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Heroes Community > Bards Glade Pyre (RPG) > Thread: Lets have some roleplay....
Thread: Lets have some roleplay.... This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 15, 2001 09:08 PM
Edited By: Murphy on 16 Dec 2001

ok, then we are all ready!

[well?]
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Nickman77
Nickman77


Famous Hero
from Poland.
posted December 16, 2001 02:53 PM

Why I can have only 2 skills???
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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 16, 2001 02:54 PM

cuz you got invis.
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Nickman77
Nickman77


Famous Hero
from Poland.
posted December 16, 2001 02:55 PM

so what???
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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 16, 2001 02:58 PM
Edited By: Murphy on 17 Dec 2001

we figure thats 3 times better than other skills, so there you go....

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murphy
murphy


Disgraceful
Famous Hero
banned
posted December 17, 2001 10:46 PM
Edited By: murphy on 18 Dec 2001

Quote:
we figure thats 3 times better than other skills, so there you go.....


by the way, here are all spells...

Acid Burst

Spell Type:  Water - Expert
Bought in:  Ravenshore, Alvar
Price:  1000
Spell Point Cost:  10

Description:  This spell shoots out a spray of acid that always hits it's target. It does 9 damage + 1-9 damage per skill point in Water magic. Higher ranks decreases the recovery time.
Usefulness:  Extremely useful for a spellcaster in long range combat, it usually causes huge amounts of damage!


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Air Resistance

Spell Type:  Air - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  300
Spell Point Cost:  3

Description:  This spell gives all your characters an increased air resistance for 1 hour per point of skill in Air magic. The amount increased is equal to your rank times your skill level, so if you have a Grandmaster level 12, you will get a bonus of 48 to your air resistance for 12 hours.
Usefulness:  Really only useful when you are in an area with lots of lightning spitting enemies. Not as good as some of the other elemental protection spells.


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Armageddon

Spell Type:  Dark - Master
Bought in:  Shadowspire
Price:  7500
Spell Point Cost:  55

Description:  This spell can be cast three times per day, except when at Grandmaster level it can be used four times a day. It can only be used outdoors. It deals 50 damage +1 point per point of skill in Dark magic to all creatures, townspeople and heroes on the map! Ouch!
Usefulness:  Only useful when you are really surrounded and need to kill off several weakened creatures. Otherwise you have to watch that you don't use it too often since it hits everything on the map, including all the little peasants and your party!


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Awaken

Spell Type:  Water - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  100
Spell Point Cost:  1

Description:  This spell wakes the whole party from normal and magical slumber. As for magical slumber, it works only when cast within a certain time limit based on the rank of Water magic that the caster has. This is minutes for Normal, hours for Expert, and days for Master and Grandmaster.
Usefulness:  Useful when the party is surprised when trying to nap.


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Berserk

Spell Type:  Mind - Expert
Bought in:  Ravenshore, Balthazar Lair
Price:  1000
Spell Point Cost:  10

Description:  This spell causes a single creature to go mad and attack the nearest being. This spell lasts for five minutes per level at Expert level, 10 minutes per level at Master and an hour per level when a Grandmaster casts it.
Usefulness:  Not really useful as it really doesn't work well on stronger enemies. However, it is really fun!


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Blades

Spell Type:  Earth - Expert
Bought in:  Ravenshore, Alvar
Price:  750
Spell Point Cost:  8

Description:  This spell shout out razor blades that deal 1-9 points of damage per point of skill in Earth magic to a single target. The spell becomes faster and easier to cast as rank in Earth magic is earned,
Usefulness:  Does alot of damage for an expert spell, but is not as good as Acid Burst.


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Bless

Spell Type:  Spirit - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  200
Spell Point Cost:  2

Description:  This spell increases a character's chance of hitting an opponent in melee or missile combat. Their chance is increased by 5 +1 per point of skill in Spirit magic. At Normal level it lasts for an hour plus 5 minutes per level. At Expert level, the spell can be cast on the whole party. At Master level, the spell is cast for one hour and fifteen minutes per level. At Grandmaster it lasts for an hour plus an hour per level.
Usefulness:  Extremely useful. This is one of those spells that should always be cast on the whole party! It'll help so much you won't believe it!


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Blind

Spell Type:  Dark Elf - Master
Bought in:  Acquired once the Dark Elf has Master skill in Dark Elf ability
Price:  0
Spell Point Cost:  15

Description:  This spell renders the target blind, taking away its ability to fire missile weapons and cast spells. This spell lasts for five minutes per level at Master level and for ten minutes per point of skill at Grandmaster level.
Usefulness:  A fun spell that is best used to render powerful enemies ineffective in battle, or to render a few useless in a large scale battle.


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Body Resistance

Spell Type:  Body - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  300
Spell Point Cost:  3

Description:  This spell gives all your characters an increased body resistance for 1 hour per point of skill in Body magic. The amount increased is equal to your rank times your skill level, so if you have a Grandmaster level 12, you will get a bonus of 48 to your body resistance for 12 hours.
Usefulness:  Quite useless if you ask me!


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Charm

Spell Type:  Mind - Expert
Bought in:  Ravenshore, Balthazar Lair
Price:  500
Spell Point Cost:  5

Description:  Removes the hostility of a creature towards the party. This lasts until the creature is attacked. At Expert level, this spell lasts for five minutes per level of Mind magic. At Master level, it lasts for double that time. At Grandmaster level it lasts until the party leaves the map the charmed creature is on.
Usefulness:  Useful only as a way of stopping an enemy or two from attacking you for awhile. Why use this spell when you can just Enslave the enemy?


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Charm (Vampire)

Spell Type:  Vampire - Master
Bought in:  Master ranked Vampires get this ability
Price:  0
Spell Point Cost:  15

Description:  Allow a Vampire to take control of a small group of targets. The charm lasts for ten minutes per point of skill in Vampire Ability. At Grandmaster level, the charm is permanent.
Usefulness:  Nice ability to use when you want to watch the enemies split into groups and start killing each other!


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Control Undead

Spell Type:  Dark - Expert
Bought in:  Shadowspire
Price:  3500
Spell Point Cost:  35

Description:  This spell places an undead creature under the control of the caster for the duration of the spell. The undead creature attacks its comrades and will ignore the caster, even if attacked by the caster or his friends. Duration and speed of recovery are both increased with rank, and Grandmasters gain control of the creature until he leaves the map.
Usefulness:  A useful enough spell. You can use it to disable a single creature and use it to engage other creatures.


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Cure Disease

Spell Type:  Body - Master
Bought in:  Ravenshore
Price:  1500
Spell Point Cost:  15

Description:  Cures any disease that a character may have contracted. It only works when cast within a day of when the disease was acquired. Grandmasters, however, have no time limits to pay attention to.
Usefulness:  A very useful spell since when diseased, a character cannot heal naturally. This is a must have spell for any long voyage.


