Mage Spells
Healer Spells

















burst: Mage Spell - Obtained at level 1, casting cost 3 mana

"A low level mage spell, Burst focuses the energy of the caster into a material form, and launches it at the target. The effects of this attack differ based on the caster's divinity..."
The most basic damaging spell in a mage's arsenal. Casts a basic magical projectile at the target of the spell. This projectile causes an amount of damage based on the casters level and int. statistic. The exact form the the projectile depends on the divinity of the caster.

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stoneskin: Mage Spell - Obtained at level 1, casting cost 20 mana

"Stoneskin endows the caster with an aura of protective energy, as if they were made of solid rock."
The target of the spell has their skin magically hardened for a limited period of time. The target's armor stat gains a temporary bonus until the spell wears off.

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unkelming: Mage Spell - Obtained at level 3, casting cost 7 mana

"Uncle Mings Magic Monsterspell! Quick, easy, no-stick monsters in just mere minutes!"
Upon casting this spell the mage is able to summon a single creature. The creature varies depending on the casters divinity. Up to five creatures may be summoned at time. The creature will serve the caster and his companions and attack anything that seems hostile (anything not in the caster's party). If the caster or a member of the casters party should attack the creature, the creature will no longer be under the control of the caster and will attack anything in sight.

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mingster: Mage Spell - Obtained at level 6, casting cost 10 mana

"Ming's Magic Steroids - this spell endows it's target with great strength, making him incredibly powerful in battle!"
The target of the spell recieves a magical boost of might. They target's str. stat gets a temporary bonus until the spell wears off.

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sap: Mage Spell - Obtained at level 6, casting cost 10 mana

"The Sap spell allows the caster to drain physical energy from his opponents, weakening them significantly."
The target of the spell has their strength temporarily drained from them. They target's str. stat gets a temporary penalty until the spell wears off.

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zot: Mage Spell - Obtained at level 9, casting cost 5 mana

no information is available in the acedemia on this spell
An improvement of the burst spell, this spell deals much more damage than its weaker counterpart. Casts a magical projectile at the target of the spell. This projectile causes an amount of damage based on the casters level and int. statistic. The exact form the the projectile depends on the divinity of the caster.

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iwuganti: Mage Spell - Obtained at level 10 (?), casting cost 20 mana

"A centuries old spell originated by the Goblins of the Emagge Forest, this spell is rumored to have the powre to render it's caster INVISIBLE..."
The target of this spell becomes completely transparent for the duration of the spell. They cannot be seen at all. However, they can be detected if they perform any physical action such as attacking, casting other spells, eating or drinking.

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enchant: Mage Spell - Obtained at level 13, casting cost 1/2 of maximum mana

no information is available in the acedemia on this spell
This powerful spell magically enhances a weapon or piece of armor, causing it to glow with magical energy. Weapons become sharper and easier to weild, while enchanted armor is able to absorb much more damage than normal armor. This enhancement of the item is permanent.
There are three levels of enchantment, designated by the glow of the effected item. As the sorcerer advances in experience, they are able to cast the spell to a higher degree. A dull glow signifies the least powerful enchantment, a soft glow is the second level of the ward, and an item shining bright ly has the most powerful form of enchantment. There are rumors of a fourth level of enchantment, where the effected item glows with a brilliant shine, but it is said only the gods themselves are able to cast the spell with such power. Weapons and body armor (robes, breast plates etc.) can have the enchant upgraded by simply casting a more powerful enchant upon the item. Other items, such as helmets and shields, can only be enchanted once and keep the level of enchantment, even if a better enchant is cast upon it.
Exact levels of dull, soft and bright will be added in a few days

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airwalk: Mage Spell - Obtained at level ?, casting cost 15 mana

no information is available in the acedemia on this spell
This spell makes the target of the spell hover a few inches above the ground. This results in nearly no tracks being made by the levitating person, so they cannot be tracked by any person. Rumor has it that soon this spell will allow the magic-user to avoid triggering traps.

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warpdoor: Mage Spell - Obtained at level ?, casting cost 25 mana

no information is available in the acedemia on this spell
Like the unkelming spell, warpdoor summons a creature from another plane of existance into the servitidue of the caster. The spell summons a Midge from the underworlds, a savage creature that is not fooled by illusion or deception - the Midge can attack those hidden in shadows or cloaked in magic.

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shocksphere: Mage Spell - Obtained at level ?, casting cost 10 mana

no information is available in the acedemia on this spell
An even higher evolution of the burst and zot spells, this spell summons pure energy from the ether and blasts the target with deadly force. As with burst and zot , the exact form of the blast varies with the divinity of the caster. A very powerful spell indeed. NOTE: This spell is not available yet.

