| Icon |
Spell Name |
Caster Class |
Skill Level |
Magic Points |
Type |
Cost |
Duration |
Description/Effects
|
 |
Banish |
Thaumaturge |
7 |
7 |
Character |
6,400 |
NA |
Banishes a summoned creature. Never fails on your own summons. May banish others based on your willpower vs. theirs. Always fails on invalid targets.
|
 |
Blind Resistance |
Thaumaturge |
11 |
11 |
Character |
4,000 |
Based on magic skill level |
Improves odds of saving against blindness spells (successful save prevents blindness). The effects of this spell are subtle, boosting natural resistance by a small amount, so benefits aren't always obvious.
|
 |
Blind |
Thaumaturge |
3 |
4 |
Character |
0 |
Based on magic skill level |
Target creature must pass their save against blindness or become blinded temporary. Blinded creatures typically wander aimlessly and cannot attack.
|
 |
Bonfire |
Wizard |
3 |
4 |
Path |
0 |
Based on magic skill level |
Creates a small bonfire on a single space. Deals damage comparable to a fireball. Useful for destroying corpses, and blocking passageways.
|
 |
Breathe Water |
Wizard Thief |
3 3 |
6 6 |
Character Character |
500 500 |
About 5 minutes |
Prevents drowning.
|
 |
Close/Open Door |
Wizard Thief |
2 2 |
3 3 |
Path Path |
50 50 |
NA |
Opens or closes a visible door.
|
 |
Concussion |
Wizard |
8 |
10 |
Path |
1,000 |
NA |
Creates an explosion that stuns and maims creatures in the blast radius; can also knocks down walls and doors. Power and radius increase with magic skill. Use cautiously to avoid unintended devastation.
|
 |
Create Lava |
Wizard |
19 |
33 |
Path |
30,000 |
NA |
Creates a flowing mass of molten rock dealing damage to everything in its path. As it advances, it can push creatures, players, and items along.
|
 |
Create Portal |
Wizard Thief |
5 5 |
5 5 |
Path Path |
400 400 |
Based on magic skill level |
Creates a short-lived portal through an adjacent wall. If occupied when when the spell ends, the wall collapses on the occupant, damaging both and potentially creating a semi-permanent passage.
|
 |
Create Snake |
Thaumaturge |
10 |
7 |
Character |
800 |
NA |
Conjures a snake that attacks the target.
|
 |
Create Web |
Wizard |
5 |
4 |
Path |
100 |
Hours |
Creates a semi-permanent web on a ground tile that may temporarily halt movement over it.
|
 |
Cure |
Thaumaturge Knight |
5 NA |
3 3 |
Character Character |
0 0 |
NA |
Restores a portion of lost hit points to the target (self or other). Knights must share the target's hex. Thaumaturges can cast at any target they can see.
|
 |
Curse |
Thaumaturge |
1 |
3 |
Character |
0 |
NA |
Inflicts damage on a visible target. Damage scales with magic skill level.
|
 |
Darkness |
Wizard Thief |
4 4 |
4 4 |
Path Path |
300 300 |
Based on magic skill level |
Creates a region of darkness centered on the target hex. Can adjust power beforehand to vary radius.
|
 |
Death Resistance |
Thaumaturge |
16 |
17 |
Character |
8,000 |
Based on magic skill level |
Improves odds of saving against death spells (successful save reduces damage). The effects of this spell are subtle, boosting natural resistance by a small amount, so benefits aren't always obvious.
|
 |
Death |
Thaumaturge |
7 |
6 |
Character |
0 |
NA |
Inflicts significant damage on a visible target. Damage scales with magic skill level.
|
 |
Disintegrate |
Wizard |
10 |
12 |
NA |
6,000 |
NA |
Eliminates all visible ground items except for recent corpses or very valuable items. Useful for clearing junk.
|
 |
Dispel Illusion |
Wizard |
9 |
7 |
Path |
500 |
NA |
Dispels any active illusion on the target hex.
