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Tybied spells

Level 1

Analyze Magic

This spell allows the mage to attempt to detect the enchantments of a single specified object.
He will be able to get an impression of their effectiveness from all spells that do not exceed his own abilities.
With stronger spells he needs a little luck for a successful analysis.
Components Lvl Type Rank Ship Dist.
T aura 1 Normal 5

CAST [LEVEL n] "Analyze Magic" ( REGION | UNIT <unit-id> [<unit-id> ...] | SHIP <ship-id> [<ship-id> ...] | CASTLE <building-id> [<building-id> ...] )

Concealing Aura

This spell will obscure all of the target unit"s equipment from view for a period of time.
Components Lvl Type Rank Ship Dist.
T aura 1 Normal 5

CAST [LEVEL n] "Concealing Aura" <unit-id>

Miracle Doctor

If the alchemist cannot help you, you go to the learned Tybied mage.
His potions and tinctures help against everything you can"t get otherwise.
Whether the cryptic formula under the wooden shoe of the unfaithful husband really helped -well, the farmer who does not know how to read will never know.
It definitely helps the mage...fill his wallet.
You can earn 50 silver per level in a week.
Components Lvl Type Rank Ship Dist.
T aura 1 Normal 5

CAST [LEVEL n] "Miracle Doctor"

Protection from Magic

This spell places an antimagic field around enemy mages, significantly hindering their spell casting.
Only a few will have the strength to penetrate the field and aid their troops in battle.
Components Lvl Type Rank Ship Dist.
3 x T aura 2 Pre-c. 2

COMBATSPELL [LEVEL n] "Protection from Magic"

Save Spoils

This spell prevents some of the objects that would otherwise be destroyed in battle from being damaged.
Losses are reduced by 5% per level of the spell, up to a minimum of 25%.
Components Lvl Type Rank Ship Dist.
T aura 3 Post-c. 5

Resist Magic

This spell increases your natural resistance to magic.
A unit protected in this way is also less vulnerable to combat magic.
Per level, the mage"s power is enough to protect 5 people.
Components Lvl Type Rank Ship Dist.
5 x T aura 3 Normal 2

CAST [LEVEL n] Resist Magic <unit-id> [<unit-id> ...]

Astral Exit

The mage concentrates on the structure of reality and can thus leave the Astral plane.
He can overall (Level-3)*Send 15 lbs through the briefly created gate.
If the mage is experienced enough to cast the spell at levels 11 or more, he can force other units to the other level even against their will.
Components Lvl Type Rank Ship Dist.
2 x T aura 4 Normal 7

CAST [LEVEL n] "Astral Exit" <x> <y> <unit-id> [<unit-id> ...]

Astral Path

Ancient arcane formulas allow the mage to send himself and others into the Astral plane.
The mage can (level 3)*Send 15 lbs through the briefly created gate.
If the mage is experienced enough to cast the spell at levels 11 or more, he can force other units to the other level even against their will.
Components Lvl Type Rank Ship Dist.
2 x T aura 4 Normal 7

CAST [LEVEL n] "Astral Path" <unit-id> [<unit-id> ...]

Antimagic

With this spell the mage can create a zone of Astral weakening, a local imbalance in the Astral field.
This zone will strive to return to equilibrium.
To do this, it will remove part of the strength of every spell cast in this region and even completely absorb the weaker ones.
Components Lvl Type Rank Ship Dist.
3 x T aura 5 Normal 2

CAST [REGION x y] [LEVEL n] "Antimagic"

Transfer Aura

With the help of this spell, the mage can transfer his own aura to another mage of the same magic area at a ratio of 2:1 or to a mage of another magic area at a ratio of 3:1.
Components Lvl Type Rank Ship Dist.
1 aura 5 Normal 1

CAST "Transfer aura" <unit-id> <Aura>

Destroy Magic

This spell allows the mage to dispel enchantments on a unit, ship, building, or even region.
Components Lvl Type Rank Ship Dist.
4 x T aura 5 Normal 2

