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Banish Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Banish Demon | Magic | 4 | 8 | 3 | 20 | 21 | | 16 | 16 | 14 | | 12 | Cleric | 6 | 66 | 113 | |
| | Warlock | 12 | 132 | 245 | |
| A dark spell of old, much like Banish Devil, this Spell calls upon Hades to take back those who have escaped |
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 Banish Devil | Magic | 4 | 8 | 2 | 15 | 16 | | 14 | 10 | 12 | | 12 | Cleric | 5 | 62 | 105 | |
| | Warlock | 10 | 125 | 227 | |
| An ancient spell that invokes the fury of Hell to yank the specified target(s) back to the plane whence they came |
Bind Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Control | | | | | | | | 12 | 12 | | 10 | | Magi | 3 | 47 | 71 | |
| This spell can be used to reinforce the Bind that is already imposed on a companion. Note: This spell will not function on companions that have joined you of their own free will. |
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 Domination | | | | | | | | 18 | 18 | 18 | 18 | | Magi | 12 | 218 | 403 | |
| This is the most powerful of the Binding spells, and in the hands of a master Mage, almost no creature can resist it. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Domination |
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 Life Domination | | | | | | | | 20 | 20 | 20 | 20 | | Magi | 16 | 332 | | |
| A powerful blend of Domination and Binding, this spell permits the caster to take control of almost any creature, living or dead, an make them a very loyal companion.**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Imprisonment |
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 Restrain | | | | | | | | 14 | 14 | | 16 | | Magi | 6 | 94 | 163 | |
| This spell is a more powerful version of Control that will renew the Bind on a companion when it begins to fade. Like the Control Spell, it has no effect on monsters which have joined you of their own free will. |
Charm Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Charm Animal | Magic | 1 | 4 | 1 | 15 | 6 | | 12 | 12 | | 14 | | Magi | 2 | 26 | 35 | |
| An excellent spell for Charming vicious animals, causing them to befriend the caster. |
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 Charm Dragon | Magic | 1 | 4 | 4 | 15 | 16 | | 18 | 18 | | 18 | | Magi | 7 | 94 | 167 | |
| Requiring strict concentration, this spell will attempt to bind one or more Dragons to the caster. Be warned that if the spell fails, the targets tend to respond adversely. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Dragonkind |
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 Charm Elemental | Magic | 1 | 4 | 2 | 15 | 6 | | 13 | 13 | | 15 | | Magi | 3 | 41 | 63 | |
| Much like the Charm Animal spell, this spell will cause a group of Elemental to join the caster. |
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 Charm Giant | Magic | 1 | 4 | 2 | 15 | 9 | | 15 | 15 | | 16 | | Magi | 5 | 68 | 113 | |
| A more advanced version of Charm Humanoid, this spell will affect only Giants and attempt to bind them to the caster. |
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 Charm Humanoid | Magic | 1 | 4 | 2 | 15 | 9 | | 14 | 14 | | 14 | | Magi | 4 | 51 | 83 | |
| One of the most useful Binding Spells, Depending on the power of the caster and the Resistance of the target, one can befriend almost any humanoid with this magic. |
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 Charm Insect | Magic | 1 | 4 | 1 | 10 | 4 | | 12 | 12 | | | | Magi | 1 | 18 | 19 | |
| This spell will bind one or more insects to the caster, causing them to become companions |
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 Charm Monster | Magic | 1 | 4 | 3 | 15 | 13 | | 12 | 17 | | 10 | | Magi | 6 | 79 | 137 | |
| This spell attempts to Charm creatures that no other Charm-specific Spell will work on. |
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 Charm Undead | Magic | 1 | 4 | 2 | 15 | 9 | | 15 | 15 | | 10 | | Magi | 5 | 64 | 107 | |
| Unlike the other Charm Spells that affect the living, this spell affects the Undead and attempts to magically bind them to the caster. |
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 Control Animal | Magic | 1 | 4 | 2 | 15 | 9 | | 13 | 13 | | 14 | | Magi | 5 | 66 | 111 | |
| A more advanced version of Charm animal. Depending on the power of the caster and the Resistance of the target, one can befriend certain animals with this magic. |
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 Control Elemental | Magic | 1 | 4 | 3 | 30 | 13 | | 15 | 15 | | 12 | | Magi | 6 | 83 | 143 | |
| This spell is a more advanced version of the Charm Elemental, Binding the more powerful of these creatures to the caster. |
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 Dominate Demon | Magic | 1 | 4 | 4 | 16 | 16 | | 15 | 17 | 12 | 17 | | Magi | 8 | 113 | 203 | |
