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Races and Factions of Jadame Maps and Schedules Quests ***possible spoilers here*** Magic and Spells Potion Recipes Technical FAQ Links to other MM8 Sites


Even though Magic has not really changed that much, I faced quite a dilemma concerning which page the "special monster abilities" should go on...and ended up putting them here with the spells.


For now I will not really give you any details, except for the schools:
(All of them are available from the start, but not for all races)

1.Fire Magic: 10 Spells. Available to Necromancers (can reach GM) and Dark Elves (can reach M).
2.Air Magic: 10 Spells. Available to Necromancers (can reach GM) and Dark Elves (can reach M).
3.Water Magic: 10 Spells. Available to Necromancers (can reach GM) and Dark Elves (can reach M).
4.Earth Magic: 10 Spells. Available to Necromancers (can reach GM) and Dark Elves (can reach M).

5.Spirit Magic: 10 Spells. Available to Clerics (can reach GM), Vampires (can reach M) and Minotauri (can reach E).
6.Mind Magic: 10 Spells. Available to Clerics (can reach GM), Vampires (can reach M) and Minotauri (can reach E).
7.Body Magic: 10 Spells. Available to Clerics (can reach GM), Vampires (can reach M) and Minotauri (can reach E).

8.Light Magic: 10 Spells. Available only to Clerics (who can reach GM).
9.Dark Magic: 10 Spells. Available only to Necromancers (who can reach GM).

10.Vampire "ability": 4 Spells. Available only to Vampires (who can reach GM).
11.Dark Elf "ability": 4 Spells. Available only to Dark Elves (who can reach GM).
12.Dragon "ability": 4 Spells. Available only to Dragons (who can reach GM).

I know the last 3 are confusing. They are accessible through the spell book, cost SP, and can be mastered just like spellcasting, so just think of them as magic schools, even though they are not.

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