|
   |
Dragon Breath |
Wizard |
16 |
18 |
Path |
12,000 |
NA |
A cone of Fire, Ice, or Lightning extends from the caster in the chosen direction. If the target hex is solid, the cone begins on the caster and reverses direction.
|
 |
Enchant |
Knight |
NA |
3 |
Character (Weapon) |
0 |
Semi-permanent |
Enchants a weapon, adding +250 Attack Rating. Enchantment ends if the weapon touches the ground (e.g. set down or fumbled).
|
 |
Fear Resistance |
Thaumaturge |
9 |
9 |
Character |
1,000 |
Based on magic skill level |
Improves odds of saving against fear spells (successful save prevents effects). The effects of this spell are subtle, boosting natural resistance by a small amount, so benefits aren't always obvious.
|
 |
Fear |
Thaumaturge |
2 |
4 |
Character |
0 |
Based on magic skill level |
Target creature must pass their save against fear or flee temporarily.
|
 |
Feather Fall |
Thief |
9 |
8 |
Self |
20,000 |
Based on magic skill level |
Prevents fall damage from heights of 5,000 feet or less.
|
 |
Find Secret Doors |
Wizard Thief |
5 5 |
4 4 |
NA NA |
400 0 |
NA |
Opens all secret doors within sight.
|
 |
Fire Bolt |
Wizard |
12 |
10 |
Path/Character |
5,000 |
NA |
Creates a stream of fire along a visible path. Length and damage scale with magic skill.
|
 |
Fireball |
Wizard |
6 |
5 |
Path |
600 |
NA |
Creates a region of fire centered on the target hex. Can adjust power beforehand to vary radius.
|
 |
Firestorm |
Wizard |
15 |
16 |
Path |
10,000 |
Based on magic skill level |
Creates a persistent firestorm that repeatedly casts fireballs on the target hex and surrounding area (up to 3 hexes away).
|
 |
Hide Door |
Thief |
7 |
9 |
Path |
1,200 |
Based on magic skill level |
Conceals a closed door.
|
 |
Hide in Shadows |
Thief |
1 |
3 |
Self |
0 |
Semi-permanent |
Allows thief to hide in shadows, invisible to non-adjacent mobs. Hide level = thief's level + magic skill (e.g., 18 + 12 = 30). Mobs will detect the thief if the mobs detection level > then the thief's hide level; may cause "blinking" (occasional visibility) if within 3 points. Requires adjacency to shadow-casting terrain (cover) and that the thief isn't carrying large weapons. Ends if hit or if stepping away from cover.
|
 |
Ice Spear |
Wizard |
14 |
14 |
Character |
15,000 |
NA |
Launches a high-speed ice shard at a target, ignoring armor. Affects even cold-immune creatures via physical impact. Damage scales with magic skill level.
|
 |
Ice Storm |
Wizard |
7 |
6 |
Path |
800 |
NA |
Creates a region of ice storm centered on the target hex. Can adjust power beforehand to vary radius.
|
 |
Identify |
Thief |
3 |
3 |
NA |
200 |
NA |
Identifies item in right hand, revealing additional details about the item.
|
      |
Illusion |
Wizard |
9 |
9 |
Path |
2,000 |
Hours |
Alters appearance of target adjacent hex to wall, sea, bridge, ruins, water, fire, or ice. Can be dispelled or overridden by other illusions. Realistic, fooling some creatures into avoiding perceived dangers.
|
 |
Light |
Thaumaturge Knight Wizard |
3 NA 3 |
3 3 3 |
Path Path Path |
0 0 200 |
Based on magic skill level |
Dispels darkness in a region centered on the target hex. Wizards and Thaumaturges can adjust power beforehand to vary radius. Knights have fixed radius.
