Spells/S

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Name Effect Reference Chapter(s)
[Salamander’s Embers]
[Salamander’s Skin]
[Sand Arrow] Conjures and projects an arrow made of sand.
[Sand Avalanche]
[Sand Spray] Conjures the sand around the Caster in a single point.
[Sand Sprite]
[Sand Veil]
[Sand Wall]
[Sanctuary of Protection]
[Scentless Musk]
[Scintillating Arrows]
[Scourge Color: Everpale White] Foody Discussions
[Scribe Thoughts]
[Scry]
[Scrying]
So long as the Caster knows the Target's True Name (not an alias or nickname, and spelled with their true tongue language), they can find them over long distance and observe them.
If a person cannot be scryed, the location still can be. But when not bound to a person, the Spell has to be moved in every axis by the caster, requiring an entire class to manage it. Coordinate-based divination requires a thorough understanding of the geography being scryed, which is part of why it can't practically be used to scry underground to find dungeons.
A [Scrying] Spell can have a range limit of around a thousand miles of where it is targeted, and if the Target is in that area (and there is nothing blocking the Spell), the Spell would be able to find them anywhere within. If the Target is not within the targeted area then the Spell will find nothing.
The Spell doesn’t work on the dead.
1.09 R
7.59
8.04 T
8.20
Singing Ships
[Scythe of Blackwater]
[Sealed Space]
[Sealing Gates of the Five Sages] Uses [Pentagram of the Five Alchemies]. Traps the Target in the spell's center in another dimension behind stone gates etched with secrets of alchemy. 10.31 – Pt. 2
[Searing Flame] Gravesong Book One
[Searing Flash]
[Searing Light]
[Seas of the Everflowing Grass]
[Second Burning Sun] Creates a huge fiery orb. 10.24 E
[Second Skin: Film Weave] 7.38
[Second Sun]
[See Heat] Allows the Caster to see heat sources, like body heat.
The Caster eyes flashed crimson when used.
8.03
[See Invisibility]
[Seeker Arrows of Lightning] Conjures and fires arrows made of lightning that seek the Caster's Targets. 9.15 VM
[Seeking Arrows] Conjures and projects shining arrows that seek the Caster targets. 4.08 T
[Seeking Flares]
[Seeker Flares]
[Sense Emotions]
[Sense Life] 7.40 ER
[Shade]
[Shade Barrier]
[Shadow Doppelganger] Foody Discussions
[Shadow Leap]
[Shadow Raven] Conjures a kind of swooping darkness that could actually extinguish something like a [Fireball] spell if it wasn’t exploding. 8.12 T
[Shadow Scythe]
[Shadow Walk]
[Shape Earth]
[Shapeform: Armaments of Molten Stone] Covers the Target in a layer of lava without burning them or weighing them down. Another Time
[Shared Vision] Copy whatever the Target sees on a reflective service, like glass, for others to observe. 9.33
[Sharkskin Hide] Covers the Target in a protective layer of grey skin. 10.31 – Pt. 2
[Sharpness]
[Shatterbolt Storms]
[Shatterspray Ice Spike] Fire an [Ice Spike] that detonates and sprays ice shards outwards. 8.53 FH
[Shield of Air]
[Shield Spider’s Nesting Ground] Covers the area in webs and tiny spiders. Vengeance and Talking
[Shock Orb] Conjures an orb that shock the Target. 8.04 T
[Shock Veil]
[Shock Volt]
[Sightless Winds]
[Silence]
[Silenced Agony]
[Silent Air]
[Silent Sickle] Interlude – Wistram Days (Pt.1)
[Silken touch] The Caster can touch fragile objects without risk of damaging them. 10.24 E
[Silverglow Enchantment] A Ghostkilling magic that temporarily enchant a weapon(s) to be capable of significantly harming Spirits, Undead, Djinn and other Non-corporeal beings. 7.16 L
9.55 (Pt.1)
[Siphon Luck] 7.36 C
[Sixty Arrows of Fire] 8.84
[Sky’s Blessing]
[Sleep]
[Sleep Mist] Blows a sleeping dust at the Targets to put them to sleep. 8.64 K
[Slick Spell: Ice Floor] Adjusts the ice of an [Ice Floor] Spell into a nigh-frictionless, wet ice, so that everyone slips on it. 8.58 PFH
[Slippery Floor] Interlude – Wistram Days (Pt.1)
[Slippery Footing]
[Slippery Ice] 8.78 F
[Slippery Icy Floor] Covers the floor in slippery ice. 10.32 – Pt. 2
[Slippery Shadow]
[Slow] Slow down the movements and mind processing of the Target. Paradigm Shift (Pt. 2)
[Slumber] 8.00
[Smog of Toxins] Creates a toxic fog. 10.31 – Pt. 2
[Smokescreen]
[Snap Freeze] Conjures a freezing cold blast.
[Snow Flume]
[Snow Plume]
[Snowballs] Conjures and tosses snowballs. 8.46 G
[Snowstorm] Conjures a snowstorm.
[Snowy Blast] Conjures and projects a blast of snow.
[Sobering] Sobers from alcohol intoxication. 8.53 FH
[Soften Earth]
[Soften Ground] Softens solid ground and materials. 9.70 (Pt. 3)
[Solar Ray: Wide Diffusion]
[Soothe]
[Soothing Presence]
[Soporifics Dust]
[Sorcerous Curse-Needle of the Witch of Webs]
[Spacial Earworm]
[Speak] Two or more [Mages], and those who they allow, can speak with each other over long distances.
The background sounds are also audible from each other's side.