| Old magic derived from Demonology, this spell uses the powers of the earth to bind a Demon to the caster for an unknown period of time. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Demons |
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 Dominate Devil | Magic | 1 | 4 | 4 | 15 | 16 | | 15 | 18 | 12 | 18 | | Magi | 8 | 117 | 209 | |
| A more advanced form of Magic Control, this spell attempts to Bind one or more Devils and keep them with the caster by using the powers from the dark elements.**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Devils |
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 Dominate Giant | Magic | 1 | 4 | 5 | 15 | 21 | | 18 | 18 | | 18 | | Magi | 10 | 161 | 293 | |
| This will affect Giants with the same potency of advanced Charm that constitutes the Dominate Class of Spells. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Kings |
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 Dominate Humanoid | Magic | 1 | 4 | 4 | 15 | 21 | | 16 | 16 | | 16 | | Magi | 8 | 117 | 209 | |
| This will put Humanoids under the control of the caster. Like other Dominate Spells, it is among the most difficult to break. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Bipeds |
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 Dominate Undead | Magic | 1 | 4 | 4 | 15 | 21 | | 16 | 17 | | 12 | | Magi | 9 | 144 | 259 | |
| Much stronger than the lesser Charm Undead, Dominate Undead permits the caster to force many of the most powerful undead to obey.**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of the Dead |
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 Soul Domination | Magic | 1 | 4 | 6 | 25 | 51 | | 18 | 21 | 18 | 22 | | Magi | 12 | 180 | 333 | |
| The most advanced of all Charm Spells. Only a Master Mage has the ability to cast this magic and Charm any creature, living or not. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Souls |
Cold Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Artic Storm | Cold | 4 | 12 | 6 | 40 | 26 | | 21 | 20 | | | 18 | Sorcerer | 12 | 189 | 351 | |
| The spell most feared by Fire creatures. The storm that is invoked is a collection of all other cold spells, and is so intense that very few can survive. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Deathly Chills |
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 Cold Blast | Cold | 2 | 4 | 1 | 15 | 2 | | 12 | 9 | | | 9 | Sorcerer | 2 | 28 | 37 | |
| This simple spell creates a blast of air that is cold enough to kill most small creatures. |
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 Hail Storm | Cold | 4 | 8 | 4 | 20 | 11 | | 19 | 18 | | | 12 | Sorcerer | 8 | 125 | 227 | |
| A more advanced Cold Spell, casting this will create a storm of magical hail that crushes and smothers its victims, attempting to freeze and shatter them.**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Freezing |
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 Ice Spray | Cold | 3 | 6 | 2 | 15 | 6 | | 16 | 8 | | | 9 | Sorcerer | 5 | 58 | 99 | |
| This spell creates a wall of ice and blasts it towards the opponents. The wave of liquid ice will almost certainly freeze the victim instantly. |
Damage Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Cause Fatal Wounds | Magic | 4 | 9 | 4 | 20 | 9 | | 17 | 17 | 14 | | 16 | Cleric | 7 | 87 | 153 | |
| | Warlock | 9 | 108 | 195 | |
| This hideous spell causes the bones of the designated target(s) to explode, causing instant death. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Fatality |
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 Cause Heavy Wounds | Magic | 4 | 6 | 2 | 13 | 4 | | 12 | 13 | 10 | | 12 | Cleric | 3 | 45 | 69 | |
| | Warlock | 4 | 56 | 91 | |
| An advanced form of Cause Wounds, this spell not only attempts to rupture the tissues of the designated target(s) with more force, it also attempts to implode the victim as well by bursting the organs. |
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 Cause Wounds | Magic | 2 | 4 | 1 | 10 | 2 | | 10 | 12 | 8 | | 10 | Cleric | 1 | 22 | 23 | |
| | Warlock | 1 | 22 | 23 | |
| When cast, this spell attempts to rupture the internal and external tissues of the target(s) and kill them. |
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 Deadly Harm | Magic | 4 | 7 | 3 | 20 | 7 | | 17 | 16 | 13 | | 16 | Cleric | 6 | 75 | 131 | |
| | Warlock | 8 | 94 | 169 | |
| A more devastating form of Killing Power, it functions slightly differently. This spell drains the life force of its victim(s) and feeds it to the earth. |
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 Draining Touch | Magic | 1 | 1 | 3 | 40 | 26 | | 17 | 17 | 12 | | 14 | Cleric | 6 | 74 | 127 | |
| | Warlock | 8 | 93 | 165 | |
