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|11||style="text-align:center;" | [[File: Spell Dark Containment.gif]]<br>Dark Containment||Magic||200||This spell attempts to trap the force of darkness into its victims, hence the name Dark Containment. The target of the spell will suffer from random effects- though certain creatures are immune to this spell.||Slow rate of recovery||Faster recovery rate||Fastest recovery rate
|11||style="text-align:center;" | [[File: Spell Dark Containment.gif]]<br>Dark Containment||Magic||200||This spell attempts to trap the force of darkness into its victims, hence the name Dark Containment. The target of the spell will suffer from random effects- though certain creatures are immune to this spell.||Slow rate of recovery||Faster recovery rate||Fastest recovery rate
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Revision as of 07:56, 18 August 2019

Magic spells that can be encountered in the world of Might and Magic VI. Magic schools, effects, requirements.

Fire Magic

Tier Spell Resist SP Cost Description Normal Expert Master
1
Torch Light
none 1 Torch light increases the radius of light surrounding your party in the dark. Duration 1 hour per point of skill Brighter light Brightest light
2
Flame Arrow
Fire 2/1/0 Creates and fires a single flaming arrow. Unlike most spells, this spell is notoriously inaccurate and has the same chance of hitting as a regular arrow (using your Fire skill as a bonus to hit). The arrow does 1-8 points of damage when it hits. Casting cost 2 spell points Casting cost 1spell point. Quicker recovery rate Casting cost 0 spell points. Quickest recovery rate
3
Protection from Fire
none 3 Increases all your characters’ resistance to fire by an amount equal to your skill in Fire Magic and lasts one hour per point of skill in Fire Magic. 1 point resistance per point of skill 2 points resistance per point of skill 3 points resistance per point of skill
4
Fire Bolt
Fire 4 Launches a burst of fire at a single target. Damage is 1-4 points of damage per point of skill in Fire Magic, but casting cost is low. Firebolt is safe and effective—the “Old Reliable” of the Sorcerer’s arsenal. Moderate recovery rate Faster recovery rate Fastest recovery rate
5
Haste
none 5 Reduces the time it takes to recover from casting a spell or attacking with a weapon. Characters will be weak for six hours after this spell wears off. Duration 1 hour + 1 minute per skill point Spell affects entire party Duration 1 hour + 3 minutes per skill point
6
Fireball
Fire 8 Another Sorcerer’s favorite, fireball targets a single monster, but explodes to hurt anyone else caught in the blast. If your party is too close to the blast, they will be hurt as well. Fireball does 1-6 points of damage per point of skill in Fire Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
7
Ring of Fire
Fire 10 Generates a ring of fire around the party that damages all monsters it contacts. Happily, Ring of Fire is safe and will not damage your own characters. Ring of Fire does six points of damage plus one per point of skill in Fire Magic. Small radius of effect around party Larger radius Quicker recovery rate
8
Fire Blast
Fire 15 Launches streaks of fire in the direction the characters are facing. The bolts only hit monsters that stand in their way, so a little aiming practice will help you get the most benefit from Fire Blast. Fire Blast does 4 points of damage plus 1-3 per point of skill in Fire Magic. Slow rate of recovery and 3 shots Moderate rate of recovery and 5 shots Quick rate of recovery and 7 shots
9
Meteor Shower
Fire 20 Summons flaming rocks from the sky in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell. A single meteor does 8 points of damage plus 1 per point of skill in Fire Magic. This spell only works outdoors. Slow rate of recovery and 8 meteors Moderate rate of recovery and 12 meteors Quick rate of recovery and 16 meteors
10
Inferno
Fire 25 Inferno burns all monsters in sight when cast, excluding your characters. Good for cleaning out rooms full of weak or moderate strength monsters in one or two easy castings. Each monster takes 12 points of damage plus 1 per point of skill in Fire Magic. This spell only works indoors. Slow rate of recovery Faster recovery rate Fastest recovery rate
11
Incinerate
Fire 30 Amongst the strongest direct damage spells available, Incinerate inflicts massive damage on a single target. Only the strongest of monsters can expect to survive this spell. Damage is 15 points plus 1-15 per point of skill in Fire Magic. Slow rate of recovery Faster recovery rate Fastest recovery rate

