Spells
Aranak sahai: Shock wave, also an incantation for the creation of a shock wave by a war mage. With this spell a large shock wave is generated, its power and whom it harms controlled by the war mage who casts it. A very difficult spell normally done only by the Grand Masters.
Xivar: A spell that sends ice shards flying at an opponent.
Istafar (Iss-ta-far): Ignite, a spell that causes whatever it is aimed at to burst into flames. Used to create spontaneous human combustion.
Icaran: Sends knives flying at the opponent.
Lastalye (las-tall-ye): Incantation makes object/creature float.
Ergutil: Nasty spell that literally rips the guts out of the opponent.
Keztrem: Sends person hit into contortions. Degree of contortion depends on the amount of power put in the spell.
Wevenril: Breaks whatever bone it hits.
Orzash: Rips open the veins wherever it hits.
Canes (ca-ness): Creates horrible burns
Frevil: Freezing spell, freezes what it hits into a block of ice.
Descolak (Des-cole-ack): When it hits the lung it fills them with water, drowning the victim.
Estevar erya ril: Sends the person hit into a coma that can only be removed by the caster of the spell.
Jolmec: awakens a person, from sleep, unconsciousness, or a coma.
Anatye rihal shakul: The spell used for scrying, visual only though War Mages can use this to communicate vocally, but only in High K'haril.
Anatye rihal shakul garani: Spell for scrying without a scrying orb, this spell takes much more power. visual only though War Mages can use this to communicate vocally, but only in High K'haril.
Eemitnay (E-em-it-nay): Cleaning spell, cleanses almost anything
Ebu'natim: Blasting spell, blasts a hole through whatever it hits.
Ebu'nat: Hits object or person with great force and knocks them flying.
Nikam'rumu ata'im:A web of power than enables one to place spells upon an object and have them stay there for an indefinite length of time, attacking whomever activates them. (activating them is done by touching the object with magic or hand.)
Isifa nara: Disarms the enchantment above, making it harmless, though only to the person doing the disarming spell.
Isifa nara rumu: Disarms enchantments for everyone, not just the spell caster. (add 'im' to the end and the enchantment is only harmless to those the spell caster chooses.)
Rule of spells:
To add power to a spell: To make a spell much more powerful simply add "im" to the end (applies to all spells.)
To make the spell kill whatever living thing it hits: To make the spell kill add "rahl" to the end of it. This causes the spell to I some way kill the person. Does not apply to healing spells, awakening spells, truth saying spells, levitation spells, cleaning spells etc. Only works with spells that already have a destructive nature.
Aranak sahai: Shock wave, also an incantation for the creation of a shock wave by a war mage. With this spell a large shock wave is generated, its power and whom it harms controlled by the war mage who casts it. A very difficult spell normally done only by the Grand Masters.
Xivar: A spell that sends ice shards flying at an opponent.
Istafar (Iss-ta-far): Ignite, a spell that causes whatever it is aimed at to burst into flames. Used to create spontaneous human combustion.
Icaran: Sends knives flying at the opponent.
Lastalye (las-tall-ye): Incantation makes object/creature float.
Ergutil: Nasty spell that literally rips the guts out of the opponent.
Keztrem: Sends person hit into contortions. Degree of contortion depends on the amount of power put in the spell.
Wevenril: Breaks whatever bone it hits.
Orzash: Rips open the veins wherever it hits.
Canes (ca-ness): Creates horrible burns
Frevil: Freezing spell, freezes what it hits into a block of ice.
Descolak (Des-cole-ack): When it hits the lung it fills them with water, drowning the victim.
Estevar erya ril: Sends the person hit into a coma that can only be removed by the caster of the spell.
Jolmec: awakens a person, from sleep, unconsciousness, or a coma.
Anatye rihal shakul: The spell used for scrying, visual only though War Mages can use this to communicate vocally, but only in High K'haril.
Anatye rihal shakul garani: Spell for scrying without a scrying orb, this spell takes much more power. visual only though War Mages can use this to communicate vocally, but only in High K'haril.
Eemitnay (E-em-it-nay): Cleaning spell, cleanses almost anything
Ebu'natim: Blasting spell, blasts a hole through whatever it hits.
Ebu'nat: Hits object or person with great force and knocks them flying.
Nikam'rumu ata'im:A web of power than enables one to place spells upon an object and have them stay there for an indefinite length of time, attacking whomever activates them. (activating them is done by touching the object with magic or hand.)
Isifa nara: Disarms the enchantment above, making it harmless, though only to the person doing the disarming spell.
Isifa nara rumu: Disarms enchantments for everyone, not just the spell caster. (add 'im' to the end and the enchantment is only harmless to those the spell caster chooses.)
Rule of spells:
To add power to a spell: To make a spell much more powerful simply add "im" to the end (applies to all spells.)
To make the spell kill whatever living thing it hits: To make the spell kill add "rahl" to the end of it. This causes the spell to I some way kill the person. Does not apply to healing spells, awakening spells, truth saying spells, levitation spells, cleaning spells etc. Only works with spells that already have a destructive nature.
