Might and Magic VI: spells

Might and Magic VI Views: 12 Last Edited
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Awaken Spells
Awaken
School
Water
Level
1
Spell Points Cost
1

Automatically awakens all of your characters from a normal sleep and will awaken them from a magical sleep if they haven't had the sleep condition for too long. The greater your skill in Water Magic, the longer the sleep condition could have been present before this spell becomes ineffective.

Create Food Spells
Create Food
School
Light
Level
1
Spell Points Cost
20

Creates food for all of your characters if you have less real food than would be created by this spell.

Cure Weakness Spells
Cure Weakness
School
Body
Level
1
Spell Points Cost
1

Cures the weak condition from a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been weak before the “point of no return” is reached. After that, the only way to cure the condition short of Divine Intervention is to visit a temple.

Meditation Spells
Meditation
School
Mind
Level
1
Spell Points Cost
1

Temporarily increases a single character’s Intellect and Personality statistics by 10 points plus 2 per point of skill in Mind Magic.

Reanimate Spells
Reanimate
School
Dark
Level
1
Spell Points Cost
20

Reanimate allows you to raise a lifeless creature from the dead (sort of). The spell does not make them grateful or peaceful in any way, but you can always kill them again, if you want.

Spirit Arrow Spells
Spirit Arrow
School
Spirit
Level
1
Spell Points Cost
1

Fires an ectoplasmic bolt of negative spiritual energy at a single target. Spirit arrow can miss, but a higher skill in Spirit Magic increases your chances of hitting. The arrow causes 1-6 points of damage.

Stun Spells
Stun
School
Earth
Level
1
Spell Points Cost
1

Slaps a monster with magical force, forcing it to recover from the stun spell before it can do anything else. Stun also knocks monsters back a little, giving you a chance to get away while the getting is good. The greater your skill in Earth Magic, the greater the effect of the spell.

Torch Light Spells
Torch Light
School
Fire
Level
1
Spell Points Cost
1

Torch light increases the radius of light surrounding your party in the dark.

Wizard Eye Spells
Wizard Eye
School
Air
Level
1
Spell Points Cost
1

Wizard Eye causes the automap located in the upper right corner of the main gaming screen to show the locations of monsters and other points of interest while outdoors. The spell lasts 1 hour per point of skill in Air Magic.

Bless Spells
Bless
School
Spirit
Level
2
Spell Points Cost
2

Blessed characters have an increased chance to hit monsters in hand to hand combat and with missiles. A character’s bonus to hit is increased by 5 + 1 per point of skill in Spirit Magic.

Cold Beam Spells
Cold Beam
School
Water
Level
2
Spell Points Cost
2

Targets a single monster with a field of extreme cold for an instant. It only does 2-6 points of damage, but it always hits. The more skill you have in Water Magic, the faster you will recover from casting Cold Beam. Masters of Water can cast this spell without cost.

First Aid Spells
First Aid
School
Body
Level
2
Spell Points Cost
2

Cures 5 hit points on a single target when cast. Recovery is reduced by an amount equal to the caster's skill in Body Magic.

Flame Arrow Spells
Flame Arrow
School
Fire
Level
2
Spell Points Cost
2

Creates and fires a single flaming arrow. Unlike most spells, this spell is notoriously inaccurate and has the same chance of hitting as a regular arrow (using your Fire skill as a bonus to hit). The arrow does 1-8 points of damage when it hits.

Golden Touch Spells
Golden Touch
School
Light
Level
2
Spell Points Cost
25

Converts a single item you select in your inventory into gold equal to 40% of the item’s actual value. There is a 10% chance per point of skill in Light Magic that this spell will succeed. If the spell fails, the item is broken.

Magic Arrow Spells
Magic Arrow
School
Earth
Level
2
Spell Points Cost
2

Creates and fires a single magical arrow. Unlike most spells, this spell is inaccurate and has the same chance of hitting as a regular arrow (using your Earth Magic skill as a bonus to hit). Also unlike most spells, Magic Arrow is free to cast when you become a Master of Earth. The arrow does 3-8 points of damage.

Remove Fear Spells
Remove Fear
School
Mind
Level
2
Spell Points Cost
1

Removes the afraid condition from a character if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.