Air Magic

Tier Spell Resist SP Cost Description Normal Expert Master
1
Wizard Eye
none 1 Wizard Eye causes the automap located in the upper right corner of the main gaming screen to show the locations of monsters and other points of interest while outdoors. The spell lasts 1 hour per point of skill in Air Magic. Only shows terrain and monsters Shows treasure Shows ""points of interest""
2
Static Charge
Elec 2/1/0 Targets a single monster with a jolt of static electricity. It only does 2-6 points of damage, but it always hits. Casting cost 2 spell points Casting cost 1spell point. Quicker recovery rate Casting cost 0 spell points. Quickest recovery rate
3
Protection from Electricity
none 3 Increases all your characters’ resistance to Electricity by an amount equal to your skill in Air Magic. 1 point resistance per point of skill 2 points resistance per point of skill 3 points resistance per point of skill
4
Sparks
Elec 4 Sparks fires small balls of lightning into the world that bounce around until they hit something or dissipate. It is hard to tell where they will go, so this spell is best used in a room crowded with small monsters. Each spark does 2 points plus 1 per point of skill in Air Magic. Moderate recovery rate, 3 sparks Faster recovery rate, 5 sparks Fastest recovery rate, 7 sparks
5
Feather Fall
none 5 Feather Fall prevents your characters from being hurt when falling more than ten feet by slowing the speed of the fall. Feather Fall affects your entire party with one casting and has a duration based on your skill in Air Magic. Duration 5 minutes per point of skill Duration 10 minutes per point of skill Duration 1 hour per point of skill
6
Shield
none 8 Halves damage from incoming ranged attacks (such as rocks and arrows) by slowing the missiles down just before they hit. Duration 1 hour + 5 minutes per point of skill Spell affects entire party Duration 1 hour + 15 minutes per point of skill
7
Lightning Bolt
Elec 10 Sorcerer’s Darling, Lightning Bolt discharges electricity from the caster’s hand to a single target. It always hits and does 1-8 points of damage per point of skill in Air Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
8
Jump
none 15 Jump launches your party up in the air, landing you 60 feet from where you started. Your party takes no falling damage from the jump. Slow recovery rate (faster for high skill ranking) Faster recovery rate Fastest recovery rate
9
Implosion
Phys 20 Implosion is a nasty spell that affects a single target by destroying the air around it, causing a sudden inrush from the surrounding air, a thunderclap, and 10 points plus 1-10 points of damage per point of skill in Air Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
10
Fly
none 25 (+1/5min) Grants the power of flight to your characters! This spell is very expensive and only works outdoors, but it is very useful. Fly will drain one spell point every five minutes it is in use (I.E. when you aren't touching the ground). Duration 5 minutes per point of skill Duration 10 minutes per point of skill Duration 1 hour per point of skill
11
Starburst
Elec 30 Calls stars from the heavens to smite and burn your enemies. Expert and Master ranking in this spell both increase the number of stars called and speed recovery. The damage for each star is 20 points plus 1 per point of skill in Air Magic, and Starburst only works outdoors. Try not to get caught in the blast… Slow recovery rate and 8 stars Faster recovery rate and 12 stars Fastest recovery rate and 16 stars