CAST [REGION x y] [LEVEL n] "Destroy Magic" ( REGION | UNIT <unit-id> [<unit-id> ...] | SHIP <ship-id> [<ship-id> ...] | CASTLE <building-id> [<building-id> ...] )

Shockwave

This spell causes a wave of pure power to sweep across the enemy ranks.
The shock will leave many fighters so dazed that they will be unable to attack for a brief moment.
Components Lvl Type Rank Ship Dist.
T aura 5 Combat 5

COMBATSPELL [LEVEL n] Shockwave

Astral Call

A mage who is in the Astral plane can use this spell to bring other units to him.
The mage can (level 3)*Send 15 lbs through the briefly created gate.
If the mage is experienced enough to cast the spell at levels 13 or more, he can force other units to the other level even against their will.
Components Lvl Type Rank Ship Dist.
2 x T aura 6 Normal 7

CAST [LEVEL n] "Astral Call" <x> <y> <unit-id> [<unit-id> ...]

Create an Amulet of True Sight

The spell allows a mage to create an Amulet of True Sight.
The amulet allows the wearer to see all units protected by a ring of invisibility.
However, units that use their stealth skill to hide still remain undetected.
Components Lvl Type Rank Ship Dist.
50 aura, 3 000 silver, 1 permanent aura 6 Normal 5

CAST "Create An Amulet of True Sight"

Create a Ring of Invisibility

With this spell the wizard can create a ring of invisibility.
The bearer of the ring becomes invisible to all units of other factions, no matter how good their perception may be.
In an invisible unit, each person must wear a ring.
Components Lvl Type Rank Ship Dist.
50 aura, 3 000 silver, 1 permanent aura 6 Normal 5

CAST "Create A Ring of Invisibility"

Airship

These magic runes allow a ship with a capacity of up to 50 weight units to fly for a week and allow the ship to cross land.
The enchanted ink's components include a windbag and a snowcrystal petal.

Components Lvl Type Rank Ship Dist.
10 aura, 1 [gousse], 1 [pétale de cristal de neige] 6 Normal 5

CAST Airship <ship-id>

Call of Reality

A mage who is in the material world can use this spell to summon units from the adjacent Astral world.
If the mage is experienced enough to cast the spell at levels of 13 or more, he can force other units into the material world against their will.
Components Lvl Type Rank Ship Dist.
2 x T aura 6 Normal 7

CAST [LEVEL n] "Call of Reality" <unit-id> [<unit-id> ...]

Steal Aura

With the help of this spell, the mage can withdraw his aura from another mage against his will and supply it to himself.
Components Lvl Type Rank Ship Dist.
2 x T aura 6 Normal 3

CAST [REGION x y] [LEVEL n] "Steal Aura" <unit-id>

Create an Antimagic Crystal

With the help of this spell, the mage drains a quartz crystal of all its magical energies.
The crystal, when ground into a fine dust and dispersed, will absorb the magical energies released during casting and reduce the power of all spells cast in the region that week.
Components Lvl Type Rank Ship Dist.
50 aura, 3 000 silver 7 Normal 5

CAST "Create An Antimagic Crystal"

Negate Curse

This spell allows the mage to specifically dispel a specific enchantment on a unit, ship, building or even the region.
Components Lvl Type Rank Ship Dist.
3 x T aura 7 Normal 3

CAST [REGION x y] [LEVEL n] "Negate Curse" ( REGION | UNIT <unit-id> | SHIP <ship-id> | CASTLE <building-id> ) <spell-id>

Eternal Walls

With this formula, the mage binds the forces of the earth into the walls of the building forever.
A building enchanted in this way is protected against the ravages of time and no longer requires any maintenance.
Components Lvl Type Rank Ship Dist.
50 aura, 1 permanent aura 7 Normal 5

CAST [LEVEL n] "Eternal Walls" <building-id>

Protective Runes

If you draw these runes on the walls of a building or on the planks of a ship, it will be more difficult to influence by magic.
Each ritual increases the building or ship"s resistance to enchantment by 20%.
If several protective spells are placed on top of each other, their effects are added together, but 100% protection cannot be achieved this way.
The spell lasts at least three weeks, but depending on the mage"s skill it can last much longer.
Components Lvl Type Rank Ship Dist.
20 aura 8 Normal 2