| A deadly spell, when invoked and the caster touches the designated target, their life force is usually drained into the ground, leaving a lifeless shell |
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 Killing Power | Magic | 4 | 6 | 2 | 15 | 6 | | 15 | 14 | 12 | | 14 | Cleric | 5 | 66 | 111 | |
| | Warlock | 6 | 83 | 143 | |
| Not much is known about how this spell functions, but it causes the life force of the targets to be yanked from their bodies. |
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 Word of Death | Magic | 4 | 14 | 6 | 30 | 51 | 15 | 21 | 21 | 18 | | 20 | Cleric | 12 | 208 | 385 | |
| | Warlock | 15 | 262 | 491 | |
| One of the most feared Magic Spells in the world since there are few known Resistances to it, Word of Death, which is known by only the most advanced spell-casters, calls upon the wrath of Nardun, the God of Pain, and asks him to dispose of the caster's target(s). When summoned in full it is said that Nardun can never be overcome. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Death |
Dispell Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Abolish Undead | Magic | 2 | 4 | 4 | 80 | 13 | | 16 | 16 | 18 | | 12 | Cleric | 8 | 142 | 253 | |
| | Paladin | 24 | 247 | | |
| | Warlock | 16 | 284 | | |
| The most advanced Dispel Spell ever devised, the magic induced when it is invoked is so great that it usually annihilates all targets. The only drawback is that the magic is usually too focused to affect a large number of targets**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Abolishment |
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 Dispell Elemental | Magic | 4 | 8 | 2 | 15 | 16 | | 15 | 15 | 14 | | 10 | Cleric | 4 | 47 | 75 | |
| | Paladin | 12 | 142 | 263 | |
| | Warlock | 8 | 94 | 169 | |
| Even though the true nature of most Elemental creatures is unknown, this spell is said to act much like Dispel Undead, as it breaks apart the Elemental targets and turns them back into the Elements from which they were formed. |
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 Dispell Undead | Magic | 4 | 8 | 2 | 15 | 16 | | 12 | 12 | 10 | | 10 | Cleric | 3 | 37 | 57 | |
| | Paladin | 9 | 113 | 205 | |
| | Warlock | 6 | 75 | 131 | |
| A useful spell when one is attacked by Undead. Any targets affected by this spell will instantly break down and become dust. |
Electrical Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Electric Field | Electric | 4 | 12 | 6 | 10 | 51 | | 17 | 12 | | | 12 | Sorcerer | 11 | 170 | 313 | |
| The most devastation of Electrical Spells, very few creatures can withstand the shock delivered from this white-hot field of Electricity. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Striking |
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 Electrical Discharge | Electric | 4 | 7 | 4 | 25 | 9 | | 18 | 10 | | | 12 | Sorcerer | 7 | 85 | 149 | |
| Very little is understood about this spell, which creates an electrical mesh in the middle of one's targets and explodes into an electrocuting fury. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Discharging |
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 Lightning Bolt | Electric | 2 | 4 | 2 | 15 | 4 | | 14 | 9 | | | 9 | Sorcerer | 3 | 36 | 55 | |
| Summoning the power of the storm, this spell pulls Electricity from the ground and blasts it into the midst of one's targets. |
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 Shock | Electric | 2 | 2 | 1 | 10 | 1 | | 12 | 10 | | | 8 | Sorcerer | 1 | 18 | 19 | |
| This basic spell creates an electrical arc from the caster's hands to the designated targets, attempting to instantly electrify and kill them. |
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 Striking | Electric | 1 | 1 | 6 | 25 | 26 | | 19 | 13 | | | 13 | Sorcerer | 11 | 129 | 237 | |
| Directed at a single creature, this spell releases a monstrous bolt of Lightning that will crisp most victims instantly. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Manipulation |
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 Thunder Bolt | Electric | 3 | 6 | 3 | 20 | 7 | | 16 | 10 | | | 12 | Sorcerer | 6 | 87 | 149 | |
| A more advanced form of Lightning Bolt, this spell doubles the damage and affects more targets. |
Elemental Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Acidic Spray | Acid | 3 | 6 | 3 | 30 | 11 | 10 | 10 | 12 | 10 | | 15 | Sorcerer | 6 | 75 | 131 | |
| Causes an acidic wall to fly at one's attackers, corroding them upon contact**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Libram of Acid |
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 Flesh to Stone | Stone | 1 | 1 | 4 | 50 | 51 | 15 | 16 | 18 | 16 | | 14 | Sorcerer | 8 | 227 | 405 | |
| A chilling, deadly spell derived from creatures capable of turning flesh to stone. The caster simply needs to touch his target to turn them into a bird perch for eternity. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Stoning |