Water Magic

Tier Spell Resist SP Cost Description Normal Expert Master
1
Awaken
none 1 Automatically awakens all of your characters from a normal sleep and will awaken them from a magical sleep if they haven't had the sleep condition for too long. The greater your skill in Water Magic, the longer the sleep condition could have been present before this spell becomes ineffective. Works if asleep less than 3 minutes per point of skill Works if asleep less than 1 hour per point of skill Works if asleep less than 1 day per point of skill
2
Cold Beam
Cold 2/1/0 Targets a single monster with a field of extreme cold for an instant. It only does 2-6 points of damage, but it always hits. The more skill you have in Water Magic, the faster you will recover from casting Cold Beam. Masters of Water can cast this spell without cost. Casting cost 2 spell points Casting cost 1spell point. Quicker recovery rate Casting cost 0 spell points. Quickest recovery rate
3
Protection from Cold
none 3 Increases all your characters’ resistance to Cold by an amount equal to your skill in Water Magic. This spell lasts for one hour per point of skill in Water Magic. 1 point resistance per point of skill 2 points resistance per point of skill 3 points resistance per point of skill
4
Poison Spray
Pois 4 Sprays poison at monsters directly in front of your characters. Damage is low, but few monsters have resistance to poison, so it usually works. Each shot does 2 points of damage plus 1-2 per point of skill in Water Magic. Moderate recovery rate and 1 shot Faster recovery rate and 3 shots Fastest recovery rate and 5 shots
5
Water Walk
none 5 Only useful outdoors, Water Walk lets your characters walk along the surface of water without sinking. This spell can be very useful, but constantly drains one spell point every 20 minutes while in contact with water. Duration 5 minutes per point of skill Duration 10 minutes per point of skill Duration 1 hour per point of skill
6
Ice Bolt
Cold 8 Fires a single bolt of ice at a single target. It always hits and does 1-7 points of damage per point of skill in Water Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
7
Enchant Item
none 10 Gives a chance to imbue a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Experts manage better enchantments, and only masters can enchant weapons. Weak enchantments only Stronger enchantments Allows enchantment of weapons
8
Acid Burst
Pois 15 Acid burst squirts a jet of extremely caustic acid at a single victim. It always hits and does 9 points of damage plus 1-9 per point of skill. The big advantage of this spell is few monsters are resistant to acid. Moderate recovery rate Faster recovery rate Fastest recovery rate
9
Town Portal
none 20 Town Portal teleports the party to the central fountain of the last town visited. Town Portal has a 10% chance per point of Water Magic skill of working when cast. Outdoors only Indoors OK Works anywhere and gives choice of destination
10
Ice Blast
Cold 25 Fires a ball of ice in the direction the caster is facing. The ball will shatter when it hits something, launching 7 shards of ice in all directions except the caster’s. The shards will ricochet until they strike a creature or melt. Each shard does 12 points of damage plus 1-2 per point of skill in Water Magic. Slow rate of recovery Faster recovery rate Fastest recovery rate
11
Lloyd's Beacon
none 30 Lloyd’s Beacon lets you place a marker at a location you want to teleport back to in the future. Just how far in the future depends on your skill and ranking in Water Magic. Cast this spell whenever you wish to either place a marker or return to one. 1 Beacon, decays in 1 hour per point of skill 3 Beacons, decays in 1 day per point of skill 5 Beacons, decays in 1 week per point of skill

Earth Magic

Tier Spell Resist SP Cost Description Normal Expert Master
1
Stun
Magic 1 Slaps a monster with magical force, forcing it to recover from the stun spell before it can do anything else. Stun also knocks monsters back a little, giving you a chance to get away while the getting is good. The greater your skill in Earth Magic, the greater the effect of the spell. Normal effect Stronger effect Strongest effect
2
Magic Arrow
Phys 2/1/0 Creates and fires a single magical arrow. Unlike most spells, this spell is inaccurate and has the same chance of hitting as a regular arrow (using your Earth Magic skill as a bonus to hit). Also unlike most spells, Magic Arrow is free to cast when you become a Master of Earth. The arrow does 3-8 points of damage. Casting cost 2 spell points Casting cost 1spell point. Quicker recovery rate Casting cost 0 spell points. Quickest recovery rate
3
Protection from Magic
none 3 Increases all your characters’ resistance to magic by an amount equal to your skill in Earth Magic. 1 point resistance per point of skill 2 points resistance per point of skill 3 points resistance per point of skill
4
Deadly Swarm
Phys 4 Summons a swarm of biting, stinging insects to bedevil a single target. The swarm only does 5 points of damage plus 1-3 per point of skill in Earth Magic, but it never misses and the damage is physical, making resistance to this spell unlikely. Moderate recovery rate Faster recovery rate Fastest recovery rate
5
Stone Skin
none 5 Increases the armor class of a character by 5 + 1 point per point of skill in Earth Magic. Duration 1 hour + 5 minutes per point of skill Spell affects entire party Duration 1 hour + 15 minutes per point of skill
6
Blades
Phys 8 Fires a rotating, razor-thin metal blade at a single monster. This spell can miss, and damage and chance to hit rely heavily on Earth Magic skill. The blade does 1-5 points of damage per point of skill in Earth Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
7
Stone to Flesh
none 10 Removes the stoned condition from a character if you cast this spell in time. The greater the skill and rank in Earth Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. Works if stoned less than 3 minutes per point of skill Works if stoned less than 1 hour per point of skill Works if stoned less than 1 day per point of skill
8
Rock Blast
Phys 15 Releases a magical stone into the world that will explode when it comes into contact with a creature or enough time passes. The rock will bounce and roll until it finds a resting spot, so be careful not to be caught in the blast. The explosion causes 1-8 points of damage per point of skill in Earth Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
9
Turn to Stone
Magic 20 Temporarily turns a target to stone. These stone statues are invulnerable to any sort of attack. Duration 5 minutes per point of skill Duration 10 minutes per point of skill Duration 20 minutes per point of skill
10
Death Blossom
Phys 25 Fires a magical stone far into the air that creates a very large and powerful explosion when it lands. The damage is 20 points plus 1 per point of skill in Earth Magic. This spell can only be used outdoors. Moderate rate of recovery Faster recovery, larger radius of effect Fastest recovery, largest radius of effect
11
Mass Distortion
Magic 30 Increases the weight of a single target enormously for an instant, causing internal damage equal to 25% of the monster’s hit points plus another 2% per point of skill in Earth Magic. The bigger they are, the harder they fall. Slow rate of recovery Faster recovery rate Fastest recovery rate

