As the Sorcerers were working on destructive elemental forces, two
other guilds, the Clerics’ and Warlocks’ guilds, joined together in the study
of the mind, and in the process, came up with many powerful defensive and
aggressive spells. The effectiveness of these spells depends on the experience
of the caster and the Mind Resistance of the monster.
Sleep
Effect: Will Sleep up to 4 Monsters in 2 Groups.
Type: Combat
Power: 12/3
Range: 1
Base Level: Cleric (1), Warlock (1)
Required Stats: 12 Int, 11 Wis,
8 Dex
When cast, this spell attempts to take over the mind and put the designated
targets to sleep so that they may be killed without a struggle.
Blinding Darkness
Effect: Will Dazzle up to 6 Monsters in 4 Groups.
Type: Combat
Power: 15/6
Range: 2
Base Level: Cleric (4), Warlock (4)
Required Stats: 15 Int, 9 Wis,
9 Dex
When invoked, this spell creates a mentally projected and amplified
light so bright that many are instantly killed.
Summon Shade
Effect: Will Scare up to 7 Monsters in 4 Groups.
Type: Combat
Power: 20/9
Range: 3
Base Level: Cleric (6), Warlock (6)
Required Stats: 14 Int, 12 Wis,
10 Cha, 8 Dex
A ghastly spell that creates a mental demon so terrifying that it scares
most creatures to death. |