Template:Arcane

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Weapon Power Accuracy Crit Weight Description
Arcane Blast 7 3 0 5 Every beginner mage's first spell, but one that remains potent.
Arcane Blast+1 9 3 0 5
Force Implosion 11 4 0 7 Bring all your power to bear, crushing your foe with arcane energies.
Force Implosion+1 13 5 0 7
Cosmic Crash 15 7 0 10 Commune with the cosmos to crush your foe with the weight of reality.
Cosmic Crash+1 17 8 0 10
Astral Annihilation 20 10 0 12 Draw power from the Astral Plane and channel it to overwhelm your foe.
Astral Annihilation+1 23 12 0 12
Force 3 2 10 3 Some mages find shaping their magic too difficult. Why not channel it all and hope for the best?
Force+1 3 2 14 3
Torrent 5 3 16 4 Unleash all your power in a vicious beam. An inconsistent spell.
Torrent+1 6 3 19 4
Cosmic Rush 7 5 21 5 Crack a hole in the fabric of reality, crashing cosmic energy upon your foe.
Cosmic Rush+1 7 5 24 5
Tear Rift 8 5 27 6 Tear a hole in the fabric of reality to obliterate your foe and anything near them.
Tear Rift+1 10 7 30 6
Beam 1 6 0 2 Focus your power into a focused and highly accurate beam.
Beam+1 1 8 0 2
Arcane Lance 2 10 0 3 First step after learning to control your beams? More beams.
Arcane Lance+1 2 13 0 3
Deeplance 3 16 0 4 Contemporary research indicates that there is no better coagulant for arcane powers than cosmic energy.
Deeplance+1 5 19 0 4
Verdant Tide 9 25 0 7 Some rare mages develpo the ability to power their magic with the Verdant Tide - a mysterious cosmic force.
Verdant Tide+1 11 28 0 7
Arcane Missiles 3 3 3 0 A useful spell for mages that need to stay on the move.
Arcane Missles+1 4 4 4 0
Mystic Volley 5 5 5 0 Sometimes many strikes will prevail where a single big hit would not.
Mystic Volley+1 6 6 7 0
Mystic Barrage 8 8 11 1 Channel rune magic to summon a flurry of arcane strikes.
Mystic Barrage+1 10 10 12 1
Astral Assault 12 12 15 3 Self-sustaining rune magic with one purpose - remove your opponent from existence.
Astral Assault+1 14 14 15 3