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Summoning and Evocation Spells

Class of Magic:

Summoner/Conjuration - This school is focused on instantaneous transportation, Summon manifestations of creatures, energy or objects, and object creation.

Wizards who specialize in this school are known as Summoners.

Novice (level 1 to 10):

Summon Familiar - Summon a Familiar to fight at your side. A Familiar is a weak magical companion and not very smart. It can have the form of an Elemental or an animal.

Summon Fire Elemental - Summon a Fire Elemental for 60 minutes with Magic – 50, Health – 50, Stamina – 50

Summon Flaming Familiar - Summon a Flaming Familiar which explodes when it comes in contact with a target, giving 25 damage.

Summon Ice Elemental - Summon an Ice Elemental for 60 minutes with Magic – 50, Health – 50, Stamina – 50

Summon Freezing Familiar - Summon a Freezing Familiar which explodes when it comes in contact with a target, giving 25 frost damage.

Apprentice (level 11 to 25):

Summon Sword - Create a magical sword for 120 minutes. You can create two bound swords by double-casting (one sword for each hand).

Summon Battleaxe - Create a magical battleaxe for 120 minutes. You can create two bound swords by double-casting (one sword for each hand).

Summon Bow - Create a magical bow for 120 minutes. You will receive an infinite amount of arrows for the duration of this spell.

Adept (level 26 to 50):

Summon Familiar Shadow - Summon a strong Familiar to fight at your side for 60 minutes. It can have the form of an Elemental or an animal.

Summon Frost Elemental - Summon a Frost Elemental with Magic – 100, Health – 100, Stamina – 100 for 60 minutes.

Banish Old Elemental - Banishes weaker Old Elemental to the oblivion. This Spell works on Elemental of 100 Magic and Old Elemental of 50 Magic or lower. If the Old Elemental you are trying to banish is stronger than that, it will be stunned instead.

Expert (level 51 to 75):

Expel Old Elemental - Banish powerful Old Elemental to the Oblivion. This spell works on Elemental and Old Elemental of level 20 or lower. If the Old Elemental you are trying to banish is stronger than that, it will be stunned instead.

Summon Storm Elemental - Summon an Old Elemental with Magic – 150, Health – 150, Stamina – 150 for 60 minutes.

Master (level 76 to 100):

Storm Force - Summon a Storm Old Elemental that remains on the battlefield for good. The spell itself is extremely useful, however you should know that it needs a lot of mana before it can be casted. Remember to point at a correct spot on the ground to ensure that the Elemental will appear.

Flame Force - Summon a Fire Old Elemental that remains on the battlefield for good. The spell itself is extremely useful, however you should know that it needs a lot of mana before it can be casted.

Frost Force - Summon a Frost Old Elemental that remains on the battlefield for good. The spell itself is extremely useful, however you should know that it needs a lot of mana before it can be casted.

Class of Magic:

Evocation/Destruction - This school pertains to creating matter and energy, called up out of nothing.

Destructive energy with which to attack is also an Evocation.

Wizards who specialize in this school are known as Evokers.

Novice (level 1 to 10):

Fire Rune - Places a Magical Fire Rune on the ground that activates if someone gets closer and deals 50 fire damage. An effective method of injuring your opponents. If you trigger it, you receive damage.

Fire Bolt - Attack the target with fire damage that takes 25 health points. You can dual cast it to increase its effectiveness.

Frost Rune - Places a Magical Freezing Rune on the ground that activates if someone gets closer and deals 50 frost damage. An effective method of injuring your opponents. If you trigger it, you receive damage.

Ice Spike - Attack the target with frost damage that takes 25 health points. You can dual cast it to increase its effectiveness.

Lightning Rune - Places a Magical Electrical Rune on the ground that activates if someone gets closer and deals 50 electric damage. An effective method of injuring your opponents. If you trigger it, you receive damage.

Lightning Bolt - Attack the target with electric damage that takes 25 health points. You can dual cast it to increase its effectiveness.

Apprentice (level 11 to 25):

Mage Shadow Convection - Dealing 1 fire damage per second (more if the target is already on fire).

Flames - Attacking the target with fire damage that takes away 10 health points and 10 stamina points.

Frost Bite - Attacking the target with frost damage that takes away 10 health points and 10 stamina points per second.

Sparks - Attacking the target with electric damage that takes away 10 health points and 10 mana points per second.

Adept (level 26 to 50):

Chain Lightning - Creating a chain lightning that attacks with shock damage, taking away 40 health points and 20 mana points. It's best to use this Spell while fighting large groups of enemy units, because the lightning can jump from one target to another one.

Fire Ball - Dealing 60 fire damage to a target (more if the target is already on fire).

Flame Curse - Causing all nearby targets to lose 10 health points (the Spell itself last 60 minutes). This fire Spell works best while fighting enemy units in small rooms.

Frost Curse - Causing all nearby targets to lose 10 health points and 10 stamina points per second (the Spell itself last 60 minutes). This frost Spell works best while fighting enemy units in small rooms.

Ice Storm - Creating a frost whirlwind which takes away 40 health points and 40 stamina points per second.

Lightning Curse - Causing all nearby targets to lose 10 health points and 5 mana points per second (the Spell itself last 60 minutes). This shock Spell works best while fighting enemy units in small rooms.

Expert (level 51 to 75):

Frozen Spear - Creating an frozen spear that attacks with frost damage, taking away 60 health points and 60 stamina points.

Incinerate - Causing an explosion that inflicts 90 fire damage to everyone standing close to the Mage.

Thunderbolt - Attacking the target with shock damage that takes away 60 health points and 30 mana points.

Wall of Fire - Creating a wall of flames that inflicts 50 fire damage per second when touched. Works better when casted in small areas, so that enemies will have hard time finding alternative paths and they will hit the wall more frequently.

Wall of Frost - Creating a wall of ice that inflicts 50 frost damage per second when touched. Works better when casted in small areas, so that enemies will have hard time finding alternative paths and they will hit the wall more frequently.

Wall of Lightning - Creating a wall of lightning that inflicts 50 shock damage per second when touched. Works better when casted in small areas, so that enemies will have hard time finding alternative paths and they will hit the wall more frequently.

Master (level 76 to 100):

Blizzard - Attacking the targets with frost damage, causing them to lose 20 health points and 20 stamina points per second (the Spell lasts 10 minutes). This Spell can weaken or kill entire groups of enemy units.

Fire Storm - Causing an explosion that inflict massive fire damage to everyone around the main character. Works better when against opponents with a reduced resistance to fire. The typical amount of damage inflicted by this Spell is 150 points, but enemies standing very close to the Mage can be harmed even more.

Lightning Storm - Attacking the targets with shock damage that takes away 75 health points and 35 mana points per second.

Class of Magic:

Enchantment - This school is focused on affecting the minds of others by influencing or controlling their behaviour.

Enchantment is divided into two sub-Classes: compulsion and charm.

Charm Spells usually making them act more favourably toward the caster.

Compulsion Spells can force the targets’ to act in a certain way or avoid certain actions, affect the targets' emotions or affect the targets' minds in other ways.

Mages who specialize in this school are known as Enchanters. They can also add magical effects to weapons and armor.

Novice (level 1 to 10):

Hidden Charm - Makes a target act more favourably toward the caster. Extremely powerful against Necromancers, because of their shattered minds caused by the continuous use of Necromancy Spells.

Puppet - Spell that can force a target to act in a certain way or avoid certain actions, affect the targets' emotions or affect the targets' minds in other ways, like making him see things that aren’t there.

Iron Rage - Double the hardness of weapons and armours, making weapons able to cause more damage, and armours able to endure more attacks.

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