Sun Magic
Level 2 Sun Magic
Halo of Stasis
Effect - Provides an extra 50% Magic power against Bio magic for d4 + intelligence turns in an area of 3 squares all around the caster.
Cost - 10 MP
(Magic Circle Against Earth + Magic Circle Against Water)
(Wind Wall + Magic Circle Against Water)
Overheat
Effect - Raises target's speed by d6+level points, but the target takes d4 + intelligence damage per turn.
Magic Power - 6
Cost - 8 MP
(Haste + Heat)
(Frenzy + Haste)
Heat Wave
Effect - Inflicts d4+ intelligence fire damage to all targets 3 squares away from the target.
Magic Power - 10
Cost - 7 MP
(Flame + Magic Circle Against Earth)
(Sonic Blast + Heat)
(Ignite + Wind Blow)
Sun Choir
Effect - Grants an extra d4 attack and speed to all Red or Yellow elementals for d4 + intelligence turns.
Cost - 8 MP
(Imposed Voice + Frenzy)
(Screech + Rage)
(Howl + Rage)
Photosynth
Effect - Heals d4 + Intelligence HP to all yellow or red elementals in the area.
Magic Power - 7
Cost - 9 MP
(Sleep + Light)
(Silence + Flash)
(Warmth + Sleep)
Sunlight
Effect - Cures everyone in the area of blindness, prevents all fog or sight obstructing spells from being cast and dispels all sorts of darkness.
Cost - 6 MP
(Light + Silence)
(Flash + Screech)
Laser Beam
Effect - A powerful concentrated beam of energy that deals d8 + level damage to the target.
Magic Power - 6
Cost - 9 MP
(Heat Beam + lightning touch)
(Flash + Wind Blow)
Sun Arrows
Effect - Enchants d4 + level arrows so that they deal d8 extra sun damage.
Cost - 8 MP
(Ignite + Lightning Touch)
(Flame + Wind Blow)
Laser Field
Effect - Creates a 9 square field of pure laser energy, anyone who steps into the field taked d4 sun damage.
Cost - 6 MP
(Ember + Lightning Touch)
(Lightning Touch + Magic Circle Against Water)
Level 3 Sun Magic
Flaming Sphere
Effect - A ball of fire rolls from the caster 9 squares ahead, dealing 1d20 damage to all it hits.
Magic Power - 13
Cost - 12 MP
(Flamethrower + Accelerate)
(Fire Shield + Accelerate)
(Fire Shield + Mass Haster)
Sun Bow
Effect - Creates a Sun Bow(4 Atk, 10 Rng)
Cost - 15 MP
(Thunder Arrow + Flaming Arrow)
(Thuder Arrow + Explosion)
(Flaming Arrow + Flight)
Laser Wall
Effect - Creates a barrier of sun power that inflicts 1d10 + level damage to whoever crosses it.
Magic Power - 16
Cost - 10 MP
(Water Resistant + Dissipate Earth)
(Earth Resistant + Dissipate Ice)
(Dissipate Earth + Flaming Shield)
(Dissipate Ice + Lightning Shield)
Summon Sun Guardian
Effect - Summons a guardian of the Sun
Cost - 15 MP
(Earth Resistant + Water Resistant)
(Ignean Spirit + Lightning Shield)
Heaven Strike
Effect - Stuns all enemy characters for d4 + level turns. After the stunning has passed, the characters will loose d4 points to their attack power and intelligence for d4+ Intelligence turns.
Magic Power - 10
Cost - 13 MP
(Lullaby + Suffocate)
(Flight + Suffocate)
(Lullaby + Explosion)
Ray
Effect - Hundreds of sun beams fall all over the battlefield, everyone in the area has a 75% chance of taking one beam, dealing d6 damage + Int, 50% chance of taking two beams and 25% chance of taking 3 beams.
Magic Power - 10
Cost - 15 MP
(Lightning Bolt + Flame Thrower)
(Thunder Arrow + Flaming Fist)
(Flaming Fist + Flight)
Level 4 Sun Magic
Avatar of the Sun
Effect - Summons a monstruous Avatar of the Sun, which destroys everything on its path for d4 + intelligence turns.
Cost - 18 MP
(Summon Air Elemental + Summon Fire Elemental)
(Summon Air Elemental + Flaming Axe)
(Summon Fire Elemental + Thunder Bow)
Armaggedon
Effect - Dramatically increases the temperature in the area , decreasing all Green, Blue or Bio element magic by 50% for d4 turns. Then casts Ray and Heavenstrike on ALL characters.
Magic Power - 20
Cost - 20 MP
(Fireball + Choke)
(Shriek + Volcano)
(Flame Wall + Lightning Wall)
Life Giver
Effect - Resurrects a dead Yellow or Red element character with 10% of his HP
Cost - 15 MP
(White Wind + Melt Iron)
The
Realms of Lemire
Lemirian Magic