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 Leprosy | Disease | 3 | 4 | 2 | 20 | 9 | | 12 | 12 | 12 | | 12 | Cleric | 4 | 47 | 75 | |
| | Sorcerer | 4 | 47 | 75 | |
| | Villian | 12 | 42 | 263 | |
| When invoked, this spell causes the target(s) to become infected with such an advanced case of Leprosy that, quite often, they fall apart and die horribly. |
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 Paralyzing Death | Paralysis | 4 | 8 | 5 | 50 | 31 | 18 | 20 | 18 | 16 | | 14 | Sorcerer | 10 | 170 | 311 | |
| This spell gives the ability to the caster to nullify the targets' nerve impulses, stopping them in their tracks and ceasing all life functions.**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Paralyzation |
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 Poison | Poison | 2 | 4 | 1 | 15 | 6 | | 12 | 12 | 10 | | 13 | Cleric | 2 | 24 | 33 | |
| | Sorcerer | 2 | 24 | 33 | |
| | Villian | 6 | 68 | 117 | |
| This useful spell introduces a deadly poison into the system of the caster's target(s). This fast-acting toxin causes paralysis of the respiratory system, asphyxiating even the strongest creatures |
Fire Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Blue Flame | Fire | 1 | 2 | 2 | 15 | 11 | | 14 | 10 | | | | Sorcerer | 3 | 22 | 35 | |
| A more advanced Spell of Fire, when invoked, the caster is able to hurl a blue colored magical flame at a group of monsters, inflicting extensive damage. |
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 Burning Air | Fire | 4 | 14 | 6 | 39 | 21 | | 21 | 21 | | | 18 | Sorcerer | 10 | 142 | 259 | |
| The deadliest Fire Spell of all, this hideous magic will cause the air to instantly turn white hot around one's opponents, killing almost anything that moves.**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Incineration |
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 Firebolt | Fire | 2 | 4 | 1 | 10 | 1 | | 12 | 10 | | | | Sorcerer | 1 | 26 | 27 | |
| This simplest of Fire Spells creates a small fireball and hurls it into a group of monsters, burning anything that gets in its way. |
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 Flamesheet | Fire | 3 | 6 | 2 | 15 | 16 | | 15 | 13 | | | 12 | Sorcerer | 5 | 39 | 67 | |
| Derived from the Firebolt Spell, this spell will summon a wall of fire and hurl it towards one's opponents, usually causing the targets to be burnt to cinders. |
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 Sphere of Flames | Fire | 4 | 10 | 5 | 25 | 13 | | 20 | 21 | | | 18 | Sorcerer | 10 | 142 | 259 | |
| This spell creates a gigantic sphere of fire and hurls it into the midst of one's opponents. Once the sphere contacts living matter, it explodes n an immolating blast of fury. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Flames |
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 Striking Flame | Fire | 4 | 7 | 4 | 20 | 9 | | 18 | 18 | | | 16 | Sorcerer | 7 | 85 | 149 | |
| When invoked, this spell creates a devastating Striking Flame that forms directly in the middle of one's opponents and arcs outwards, enveloping all who are caught in its path.**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Fury |
Heal Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Cure | | | | | 20 | 15 | 12 | 18 | 18 | 12 | | | Cleric | 8 | 96 | 173 | |
| Very useful to any adventurer, this spell will remove any form of Poison that has been inflicted on a victim**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Curing |
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 Cure Disease | | | | | | | | 15 | 15 | | | | Cleric | 5 | 43 | 77 | |
| | Magi | 10 | 87 | 159 | |
| | Paladin | 15 | 131 | 245 | |
| Another useful spell, invoking this magic will remove any type of Disease that the receiving character may be suffering from. |
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 Cure Paralysis | | | | | | | 6 | 11 | 11 | 10 | | 6 | Cleric | 4 | 45 | 73 | |
| | Magi | 8 | 91 | 163 | |
| | Paladin | 12 | 136 | 253 | |
| | Villian | 12 | 136 | 253 | |
| This spell will remove any type of Paralysis that has been inflicted upon the receiving character. |
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 Cure Poison | | | | | | | | 13 | 13 | | | | Cleric | 3 | 26 | 39 | |
| | Magi | 6 | 53 | 91 | |
| | Paladin | 9 | 79 | 143 | |
| | Villian | 9 | 79 | 143 | |
| Very useful to any adventurer, this spell will remove any form of Poison that has been inflicted on a victim |
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 Heal | | | | | 15 | 6 | | 15 | 15 | 8 | | | Cleric | 4 | 49 | 79 | |
| | Magi | 8 | 98 | 175 | |
| | Paladin | 12 | 148 | 273 | |
| | Villian | 12 | 148 | 273 | |
| A more powerful Heal Spell, this magic is used to repair both small and large wounds. However, just and Minor Heal, other ailments are not affected. |
