These spells are represented in White. They are the purest types of magic (Divine magic is in the Cleric and Paladin class abilities). All are un-blockable.
Lvl 1: Shield,
Shield effect. 1 mana. Self. Call: (Lvl 1 Spell Scrip)
What it does: Caster holds white spell orb in front of them and calls ‘Shield’ as a melee, ranged or ranged spell hits them (can block a hit from any direction). The hit is cancelled and has no effect. Further hits must be cancelled using further castings of Shield.
Lvl 2: Protection,
Shield effect. 2 mana. Self. Call: (Lvl 2 Spell Scrip)
What it does: The caster drops to their knees while holding a white spell orb and prays/ calls for protection. All damage that the caster takes from melee, ranged or spell-type effects is cancelled for so long as they remain motionless and ‘pray’. Any effect that breaks the casters concentration or silences them will stop this effect immediately.
Lvl 3: Blessing,
Shield effect. 3 mana. Area. Call: (Lvl 3 Spell Scrip).
What it does: All players within 15ft (including caster) gains +2 Faith Armour for as long as the caster continues to pray/ call for protection. Caster can move and act normally, but any effect that breaks the casters concentration or silences them will stop this effect immediately.
Lvl 4: Circle of Healing,
Healing & Surge (X) effect. 4 mana. Area. Call: (Lvl 4 Spell Scrip).
What it does: Caster holds a white spell orb over their head and creates a 30ft area around them that will heal all friendly players (including caster) that remain within it. Each player can heal either 2 damage or remove one Alter, Control or Fear effect that they are currently suffering. Surge: The caster may spend X additional mana during casting to heal 1 additional damage to all players per mana spent.
Lvl 1: Shield,
Shield effect. 1 mana. Self. Call: (Lvl 1 Spell Scrip)
What it does: Caster holds white spell orb in front of them and calls ‘Shield’ as a melee, ranged or ranged spell hits them (can block a hit from any direction). The hit is cancelled and has no effect. Further hits must be cancelled using further castings of Shield.
Lvl 2: Protection,
Shield effect. 2 mana. Self. Call: (Lvl 2 Spell Scrip)
What it does: The caster drops to their knees while holding a white spell orb and prays/ calls for protection. All damage that the caster takes from melee, ranged or spell-type effects is cancelled for so long as they remain motionless and ‘pray’. Any effect that breaks the casters concentration or silences them will stop this effect immediately.
Lvl 3: Blessing,
Shield effect. 3 mana. Area. Call: (Lvl 3 Spell Scrip).
What it does: All players within 15ft (including caster) gains +2 Faith Armour for as long as the caster continues to pray/ call for protection. Caster can move and act normally, but any effect that breaks the casters concentration or silences them will stop this effect immediately.
Lvl 4: Circle of Healing,
Healing & Surge (X) effect. 4 mana. Area. Call: (Lvl 4 Spell Scrip).
What it does: Caster holds a white spell orb over their head and creates a 30ft area around them that will heal all friendly players (including caster) that remain within it. Each player can heal either 2 damage or remove one Alter, Control or Fear effect that they are currently suffering. Surge: The caster may spend X additional mana during casting to heal 1 additional damage to all players per mana spent.