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<div align="right"><font face=2>Meticulously Expanded Aetherial Laws</div>
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<div align="center"> <font face=1>List absolutely not exhaustive of the new spells brought into Cyrodiil by several new mages, to be found in various Guild Halls of our cities across the country.</div>
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<FONT face="2">ALTERATION<p>
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Food for Thought<br>
Transmutes 200 gold into food. You can't tell exactly what kind of food you'll
end up with, but at least there should be plenty enough to satisfy your stomach
for that day. <p>
Arcane Chest<br>
Grants access to a magical storage through the diffractions of a diamond. The mage is also
able to get everything back from the arcane chest by sacrificing a pearl instead of a flawless
diamond.<p>
Create & Imbue Arrows<br>
Requires ingredients to be consumed by the spell (Arrowroots, Clannfear claws
and Spiddal Sticks). Creates up to 50 arrows; the mage may transmute alchemical
salts as well during the spellcasting to get magically imbued arrows, depending
of what kind of salts he carries with him. They're very powerful if used right...
but can be dangerous if used wrong! <p>
Aetherial Repair Hammer<br>
With this smithing device created out of thin air, the Mage doesn't need to
carry heavy, mundane repair hammers anymore. It's not really economic, though:
2500 gold pieces are consumed by the spell. The use of this magical hammer doesn't
give him any experience in the normal practice of Armorer, however.<p>
Recharge Magical Items<br>
Fully reloads the mage's magical items, consuming 5000 gold pieces in the process.
Aborts if the mage has a functional Varla Stone with him already.<p>
Create Daedric Ingredients<br>
The intricate transmutation processes involved through this spell consume 1250
gold pieces, creating several random daedric ingredients (Clannfear claws, Daedra
hearts, Void salts, Daedra teeth, Spiddal sticks...)
<p> Arcane Theft<br>
Steals everything from your unsuspecting target. Don't get caught doing this, though: it's
magical, but it's still a theft!
<p> Mark corpses<br>
Sometimes it's difficult to find fallen enemies, because their remains are hidden
in high grass, under stairs, or somewhere else. Not anymore with this spell!
<p> Dispose Corpse<br>
A scavenger's dream: take everything that dead enemy possessed into your own
backpack, and get rid of his annoying dead body.
<p> Remove Corpse<br>
Erase from this reality that dead body lying there, and everything he used to
carry with him. Some rumors have been heard that immortal beings would reappear
in some cosy place in the Imperial City... but then, of course, immortals
don't exist. Excepted for the Nines, that is.
<p> Atronach Forms<br>
These spells don't allow shapeshifting into an Atronach, but the mage will gain
some of their innate abilities - like shooting fire for free and burning, being
immune to fire and poison... but at the same time his normal skills are unusable.
<p> Icarian Leap<br>
Propel yourself high into the sky... And as a bonus, don't get hurt when you
fall back to the ground. Unless you end up in the sun before.
<p> Leap other<br>
Where's up? Where's down? Gravity doesn't apply to your enemy... Until he starts
falling back to the ground, that is.
<p> Self Leap<br>
You're stuck somewhere? Need to take some altitude, just for a second? Kick
yourself into the air!
<p> Phasing<br>
The expert mage designates his target, and the victim of the spell starts phasing
between dimensions for a good minute: it is *here* for a couple of seconds,
then gone, then back again... (If you happen to use that spell on some important
character, you'd better not leave the place while he's still phasing: you might
have problems finding him again afterwards.)
<p> Aetherial Protection<br>
This defensive spell lasts for more than a minute, efficiently shielding the mage while providing
him resistance to magic as well as constant health regeneration.
<p> Frost Idiocy<br>
The victim touched by the frost salts transmutated through this spell will feel
an intense cold. He won't be physically damaged by the frost, but hypothermia
will ravage his mind, and he might go into an insane behaviour...
<p> Nailed Down<br>
A very powerful spell, counterbalanced by its short duration so that it's usable
even by a simple journeyman in the school of Alteration. For a few seconds,
the enemy you touched won't be able to move or to say anything, giving you the
edge you needed.
<p> Slowfall<br>
Thanks to this spell, the expert in Alteration may jump from the top of the
White Gold Tower: he'll never die, nor even get wounded, and land calmly like
a leaf.
<p> Elemental Shield<br>
Quite a simple spell to help apprentices learning the subtleties of all three
forms of Elemental shielding and their interactions. Not very powerful separately,
but it lasts for a full minute.
