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Spells


Spells are divided into seven schools of magic, with each school containing five levels of spells. There are two spells available at each level within a given school, which makes for a total of 70 spells available to players. Each spell consumes 1-5 Magic Power Points, which is determined by the level of the spell. Under normal circumstances, no character may ever have or use more than 20 Magic Power Points.

Schools of Magic


The ability to preform rituals in each school is also categorized within spells.  Although this ability is not actually a "spell," successfully completed rituals do allow for spell-like effects, which are often un-achievable through normal means.  For a more detailed description, please see the Rituals entry.  
Aegis
Spell  Cost  Level  Prerequisitie  Notes
 Magic Armor  1  1  1 MPP  2 point Magic Armor to target touched
 Toughness  1  1  1 MPP  Target touched gains +2 Body points
 Spirit Shield  2  2  Level 1 Aegis Spell   Protects target touched against next poison or acid attack
 Anti-Magic Shield  2  2  Level 1 Aegis Spell  Next magical  or Nature Damage Dart at target is nullified
 Sanctuary  3  3  Level 2 Aegis Spell   10’ impenetrable bubble around caster
 Improved Magic Armor  3  3  Level 2 Aegis Spell   4 point Magic Armor to target 
 Anti-Magic Aura  4  4  Level 3 Aegis Spell   Magical spells directed at  target  are nullified
 Synchronize  4  4  Level 3 Aegis Spell   Touched target receives spells 1-3 excluding Sanctuary
 Poison Immunity  5  5  Level 4 Aegis Spell   Target  is immune to poison and acid
 Aura of Reflection  5  5  Level 4 Aegis Spell   Next 2 magical darts at target  rebounds at enemy

Battle
Spell  Cost  Level  Prerequisitie  Notes
 Magic Strike  1  1  1 MPP  Next attack deals '4 magic Strike' damage
 Strength  1  1  1 MPP  +1 damage with melee weapons for 10 minutes
 Magic Swarm     2  2  Level 1 Battle Spell   4 magical darts that deal '4 Magic' damage each
 Mageblade  2  2  Level 1 Battle Spell   10 minutes enchanted weapon functions as a Mageblade
 Slaying Swarm  3  3  Level 2 Battle Spell    4 magical darts that deal '4 Magic Slay' damage each
 Spellstore  3  3  Level 2 Battle Spell   Allows a weapon to hold a single magical spell within it
 Maelstrom  4  4  Level 3 Battle Spell    1 minute of magical darts that deal '4 Magic' damage each
 Ruin 4  4  Level 3 Battle Spell    Acid damage on weapon or 10 minutes or 4 non magic darts for '4 Acid'
 Battle Mastery  5  5  Level 4 Battle Spell    Target is immune to magic damage and can wield any weapon.
 Devastation  5  5  Level 4 Battle Spell   1 minute of magical darts that deal '4 Magic Slay' damage each

Spell  Cost  Level  Prerequisitie  Notes
 Magic Lock  1  1  1 MPP Magically lock a door, window or box on touch
 Enhance Armor  1  1  1 MPP Enchanted armor gains +1 armor points to existing armor
 Enchant Shield  2  2  Level 1 Enchantment Spell  Enchanted Shield absorbs next magic or alchemy dart
 Silvershine  2  2  Level 1 Enchantment Spell  Enchanted weapon deals silver damage for game day
 Enchant Weapon  3  3  Level 2 Enchantment Spell  Enchanted weapon deals elven steel damage for 10 minutes
 Spellburst  3  3  Level 2 Enchantment Spell  Allows caster to throw handful of tagbags for each tagbag in next spell.
 Dispel Magic  4  4  Level 3 Enchantment Spell  Nullifies a variety of magical effects on touch
 Ablative Armor  4  4  Level 3 Enchantment Spell  Enchanted Armor gains 2 monstrous armor
 Wraithbane  5  5  Level 4 Enchantment Spell  Enchanted Weapon does +1 damage and is elven steel
 Shadow Skin  5  5  Level 4 Enchantment Spell  Target is immune to all Normal Damage.

