Magician, archmagi, wizard, elementer, witch, paladin Poison 2 sec, creates shield that shoots forward when touched/attacked Magician, archmagi, wizard, elementer, witch 1 Ambient 2 Buttons 3 Combined 4 Common 5 Doors 6 Friends 7 Half-Life 1. Elementer (only deals elemental damage).
Angel (usually support or area of effect). Archmagi (more psychicly adept but still uses basic arcana). They are melee weapons with the exception of the Revenant who uses them as a long range weapon. Hammers are known for their wide variety of control skills and breadth of their attacks. Time: if the time says 0 secs the effect is instant and has no projectile but it may still have an effect animation (like priest attacks). Crafted by Weaponsmith Gallery Hammer concept art. Note: anything above lvl 9 would have a value equal to its order (S=10) Time: it is the Time for the projectile to last NOT the Time taken for effect, instead all spells having a MAG cost x10 equal to their lvl per attack - MAG has a minimum of its level (1 level happens every 10 attacks - MP, 2 = 20 - MAG, 3 = 30 - MAG) if a lvl 1 spell costs 10 MAG and the caster has 9> then the values minimum MAG is the original which in this case is 1. It has the same MAG requirement of normal weapons and can be bought or sold. Most Spell Caster classes don't duel wield or commonly use magic weapons so they use scrolls instead.