Ta ai amigo, esse seria o arquivo de script da spell (copia e cola um bloco de notas na pasta spells/attack e cola isso dentro). Essa esta com efeito e dano de FIRE, mas tem como trocar, caso precise de algo mais específico, é só postar aqui que eu tento ajudar. Testa ai e ve se é isso oque você queria.
-- Spell by Ghun
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2},
{1}}))
setCombatFormula(combat0_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat0_Brush = {CONST_ANI_FIRE,0,1}
-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat1_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{0, 2},
{1, 0}}))
setCombatFormula(combat1_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat1_Brush = {CONST_ANI_FIRE,-1,1}
-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat2_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat2_Brush,createCombatArea({{1, 2}}))
setCombatFormula(combat2_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat2_Brush = {CONST_ANI_FIRE,-1,0}
-- Areas/Combat for 300ms
local combat3_Brush = createCombatObject()
setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat3_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat3_Brush,createCombatArea({{1, 0},
{0, 2}}))
setCombatFormula(combat3_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat3_Brush = {CONST_ANI_FIRE,-1,-1}
-- Areas/Combat for 400ms
local combat4_Brush = createCombatObject()
setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat4_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat4_Brush,createCombatArea({{1},
{2}}))
setCombatFormula(combat4_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat4_Brush = {CONST_ANI_FIRE,0,-1}
-- Areas/Combat for 500ms
local combat5_Brush = createCombatObject()
setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat5_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat5_Brush,createCombatArea({{0, 1},
{2, 0}}))
setCombatFormula(combat5_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat5_Brush = {CONST_ANI_FIRE,1,-1}
-- Areas/Combat for 600ms
local combat6_Brush = createCombatObject()
setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat6_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat6_Brush,createCombatArea({{2, 1}}))
setCombatFormula(combat6_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat6_Brush = {CONST_ANI_FIRE,1,0}
-- Areas/Combat for 700ms
local combat7_Brush = createCombatObject()
setCombatParam(combat7_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat7_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat7_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat7_Brush,createCombatArea({{2, 0},
{0, 1}}))
setCombatFormula(combat7_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat7_Brush = {CONST_ANI_FIRE,1,1}
-- Areas/Combat for 800ms
local combat8_Brush = createCombatObject()
setCombatParam(combat8_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat8_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat8_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat8_Brush,createCombatArea({{2},
{1}}))
setCombatFormula(combat8_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat8_Brush = {CONST_ANI_FIRE,0,1}
-- Areas/Combat for 900ms
local combat9_Brush = createCombatObject()
setCombatParam(combat9_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat9_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat9_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat9_Brush,createCombatArea({{0, 2},
{1, 0}}))
setCombatFormula(combat9_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat9_Brush = {CONST_ANI_FIRE,-1,1}
-- Areas/Combat for 1000ms
local combat10_Brush = createCombatObject()
setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat10_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat10_Brush,createCombatArea({{1, 2}}))
setCombatFormula(combat10_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat10_Brush = {CONST_ANI_FIRE,-1,0}
-- Areas/Combat for 1100ms
local combat11_Brush = createCombatObject()
setCombatParam(combat11_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat11_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat11_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat11_Brush,createCombatArea({{1, 0},
{0, 2}}))
setCombatFormula(combat11_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat11_Brush = {CONST_ANI_FIRE,-1,-1}
-- Areas/Combat for 1200ms
local combat12_Brush = createCombatObject()
setCombatParam(combat12_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat12_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat12_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat12_Brush,createCombatArea({{1},
{2}}))
setCombatFormula(combat12_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat12_Brush = {CONST_ANI_FIRE,0,-1}
-- Areas/Combat for 1300ms
local combat13_Brush = createCombatObject()
setCombatParam(combat13_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat13_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat13_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat13_Brush,createCombatArea({{0, 1},
{2, 0}}))
setCombatFormula(combat13_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat13_Brush = {CONST_ANI_FIRE,1,-1}
-- Areas/Combat for 1400ms
local combat14_Brush = createCombatObject()
setCombatParam(combat14_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat14_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat14_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat14_Brush,createCombatArea({{2, 1}}))
setCombatFormula(combat14_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat14_Brush = {CONST_ANI_FIRE,1,0}
-- Areas/Combat for 1500ms
local combat15_Brush = createCombatObject()
setCombatParam(combat15_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat15_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat15_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat15_Brush,createCombatArea({{2, 0},
{0, 1}}))
setCombatFormula(combat15_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat15_Brush = {CONST_ANI_FIRE,1,1}
Ajudei!? Deixa aquele REP+ ae tio! =P