Static Charge Spells
Static Charge
School
Air
Level
2
Spell Points Cost
2

Targets a single monster with a jolt of static electricity. It only does 2-6 points of damage, but it always hits.

Toxic Cloud Spells
Toxic Cloud
School
Dark
Level
2
Spell Points Cost
30

A poisonous cloud of noxious gases is formed in front of the caster and moves slowly away from your characters. The cloud does 25 points of damage plus 1-10 per point of skill in Dark Magic and lasts until something runs into it.

Dispel Magic Spells
Dispel Magic
School
Light
Level
3
Spell Points Cost
30

Removes all spells on all creatures in the caster’s sight, both helpful and harmful. Recovery is reduced by an amount equal to skill in Light Magic .

Healing Touch Spells
Healing Touch
School
Spirit
Level
3
Spell Points Cost
3

Cheaply heals a single character of 3-7 hit points. Skill increases the recovery rate of this spell.

Mass Curse Spells
Mass Curse
School
Dark
Level
3
Spell Points Cost
40

Inflicts the cursed condition on all monsters in the sight of the caster.

Mind Blast Spells
Mind Blast
School
Mind
Level
3
Spell Points Cost
3

Fires a bolt of mental force damaging to a single targets’ nervous system. Mind Blast does 5 points of damage plus 1-2 per point of skill in Mind Magic.

Protection from Cold
School
Water
Level
3
Spell Points Cost
3

Increases all your characters’ resistance to Cold by an amount equal to your skill in Water Magic. This spell lasts for one hour per point of skill in Water Magic.

Protection from Electricity
School
Air
Level
3
Spell Points Cost
3

Increases all your characters’ resistance to Electricity by an amount equal to your skill in Air Magic.

Protection from Fire
School
Fire
Level
3
Spell Points Cost
3

Increases all your characters’ resistance to fire by an amount equal to your skill in Fire Magic and lasts one hour per point of skill in Fire Magic.

Protection from Magic
School
Earth
Level
3
Spell Points Cost
3

Increases all your characters’ resistance to magic by an amount equal to your skill in Earth Magic.

Protection from Poison
School
Body
Level
3
Spell Points Cost
3

Increases all your characters’ resistance to poison by an amount equal to your skill in Body Magic.

Deadly Swarm Spells
Deadly Swarm
School
Earth
Level
4
Spell Points Cost
4

Summons a swarm of biting, stinging insects to bedevil a single target. The swarm only does 5 points of damage plus 1-3 per point of skill in Earth Magic, but it never misses and the damage is physical, making resistance to this spell unlikely.

Fire Bolt Spells
Fire Bolt
School
Fire
Level
4
Spell Points Cost
4

Launches a burst of fire at a single target. Damage is 1-4 points of damage per point of skill in Fire Magic, but casting cost is low. Firebolt is safe and effective—the “Old Reliable” of the Sorcerer’s arsenal.

Harm Spells
Harm
School
Body
Level
4
Spell Points Cost
4

Directly inflicts magical damage upon a single creature. Harm does 8 points of damage plus 1-2 per point of skill in Body Magic.

Lucky Day Spells
Lucky Day
School
Spirit
Level
4
Spell Points Cost
4

Temporarily increases a single character’s Luck statistic by 10 points plus 2 per point of skill in Spirit Magic.

Poison Spray Spells
Poison Spray
School
Water
Level
4
Spell Points Cost
4

Sprays poison at monsters directly in front of your characters. Damage is low, but few monsters have resistance to poison, so it usually works. Each shot does 2 points of damage plus 1-2 per point of skill in Water Magic.

Precision Spells
Precision
School
Mind
Level
4
Spell Points Cost
4

Temporarily increases a single character’s Accuracy statistic by 10 points plus 2 per point of skill in Mind Magic.

Shrapmetal Spells
Shrapmetal
School
Dark
Level
4
Spell Points Cost
50

Fires a blast of hot, jagged metal in front of the caster, striking any creature that gets in the way. Each piece inflicts 6 points of damage plus 1-6 per point of skill in Dark Magic.

