Bolt Spells
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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.
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Magic Missiles
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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.
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Ball Spells
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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.
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Improved Movement
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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.
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Improved Blade/Axe/Blunt/Staff/Unarmed Skill
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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.
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Improved Bow/X-Bow/Sling Skill
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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.
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Improved Melee Defence
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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.
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Improved Missile Defence
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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.
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Improved Magic Defence
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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.
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Improved Shield Skill
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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.
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Improved Leather/Chain/Plate Skill
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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.
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Improved Streetwise Skill
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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.
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Improved Herblore Skill
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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.
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Improved Haggling Skill
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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.
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Paralyse
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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.
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Mass Paralyse
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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.
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Identify
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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.
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Teleport
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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.
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Town Portal
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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.
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Fighting Sword
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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.
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Power Bolt Spells
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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.
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Power Magic Missiles
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A powerful spell that causes two series of magic missiles to erupt from the casters fingers hitting two opponents
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Combat Curse Spells
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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.
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Combat Bless Spells
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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.
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Gate
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Unknown
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Plane Shift
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Unknown
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