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Lord Gherrick's Quests

Spells
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Gold Dragon's Work
Level One
Items
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Level Two
Items
Regen Areas
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Creatures

Spells

   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
 

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.
 

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
 

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
 

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.
 

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
 

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.
 

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.
 

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.
 

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
 

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.
 

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.
 

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.
 

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.
 

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
 

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
 

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
 

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
 

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
 

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
 

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.
 

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
 

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
 

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.
 

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.
 

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.
 

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
 

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.
 

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
 

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.
 

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
 

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
 

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.
 

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.
 

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
 

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
 

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
 

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.
 

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
 

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.
 

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
 

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.
 

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.
 

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
 

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
 

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.
 

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.
 

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
 

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.
 

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
 

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
 

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
 

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
 

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
 

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
 

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
 

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.
 

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.
 

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
 

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
 

Detect Depth
              14 13 12     Explorer 3 43 65  
  Magi 3 43 65  
  Warlock 3 43 65  
Useful in helping lost Explorers 'find themselves.'
 

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.
 

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.'
 

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