- School
- Elemental
- Spell Points Cost
- 30
Arms rise up from the earth to entangle the adversary. The higher level the spell the larger the area covered by it.
- School
- Light
- Spell Points Cost
- 5
Bless can be used to increase a character's chance to hit. Should negate an equal-level Curse spell.
- School
- Elemental
- Spell Points Cost
- 20
The first lightning bolt discharges electricity from the caster's hand to a single target. If there are any monsters within a certain radius of the target, they will be hit by an equal amount of electricity.
- School
- Elemental
- Spell Points Cost
- 30
Hugely destrucive column of fire that falls from the sky wreaking great amounts of damage upon the target. Column usually only large enough to strike one target, but at high level it will increase in dimension.
- School
- Dark
- Spell Points Cost
- 10
Curse can be used to decrease the target's chance to hit.
- School
- Dark
- Spell Points Cost
- 45
This spell surrounds its target with the power of raw darkness, rendering it unable to fire missile attacks or cast spells. Further, the target's movement is slowed, its armor class is reduced and it does reduced damage when striking in melee combat.
- School
- Dark
Inflicts the condition of Disease upon the target. It Causes continuous damage until cured by a potion or a spell.
- School
- Light
- Spell Points Cost
- 55
Once per day you may call upon the heavens to heal your characters of all damage, restore their spell points and remove all adverse conditions.
- School
- Elemental
- Spell Points Cost
- 20
Creates an ablative field of protection around a character. Hits made on the character must completely wear down the field before the character will again take damage.
- School
- Elemental
- Spell Points Cost
- 10
Launches a magical attack outwards from a targeted creature
- School
- Elemental
- Spell Points Cost
- 2
Launches a magical bolt of one of the four elements at the target.
- School
- Spirit
- Spell Points Cost
- 5
Increases all your characters' resistance to damage inflicted by Elemental Magic.
- School
- Elemental
- Spell Points Cost
- 5
When cast, this spell has a chance of imbuing a normal item with magical powers.
- School
- Spirit
- Spell Points Cost
- 15
Causes a single monster to go mad with battle lust, attacking the nearest living creature until the spell wears off, or the creature dies.
- School
- Dark
- Spell Points Cost
- 20
Similar to Wizard Eye spell, except the caster sends an avatar of himself out into the world to survey the area near him.
- School
- Elemental
- Spell Points Cost
- 45
Centered from the party, this spell has an atom-bomb-concussive effect that could stun or kill everything in the immediate area. Eye of the Storm can only be cast once per day.
- School
- Dark
- Spell Points Cost
- 10
Targeted creature is overcome with fear of the caster and must flee (cannot fight). If a creature takes damage while under the influence of this spell, the spell will be broken. Fear will not work on undead creatures.
- School
- Elemental
- Spell Points Cost
- 5
Eases great falls by reducing the weight of the party a great deal.
- School
- Elemental
- Spell Points Cost
- 15
Accelerates Party's travel speed depending upon level of skill.
- School
- Light
- Spell Points Cost
- 15
Once cast, this spell decreases recovery time of the target, allowing them to cast spells and attack faster than before.
- School
- Elemental
- Spell Points Cost
- 60
This ultimate teleportation spell requires some planning to use. You must set a beacon before you can use the spell to teleport. Beacons appear to last indefinitely.
- School
- Elemental
- Spell Points Cost
- 7
Enables caster to drop a magically enchanted mine. The mine will explode after either a short period or when the next "being" gets too close. It will do little or no damage.
- School
- Elemental
- Spell Points Cost
- 25
Summons flaming rocks from the sky which fall in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell.
- School
- Spirit
- Spell Points Cost
- 15
Uses the forces of nature to provide additional armor to the target.
- School
- Dark
- Spell Points Cost
- 20
When a monster hits a character with Pain Reflection active, the monster takes damage as well.
- School
- Dark
- Spell Points Cost
- 25
Paralyze temporarily prevents a monster from moving or attacking for the duration of this spell. You are free to attack your helpless target to your heart's content; paralyzed monsters cannot retaliate.
- School
- Spirit
- Spell Points Cost
- 15
Calls forth a Blade expert in phantom form. When the spell dies out, the phantom takes your weapon as payment for his services. Can only be cast on one-handed blade weapons. Enchanted weapons can be used at higher levels.
- School
- Elemental
- Spell Points Cost
- 5
Target is blasted with poison that does immediate and continual damage until the poison has run its course.
- School
- Elemental
- Spell Points Cost
- 20
A poisonous cloud of noxious gases is formed in front of the caster and moves slowly away from your party.
- School
- Spirit
- Spell Points Cost
- 40
Caster "pushes" Spell points into target's damage rating. Number of spell points pushed affects amount of damage modified. Has never been known to work.
- School
- Light
- Spell Points Cost
- 15
Purifies the life forces of the target, removing conditions such as poison, disease, insane, fear, paralyze, etc.
- School
- Light
- Spell Points Cost
- 25
Enables the target to naturally heal at a faster rate than normal.
- School
- Light
- Spell Points Cost
- 15
Provides target with extra resistance to Dark magic.
- School
- Light
- Spell Points Cost
- 20
Resurrects a character whose body has been destroyed. Recovery rate is very slow.
- School
- Spirit
- Spell Points Cost
- 20
Shared Life combines the life force of your characters and redistributes it amongst them as evenly as possible. The points are distributed to the characters, with no individual character being allowed to have more points than his maximum total hit points
- School
- Dark
- Spell Points Cost
- 55
This horrible spell sucks the life from all hostile creatures. Souldrinker then transfers that life to your party in much the same fashion as Shared Life.
- School
- Elemental
- Spell Points Cost
- 5
Sparks fires small balls of lightning into the world that bounce around until they hit something or dissipate. It is hard to tell where they will go, so this spell is best used in a room crowded with small monsters.
- School
- Light
- Spell Points Cost
- 15
This dispels magic cast upon living creatures in an area (depending on the casters mastery). Unfortunately it doesn't remove magical traps from unguarded chests or doors.
- School
- Elemental
- Spell Points Cost
- 5
Gives the party an aura of light to aid them in dark areas
- School
- Elemental
- Spell Points Cost
- 10
Linking to the magical properties of ancient Altars that have been left in each major city, a spell caster can call to the altar to bring them closer. An inexperienced mage can only call to the nearest Altar, more experienced ones can call to the Altar of their choosing. There is one requirement: The altars have been neglected and must be cleaned or repaired in order to work.
- School
- Dark
- Spell Points Cost
- 20
Caster transfers any positive or negative conditions into target. Can only be cast against an enemy, but has never been known to work. Caster must be in melee-range.
- School
- Spirit
- Spell Points Cost
- 5
Calls upon the power of heaven to undo the evil magic that extends the lives of the undead. Begins by causing undead to flee, but at high levels it can cause them great damage. This spell only works on the undead.
- School
- Light
- Spell Points Cost
- 5
Brings up the scrying sphere which allows the party to see monsters or treasure in a large area around them. What they see depends upon the mastery level of the spell.
- School
- Dark
- Spell Points Cost
- 10
Inflicts damage upon a single target within melee range.
- School
- Elemental
- Spell Points Cost
- 35
Swarm of bugs attacks target, confusing the enemy so they recover from their actions slowly and at Grandmaster they cannot attack efficiently for as long as the bugs are swarming.