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Second, you can tweak a spell so it suits your current level. Say you want a Fire Damage spell. But the ones you can use are too weak, and the ones that will help need a better skill level. You can tweak it so that it will have the perfect fit for your level.
Second, you can tweak a spell so it suits your current level. Say you want a Fire Damage spell. But the ones you can use are too weak, and the ones that will help need a better skill level. You can tweak it so that it will have the perfect fit for your level.


I will list the skill rank each spell needs.
==Examples==
==Examples==
Here are a few examples, so you can get an idea for how the system works and maybe spark a couple ideas.
Here are a few examples, so you can get an idea for how the system works and maybe spark a couple ideas.

Revision as of 14:39, 27 January 2009

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Once you have access to the Arcane University (or have installed the Wizard's Tower content), you can create your own spells. A few things to keep in mind when you make a spell:

  1. You have to know the spell effect before you can use it.
  2. You have to have a high enough skill level to make the spell.
  3. Making a spell (or enchanting an item) will cost you money.

There are also a few reasons why you should make your own spells. First, you can make an even better version of the spell. Say you have a Frost Damage spell. If you add the Weakness to Frost spell to it, and make it 100%, then the frost spell will inflict double the damage.

Second, you can tweak a spell so it suits your current level. Say you want a Fire Damage spell. But the ones you can use are too weak, and the ones that will help need a better skill level. You can tweak it so that it will have the perfect fit for your level.

Examples

Here are a few examples, so you can get an idea for how the system works and maybe spark a couple ideas.

  • Escape: Use this spell for a quick escape from a nasty situation. Needs an Master rank in Illusion.
    • Paralyze in 20ft for 2 secs on target
    • Invisibility for 30 secs on self


  • Antipode Bomb: You could also make this a target spell. Very useful for War Wizards. Needs an Expert rank in Destruction.
    • Fire Damage 25 pts for 3 secs on Touch
    • Frost Damage 25 pts for 3 secs on Touch
    • Weakness to Fire 100% for 3 secs on Touch
    • Weakness to Frost 100% for 3 secs on Touch
  • Disappearence: Helps with thefts and sneak attacks. Needs a Master Rank in Illusion.
    • Chameleon 100% for 25 secs on self
  • Summon Armor: This is very useful for pure mages, or if you don't want to carry armor around. Keep in mind that Bound Armor is considered Light Armor. Needs an Expert Rank in Conjuration.
    • Bound Helmet for 30 secs on self
    • Bound Cuirass for 30 secs on self
    • Bound Greaves for 30 secs on self
    • Bound Gauntlets for 30 secs on self
    • Bound Boots for 30 secs on self
    • Bound Shield for 30 secs on self
  • Hero's Blessing: The armor rating caps out at 85%, so this spell fits it exactly. Not going to 100% means you can lower the skill requirement and boost how long the spell will last in the process. Needs an Expert Rank in Alteration.
    • Shield 85% for 35 secs on Self