Select a Class of Spells

Mage Spells

|  Sorceror | Necromancer |


Healer Spells

|  Paladin |  Druid |  Cleric |


Songs and Scrolls

| Bard | All Spell Casters |


Healer Spells

Curel      
Venin      
Jurgen    
Bless    
Deathbane  
Soulbind  
Lifetap  
Vanos  
Ray    
Nouritu  
Boire  
Charm  
Haste  
Faeriefire  
Plantcall  
Animorph  

 

 


Curel - Cleric, Druid, and Paladin Spell - Obtained at level 1 (higher for Paladins), costs 5 mana

A minor healing spell, Curel allows the caster to cure minor wounds that have been inflicted on the recipient.

Those who walk closely with their god gain the ability to heal the wounded. Curel restores a small portion of health to the target, usually between 30 and 100 hit points, depending on the caster's level, intelligence and class. Druids and Paladins tend to have a stronger effect with Curel since Clerics have other more powerful healing tools to rely on and have not refined Curel as the other guilds have. Even so, it is still a weak healing spell.

Top of Page



Ray - Cleric and Druid Spell - Obtained at level 5?, costs 5 mana

A potent attack spell, Ray allows a healer to focus a single beam of powerful energy at their opponent.

Ray is a weak offensive spell, allowing the caster to cast a powerful ray of their god's energy at their target. Force of the attack ranges in power based on the caster's intelligence, up to 108 points of damage with 22 intelligence.

Top of Page



Jurgen - Cleric and Paladin Spell - Obtained at level ? (higher for Paladins), costs 10 mana

A healing spell, Jurgen allows the caster to cure wounds that have been inflicted on the recipient that are beyond the help of Curel.

The next level of healing abilities, jurgen is a powerful spell that regains a significant amount of health. The amount of healing depends on the caster's intelligence, and can be up to 140-150 hit points.

Top of Page



Venin - Cleric, Druid and Paladin Spell - Obtained at level 5? (higher for Paladins), costs 40 mana

This basic spell is learnable by all healers. It soothes away any poison that is inflicted upon the body.

Rumored to have been developed by the Druids, after they had perfected the art of brewing amethyst potions, Venin clears the targets body of all poisons.

Top of Page



Bless - Cleric and Paladin Spell - Obtained at level 20 for Clerics, 23 for Paladins, costs all the caster's mana

This power allows for the caster to call upon the god he follows. If found worthy, the god infuses the armor or weapon with its power.

Bless is a powerful and essential spell for all of the devout. Performing a blessing places a fragment of the caster's faith and divinity into the item. Only weapons and body armor may be blessed. Weapons will do more damage and body armor will gain one armor count.

A curious feature of the spell allows the caster to perform a bless with half or more of their total mana points, resulting in negative points once the spell is done if their magical powers were not completely regenerated. Fizzling this spell is common until level 22 or 23, but if the spell fails it does not take any mana points.

Top of Page



Soulbind - Cleric Spell - Obtained at level 12, casting cost all of the caster's mana

The caster reads the soul of the target and infuses the information of it into the item of choice. With the aide of a moonstone, the item will remain forever with the target.

Possibly the most in-demand of all clerical abilities, soulbind magically fuses a moonstone to a piece of equipment. This allows the item to bond with the player when they die, following their soul to reincarnation. This avoids the painful inconvenience of dropping items at death.

Unlike the Bless spell, the caster must have all of their magical powers to perform this spell. If the spell fails, the caster loses all magical power and the moonstone is rendered useless. It is not recommended to attempt this spell until at least level 16 to avoid costly fizzles.

Top of Page



Lifetap - Cleric Spell - Obtained at level 24?, casting cost 13 mana

This powerful spell gathers in all of the casters healing power and disperses it amongst many. It is not as strong as other healing spells, but it heals many at one time.

Lifetap is a healing spell that effects everyone in the caster's party. Regenerative effects can vary from 10 to 80 hit points per player.

Top of Page



Vanos - Cleric Spell - Obtained at level 16?, casting cost 20 mana

One of the most powerful healing spells, only the strongest of clerics have been able to learn this. It is rumored it is strong enough to even restore lost limbs.

Vanos is the third, and currently most powerful, of the healing spells. An incredibly valuable spell, it heals the target for as much as 400 hit points at a time. While this spell is available to Clerics at a relatively low level, it is usually not mastered until the 21st or 22nd level.