CAST "Protective Runes" ( SHIP <ship-id> | CASTLE <building-id> )

Shield of the Fish

This spell can give the enemy a slightly different image of their own troops, just like the fish in the water is not where it seems to be.
In this way, half of the damage from each hit can be rendered harmless.
But the shield can only withstand a few hundred sword blows, after which it will disintegrate.
The stronger the mage, the more damage the shield can withstand.
Components Lvl Type Rank Ship Dist.
4 x T aura 8 Pre-c. 2

COMBATSPELL [LEVEL n] "Shield of the Fish"

Acceleration

This spell speeds up some fighters on your side so that they can attack twice in one combat round throughout the entire combat.
Components Lvl Type Rank Ship Dist.
5 x T aura 9 Pre-c. 5

COMBATSPELL [LEVEL n] Acceleration

Create a Ring of Power

This powerful ritual creates a ring of power.
A ring of power increases the power of any spell its wearer casts, as if the mage were one level better.
Components Lvl Type Rank Ship Dist.
100 aura, 1 permanent aura, 4000 silver 9 Normal 5

CAST "Create A Ring of Power"

Gaze Upon Reality

With this spell the mage can glance from the astral to the material plane and recognize regions and units.
Components Lvl Type Rank Ship Dist.
40 aura 10 Normal 5

CAST "Gaze Upon Reality"

Create A Bag of Holding

This bag encloses a dimensional rift in which up to 200 units of weight can be carries.
Horses and other large objects cannot be put into the bag.
The bag itself has a weight of 1.
Components Lvl Type Rank Ship Dist.
30 aura, 1 permanent aura, 5 000 silver 10 Normal 5

CAST "Create A Bag of Holding"

Double Time

Abstract theories of space and time at last find practical application in this spell which warps the very fabric of time around a person.
Such a person has twice as many movement points and doubles their attacks per round for a few weeks.
Components Lvl Type Rank Ship Dist.
5 x T aura 11 Normal 5

CAST [LEVEL n] "Double Time" <unit-id> [<unit-id> ...]

Shield Shine

This ritual, to be performed before battle, gives the own troops an added bonus to their armor.
Every hit reduces the strength of the spell until it dissipates during battle.
Components Lvl Type Rank Ship Dist.
4 x T aura 12 Pre-c. 2

COMBATSPELL [LEVEL n] "Shield Shine"

Summon Familiar

At some point in his wanderings, an experienced mage will encounter an unusual specimen of a species that will join the mage.
Components Lvl Type Rank Ship Dist.
100 aura, 5 permanent aura 12 Normal 5

CAST "Summon Familiar"

Living Rock

This draining ritual summons a gigantic earth elemental from a sphere of laen and binds it to a building.
The elemental can then be commanded to move the building with all its occupants to a neighbouring region. The strength of the elemental depends of the mage's skill: it can move up to (level-12)*250 size units of building. The building won't remain undamaged by the process.
Components Lvl Type Rank Ship Dist.
10 x T aura, 1 permanent aura, 5 laen 13 Normal 5

CAST [LEVEL n] "Living Rock" <building-id> <Richtung>

Astral Disruption

This spell causes a severe disturbance of the astral plane.
Within an astral radius of level/5 regions all astral creatures not able to resist the spell will be thrown from the astral plane.
The astral contact with all affected regions will be disrupted for level/3 weeks.
Components Lvl Type Rank Ship Dist.
140 aura 14 Normal 4

CAST [LEVEL n] "Astral Disruption"

Sacrifice Strength

This spell allows the mage to transfer part of his magical powers to another mage.
Mages of the seam school will receive half the power invested, mages of other schools receive one third.

Components Lvl Type Rank Ship Dist.
100 aura 15 Normal 1

CAST "Sacrifice Strength" <unit-id> <Aura>