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mightshield: Mage Spell - Obtained at level ?, casting cost 50 mana

no information is available in the acedemia on this spell
This spell causes the air around the target to crackle with magical energy, deflecting blows and incoming spells alike, much like the stoneskin spell. Mightshield not only protects the target, but everyone in the target's party as well. However, the shield cannot maintain a physical form for long, and dissipates soon after it is casted.


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curel: cleric, paladin & druid Spell - Obtained at level 1 (higher for paladins, casting cost 1 mana

A minor healing spell, Curel allows the caster to cure minor wounds that have been inflicted on the recipient.
Those in close contact with the gods gain the mastery of healing the pains of the wounded. CureL allows the target of the spell to regain a small portion of their health and stamina. The target regains a small amount of health points.


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ray: cleric, & druid Spell - Obtained at level ?, casting cost 5 mana

A potent attack spell, Ray allows a healer to focus a single beam of powerful energy at their opponent.
Those trained in the way of their god know that life in the Realms may prove dangerous. Ray allows the initiate to project a powerful beam of their god's might at their enemies, smiting down those who dare to stand between them and their god. A attack spell.


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jurgen: cleric, paladin & druid Spell - Obtained at level ?, casting cost 10 mana

A healing spell, Curel allows the caster to cure wounds that have been inflicted on the recipient..
Where curel fails, jurgen offers victory. A powerful spell that focus' the power of the caster's god upon the target, knitting broken bones and mending lost limbs. A powerful spell of healing.


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venin: cleric, paladin & druid Spell - Obtained at level ?, casting cost 40 mana

no information is available in the acedemia on this spell
There are many beasts that roam the Realms that can cause serious ill with thier poison. There are even those who coat their weapons with a similar venom. Nonetheless, venin purges the targets body of all toxins and venom, bring relief to those under the effects of poison.


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bless: cleric & paladin Spell - Obtained at level ?, casting cost 1/2 max mana

A small piece of your diety's essence is placed within an object enchanted by this spell
A powerful spell, bless places a tiny piece of the caster's diety's essence into the item to be blessed. The item has special properties against beings of the diety's enemy. In the order of fire, night, earth, storm, ice and fire again,


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soulbind: Cleric Spell- Obtained at level 12, casting cost maximum mana


Perhaps the most famous of all cleric spells, soulbind magically bonds a moonstone to a piece of equipment. The result allows the item to stay with the player when they die, thus avoiding the pain of dropping valuable items at death. A moonstone is required to cast the spell.


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lifetap: Cleric Spell- Obtained at level ?, casting cost 13 mana


Much like curel and jurgen , lifetap heals the wounds of the target of the spell. However, the spell not only effects the target but everyone in the target's party.


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vanos: Cleric Spell- Obtained at level ?, casting cost 20 mana


Vanos is the third level of the healing curel and jurgen spells. Vanos heals the target, restoring a lot of health points.


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haste: Druid Spell- Obtained at level ?, casting cost 40 mana


Haste is a potent druid spell that increaces the speed of the target. The target gains one more attack for the duration of the spell.


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charm: Druid Spell- Obtained at level ?, casting cost 20 mana


Druids are well known for their ability to bring almost any creature under their power. Charm tames an enemy creature, bringing it under the will of the caster.


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faeriefire: Druid Spell- Obtained at level ?, casting cost 25 mana


The recent developement of rogues has forced the research of this spell. Faeriefire causes the target to be wreathed in harmless purple flames. The flames distract the target of the spell, causing their Armor Class to effectivly be lowered for the duration of the spell. In addition, the glow of the flames makes sneaking and hiding impossible - a bane to rogues.


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plantcall: Druid Spell- Obtained at level ?, casting cost 50 mana


An awesome spell, plantcall animates a tree in the vicinity of the druid. The tree will fight for the druid until it is "killed". The type of tree animated depends on the locaion of the druid. The druid must be in a region with trees for the spell to work.


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animorph: Druid Spell- Obtained at level ?, casting cost 60 mana


One of the most impressive of the Druids spells, animorph causes the druid to change form into an animal. While in animal form, the Druid cannot cast spells but is able to attack with ferocity and accuracy. The type of animal the Druid morphs into is dependant on the Druid's divinity. Followers of Targos turn into tigers, followers of Nalyssa turn into panthers, followers of Hommet morph into bears, Druids of Valkyzar turn into wolves and a follower of Alustria has the ability to morph into a mighy lynx.


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