Slow Spells
Slow
School
Light
Level
4
Spell Points Cost
35

Halves the walking speed and doubles the recovery rate of a single monster. Slow makes sure a monster will attack you half as often, and will have a harder time catching up to you if you choose to run. The duration of this spell is 3 minutes per point of skill in Light Magic.

Sparks Spells
Sparks
School
Air
Level
4
Spell Points Cost
4

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. Each spark does 2 points plus 1 per point of skill in Air Magic.

Cure Paralysis
School
Mind
Level
5
Spell Points Cost
5

Cures paralysis if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been paralyzed before the "point of no return" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.

Cure Wounds Spells
Cure Wounds
School
Body
Level
5
Spell Points Cost
5

Cures hit points on a single target when cast. The number cured is equal to five plus 2 per point of skill in Body Magic.

Destroy Undead
School
Light
Level
5
Spell Points Cost
40

Calls upon the power of Heaven to undo the evil magic that extends the lives of the Undead, inflicting 16 points of damage plus 1-16 per point of skill in Light Magic upon a single, unlucky target. This spell only works on the Undead.

Feather Fall Spells
Feather Fall
School
Air
Level
5
Spell Points Cost
5

Feather Fall prevents your characters from being hurt when falling more than ten feet by slowing the speed of the fall. Feather Fall affects your entire party with one casting and has a duration based on your skill in Air Magic.

Haste Spells
Haste
School
Fire
Level
5
Spell Points Cost
5

Reduces the time it takes to recover from casting a spell or attacking with a weapon. Characters will be weak for six hours after this spell wears off.

Remove Curse Spells
Remove Curse
School
Spirit
Level
5
Spell Points Cost
10

Removes the cursed condition from a character if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.

Shrinking Ray Spells
Shrinking Ray
School
Dark
Level
5
Spell Points Cost
60

Shrinks even the grandest of monsters to more manageable sizes. Duration of this spell is 5 minutes per point of skill in Dark Magic. A shrunken monster deals one half, one third, or one quarter its normal damage while shrunk.

Stone Skin Spells
Stone Skin
School
Earth
Level
5
Spell Points Cost
5

Increases the armor class of a character by 5 + 1 point per point of skill in Earth Magic.

Water Walk Spells
Water Walk
School
Water
Level
5
Spell Points Cost
5

Only useful outdoors, Water Walk lets your characters walk along the surface of water without sinking. This spell can be very useful, but constantly drains one spell point every 20 minutes while in contact with water.

Blades Spells
Blades
School
Earth
Level
6
Spell Points Cost
8

Fires a rotating, razor-thin metal blade at a single monster. This spell can miss, and damage and chance to hit rely heavily on Earth Magic skill. The blade does 1-5 points of damage per point of skill in Earth Magic.

Charm Spells
Charm
School
Mind
Level
6
Spell Points Cost
8

Calms a single targeted creature and removes any hostile feelings it has towards your characters. If this creature takes any damage, it will immediately become hostile again.

Cure Poison Spells
Cure Poison
School
Body
Level
6
Spell Points Cost
8

Cures poison in a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been poisoned before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.

Day of Protection
School
Dark
Level
6
Spell Points Cost
70

Simultaneously casts Protection from Fire, Electricity, Cold, Poison, and Magic, plus Feather Fall and Wizard Eye on all your characters at your skill in Dark Magic.

Day of the Gods
School
Light
Level
6
Spell Points Cost
45

Simultaneously casts Power, Meditation, Speed, Lucky Day, Precision, and GA on all your characters for one easy payment. Day of the Gods is cast at your skill in Light Magic.

Fireball Spells
Fireball
School
Fire
Level
6
Spell Points Cost
8

Another Sorcerer’s favorite, fireball targets a single monster, but explodes to hurt anyone else caught in the blast. If your party is too close to the blast, they will be hurt as well. Fireball does 1-6 points of damage per point of skill in Fire Magic.

Guardian Angel
School
Spirit
Level
6
Spell Points Cost
8

Sets up a compact with the Higher Powers to resurrect your characters and return them to the last temple you visited upon their deaths. The price for this service is half of the gold your characters have with them at the time of death. Guardian Angel lasts for 1 hour per point of skill in Spirit Magic.