<p> Greater Protect Other<br>
An expert in this school can protect his allies efficiently. This spell turns
the skin of its target into a magical alloy for a long period: he's protected
against physical damages, and against magical attacks to a lesser extent; he
constantly regenerates his vitality during the whole duration.
<p> Wabbajack<br>
A master in Alteration is able to transmute a creature into... something else.
He can't really tell what'll come out of this crazy process, though...
<p> Aegis<br>
The ultimate protection for masters of Alteration: it efficiently mitigates
any physical damages for several minutes without weakness.
<p> Escape<br>
Need some free time? Want your enemy to give you a break, to leave you a pause
before you can take care of him? That spell allows the experts in the school
of Alteration to crush the touched creature under an impossible weight, and
make the Spellcaster simply disappear at once.
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CONJURATION
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Atronach Army<br>
Aummons a Storm Atronach, a Fire Atronach and a Frost Atronach for a minute and
a half. The caster has stunted magicka for a short time as a backlash-effect.
<p> Bound Chainblade<br>
This huge weapon is a pure slaughtering device.
<p> Split Personality<br>
A spell which could be from Sheogorath himself! Creates a couple of daedric
pseudoclones of the master conjurer (that have vastly different sizes), which
are only armed with silver weapons and that attack everything in sight.
<p> Summon Bear<br>
The secrets of nature summoning reveal some powerful creatures that can hear
the call of the mage - the bear is amongst the most powerful of these.
<p> Create Oblivion Gate<br>
The Elder Council wouldn't be too happy to know about that one. You cast a spell,
and before you an Oblivion gate opens. A very real one, with Daedra coming out
of it and roaming inside it, with lava, spiky towers, a Sigillum Sanctum and
all: Only difference is that you can close the gate by simply hitting it with
a Dispel spell. NOTE: You can't enter a gate opened in a city. You can't open
gates outside of Tamriel or Shivering Isles. There's only one summonable gate:
if you cast the spell again, any previously opened gate will disappear.
<p> Call Unicorn<br>
A master conjurer may call an aetherial unicorn at his side, to ride it wherever
he wants. The spell doesn't have a duration: the mythical creature will disappear
as soon as you unsaddle, or if it is hit in combat.
<p> Bound Torch<br>
Handy spell for novices, when they're short on candles and need to study late
in the University.
<p> Bound Arena Robe<br>
A tricky spell for apprentices willing to compete in the Arena in a more convenient
suit: you can't renew it while in the Arena, so you have to talk to Oryn, get
up into the Arena, hear the announcer, win and get back out before the spell
wears off. That gives you five minutes, should be plenty of time.
<p> Wabba Summon<br>
Allows the expert to conjure something. Yeah, "something". Just shout through
the planes, you'll see what will answer your call. Maybe a mud crab, maybe a
Xivilai...
<p> Summon Light Armor Pieces<br>
With these various new spells, mages won't have to protect themselves with heavy
armor only anymore.
<p> Wolf Heart<br>
This spell allows apprentices in Conjuration to summon a wolf to serve them,
and at the same time temporarily gives them a bit of that beast's resistance and strength.
<p> Sustained Priest Dagger<br>
A journeyman may use this elegant weapon for as long as he needs it - or at
least, as long as he has the stamina to maintain the spell.
<p> Druidic Deception<br>
Amongst other spells forming the "path of nature", this one allows experts in
Conjuration to call to their side a boar and a diminutive (but still angry)
minotaur for a moderately long period. The spell is rather powerful, though,
and will stunt the mage's magicka regeneration for several seconds.
<p> Summon Golden Saint Armor<br>
A new spell, which can be used in Spellmaking Altars. Only usable by mages potentially
able to step into the Shivering Isles.
<p> Summon Dark Seducer Armor<br>
A new spell, which can be used in Spellmaking Altars. Only usable by mages potentially
able to step into the Shivering Isles.
<p> Bound Complete Light Armor<br>
Some battlemages like it heavy, others like it light; most of them like to have
the choice when they summon daedric equipment, anyway. This spell protects the
expert in the arts of Conjuration with a full set of light daedric armor, including
a shield and a helmet, for a full minute. To fuel such a massive summoning,
the spellcaster's energy has to be siphoned more heavily than for the usual
spell: his magicka regeneration will be hindered for a large part of the spell's
duration. But if he summoned such an equipment, he usually intended to get into
the melee anyway...