Spirit Magic

Tier Spell Resist SP Cost Description Normal Expert Master
1
Spirit Arrow
Magic 1/1/0 Fires an ectoplasmic bolt of negative spiritual energy at a single target. Spirit arrow can miss, but a higher skill in Spirit Magic increases your chances of hitting. The arrow causes 1-6 points of damage. Moderate recovery Faster recovery Casting cost 0.
2
Bless
none 2 Blessed characters have an increased chance to hit monsters in hand to hand combat and with missiles. A character’s bonus to hit is increased by 5 + 1 per point of skill in Spirit Magic. Duration 1 hour + 5 minutes per point of skill Spell affects entire party Duration 1 hour + 15 minutes per point of skill
3
Healing Touch
none 3 Cheaply heals a single character of 3-7 hit points. Skill increases the recovery rate of this spell. Heals 3-7 points of damage Heals 5-9 points of damage Heals 7-11 points of damage
4
Lucky Day
none 4 Temporarily increases a single character’s Luck statistic by 10 points plus 2 per point of skill in Spirit Magic. Increases luck by 10 points plus 2 per point of skill Increases luck by 10 points plus 3 per point of skill Spell affects entire party
5
Remove Curse
none 5 Removes the cursed condition from a character if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. Works if cursed less than 3 minutes per point of skill Works if cursed less than 1 hour per point of skill Works if cursed less than 1 day per point of skill
6
Guardian Angel
none 8 Sets up a compact with the Higher Powers to resurrect your characters and return them to the last temple you visited upon their deaths. The price for this service is half of the gold your characters have with them at the time of death. Guardian Angel lasts for 1 hour per point of skill in Spirit Magic. Characters are restored to life with 1 hit point each. Characters are restored to life with half their hit points Characters are restored to life with all their hit points
7
Heroism
none 10 Heroism increases the damage a character does on a successful attack by 5 + 1 point per point of skill in Spirit Magic. Duration 1 hour + 5 minutes per point of skill Spell affects entire party Duration 1 hour + 15 minutes per point of skill
8
Turn Undead
Magic 15 Forces all visible undead monsters to flee until the duration of Turn Undead runs out. This spell lasts for 3 minutes plus 3 minutes per point of skill in Spirit Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
9
Raise Dead
none 20 Raises a character from the dead if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the character could have been dead before the “point of no return” is reached. After that, the only way to raise the character short of Divine Intervention is to visit a temple. Casting this spell will leave your character in the weak condition. Works if dead less than 3 minutes per point of skill Works if dead less than 1 hour per point of skill Works if dead less than 1 day per point of skill
10
Shared Life
none 25 Shared Life combines the life force of your characters and redistributes it amongst them as evenly as possible. All current hit points are totaled and 1 extra point per point of skill in Spirit Magic is added to this total. Then the points are distributed back to the characters, with no individual character being allowed to have more points than his maximum total hit points. Adds 1 hit point per point of skill to the pool Adds 2 hit points per point of skill to the pool Adds 3 hit points per point of skill to the pool
11
Resurrection
none 30 Resurrects an eradicated (body destroyed) character if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to resurrect the character is to visit a temple. Casting this spell will leave your character in the weak condition. Works if eradicated less than 3 minutes per point of skill Works if eradicated less than 1 hour per point of skill Works if eradicated less than 1 day per point of skill

