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Spell Traps
Trap
Spells>
Unique spells that are cast once a specific trigger has occurred causing a
negative effect to the one who triggers the trap. When Trap spells are cast its
best to state the Trap spell and target to the Host secretly so the opponent
does not take advantage of the knowledge of what Trap Spell you have cast. Trap
Spells offer no Resistance or saving roll due to their instantaneous effect
hence why they are called Trap Spells
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Name of Spell
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Effect of Spell
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Exp. Requirements
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Cost for Item / Spell
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Shift Positions
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single target
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20 Exp
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100 D / 1 Spell Slot(s)
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Description:
When the caster or target is attacked and is about to be dealt damage the
attacker and the target hit switch positions causing the Attacker to take
the damage. This also causes them to switch positions on the battle field.
The caster when casting this spell designates the target, possibly he, of
this spell, who ever attacks the target with the spell automatically takes
the damage and switches the position of that person.
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Ally Reborn
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single target
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20 Exp
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100 D / 1 Spell Slot(s)
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Description:
As the caster casts this spell on an ally any enemy they kill will allow
anyone on their side, an ally, to come back to life if they were slain.
This trap can cause havoc in battles with allies being reborn on either
side. The target reborn has 10Hp when returned as if never slain before.
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All Seeing Eye
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single target
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20 Exp
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100 D / 1 Spell Slot(s)
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Description:
When an enemy that is invisible or is under a disguise, or spell, that
hides the truth of where and what it is now revealed when attacking this
person. Those who have changed appearance or are invisible are now
revealed before the All Seeing Eye when they strike a target.
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Trap Hole
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single target
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20 Exp
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100 D / 1 Spell Slot(s)
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Description:
Once an enemy has made an attack upon the target who has this spell cast
on them the enemy immediately fails the attack no matter what the score
and falls into a 10ft hole that traps most medium and large creatures.
This does not prevent them from climbing our or digging their way out.
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Vortex
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cancels all spells
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30 Exp
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200 D / 1 Spell Slot(s)
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Description:
When a spell is cast upon the target of this spell creates a swirling
vortex in the center of the battlefield that cancels all spells cast for
that round. Spells previously cast or was cast on that round are now over
and canceled. Vortex cannot be Decast or Dispelled.
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Mana Burn
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Drains all spells
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30 Exp
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200 D / 1 Spell Slot(s)
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Description:
Can only be cast on the caster any opposing Magi or Spell Caster who
attacks the Caster with this Trap Spell with magic immediately looses all
their spells for the day and the Caster looses half her spells for the day
as well.
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Change Side
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single target
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30 Exp
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200 D / 1 Spell Slot(s)
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Description:
An enemy who attacks the target with this Trap Spell immediately looses
his attack and now works along side the party for that round. When it is
the caster's turn to make an action the target that change sides makes an
action and once done returns to normal behavior.
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Mystic Planar
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Consumes spell
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30 Exp
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300 D / 1 Spell Slot(s)
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Description:
This trap is only affected by a magical spell attack and the spell can
only be cast on the caster. This allows the caster of the spell to consume
one spell she was attack with and turn the spell to an extra spell per day
or refill the amount of spells she has cast allowing her to regain 1
spell. This remains in affect for three rounds so as to consume a total of
three spells
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Reckoning
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Caster only
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30 Exp
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300 D / 1 Spell Slot(s)
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Description:
Once cast upon the caster Reckoning causes any target that hits the caster
to negate all damage that enemy attack round no matter how much damage is
done. Sadly it lasts only for that enemy turn and cannot be done again
till that enemy round is over.
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Back Up
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Revives an ally
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40 Exp
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400 D / 1 Spell Slot(s)
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Description:
When the caster and 2 other people are the only ones left after some of
the party has fallen any attack on the target this spell has been cast on
will bring back one ally fully restored as long as the ally is able to be
revived. This proves useful when seriously out numbered.
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Exterminate
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eliminate 1 enemy
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40 Exp
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400 D / 1 Spell Slot(s)
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Description:
This trap when facing against opponents weaker than the caster can kill 1
weak enemy from the battlefield. This does not affect player base
characters or NPC’s but common monsters the party fights. This wills
eliminate 1 target that is fifty hit points lower than the caster on the
field. This can only be cast upon the Caster of the Spell Trap and an
enemy who attacks in any form the Caster instantaneously causes the Spell
Trap to go off.
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Bandit Wolf
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Eliminates Trap
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50 Exp
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500 D / 1 Spell Slot(s)
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Description:
Unlike most traps this trap is cast on a target to negate a trap. When the
target with this spell sets off a Spell Trap or Regular Trap it is negated
and goes off with out any negative effect on the one with this spell. This
is favored among thieves and Magi with the Thief profession.
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Piercing Light
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single target
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50 Exp
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500 D / 1 Spell Slot(s)
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Description:
As an enemy attacks a target with this spell on them they are pierced by a
long lance of light that immobilizes them for 3 turns. They cannot defend
themselves or make any action till the three Rnds are up. This Spell Trap
can be Canceled, Decast, Dispel, or Spell Removed with the appropriate
spell or ability.