<p> Spiderling's Blessing<br>
Journeymen daedric conjurers can summon a small daedric spider to help them
with its paralyzing powers, and at the same time its vital energy procures himself
a constant health regeneration.
<p> Summon Xivilai<br>
All conjurers know how much it's better to have a Xivilai on your side than
on the opposite's. And with that spell, the powerful daedric being will obey
you for two full minutes!
<p> Oblivion Intervention<br>
A Storm Atronach, a Spider Daedra and a Clannfear will obey the call from a
master of Conjuration and serve him for a moderate duration. The huge power
required by this spell will stunt his magicka resources for a short time, though.
<p> Summon Skeleton Archer<br>
This spell allows journeymen necromancers (or guild members willing to know
more about the arts they intend to fight) to call a strong skeleton by their
side, equipped, as the spell's name suggests, with a bow. As long as it can
keep at range from its enemies, this is a very helpful guardian - and a reliable
one, as it'll keep its form for almost three minutes.
<p> Body and Mind<br>
This spell calls a ghost at one side of its caster, and a zombie at the other,
both following his orders for a minute and a half. This difficult summonning
wears off the energy of the caster more than most others, and he suffers stunted
Magicka for a short moment.
<p> Graveyard Torch<br>
Hannibal Traven didn't authorize the use of this spell: use at your own risk!
The expert necromancer will be silenced for some time if he dares; and he'd
better not try it out under the sunlight... but he'll get help from a Skeleton
Lord, a Skeleton Archer and a Headless Zombie to fight for him together.
<p> Reanimate Corpse<br>
The targetted dead body stands up and helps the master in the school of Necrom-
errr, Conjuration, for two minutes, before returning to dust.
<p> Summon Spectral Warrior<br>
Only the most powerful conjurers are able to call such powerful undead spirits
by their side. This being has few weaknesses and should crush most living things
in less than a minute - and it'll stay longer than that by your side, anyway.
<p> Fortune Intervention<br>
This spell allows the master conjurer to call a Hunger, a Gnarl, and... something
else, to his help. Who knows what other daedric creature will hear his call?
Anyway, it can't really go wrong at this stage... All these summons will stick
to his side for quite a long time. As a counterpart for such a powerful summon,
the spellcaster will see his magicka regeneration stunted for a short period.
<p> Life and Death<br>
An expert conjurer may summon two mighty creatures at a time from the insane
realms of Sheogorath with this spell: a frightening Shamble on one side, and
an insectoid and well-alive Elytra on the other. Both will serve him for a moderate
period of time, but for a much shorter duration, the spellcaster's magicka regeneration
will be siphonned to fuel the spell's power.
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DESTRUCTION
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Runt bomb<br>
Summons a daedric Runt, which runs towards the target before exploding. You'd better
not be too close to it when it blows up...
<p> Chain lightning<br>
Calls a powerful lightning from the sky that jumps over to any nearby target
(except the mage himself). The thunder will hurt, though.
<p> Sleeping powder<br>
Brutally exhausts every creature in the vicinity of the targetted spot.
<p> BBQ<br>
Quite a cryptic name for a rather straightforward spell - only experts in Destruction
seem to understand its mysterious meaning. Anyway, it puts on fire the entire
area where its fireball blasts, and creates an inferno that lasts several seconds
before the flames weaken.
<p> Sudden Death<br>
This spell is powerful enough to kill most creatures in one single hit. But be very carefull with it,
as it has violent backlash on its caster: even if he can resist it, the mage will be badly weakened for some time...
<p> Frost mine<br>
Creates a mine at the designated spot. Every creature near it when it's triggered will suffer its very cold explosion.
<p> Destruction Novae Spells<br>
A rather short duration, but inflict brutal elemental damages across a large area centered on the spellcaster. The master-level 'Superior Shock Nova' spell, for example, can potentially ravage anything but the strongest creatures in a whole room.
<p> Heaven's Fury<br>
For a short duration, enemies near the spellcaster will be devastated by frost out of nowhere.
<p> Meteor Shower<br>
A couple of seconds after casting this spell, fire will fall down from the sky and smite every life nearby - including the Mage if he didn't flee!
<p> Failing Clothing<br>
A rather surprising spell brought into our warmer countries for apprentices in the art of Destruction, it does limited damage to its target but cripples its armor. Even leather and fur armor can't stand against the true cold, and daedric isn't much more usefull: enemies would be better protected wearing real clothes sometimes...
