Spells

Here is a list of all the spells in the game. They are in orderaccording to spell group, and have the game decsription next to them. All spells come in groups. Example the attack group has battle spells as does the combat. The Enhanement gives you giant str, haste, etc. The Group name will be in brackets at the end of each spell. Groups are in alphabetical listings. For a spell directory, see the link below.

Spell Directory.

Spell Groups

Attack- The attack spells are essentially powerful curses, fueled by divine energy rather than magical power (like the combat spells are). They are less powerful than the combat spells, but can still deal out a stinging blow. Mages and thieves cannot use this group. The attack spell group consists of the following spells:

Demonfire-a powerful, but very evil, spell

Dispel evil-torments evil foes

Dispel good-calls down unholy power on good creatures

Earthquake-brings the power of earth to bear against your foes

Flamestrike-sends a column of flame from the heavens

Heat metal-heats metal equipment to searing temperatures

Ray of truth-sends forth a blinding ray of holy energy

Spiritual Hammer-calls forth a magic hammer to stike an foes down

Benedictions-Benedictions are priestly spells, used to bestow divine favor upon your allies. They are often restricted to those of like alignment. Only clerics and warriors may use these spells. The benedictions spell group consists of the following:

Bless-bestows divine favor upon the target

Calm-if successful, stops all fighting in the room

Frenzy-puts the recipient into beserker rage

Holy Word-aids your allies while calling divine wrath upon your foes

Remove Curse-removes malevolent magic from players and items

Remove Alignment-removes the alignment of an item

Remove Invisibility-remove invisibility from an item

Beguiling-This insideous spell group is used to invade the minds of others. It consists of various charming magics, well suited for turning your foes to your cause. Only mages and thieves have access to the beguiling magics, which consist of the following:

Calm-if successful, stops all fighting in the room

Charm person-turns an enemy into a trusted friend

Sleep-puts a foe into enchanted slumber

Create Deathhound-Single spell used to create a servant from beyond.

Create Deathhound-This spell uses the arcane energies of a Dark-one to trap the spirit of a slain victim in undead form as a darkhound to assist the Dark-one.

Combat-These sorcerous spells are, in the words of one famous mage, just 'more ways to toss energy around'. They are the most powerful of the damaging spells, and considered an essential part of most wizards' collections. Clerics and thieves do not have access to these spells. In order of power, the combat spell group contains the following magics:

Magic missile-send a weak energy bolt into a foe

Chill touch-weakens your enemy with a frigid grasp

Burning hands-sends a blast of fire into your foe

Shocking grasp-sends a powerful jolt into a foe

Lightning bolt-sends forth a single bolt of lightning into an enemy

Color spray-blasts your opponent with a rainbow spray, which may blind him

Fireball-a powerful spell, great for burning your enemy to ashes

Acid blast-sends forth a stream of acid to eradicate your foes

Chain lightning-sends lightning bolts arcing through foes

Curative-The curative spells are used to heal various unpleasant conditions that can befall an adventurer. For healing of damage, see the healing spell group. Curative spells cannot be used by mages or thieves.

Cure Blindness-restored sight to the blind

Cure Disease-heals the plague

Cure Poison-removes the harmful effects of poison

Creation-The creation spell group is used to create objects, of temporary or permanent duration. Skill creators can travel without food or drink, and use their powers to create nourishment as required. All classes may become learned in this group, which contains these spells:

Continual light-creates an eternal light source

Create food-produces a nourishing mushroom

Create rose-creates a beautiful red rose

Create spring-calls forth a small but pure spring from the ground

Create water-fills any available container with water

Floating disc-creates a floating disc of force perfect for hauling treasure

Detection-The detection spells have may uses, all related to gathering information. They can be used to see hidden objects, give information about treasure, or even scry out the true nature of your foe. All classes except warriors can use detection spells.

Detect Evil-reveals the aura of evil monsters

Detect Good-similar to above, only for good monsters

Detect Hidden-shows the whereabouts of hidden foes

Detect Invisibility-allows the caster to see the unseeable

Detect Magic-reveals magical auras to the caster

Detect Poison-determines if food is safe to eat

Farsight-searches for living beings near the caster

Identify-gives information about the nature of an object

Know Alignment-determines the moral character of a monster or person

Locate Object-finds a specific item

Draconian-The Draconian spell group deals with the magic of dragons -- in this case, bringing forth the devastating power of their breath weapons upon your foes. Only mages have the mental training necessary to cast these spells, and few of them ever reach the level of mastery required to use them.

Acid Breath-uses the black dragon's attack upon an enemy

Fire Breath-calls forth the flames of a red dragon

Frost Breath-drains the life from a foe with the power a white dragon

Gas Breath-suffocates your enemies with poison gas

Lightning Breath-summons the electrical fury of a blue dragon

Enchantment-The enchantment spell group is used to imbue items with magical properties. Currently, this spell group consists of enchant weapon and enchant armor, Although more will be added in the future. Only mages may enchant.

