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Trickster

The Trickster Mage School consists of those using Trap Spells that lure the target to a surprise action by their magic. The spell has certain requirements and triggers that once set off is instantaneous. These effects can some times lead to the best interest of the trickster or to the worse possible moment for the Trickster. Also Trickster s get their name for this magic to some is considered trickery and tends to baffle and anger many opponents. Some say a Trickster is an easy winner in Coliseum battles as their magic does their work for them.

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

 

Name of Spell

Effect of Spell

Exp. Requirements

Spell Difficulty

Shift Positions

single target

20 Exp

SCD> 6

Description: When the caster or target is attacked and is about to be dealt damage the attacker and the target 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.

 

Ally Reborn

single target

20 Exp

SCD> 6

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.

 

All Seeing Eye

single target

20 Exp

SCD> 6

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.

 

Trap Hole

single target

20 Exp

SCD> 6

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 out or digging their way out.

 

Vortex

cancels all spells

30 Exp

SCD> 9

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.

 

Mana Burn

Drains all spells

30 Exp

SCD> 9

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.

 

Change Side

single target

30 Exp

SCD> 9

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.

 

Mystic Planar

Consumes spell

30 Exp

SCD> 9

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

 

Reckoning

Caster only

30 Exp

SCD> 9

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.

 

Back Up

Revives an ally

40 Exp

SCD> 12

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.

 

Exterminate

eliminate 1  enemy

40 Exp

SCD> 12

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.

 

Bandit Wolf

Eliminates Trap

50 Exp

SCD> 15

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.

 

Piercing Light

single target

50 Exp

SCD> 15

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.

 

Weapon of Doom

Attacking Summons

60 Exp

SCD> 18

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.

 

Spell Bind

single target

60 Exp

SCD> 18

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.

 

Shiho

Healing Trap

70 Exp

SCD> 21

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.

 

Malevolent Lover

+7 Damage

70 Exp

SCD> 21

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.

 

Malevolent Guardian

-7 Damage

70 Exp

SCD> 21

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.

 

Arcane Jammer

Cancels Spells

80 Exp

SCD> 24

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.

 

Ryo Enbu

Cancel Action

90 Exp

SCD> 27

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.

 

Backfire

Spell Back Fires

90 Exp

SCD> 27

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.

 

Pandora's Box

Uncontained Magic

100 Exp

SCD> 30

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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