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Mage Spells

|  Sorceror | Necromancer |


Healer Spells

|  Paladin |  Druid |  Cleric |


Songs and Scrolls

| Bard | All Spell Casters |


Mage Spells

Burst   
Stoneskin  
Mingster  
Unkelming  
Sap 
Airwalk 
Zot 
Enchant 
Iwuganti 
Warpdoor 
Magestrom
Mightshield 
Shocksphere 
Lifedrain 
Vulari 
Deathwill 
Unrest 

 

 


Burst - Sorceror and Necromancer Spell - Obtained at level 1, costs 3 mana

A low level mage spell, Burst focuses the energy of the caster into a material form, and launches it at the target. The effects of this attack differ based on the caster's divinity.

Burst is a mage's most basic damage spell. It casts a magical burst of energy at the target of the spell, causing a small amount of damage based on the casters intelligence. The form the the burst depends on the divinity of the caster. Damage can be as much as 108 with 22 intelligence.

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Stoneskin - Sorceror and Necromancer Spell - Obtained at level 1, costs 20 mana

Stoneskin endows the caster with an aura of protective energy, as if they were made of solid rock.

Stoneskin provides an aura of energy surrounding the target as if their skin has been magically hardened for a limited period of time. The Armor Count of the target gains a temporary bonus until the spell wears off. The ammount of increase grows in power with the caster's level. The bonus varies according to class, light armor classes like Druids will recieve a greater bonus than heavy armor classes like Clerics. The caster also receives greater protection when they cast the spell on themselves as opposed to another character.


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Unkelming - Sorceror and Necromancer Spell - Obtained at level 3, costs 7 mana

Uncle Mings Magic Monster spell! Quick, easy, no-stick monsters in just mere minutes!

Upon casting this spell the mage is able to summon a creature that is the embodiment of the caster's divinity. Up to five creatures may be summoned at time. The elemental will serve the caster and his party and attack anything that seems hostile (anything not in the caster's party) if commanded to do so. If the caster or a member of the casters party should attack the creature, the creature will no longer be under control and will attack anything around it.


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Mingster - Sorceror and Necromancer Spell - Obtained at level 6, costs 10 mana

Feel weak? Those pesky Hell Rabbits getting the better of you? Well never fear Mingster is here! This special blend of mana and sweat came straight from Uncle Ming's alchemy... and it makes you stronger!

The target of the spell receives a magical boost, increasing their strength statistic by as much as 10 or 12 points for a short amount of time.


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Sap - Sorceror Spell - Obtained at level 6, costs 10 mana

The Sap spell allows the caster to drain physical energy from his opponents, weakening them significantly.

This spell temporarily drains the strength of the target, reducing the strength statistic by as much as 10 or 12 points for a short amount of time.


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Zot - Sorceror Spell - Obtained at level 9, costs 5 mana

Ming's Magical Attack - By combining various components, Ming came up with a powerful spell that damages a target.

The next level of attack over burst, this spell is much more commonly used once it can be learned. Zot casts a similar magical burst of energy at the target that causes damage based on the casters intelligence, up to 156 damage with 22 intelligence. The exact form the energy depends on the divinity of the caster, but can differ from burst's manifestation.

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Iwuganti - Sorceror Spell - Obtained at level 10 (?), casting cost 20 mana

"A centuries old spell originated by the Goblins of the Emagge Forest, this spell is rumored to have the power to render it's caster INVISIBLE..."

The target of this spell becomes completely invisible for a period of time. Spell duration depends mainly on the level of the caster. They cannot be seen by players and most monsters. However, some monsters like Trolls and most beings of the Wastelands have keen senses that will detect an iwugantied person's presence.  The spell will not prevent these monsters from attacking, but they will not follow as you slip away.  Any actions by the target, such as speaking, attacking, casting other spells, and eating or drinking, will be detected by anyone else in the vicinity.

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Enchant - Sorceror Spell - Obtained at level 13, casting cost 1/2 of maximum mana

A gift from the DungeonMaster himself...this mysterious spell empowers your weapons and armor with magical powers. It will sharpen your blade, strengthen your staff and harden your armor...but beware the cost. He who giveth, can take away.

