Spell Descriptions

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The spell descriptions in this section of the Online Help Files are arranged in alphabetical order to assist you in finding a particular spell. This listing contains all spells available to all magic users, but not every spell is usable by every magic user. A list of spells by occupation also is available.


Thief List

Thaumaturge List

Wizard List


Remember that most spells must be warmed before use. If, after you have warmed a spell, you use the "rest" text command, cast the Cure spell on yourself, or drink balm, the warmed spell will be canceled. Similarly, if you take more than one-sixth your remaining hit points at one time, the spell will be canceled and will have to be warmed again.


Note that with many offensive spells, the target of the spell may have some inherent ability to resist the spell, in which case the target would be unaffected. Thus, even though the spell is cast successfully, the desired results will not be apparent, through no fault of the spell caster. Magic skill gain still will be accrued.


Each of the following descriptions features a heading that indicates the users of the spell, the magic skill level that applies to the spell, the magic points required to cast the spell, the spell class, and the cost charged for the spell by a trainer. Spell classes are:


  • Character spells that are cast on yourself, another player character, a creature or a group of creatures;
  • Path spells that are cast in some geographic direction, into a location, or along a path; and
  • Self spells that may be cast only on yourself.


Note that Thaumaturges may try to cast a spell with a higher skill-level rating than their own skill level, if the spell is recorded in their Spell Book. But, the more advanced a spell is beyond the Thaumaturge's skill level, the less chance it will succeed. Skill gain will accrue to the Thaumaturge whether or not the spell succeeds.


Banish Spell

Spell User: Thaumaturge Skill Level: 7 Magic pts: 7 Spell Class: Character Cost: 6,400


Thaumaturges use this spell to banish a demon or phantasm, returning it to whence it came (see Summon Demon/Summon Phantasm). First warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over the target creature, and left click once to cast the spell. If you mistakenly attempt to apply the spell to a non-demon or non-phantasm, the spell will fail and magic points will be lost. If you are targeting a demon that you have summoned previously, casting this spell will return the demon to the eternal flames. If you attempt to banish a demon summoned by someone else, the demon may or may not be banished, depending upon the relative strength of your willpower against the demon's willpower.


Blind Spell

Spell User: Thaumaturge Skill Level: 3 Magic pts: 4 Spell Class: Character Cost: 0


Thaumaturges use this spell to cause temporary blindness in an individual. First warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over the target creature and left click once to cast the spell. Most creatures will just wander about aimlessly if they are blinded, and will be unable to attack.


Blind Resistance Spell

Spell User: Thaumaturge Skill Level: 11 Magic pts: 11 Spell Class: Self Cost: 4,000


This spell gives you better odds of saving against the effect of a blindness spell. Saving against a blindness spell means that you will not be blinded. The effects of the resistance spells are very subtle, and highly dependant upon the power of the attacker's magic versus the defender's experience level. Since everyone already has some degree of natural resistance to magic, and resistance spells merely boost this natural resistance by a small amount (usually 3 or 4), the benefits are not always immediately apparent. For example, if your natural resistance would result in a 10 in 20 chance of saving against a harmful spell, a resistance spell would increase that to a 13 in 20 chance. To cast this spell, first warm it, then double left click on the spell icon in the warmed-spell rack. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level. This is a personal spell that will only affect the person casting the spell.


Bonfire Spell

Spell User: Wizard Skill Level: 3 Magic pts: 4 Spell Class: Path Cost: 0


Wizards use this spell to create a small bonfire, which covers a single space and burns for a period of time governed by the Wizard's skill level. The damage done by the bonfire is comparable to that of a fireball. Bonfires are useful for destroying corpses and spider webs, and blocking passageways. First warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing only through places you can see.


Breathe Water Spell

Spell User: Wizard Thief Skill Level: 3 3 Magic pts: 6 6 Spell Class: Character Character Cost: 500 500


Thieves and Wizards use this spell to gain the ability to breathe water. You may cast this spell on yourself or another person. First, warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over your character's icon, and left click once to cast the spell. To cast the spell on another person, place the crosshair over the target character's icon, and left click once to cast the spell. The spell icon will appear in the active-spell rack for as long as the spell is in effect. Using this spell, you can remain in the water for about five minutes without drowning, regardless of how much you are carrying. When the spell expires, you will have to swim, dive, move to dry land, or recast the spell (or drown). Magic items that contain the spell of Breathe Water (e.g., a ring) will give the same capability while the item is worn. The spell does not have to be cast in this case.