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Cure Insanity

Spell Type:  Mind - Master
Bought in:  Ravenshore
Price:  2000
Spell Point Cost:  20

Description:  This spell removes a character's magically induced insanity when cast within a certain time limit. This limit is days for Masters, and none at all for Grandmasters.
Usefulness:  Like all the cure spells, this one is essential, especially during the latter parts of the game.


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Cure Paralysis

Spell Type:  Mind - Expert
Bought in:  Ravenshore, Balthazar Lair
Price:  750
Spell Point Cost:  8

Description:  Banishes the paralysis that sometimes settles on a character. This spell is also only effective when cast within a certain time limit for non-Grandmaster casters.
Usefulness:  A very useful spell! It should be the one of the first you get since paralysis is one of the deadliest conditions in the game, second to only petrification.


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Cure Poison

Spell Type:  Body - Expert
Bought in:  Ravenshore, Balthazar Lair
Price:  750
Spell Point Cost:  8

Description:  This spell drives the poison out of its victim. The time limit is measured in hours for Experts, days for Masters, and Grandmasters have no limit.
Usefulness:  A very useful spell, especially when you are fighting snakes, spiders and anything else that bites you.


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Cure Weakness

Spell Type:  Body - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  100
Spell Point Cost:  1

Description:  Cures a weak character. This spell also revitalizes a tired character. This spell has a time limit of minutes, hours, or days, depending on rank in Body magic. Once again, Grandmasters can heal any weak characters.
Usefulness:  Not as useful as the other cure spells, but it still has a little bit of usability left. It is a cheap way to skip a night's sleep. Simple enough, right?


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Darkfire Bolt

Spell Type:  Dark Elf - Grandmaster
Bought in:  Freely given to Grandmasters in Dark Elf ability
Price:  0
Spell Point Cost:  30

Description:  This spell deals 1-17 points of damage per point of skill in Dark Elf ability. The victim resists with either their Dark or Fire Resistance, whichever is the lower of the two.
Usefulness:  Very brutal spell, particularly due to its dual nature.


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Dark Grasp

Spell Type:  Dark - Master
Bought in:  Shadowspire
Price:  5000
Spell Point Cost:  45

Description:  This spell renders a target unable to cast spells or fire missile weapons. The target moves at half its regular movement rate, has half its regular AC and deals half the damage it would regularly deal. This effect lasts for five minutes per point of skill in Dark Magic. Grandmasters have double the duration.
Usefulness:  A fun spell to torment a really powerful creature with!


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Day of Protection

Spell Type:  Light - Master
Bought in:  Murmurwoods
Price:  5000
Spell Point Cost:  40

Description:  Protects all your characters from Fire, Water, Air, Earth, Mind and Body spells. Feather Fall and Wizard Eye are also cast. These spells are all cast at four times your skill in Light magic. Grandmasters increase this to five times their skill in Light magic. This protection lasts for a full day, or until you sleep.
Usefulness:  A tad expensive in comparison to the combined costs of the spells that it combines, but it does have a much longer duration. My Cleric casts this spell whenever he wakes up!


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Day of the Gods

Spell Type:  Light - Expert
Bought in:  Murmurwoods
Price:  3500
Spell Point Cost:  30

Description:  This spell increases all your stats until you rest. All your stats are increased by three times your skill in Light magic, Masters get four times their skill in Light magic, while Grandmasters get five times their skill in Light magic.
Usefulness:  I always have this spell active.


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Deadly Swarm

Spell Type:  Earth - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  400
Spell Point Cost:  4

Description:  A swarm of insects goes after the targeted creature, dealing five damage plus 1-3 points of damage per point of skill in Earth magic. Higher ranks reduce the recovery rate.
Usefulness:  A strong early level combat spell.


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Death Blossom

Spell Type:  Earth - Master
Bought in:  Alvar
Price:  3000
Spell Point Cost:  25

Description:  A boulder is shot into the sky where it explodes and rains rock shards down on the enemy. Each enemy caught in the violent rain suffers twenty damage plus two points of damage per point of skill in Earth Magic. Grandmasters cast this spell with double the effect. This spell can only be cast outside.
Usefulness:  A good spell to use to clear out large groups of enemies on the overworld. To this end it is very useful.


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Destroy Undead

Spell Type:  Light - Normal
Bought in:  Murmurwoods
Price:  1500
Spell Point Cost:  10

Description:  This spell deals 16 + 1-16 damage per point of skill in Light Magic to any undead creature. The recovery time decreases with every new rank the caster gets.
Usefulness:  A cheap and awesome spell vs undead. Problem is just that too! It only works on the undead and is thus quite limited in its scope.


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Detect Life

Spell Type:  Spirit - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  100
Spell Point Cost:  1

Description:  Allows the party to see any monster's current hit points. The higher the caster's rank the longer the spell lasts. Grandmaster allow the spells to be seen too.
Usefulness:  Really only useful when you can see the spells too. You usually have a clear idea of how much health a creature has, by simply right-clicking on them, with or without the Master ID skill.


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Dispel Magic

Spell Type:  Light- Normal
Bought in:  Murmurwoods
Price:  2000
Spell Point Cost:  15

Description:  Everybody in the caster's sight has all their helpful and harmful enchantments removed. Higher ranks reduce the recovery time.
Usefulness: This spell also removes the enchantments on your characters. Whether you or someone else uses this spell, it will also remove all your protective magic - very dangerous indeed!


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Divine Intervention

Spell Type:  Light - Grandmaster
Bought in:  Murmurwoods
Price:  10000
Spell Point Cost:  55

Description:  This spell heals your characteristics of all conditions, all damage, and all their spell points. This spell also raises the dead and brings eradicated characters back to life! This spell is really costly, as it ages the caster ten years per casting. This spell can be used up to three times per day.
Usefulness:  The insane cost of this spell can be offset by a means of reversing magical aging. Don't disregard this spell because of its high cost - it an save your ass very easily ion most situations. Just use it wisely.


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Dragon Breath

Spell Type:  Dark - Master
Bought in:  Shadowspire
Price:  6000
Spell Point Cost:  50

Description:  Shoots out a fireball that deals 1-25 points of damage per point of skill in Dark magic to all creatures around the point of impact. The recovery rate is reduced for Grandmasters.
Usefulness:  The strongest attack spell in the game. Enough said.


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Earth Resistance

Spell Type:  Earth - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  300
Spell Point Cost:  3

Description:  This spell gives all your characters an increased earth resistance for 1 hour per point of skill in Earth magic. The amount increased is equal to your rank times your skill level, so if you have a Grandmaster level 12, you will get a bonus of 48 to your earth resistance for 12 hours.
Usefulness:  Useless if you really want to know! I've never used this spell!


