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Section II: Reference Material

Chapter 8: Magic

All spells cost 3 AP to cast and a varying amount of magic points (MP). The basic cost I have listed where known but this is not always the case for some of the spells of higher level. As you increase your ability in the casting skill of the spell itself, class and divinity or magic this number may drop slowly.

We have described most spells on the following pages. Some spells are unknown. This means that no experienced party has ever used the spell. Thus, it is very unlikely that you, as a novice, might be able to cast such spell.

Healer Spells

Healer spells do not require herbs and all healers start out with the spells that they will be able to cast for most of their career. Unlike Magus spells they do not require herbs to be cast, just magic points.

Heal Spells

Heal This is the most important healer spell and will possibly be used the most by your healers. It enables wounds to be cured. The amount of wounds cured varies each time and increases as the character becomes more skilled and has a higher class skill. The basic cost of this spell is 5 MP. This spell can be used in combat but the caster will pick a random target in the party with damage sustained, however by casting it in combat the caster does not use so many AP.
Combat Heal Unknown

Bless Spells

The following spells increase attributes for a specific period of time. As healers increase their divinity, charisma and spell skill scores the duration and the strength of these spells likewise increases.
Note that the effective power and duration of the spell can be seen in the "Temporary Effects" option of the SHOW PARTY screen. The effectiveness of these spells will also vary depending upon the Magical defence of the target being. These spells are not cumulative though several can be active at the same time on a single character.

Bless Strength A useful tactic to use on ones own fighters, casting Bless Strength increases hit points and damage done. It also lowers the encumbrance threshold and therefore reduces movement rates. The basic cost of this spell is again 5MP. Although this spell can be cast in combat it is recommended to cast it on whom you feel will need it first.
Bless Agility Bless Agility is also useful on tactical spell for fighters. It increases hits point, decreases the likelihood of being hit and enhances missile firing. The basic cost of this spell is 5MP.
Bless Endurance A useful tactic to use on ones own fighters, casting Bless Endurance increases hit points. It also lowers the encumbrance threshold and therefore reduces movement rates. The basic cost of this spell is again 5MP. Although this spell can be cast in combat it is recommended to cast it on whom you feel will need it first.
Bless Charisma One of the few spells that doesn't affect hit points, bless charisma is instead useful for your back line. It increases the amount of magic points and may also increase other skills that depend on charisma. However it should be used with a certain degree of care and forethought. At higher levels when the spell duration runs out the magic points are lost again, this can mean that they go below zero and take a significant number of AP's to recover to a positive number. The basic cost of all bless charisma is 5 MP.
Bless Magic This spell increases the Magic ability of the caster enabling more powerful castings of subsequent spells by a Magus. The basic cost is unknown.
Bless Divinity This spell increases the Divine ability of the caster enabling more powerful castings of subsequent spells by a Healer. The basic cost is unknown.

Curse spells

The following spells decrease attributes for a specific period of time. As healers increase their divinity, charisma and spell skill scores the duration and the strength of these spells likewise increases. When cast against the party, and these spells frequently are the effective power and duration of the spell can be seen in the "Temporary Effects" option of the SHOW PARTY screen. The effectiveness of these spells will also vary depending upon the Magical defence of the target being, it is therefore important to increase magical defence as in some of the harder dungeons it is possible to come up against large numbers of spell casting enemies. These spells are not cumulative though several can be active at the same time on a single character. The basic cost of all cursing spells is 5 MP