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 Mass Heal | | | | | 15 | 6 | | 16 | 16 | | | | Cleric | 8 | 104 | 185 | |
| An advanced heal spell that affects the entire party**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Healing |
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 Minor Heal | | | | | 5 | 3 | | 13 | 13 | | | | Cleric | 2 | 24 | 33 | |
| | Magi | 4 | 49 | 79 | |
| | Paladin | 6 | 68 | 117 | |
| | Villian | 6 | 74 | 127 | |
| This general Heal Spell is useful for removing small wounds only, so it will not help any other type of injury |
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 Raise Dead | | | | | | | 14 | 16 | 16 | 12 | | 8 | Cleric | 7 | 87 | 153 | |
| This spell recalls the spirit of the receiving character's body and attempts to reunite the two. Be aware that this spell will only bring the recipient to life, not heal them. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Life |
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 Restoration | | | | | 40 | 13 | | 17 | 17 | 12 | | | Cleric | 7 | 91 | 159 | |
| Restoration is the most advanced Heal Spell. It usually renews a character to full health after only one casting**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Restoration |
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 Resurrect | | | | | | | | 21 | 21 | 14 | | 18 | Cleric | 12 | 275 | 501 | |
| A more powerful version of Raise Dead, this magic also brings the receiving character back to full health. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Light |
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 Stone to Flesh | | | | | | | | 18 | 18 | 16 | | 15 | Cleric | 8 | 104 | 185 | |
| Specifically used to return a Stoned character to flesh, this spell is the only Resurrection Spell which will restore those who have suffered such a fate.**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Revival |
Kill Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Cause Death | Magic | 4 | 8 | 4 | 20 | 9 | | 18 | 16 | 14 | | 12 | Magi | 8 | 100 | 179 | |
| | Warlock | 8 | 100 | 179 | |
| A simple spell which drives the spirit from the flesh and attempts to shut down the mind and body**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Desertion |
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 Field of Death | Magic | 4 | 20 | 7 | 25 | 41 | | 22 | 22 | 18 | | 21 | Magi | 10 | 121 | 221 | |
| | Warlock | 10 | 121 | 221 | |
| A more powerful and flexible form of Cause Death, this spell attacks the spirit with such power that the body is enveloped in flames and turned to ash.**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Mortality |
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 Life Shatter | Magic | 4 | 6 | 2 | 15 | 3 | | 13 | 8 | | | 8 | Magi | 3 | 30 | 45 | |
| | Warlock | 3 | 30 | 45 | |
| A more advanced form of Paralysis, this spell also affects the spirit as well, attempting to extinguish it. |
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 Paralysis | Magic | 2 | 2 | 1 | 37165 | | | 11 | 8 | | | 6 | Magi | 1 | 18 | 19 | |
| | Warlock | 1 | 18 | 19 | |
| This spell causes all nerves in the designated targets to stop functioning, causing Death. It is similar to the Paralyzing Death Spell, but requires less ability to master. |
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 Piercing Darkness | Magic | 4 | 10 | 5 | 20 | 13 | | 19 | 18 | 10 | | 12 | Magi | 10 | 121 | 221 | |
| | Warlock | 10 | 121 | 221 | |
| It is said that this spell invokes a dark form from the spiritual world which penetrates its victims and consumes their life force. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Darkness |
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 Shimmering Death | Magic | 4 | 7 | 2 | 15 | 6 | | 13 | 12 | | | 16 | Magi | 5 | 72 | 121 | |
| | Warlock | 5 | 72 | 121 | |
| When invoked, this spell paralyzes the victims with a blinding light, and then sucks the life force from their helpless bodies. |
Location Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Beast Search | | | | | | | | | | | | | Explorer | 10 | 191 | 349 | |
| | Magi | 8 | 163 | 291 | |
| Created in the time before the destruction of the Guilds by the grandfather of the current Seer, this spell will permit the caster to look for a particular creature or, at least, the area that it frequents. It isn't nearly as accurate as paying the Seer himself to find the monster. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Enemies |
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 Detect Depth | | | | | | | | 14 | 13 | 12 | | | Explorer | 3 | 43 | 65 | |
| | Magi | 3 | 43 | 65 | |
| | Warlock | 3 | 43 | 65 | |
| Useful in helping lost Explorers 'find themselves.' |
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 Establish Mystic Portal | | | | | | | | 12 | 12 | | | | Artisan | 1 | 1 | 1 | |