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Enchant Item

Spell Type:  Water - Master
Bought in:  Alvar
Price:  1500
Spell Point Cost:  15

Description:  Allows you to enchant high quality items with a random magical power. The chance of success is 10% per point of skill in Water magic. Grandmasters cast better enchantments than Masters do.
Usefulness:  Extremely useful! A very good way to earn cash, as well as a way to flesh out your inventory of magical equipement. This is a great way to get really powerful items!


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Enslave

Spell Type:  Mind - Grandmaster
Bought in:  Ravenshore
Price:  5000
Spell Point Cost:  30

Description:  Forces a target creature to ignore all attacks from the party and forces it to attack the foes of the party. Undead are immune and it lasts for ten minutes per point of Mind magic.
Usefulness:  A very fun and useful spell! If only it would work on the undead...


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Fate

Spell Type:  Spirit - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  300
Spell Point Cost:  3

Description:  Increases a party member's chance to hit or decreases an opponents chance to hit for five minutes or until the affected creature or character attacks. The chance is modified by 20 + 1 per point of skill in Spirit magic. The higher the rank of the caster, the higher the bonus is due to level of skill.
Usefulness:  Useless. Just use Bless at all times.


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Feather Fall

Spell Type:  Air - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  200
Spell Point Cost:  2

Description:  This spell protects you from taking damage from long falls. Duration is increased with rank.
Usefulness:  Indispensable when traveling anywhere, including when walking mountain roads and while flying.


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Fear

Spell Type:  Dragon - Normal
Bought in:  All Dragons start with this ability!
Price:  0
Spell Point Cost:  5

Description:  This ability causes a creature to flee for three minutes plus a minute per point of skill in Dragon ability. Experts extend this by two minutes. Masters affect a small radius of creatures, while Grandmasters affect all creatures in sight.
Usefulness:  Useful when you need a breather from regular combat, to heal or run.


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Fire Aura

Spell Type:  Fire - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  400
Spell Point Cost:  4

Description:  This spell enchants an unenchanted weapon with various properties. The enchantment lasts for an hour per point of skill in Fire Magic. At the Normal level, the weapon becomes an "of Fire" weapon. It becomes a "of Flame" weapon at Expert level, a "of Infernos" at Master level, and at Grandmaster level, the enchantment becomes permanent.
Usefulness:  Useful when you have an unenchanted weapon. Makes the weapon more valuable to shops!


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Fireball

Spell Type:  Fire - Expert
Bought in:  Ravenshore, Alvar
Price:  750
Spell Point Cost:  8

Description:  Shoots a fireball at a single enemy that explodes on impact. Anyone caught in the blast radius takes 1-6 damage per point of skill in Fire magic that the caster has. Higher ranks reduce the recovery time.
Usefulness:  Best cast at a long range, so as not to catch your characters! Otherwise, it is a great room-clearing spell!


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Fire Bolt

Spell Type:  Fire - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  200
Spell Point Cost:  2

Description:  This spell causes a single bolt of fire to fly towards an opponent like from a bow. The spell does 1-3 points per point of skill in Fire Magic. Increased rank makes the recovery time less and less.
Usefulness:  This spell always comes in use. Being a cheap spell to cast, it is always a good spell to have around. It deals more damage then an arrow, and should always be used when the spell points are available.


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Fire Resistance

Spell Type:  Fire - Normal
Bought in:  Dagger Wound Island, Alvar, Ravenshore
Price:  300
Spell Point Cost:  3

Description:  This spell gives all your characters an increased fire resistance for 1 hour per point of skill in Fire magic. The amount increased is equal to your rank times your skill level, so if you have a Grandmaster level 12, you will get a bonus of 48 to your fire resistance for 12 hours.
Usefulness:  Really useful when you encounter a level of fire beings, otherwise you shouldn't use it!


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Fire Spike

Spell Type:  Fire - Expert
Bought in:  Alvar, Ravenshore
Price:  1000
Spell Point Cost:  10

Description:  This spell make a spike drop to the ground that explodes when stepped upon. They last until triggered or you leave the map. At Expert level, you can have five out at the same time and they deal 1-6 points of damage per point of skill to the target. At Master level, you can have seven out at the same time and they deal 1-8 points of damage per point of skill to the target. At Grandmaster level, you can have nine out at the same time and they deal 1-10 points of damage per point of skill to the target.
Usefulness:  Only useful when you know where the monsters usually step!


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Flame Blast

Spell Type:  Dragon - Expert
Bought in:  Expert level Dragons get this ability for free
Price:  0
Spell Point Cost:  10

Description:  This ability is much the same as Fireball, it explodes on impact and damages a radius. It deals ten plus 1-10 points of damage per point of skill in Dragon Ability. Masters deal eleven plus 1-11 points of damage per point of skill. Grandmasters deal twelve plus 1-12 points of damage per point of skill in Dragon ability.
Usefulness:  Don't get close to the where the spell hits! You don't want to get fried!


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Flight

Spell Type:  Dragon - Master
Bought in:  Master Dragons get this ability for free!
Price:  0
Spell Point Cost:  15

Description:  Allows the party to fly high in the air for an hour per point of skill in Dragon ability. Every five minutes the caster loses a spell point. Grandmasters don't lose any spell points for staying aloft. Only usable outside,
Usefulness:  Extremely useful when exploring the mountains or attacking enemies from high above.


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Fly

Spell Type:  Air - Master
Bought in:  Alvar
Price:  3000
Spell Point Cost:  25

Description:  Allows the party to fly high in the air for an hour per point of skill in Air magic. Every five minutes the caster loses a spell point. Grandmasters don't lose any spell points for staying aloft. Only usable outside,
Usefulness:  Extremely useful when exploring the mountains or attacking enemies from high above.


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Flying Fist

Spell Type:  Body - Master
Bought in:  Ravenshore
Price:  3000
Spell Point Cost:  25

Description:  This spell creates a fist of magical energy that punches any creature in the jaw. This spell deals twenty plus 1-10 points of damage per point of skill in Body magic. This spell gains in speed with higher ranks.
Usefulness:  A really nice combat spell for Clerics. This is the strongest, non-Light spell that they have!


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Glamour

Spell Type:  Dark Elf - Normal
Bought in:  Level 1 Dark Elf Ability
Price:  0
Spell Point Cost:  5

Description:  This spell gives the Dark Elf a bonus to their Merchant skill. It lasts for five minutes per point of skill for Experts and Normal users. Masters have a duration measured in hours. Grandmasters get a larger bonus to their Merchant skill.
Usefulness:  Use this ability before going shopping - whether you are buying spells or selling the stuff you picked up on your travels.


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Hammerhands

Spell Type:  Body - Expert
Bought in:  Ravenshore, Balthazar Lair
Price:  1000
Spell Point Cost:  10

Description:  Doubles the damage dealt by an unarmed characters in combat. Higher ranks reduce the recovery time. Grandmasters affect the entire party.
Usefulness:  Useless. Any weapon is a better alternative.


