Spells

Spells is a general term for magic that requires knowledge and training in spell casting.

Description
Spells contain a wide variety of magic that can be used for but not limited to utility, offense, support, enchantment, and defense. Spell casters often use a catalyst such as a staff or even disposable trinkets to cast spells. Spells differ from miracles in that they are not powers granted by the gods. Also quite unlike miracles, spells are more accessible and thus can be learned by most adventurers regardless of their class. Such examples of non-mage class magic users include Spearman and Noble Fencer. Notable examples of spell casters include:


 * Witch
 * Dwarf Shaman
 * Female Wizard
 * Wizard
 * Wizard Boy
 * Arc Mage

Usage
The user will say an incantation before a spell is cast. The incantation will vary depending on the spell desired. The amount of times one can use spells per day is based on ability and experience. =Spells=

Offensive

 * Inflammarae: A fire spell which effects can vary from simply lighting a pipe to having flames burst forward at a target.
 * Blizzard

Defensive

 * Counter Spell
 * Shadow Self

Other

 * Grant Fire: A fire boon granted to a weapon by reciting the words "Alma... Inflammare... Offero", covering the weapon in a magical flame.

Offensive

 * Stupor: A spell that causes anyone who breathes in the mist produced from spewing fire wine to become drunk to the point of passing out.
 * Stone Blast: Enchants some rocks that can grow and be fired in rapid succession.
 * Bind: As the name suggests, it binds a target, preventing them from fleeing or moving.
 * Snare
 * Fear: A spell that can cast illusion magic to control the goblin's emotion, making them emotionally defenseless. Dwarf Shaman had used this spell to call out a swarm of locusts.

Defensive

 * Stone/Metal Barrier: Enchants a stone or metal floor to form a wall out of it.
 * Spirit Wall: Similar to Protection, but it takes a physical form rather than a spiritual form.

Other

 * Weathering: Can be used to dry up concrete at a faster rate.
 * Tail Wind
 * Falling Control
 * Tunnel: A digging spell that requires no catalyst, but does require the drawing of a pattern.
 * Control Spirit: Dwarf Shaman illuminated a dark room using this along with some coal, which had burst into a blue-white flame.
 * Kindle