Curse Strength An offensive spell, with enough healers in the party you may decide to set this spell as a combat option. It reduces the strength of one enemy for a given duration. This not only can reduce the number of current hit points for the opponent making them easier to kill, but it will also reduce their combat effectiveness, reducing their chance to hit and possibly the damage done. Some monsters are spell casters. Certain Shamen and Undead creatures will cast this against the party. This can quickly reduce party hit points below a retreat threshold.
Curse Agility An offensive spell, with enough healers in the party you may decide to set this spell as a combat option. It reduces the agility of one enemy for a given duration. This not only can reduce the number of current hit points for the opponent making them easier to kill, but it will also reduce their combat effectiveness making them easier to hit and reducing there skill during the missile phase of combat. Some monsters are spell casters. Certain Shamen and other creatures will cast this against the party. This can quickly reduce party hit points below a retreat threshold.
Curse Endurance An offensive spell, with enough healers in the party you may decide to set this spell as a combat option. It reduces the endurance of one enemy for a given duration. This will reduce the number of current hit points for the opponent making them easier to kill. Certain Shamen and Undead creatures will cast this against the party. This can quickly reduce party hit points below a retreat threshold.
Curse Charisma An offensive spell that is not often chosen, however it will reduce the effectiveness of enemy spell casters. Certain Shamen and Undead will curse party members with this spell. This will reduce defences against magic in future combats and will decrease the available magic points for healers and magi for the duration. This is not a spell often used by parties as it is only affective against a single opponent and is not as effective as one of the other curse spells.
Curse Magic An offensive spell that will significantly reduce the magical power of the opponent.
Curse Divinity An offensive spell that will significantly reduce the magical power of the opponent.
Holy Wrath Holy Wrath is effective against one opponent. It brings down a bolt of spiritual energy to engulf the opponent. The basic spell costs 30MP and is capable of taking out smaller creatures on its own. This is the spell that will probably do most damage to enemy creatures, but it is far more expensive in terms of MP than a wizard damage-causing spell.
Mass Holy Wrath Mass Holy Wrath is a spell that brings down a sheet of spiritual energy on five opponents. Maybe not as effective as Holy Wrath against the individual targets it does enable a Healer to bring down or weaken multiple opponents quickly. The equivalent spell for Magi are the Ball Spells, but these are cheaper in terms of Magic Points than the 50 MP cost upon first casting this spell.

Magi Spells

All Magi spells require components in order to be able to cast. They can be found in the wilderness but often can be bought in a city for a cost. Some spells you can fail with but we won't be using that cable. Magi can learn new spells by using scrolls.