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Harm

Spell Type:  Body - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  400
Spell Point Cost:  4

Description:  The caster can inflict bodily harm on a single creature that is in view. Damage dealt equals eight plus 1-2 points of damage per point of skill in Body magic. Recovery time is reduced with higher ranks.
Usefulness:  One of the strongest normal level attack spells. Clerics should use this spells as much as possible at the beginning of the game.


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Haste

Spell Type:  Fire - Expert
Bought in:  Ravenshore, Alvar
Price:  500
Spell Point Cost:  5

Description:  Reduces the recovery time of the entire party at once. Lasts a few hours. Once it wears off your characters will be weak. Greater ranks increase the recovery bonus.
Usefulness:  Should be in use at all times. This spell allows all your characters to have a quicker attack.


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Heal

Spell Type:  Body - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  200
Spell Point Cost:  2

Description:  Heals a single target. This spell gains in intensity with higher ranks. This spell always heals five hit points plus a certain amount of hit points per point of skill in Body magic. The added amount is determined by rank. Normal users add two, Experts add three, Masters add four and Grandmasters add five.
Usefulness:  The staple of Clerics, this spell is vital to your survival. It is much cheaper than Power Cure and is better all around, except for massive healing jobs that have to be done quick.


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Heroism

Spell Type:  Spirit - Expert
Bought in:  Ravenshore, Balthazar Lair
Price:  1000
Spell Point Cost:  10

Description:  This spell increases the damage a character deals in melee combat. The bonus is equal to five plus the caster's skill in Body magic. Higher ranks increase the duration of the spell. Masters affect the entire party.
Usefulness:  This spell really adds up the damage your party deals! It should always be active when you have this spell!


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Hour of Power

Spell Type:  Light - Master
Bought in:  Murmurwoods
Price:  6000
Spell Point Cost:  45

Description:  Casts Haste, Heroism, Bless, Stone Skin and Shield on all your characters at four times the caster's skill in Light magic. Grandmasters up this to five times their skill in Light magic. This spell lasts for an hour per point of skill, but beware that Haste lasts for only half that time!
Usefulness:  This is the second spell my Cleric always casts!


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Ice Blast

Spell Type:  Water - Master
Bought in:  Alvar
Price:  3000
Spell Point Cost:  25

Description:  Shoots a ball of ice and it explodes when it hits something. It shatters away from the caster and each shard deals 12+1-6 points of damage per point of skill. Masters make seven shards while Grandmasters can get up to nine shards.
Usefulness:  Nice spell, especially versus groups of enemies. Fire using enemies fear this spell, the strongest offensive Water spells.


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Ice Bolt

Spell Type:  Water - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  400
Spell Point Cost:  4

Description:  This spell shoots out a bolt of ice at a single target. It deals 1-4 point of damage per point of skill in Water magic. Increased rank reduces the recovery time.
Usefulness:  Very useful at the beginning of the game to hit far-off opponents.


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Immolation

Spell Type:  Fire - Expert
Bought in:  Ravenshore, Alvar
Price:  1500
Spell Point Cost:  15

Description:  Surrounds the party with a certain of fire that harms every creature within a certain radius. The fire deals 1-6 points of damage per point of skill in Fire magic to all creatures that are within the radius. They take this damage every minute until they either die or leave the area of effect.
Usefulness:  I haven't used this one much, probably due to its high casting costs. It is really only useful when you know the enemies don't have any fire resistance.


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Implosion

Spell Type:  Air - Master
Bought in:  Alvar
Price:  2000
Spell Point Cost:  20

Description:  This spell destroys the air around the target creature and causes a sudden inrush of it. This causes severe damage, resulting in ten points of damage plus 1-10 points of damage per point of skill in Air magic. Grandmasters recover quicker than Masters.
Usefulness:  A fairly decent combat spell.


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Incinerate

Spell Type:  Fire - Grandmaster
Bought in:  Alvar
Price:  5000
Spell Point Cost:  30

Description:  Deals incredible damage to a single target. Deals 15 + 1-15 damage per point of Fire magic skill to a single target.
Usefulness:  Great offensive spell that kills most opponents rather easily!


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Inferno

Spell Type:  Fire - Master
Bought in:  Alvar
Price:  3000
Spell Point Cost:  25

Description:  Burns all beings within sight (other than the party) for 12+2 points of damage per point of skill in Fire magic. This spell only works indoors. Grandmasters don't have to recover from using the spell as much as Masters have to.
Usefulness:  This is a nice spell to clear out rooms of annoying small creatures. This may also be used to finish creature off.


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Invisibility

Spell Type:  Air - Master
Bought in:  Alvar
Price:  1500
Spell Point Cost:  15

Description:  Makes the party invisible to everyone, until the spell runs out, they bump into a creature, cast a spell, or make an attack. This spell can't be used when hostile creatures are nearby. Masters are invisible for ten minutes per point of skill and Grandmasters increase this to an hour per point of skill.
Usefulness:  A nice spell to explore new areas without the danger of being seen. Just watch where you walk! You don't want to bump into any enemies and end the spell!


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Jump

Spell Type:  Air - Expert
Bought in:  Ravenshore, Alvar
Price:  500
Spell Point Cost:  5

Description:  With this spell you can jump sixty feet in the air, or sixty feet distant. You take no damage from your impact with the ground. Recovery time is reduced with higher ranks.
Usefulness:  This spell is extremely useful to climb mountains. jump rivers, or navigate ledges in dungeons like the Wasp Nest.


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Levitate

Spell Type:  Vampire - Expert
Bought in:  Expert level Vampires get this ability for free!
Price:  0
Spell Point Cost:  10

Description:  Vampires using this skill cause the party to levitate slightly above the ground. When levitating the party cannot drown, or be affected by any obstacles on the ground, such as lava and traps. Duration is increased with higher ranks.
Usefulness:  Cheap and very effective in comparison to other movement spells. It can also be used inside!


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Lifedrain

Spell Type:  Vampire - Normal
Bought in:  Vampires start with it!
Price:  0
Spell Point Cost:  5

Description:  This ability makes the Vampire latch onto a creature and sink its life. The Vampire heals a third of the damage that it inflicts. This spell inflicts three damage plus 1-3 more damage per point of skill. This is raised to five plus 1-5 points of damage per point of skill for Masters, and Grandmasters deal seven plus 1-7 points of damage per point of skill in Vampire ability.
Usefulness:  A nice attack and healing spell. It is too limiting in that it cannot heal others, only the Vampire.


