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  • Spells
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  • Main_Page > Mage: The Awakening
  • Sends you into a rage (your attack is doubled) for a short period of time; the higher the level, the longer it lasts.
  • A spell is a magical formula employed to carry out a supernatural action. Spells are a key component in Witchcraft. A spell could consist of a ritual action, a set of words, a verse, or any combination of these. Although the majority of spells are spoken in ancient languages (i.e. Latin), some spells may be performed in the native language of the caster.
  • This is a list of all known spells, as seen in the book series The Secrets of Droon.
  • A spell's vital data is shown on its corresponding Card. A spell's effect instantly or after a short preparation time unleashes it's effect and the used power goes straight into Void Power.
  • There are 5 schools of magic in MageGuild: Elemental, Cosmic, Light, Dark, and Arcane. Each school contains four spells that you may learn on your journey through the dungeon; and each spell has a second 'opposite' spell associated with it, which replaces it when you are inverted. All the spells in this list, including the inverted ones, are also available from scrolls.
  • Spells may refer to: * Keeper Spells, spells the player and opposing Keepers can use * Creature Spells, spells belonging to each creature, which Keepers can use via Possession * Spell Books, objects that exist ingame and represent each Keeper Spell.
  • Spells is a pirate on the Meridian Ocean. Prior to the ocean merge in early 2012, she had been a native of the Viridian Ocean.
  • In this page, the spells in Wizardry II can be found here along with their effects on users and surroundings and their hidden locations around the castle. A lot of spells are categorised into two categories, but they will be listed in just one on this page.
  • Other Spells: * Higins (spell)
  • Spell is a magical ability that an avatar can use.
  • Spells are a form of in Demon's Souls.
  • This page lists all spells available in ADOM.
  • Each class has unique spells. Levels 1-5 are easy to find, however spells after those levels are a bit tougher to come across. Some classes have more spells then other classes and some spells are stronger then other spells even if they accomplish the same thing.
  • __FORCETOC__ Each Vocation has the option of choosing a subclass once they reach Level 30. Upon doing so they will be granted additional spells based upon which subclass they choose.
  • Spells are magical attacks, which cost a certain amount of mana to be performed. Theoretically there is no level requirement for spells but some spells need so much mana that the manacosts can only be paid when having reached a certain level. Spells can be chosen in the left hotkey-bar and performed by pressing F1 - F12. There are 5 elements the spells are based on. Fire Water Air Spirit Earth Not much is known about them.
  • Spells are magical practices used with intentions to bring forth specific effects onto specific subjects. Spells are often spoken or written or physically constructed using a particular set of ingredients by Sentouki. Spoken forms of spells are the most common variations encountered in the Loveless series. Throughout the series, spells are mainly conducted in battles with intentions to either inflict damage onto opponents and/or aid its participants.
  • In Arcanum, magick spells are divided into 16 colleges with five spells in each. Learning one spell will increase your magickal aptitude by five. Using spells will drain from your Fatigue pool. The colleges are:
  • Note ?? = Unsure of level gained, yet -- = Class does not have access to this spell
  • Spells are special abilities in Magic Touch: Wizard for Hire that can be purchases from the shop. Spells are used in the game to aid the player in improving their high score or making it easier.
  • Any Hero with a magical ability will want to obtain as many spells as possible to help them. Spells can be obtained in many ways, such as: * Purchasing spell scrolls from a Magic Shop * Being granted the knowledge of spells from notable spellcasters * Searching for scrolls in a place where someone may have hidden them Once a Hero learns a spell, it will remain with him throughout his adventure, and learned spells can be carried over to future adventures, with a couple of exceptions.
  • This is a listing of spells available to clerics and magic-users, divided by level.
  • Spells is an anthology edited by Isaac Asimov. It was first published by NAL in 1985.
  • The spells below are separated into their respective elements.
  • Spells are a mysterious power that has existed from the very beginning of the Tower.
  • A spell is like a curse, accept spells are to do good, such as helping another witch or wizard or doing something for yourself. Spells are useful to know when reading the Harry Potter series. Here are a few. ""A"" * ""Aqua Eructo- Water from the end of the wand
  • 以下是玩家在《HentaiVerse》裡以消耗魔力值為主的咒語(Spells)。
  • spells are an alternate way to combat enemies. some spells heal you and even protect you from projectile attacks, while others deal magical damage.
  • Spells are the magical abilities granted by spell casting classes. Spells come in all shapes and sizes as well as all sorts of variations and degrees of usefulness. An overview of magic is described here. [1]
  • Spells are abilities primarily used in Tak and the Great Juju Challenge. (This is not to be confused with Juju spells that are performed in the first game)
  • Arcane spells are cast by Adepts, Mages, and Archmages. Each sphere and level requires a promotion to cast, which in turn requires a Channeling level equal to the spell level.