| | Barbarian | 1 | 1 | 1 | |
| | Cleric | 1 | 1 | 1 | |
| | Explorer | 1 | 1 | 1 | |
| | Magi | 1 | 1 | 1 | |
| | Ninja | 1 | 1 | 1 | |
| | Paladin | 1 | 1 | 1 | |
| | Sorcerer | 1 | 1 | 1 | |
| | Thief | 1 | 1 | 1 | |
| | Villian | 1 | 1 | 1 | |
| | Warlock | 1 | 1 | 1 | |
| | Warrior | 1 | 1 | 1 | |
| Casting this spell will set the caster's "Establish Mystic Portal" location. This means that when the character casts "Open Mystic Portal," he or she will then be returned to the exact location where Establish Mystic Portal was last cast. |
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 Find Direction | | | | | | | | 14 | 12 | | | 14 | Explorer | 6 | 85 | 147 | |
| | Magi | 6 | 85 | 147 | |
| | Warlock | 6 | 85 | 147 | |
| Also useful in helping lost Explorers 'find themselves.' |
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 Item Search | | | | | | | | | | | | | Explorer | 13 | 292 | | |
| | Magi | 11 | 246 | 453 | |
| Created in the time before the destruction of the Guilds by the grandfather of the current Seer, this spell will permit the caster to look for a creature that carries a particular item. It isn't nearly as accurate as paying the Seer himself to find the item, but is can be much less expensive. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Artifacts |
| |
 Retrieve Soul | | | | | | | 16 | 18 | 18 | 16 | | 18 | Explorer | 14 | 256 | 479 | |
| | Magi | 14 | 256 | 479 | |
| When an unlucky character teleports or walks into solid rock, the only way to retrieve them is with this spell. The caster of the spell must be on the same level that the Rocked character is, or as close as they can get, if the spell is successful, the retrieved character's body will appear at the feet of the caster ready to be carried or resurrected. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Retrieval |
| |
 Soul Search | | | | | | | 8 | 15 | 14 | 8 | | 12 | Explorer | 6 | 66 | 131 | |
| | Magi | 6 | 66 | 131 | |
| | Warlock | 6 | 66 | 131 | |
| This spell allows the caster to search for another character. The caster will receive the offset coordinates, relative to their position and orientation, of where the searched-for soul is, provided they are on the same level. It the character being searched for is not on the same level as the caster, an up or down value will be returned. |
MagicalSpells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Amphibious Breathing | | | | | | | 12 | 16 | | 12 | | 14 | Cleric | 6 | 159 | 273 | |
| | Explorer | 12 | 303 | | |
| This spell enables the skin of the recipient to absorb oxygen from the water, thus allowing longer breathing periods while under water. |
| |
 Destroy Container | | | | | | | 14 | 17 | 12 | 15 | | 16 | Thief | 12 | 279 | | |
| Occasionally, a Thief will encounter a chest that is considered simply too dangerous to risk opening normally. This spell will destroy the chest without harming the contents. The spell will not affect Magically Locked chests. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Looting |
| |
 Dispell Magic Lock | | | | | | | | 16 | 16 | | | 15 | Thief | 6 | 127 | 219 | |
| Some chests are protected by very strong enchantments that foil the spell Magical Entry. This spell is capable of dispelling most such enchantments. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Magical Locks |
| |
 Identify Trap | | | | | | | 8 | 14 | 12 | | | 14 | Explorer | 6 | 85 | 147 | |
| | Magi | 6 | 85 | 147 | |
| | Thief | 1 | 18 | | |
| | Warlock | 6 | 85 | 147 | |
| This spell will ensure a trap is correctly identified. |
| |
 Magical Entry | | | | | | | 12 | 14 | 14 | 10 | | 14 | Artisan | 12 | 227 | 421 | |
| | Barbarian | 6 | 113 | 195 | |
| | Ninja | 9 | 170 | 307 | |
| | Thief | 3 | 56 | 85 | |
| Casting this spell will unlock many Magically Sealed chests |
Mind Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Blinding Darkness | Mental | 4 | 6 | 2 | 15 | 6 | | 15 | 9 | | | 9 | Cleric | 4 | 47 | 75 | |
| | Warlock | 4 | 47 | 75 | |
| When invoked, this spell creates a mentally projected and amplified light so bright that many are instantly killed |
| |
 Impending Doom | Mental | 4 | 14 | 6 | 25 | 41 | | 18 | 15 | 10 | | 14 | Cleric | 12 | 208 | 385 | |
| | Warlock | 12 | 208 | 385 | |
| The most powerful of all Mind Spells, this dark form of magic convinces the target(s) that they have died, causing their bodily functions to stop - effectively killing them from inside**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Doom |
| |
 Sleep | Mental | 2 | 2 | 1 | 10 | 1 | | 12 | 1 | | | 8 | Cleric | 1 | 22 | 23 | |
| | Warlock | 1 | 22 | 23 | |
| When cast, this spell attempts to tack over the mind and put the designated target(s) to sleep so that they may be killed without a struggle. |
| |
 Summon Shade | Mental | 4 | 7 | 3 | 20 | 9 | | 14 | 12 | 10 | | 8 | Cleric | 6 | 72 | 123 | |
