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From Amar RPG

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  • ...e the Anashina Magick spells of the Amar RPG. The spells can be learned in Anashina temples.
    1 member (0 subcategories, 0 files) - 06:41, 16 November 2017

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  • ...e the Anashina Magick spells of the Amar RPG. The spells can be learned in Anashina temples.
    1 member (0 subcategories, 0 files) - 06:41, 16 November 2017
  • These are the Magick spells of the Amar RPG. The spells can be learned in Anashina temples.
    1 member (0 subcategories, 0 files) - 06:34, 23 December 2017
  • | data1 = Swamp, Anashina Back: [[Magick]]
    1 KB (161 words) - 21:18, 25 November 2020
  • | data2 = Innate Magick | data5 = 15 Anashina
    2 KB (163 words) - 12:09, 20 November 2021
  • | data2 = Willpower Magick | data5 = 18 Anashina
    2 KB (175 words) - 12:09, 20 November 2021
  • ...gical powers - usually Anashina Magick, Innate Magick or of course Natural Magick.
    2 KB (183 words) - 20:59, 20 November 2021
  • | data2 = Natural Magick | data5 = 21 Anashina
    2 KB (197 words) - 12:10, 20 November 2021
  • ...ceased to exist but they gave birth to the game Uhr wanted. Knowledge and magick still exists but in the milder forms known in our world today. From the friction between Uhr and Magick the elements emerged. The first in creation was Alesia, the mother earth. S
    14 KB (2,043 words) - 08:14, 21 September 2018
  • ...r down to the very spells like controlling fire and cursing to the various magick items. == The Magick Systems ==
    24 KB (3,759 words) - 12:34, 20 November 2021
  • The main religions are: Walmaer, Shalissa, Anashina, Alesia, Taroc and Juba. The nobles of course worship McGillan and Gwendyll == Magick in Amar ==
    35 KB (6,259 words) - 12:22, 20 November 2021