  • This is a list of Spells and magic found in The World and The World R:2.
  • Spells are magical items the player can use, they require mana to be used, and deal damage. Most Spells do damage, with the exception of the Magic Mirror, Rod of Discord, Dirt Rod, Fairy Bell and Orb of Light. The best Prefix for most spells is "Mythical".
  • Spells are magic attacks used by mages, archmages, necromancers, other classes, races, and species, such as dragons and worgs. Sorted by categories, further sorted by mp cost.
  • A spell, to put it simply, is a form of ritual used to focus and direct energy within magic to move towards a certain goal or cast a certain magic, contrary to popular belief not all spells are spoken, nor are all spells word-based, spell as a term can describe any magical act specifically dedicated to the production of an event, object scenario or outcome.
  • Spells are magical syntaxes that, once cast, will consume some mana or soul in order to produce the desired effect. All spells require a certain amount of of resource every time they are used, and also have a minimum level requirement. In addition to these restrictions, some spells can only be used by certain vocations. You cannot use spells too rapidly, as the client will tell you that you are exhausted if you cast spells too quickly in a short period of time. Note that you will not get muted for quickly casting spells, but you cannot cast spells while muted.
  • now the spell data are saved in here [history] please start customizing it using wiki code
  • Spells are special abilities in the Puzzle Quest series. To cast you spells, you must collect Mana, which is obtained by matching gems. The colour of the gems determines what kind of Mana you gain. For example, matching three blue gems gives you three blue Manaana. In Puzzle Quest: Galactrix, Spells are replaced by Items, and Mana with Energy.
  • Players can only practise spells which can be used in Wizard's Duel. At present there are twenty-eight spells available to learn, seven from each of the four spell books within the game.
  • Hier werden alle Zaubersprüche aufgelistet. Die aktuellen Sprüche sind von FFX geklaut. Falls so eine Art Materiasystem eingeführt wird, wie in FFVII, muss das natürlich angepasst werden.
  • Spells are contained in Obelisks. When a Transport touches an Obelisk (by moving on top of it) it learns the Spell, and an icon for that Spell will then appear overlaid on the Transport. Each transport can possess one Spell. Once a Transport has acquired a Spell it keeps that Spell until destroyed, and can cast the Spell an unlimited number of times,provided the player has sufficient Storm Power. Note: If you right-click on your High Priest, you can Pray for the Devastation Spell. After a short period of prayer, the Spell will be available to the Priest at a lower cost than to a Transport.
  • Virtually all players train at least once school of magic and it isn't uncommon for nonmages to have two or even three schools trained. Spells are learned via Scrolls or as rewards for Quests. Scrolls can be found as loot on most Creatures, can be purchased from Scriveners, and in most chests, particularly Steel Chests.
  • Spells and enchantments that are supposed to be exclusively evil (Morgûl) Magic are marked by (m) other categories of Magic: Curu (c) (Magical Skills),Nólë, Ista or Sairina (s) (Magical Wisdom); Val (v) (supernatural Powers).
  • Petty Magic covers a wide range of non-offensive spells used by all spellcasting characters. Generally speaking, these spells cost few magic points to cast and require few, inexpensive ingredients. * Blot * Butterfingers * Cunning Hand * Cure Boils * Curse * Danger Sense * Dark Sight * Find * Flight Of Amar * Gift Of Tongues * Glowing Light * Knock Down * Magic Alarm * Magic Flame * Magic Lock * Marsh Lights * Mend * Open * Petty Animal Healing * Petty Beastfriend * Petty Healing * Produce Small Creature * Protection From Rain * Rat Poison * Read Out * Reinforce Door * Remove Curse * Repel Small Creature * Sharp Eyes * Sleep * Sounds * Stealth * Weaken Poison
  • A spell is a series of words that when said in a certain order causes change in the fabric of reality to varying extents. Spells are probably the most important and basic aspect of magic. They are used to direct a sorcerer's variable and primitive power towards the object of the magical ritual. Most sorcerers absolutely need spells to use their magic, but there are some highly-gifted warlocks and witches who can bend the magical forces to their will without an incantation. The spells are verses of power of the Old Religion, taught by a sorcerer to his apprentice or written in spell books or grimoires. A sorcerer in training has to gain confidence and fluency with the language of the Old Religion to fully utilize his magic.