| | Warlock | 6 | 72 | 123 | |
| A ghastly spell that creates a mental demon so terrifying that is scares most creatures to death |
Movement Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Detect Distant Rock | | | | | | | | | | | | | Explorer | 3 | 47 | 71 | |
| | Magi | 3 | 47 | 71 | |
| | Warlock | 3 | 47 | 71 | |
| A more powerful version of the Detect Rock Spell, this enchantment will check to see is a space two squares ahead is stone or not, permitting checking through thick stone walls.**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Libram of Hidden Places |
| |
 Detect Rock | | | | | | | | 12 | 12 | 12 | | | Explorer | 1 | 20 | 21 | |
| | Magi | 1 | 20 | 21 | |
| | Warlock | 1 | 20 | 21 | |
| This spell allows the caster to detect whether rock exists behind the wall in front of them or not. Very useful for mapping and finding secret rooms. |
| |
 Displacement | | | | | | | 12 | 15 | 14 | | | 14 | Explorer | 8 | 123 | 219 | |
| | Warlock | 8 | 123 | 219 | |
| A useful spell for Teleporting around in the dungeon on the current level. Be warned that if the caster displaces themselves outside the bounds of the dungeon or into rock, the caster (and entire party) will die. |
| |
 Ethereal Portal | | | | | | | 12 | 18 | 16 | 10 | | 16 | Explorer | 5 | 74 | 123 | |
| | Magi | 5 | 74 | 123 | |
| | Warlock | 5 | 74 | 123 | |
| When cast, the character, and all members of their party, will move through the solid wall in front of the caster and appear on the other side. If the square behind the wall is rock, all members of the party will die. |
| |
 Levitation | | | | | | | | 14 | 14 | 10 | | 10 | Explorer | 3 | 28 | 43 | |
| | Magi | 3 | 28 | 43 | |
| | Warlock | 3 | 28 | 43 | |
| This spell will cause its recipient to hover in the air, avoiding pits and other dangerous areas. However, this magic only works when there is stable floor under the person, since the magic is based on the distance from them to the floor. While Levitation will protect the beneficiary from taking damage while falling down a chute or off a ledge, they will still fall. There is always the slight (EDITOR'S GUESS FOLLOWS) chance that the spell will occasionally fail while passing over a pit. |
| |
 Magical Flight | | | | | | | 13 | 17 | 16 | 12 | | 15 | Explorer | 9 | 148 | 267 | |
| | Magi | 10 | 155 | 283 | |
| | Warlock | 12 | 113 | 211 | |
| Unlike the Levitate spell, the magic from this conjuration actually allows the target to fly into the air a specific distance. It will allow the caster not only Levitate above the floor, but fly up and down (thus allowing the caster to avoid dangerous ledges and chutes. |
| |
 Map Area | | | | | | | | | | | | | Explorer | 6 | 79 | 137 | |
| | Warlock | 6 | 79 | 137 | |
| A much improved version of Detect Rock, Map area will fully determine what is in the surrounding area. This spell will detect water, pits, teleporters, et al, as well as areas of solid rock**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Foreknowledge |
| |
 Mass Levitate | | | | | | | 12 | 16 | 16 | 14 | | 12 | Explorer | 8 | 113 | 203 | |
| | Warlock | 8 | 113 | 203 | |
| This spell accomplishes the same thing as Levitation, except it affects an entire party**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Levitation |
| |
 Open Mystic Portal | | | | | | | 16 | 18 | 18 | 14 | | 16 | Explorer | 12 | 227 | 421 | |
| | Warlock | 12 | 227 | 421 | |
| When invoked, this spell will instantly transport the caster and any party members to the location that 'Establish Mystic Portal' was cast last. If 'establish Mystic Portal' has not been cast, nothing will happen. Be warned that using this spell takes a great deal of energy and ages the caster approximately one month. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Portals |
| |
 Teleport | | | | | | | | 18 | 18 | 14 | | 18 | Explorer | 12 | 199 | 369 | |
| | Warlock | 12 | 199 | 369 | |
| One of the Explorers' and Warlocks' most useful spells that can move the caster and any party up or down, as well as around the dungeon. This spell can also be used in Combat to transport attacking enemies so far away they will end up in solid rock! When used in combat, the effectiveness of this spell is based on the creature's Magic Resistance. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Grimoire of Transportation |
Protection Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Mass Protection | | | | | | | 14 | 18 | 18 | 12 | 12 | 14 | Sorcerer | 8 | 94 | 169 | |
| This spell does exactly what Protection does, except that it affects the entire party. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Protection |
| |
 Protection | | | | | | | 8 | 12 | 14 | 10 | | 10 | Sorcerer | 3 | 26 | 39 | |
| | Warlock | 9 | 132 | 239 | |
| This spell will create a protective field around the receiving character, making it harder for attacking creatures to do damage. |