Ice Bolt Spells
Ice Bolt
School
Water
Level
6
Spell Points Cost
8

Fires a single bolt of ice at a single target. It always hits and does 1-7 points of damage per point of skill in Water Magic.

Shield Spells
Shield
School
Air
Level
6
Spell Points Cost
8

Halves damage from incoming ranged attacks (such as rocks and arrows) by slowing the missiles down just before they hit.

Enchant Item Spells
Enchant Item
School
Water
Level
7
Spell Points Cost
10

Gives a chance to imbue a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Experts manage better enchantments, and only masters can enchant weapons.

Finger of Death
School
Dark
Level
7
Spell Points Cost
80

Attempts to immediately slay a single creature by stripping its soul from its body. Finger of Death has a 3% chance per skill point in Dark Magic of working, with Experts and Masters getting 4 and 5% chances respectively.

Heroism Spells
Heroism
School
Spirit
Level
7
Spell Points Cost
10

Heroism increases the damage a character does on a successful attack by 5 + 1 point per point of skill in Spirit Magic.

Lightning Bolt
School
Air
Level
7
Spell Points Cost
10

Sorcerer’s Darling, Lightning Bolt discharges electricity from the caster’s hand to a single target. It always hits and does 1-8 points of damage per point of skill in Air Magic.

Mass Fear Spells
Mass Fear
School
Mind
Level
7
Spell Points Cost
10

All creatures in the caster’s sight fear the caster and flee. If a creature takes damage while under the influence of this spell, the spell will be broken. Mass Fear will not work on Undead creatures. The duration of Mass Fear is 3 minutes per point of skill in Mind Magic.

Prismatic Light
School
Light
Level
7
Spell Points Cost
50

Inflicts 25 points of damage plus 1 per point of skill in Light Magic on all creatures in sight. This spell can only be cast indoors.

Ring of Fire Spells
Ring of Fire
School
Fire
Level
7
Spell Points Cost
10

Generates a ring of fire around the party that damages all monsters it contacts. Happily, Ring of Fire is safe and will not damage your own characters. Ring of Fire does six points of damage plus one per point of skill in Fire Magic.

Speed Spells
Speed
School
Body
Level
7
Spell Points Cost
10

Temporarily increases a single character’s Speed statistic by 10 points plus 2 per point of skill in Body Magic.

Stone to Flesh
School
Earth
Level
7
Spell Points Cost
10

Removes the stoned condition from a character if you cast this spell in time. The greater the skill and rank in Earth Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.

Acid Burst Spells
Acid Burst
School
Water
Level
8
Spell Points Cost
15

Acid burst squirts a jet of extremely caustic acid at a single victim. It always hits and does 9 points of damage plus 1-9 per point of skill. The big advantage of this spell is few monsters are resistant to acid.

Cure Disease Spells
Cure Disease
School
Body
Level
8
Spell Points Cost
15

Cures disease in a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been diseased before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.

Feeblemind Spells
Feeblemind
School
Mind
Level
8
Spell Points Cost
15

Feeblemind removes the ability of a target to cast spells until this spell wears out. The duration of this spell is 5 minutes per point of skill in Mind Magic

Fire Blast Spells
Fire Blast
School
Fire
Level
8
Spell Points Cost
15

Launches streaks of fire in the direction the characters are facing. The bolts only hit monsters that stand in their way, so a little aiming practice will help you get the most benefit from Fire Blast. Fire Blast does 4 points of damage plus 1-3 per point of skill in Fire Magic.

Hour of Power Spells
Hour of Power
School
Light
Level
8
Spell Points Cost
55

Simultaneously casts Haste, Heroism, Shield, Stone Skin, and Bless on all your characters at your skill in Light Magic.

Jump Spells
Jump
School
Air
Level
8
Spell Points Cost
15

Jump launches your party up in the air, landing you 60 feet from where you started. Your party takes no falling damage from the jump.

