The first 6 of 9 spells my Wizard is planned to have. They are very complicated spells and require the user to keep concentration to maintain their effects. Thus making the caster a sitting duck, unless he has other defenses ready. [hider=My Hider] (Greater Exoromancy) Rubick's Force Cube: A master-level spell which conjures up a cube of force around the target. Targets within the cube are protected from outside harm for as along as the forcefield holds, however targets are also trapped within the cube unless the spell is disrupted, such as when its caster can no longer focus to maintain the cube, or destroyed such as meeting the absorptive threshold of force. Furthermore, if used offensively, anything caught within the cube is subject to experiencing contorting forces, twisting them in three-dimensional space as if the cube was being manipulated and thus whatever inside must move with the changing force. (Greater Pyromancy) Lina's Ultimate Avatar: A master-level spell which summons up an unstable elemental of fire in the form of a serpent-dragon. The fire elemental is short lived, but can follow directed commands from the caster. If not banished by magical means, or upon its non-magical destruction, the elemental will combust in a minor explosion of flames. The flames produced from this elemental's body and upon its combustion are magical in nature and can reach temperatures hot enough to melt ordinary metal alloys. The caster can also detonate the elemental by commanding the creature to explode, as cruel as it may seem. (Greater Cyromancy) Rylai's Winter Hunt: A master-level spell which summons up a pair of a trio of ice elementals in the form of a large Alpha wolf accompanied by pair of wolves. The Alpha elemental can follow directed commands from the caster, which in turn can command the other two wolves. Upon its non-magical destruction, these elementals will explode in a minor explosion of ice shards. The ice produced from the elemental's body is magical in nature and can resist melting for extend periods of time, as well as rapidly chilling anything which comes into contact with it. The caster can also detonate the elementals by commanding the creature to explode, causing them to explode all at the same time, as terrible as it may seem. (Greater Aeromancy) Alleria's Whirling Gale: A master-level spell which sends forth a rush of strong cyclonic winds at a target. The rapidly moving air can be sent as either a vortex to draw the target in, or alternatively, a counter-vortex to push the target out. Things caught within the swirling system slow it down, however add possibly damaging effects. This spell requires the caster to continue channeling to sustain and control the spell. (Greater Electromancy) Zet's Mystic Seal: A master-level spell which inscribes a glyph or sigil into a surface. Any living being other than the caster which steps foot into the area defined by the boundaries of the seal shall be struck with a bolt of electricity that may render them unconscious, paralyzed, or mildly discouraged from intruding further depending on the number of hours the spell is set to be active for. The longer the hours, the lesser the magnitude of the effect. The caster can also discharge the seal all at once, causing it zap anyone within range that is not the caster. (Greater Terramancy) Raigor's Erupting Quake: A master-level spell which causes the ground to shake violently within 500 meters of the caster. The caster can eject stone pillars from the trembling earth, causing them to jut out from the ground beneath a target within the area with great force. These pillars can then be returned back into the earth at will. With enough effort, this spell can raise the entire area, with numerous pillars elevating everything. The effect is dampened by less-than-solid ground and requires the caster to continue channeling this sustained spell. [/hider]