Spells and Abilities

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Across
  1. 3. Defense, The only way a Warrior can negate a spell ball or ability affect to their shield
  2. 6. Circle, Represents the focus of a Druid’s power and their influence over nature
  3. 11. The weapon carrier that negates all immunities and resistances
  4. 12. Weapon, A green or blue weapon upgraded to deal red damage
  5. 13. Laugh, A slow-acting toxin that causes any who would eat the infected to die an agonizing death
  6. 14. Witchhunters possess this against most spell schools
  7. 15. Block, The ability to block all weapon projectiles with weapons, hands, or feet
  8. 17. Fully restore a wounded limb
  9. 19. The lowest level spells that most casting classes share
  10. 23. Spell that grants instant recharges of abilities, removes all poisons and diseases, and mends all equipment
  11. 25. Weapon, A Wizard weapon that can be used despite class restrictions
  12. 26. Bolt, A spell that destroys armor and shields, and deals wounds like a throwing weapon or deaths to heads or torsos
  13. 27. Magic Scroll, The only non-permanent ability Wizards have, granted from the Enchanter Spell Focus
  14. 28. A common way for a Warrior to destroy armor or a shield
Down
  1. 1. Enemy, The Ranger ability to make all attacks against a type of target have the deadly carrier
  2. 2. An enchantment that allows players to play as any martial class at half their level
  3. 3. Weapon, Any one weapon a Cleric imbues with divine energy
  4. 4. Stone, An object an alchemist may carry to resurrect a dead player or NPC in a 5 count
  5. 5. Using this enchantment allows you to act one level higher, if you’re a martial class
  6. 6. Stance, Grants immunity to ranged weapons except spell balls and siege weapons
  7. 7. The unique ability to see and interact with any player or NPC using stealth walk or similar abilities
  8. 8. A Rogue ability with the most strict requirements and restrictions
  9. 9. An ability that allows a Rogue to “dodge” a hit from a ranged weapon or spell ball
  10. 10. An ability that mimics a Cleric’s ability to resurrect a dead player or NPC
  11. 16. of Power, An ability for Bards at level 2 that grants them War Skill, Stun, and Kinetic Push at half the required word count
  12. 18. The way a Warlock would be able to ignore one spell or ability affect, including carriers
  13. 20. of Faith, A javelin that destroys armor and shields upon impact
  14. 21. An ability a Paladin may use to strike an enemy with their holy weapon and deal deadly damage
  15. 22. Attack, Any strike a Rogue makes using a dagger that ignores armor
  16. 24. The Druidic Circle that grants the spells Warp, Lightning Bolt, and Storm Cloud spell at half their regular word count