Name
religious spells — information on the spells available to followers of certain Powers
Description
Religious spells are granted to followers of religions. Each religion grants its followers three spells that can be classified into three groups: defensive, offensive, and utility. The spells deal directly with the primal energies of the Power.
Each spell requires the religion's Power to possess a certain amount of Benevolence, as well as personal Piety, in order for followers to be able to cast them.
These spells are practicable by the trainers near the High Priests in the Towne of Xaventry in Sepharia.
MARADAS
ITHRILIS
DIRA
GATH
VANDYNE
- monument — bring a statue to life. - Requires 135 Benevolence + Piety.
- landslide — shifts the ground beneath an opponent's feet, knocking them in the direction specified. - Requires 180 Benevolence + Piety.
- megalith — creates a massive barrier to block a room's exit. - Requires 225 Benevolence + Piety.
- bathe — heals another player's damage over time. - Requires 135 Benevolence + Piety.
- first rain — blows a cleansing rainstorm in a direction, dispelling multiple rooms in a row. - Requires 180 Benevolence + Piety.
- quicksand — prevents all movement away from the affected room. - Requires 225 Benevolence + Piety.
- air blast — sends an enemy flying with a violent airburst. - Requires 135 Benevolence + Piety.
- buffet — fills the room with swirling air, hampering movement. - Requires 180 Benevolence + Piety.
- air halo — surrounds the caster with a band of concentrated atmosphere. - Requires 225 Benevolence + Piety.
- enhanced fireshield — learn to maximize damage inflicted by fireshield. - Requires 135 Benevolence + Piety.
- ember carom — shoots fiery material at a victim, lighting them on fire. - Requires 180 Benevolence + Piety.
- lava cloak — provides resistance to weapons, in exchange for constant stamina. - Requires 225 Benevolence + Piety.
- illumination — Reveals everything in a location. - Requires 135 Benevolence + Piety.
- magnetic field — causes the caster to be electromagnetically enchanted and passively force equipment off of opponents. - Requires 180 Benevolence + Piety.
- soul sacrifice — expends a variable amount of spell power to deal damage. - Requires 225 Benevolence + Piety.
See also
- human - a playable race which is average, with no downsides and great flexibility
- MATERIA MAGICA I-MOTION Server v4.3 Updates
- healing - all characters in Alyria passively regenerate over time
- archon classes - undertake quests as an archon to unlock special spells
- excommunicate - briefly strips a player of their connection to their Power and the associated spells
- shrines - five religious shrines, where religious adherents battle against one another for glory and their Power's benevolence
- ember carom - shoots fiery material at a victim, lighting them on fire
- air blast - sends an enemy flying with a violent burst of air
- landslide - shifts the ground beneath an opponent's feet, knocking them in the direction specified.
- bathe - heals over time
- air halo - surrounds the caster with a band of concentrated atmosphere, protecting them and negatively affecting attackers
- monument - bring a statue to life
- magnetic field - causes the caster to be electromagnetically enchanted and passively force equipment off of opponents
- quicksand - prevents all movement away from the affected room