Natual Spells in Black Geyser Couriers of Darkness are a category of Spells. They are magic abilities that can be used in various ways during combat or to benefit players during gameplay. Spells can be casted to produce different effects such as applying different status effects, damage enemies, summon items or creatures, grant bonuses, heal, increase resistance and many others. In Black Geyser, spells are categorized into seven classes, Natural, Unnatural, Special Ability, Spiritual, Oriental, and Summoning Spells. Each category focuses on different strengths and effects. This page covers a list of all spells types, spells and details.
Black Geyser Natural Spells
Spell |
Description |
Slot Type |
Cast time |
---|---|---|---|
Acid Rain |
Calls forth a cloud of corrosive, poisonous fumes to rain down on the caster's enemies in a wide range. Affected targets are dealt Poison and Acid damage each turn, and become Pervious. | Elevated | 2.5 sec |
Heal |
?? | Base | 2.5 sec |
Celestial Barrage |
Summons a hail of molten rocks to pellet a wide area, each impact dealing damage in a circular area. Targets affected by an impact are dealt Heat and Pulse and Blow damage. | Elevated | 4.5 sec |
Chain Lightning |
Upon being cast, a crackling stream of lightning springs forth from the caster's palms, damaging the target on arrival. The stream will then jump to further hostile targets in range, damaging them in the process. Targets are dealt Pulse and Blow and Heat damage, and gain Stunned. |
Base | 3 sec |
Sapphire Dispersion |
?? | Base | 2 sec |
Dune Ripple |
The caster of this spell commands a wave of thick sand to rush forth in a target direction. All targets caught by the wave take Pulse and Blow damage and gain Knocked Down. | Base | 2.5 sec |
Entangle |
This spell conjures strong vines that spring forth from the ground, entvining their target. The spell inflicts Immobilize on its target. | Base | 2sec |
Fireball |
This spell sends forth an immense ball of fire that explodes at the target location, damaging anyone that might be caught in the balst. Affected targets take Heat damage as well as gaining Burning and Toasting. | Elevated | 2 sec |
Gale Shroud |
This spell summons a dome of gale force winds to shield an area from ranged attacks. Any ranged attacks made against friendly targets inside the dome gain an increased chance to Miss. Additionally, all hostile creatures that enter the dome gain Slowed. |
Elevated | 3.5 sec |
Glacial Rush |
One of the most devastating spells from the arsenal of Wintermages, this spell conjures a huge slab of ice above the target that is slammed down against them with sheer force. The target is dealt Cold and Pulse and Blow damage, as well as gaining Brittle and Concussion. |
Base | 3.5 sec |
Gundemund's Freezing Fingertips |
Said to be a favorite technique of the ancient demigod Gundemund, this spell conjures an array of sharp pointed icicles over a target area, then lets them loose on whoever happens to stand underneath them. All targets in the area of effect are dealt Cold damage. |
Base | 2.5 sec |
Hand of Mercy |
Natural energy issues forth from the caster’s hands to heal their target. The target is healed for 15 Health Points. | Base | 2 sec |
Healing Mist |
The caster is surrounded by a pleasant mist which closes the wounds of any allies inside it. For 3 rounds, each ally within 4 meters of the caster is healed for 10-12 Health Points. | Base | 2.5 sec |
Icicle Lance |
This spell conjures a sharp-pointed lance of ice, that is sent to impale the target at high speed. The target is dealt Cold and Stabbing damage, and gains Softened and Exposed | Base | 2.5 sec |
Infernal Wave |
This spell hurls a series of infernal flames in front of the caster in quick succession, damaging all creatures caught in the area. Affected targets take Heat damage and gain Burning. | Elevated | 10.5 sec |
Lightning bolt |
?? | Base | 2.5 sec |
Magic Egg: Scorpion |
A large egg appears on the battlefield, followed soon by the scorpion inside. | Elevated | 2.5 sec |
Natural Instinct |
This spell imbues allied creatures in the targeted area with wild natural energy. Affected targets gain Anticipating and Invigorated. | Base | 3 sec |
Ride the Lightning |
Move like lightning, and leave some behind for anyone unfortunate enough to be nearby. The caster quickly jumps away to a targeted location in range, while discharging a blast of lightning in a circular area around them. Targets caught in the discharge take Pulse and Blow and Heat damage. |
Elevated | 1.5 sec |
Severine's Sparkle |
A ball of concentrated nature energy is conjured at the caster's fingertips. This swirling ball of force can be hurled at a target to inflict serious damage. The target is dealt 4-6 Heat and 3-5 Pulse and Blow damage. | Base | 2.5 sec |
Snake acid breathing |
Acid breath used by snake | Base | 2 sec |
Snow |
Conjure the very elemental essence of cold. Then throw it at someone you don’t like. Deals 3-7 Cold Damage to the target on impact. | Base | 2 sec |
Soothing Tides |
The caster sends forth a wave of crystal clear, enchanted water in a straight line, to douse all allied targets in its way. All allied targets touched by the wave are healed for a moderate amount. In addition, Burning, Freezing and Poisoned effects are removed from them as well. |
Base | 3 sec |
Suicidal breath |
Suicidal breath | Base | 5.2 sec |
Verdant Growth |
This spell summons a group of verdant roots around the target, imbuing them in the natural healing properties energies of Tilindia. The target regains Health each turn over multiple turns. Health regained each turn is increased between turns. |
Base | 2.5 sec |
Wildfire |
This spell summons an incendiary boulder at the target area that bursts into flame on impact, covering an area in a wildfire. The fire spreads over several turns to cover a wide area in flames. Targets caught in the initial explosion are dealt Heat damage instantly. Targets caught in the spreading fire gain Burning and Toasting. |
Elevate | 4 sec |
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