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Light Bolt

Spell Type:  Light - Normal
Bought in:  Murmurwoods
Price:  1000
Spell Point Cost:  5

Description:  A bolt of light is fired at its target, dealing 1-4 damage per point of skill in Light magic. Damage to undead creatures is doubled. Recovery time is reduced for higher ranks.
Usefulness:  A very poor attack spell that doesn't even come to par with the Fire Bolt spell! Remotely useful against undead.


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Lightning Bolt

Spell Type:  Air - Expert
Bought in:  Ravenshore, Alvar
Price:  1000
Spell Point Cost:  10

Description:  A bolt of pure electricity is fired at the enemy and deals 1-8 points of damage per point of skill in Air magic. Recovery rate is reduced with higher ranks.
Usefulness:  A rather weak attack spell that is effective against water enemies!


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Lloyd's Beacon

Spell Type:  Water - Grandmaster
Bought in:  Alvar
Price:  5000
Spell Point Cost:  30

Description:  This spell lets you set up to five markers that you can teleport to at any time. These beacons last for one week per point of skill in Water magic.
Usefulness:  Extremely useful, especially when you find an area that (Town Portal) can't teleport to. Just set a beacon and renew it every few weeks to keep an easy transportation system open! Caution: training several levels takes many weeks, and may cause your beacons to decay!


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Mass Distortion

Spell Type:  Earth - Grandmaster
Bought in:  Alvar
Price:  5000
Spell Point Cost:  30

Description:  Increases a single creatures bodily mass that causes it to take internal damage. This is equivalent to 25% + 2% per point of skill in Earth magic of the creature's maximum hit points.
Usefulness:  This is a very expensive spell that doesn't seem to work as often as it should. Find enemies weak to Earth magic to use this powerful attack spell on!


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Mass Fear

Spell Type:  Mind - Master
Bought in:  Ravenshore
Price:  1500
Spell Point Cost:  15

Description:  All creatures in sight of the caster flee in terror until attacked or the spell runs out. This spell lasts for three minutes per point of skill in Mind magic. Grandmasters increase this to five minutes per point of skill and reduce the recovery time.
Usefulness:  Need a break? Cast this spell to get one! Too bad that the undead are immune...


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Meteor Shower

Spell Type:  Fire - Master
Bought in:  Alvar
Price:  2000
Spell Point Cost:  20

Description:  Calls down meteors from the sky that fall in a radius around the target. Each meteor deals 8+1 damage per point of skill in Fire magic. This spell only works outdoors. Sixteen meteors are called down by Masters, while Grandmasters summon twenty.
Usefulness:  A fun spell to use, especially when you are flying around! It basically allows you to rain death upon your enemies! Just don't get too close!


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Mind Blast

Spell Type:  Mind - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  400
Spell Point Cost:  4

Description:  This spell attacks a single creature's mind for three plus 1-3 points of damages per point of skill in Mind magic. Recovery tine us reduced with higher ranks.
Usefulness:  Another useless clerical attack spell. Does not affect the undead.


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Mind Resistance

Spell Type:  Mind - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  300
Spell Point Cost:  3

Description:  This spell gives all your characters an increased mind resistance for 1 hour per point of skill in Mind magic. The amount increased is equal to your rank times your skill level, so if you have a Grandmaster level 12, you will get a bonus of 48 to your mind resistance for 12 hours.
Usefulness:  Haven't found a use for this spell yet!


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Mistform

Spell Type:  Vampire - Grandmaster
Bought in:  Grandmaster Vampires get this ability automatically!
Price:  0
Spell Point Cost:  30

Description:  Makes the Vampire immune to all spells and attacks, But the Vampire cannot attack or cast spells when they are in Mistform.
Usefulness:  Useful when the Vampire is the only 'living' creature left. Makes running away a very easy task!


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Pain Reflection

Spell Type:  Dark - Expert
Bought in:  Shadowspire
Price:  4000
Spell Point Cost:  40

Description:  The damage dealt to the enchanted character is also received by the creature dealing that damage. Masters affect the entire party, and the recovery time is reduced with rank.
Usefulness:  Use this spell when the enemies are numerous for best results!


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Paralyze

Spell Type:  Light - Normal
Bought in:  Murmurwoods
Price:  2500
Spell Point Cost:  20

Description:  This spell temporarily immobilizes the target for three minutes per point of skill in Light Magic. The affected creature cannot do anything, so attack it to your heart's content. Higher ranks reduce the recovery time.
Usefulness:  This is a great spell to stop any creature in their tracks! Just make sure you kill the thing while it is paralyzed!


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Poison Spray

Spell Type:  Water - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  200
Spell Point Cost:  2

Description:  This spell sprays poison on the creatures before the caster. Each creature that is hit takes 2+1-2 points of damage per point of skill in Water magic. The higher the rank, the faster the spell can be cast and the more creatures that can be hit in a single spray.
Usefulness:  Only useful for striking a few opponents at the beginning of the game when no better spells are available.


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Power Cure

Spell Type:  Body - Grandmaster
Bought in:  Ravenshore
Price:  5000
Spell Point Cost:  30

Description:  This spell heals all characters in your party. Each of them heals ten hit points plus five hit points per point of skill in Body magic.
Usefulness:  A very quick and expensive way of healing your characters. When not in a rush, Heal is a much better spell to use.


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Preservation

Spell Type:  Spirit - Expert
Bought in:  Ravenshore, Balthazar Lair
Price:  750
Spell Point Cost:  8

Description:  Protects a character from dying from massive damage for a specific duration. This duration is over an hour, and it increases with rank. Masters affect the entire party. Characters will die when this spell wears off, if they have not been healed.
Usefulness:  It sounds useful, but I don't use it and I get by just fine!


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Prismatic Light

Spell Type:  Light - Expert
Bought in:  Murmurwoods
Price:  4000
Spell Point Cost:  35

Description:  This spell creates a blinding light that damages all enemies in sight. The damage received by each is 25 plus one per point of skill in Light magic. Higher ranks reduce the recovery time.
Usefulness:  A nice spell to use against groups of undead.


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Protection from Magic

Spell Type:  Body - Master
Bought in:  Ravenshore
Price:  2000
Spell Point Cost:  20

Description:  A very powerful spell that protects characters from poison, disease, weakness, paralysis and stone. This protection lasts for an hour per point of skill in Body magic, or it can protect the party once for each point of skill the caster has in Body magic. Grandmasters also protect the party from eradication and instant death.
Usefulness:  When you have it, this spell is invaluable. If possible, it should be in use at all times. At Grandmaster level this spell is awesome!


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Psychic Shock

Spell Type:  Mind - Master
Bought in:  Ravenshore
Price:  3000
Spell Point Cost:  25

Description:  Targets a single creature and destroys their minds. Damage dealt is twelve plus 1-12 points of damage per point of skill in Mind magic.
Usefulness:  A nice spell that is useless on the undead.