|
 |
Lightning Bolt |
Thaumaturge |
6 |
5 |
Path/Character |
0 |
NA |
Summons a lightning bolt from above, damaging everything on the target hex. Damage scales with magic skill.
|
 |
Lightning Lance |
Wizard |
17 |
20 |
Path/Character |
20,000 |
NA |
Creates a chain of lightning bolts along a visible path.
|
 |
Lightning Resist |
Thaumaturge |
13 |
13 |
Character |
6,000 |
Based on magic skill level |
Improves odds of saving against lightning spells (successful save reduces damage). The effects of this spell are subtle, boosting natural resistance by a small amount, so benefits aren't always obvious. (Need to confirm, it might just always reduce damage like protection from ice or fire.)
|
 |
Lightning Storm |
Thaumaturge Wizard |
18 18 |
32 32 |
Path Path |
25,000 25,000 |
Based on magic skill level |
Creates a persistent lightning storm that repeatedly casts lightning bolts on the target hex and surrounding area (up to 2 hexes away).
|
 |
Locate |
Knight |
NA |
3 |
Character |
0 |
NA |
Locates the nearest specified creature or adventurer, providing direction and approximate distance.
|
 |
Magic Missile |
Wizard |
1 |
3 |
Character |
0 |
Not specified |
Inflicts damage on a visible target. Damage scales with magic skill level.
|
 |
Make Recall Ring |
Thief |
4 |
7 |
NA |
600 |
Semi-permanent |
Conjures a recall ring that sets a return location upon equipping. Removing it teleports the wearer back and consumes the ring. Can adjust power beforehand for variants.
|
 |
Neutralize Poison |
Thaumaturge Thief |
5 5 |
4 4 |
Character Character |
0 300 |
NA |
Completely neutralizes all poison in the target's system.
|
 |
Night Vision |
Thief |
6 |
8 |
Self |
25,000 |
Based on magic skill level |
Grants vision in darkness.
|
 |
Peek |
Wizard |
11 |
14 |
Character |
10,000 |
A few rounds. |
Allows wizard to glimpse the map from another creature's perspective.
|
 |
Poison Cloud |
Thaumaturge |
14 |
24 |
Path |
8,000 |
Based on magic skill level |
Creates a cloud 3 hexes wide that rolls in the specified direction, blinding and poisoning creatures that come in contact with it. (Need someone with this spell to confirm, does it blind?)
|
 |
Protection from Blind and Fear |
Thaumaturge |
17 |
27 |
Character |
20,000 |
Based on magic skill level |
Significantly improves odds of saving against blindness and fear spells (successful save prevents blindness or fear effects).
|
 |
Protection from Ice |
Thaumaturge Wizard |
4 4 |
5 5 |
Character Character |
0 300 |
Based on magic skill level |
Reduces damage taken from ice.
|
 |
Protection from Fire and Ice |
Thaumaturge Wizard |
12 12 |
21 21 |
Character Character |
2,000 2,000 |
Based on magic skill level |
Reduces damage taken from fire and ice.
|
 |
Protection from Fire |
Thaumaturge Wizard |
3 3 |
4 4 |
Character Character |
0 300 |
Based on magic skill level |
Reduces damage taken from fire.
|
 |
Protection from Poison |
Thaumaturge |
14 |
21 |
Character |
12,000 |
Based magic skill level |
Reduces damage taken from poison.
|
 |
Protection from Stun and Death |
Thaumaturge |
19 |
52 |
Character |
30,050 |
Not specified |
Significantly improves odds of saving against stuns and death spells (successful save prevents stun / reduces damage from death spells).
|
 |
Raise Dead |
Thaumaturge |
8 |
10 |
NA |
0 |
NA |
Resurrects a dead player character from their corpse.
|
 |
Shield |
Wizard |
2 |
3 |
Character |
300 |
Based on magic skill level |
Temporarily reduces chance of being hit by attacks.
|
 |
Speed |
Thief |
8 |
20 |
Self |
10,000 |
Based on magic skill level |
Doubles movement speed.