Resistant Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Electrical Resistance | | | | | | | 12 | 12 | 16 | 10 | | | Sorcerer | 6 | 49 | 85 | 213 |
| | Warlock | 18 | 142 | 269 | |
| This spell will increase the caster's Resistance to Electrical attacks. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Electricity |
| |
 Mental Resistance | | | | | | | | 18 | 14 | 12 | 10 | | Sorcerer | 6 | 47 | 81 | 213 |
| | Warlock | 18 | 142 | 269 | |
| This spell will increase the caster's Resistance to Mind attacks. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of the Mind |
| |
 Resist Acidity | | | | | | | 10 | 13 | 10 | 10 | | | Sorcerer | 6 | 53 | 91 | 213 |
| | Warlock | 18 | 159 | 303 | |
| This spell will increase the caster's resistance to Acid attacks. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of the Elements |
| |
 Resist Cold | | | | | | | | 14 | 14 | | | | Cleric | 6 | 60 | 105 | 433 |
| | Explorer | 9 | 91 | 165 | |
| | Sorcerer | 3 | 30 | 45 | |
| | Warlock | 9 | 91 | 165 | |
| This spell will increase the caster's resistance to Cold attacks. |
| |
 Resist Disease | | | | | | | | 12 | 12 | 10 | | | Cleric | 8 | 72 | 129 | 333 |
| | Explorer | 12 | 110 | 203 | |
| | Sorcerer | 4 | 36 | 57 | |
| | Warlock | 12 | 110 | 203 | |
| This spell will increase the caster's resistance to Disease attacks. |
| |
 Resist Draining | | | | | | | | 13 | 13 | 10 | | | Cleric | 6 | 60 | 105 | 433 |
| | Explorer | 9 | 91 | 165 | |
| | Paladin | | | | |
| | Sorcerer | 3 | 30 | 45 | |
| | Warlock | 9 | 91 | 165 | |
| This spell will increase the caster's resistance to Draining attacks. |
| |
 Resist Fire | | | | | | | | 13 | 13 | | | | Cleric | 6 | 56 | 97 | 433 |
| | Explorer | 9 | 85 | 153 | |
| | Sorcerer | 3 | 28 | 43 | |
| | Warlock | 9 | 85 | 153 | |
| This spell will increase the caster's resistance to Fire attacks. |
| |
 Resist Magic | | | | | | | | 14 | 12 | 12 | | | Cleric | 10 | 87 | 159 | 253 |
| | Explorer | 15 | 131 | 245 | |
| | Sorcerer | 5 | 43 | 73 | |
| | Warlock | 15 | 131 | 245 | |
| This spell will increase the caster's resistance to Magic spells. **Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Libram of Magic |
| |
 Resist Paralysis | | | | | | | | 14 | 14 | 8 | | 12 | Cleric | 8 | 72 | 129 | 333 |
| | Explorer | 12 | 110 | 209 | |
| | Sorcerer | 4 | 36 | 57 | |
| | Warlock | 12 | 110 | 209 | |
| This spell will increase the caster's resistance to Paralyzing attacks. |
| |
 Resist Poison | | | | | | | | 10 | 12 | 10 | | | Cleric | 8 | 72 | 129 | 333 |
| | Explorer | 12 | 110 | 203 | |
| | Sorcerer | 4 | 36 | 57 | |
| | Warlock | 12 | 110 | 203 | |
| This spell will increase the caster's resistance to Poison and venom attacks. |
| |
 Resist Stoning | | | | | | | | 12 | 13 | 12 | | 12 | Cleric | 8 | 75 | 135 | 333 |
| | Explorer | 12 | 110 | 203 | |
| | Sorcerer | 4 | 37 | 61 | |
| | Warlock | 12 | 110 | 203 | |
| This spell will increase the caster's resistance to Petrifying attacks. |
Visual Spells
| Name | Resistant | # of Groups | # per Group | Range | Att | Def | STR | INT | WIS | CON | CHA | DEX | Guilds | Spell Level | Starting Cost | Min Mana Level | 95% Resist Level |
 Brightness | | | | | | | 12 | 12 | | | | 14 | Explorer | 12 | 193 | 357 | |
| | Magi | 6 | 77 | 133 | |
| The most basic of Visual Spells, using this magic will cause a glowing aura to appear around the caster for the duration of a trip in the dungeon. |
| |
 Charm of Concealment | | | | | | | | 12 | 14 | | | 12 | Explorer | 6 | 85 | 147 | |
| | Magi | 4 | 56 | 91 | |
| | Sorcerer | 2 | 28 | 37 | |
| | Warlock | 8 | 113 | 203 | |
| This spell is a very useful defensive spell. When cast, the recipient becomes invisible to the naked eye. Only those with special abilities will be able to see the character. |
| |
 Flash of Sight | | | | | | | | 11 | 11 | 11 | | 12 | Explorer | 9 | 119 | 215 | |
| | Magi | 4 | 49 | 79 | |
| This spell enables the caster to see for an instant though the eyes of Infravision. |
| |
 Mass Sight Veil | | | | | | | 10 | 12 | 16 | 12 | 10 | 10 | Sorcerer | 8 | 85 | 151 | |
| This spell is the same as Charm of concealment except that it affects the entire party**Note: This spell will not be available until the appropriate Spell Book is added to the appropriate guild. Spell book needed - Codex of Illusion |
| |
 See Invisible | | | | | | | | 14 | 12 | | | 12 | Explorer | 6 | 85 | 147 | |
| | Magi | 4 | 56 | 91 | |
| | Sorcerer | 2 | 28 | 37 | |
| | Warlock | 8 | 113 | 203 | |
| This spell will enable a character to see those who are invisible to the naked eye. |
| |
 Shining Lights | | | | | | | 16 | 17 | | 12 | | 15 | Explorer | 18 | 269 | | |
| | Magi | 10 | 142 | 259 | |
| The brightest of the Visual Spells, Shining Lights creates one dozen glowing orbs that constantly surround the caster, thus giving off extremely bright illumination. |
|