Mind Magic

Tier Spell Resist SP Cost Description Normal Expert Master
1
Meditation
none 1 Temporarily increases a single character’s Intellect and Personality statistics by 10 points plus 2 per point of skill in Mind Magic. Increases Intellect and Personality by 10 points plus 2 per point of skill Increases Intellect and Personality by 10 points plus 3 per point of skill Spell affects entire party
2
Remove Fear
none 2 Removes the afraid condition from a character if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. Works if afraid less than 3 minutes per point of skill Works if afraid less than 1 hour per point of skill Works if afraid less than 1 day per point of skill
3
Mind Blast
Magic 3 Fires a bolt of mental force damaging to a single targets’ nervous system. Mind Blast does 5 points of damage plus 1-2 per point of skill in Mind Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
4
Precision
none 4 Temporarily increases a single character’s Accuracy statistic by 10 points plus 2 per point of skill in Mind Magic. Increases Accuracy by 10 points plus 2 per point of skill Increases Accuracy by 10 points plus 3 per point of skill Spell affects entire party
5
Cure Paralysis
none 5 Cures paralysis if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been paralyzed before the ""point of no return"" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. Works if paralyzed less than 3 minutes per point of skill Works if paralyzed less than 1 hour per point of skill Works if paralyzed less than 1 day per point of skill
6
Charm
Magic 8 Calms a single targeted creature and removes any hostile feelings it has towards your characters. If this creature takes any damage, it will immediately become hostile again. Duration 3 minutes per point of skill Duration 6 minutes per point of skill Duration 12 minutes per point of skill
7
Mass Fear
Magic 10 All creatures in the caster’s sight fear the caster and flee. If a creature takes damage while under the influence of this spell, the spell will be broken. Mass Fear will not work on Undead creatures. The duration of Mass Fear is 3 minutes per point of skill in Mind Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
8
Feeblemind
Magic 15 Feeblemind removes the ability of a target to cast spells until this spell wears out. The duration of this spell is 5 minutes per point of skill in Mind Magic Moderate recovery rate Faster recovery rate Fastest recovery rate
9
Cure Insanity
none 20 Cures insanity if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been insane before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. Works if insane less than 3 minutes per point of skill Works if insane less than 1 hour per point of skill Works if insane less than 1 day per point of skill
10
Psychic Shock
Magic 25 Similar to Mind Blast, Psychic Shock targets a single creature with mind damaging magic, only to a much greater effect. Psychic Shock does 12 points of damage plus 1-12 per point of skill in Mind Magic. Slow rate of recovery Faster recovery rate Fastest recovery rate
11
Telekinesis
none 30 Telekinesis lets you manipulate an object at a distance at a strength equal to your character’s skill in Mind Magic. Switches can be thrown, objects picked up, and doors opened with this spell, all from a nice safe distance from those nasty traps. Strength of effect is 1 point per point of skill Strength of effect is 2 points per point of skill Strength of effect is 3 points per point of skill