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Raise Dead

Spell Type:  Spirit - Master
Bought in:  Ravenshore
Price:  2000
Spell Point Cost:  20

Description:  With this spell you can raise a dead character to life. They can be dead for a day per point of skill in Spirit magic. Grandmasters have no limits. Raised characters come back in the weak condition and with no spell points.
Usefulness:  A great spell that cuts your trips to the temple down by a lot!


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Reanimate

Spell Type:  Dark - Normal
Bought in:  Shadowspire
Price:  1000
Spell Point Cost:  10

Description:  Reanimates a corpse of one of your enemies into a lifeless zombie that attacks creatures hostile to the caster until it dies, or you leave the map. The kind of creatures and how much life they get is dependent on your level of skill and rank in it.
Usefulness:  Devlin Arcanus begins play with this spell. It is a fun way of making dead opponents help you! Later in the game you will forget you have this spell though...


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Recharge Item

Spell Type:  Water - Expert
Bought in:  Ravenshore, Alvar
Price:  750
Spell Point Cost:  8

Description:  Recharges a magical item's charges, but drains a certain amount of charges per use. Experts lose about 50%-1% per point of skill of the items charges. Masters lose 30%-1% per level of skill in Water magic.
Usefulness:  Useless. I never used it and I won't use it either!


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Regeneration

Spell Type:  Body - Expert
Bought in:  Ravenshore, Balthazar Lair
Price:  500
Spell Point Cost:  5

Description:  For an hour per point of skill the caster has in Body magic, the enchanted creature slowly heals lost hit points. Higher ranks increase the rate at which the healing is done.
Usefulness:  Really important spell when you don't have the time to manually heal!


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Remove Curse

Spell Type:  Spirit - Expert
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  500
Spell Point Cost:  5

Description:  Removes a curse that affects a character. It can remove curses that have been in effect for less than a few hours for Experts, days for Masters and forever for Grandmasters.
Usefulness:  Curses can stop spells from being cast. This is a great means of getting rid of them!


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Remove Fear

Spell Type:  Mind - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  200
Spell Point Cost:  2

Description:  Removes the fear that threatens to paralyze a character. The fear can only be removed within a certain time span. This span is minutes for Normal users, hours for Experts, days for Masters, and Grandmasters have no limit!
Usefulness:  Why get rid of the fear? To get those dumb looks off of their faces, of course!


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Resurrection

Spell Type:  Spirit - Grandmaster
Bought in:  Ravenshore
Price:  5000
Spell Point Cost:  30

Description:  Revives a character whose body was destroyed. The character comes back in the weak condition. Higher skill speeds up the recovery time.
Usefulness:  This spell is a nice one to have around when your Protection From Magic wears off!


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Rock Blast

Spell Type:  Earth - Master
Bought in:  Alvar
Price:  1500
Spell Point Cost:  15

Description:  A boulder starts bouncing off the walls until it hits a living being or it dissipated. When it hits or comes to rest, it explodes and damages everything in the blast radius for ten damage plus 1-10 points of damage per point of skill in Earth magic.
Usefulness:  A nice spell for indoor use, especially when enemies are numerous!


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Shared Life

Spell Type:  Spirit - Master
Bought in:  Ravenshore
Price:  3000
Spell Point Cost:  25

Description:  Pools the entire party's hit points together, adds three hit points per point of skill in Spirit magic, and then redistributes them amongst the party. Characters cannot get more than their maximum hit points. Grandmaster add four hit points per point of skill.
Usefulness:  A quick way to heal your characters at the expense of your fighters. It is a really good choice when healing is desperate.


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Shield

Spell Type:  Air - Expert
Bought in:  Ravenshore, Alvar
Price:  750
Spell Point Cost:  8

Description:  This spell reduces damage from ranged attacks by half. Duration increases with rank.
Usefulness:  Useful when you know that the enemy fires arrows or other such weapons at you!


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Shrapmetal

Spell Type:  Dark - Expert
Bought in:  Shadowspire
Price:  3000
Spell Point Cost:  30

Description:  Jagged shards of metal are flung out at the enemy. Each shard deals 1-6 points of damage per point of skill in Dark magic. The amount of shards are increased with higher ranks.
Usefulness:  An overrated combat spell.


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Shrinking Ray

Spell Type:  Dark - Normal
Bought in:  Shadowspire
Price:  2500
Spell Point Cost:  25

Description:  Shrinks an enemy to one half, third or quarter its size, depending on the caster's rank. The damage they deal is also reduced. Grandmasters affect an area. The enemies are affected for five minutes per point of skill in Dark magic.
Usefulness:  A fun spell for all ages! Watch your enemies as they become half their size!


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Slow

Spell Type:  Earth - Normal
Bought in:  Ravenshore, Dagger Wound Island, Alvar
Price:  200
Spell Point Cost:  2

Description:  Slows the target's walking speed by half and decreases its recovery rate. Lasts for a minute per point of skill in Earth Magic for Normal casters, and five minutes per point of skill for Experts. Masters quarter the walking speed and quadruple the recovery rate. Grandmasters reduce the walking speed to an eighth, and octuples the recovery time!
Usefulness:  Sounds good, but only works on a single creature. A mass slow spell would be more useful!


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Souldrinker

Spell Type:  Dark - Grandmaster
Bought in:  Shadowspire
Price:  10000
Spell Point Cost:  60

Description:  Deals 25 + 1-8 points of damage per point of skill in Dark Magic to all creatures in sight, wether they are friend or foe. This total is then pooled amongst your characters. Do not use this spell on undead creatures or the effects are reversed.
Usefulness:  A particularly evil spell that is great for damage and healing purposes. It is the Necromancer's only spell that heals.


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Sparks

Spell Type:  Air - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  400
Spell Point Cost:  4

Description:  Makes several balls of lightning bounce around until they hit something or dissipate harmlessly. Each spark deals two damage plus one point of damage per point of skill in Air magic. Higher ranks reduce the recovery time and add to the number of sparks.
Usefulness:  Really useful until you hit about level ten. Then the damage becomes insignificant to be much of a use.


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Spirit Lash

Spell Type:  Spirit - Master
Bought in:  Ravenshore
Price:  1500
Spell Point Cost:  15

Description:  This spell damages all the creatures within a certain radius of the caster by attacking their spiritual link to their body! Damage dealt is ten points plus 2-8 points of damage per point of skill in Spirit magic.
Usefulness:  An actual clerical attack spell that hits multiple targets? This is a good thing, believe me!


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Starburst

Spell Type:  Air - Grandmaster
Bought in:  Alvar
Price:  5000
Spell Point Cost:  30

Description:  Twenty stars fall from the sky onto your enemies. Each star deals twenty damage plus another point of damage per point of skill in Air magic. Each star explodes on impact and deals massive damage. Unfortunately, this spell can only be cast outside!
Usefulness:  A very useful monster clearing spell! It's a shame that you get it so late in the game! But, then again, you can use it in the planes!