Top of Page



Nouritu - Druid Spell - Obtained at level 9, casting cost 5 mana

This useful spell is most beneficial to those lacking food or the means to get food. It is a basic spell, but a must have for all druids.

Nouritu instantly relieves the target of hunger, just as consuming rations or other foodstuffs would.

Top of Page



Boire - Druid Spell - Obtained at level 11, casting cost 5 mana

This useful spell is most beneficial to those lacking drink or the means to get drink. It is a basic spell, but a must have for all druids.

Boire instantly relieves the target of thirst, just as drinking from a waterskin or some other drink would.

Top of Page



Haste - Druid Spell - Obtained at level 9, casting cost 40 mana

This spell has the power to hasten the caster's movements, allowing them to attack more quickly, and making them harder to hit.

Haste temporarily increases the reaction time of the target. They gain one more attack for the duration of the spell, and their armor count is increased by 15 points. Contrary to what one might believe, it does not decrease exhaust time or increase agility.

Haste and the Sorceror spell Stoneskin can cause strange effects when used together. Casting Haste on someone who has Stoneskin currently in effect on them will only give a 5 ac bonus, while casting Stoneskin on someone who is "Hasted" will give the full 15 ac bonus.

Top of Page



Charm - Druid Spell - Obtained at level 9, casting cost 30 mana

The charm spell relies on a casters own inner beauty and charisma to influence it's target under control.

Known for their affinity with all that is wild, Druids have gained some skill in bringing untamed monsters under their control. Charm has the same effect as a Ranger's taming ability, bringing a creature under the will of the caster. Note: Charm is currently not very effective, and cause strange things to happen to your exhaust time and uses a lot of mana. It is hoped that it will be more effective at higher levels.

Top of Page



Faeriefire - Druid Spell - Obtained at level 9, casting cost 25 mana

One should never underestimate the power a peaceful-seeming Druid may possess. This spell has been the undoing of many unfortunate would-be assassins and thieves.

One of the more useful defensive spells a Druid has available, faeriefire causes the target to be wreathed in harmless purple flames. The flames reduce the Armor Count of the effected by 15 points for the duration of the spell. In addition, the glow of the flames makes sneaking and hiding impossible. Sapphire potions provide immunity to faeriefire.

Top of Page



Plantcall - Druid Spell - Obtained at level 9, casting cost 50 mana

Druids have many uses for this basic summoning spell. Travels can be much safer when one has company, or perhaps the journey has been a long dreary one, and you need someone to talk to. Then again, there's always a need for firewood...

An awesome spell, plantcall calls forth on a Druid's role as protector of nature, animating the very trees around them to aid in their fight. The tree will attack for the druid and submit to his or her commands just as any tamed creature would. The type of tree called depends on the location when the spell is cast. The druid must be in a region with trees for the spell to work. Casting plantcall on the island of Vetra will bring prickly Cacti, in the Moors whipping Cypruss trees are summoned, and great Pine trees come when called in the mountains.

Top of Page



Animorph - Druid Spell - Obtained at level 9, casting cost 60 mana

Druids use this powerful spell only in times of mortal danger. Shape-shifting requires a good deal of energy, however, the restorative benefits may well be worth the cost.

One of the most powerful and useful of the Druids spells, animorph allows the druid to take on the soul and abilities of an animal. The form is that of a totem symbolizing the caster's divinity. While in animal form, the Druid cannot cast spells but is able to attack with great skill, receiving a bonus to strength, agility, and armor count, as well as being restored to full health when the spell is cast. The amount of bonus is based directly upon the caster's wisdom. See the Statistic Guide for more detailed information on stat bonuses, and the Divinity Guide for information on which animal form is associated with each divinity.

Top of Page



Deathbane - Cleric and Paladin Spell - Obtained at level 15 for Paladins, costs 5 mana per target. Obtained at level ? for Clerics and costs 10 mana per target

A very powerful spell against the undead like Zombies, Skeletons, Werewolves and Ghouls. When cast, it will launch a volley of attacks, striking any undead creature in the same room as the caster. Paladins will do greater damage then Clerics, and it has been extensively tested and proven that having a divinity amulet equipped while casting increases damage. This spell does a huge amount of damage - highest currently reported is 785 damage points - but does not give the caster experience for the hit, only for the killshot bonus.

Top of Page


This information is based on an existing list from The Order of the Compass courtesy of kaosmaps.tripod.com.