Enchant Weapon-increases the hit and damage bonuses of a weapon

Enchant Armor-increases the protective value of armor

Fireproof-shields items from the harmful effects of fire and acid

Recharge-restores power to a depleted wand or staff

Enhancement-The enhancement spells improve upon the body's pontential, allowing feats of superhuman strength and speed. However, these spells may often have harmful effects upon the recipient.

Giant strength-grants increased strength

Haste-doubles the speed of the target, but slows down healing

Infravision-allows monsters to be seen in the dark

Refresh-restores energy to tired adventurers

Mana-converts movement to mana

Forge-The forge group, specifically for warriors, are as follows:

Drain Blade-This spell causes a weapon to become charged with negative energy, sucking life from the victim, and bestowing a portion of it upon the wielder of the weapon

Flame Blade-This spell causes the weapon it is cast upon to become flaming, thus inflicting fire damage, as well as weapon damage.

Frost Blade-This spell causes a weapon to become freezing cold, inflicting cold damage, as well as weapon damage.

Sharp Blade-This spell causes an item to become VERY sharp, inflicting a little more damage than it normally would.

Shocking Blade-This spell causes a weapon to become charged with electricity, inflicting lightning damage, as well as weapon damage.

Vorpal Blade-This spell causes the weapon to become magically charged so it has a chance to kill an opponent instantly.

Grace-A single spell that will be added to a group at a later date.

Grace-The grace spell offers a 20% damage reduction in combat. It also reduces armor by -25, and increase damage roll by 5.

Harmful-This spell group is the opposite of healing. The harmful spells are designed to tear flesh from bone, rupture arteries, and generally turn the body against itself. Only priests and warriors may use this spell group. In order of power, the harmful spells are:

Cause Light-inflicts minor wounds on an enemy

Cause Serious-inflicts wounds on a foe

Cause Critical-causes major damage to the target

Harm-the most deadly harmful spell

Healing- The healing spells are used to cure the wounds that adventurers inevitably suffer in battle. For curing other conditions, such as poison, see the curative spell group. Only warriors and priests have access to this group. In order of power, the healing spells are:

Cure Light-heals minor wounds

Refresh-restores vigor to a tired adventurer

Cure Serious-heals wounds

Cure Critical-closes all but the little wounds

Heal-the most powerful healing spell

Mass Healing-casts a heal spell on each player in the room

Mana-Converts movement into mana

Illusion-The illusions spells are dedicated to deception and trickery. They can be used to mask appearances, or create distractions for the party. Currently, the illusion group is very small, but it will be expanded in the future. Only thieves and mages can cast illusion spells, which consist of the following:

Invisibility-turns the target invisible

Mass Invisibility-turns the caster's group invisible

Ventriloquate-allows the caster to put words in someone's mouth

Maledictions-Maledictions are a group of curses and other baneful spells, designed to cripple, inconvenience, or torture, rather than kill outright. These spells may be cast by any class.

Blindness-strikes the target blind

Curse-prevents recalling and weakens the target in combat

Energy Drain-drains experience and mana, while strengthening the caster

Plague-causes the target to suffer a slow, painful death from plague

Poison-weaker than plague, but often fatal

Slow-slows your enemies down, reducing their rate of attack

Weaken-drains the strength of the target

Protective-The protective spells are used to shield against harm, whether from spells or physical attack. They range from the weak armor spell to the sought-after sanctuary charm. Also included in this group are several spells for dispelling hostile magic's. Any class may use this group, which consists of the following spells:

Armor-provides the target with an extra layer of defense

Cancellation-a powerful dispel, used for removing spells from friends

Dispel Magic-removes spells from enemies, not as effective as cancel

Fireproof-shields items from the harmful effects of fire and acid

Protection Evil-provides defense from the attacks of evil creatures

Protection Good-protects from the attacks of good beings

Sanctuary-reduces all damage taken by the recipient by half

Shield-puts a shimmering shield between you and your enemies

Stoneskin-turns skin hard as stone, providing a huge armor boost

 Ironskin-Covers your body in an iron shell. Making you as tough as a nail.

Transportation-The transportation group is used for travel, whether by flight, magical teleportation, or walking through walls. All classes may learn these spells, which are among the most useful in the game.

Fly-allows the target to fly over nearly all obstacles

Gate-transports the caster to the target

Nexus-forms a two-way portal to a far off destination

Pass door-allows the caster to walk through doors

Portal-creates a one-way portal to a destination

Summon-transports the target to the caster

Teleport-sends the target to a random location

Word of recall-transports the caster to safety in Midgaard

Weather-These spells allow the caster to manipulate local weather conditions, as well as summon fog clouds, lightning, or even electrical glows. This group is usable by all classes.

Call Lightning-summons a huge bolt from the heavens, if the weather is right

Control Weather-changes the weather in the manner desired by the caster

Faerie Fire-surrounds the target in a glowing aura

Faerie Fog-reveals all hidden creatures in the room

Lightning Bolt-sends a bolt of electricity into the target