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Stone Skin

Spell Type:  Earth - Expert
Bought in:  Ravenshore, Alvar
Price:  500
Spell Point Cost:  5

Description:  Increases all your characters' armour classes by five plus one per point of skill in Earth magic. Duration increases with rank, from an hour to half a day.
Usefulness:  Another spell that should always be in use.


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Stone to Flesh

Spell Type:  Earth - Expert
Bought in:  Ravenshore, Alvar
Price:  1000
Spell Point Cost:  10

Description:  Brings a person back from petrification. They can be petrified for hours for Experts, or days for Masters to heal them. Grandmasters have no such limitations.
Usefulness:  Indispensable when fighting Basilisks and Gorgons.


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Stun

Spell Type:  Earth - Normal
Bought in:  Dagger Wound Island, Alvar, Ravenshore
Price:  100
Spell Point Cost:  1

Description:  Stuns a creature until it recovers. They get knocked back and can't move. The intensity of this spell is determined by the rank in Earth Magic of the caster.
Usefulness:  Very unpredictable. You never know how long the spell will last. It is a shame that this spell only hits a single target. Save your spell points and cast Paralyze instead!


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Summon Elemental

Spell Type:  Light - Expert
Bought in:  Murmurwoods
Price:  3000
Spell Point Cost:  25

Description:  The caster can summon a single Dancing Light to fight for them. The summoned creature stays for five minutes per point of skill in Light magic. Masters can summon up to three Wisps, and they stay for fifteen minutes per point of skill. Grandmasters can summon up to five Wisps for the same duration.
Usefulness:  Drop a couple of Wisps on a horde of Gorgons for instant fun!


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Sunray

Spell Type:  Light - Master
Bought in:  Murmurwoods
Price:  7500
Spell Point Cost:  50

Description:  Concentrates the light of the sun into a single beam that pieces a single creature for twenty damage plus 1-20 points of damage per point of skill in Light magic. Only usable outdoors and during the day!
Usefulness:  Too restrictive to be of much use. Useful when in the planes.


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Telekinesis

Spell Type:  Earth - Master
Bought in:  Alvar
Price:  2000
Spell Point Cost:  20

Description:  This spell allows you to manipulate far off objects, such as doors, switches and chests. This allows you to set off traps and pick up treasure from afar. Grandmasters recover from this spell much quicker than Masters.
Usefulness:  Only useful in rare situations where a deadly trap has been found, otherwise, you'll never need to cast it.


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Telepathy

Spell Type:  Mind - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  100
Spell Point Cost:  1

Description:  The caster can find out how much gold and what items a creature is carrying. Higher ranks reduce recovery time.
Usefulness:  I have never used this spell and I never will.


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Torch Light

Spell Type:  Fire - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  1000
Spell Point Cost:  1

Description:  Increases the light intensity and radius around your party. The higher the rank it is cast at, the larger the radius and the brighter it is.
Usefulness:  Essential to any dungeon expedition!


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Town Portal

Spell Type: Water - Master
Bought in:  Alvar
Price:  2000
Spell Point Cost:  20

Description:  This spell can be used to teleport to the central fountain of any visited town. The spell has a 10% chance of working per point of water magic that the caster has. This spell can only be cast when not in the presence of hostile creatures when the caster is not a Grand master at Water.
Usefulness:  This spell allows your party to quickly teleport from town to town. This enables you to have a quick and easy way of returning after long quests, or simply just to find the teachers of various skills. This spell will save you lots of time over the course of the game.


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Toxic Cloud

Spell Type:  Dark - Normal
Bought in:  Shadowspire
Price:  1500
Spell Point Cost:  15

Description:  Lets loose a nasty cloud that slowly drifts towards its target. It lasts until it strikes a living creature, or it disperses. When it hits, it deals 25 damage plus 1-10 points of damage per point of skill in Dark magic. Recovery time is reduced with higher ranks.
Usefulness:  Devlin Arcanus starts with this spell. It is the most powerful spell you'll have for a long time to come!


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Traveler's Boon

Spell Type:  Dark Elf - Expert
Bought in:  Expert level Dark Elves get this ability for free!
Price:  0
Spell Point Cost:  10

Description:  Casts Feather Fall, Torch Light and Wizard Eye at Expert ability. This lasts for a half hour per point of skill for Experts and double that for Masters and Grandmasters.
Usefulness:  Too expensive - it is much cheaper to cast all three spells separately!


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Turn Undead

Spell Type:  Spirit - Normal
Bought in:  Ravenshore, Alvar, Balthazar Lair
Price:  400
Spell Point Cost:  4

Description:  Forces all visible undead to flee in terror for the duration of the spell. The duration is three minutes plus a minute per point of skill in Spirit Magic. Experts and Masters have increased durations, while Grandmasters have reduced recovery times.
Usefulness: A great spell to use when you want to flee, or alleviate the current combat of all undead participants.


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Vampiric Weapon

Spell Type:  Dark - Normal
Bought in:  Shadowspire
Price:  2000
Spell Point Cost:  20

Description:  Enchants an unenchanted weapon to heal the wielder by an amount equal to the damage it inflicts. It lasts for an hour per point of skill in Dark Magic. Grandmasters make the enchantment permanent.
Usefulness:  A nice spell when you at low level, but it loses its edge to enchanted weapons later in the game.


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Water Resistance

Spell Type:  Water - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  300
Spell Point Cost:  3

Description:  This spell gives all your characters an increased water resistance for 1 hour per point of skill in Water magic. The amount increased is equal to your rank times your skill level, so if you have a Grandmaster level 12, you will get a bonus of 48 to your water resistance for 12 hours.
Usefulness:  Useful when fighting lots of aquatic enemies.


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Water Walk

Spell Type:  Water - Expert
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  500
Spell Point Cost:  5

Description:  Allows the party to walk on water for a period of ten minutes per point of skill in Water magic. At Master level, the spell has a duration of an hour per point of skill. At Grandmaster level, the spell has no casting cost. This spell drains one spell per twenty minutes that there is contact to water. This spell can only be used outdoors.
Usefulness:  Extremely useful when exploring bodies of water. Later, it is replaced by the more versatile Fly spell.


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Wing Buffet

Spell Type:  Dragon - Grandmaster
Bought in:  Dragons get it when they hit Grandmaster rank in Dragon Ability
Price:  0
Spell Point Cost:  30

Description:  Pushes all creatures out of melee combat range.
Usefulness:  Useful when you need to run away.


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Wizard Eye

Spell Type:  Air - Normal
Bought in:  Dagger Wound Island, Ravenshore, Alvar
Price:  100
Spell Point Cost:  1

Description:  Shows the locations of creatures for Normal users, items for Experts and interesting places for Masters on the mini map. Grandmaster cast this spell for free.
Usefulness:  This spell should always be in use - with no exceptions!