7.32 D
A Meeting of Druids
[Spear of the Lightning King] Fires a very powerful bolt of lightning. 8.82 pt.2
[Spectral Orb]
[Speech]
[Speed]
[Speed Spell – (Spell)] 7.40 ER
[Spell: Blink Trajectory] Teleports an already fired Spell from one path to another. 8.14 N
[Spell: Massive Expansion] Extends the range of effect of another spell. 10.24 E
[Spell Purge] 8.04 T
[Spell Skill: (Skill)] Spell that imitates the effects of a Skill. Death and Stitches
[Spell Swarm] Conjures and fires half a dozen Tier 1 and Tier 2 Spells at the target. 8.14 N
[Spell-Aegis of the Wyrm Queen]
[Spellbreaker] 7.36 C
[Spellfocus Ward] An anti-magic spell in which the caster enchants a totem that they have made themselves. The totem focuses all of the opponents spells cast over the area and makes them miss their intended targets, by having them curve and land around the totem itself. 8.67
[Spellguard] Protects the caster from low-tier magic by having the spells cast at them vanish. 8.28
[Spellshield] Erects a barrier that intercepts and dissipates all low-level spells that cross into it. 8.04 T
[Spellward] 7.36 C
[Sphere of Anonymity]
[Sphere of Ideal Climate] 9.70 (Pt. 2)
[Sphere of Water] 8.36 H
[Spider's Grip] Lets the Caster cling to surfaces. 10.19 E
[Spire of Mud] 8.70 E
[Splinter Spell] Splits a spell in different directions as if it went through a prism. 8.82 (Pt.2)
[Spray of Needles]
[Spray Wave] Sprays a little wave of water that can be swirled around depending on the caster's control. 8.53 FH
[Sproutwood Curse]
[Stabilized Ground]
[Stasis] Locks the target into place so that they are unable to move. 8.69 T
[Stasis Box] Locks the target into place so that they are unable to move. The Competition
[Stasis Field] 8.00
[Steadying Hands]
[Steel Body]
[Steel Hide]
[Steel Scales]
[Steelscale]
[Steel-Barb Dart]
[Steelcage]
[Steelform]
[Steelskin]
[Steelthorn Spray]
[Step of Light]
[Steps of Light]
7.37
[Sticky Feet]
[Sticky Ground]
[Sticky Web: Wall of Binding] Cast a wall of thin web, far more nuanced than the basic [Sticky Web] Spell, to catch the Targets. 8.64 K
[Sticky Webbing]
[Stinking Cloud] Conjures a cloud of putrid, foul brown air at the target. 8.07 L
[Stomach of the Cow]
[Stone Armor] Coverer the Caster into an armor made of stone. 8.04 T
[Stone Arrows: Volley]
[Stone Barrier] Conjures a barrier of stone.
[Stone Floor]
[Stone Lance] Conjures and projects a massive lance made of stone.
[Stone Shaping]
[Stone Shell]
[Stone Sphere]
[Stone Spires]
[Stone Sword] Conjures out of the ground a sword made of stone.
[Stone to Mud]
[Stonehand]
[Stoneskin]
[Stored Shock] Temporarily enchant something to electrocute anyone who touches it. Hectval (Pt. 3)
[Storm Arrows of Light] Conjures and projects a 100 arrows made of light, that blasted outwards in a spiral. 6.22 D
[Stun]
[Stun Arrows] Shoot blue arrows that stun the Target. 8.64 K
[Stun Bolt] Conjures a bolt that paralyzes the Target. 8.04 T
[Subtle Stench] Makes something subtly release an unpleasant smell. 9.15 VM
[Summon Allies: Extreme Range] 8.78 F
[Summon Armament: Lawkeeper of the Agelum] 8.74 DR
[Summon Frost Elemental]
[Summon Greater Earth Elemental]
[Summon Lesser Familiar]
[Summon Lesser Frost Elemental] A Summoning Ice Spell that calls Lesser Frost Elementals from all the ice under the Caster's control.
The Lesser Frost Elementals can be further enchanted with other Ice related Skills/Spells like [Glaciersheet Ice] to make them tougher.
8.58 PFH
[Summon Object]
[Summon Shadow Familiar] Summons creatures similar to golems and elementals, but less intelligent and devoid of soul and personality. They will hover in place until given an order, which they will do until their mana runs out. They can grip objects better than other [Familiars]. Chapter 9.14 VM, 10.29 M
[Summon Skeletons] 9.15 VM
[Summon Spectral Skeletal Warriors] A Summoning Death Spell that calls from the ground, several Spectral Skeletal Warriors armed with energy blades, to attack the target.
They are also able to kept reassemble themselves when blown to bits, until they are completely destroyed.
8.04 T
[Summon the Swarms of Nerrhavia’s Gardens] Summons from the sky wasp-like monstrosities created by the [Tyrant] Nerrhavia to attack the target. 8.80
[Summon the Throne]
[Summon Water Elemental] 7.35 C
[Summoned Monster: I Call Your Kind] 8.18 H
[Summoning: Avatar of the Wyrm-Queen]
[Summon: Avatar of the Wyrm Queen]
Summons from the sky a gigantic, spectral Wyrm to attack the Target. 8.80
9.06
[Superior Analysis]
[Superior Camouflage]
[Superior Deflection]
[Suppressed Aura]
[Suppression Field]
[Suspended Motion] Temporarily keeps the Target from being displaced. 10.31 – Pt. 2
[Swarm of Pestilence]
[Swarm of the Locust King]
[Sylph Spark] 8.33 R
[Synchronize Senses]
Untiered Spell Navigation
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