|
 |
Strength |
Thaumaturge Knight |
1 NA |
3 3 |
Character Character |
0 0 |
Increases with magic skill level |
Temporarily increases the targets strength.
|
 |
Stun Resistance Spell |
Thaumaturge |
15 |
15 |
Self |
9,000 |
Increases with magic skill level |
This spell gives you better odds of saving against the effect of a stun spell. Saving against a stun spell means that you will not be stunned. The effects of the resistance spells are very subtle, and highly dependent upon the power of the attacker's magic versus the defender's experience level. Since everyone already has some degree of natural resistance to magic, and resistance spells merely boost this natural resistance by a small amount (usually 3 or 4), the benefits are not always immediately apparent. For example, if your natural resistance would result in a 10 in 20 chance of saving against a harmful spell, a resistance spell would increase that to a 13 in 20 chance. To cast this spell, first warm it, then double left click on the spell icon in the warmed-spell rack. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level. This is a personal spell that will only affect the person casting the spell.
|
 |
Stun Spell |
Thaumaturge |
4 |
4 |
Character |
0 |
Governed by the difference between the Thaumaturge's magic skill level and the victim's experience level |
Thaumaturges use this spell to stun individuals or groups of enemies. First warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over the icon of the targeted creature or creatures that you wish to strike. Left click once to cast the spell. If the enemies fail to resist the spell, they will be stunned for a period of time governed by the difference between the Thaumaturge's magic skill level and the victim's experience level. A stun spell cannot be broken or extended.
|
 |
Summon Demon Spell |
Thaumaturge |
12 |
14 |
NA |
3,200 |
Not specified |
Fearless Thaumaturges can use this spell to summon a fearsome Demon from the depths of Hell. Once summoned, you can try to force the Demon to do your bidding, if you can exert mastery over it. After warming the spell, double left click on the spell icon. An Information Query Pop-up will appear for you to enter the actual name of the Demon you wish to summon. After entering the name, left click on "OK" or press the <Enter> key on your keyboard. With the use of this spell, you can call up more powerful demons than can be summoned by any other spell. If your will is greater than that of the Demon, the Demon will wait for your command. Should the Demon be more powerful than you, run for your life. Note that some of the more powerful demons cannot be called from certain locales, as the crust of the earth is too thick for them to hear you.
|
 |
Summon Phantasm Spell |
Thaumaturge |
11 |
20 |
NA |
1,600 |
Until slain or returns to its plane |
Thaumaturges use this spell to call Phantasms, including Phantoms, Djinn, Salamanders and Efreet, which are ethereal beings summoned from another plane. The Phantasm will follow commands, and fight in your behalf with weapons or magic, until it is slain through hostile contact, or until it is time for Phantasm to return to its own plane. The more powerful the Thaumaturge, the greater the powers of the Phantasm summoned. The Thaumaturge may choose to create a Phantom less powerful than the maximum which could be summoned. Spells with power of five or six will summon Djinn. A Djinn is far more powerful than an ordinary Phantom. Djinn are nearly as knowledgeable as Demons, and can perform most of the same feats. Unlike the other Phantoms and Djinn, a Salamander has very low intelligence and cannot be truly controlled, although it will not deliberately attack the Thaumaturge. After warming the spell, double left click on the spell icon. This will call forth the most powerful Phantasm you are capable of summoning. If you wish to call forth a less powerful Phantasm, you may adjust the intensity of the spell. To do so, you must make the adjustment before you warm the spell. Open the spell palette and left click once on the Summon Phantasm spell icon. Use the intensity bar to select the spell power you want: Spell Power Type of Phantasm summoned 1-5 Phantom 6 Djinn 7 Djinn 8 Salamander 9 Efreet 10 Efreet After adjustment, you may warm the spell, or, if it is already warmed, proceed to cast it. A general rule of thumb is that a Thaumaturge cannot specify a power greater than half the Thaumaturge's magic skill level rounded up. Thus, a Thaumaturge with the title of Prophet/Prophetess (Skill Level 13) could summon a seventh level Djinn at best.