Body Magic

Tier Spell Resist SP Cost Description Normal Expert Master
1
Cure Weakness
none 1 Cures the weak condition from a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been weak before the “point of no return” is reached. After that, the only way to cure the condition short of Divine Intervention is to visit a temple. Works if weak less than 3 minutes per point of skill Works if weak less than 1 hour per point of skill Works if weak less than 1 day per point of skill
2
First Aid
none 2 Cures 5 hit points on a single target when cast. Recovery is reduced by an amount equal to the caster's skill in Body Magic. Cures 5 hit points Cures 7 hit points Cures 10 hit points
3
Protection from Poison
none 3 Increases all your characters’ resistance to poison by an amount equal to your skill in Body Magic. 1 point resistance per point of skill 2 points resistance per point of skill 3 points resistance per point of skill
4
Harm
Magic 4 Directly inflicts magical damage upon a single creature. Harm does 8 points of damage plus 1-2 per point of skill in Body Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
5
Cure Wounds
none 5 Cures hit points on a single target when cast. The number cured is equal to five plus 2 per point of skill in Body Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
6
Cure Poison
none 8 Cures poison in a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been poisoned before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. Works if poisoned less than 3 minutes per point of skill Works if poisoned less than 1 hour per point of skill Works if poisoned less than 1 day per point of skill
7
Speed
none 10 Temporarily increases a single character’s Speed statistic by 10 points plus 2 per point of skill in Body Magic. Increases Speed by 10 points plus 2 per point of skill Increases Speed by 10 points plus 3 per point of skill Spell affects entire party
8
Cure Disease
none 15 Cures disease in a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been diseased before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple. Works if diseased less than 3 minutes per point of skill Works if diseased less than 1 hour per point of skill Works if diseased less than 1 day per point of skill
9
Power
none 20 Temporarily increases a single character’s Might and Endurance statistics by 10 points plus 2 per point of skill in Body Magic. Increases Might and Endurance by 10 points plus 2 per point of skill Increases Might and Endurance by 10 points plus 3 per point of skill Spell affects entire party
10
Flying Fist
Magic 25 Flying Fist throws a heavy magical force at a single opponent that does 30 points of damage plus 1-5 per point of skill in Body Magic. Slow rate of recovery Faster recovery rate Fastest recovery rate
11
Power Cure
none 30 Cures hit points of all characters in your party at once. The number cured is equal to 10 plus 2 per point of skill in Body Magic. Slow rate of recovery Faster recovery rate Fastest recovery rate

Light Magic

Tier Spell Resist SP Cost Description Normal Expert Master
1
Create Food
none 20 Creates food for all of your characters if you have less real food than would be created by this spell. Creates 1 day + 1 day per 10 points skill Creates 1 day + 2 days per 10 points skill Creates 1 day + 3 days per 10 points skill
2
Golden Touch
none 25 Converts a single item you select in your inventory into gold equal to 40% of the item’s actual value. There is a 10% chance per point of skill in Light Magic that this spell will succeed. If the spell fails, the item is broken. Converts item to 40% gold value Converts item to 60% gold value Converts item to 80% gold value
3
Dispel Magic
none 30 Removes all spells on all creatures in the caster’s sight, both helpful and harmful. Recovery is reduced by an amount equal to skill in Light Magic . Moderate recovery rate Faster recovery rate Fastest recovery rate
4
Slow
Magic 35 Halves the walking speed and doubles the recovery rate of a single monster. Slow makes sure a monster will attack you half as often, and will have a harder time catching up to you if you choose to run. The duration of this spell is 3 minutes per point of skill in Light Magic. Moderate recovery rate Faster recovery rate Fastest recovery rate
5
Destroy Undead
Magic 40 Calls upon the power of Heaven to undo the evil magic that extends the lives of the Undead, inflicting 16 points of damage plus 1-16 per point of skill in Light Magic upon a single, unlucky target. This spell only works on the Undead. Moderate recovery rate Faster recovery rate Fastest recovery rate
6
Day of the Gods
none 45 Simultaneously casts Power, Meditation, Speed, Lucky Day, Precision, and GA on all your characters for one easy payment. Day of the Gods is cast at your skill in Light Magic. All spells cast at twice skill in Light Magic All spells cast at three times skill All spells cast at four times skill
7
Prismatic Light
Magic 50 Inflicts 25 points of damage plus 1 per point of skill in Light Magic on all creatures in sight. This spell can only be cast indoors. Moderate recovery rate Faster recovery rate Fastest recovery rate
8
Hour of Power
none 55 Simultaneously casts Haste, Heroism, Shield, Stone Skin, and Bless on all your characters at your skill in Light Magic. All spells cast at twice skill in Light Magic All spells cast at three times skill All spells cast at four times skill
9
Paralyze
Magic 60 Paralyze temporarily prevents a monster from moving or attacking for the (short) duration of this spell, which is 3 minutes per point of skill in Light Magic. You are free to attack your helpless target 'til your heart's content--paralyzed monsters cannot retaliate. Slow recovery rate Faster recovery rate Fastest recovery rate
10
Sun Ray
Fire 65 Sun Ray is the second most devastating spell in Enroth, concentrating the light of the sun on one unfortunate creature. Since Sun Ray must focus the light of the sun, it can only work outdoors and during the day. Sun Ray does 20 points of damage plus 1-20 per point of skill in Light Magic. Very slow recovery rate Faster recovery rate Fastest recovery rate
11
Divine Intervention
none 70 Once per day during the rising or setting of the sun, you may call upon the heavens to heal your characters of all damage, restore your spell points, and remove all adverse conditions. The gods exact a price, however, aging the caster 10 years for each Divine Intervention. Recovery from this spell is shortend with skill in Light Magic. Only works once per day Only works twice per day Only works three times per day
  • Despite the description, Day of the Gods does not cast Guardian Angel.

