Firebolt: sends a small fireball at the
target clicked on. Does not do splash damage, but costs very little
mana. Higher levels in the spell do more damage, costs less, can be
cast more quickly, and travel faster.
Charged Bolt: sends numerous small squares of lightning cursing across
the floor. Each bolt moves randomly, but in the direction targeted.
Higher levels of the spell send more bolts, costs less, and does more
damage.
Holy Bolt: sends a single blessed bolt towards the target. Only
affects undead creatures, but does more damage to make up for its
selectivity. Very high levels of the spell are less effective than
firebolt, though. Note that Holy Bolt will fly straight through
creatures that aren't undead--as well as other players. .
Healing: restores life. Higher levels of the spell cost less and
restore more life. For sorcerers, this spell has a signifigantly
greater effect than healing potions.
.
Heal Other: heals another player, or a creature if you want to. Higher
levels of the spell cost less to cast and restore more life. Useful
for keeping your tank alive while he fights off the bad guys.
Inferno: sends a small gout of flame towards the target. The flame
burns the three squares in that direction, each burst causing its own
splash damage as well. This is what Slayers "cast." Since it is a
relatively expensive spell to cast, it is best used when the enemies
are thick, and in line--for example, if through a doorway.
Level 2 Spells
spell description
Fire Wall: Creates a standing wall of flame. Higher levels of the
spell cause more damage and last longer. Very high level flame walls
can remain for two minutes or more. Experience is earned for killing
creatures with fire wall, although the spell is often most useful
against the lower-level creatures for which you get no experience. The
spell is good for killing creatures in an attempt to get your stuff
back after dying in a multi-player game: head back down to the dungeon
with nothing equipped, cast Fire Wall a few times, die, and wait for
them to die, too.
Telekenesis: Pushes creatures back, opens doors, grabs items, and
pulls levers--from afar. Great for recovering lost equipment, or when
you don't want to wade into a herd of creatures to get to an item.
Lightning: Sends out a single directed fork of lightning, which will
hit target after target until it runs into a wall. Higher levels of
the spell cost less to cast, although damage does not increase. Great
for attacking enemies that are bunched in a group, or immune to fire.
br>
Flash: Sends out a highly-charged, short-range "Nova" attack. Only
affects creatures standing right next to you. Most useful when you are
being swamped by a horde of creatures, and need to kill them off
quickly. Hence, Warriors get the most use of this spell, especially as
a spell hotkey and a pack (not belt!) with several scrolls.
Stone Curse: Turns a creature into a statue. Apparently, no creature
has resistance to this spell, so it works on everyone. Great for
keeping nasty creatures from harassing you while you fight off
minions, kill the stone cursed creature, steal treasure, or retrieve
your lost items. Higher levels of the spell last longer.
Level 3 Spells
spell description
Phasing: Moves you a short distance ahead in the direction you are
facing (the opposite direction, maybe?) when you cast the spell. Can
be used to blink across walls, which is handy when the stairs up and
the stairs down are in rooms separated by a thin wall, but the walking
path leads completely around the level.
Mana Shield: while the Mana shield is active, hits against your
character will drain Mana instead of Life. A gold ball will float over
your head indicating that the spell is active. For each level of the
spell, one point is taken off of successful attacks (so having Level
10 Mana Shield is like having an item that gives "-10 Damage From
Enemies." Once your Mana is completely drained, the spell ends and
attacks take off points of life as normal. Stock up on potions of full
mana! Like all spells, anyone can read a scroll and anyone can cast
the spell
Elemental: send a Fire Elemental like a guided missile against your
foes. The elemental spell does damage like a Fireball, but the attack
is self-guided and so will not miss.
Fireball: send a ball of fire at your target. The fireball spell is
like the firebolt spell, but does more damage and also causes "splash
damage," that is, it damages creatures (and players) standing next to
the target as well. Higher levels of the spell cause more damage and
reduce the casting cost.
Flame Wave: Sends a moving wall of fire in the direction clicked. Kind
of like the FireWall spell, but the wall moves (fairly quickly) and
ends when it hits a wall. Higher levels of the spell send a wider
wave. The spell actually creates little, moving squares of fire--one
on each tile. The squares move in unision, and an iindividual square
will "die" as soon as it hits an obstacle, like a wall or spike.
Chain Lightning: sends out individual strands of lightning to all
creatures within a certain radius. If other players are between you
and the creatures, it's their bad luck. Higher levels of the spell do
more damage and will be drawn to creatures within an increasing
radius.
Guardian: Summons a three-headed serpent at the target square. The
serpent fires firebolt at nearby enemies, so long as the spell lasts.
Higher levels of the spell last longer. Experience is earned for
creatures killed with this spell, as if you killed them yourself.
Infravision: Scrolls of this spell allow the caster to see creatures
behind walls, on the other side of closed doors, and at the edge of
your vision. Great for deciding where and what to cast, and how to
approach an area of the dungeon when you are in tough territory.
Level 4 Spells
spell description
Golem: summons an earth elemental to go pound on things for you.