|
 |
Turn Undead Spell |
Thaumaturge |
6 |
5 |
NA |
0 |
Not specified |
Thaumaturges use this spell to chase away Undead creatures such as skeletons, wights, and wraiths. Undead creatures can actually be destroyed by this spell, depending on the magic skill level of the Thaumaturge. First warm the spell, and then double left click once on the spell icon to cast the spell. All the Undead within view of the Thaumaturge can be affected. The higher the magic skill level of the Thaumaturge, the more powerful the type of Undead that can be influenced by this spell.
|
 |
Venom Spell |
Thief |
11 |
10 |
NA |
25,000 |
Until the weapon draws blood |
A Thief may cast this spell upon a dagger or shuriken to tip the weapon with a lethal venom. Whether wielded or thrown, the weapon will be enhanced by the effects of the poison. For most victims, this promises a slow and painful death, unless an antidote � either magical or natural � is applied. The lethality of the poison will increase as the Thief's magic skill improves. To obtain this deadly spell, the Thief must visit a particular master thief trainer in one of the advanced lands. It is said that a poisoned dagger marks the secret doorway to the cave where this reclusive trainer resides. To cast this spell, first warm it, then double click on the spell icon in the warmed-spell rack while holding an appropriate weapon in your right hand. The venom will be visible on the tip of the weapon, where it will remain until the weapon draws blood. Lawful citizens are strictly forbidden from using poisoned weapons. Violation of this law will change the offender's alignment to neutral, thus making them subject to attack by the sheriff and his deputies.
|
 |
Wall of Fire Spell |
Wizard |
6 |
5 |
Path |
700 |
Roughly 10 seconds times the magic skill level of the Wizard |
Wizards can create a wall of fire 30 feet wide with this spell. First warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex � the intended center of the wall of fire. The path must lead to a place you can see, passing through only places you can see. The wall runs perpendicular to the direction it was thrown. The wall of flame will last for roughly 10 seconds times the magic skill level of the Wizard, and does roughly the same damage as a fireball.
|
 |
Whirlwind Spell |
Wizard |
13 |
20 |
Path |
7,500 |
Number of rounds dependent upon the magic skill level of the Wizard |
Wizards use this spell to create a whirling vortex of air that exists for a number of rounds, dependent upon the magic skill level of the Wizard. Creatures caught in the path of the whirlwind will take some hit points from flying debris. In addition, the whirlwind may knock down smaller creatures. First warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing through only places you can see. The whirlwind will move in the direction it was cast, throwing off smaller whirlwinds in nearby hexes. A word of warning: whirlwinds may deflect unpredictably off of solid terrain.
|
 |
Wizard Eye Spell |
Wizard Thief |
10 10 |
13 13 |
NA NA |
4,000 4,000 |
Until damaged or canceled |
Thieves and Wizards use this spell, allowing them to exchange consciousness with a small animal created by the spell. Wizards create toads, and Thieves create rats. Use this spell to explore without subjecting your person to any nastiness that might be lurking about. When Wizard Eye is cast, you immediately hear and see things from the vantage point of the creature created; the creature is not easily seen, but it is easily killed. First warm the spell, and then double left click once on the spell icon to cast the spell. You should be careful to make sure your character's body is in a safe place, or being watched over by trusted friends, since while your consciousness is in the body of the toad or rat, the consciousness of the rat or toad will be in your body. Unfortunately, the shock to the lesser intelligence's mind is such that it will not attempt to defend your body, and simply remains there in a comatose state. This spell is broken if either your character's body or the creature's body is damaged. Also, you may break this spell voluntarily by using the "rest" text command. The Wizard Eye spell icon will appear in the active-spell rack for as long as the spell is in effect.
|