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 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, spellDispel
evil-torments evil foesDispel
good-calls down unholy power on good creaturesEarthquake
-brings the power of earth to bear against your foesFlamestrike
-sends a column of flame from the heavensHeat
metal-heats metal equipment to searing temperaturesRay
of truth-sends forth a blinding ray of holy energySpiritual Hammer
-calls forth a magic hammer to stike an foes downBenedictions
-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 targetCalm
-if successful, stops all fighting in the roomFrenzy
-puts the recipient into beserker rageHoly Word
-aids your allies while calling divine wrath upon your foesRemove Curse
-removes malevolent magic from players and itemsRemove Alignment
-removes the alignment of an itemRemove Invisibility
-remove invisibility from an itemBeguiling
-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 roomCharm
person-turns an enemy into a trusted friendSleep
-puts a foe into enchanted slumberCreate 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 foeChill
touch-weakens your enemy with a frigid graspBurning
hands-sends a blast of fire into your foeShocking
grasp-sends a powerful jolt into a foeLightning
bolt-sends forth a single bolt of lightning into an enemyColor
spray-blasts your opponent with a rainbow spray, which may blind himFireball
-a powerful spell, great for burning your enemy to ashesAcid
blast-sends forth a stream of acid to eradicate your foesChain
lightning-sends lightning bolts arcing through foesCurative
-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 blindCure Disease
-heals the plagueCure Poison
-removes the harmful effects of poisonCreation
-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 sourceCreate food
-produces a nourishing mushroomCreate rose
-creates a beautiful red roseCreate spring
-calls forth a small but pure spring from the groundCreate water
-fills any available container with waterFloating disc
-creates a floating disc of force perfect for hauling treasureDetection-
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 monstersDetect Good
-similar to above, only for good monstersDetect Hidden
-shows the whereabouts of hidden foesDetect Invisibility
-allows the caster to see the unseeableDetect Magic
-reveals magical auras to the casterDetect Poison
-determines if food is safe to eatFarsight
-searches for living beings near the casterIdentify
-gives information about the nature of an objectKnow Alignment
-determines the moral character of a monster or personLocate Object
-finds a specific itemDraconian
-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 enemyFire Breath
-calls forth the flames of a red dragonFrost Breath
-drains the life from a foe with the power a white dragonGas Breath
-suffocates your enemies with poison gasLightning Breath
-summons the electrical fury of a blue dragonEnchantment-
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 weaponEnchant Armor
-increases the protective value of armorFireproof
-shields items from the harmful effects of fire and acidRecharge
-restores power to a depleted wand or staffEnhancement
-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 strengthHaste
-doubles the speed of the target, but slows down healingInfravision
-allows monsters to be seen in the darkRefresh
-restores energy to tired adventurersMana
-converts movement to manaForge-
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 weaponFlame 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 enemyCause Serious
-inflicts wounds on a foeCause Critical
-causes major damage to the targetHarm
-the most deadly harmful spellHealing-
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 woundsRefresh
-restores vigor to a tired adventurerCure Serious
-heals woundsCure Critical
-closes all but the little woundsHeal
-the most powerful healing spellMass Healing
-casts a heal spell on each player in the roomMana
-Converts movement into manaIllusion
-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 invisibleMass Invisibility
-turns the caster's group invisibleVentriloquate
-allows the caster to put words in someone's mouthMaledictions-
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 blindCurse
-prevents recalling and weakens the target in combatEnergy Drain
-drains experience and mana, while strengthening the casterPlague
-causes the target to suffer a slow, painful death from plaguePoison
-weaker than plague, but often fatalSlow
-slows your enemies down, reducing their rate of attackWeaken
-drains the strength of the targetProtective
-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 defenseCancellation
-a powerful dispel, used for removing spells from friendsDispel Magic
-removes spells from enemies, not as effective as cancelFireproof
-shields items from the harmful effects of fire and acidProtection Evil
-provides defense from the attacks of evil creaturesProtection Good
-protects from the attacks of good beingsSanctuary
-reduces all damage taken by the recipient by halfShield
-puts a shimmering shield between you and your enemiesStoneskin
-turns skin hard as stone, providing a huge armor boostIronskin-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 obstaclesGate
-transports the caster to the targetNexus
-forms a two-way portal to a far off destinationPass
door-allows the caster to walk through doorsPortal
-creates a one-way portal to a destinationSummon
-transports the target to the casterTeleport
-sends the target to a random locationWord
of recall-transports the caster to safety in MidgaardWeather
-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 rightControl Weather
-changes the weather in the manner desired by the casterFaerie Fire
-surrounds the target in a glowing auraFaerie Fog
-reveals all hidden creatures in the roomLightning Bolt
-sends a bolt of electricity into the target