  • An example spell card (Dark Sprite) is shown to the right. Below is a description of what the parts of a spell card mean: * The upside-down triangle in the upper left corner is the Rank. You must have at least this many Pips and at least this much Mana to cast the spell, for the Dark Sprite, this number is 1. Some spells have and X instead of a number, this means the card will use however many pips you have to cast the spell unless stated in the card's description. The power of the spell cast will be proportional to how many pips it uses. * The circle in the upper right is the symbol representing the School of Magic of the card. For the Dark Sprite, this symbol is from the School of Death * The circle in the lower left is the Accuracy, it is always a percentage (%). For t
  • Als de vijanden met vele over je scherm beginnen te zwerven, heb je iets nodig om ze te verslappen of om de zwakste te snel dood te laten gaan. Door spells te gebruiken kun je op allerlei manieren een overvloed aan vijanden bij je kasteel verminderen.
  • Spellcasting in Elona is a multi-stage process that requires several skills, consumable items, and MP, making it a much more complex, difficult, and unreliable style of fighting than the simpler martial skills. Spells do, however, have the advantage of eventually becoming fairly versatile and powerful if you train hard enough. In a game as grind-heavy as Elona, however, the 'training' portion may make you cry tears of blood from impatience.
  • Spells are equipped in the two spell slots, located on the right of the screen. They are bound to the Up+Right and Down+Right keys. Upon using a spell, you cannot use it again until you have killed the required number of enemies to refresh the spell. The number of kills remaining is displayed over the spell's slot. Killing enemies with the spell count towards the number of kills. Enemies that stand on spike traps or get killed via other enemies also count. Spells can be found in chests or purchased from shops.
  • With a name like Wizardry, spells are par for the course. While spells definitely make the game a lot easier, the entire game doesn't depend on having an entire group of spellcasters. Kind of ironic... Spells in Wizardry come in two groups: priest spells and mage spells. Priest spells are learned and cast by character classes related to priests: priest, bishop, lord. Mage spells are learned and cast by character classes related to mages: mage, bishop, samurai. The remaining classes cannot learn spells: fighter, thief, ninja.
  • Spells can be cast by any character with the appropriate skill or accessory equipped. New spells can be learned by mortals as they level up, rewards from quests, purchased from vendors, special boss fights, as well as hidden throughout the world. Once a spell is obtained it can be used by any character that has a high enough skill to cast it. So any character that has Level 1 White Magic skill will be able to cast Shield, a level 1 white magic spell, (provided you have acquired the spell). If for example if you acquired the Lv 8 white magic spell Zephyrus but your character only has lv 7 White magic (or lower) he/she would not be able to cast that spell. Higher ranks of magic can be acquired by mortals as they level or by accessories. Both of which can be learned by immortals via Skill Lin
  • Each character has a limited amount of Hit Points and when their Hit Points drop to zero, due to damage through weapon attacks, poison or other harmful effects, will die and return to the temple in their hometown. HP is the common abbreviation for Hit Points. Each character begins with 150 hitpoints when they first arrive on Rookgaard.
  • Spells are magical syntaxes that, once cast, will consume some mana in order to produce the desired effect. All spells require a certain amount of mana every time they are used, and also have a minimum level requirement. In addition to these restrictions, some spells can only be used by certain vocations. You cannot use spells too rapidly, as the client will tell you that you are exhausted if you try to cast a spell too often. Note that you will not get muted for quickly casting spells, but you cannot cast spells while muted.
  • Magicians cast spells by drawing energy from astral space and forming it into a pattern. The pattern of each spell is unique and defines what effects and limitations it has. A magician requires the appropriate Thread Weaving talent in order to weave threads to create a pattern, and the Spellcasting talent allows the pattern to manifest and cause an effect.
  • Spells are the medium by which witches use magic. In "The Southern Vampire Mysteries", spells vary greatly in their composition and requirements, but are essentially ritualized prayers that enable the manipulation of magic for specific purposes. They are often spoken as an incantation, chant or prayer, and can theoretically be recited in any language. Many witches seem to have a preference for Latin. Strictly speaking, the language and even the words of the spell are immaterial; the act of speaking a spell gives the witch something to focus on– some find spells easier to work in a familiar language (namely Wiccans with religious connections to magic), others find that they have an easier time with the symbolism and mystery of a dead or unfamiliar language (such as witches who seek magic fo
  • Spells are cast using magicka. The spells of The Elder Scrolls universe are divided into several magical schools. Increasing the player's proficiency in the schools depends on spell uses and training. * Damage — Lowers health, fatigue, magicka, attribute or skill. Can only be restored with a Restore effect, such as a blessing from the chapel, a spell or a potion. * Drain — Temporarily and gradually lowers health, fatigue, magicka, attribute or skill for a duration of time. * Resist — Reduces shock, frost, fire, magicka, the damage afflicted by a normal weapon or reduces the chance of being poisoned, paralyzed, or diseased. Shield is similar to Resist. * Restore — Recovers health, fatigue, magicka, attribute or skill back towards normal level * Fortify — Similar to Restore
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