Nature
Spell Cost Level Prerequisitie Notes
 Mend Armor    1 1 1 MPP Target's physical armor or broken shield is repaired
 Grounding 1 1 1 MPP Magical dart that prevents dissipate, banish, or reap spirit
 Dissipate 2 2 Level 1 Nature Spell  Targets dissapears into the air for ten minutes
 Nature Repulsion 2 2 Level 1 Nature Spell  Four magical darts that repel natural creatures
 Elemental Dart 3 3 Level 2 Nature Spell  Two magical darts dealing '4 Nature' or 1 magical dart dealing 4 'Primal'
 Elemental Weapon 3 3 Level 2  Nature Spell  Enchanted  weapon to deal nature damage for the G/D
 Banish 4 4 Level 3 Nature Spell  Magical dart that forces a target to dissappear for ten minutes
 Nature's Command 4 4 Level 3  Nature Spell  Four magical darts that command natural creatures and lesser fey
 Ley Lines 5 5 Level 4 Nature Spell  Transports caster to previously fixed position
 Primal Form 5 5 Level 4  Nature Spell  Target is immune to nature damage and deals primal damage for GD
Spell  Cost  Level  Prerequisite  Notes
 Heal Body  1  1  1 MPP  Heals all Body damage 
 Diagnosis  1  1  1 MPP  Reveals all non-magical ailments 
 Restore Limb  2  2  Level 1 Restoration Spell  Heals all limb wounds 
 Purify Spirit  2  2   Level 1 Restoration  Spell  Cures poisonious afflictions
 Heal Mortal Wound  3  3   Level 2 Restoration Spell  Heals one torso wound 
 Resiliance  3  3   Level 2 Restoration Spell  Target  only takes blunt damage. Target is immune to killing blows and Reap Spirit
 Panacea  4  4   Level 3 Restoration Spell  Heals torso, limbs, body, and cures poiosious afflictions
 Triage  4  4   Level 3 Restoration Spell  For one minute, cast any level 1 or 2 Restoration spell for free
 Second Breath  5  5   Level 4 Restoration Spell  Caster receives Revive before dying. Caster is immune to reap spirit
 Revive  5  5   Level 4 Restoration Spell  Brings a willing character back from death’s door

Necromancy
Spell  Cost  Level  Prerequisite  Notes
 Reap Spirit  1  1  1 MPP  Steal the target's spark, preventing revival
 Ghastly Visage  1  1  1 MPP  Target  appears as undead to other undead
 Repel Undead  2  2  Level 1 Necromancy Spell  Throw four magical darts that repel lesser undead
 Creeping Rot  2  2  Level 1 Necromancy Spell  Poison damage on weapon for 10 minutes or 2 non-magic darts of' '4 poison' 
 Sanctify  3  3  Level 2 Necromancy Spell  Prevents spirits or undead from entering a building or structure
 Curse  3  3  Level 2 Necromancy Spell  Magic dart causes target to have 1 Body
 Lesser Command  4  4  Level 3 Necromancy Spell  Throw two magical darts giving command of lesser undead
 Unhallow  4  4  Level 3 Necromancy Spell  Prevents living from entering a building or structure
 Abomination  5  5  Level 4 Necromancy Spell  Target gains Monstrous type
 Greater Command  5  5  Level 4 Necromancy Spell  2 Magic darts that gives command over a greater undead

Compulsion
Spell  Cost  Level  Prerequisitie  Notes
 Weaken  1  1  1 MPP  Magical  dart makes target hit for half damage
 Disengage  1  1  1 MPP  4 Magical darts that makes target unwilling to attack caster
 Charm  2  2   Level 1 Compulsion Spell  Magical dart makes target your trusting friend
 Silence  2  2   Level 1 Compulsion  Spell  Magical dart prevents speech
 Pin  3  3   Level 2 Compulsion Spell  Magical dart prevents target from moving his feet
 Memory Loss  3  3   Level 2 Compulsion Spell  Magical dart removes last 10 minutes of memory
 Fear  4  4   Level 3 Compulsion Spell  One magical dart makes target flee from you
 Stun  4  4   Level 3 Compulsion Spell  One magical dart makes the target unable to act, move or speak
 Dominate  5  5   Level 4 
Compulsion Spell

Two Magical darts gives command of a living creature
 Mind Blank  5  5   Level 4 Compulsion Spell  Target Touched is immune to Compulsion magic