<p> Tornado<br>
Each and every creatures surrounding the caster, or even in the same room, will sustain some powerful and complex elemental damaging blast.
<p> Lightning Ghost<br>
A wave of electrical energy blasts around the area, and the caster disappears for a short moment, leaving behind in his place only a ghost.
<p> Defense Failure<br>
A typical spell for battlemages, this one is accessible even to apprentices in the school of Destruction. Its touch crushes the enemy's armor and hinders his ability to protect himself efficiently with whatever remains of his cuirass, giving some time to the spellcaster to benefit his weakness with his weapons. Caution, though, if you rely on light armors for your own defense: for the same moderate period, the spell inflicts on yourself a secondary backlash weakening
your own efficiency with this kind of equipment.
<p> Another Soul To Burn<br>
Cast that spell, and quietly watch your enemies die all around you. They won't be able to flee the flames; they'll probably not be even able to move. And when they're finally done, all their souls will belong to the master in the school of Destruction. Beware though: the spellcaster himself will suffer from similar side-effects during that same time, although with less intensity.
<p> Ice Age<br>
The master of the elemental powers of Destruction magic can freeze his enemies at a distance. The victim of this frost spell may very well die in one or two seconds; but if it doesn't, he'll have a hard time standing up again and gathering his forces, completely drained by the cold.
<p> Small Ball of Doom<br>
A weakened, but already powerful, version of a spell reserved to masters, this one is accessible to journeymen in the school of Destruction. Any creature near the spellcaster will be afflicted by weakness to fire for some time, and burned alive by magical flames for three painfull seconds.
<p> Brzzz<br>
Who said Mages didn't have humour? Lately, this spell has been widely used by apprentices and even novices in the Arcane University. It doesn't hurt that bad, but it still burns a little and electrocutes when you're pinched. Most people wouldn't find it amusing, though, so don't use it that easily yourself...
<p> Hurricane<br>
A powerful blast of cold centered on the master spellcaster, freezing his enemies and rendering them more and more vulnerable to magic. They might survive first strike, but if the Hurricane unleashs again, and again... It'll get cold in Oblivion.
<p> Ice shoes<br>
Every creature in the area will be hit by a powerful blast of cold: for the next few seconds, they'll barely be able to move, only to endure the ice. Only experts can unleash such a power.
<p> Slow Down<br>
A very convenient spell for experts in Destruction: every creatures around its target will be seriously slowed down for quite some time. Enough to pin them all down with more offensive spells.
<p> Wizard's Rust<br>
A powerful destructive combination that most professionnal battlemages should learn to use well. That spell burns its target and everything next to it in its blast radius; this magical fire attacks the structure of weapons its victims wear, and renders them all even more vulnerable for the following magical attacks.
<p> Ageing<br>
The touch of a journeyman in Destruction can be dangerous in multiple ways: this spell cripples his enemy's weapon as well as his very ability to use any weapon efficiently, should he have a spare one.
<p> Entropy Forge<br>
Quite a simple spell, but an efficient one. Its touch damages the body of the enemy, and his weapons at the same time...
<p> </font>
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ILLUSION
<p>
<FONT face="1">
Call Nightmare<br>
This spell should very seriously... destabilize every intelligent being in the area.
<p> Dream Leash<br>
Enslaves every sentient being in the vicinity for a short period of time. Not a spell to leave in anyone's hands - but we can trust the Mages Guild to teach it only to responsible members.
<p> Ecstasy of Gold<br>
Sometimes, merchants just don't want to get to deal with you. Thanks to this spell, they'll never be able to resist the urge for affairs anymore.
<p> Amok<br>
Do you want to observe chaos in the whole neighborhood? Nobody could resist the bloodthirst that this spell will create, not even the most timid and peaceful beings. And they certainly won't be able to miss each other. Sit back and enjoy the show...
<p> Silent Music<br>
Everybody, men and women, mer and man, in vicinity of the spellcaster instantly stops what they're doing and focus on the fascinating music whispered right into their minds, begin even to take off armor and begin to dance. The expert Illusionist may quietly walk away while they're listening... although there are situations in which the silent music may be too quiet to be heard.
<p> Teddy Bear<br>
Summons a cute and pacific creature which will wander around, making every person or creature around particularly self-confident. Friends or foes, no one will be tempted to flee, should there be a fight.
