The main weapon and aide of the Sorcerer are his spells. The accomplished in the spellcasting ways
is familiar with the effort required to master all the spells the Sorcerers' Guild has to offer, and the

difficulties he will encounter at first.

In the end, however, one's mental abilities and casting skills become great and unsurpassed, and

the Sorcerer is able to cast intricate spells with devastating results to the opponent or powerful

defensive spells to himself and others, making them virtually invulnerable.

Below are listed the main spells of this Guild, their names and purposes, and the secrets behind their

use. Beware! The art of Sorcery is merciless to the one abusing his right to exercise these skills, and

one might find him/herself foolishly deceived in the effort of trying to master a spell that requires a

certain degree of magical skill..

 The Offensive Potential..
 The Defensive Potential..
 A Sorcerer's Playground..

 
 

The Offensive Potential..

    Limited is the number of spells that cause damage in the Sorcerer's spellbook. However, if used wisely, they can be more than enough for both the peaceful wanderer and the warmonger. Listed below are all the spells and their level of acquisition.

Lesser Lightning Bolt
Level at magic.spells.offensive: 5
This spell is the weakest of the offensive spells, inflicting a small amount of damage to the opponent. It is seldom used.

Wind Blast
Level at magic.spells.offensive: 35
A very useful spell, it is widely used by most Sorcerers until they can cast Talons of Air. Its effectiveness teams up with its low guild point cost, to form an ideal spell for hunting at low levels.

Elemental Burst
Level at magic.spells.offensive: 50
Useful spell against multiple targets, always for the low level Sorcerer. Its high guild point costs makes its use rather limited.

Shocking grasp
Level at magic.spells.offensive: 100
A most unique spell, it gives the Sorcerer the potential of unarmed combat, while charging his/her hands with electricity. Very useful in the experience grounds, especially when no other powerful staff or weapon is used.

Talons of Air
Level at magic.spells.offensive: 125
The backbone of the offensive powers of a Sorcerer, this spell allows the casting of 1-6 silvery talons to inflict damage upon the unaware. The number of talons relies on the skill in magic.spells.special and it reaches its full potential of 6 talons for a skill of 300. This spell is used by every Sorcerer from level 100 and above and its power can be augmented by the use of a Blue Dragon scale, found somewhere in the Faerielands and in the guild shop.

Lightning Bolt
Level at magic.spells.offensive: 130
A powerful spell, yet of limited use, mainly due to its high guild point cost. One attack per casting.

Forked Lightning
Level at magic.spells.offensive: 140
The multiple target equivalent of the Lightning bolt, it is powerful, yet not guild point effective.

Ball Lightning
Level at magic.spells.offensive: 160
A stronger attack spell that still relies on one attack per casting to do damage. High guild point cost.

Lightning Storm
Level at magic.spells.offensive: 200
A Ball of Lightning attack spell aimed at multiple targets. Useful against medium - endurance targets.
 
 
 
 

    Hint: The high guild point cost along with the limited number of attack hits of many of the Sorcerer spells, precipitate the neccessity to use a single guild point effective spell, Talons of Air. Don't be disheartened by this fact, however,since at its maximum potential this spell can be lethal and a very useful against every kind of opponent.



The Defensive Potential..

    The defensive spells is the Sorcerer's primary skill, and in that ability he's truly  a master. Powerful and cunning in their concept, these spells provide excellent defensive support from the early levels of one's spellcasting career. The combination of low guild point cost and high effectiveness of these spells have made them a trademark of the Sorcerer and cherished aides to every Realmer's quests.

Armour
Level at magic.spells.defensive: 5
A weak armour spell, similar to those of the Thaumaturgists and the rest of the Spellcasters.

Improved Armour
Level at magic.spells.defensive: 30
A stronger armour spell, it is useful for the low level Sorcerer, increasing their armour class by a significant amount, to make them invulnerable to enemy attacks.

Air Steel
Level at magic.spells.defensive: 55
Excellent armour spell, and widely known throughout the Realms for its high effective armour-class-raising potential. A basic spell to use for Sorcerers of every level.

Electric field
Level at magic.spells.defensive: 85
Another trademark of the Sorcerer guild, this spell reduces the amount of damage inflicted upon the recipient. Combined with Air Steel, it makes the perfect hunting tool for low level Sorcerers.

Vapor shield
Level at magic.spells.defensive: 110
One of the few layer spells that can be casted upon non-Sorcerers, it is another one of the Aerial Elemenalists strongpoints. Several requests for this spell may occur. Its power should not be underestimated, thus it is essential that the Sorcerer is familiar with the purpose of its use by the recipient. The component required for this spell is a small mirror easily found in the various Glass shops of the Realms or in Endless Spell Component Bags.