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Nickman77
Nickman77


Famous Hero
from Poland.
posted December 18, 2001 10:07 PM

Sorry for all prblems with me, but I don`t want to play.
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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 18, 2001 10:08 PM

dude, why not?
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Nickman77
Nickman77


Famous Hero
from Poland.
posted December 18, 2001 10:27 PM

I don`t know. Sorry for register.
I prefer play RPG in real.
With Scorpio Woock and Geralt.
Another reason is my weak English.
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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 19, 2001 02:17 AM
Edited By: Murphy on 23 Dec 2001

oh, cmon, you gotta try at least... if you dont like it, we will just kill you off, no fuss... but you gotta try... if i can read your english, its good enough... please dont ditch us like this....
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Nickman77
Nickman77


Famous Hero
from Poland.
posted December 24, 2001 12:03 PM

I will play.
Can I have some spells??

I`m:
Nickman77
Drow elf
Neutral
Skills: Invisibility and axe and infravision (I don`t know how to write that)
Is that right???
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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 24, 2001 05:14 PM
Edited By: Murphy on 24 Dec 2001

well, we prefer to call it darkvision, but fine... you get those three skills, and me and slava get 4, cuz you have a superior skill... but if ur drow, you automatically get dark elf magic, so enjoy!
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Slava14
Slava14


Promising
Famous Hero
I am 16 now....
posted December 24, 2001 05:18 PM

Yup. That's all correct, but we still need Kiar to start. Where areeeee youuuuu???
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I'm always happy to help.. unless I'm helping myself.

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Wesley
Wesley


Disgraceful
Famous Hero
banned
posted December 24, 2001 06:25 PM
Edited By: Wesley on 24 Dec 2001

Going oftopic..

Hey a question for you all.. We are going to create a game..(Only on paper tought) Aerial and me.. and we need to have many creatures and person..I made many players/heroes/Evil bad guys and other snow. But I also used many of your names..
I made the list for here.. If you don't want your name used or you don't want that I use your name please say it!
If you have tips for some please tell it too..

EVIL
Dajek(Demon/Lord of infernos)
Celfious(Dark Warlock)
Duath Meril(Incubus/Drow Elf)
Xentar(Pit Lord/Torturer of Souls)
Balrog(Balrog)
Viros(Serpent Man)
Draco(Dragon Lord/Human)
Blacky(Black Dragon)
Felica(Sabre Cat)
Cerion(Possessed Dwarf/Old friend Lith Meathor)
Kerberos(Hell Hound)
Dongio(Minotaur Prince)
Basil(Basilisk/Pet of Vasilisk)
Lupin(Gargoyle/ familiar of Celfious)
Golem(Golem/Made by Celfious)
Friza(Frost Queen)
Shae(Ice Elf leader)
Zardos(Frost Giant)
Vasilisk(Merman/King of the swamps)
Morigon(Succubus/Dajeks queen)
Kreegon(Lich King)
Kalisha(Queen Of Death)
Octillia(Sea witch/Octopus Witch)
Dispir(Shade Spy)
Nathasia(Evil Naga)
Morgana(Female orc Assassin)
Fuzzle(Fairy Dragon Spy)
Knightmare(Death Knight/Killer for Hire)
Hagita(Harpy Hag)
Famir(Beholder King/Human)
Vermin(Cursed Pirate/Wererat)
Morphy(Cursed Boy/Doppelganger)
Malkia(Mind Flayer King)
Vladimir(Vampire/High Elf)
Arachna(Half Drow/Half Spider)
Scorpin(Half Human King/Half Scorpion)
Miston(Mist Demon)
Pandoro(Voodoo Priest)
Zarg(Ogre from the Lake)
King Mantis(Cursed king/Mantisoid)
Aculias(Brigand/Paul's Brother)
Garon(Orc Leader)

GOOD
Lord Paul(Paladin/Hero)
Taurix(Bard/Fighter)
Sabre(White Tiger)
Gerdah(Druid)
Entalia(Dryad)
Silva(Silver Dragon/Ex Sorceress)
Jenova(Elvish Girl/sorceress on winged unicorn)
Doc(Gnome)
Woock(Mountain Dwarf/King of dwarves)
Kiar(Centaur Lord)
Talos(Eagle eye/Cursed Archer)
Lith Meathor(Sharpshooter/Half elvish half human)
Milena(Sorceress of elements/Fire)
Merlon(good Wizard/old friend Celfious)
Jiels & Jex(twin hobbits/Thieves for good)
Rikou(barbarian)
Dunco(Forest/green dragon/Pet of Entalia)
Azalia(Exiled Amazone Queen)
Nathan(Escaped Gladiator)

NEUTRALL
Hexa(Guardian of Fire)
Triton(Guardian of Water)
Wispir(Guardian of Light)
Lurkos(Guardian of Earth)
Aerial(Guardian of Air)
Duron Meril(Brother of Duath/Drow Elf)
Luna(Night Elf/Moon Goddess)
Prince Reiko(Winged Weather Angel)
Sir Gootch(Vain champion of humans)
Zud(Troll/Father for Duath Meril)
Djive(Gnoll witch/Teacher for Duath)

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted December 24, 2001 06:48 PM

EVIL
Djive(Fairy Dragon Spy)

Hrmm... Two comments on this one. Djive would be Neutral, not Evil.

And hey, I've created her character only for HC, so make her a Gnoll Witch with a Wand of Zapping. (Capable of turning creatures/heroes into big slimy Toads for three days.) Some information on Djive can be found in my profile. Djive should have her own guild of teaching some magic for witches.

Djive is a gnoll witch preferring forests/swamps as her home. Djive is a lecherous person, although this hasn't really showed in my posts.

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Wesley
Wesley


Disgraceful
Famous Hero
banned
posted December 24, 2001 07:00 PM

Hmm this has a special something..

LOL I made you fairy dragon because.
I wanted your name for some creature..
My first Fairy dragon name was fumble
But then I changed it too Djive.
The fairy dragon is a treator and she is with the good guys.. but she will lead them too some dangerous places blalalalala

but I will change that.. Only I think a Gnoll could be a serious problem for aerial to draw Because He hates wolfs/tigers and other hairy creatures.. sabre would be the only one.. but good. I will ad her..
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Nickman77
Nickman77


Famous Hero
from Poland.
posted December 24, 2001 09:58 PM

can U please write drow elve`s magic for me???
Cuz I doubt Kiar will back very soon.
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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 25, 2001 02:45 AM

lol you expect me to go through that entire list?
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Nickman77
Nickman77


Famous Hero
from Poland.
posted December 25, 2001 11:26 AM

Do I have spells where is written Dark Elf or only Dark???
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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 25, 2001 03:43 PM

only dark elf spells are under your control
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