This powerful spell is the namesake of all Enchanters. With all their magical power, Sorcerers and Enchanters may magically enhance a weapon or piece of armor, giving it a glow of magical energy. Weapons gain damage potential, while enchanted armor's protection capabilites are increased. Enchantment is permanent, and can only be upgraded, not downgraded or "doubled."

There are three levels of enchantment, designated by the glow of the item. As Sorcerer's advance in training, they are able to infuse a more powerful glow into their enchants. A dull glow accompanies the least powerful enchantment and is available at level 13, a soft glow is the second level, and an item shining brightly has the most powerful form of enchantment available to players, obtained at level 24. The fourth level of enchantment, where the item glows with a brilliant shine, is currently beyond the means of mere mortals. Only a select few of the beings of the Outer Realms are able to cast the spell with such power. (Wardens, builders, artists, Quest/Event staff and Writer's do not have this ability, so please do not ask them to brill something for you.)

Weapons and body armor (swords, staves, leathers, plate mail, etc.) can have the enchant upgraded by simply casting a more powerful enchant upon the item. Each level of enchant adds 4 armor count over the previous level to body armor, and 2 ac to helms and shields. i.e. for body armor dull enchant adds 4 ac, soft adds 8, bright 12 and brilliant adds 16.


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Airwalk - Sorceror Spell - Obtained at level ?, costs 15 mana

Airwalk is a basic spell created by elder mages in retaliation to assassinations of high rank magi. The spell allows the caster to avoid a predatory assassin.

Airwalk makes the target levitate a few inches above the ground. As the enchanted moves along no tracks are made so they cannot be stalked by Assassins, Rangers or Druids and they avoid triggering any traps.

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Warpdoor - Sorceror Spell - Obtained at level ?, costs 25 mana

This spell produces a door to the underworld, allowing the caster to call forth a demon from below. The strength of the caster determines what they can call upon.

Somewhat like unkelming, this spell summons a creature into the servitidue of the caster, but the servant called is much different. Rather than calling an elemental based on divinty, warpdoor summons a Midge from the underworlds. Much stronger than elementals, Midges are filthy creatures that can attack those hidden in the shadows or concealed by magical means.

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Magestrom - Sorceror Spell - Obtained at level 25, casting costs 30 mana per target

A very effective attack spell, magestrom targets all npcs and players not in the caster's party and does a moderate amount of damage, usually 50 to 100. While currently costing a prohibitive amount of mana in relation to the effect, it is hoped that this spell will eventually grow in strength as new levels of training become available.

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MightShield - Sorceror Spell - Obtained at level 25, casting costs 50 mana

Ming's Magic Shield - This spell covers an entire party in an aura of protection, very useful for large parties of adventurers.

This spell is much like stoneskin, in that it causes the air around the target to harden and provide protection, but this spell effects the caster's entire party rather than just one individual. At currently available levels of training, the shield is still weak and dissipates soon after it is cast. It is assumed the power of the spell will increase with levels over 25.

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Shocksphere - Sorceror Spell - Obtained at level ?, costs ? mana

Shocksphere is a spell gained by only the strong of the magic. It is said to call upon the very forces of nature to rise up and destroy a target. It takes intense concentration and power to cast.

Yet another level of a mage's attack spells, shocksphere summons pure energy that blasts the target with immense force. As with all targeted attack spells, the form of the blast varies with the divinity of the caster. NOTE: This is a third tier spell, meaning it will not be available until levels over 25 are introduced into the game.

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Lifedrain - Necromancer Spell - Obtained at level 9, costs 10 mana

Attack spell, heals caster for amount of attack.

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Vulari - Necromancer Spell - Obtained at level 15, costs 2 mana

Weak attack, poisons target.

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Deathwill - Necromancer Spell - Obtained at level 20, costs 20 mana

Tames undead things.

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Unrest - Necromancer Spell - Obtained at level 24, costs 50 mana

Summons zombies.

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