Bolt Spells These spells produce a bolt to impact upon enemies, this will hit one opponent during the magic phase of the combat. Whilst this spell has an initial cost of 10MP, this reduces as the magus becomes skilled in the casting ability of the spell. It uses two herbs to cast. Some creatures may take extra or less damage from spell depending upon their immunities. There are Fire Bolt, Acid Bolt, Ice Bolt and Lightning Bolt.
Magic Missiles This spell produces several missiles of magical force that impact upon several enemies, this will hit at least three and often more opponents during the magic phase of the combat. Whilst this spell has an initial cost of 20MP, this reduces as the magus becomes skilled in the casting ability of the spell. It uses four herbs to cast. Some creatures may take extra or less damage from spell depending upon their immunities.
Ball Spells These spells produce a ball of fire that engulfs several enemies, this will hit at least three and often more opponents during the magic phase of the combat. Whilst this spell has an initial cost of 30MP, this reduces as the magus becomes skilled in the casting ability of the spell. These spells use three or more herbs to cast. Some creatures may take extra or less damage from spell depending upon their immunities. There are Fire Ball, Acid Ball, Ice Ball, Lightning Ball and Magic Ball.
Improved Movement This spell reduces the cost of moving to the next location, it can be cast on the whole party or just on the slowest individual. The strength and duration of the spell increase as the magus gains in skill.
Improved Blade/Axe/Blunt/Staff/Unarmed Skill This spell will enhance the fighting ability of the target when using a melee weapon of the type in the spell. The strength and duration of the spell increase as the magus gains in skill. Although this spell can be used as a combat option the target is random and unless all your characters are on the front line and are wielding such a weapon the spell may be wasted. The cost of these spells is initially 10MP.
Improved Bow/X-Bow/Sling Skill This spell will enhance the fighting ability of the target when using a missile weapon of the type in the spell. The strength and duration of the spell increase as the magus gains in skill. Although this spell can be used as a combat option the target is random and unless all your characters are wielding such a weapon the spell may be wasted. This spell can be useful in increasing those in the back row's chances of hitting (and therefore increasing from a low skill). The cost of these spells is initially 10MP.
Improved Melee Defence This spell will enhance the fighting ability of the target when defending against enemy blows. This skill is especially useful when avoiding blows altogether. It does not protect the fighter from missile fire at all. The strength and duration of the spell increase as the magus gains in skill. Although this spell can be used as a combat option the target is random and unless all your characters are on the front line the spell may be wasted. The cost of these spells is initially 10MP.
Improved Missile Defence This spell will enhance the ability of the target when defending against enemy missiles. This skill is especially useful when avoiding blows altogether. It does not protect the fighter from melee weapons fire at all. The strength and duration of the spell increase as the magus gains in skill. Although this spell can be set as a combat option the target is random and if always cast will sometimes be cast upon the same person twice. Unlike melee defence it is useful for all characters and anyone in the front or back row can be the target for missiles. The cost of this spell is initially 10MP.
Improved Magic Defence This spell will enhance the defensive ability of the target when defending against enemy magic. This skill will reduce the damage done by the spell, the effectiveness of the curse or the duration of the spell. If the skill is high enough it can sometimes completely negate the effect of the spell. The strength and duration of the spell increase as the magus gains in skill. Although this spell can be set as a combat option the target is random and if always cast will sometimes be cast upon the same person twice. Unlike melee defence it is useful for all characters and anyone in the front or back row can be the target for magic The cost of this spell is initially 10MP.
Improved Shield Skill This spell will enhance the fighting ability of the target when using a shield. The strength and duration of the spell increase as the magus gains in skill. Although this spell can be set as a combat option the target is random and unless all your characters are on the front line and using shields the spell may be wasted. The cost of this spell is initially 10MP.
Improved Leather/Chain/Plate Skill This spell will enhance the fighting ability of the target when wearing armour of the type in the spell. Armour reduces the amount of damage done to the warrior, this skill enables the wearer to maximise that reduction. The strength and duration of the spell increase as the magus gains in skill. Although this spell can be used as a combat option the target is random and unless all your characters are wearing leather armour the spell may be wasted. The cost of this spell is initially 10MP.
Improved Streetwise Skill This spell increases the streetwise ability of the target character for a specific duration. This can be used when in towns to increase the chance of rumours being found. Note that gathering rumours takes 15AP's so the current duration of the spell should be checked in order to maximise the usage before recasting. The cost of this spell is initially 10MP.
Improved Herblore Skill This spell increases the herblore ability of the target character for a specific duration. This can be used when in the wilderness to increase the number of herbs found when searching for spell components. Note that gathering rumours takes 10AP's so the current duration of the spell should be checked in order to maximise the usage before recasting. The cost of this spell is initially 10MP.
Improved Haggling Skill This spell increases the haggling ability of the target character for a specific duration. This can be used when in towns to increase the amount of gold gained when selling items or reducing the cost when purchasing. Note that buying or selling takes 1AP so the current duration of the spell should be checked in order to maximise the usage before recasting to quickly. The cost of this spell is initially 10MP.
Paralyse This spell will paralyse the opponent during the first few rounds of a battle. Depending upon the skill of the magic user and the magical defence of the target the number of rounds will vary. The cost of this spell is initially 30MP.
Mass Paralyse This spell will paralyse several opponents during the first few rounds of a battle. Depending upon the skill of the magic user and the magical defence of the target the number of rounds will vary. The cost of this spell is initially 40MP.
Identify This spell requires one of all eight spell components but it only needs 10 MP.s to be casted. If the spell succeeds it reveals the magical powers of a specific item that the target character holds.
Teleport The spell enables the caster to teleport the whole party (assuming that the target selected is everyone) a number of spaces away from the current location. The maximum distance will vary but is based on the ability of the Magus. The cost of this spell is initially 30MP.
Town Portal Similar to the teleport spell this allows the Magus to teleport the party between named cities in the Old World or New World. It does not allow for travel between the worlds however. Again the distance allowed varies on the level of the Magus, initially this is to the nearer cities. The cost of this spell is initially 30MP.
Fighting Sword This spell launches a devastating physical attack against a single enemy, conjuring a massive sword out of thin air that plunges into the target. The damage done by the sword is increased as the skill of the caster increases. The cost of this spell is initially 30MP.
Power Bolt Spells These spells produce at least two bolts that impact upon enemies, they will hit two opponents during the magic phase of the combat. The damage done is more powerful than the standard bolt spell and increases as the magus becomes skilled in the casting ability of the spell. Some creatures may take extra or less damage from spell depending upon their immunities. There are several versions of the spell: Power Fire Bolt, Power Acid Bolt, Power Ice Bolt and Power Lightning Bolt.
Power Magic Missiles A powerful spell that causes two series of magic missiles to erupt from the casters fingers hitting two opponents
Combat Curse Spells Several different spells of this type are known to exist, but so far no one has located them: Combat Curse Strength, Combat Curse Agility, Combat Curse Endurance, Combat Curse Charisma, Combat Curse Magic, Combat Curse Divinity.
Combat Bless Spells Several different spells of this type are known to exist, but so far no one has located them: Combat Bless Strength, Combat Bless Agility, Combat Bless Endurance, Combat Bless Charisma, Combat Bless Magic and Combat Bless Divinity.
Gate Unknown
Plane Shift Unknown