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Charms: Difference between revisions

From Ashenzari's Archive
imported>Hordes
infusion spell
imported>Hordes
infusion spell
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Revision as of 05:01, 22 April 2022

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.

The Charms school of magic includes spells which positively affect yourself, providing improved offense, defence, speed, or other beneficial enhancements until they wear off. Although they never directly affect other targets, they can greatly increase your ability to survive.

Aptitudes

At Ba Ce Co DD DE Dg Ds Dj Dr Fe Fo GC Gr Gh Gn Ha HE HO Hu Ko Mf Me Mi MD Mu Na Op Og On Pa Po Re SE Sp Te Tr Vp VS
N/A 1 -1 N/A -1 4 -1 -1 N/A -1 2 0 0 -1 -1 6 1 2 -1 0 -2 1 N/A -4 N/A -2 0 0 -1 N/A N/A N/A N/A -2 4 -2 -4 1 0


Spells

Icon Name Schools Level Power
cap
Range Noise Flags Books

Level 1

Infusion Charms 1 25 1 Utility Book of Battle

Level 2

Shroud of Golubria Charms/Translocation 2 50 2 Selfench Book of Battle
Book of Spatial Translocations
Song of Slaying Charms 2 100 8 Utility Book of Battle

Level 3

Ozocubu's Armour Charms/Ice 3 100 3 No ghost Book of Battle
Book of Frost
Spectral Weapon Charms/Hexes 3 100 3 No ghost, Selfench, Utility Book of Battle

Level 5

Excruciating Wounds Charms/Necromancy 5 200 15 Helpful Book of Death
Iskenderun's Battlesphere Charms/Conjuration 5 100 5 Utility Book of Power

Level 7

Ring of Flames Charms/Fire 7 200 6 Area Book of Clouds
Book of Fire

Level 8

Death's Door Charms/Necromancy 8 200 6 Emergency, No ghost, Utility Necronomicon

Sources

See Also

History

Skills
Weapons Short Blades • Long Blades • Ranged Weapons

Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing

Physical Fighting • Armour • Dodging • Stealth • Shields
Magical Spellcasting • Invocations • Evocations • Shapeshifting
Spell Schools Air • Alchemy • Conjurations • Earth • Fire • Forgecraft • Hexes • Ice • Necromancy • Summoning • Translocations