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Weapon of Doom
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Attacking Summons
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60 Exp
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600 D / 2 Spell Slot(s)
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Description:
With this Spell Trap a pure energy blade is summoned counter striking an
attack that deals dmg to the target that has this spell. The attack is
instant dealing 10 dmg no-soaks or dmg reduction to the opponent that
struck the person with this Spell Trap on them.
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Spell Bind
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single target
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60 Exp
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600 D / 2 Spell Slot(s)
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Description:
Whenever a spell is cast on the battlefield whether Magi or Scroll cast
that person is instantly bound by a Magical Bind that Seals their Magic,
Techniques, and ability to make any action for 5 rounds. This is a
dangerous spell that can cause the doom of your enemy or friends so always
be aware and wise to inform fellow Magi on your side of using this spell.
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Shiho
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Healing Trap
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70 Exp
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700 D / 2 Spell Slot(s)
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Description:
No matter what type of attack is done to the target even if it kills them
they get 100Hp back when struck. Shiho the mystical Aura is a Spell Trap
that heals those who have this Spell Trap on them. It is triggered
whenever damage is dealt to the bearer of the spell no matter who deals
the damage.
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Malevolent Lover
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+7 Damage
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70 Exp
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700 D / 2 Spell Slot(s)
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Description:
An odd mistress of the astral plane it is said it is a dark ethic lover
who protects those with the desire to fight. Matters not to her what
alignment you are she will increase the damage of your attack for the
remainder of battle. The Spell Trap is triggered when the person with this
spell is damaged she will appear beside them and cast a red aura on their
weapon. However she reduces your ATR -3 since her gift ignores all rules
to grant you more power. She is an affectionate elfish maiden with blue
green skin and bald wearing a dark dress and silver tiara. She tends to
linger and nuzzle the one whom has her gift tending to overwhelm them with
her affection and desire to see her chosen's foe bleed.
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Malevolent Guardian
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-7 Damage
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70 Exp
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700 D / 2 Spell Slot(s)
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Description:
Much like her sister the Malevolent Lover the Malevolent Guardian works
the same way but reduces damage desiring to protect her chosen rather than
aid it in combat. This blue skin blonde elfish image lingers lovingly
around her chosen helping reduce damage, -7 dmg, for the remainder of
battle. However she causes a -3 to Dodge because her bonus can ignore the
rules of additional protection.
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Arcane Jammer
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Cancels Spells
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80 Exp
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800 D / 2 Spell Slot(s)
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Description:
With this unique and rare Spell Trap anyone who casts a spell activates
this spell and automatically any spell cast from then on is canceled in a
field of 50ft by 50ft. Each time a spell is cast in the battle field the
Magi with this Spell Trap can choose to loose 1 Spell to cancel out
another spell. This can be also played as an interrupt and should be
treated as Dispel ability. Only the caster can cast this on her to perform
this Spell Trap. If another Arcane Jammer is cast it takes president over
the previous one canceling it out. If the Spell Caster has no more Spells
or chooses not to cancel a spell Arcane Jammer is gone at the end of turn.
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Ryo Enbu
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Cancel Action
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90 Exp
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900 D / 3 Spell Slot(s)
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Description:
An expensive Spell Trap it costs 2 Exp to use its ability and is triggered
whenever an Action the Caster does not like that would prove negative to
her or her allies. At the cost of -5 XP she can cancel the outcomes that
would prove otherwise inconvenient such as a enemy's attack when played,
an attempt of an enemy slaying a friend, a Failure of a dice granting a
re-roll, or to those effects. However this is for minor situations that
would prove other wise fatal for the Caster or Ally. To simply use to
re-roll dice it will cost 5-XP for the action to be done. But be warned
constant use may lower XP quickly and the Trap ends if by the next turn it
is not used.
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Backfire
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Spell Back Fires
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90 Exp
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900 D / 3 Spell Slot(s)
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Description:
As soon as a spell is cast this Trap Spell fires off a negative effect on
the spells that is cast. It reverses targets and hits the caster of that
spell no matter what spell is cast and it is of a spell lower than 80 Exp
worth. All Effects, Damage, etc. is performed as normal as if the Caster
of that spell was targeted with the spell. However if the caster has the
Trap Spell Backfire as well the spell is not sent to the previous target
but to the one who had the First Backfire and the spell is treated as an
automatic hit dealing whatever effect it has to that Caster. If the Caster
whom was Backfired performs a Backfire and the Caster of the First
Backfire dies that caster has the right to laugh and taunt "Looks
like your Backfire Backfired" due to the monotony of it all.
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Pandora's Box
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Uncontained Magic
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100 Exp
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1k D / 5 Spell Slot(s)
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Description:
A dangerous Trap indeed it can prove lethal to all in the battle field
because it can be cast even on True Spells and all spells. The trap is
triggered when a spell equal or lower than 100 Exp is cast. It matters not
who casts the spell the spell and any others are set off immediately. This
uncontrolled force causes the spell to effect everyone on the battle field
no matter what type of spell. Even if it is a strong spell or weak one
this spell will effect all targets with in the range of the spell on the
battle field.
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