Dark Magic

Tier Spell Resist SP Cost Description Normal Expert Master
1
Reanimate
none 20 Reanimate allows you to raise a lifeless creature from the dead (sort of). The spell does not make them grateful or peaceful in any way, but you can always kill them again, if you want. Creature gets 10 hit points per skill point (up to creature's maximum) Creature gets 20 hit points per skill point Creature gets 30 hit points per skill point
2
Toxic Cloud
Pois 30 A poisonous cloud of noxious gases is formed in front of the caster and moves slowly away from your characters. The cloud does 25 points of damage plus 1-10 per point of skill in Dark Magic and lasts until something runs into it. Moderate recovery rate Faster recovery rate Fastest recovery rate
3
Mass Curse
Magic 40 Inflicts the cursed condition on all monsters in the sight of the caster. Duration 2 minutes per point of skill Duration 3 minutes per point of skill Duration 4 minutes per point of skill
4
Shrapmetal
Phys 50 Fires a blast of hot, jagged metal in front of the caster, striking any creature that gets in the way. Each piece inflicts 6 points of damage plus 1-6 per point of skill in Dark Magic. Moderate recovery rate and 3 fragments Faster recovery rate and 5 fragments Fastest recovery rate and 7 fragments
5
Shrinking Ray
Magic 60 Shrinks even the grandest of monsters to more manageable sizes. Duration of this spell is 5 minutes per point of skill in Dark Magic. A shrunken monster deals one half, one third, or one quarter its normal damage while shrunk. Reduces monster size to one half normal Reduces monster size to one third normal Reduces monster size to one fourth normal
6
Day of Protection
none 70 Simultaneously casts Protection from Fire, Electricity, Cold, Poison, and Magic, plus Feather Fall and Wizard Eye on all your characters at your skill in Dark Magic. All spells cast at twice skill in Dark Magic All spells cast at three times skill All spells cast at four times skill
7
Finger of Death
Magic 80 Attempts to immediately slay a single creature by stripping its soul from its body. Finger of Death has a 3% chance per skill point in Dark Magic of working, with Experts and Masters getting 4 and 5% chances respectively. 3% chance of success per point of skill in Dark Magic 4% chance of success per point of skill in Dark Magic 5% chance of success per point of skill in Dark Magic
8
Moon Ray
Magic 90 A powerful spell of Darkness, Moon Ray heals your characters and damages all monsters in sight. It doesn’t do a lot of damage or cure conditions, but it is the only spell that harms all monsters in sight and works outside. Moon Ray is restricted to working outdoors and at night. All monsters take 1-4 points of damage per point of skill in Dark Magic, and all characters heal 1-4 points of damage per point of skill. Slow recovery rate Faster recovery rate Fastest recovery rate
9
Dragon Breath
Pois 100 Dragon Breath empowers the caster to exhale a cloud of toxic vapors that target a single monster and damage all creatures nearby. This spell is the most powerful damage spell in the lands, doing 1-25 points of damage per point of skill in Dark Magic. Slow recovery rate Faster recovery rate Fastest recovery rate
10
Armageddon
Magic 150 This spell is the town killer. It can only be cast once per day by Apprentices to Dark Magic, and only outdoors at that. Armageddon inflicts 50 points of damage plus 1 point of damage for every point of Dark skill your character has to every creature on the map, including all your characters. Can only be cast once per day Can only be cast twice per day Can only be cast three times per day
11
Dark Containment
Magic 200 This spell attempts to trap the force of darkness into its victims, hence the name Dark Containment. The target of the spell will suffer from random effects- though certain creatures are immune to this spell. Slow rate of recovery Faster recovery rate Fastest recovery rate