Moon Ray Spells
Moon Ray
School
Dark
Level
8
Spell Points Cost
90

A powerful spell of Darkness, Moon Ray heals your characters and damages all monsters in sight. It doesn’t do a lot of damage or cure conditions, but it is the only spell that harms all monsters in sight and works outside. Moon Ray is restricted to working outdoors and at night. All monsters take 1-4 points of damage per point of skill in Dark Magic, and all characters heal 1-4 points of damage per point of skill.

Rock Blast Spells
Rock Blast
School
Earth
Level
8
Spell Points Cost
15

Releases a magical stone into the world that will explode when it comes into contact with a creature or enough time passes. The rock will bounce and roll until it finds a resting spot, so be careful not to be caught in the blast. The explosion causes 1-8 points of damage per point of skill in Earth Magic.

Turn Undead Spells
Turn Undead
School
Spirit
Level
8
Spell Points Cost
15

Forces all visible undead monsters to flee until the duration of Turn Undead runs out. This spell lasts for 3 minutes plus 3 minutes per point of skill in Spirit Magic.

Cure Insanity Spells
Cure Insanity
School
Mind
Level
9
Spell Points Cost
20

Cures insanity if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been insane before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.

Dragon Breath Spells
Dragon Breath
School
Dark
Level
9
Spell Points Cost
100

Dragon Breath empowers the caster to exhale a cloud of toxic vapors that target a single monster and damage all creatures nearby. This spell is the most powerful damage spell in the lands, doing 1-25 points of damage per point of skill in Dark Magic.

Implosion Spells
Implosion
School
Air
Level
9
Spell Points Cost
20

Implosion is a nasty spell that affects a single target by destroying the air around it, causing a sudden inrush from the surrounding air, a thunderclap, and 10 points plus 1-10 points of damage per point of skill in Air Magic.

Meteor Shower Spells
Meteor Shower
School
Fire
Level
9
Spell Points Cost
20

Summons flaming rocks from the sky in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell. A single meteor does 8 points of damage plus 1 per point of skill in Fire Magic. This spell only works outdoors.

Paralyze Spells
Paralyze
School
Light
Level
9
Spell Points Cost
60

Paralyze temporarily prevents a monster from moving or attacking for the (short) duration of this spell, which is 3 minutes per point of skill in Light Magic. You are free to attack your helpless target 'til your heart's content--paralyzed monsters cannot retaliate.

Power Spells
Power
School
Body
Level
9
Spell Points Cost
20

Temporarily increases a single character’s Might and Endurance statistics by 10 points plus 2 per point of skill in Body Magic.

Raise Dead Spells
Raise Dead
School
Spirit
Level
9
Spell Points Cost
20

Raises a character from the dead if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the character could have been dead before the “point of no return” is reached. After that, the only way to raise the character short of Divine Intervention is to visit a temple. Casting this spell will leave your character in the weak condition.

Town Portal Spells
Town Portal
School
Water
Level
9
Spell Points Cost
25

Town Portal teleports the party to the central fountain of the last town visited. Town Portal has a 10% chance per point of Water Magic skill of working when cast.

Turn to Stone Spells
Turn to Stone
School
Earth
Level
9
Spell Points Cost
20

Temporarily turns a target to stone. These stone statues are invulnerable to any sort of attack.

Armageddon Spells
Armageddon
School
Dark
Level
10

This spell is the town killer. It can only be cast once per day by Apprentices to Dark Magic, and only outdoors at that. Armageddon inflicts 50 points of damage plus 1 point of damage for every point of Dark skill your character has to every creature on the map, including all your characters.

Death Blossom Spells
Death Blossom
School
Earth
Level
10
Spell Points Cost
25

Fires a magical stone far into the air that creates a very large and powerful explosion when it lands. The damage is 20 points plus 1 per point of skill in Earth Magic. This spell can only be used outdoors.

Fly Spells
Fly
School
Air
Level
10
Spell Points Cost
25

Grants the power of flight to your characters! This spell is very expensive and only works outdoors, but it is very useful. Fly will drain one spell point every five minutes it is in use (I.E. when you aren't touching the ground).

Flying Fist Spells
Flying Fist
School
Body
Level
10
Spell Points Cost
25

Flying Fist throws a heavy magical force at a single opponent that does 30 points of damage plus 1-5 per point of skill in Body Magic.

