This section is a list of the spells
used in the Raven books. If their are any that are incorrect or missing
then email
me.
CloakWalk
Enables the caster to appear
invisable. Their spell and noise can still be detected so it takes
a trained mage to use this spell correctly.
DeathHail
When cast, hundreds of small, razor sharp pieces
of mana ice rain down on the targeted area, slicing flesh and rending
bone. While not always immediately fatal, those caught in a barrage
of DeathHail will suffer horrible wounds or die from blood loss. This
spell can be cast vertically onto a mass of enemies or horizontally
into the front of an enemy charge.
EarthHammer
Mana surges into the ground and
once the desired depth is reached the casting is complete. A deep
rumbling precedes giant slabs of earth and stone being shot from the
ground. This spell is often used to demolish buildings, block streets
or fragment an enemy line.
FireGlobe
A modified version of the FlameOrb
where orbs of mana fire burst from the caster, this spell is of greater
size and intensity of heat and takes many mages to cast effectively.
It was first cast in Arlen by Xetesk with devastating result. As far
as we know this spell is exclusive to Xetesk.
FlameOrb
Perhaps the most commonly used
of all the offensive spells. Fairly simple to cast, orbs of mana fire
fly from the caster's palms at the size of apples, they grow to the
size of a human skull before impact.
Though small, they have a large splash radius and mana fire is notoriously
difficult to douse, therefore being very efficient in
combat. While the orbs are usually cast in threes, they can be cast
in numbers of five or just one.
FlamePalm
A simple spell that engulfs the caster's palm with
mana fire. Not often used in combat situations, it is generally used
to ignite campfires.
FlameWall
A static spell that, when triggered, erupts in
a wall of flame.
Popularly used to block paths, cut off exits or protect flanks in
combat situations. The height, width, intensity and duration of this
spell can all be configured by the casting mage. Also, it can be 'programmed'
to allow the passage of some people and be triggered by others.
ForceCone
An invisible barrier erupts forward from the caster
battering away all in its path. Generally used to force a path through
an enemy line, keep back a charge, blast open doors or for crowd control.
It can be anchored by the casting mage allowing efficient, semi-permanent
street blocking. This spell isn't often fatal but broken bones are
a common result of a ForceCone casting.
HellFire
Born of Xeteskian research this spell is probably
the most powerful spell a single mage can cast. It calls down anywhere
between four and twelve columns of mana fire, each seeking a human
or animal soul to feed upon. This spell also has a splash radius
so is extremely effective against groups of enemies. Because of
its power, this spell leaves the caster tired. Can only be cast
by a mage of Xetesk.
HotRain
Hundreds of tiny droplets of mana fire rain down
on the targeted area. Because of their small size, a barrage of HotRain
is difficult to douse and almost impossible to escape. This spell
can be cast vertically onto a mass of enemies or horizontally into
the front of an enemy charge.
IceWind
A close range offensive spell. Along with a sharp
drop in temperature, a howling wind composed of super cooled mana
flies from the space in front of the caster, freezing those caught
in its path, chilling blood, shattering limbs and weapons.
MindMelt
Possibly the most complex offensive spell to cast.
It launches an attack on the targets mind, causing immense mental
pain, blindness and leaves the victim in a comatose or delusional
state. Since this spell is difficult to cast and only affects a single
target it isn't often used in mass-combat situations.
ShadowWings
Gives the caster wings and enables
them to fly. A basic spell that allows fast flight, drains large amounts
of stamina on long flights.