Higher levels of the spell allows the golem to last longer and do more
damage. This spell is great for harassing succubi and some other
missile-wielding creatures, since they can't figure out that they
should be attackign the elemental. This spell is also great for
distracting creatures so that you can make your escape or attack back
relatively unmolested. Experience is earned for killing creatures with
this spell.
Teleport: transports the caster to any destination clicked on (on the
screen only). Ignores doors, gates, walls, and any other obstruction
between you and your target. Great for moving around big, winding
levels quickly.
Apocalypse: A target fire eruption attacks every creature within
striking distance. Higher levels of the spell will target more
creatures in a wider radius (similar to the Chain Lightning spell).
Book not available in the release version.
Bone Spirit: steals 1/3 of the target's hit points, adding them to
your own hit point pool. After training a target for a while, returns
diminish, making other spell usage wise. Costs health to cast, which
is not recovered unless the spell strikes. This spell is "Magic,"
which means that it will fail agaisnt creatures with an immunity to
magic. (The bone spirit will fly out, but go right through them,
headed onto the next visible target.)
Blood Star: simple damage spell which, like Bone Spirit, costs health
(hp) to cast. This is what some of the succubi cast. Resisted by
Resist Magic.
These are given by Sepharius
>harmful:
Ice Shards: shoots millions of Ice Crystals at an opponent
Heat Wave: a wall of flame
Crystal Catasrophe: rains thousands of crystals, embedding into the skin, sending silver or electrical curretns through the opponent, depending on what they are.
Whispers of Waterfalls: Gallons of water crash upon the opponent
Star Storm: rains sharp shimmering stars
Galaxy Geyser: a vortex is created pulling the opponent into oblivionism inside a realm made by Sepharius
Planet Disruption: shakes the ground, causing the opponent to fall
Molecule Masquerade: makes the oppenent delusional
Moonlight Mayhem: Beams of Cresent rain down and slash the opponent
Silver Sensation: wave of silver poured upon the opponent
Nuclear Negativity: flashes of nuclear explosion enter the opponent's body, making him feel like his insides are splitting in two
Covers of Cloud: Merely a defense attack, it allows you to slip away from the enemy, and the opponent is lost in a fog.
Vicious Vines: steel "vines" entrap the opponent making him an easy target
Howls of Hallcination: Spirits swirl around the oppontent, causing him to go mad
heal:
Molecular bond: heals all torn limbs
Cranium Cascade: makes dizziness go away
Cast Crucial Cure: Cures all cuts, gashes, wounds, etc. (will not take scarmarks away)
Crystal Cleansing: cleans stains
Searer of Scars: takes scars away
Take note that these are spells used by a Slayer.. I will try to get some that are capable of the general Paladins and Mages, but for now thats all I have.
These Come from the KMAC Kingdom
Acid Hands (Alteration)
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell is very similar to the 1st-level wizard spell burning hands
(q.v.), except that the wizard's hands eject a corrosive acid. Damage is
one hit point per level of the wizard.
Analyze Drink (Divination)
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One drink
Saving Throw: None
This spell requires the caster to sip a drink of any sort. The spell
will then analyze all the components of the drink and make them known to
the caster.
The various liquids which make up the drink are revealed specifically,
as well as the proportions in which they are existant. Specific brews,
vintages, or brands (if applicable) are known exactly, and any dilution
of the drink with water is also revealed.
Since the casting requires actually tasting the drink, it is not really
useful in safely identifying poisons (although the caster will instantly
know the kind of poison that just hit him!).
Blown Kiss (Enchantment/Charm, Metamagic)
Range: 0
Components: S
Duration: 1 round
Casting Time: 1
Area of Effect: One spell
Saving Throw: None
This spell enhances any "kiss" spell by extending its range to 12 feet
instead of 0. This spell must be cast one round prior to the kissing
spell. Any kissing spell may be used in conjunction with this spell.
Note that this allows the caster to blow a kiss to those that may not
desire one. Problems with physical contact during combat and such are
thus eliminated.
these are two that I created they are fun spells
Conjure Drink I (Conjuration/Summoning)
Range: 10 feet
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell conjures any drink of the castors liking. The components are
only the desire to have the desired drink in the container in hand and a
snap of the fingers of the other hand.
Cure Hangover (Abjuration)
Reversible
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell enables the wizard to relieve a person of intoxication. once
cast, a person does not need to recover from intoxication or suffer the
effects of recovery. Note: It may be difficult for a wizard to cast this
cantrip upon himself if intoxicated, given the chance of spell failure.
The reverse of this spell is cause hangover. The wizard must make a
successful attack roll to touch a person in combat. If successful, the
victim gets a hangover. Roll on the Hangover Effects Table in the Net
Alcohol Guide, to get the effects of the hangover.
Detect Poisoning (Divination, Necromancy)
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
With this spell, the wizard can determine if a corpse has been poisoned.
One corpse can be checked each round. The wizard can determine the means
by which the poison was administered and the place at which it entered
the body, and he has a 5% chance per level of being able to identify
exactly the poison.
Donated by Justiuras
the magic jar spell
it alows you to enter somone elese body and yours falls limp you can
control the body you take except to kill the body for than the other
mind will take over.