<p> Sustained Light<br>
Cast the spell, and let it be. Keep quiet and focused, though, because if you get yourself overly tired it may just leave you suddenly in the darkness.
<p> Legendary Pacification<br>
Nobody could probably resist this word of magic. The affected creature, whatever it is, unless it possesses some unlikely immunity, will instantly stay calm and patient - more than long enough for the master illusionist to disappear, figure out another solution or take a little nap.
<p> Mirili's Journeyman Command<br>
This Dominate Creature spell is able to submerge the will of most living creatures for half a minute. Like other 'Command' spells, it's about twice as powerful than spells learned in the Mage's Guild some time ago...
<p> Voice of Dread<br>
Journeymen Illusionists knew this spell before, but didn't really bother using it. Now, its effects still don't last for very long, but it affects every creature or person near the spellcaster, and very few of them will be resilient enough to resist the pure terror it unleashes!
<p> Starlight<br>
It's not because you're a novice in Illusion that you have to cast such a spell again and again only to get barely enough light to see your feet! Now Starlight is more efficient, and lasts for two minutes.
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<hr>
<FONT face="2">
MYSTICISM
<p> <FONT face="1">
Weather Illusion<br>
Spells to make it rain, snow, to get the sun to shine or to gather clouds in the sky... be it progressively, or without delay. Journeyman spells can affect Shivering Isles specific weathers. Use the 'release weather' words to let the weather get back to its natural pattern.
<p> Detect Attitude<br>
You're unsure if these people down the road are hostile bandits, or just innocent travellers? This spell is what you need, before you start shooting... or not. Friends and foes will appear with different colors to your enhanced vision.
<p> Detect Danger<br>
Gives hints when enemies are around, that are much more powerful than the caster. Higher versions of that spell may scry through a whole ruin to warn you of any serious threat and locate it.
<p> Antimagic Wave<br>
For when you really need to neutralize all these spellcasting enemies that are annoying you and get rid of all their spells, right now, even when they're trying to silence you.
<p> Divine Intervention<br>
Teleports to a chapel. Only 'Teleport' spell castable even during combat.
<p> Enchant Item<br>
Allows expert mystics to prepare some enchanted equipment even when they're far away from the Arcane University.
<p> Create Spell<br>
The most powerful Mages can reformulate their own spells easily and create new spells on the fly, without the support of any altar or devices from the Arcane University.
<p> Vakuum Succion<br>
An annoying archer believes he's smart, shooting at you from some unreachable spot, out of your reach? Suck him down right to you! He'll probably stop laughing, face to face.
<p> Void Explosion<br>
Ideal to dispatch enemies when outnumbered in close-combat. Send them all flying in the air - and shock them a good punch to try and get them learn the lesson. Or finish them while they're trying to stand up again.
<p> Concurrent Current<br>
A convenient combination of force spells - send your target flying away if she's annoyingly close to you, or force her to come closer if she was trying to stay at a distance.
<p> Teleport home<br>
This spell allows the mage to instantly get back to one of the houses he owns in any of the main towns in Cyrodiils. Handy, and accessible to every young apprentice!
<p> Mages Guild Teleport<br>
Thanks to this spell, experts in Mysticism can now safely travel between every Mages Guild hall in Cyrodiil in the blink of an eye. They land quietly right in front of the doors of their favorite places.
<p> Mark and Recall<br>
Every journeyman mystic should learn this famous spell, which has long been known in some foreign provinces, but for some reason ignored by most mages in Cyrodiil. It allows them to place up to four marks anywhere in Cyrodiil, and to teleport back there later. You may activate a tracker to spot the various marks you have already created on your personal map.
<p> Translocation<br>
Allows the Mage to instantly teleport near the targetted spot. There must be a creature, object or person there to focus on, but that target won't be affected in any way.
<p> Landmark Teleport<br>
This is a totally new concept brought into Cyrodiil by some foreign mages! With this, a master in Mysticism can instantly teleport from about anywhere, to almost any noticeable point in the world, just by staring at your map.
<p> Sense Detection<br>
See who's seeing you, know who knows that you're nearby! Ideal for experts in that school that like to keep a low profile...