Ice Blast Spells
Ice Blast
School
Water
Level
10
Spell Points Cost
25

Fires a ball of ice in the direction the caster is facing. The ball will shatter when it hits something, launching 7 shards of ice in all directions except the caster’s. The shards will ricochet until they strike a creature or melt. Each shard does 12 points of damage plus 1-2 per point of skill in Water Magic.

Inferno Spells
Inferno
School
Fire
Level
10
Spell Points Cost
25

Inferno burns all monsters in sight when cast, excluding your characters. Good for cleaning out rooms full of weak or moderate strength monsters in one or two easy castings. Each monster takes 12 points of damage plus 1 per point of skill in Fire Magic. This spell only works indoors.

Psychic Shock Spells
Psychic Shock
School
Mind
Level
10
Spell Points Cost
25

Similar to Mind Blast, Psychic Shock targets a single creature with mind damaging magic, only to a much greater effect. Psychic Shock does 12 points of damage plus 1-12 per point of skill in Mind Magic.

Shared Life Spells
Shared Life
School
Spirit
Level
10
Spell Points Cost
25

Shared Life combines the life force of your characters and redistributes it amongst them as evenly as possible. All current hit points are totaled and 1 extra point per point of skill in Spirit Magic is added to this total. Then the points are distributed back to the characters, with no individual character being allowed to have more points than his maximum total hit points.

Sun Ray Spells
Sun Ray
School
Light
Level
10
Spell Points Cost
130

Sun Ray is the second most devastating spell in Enroth, concentrating the light of the sun on one unfortunate creature. Since Sun Ray must focus the light of the sun, it can only work outdoors and during the day. Sun Ray does 20 points of damage plus 1-20 per point of skill in Light Magic.

Dark Containment
School
Dark
Level
11

This spell attempts to trap the force of darkness into its victims, hence the name Dark Containment. The target of the spell will suffer from random effects- though certain creatures are immune to this spell.

Divine Intervention
School
Light
Level
11
Spell Points Cost
70

Once per day during the rising or setting of the sun, you may call upon the heavens to heal your characters of all damage, restore your spell points, and remove all adverse conditions. The gods exact a price, however, aging the caster 10 years for each Divine Intervention. Recovery from this spell is shortend with skill in Light Magic.

Incinerate Spells
Incinerate
School
Fire
Level
11
Spell Points Cost
30

Amongst the strongest direct damage spells available, Incinerate inflicts massive damage on a single target. Only the strongest of monsters can expect to survive this spell. Damage is 15 points plus 1-15 per point of skill in Fire Magic.

Lloyd's Beacon
School
Water
Level
11
Spell Points Cost
30

Lloyd’s Beacon lets you place a marker at a location you want to teleport back to in the future. Just how far in the future depends on your skill and ranking in Water Magic. Cast this spell whenever you wish to either place a marker or return to one.

Mass Distortion
School
Earth
Level
11
Spell Points Cost
30

Increases the weight of a single target enormously for an instant, causing internal damage equal to 25% of the monster’s hit points plus another 2% per point of skill in Earth Magic. The bigger they are, the harder they fall.

Power Cure Spells
Power Cure
School
Body
Level
11
Spell Points Cost
30

Cures hit points of all characters in your party at once. The number cured is equal to 10 plus 2 per point of skill in Body Magic.

Resurrection Spells
Resurrection
School
Spirit
Level
11
Spell Points Cost
20

Resurrects an eradicated (body destroyed) character if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to resurrect the character is to visit a temple. Casting this spell will leave your character in the weak condition.

Starburst Spells
Starburst
School
Air
Level
11
Spell Points Cost
30

Calls stars from the heavens to smite and burn your enemies. Expert and Master ranking in this spell both increase the number of stars called and speed recovery. The damage for each star is 20 points plus 1 per point of skill in Air Magic, and Starburst only works outdoors. Try not to get caught in the blast…

Telekinesis Spells
Telekinesis
School
Mind
Level
11
Spell Points Cost
30

Telekinesis lets you manipulate an object at a distance at a strength equal to your character’s skill in Mind Magic. Switches can be thrown, objects picked up, and doors opened with this spell, all from a nice safe distance from those nasty traps.