Layered Winds
Level at magic.spells.defensive: 175
The apex of the Sorcerers defensive skills. Cost effective and extremely handy, it provides the spellcaster with multiple layers of winds, enveloping him/her in the safety of the aerial planes. In a few words it is what keeps the Sorcerer alive. As it can be casted on other Sorcerers, it is very useful for low level guild members. It requires a component to cast, and that is a Wolfen hair from the Valeris forest. Wolfen can be easily killed at low levels, meaning that by the time one acquires the ability to cast this spell, the effort put into obtaining the component is little to none. Wolfen is located on the cliff face where the main Valeris forest road leads, that is, from the entrance of the Valeris forest, you can reach him by going all north , then up.

    Note: As mentioned, be warned that the decision to provide defensive spells to a non-Sorcerer cannot be an easy one. Always balance the effects of this action, against the needs of the recipient and reach a logical and safe conclusion. Do not fear to decline one's request for your services, and never hesitate to ask rewards for casting defense on someone that has little respect for what you are and the difficulty by which you have accomplished it..



A Sorcerer's Playground..

    As the title denotes, the miscellaneous spells a Sorcerer can learn are a plaything in his/her hands. Useful and imaginative, they can team up with the offensive or defensive potential to create a truly magnicifent result in the grounds of attacking or defending. There is no limit to their use and within this fact lay their unique aspects.

Light
Level at magic.spells.miscellaneous: 1

Darkness
Level at magic.spells.miscellaneous: 5

Detect Magic
Level at magic.spells.miscellaneous: 5

Summon Aerial Servant
Level at magic.spells.miscellaneous: 25
Summoning an Aerial Servant, you have the ability to use this summoning for protection and attacking low endurance targets. Useful spell when gathering experience points.

Invisibility
Level at magic.spells.miscellaneous: 100
Truly one of the most useful spells a Sorcerer could posess. Remember that a soul command on your part renders you visible again. Combined with sneak and hide, the spell provides the ultimate stealth tool for everyone that is not a fan of public places' appearances.

Summon Lesser Air Elemental
Level at magic.spells.miscellaneous: 125
Like the Aerial Servant, the Lesser Air Elemental protects the Sorcerer and attacks the target it is casted upon.

Silence
Level at magic.spells.miscellaneous: 140
Another amazing spell, it is the ultimate tool against every spellcaster opponent. It also makes a valuable aide against those that exceed the limits of one's patient when talking. Against another player it doesn't initiate combat, which is not what happens with non-player characters. Its unlimited array of uses guarantees offensive effectiveness and hours of fun for the arcane prankster.

Teleport to player
Level at magic.spells.miscellaneous: 150
Very useful spell that allows the caster to find someone in the Realms without walking. Combined with silence and an effective Talons of Air, it makes the ideal attacking tool when it comes to player characters.

Puissance
Level at magic.spells.miscellaneous: 150

Puissance is a new spell in the Sorcerers' Spellbook. It is rumored that on the discovery of the new continent, Sphynx recovered an ancient book of spells from one of the pyramids, containing puissance among other spells. It can be casted on any weapon or armour that can withstand the forces of the aerial arcane, giving a magical enchantement that can be combined with those of other guilds. Thus the enchantement is highly sought after, especially by those keen on magical weapons. Like the other spells, it is an honour and a priviledge to have it, so use it wisely. Those unworthy of it know very well what they're missing. The spell requires a moonstone to cast. To find such an item, one must travel to the icy wastelands of Jotan, and seek a dark-robed figure. With the magical stone the spell can be casted on the item, even if lies on the ground.

Reduce Weight
Level at magic.spells.miscellaneous: 200
The Sorcerer's joy and nemesis, this spell will allow you to maximize your encumbrance at the cost of endless annoyance by others that cherish its usefulness. It is the most powerful reducing spells of the Realms, so be careful to whom you may provide it to.

Summon Air Elemental
Level at magic.spells.miscellaneous: 200
The most powerful of the summoning spells, it provides you with an elemental that can actually follow you. You can also teleport with the elemental using the teleport to location spell. Very useful against all the targets you may encounter. To cast it, the spellcaster will need a small diamond, found in Jewelry shops and Endless Spell Component Bags.

Teleport to location
Level at magic.spells.miscellaneous: 200
Magnificent spell. Superbly helpful, it allows you to set 6 different locations to where you can teleport at any given time at a reasonable guild point cost. A true blessing for the lazy spellcaster that is tired of walking to a designated place, it has the disadvantage of not allowing you to carry a person with you. Its wide range of uses, make it special nonetheless.

Scatter
Level at magic.spells.miscellaneous: 275
Power at your hands. No words can describe the potential of this spell, that, in essence, teleports the target to a random location in the Realms. Helping getting rid of annoying individuals, escaping from a near death, toying with other people's lives, or even as a helpful asset to the attack plan, it is suitable for use outside of houses or underground passages, out in the open. Make sure to use it wisely, as the effect on the hapless target's nerves may not be a pleasant one. Unique in its concept, it is the ideal maxxing prize for the efforts put into the learning of the aerial and electrical arcane, a true king of miscellaneous spells.


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