<p> Gust of Wind<br>
A telekinetic short-ranged but powerful spell for journeymen in the school of Mysticism. It's victim is immediately sent flying through the air, weightless. It also means that the helpless creature shouldn't get hurt when it'll land, and will usually be able to get up again not far from the spellcaster; but the point is to get some fresh air, and that spell accomplishes this goal very efficiently.
<p> Time Warp<br>
A usefull trick for apprentices: eight hours will pass in thirty seconds.
<p> Social Scry<br>
Know everything you want to know about a person: his sense of responsibility, mood, wealth, and other social attributes...
<p> Combat Scry<br>
Experts in the school of Mysticism can now detect the level, hitpoints, magical resistances and other similar informations about their enemies before deciding how to engage in a fight.
<p> Twinkle<br>
This obedient creature emits a very convenient light. Activate him with your weapon drawn, and he'll stay cautiously where it is; with your weapon sheated, and he'll stick close to you, confident. He's quite resilient, should he be engaged in a fight, but he can't do anything but shine to defend himself. Touch him while sneaking, and he'll only produce a dim light; while standing, and he'll switch between normal and bright light to try and adapt to your needs.
<p> True Resurrection<br>
A friend of yours just died in a fight before your eyes? You feel sorry for that innocent woman who's been killed right under Skingrad's city walls during a daedric invasion? Or you want to help that poor girl who just drowned in Cheydinhal's river?
<p> Translocation Madness Wave<br>
For the duration of the spell, the affected people or creatures in its area of effect will start switching places all over, unable to control their own movements.
<p> Random Teleport<br>
Allows the journeyman Mystic to learn the mysteries of teleportation - and its risks. The spell teleports him to a random location... or backfires.
<p>
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<p>
<hr>
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RESTORATION
<p> <FONT face="1">
Field of Tiredness<br>
A master in the school of Restoration can unleash this spell on his surrounding area, absorbing stamina of creatures and characters for 3 seconds in a large perimeter.
<p> Vampiric Novae<br>
Master-level Area-of-effect spell, brutally absorbing the life-force of creatures around the caster, but paralyzing himself for an instant.
<p> Benevolent Ancestor<br>
Summons a spirit blessed with various healing abilities that cures and protects the mage, if the mage is badly injured, simply by talking to him.
<p> Greater Fortify Endurance<br>
This kind of spells used to be rather useless, as the journeyman needed to cast it again and again. Now it's still quite moderate in power, but it lasts six minutes: now that's fortification!
<p> Spirit Exodus<br>
The Mage's very soul takes shape to fight on his side for a time. Oh, and do not try to loot it, dammit.
<p> Healing Cloud<br>
For two minutes, this blue, magical cloud will slowly heal people and creatures in its area. They'll recover mana, stamina and health.
<p> Sustained Resist Weapons<br>
As long as you don't fall down in exhaustion, this spell will protect you quite well against most physical attacks. It'll drain your stamina quite badly, though...
<p> Surprise<br>
A very nasty trick useful to all journeymen in the school of Restoration: if you can put your hand on your enemy with this, he should be speechless and nailed to the spot. The effects won't last long, but he will probably have a hard time gathering his ideas back, after such a bad experience.
<p> Sanctuary<br>
A Journeyman in the school of Restoration can give himself some relief, even in the heat of the battle. This spell heals you slowly, and protects you during the process to help you stay alive until it reaches its full effect.
<p> Recreation<br>
Expert healers can use this spell to maintain themselves in good shape for long times. During more than two minutes, the spellcaster's stamina and health regenerate slowly, but constantly.
<p> Priest Force<br>
This spell not only calls a magical dagger to your fist to help you fight: it provides you with the strength and the knowledge to use it well.
<p> Vampiric Nova<br>
For two short, but extremely painful seconds, all of the mage's opponents in the area of effect will see their very life force drained out of themselves. The master healer will probably feel sick with such a sudden flood of life, but it will only last an instant: then he'll feel better than ever!
<p> Valium<br>
Don't use this medication on yourself: keep it for your most depressing enemies. They'll feel very, very tired, and will suffer elemental damages in their whole unbalanced metabolism.
<p> Cursing Absorb<br>
This spell isn't new in itself, but like most other known spells, it's been seriously enhanced. All characteristics will be transferred in large amounts from every creature in the vicinity to the mage, for a very long minute.
<p> Freedom<br>
Everybody is scared at the idea of fighting an enemy that can paralyse others. Not the experts in Restoration: thanks to this spell, they're all set to fight freely.
<p> </font><p>
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