Ether Warp

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Ether is the magical property that connects a spell to its targets. Ancient scholars delved into its secrets to discover ways to manipulate this primal force to their advantage. All three Ether spells are mutually exclusive; you can only be affected by one at a time, and all three are exhausted upon casting any of them. Unlike chaos channel, the Ether spells work the same regardless of spell level, combat, surge, quicken, or other factors. These spells are lost to history, and cannot be learned from any teacher.

Ether Link makes it easier to channel spells to multiple targets. For every target of an area attack spell beyond the first, you will receive a refund of the original spell cost.

Ether Warp distorts your connection to the Ether, making enemy area attack spells miss you 50% of the time. Your own area attack spells will miss 20% of their targets as well.

While affected with Ether Crash, your next area attack spell costs only half mana to cast, but afterwards you cannot use any area attack spell for a short time.

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Wizards can gain Ether Warp by reading the spellbook Rediscovering Ether, Book 2 In A 3 Part Series.

Each ether spell is a self only spell that has a duration of around 12 ticks. When it is cast it exhausts Ether Link, Ether Crash and Ether Warp for 3 or 4 ticks.