Tier One Spell Basics and Strategies
By now many of you have probably engaged in magical combat either with a monster or versus another mage. Spell combat might be incredibly frustrating and you might wonder why some of your spells are not working against other magi.
Some magi prefer to use a defensive spell, or two if they have the memory slots, to prolong the engagement long enough to see a few of the opponent's spells that are cast to set up an informed offense. While this may give your opponent the first strike, it may provide you with the knowledge you need to prevail in the overall engagement.
Some of the lowest level spells, called tier one (or T1), are quite useful even at higher levels. The T1 Invocation spells; magic shield, ultimate evasion, willpower, and absorb can be used to reduce the incoming base damage amount as spell does , evade a spell, resist debuff’s and stackables (unless redirected as they no longer become a debuff and become directed), and absorb actual damage received.
Healing is a support option in a memory slot that many magi use. The T1 healing spells, heal light and heal serious, can be used to restore lost health inflicted during a battle but only during a battle. Poison cure can be useful in a memory slot if you know you will be facing an opponent that uses Dark Arts spells as many of those spells are what are called “damage over time” or DoT. The spell reduces the duration of DoT spells by one round and if timed right can eliminate some devastating damage effects. Pine needles is a short term self buff that helps your offensive spells do more damage.
This category consists of mostly direct damage spells. Spirit Sting is unique in that it is an offensive spell that also generates a self stacking buff. The buff increases the damage of the next cast of the spell during that round. Magic Arrow is the basic direct damage spell that generates an arrow that launches at an opponent to do damage. Trick is an odd spell that can have a large damage potential if your opponent is overheated and unable to cast spells. The Trick spell adds up the number of non used cast slots and does a small multiplier in damage. This spell is also unique in that it is indirect so spells such as Mirror Destiny do not work against it.
I saved this area for last as the spells in this category are not an area I use against opposing magi unless warranted. The spell essence leech is a debuff that harms the opponent and heals/ regenerates the caster for every spell the opponent casts. This spell can be useful against opponents that like to use single slot spells like Spirit Sting and even Heal Light Wounds. Creeping Death is just like it sounds. This spell is a debuff/DoT that does an initial amount of damage and then a DoT that increases each round until it expires. The last round does the most damage so let it run its course or you will reset the damage amount to a lower value. Numbness is a debuff that reduces the amount of regeneration received. This spell is often used against casters that like to use Essence Leech as well as some of the higher tier regenerative/vampiric spells in this and the Incantation category. Poison Cloud is a basic DoT the does an initial amount of damage and damage over time.
As you can see, there are several T1 spells that can stop, but not completely, many other spells. The fellowship, the local chapter at least, encourages it's magi to learn each spell, its advantages, and it's counters.
REALITY ALTERING SPELLS
There are a few spells that are either broken or not working as intended as well as some that are outright exploits that may unbalance a battle; Mirror Destiny, Overheat, Vitalise, and Silence. When facing an opponent that uses these spells, knowingly or unknowingly, be careful. There are ways to still defeat them through patience and often it includes using the same spells. There are other high tier spells that do not work as listed though do not adversely effect a battle.
Keep it sparky!