Close/Open Door Spell

Spell User: Wizard Thief Skill Level: 2 2 Magic pts: 3 3 Spell Class: Path Path Cost: 50 50


Thieves and Wizards use this spell to close or open a door from a distance, which is useful whenever you want to know what is on the other side of a door, but don�t dare walk through it to see. First warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. This spell will not open secret doors or locker doors, nor will it close a door if a creature or character is standing in the targeted doorway.


Concussion Spell

Spell User: Wizard Skill Level: 8 Magic pts: 10 Spell Class: Path Cost: 1,000


Wizards use this spell to create an explosion which can stun and maim creatures caught within the blast radius; it can also knock down walls and doors. The power of the explosion becomes greater as the Wizard�s magic skill increases. The blast radius also increases with the Wizard' s magic skill level. The full power blast of an eighth level wizard may pulverize stone walls inside the blast radius. Wizards using this spell must be careful, since the radius of the blast can be 30 feet or more for advanced Wizards. Careless use might produce more devastation than desired. To cast the spell, first warm it then double left click on the spell icon in the warmed-spell rack. The mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex.


Create Lava Spell

Spell User: Wizard Skill Level: 19 Magic pts: 33 Spell Class: Path Cost: 30,000


Wizards use this spell to create a flowing mass of molten rock three spaces wide and of variable length. The total length of the lava flow is dependent upon the Wizard�s magic skill level. The temperature of the lava is not nearly as hot as that produced by an actual volcano, so it tends to be already somewhat congealed. The lava flow advances one to two spaces at a time, and it can knock people down. First warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor changes to a crosshair. Beginning from one of the eight spaces adjacent to the Wizard, click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The lava will flow away from your character in the chosen direction. Note: The initial space where the spell is cast cannot be solid, i.e., a wall, mountain, secret door, etc. If the initial space is not empty, the spell will begin in the space the Wizard is standing in, with . . . unpredictable results.


Create Portal Spell

Spell User: Wizard Thief Skill Level: 5 5 Magic pts: 5 5 Spell Class: Path Path Cost: 400 400


Thieves and Wizards can gain the ability to create a short-lived opening through any normally impassable material, with only a few exceptions. First, warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Portals can only be created in hexes adjacent to the spell caster. Click on an adjacent hex for the spell to target. Cast the spell by double left clicking on the target hex � i.e., the wall in which you wish to create an opening. The spell creates a hole in a wall, which lasts for a number of rounds proportional to the magic skill level of the spell caster. Take care not to be standing in the portal when it closes!


Create Snake Spell

Spell User: Thaumaturge Skill Level: 10 Magic pts: 7 Spell Class: Character Cost: 800


Thaumaturges use this spell to convert an object into a snake. Whatever item you are holding in your right hand when you cast the spell will be converted into a snake, which will then attack the targeted enemy. First warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over the target creature or creatures, and left click once to cast the spell. The more valuable the item, the longer the snake will last. When the spell's energy is used up, the item reverts to its original form.


Create Web Spell

Spell User: Wizard Skill Level: 5 Magic pts: 4 Spell Class: Path Cost: 100


Wizards use this spell to create a web similar to a web made by a spider. This web prevents creatures from passing through it, and may immobilize creatures standing in it. As with Bonfire, you may direct the spell to any place that you can see. The web covers a ten by ten foot area. The web has a long duration, but it may be also be burned or dispelled. First warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex, where you wish to create a web. The path must lead to a place you can see, passing only through places you can see.


Cure Spell

Spell User: Thaumaturge Knight Skill Level: 5 na Magic pts: 3 3 Spell Class: Character Character Cost: 0 0


Thaumaturges and Knights can heal physical damage with this spell. Each time the Cure spell is cast successfully, the recipient of the spell will immediately regain missing hit points. When the spell is cast by a Thaumaturge, the recipient will gain (if the gods are willing) a minimum of 60-80% of missing hit points, or a number of hit points equal to twice the Thaumaturge's magic skill level, whichever is greater. When the spell is cast by a Knight, the recipient will gain a minimum of 60-80% of missing hit points, or a number of hit points equal to the Knight's experience level, whichever is greater. The Knight's Cure spell will not fail, except for a lack of sufficient magic points. Thaumaturges To cast this spell on yourself, first warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over your character's icon, and left click once to cast the spell. To cast the spell on another person, place the crosshair over the target character's icon, and left click once to cast the spell. Knights

To cast this spell on yourself, double left click on the spell icon. The mouse cursor will change to a crosshair; place the crosshair over your character's icon, and left click once to cast the spell. To cast the spell on another person, place the crosshair over the target character's icon, and left click once to cast the spell. Knights, unlike Thaumaturges, must be in the same hex as the player or creature they are healing.


Curse Spell

Spell User: Thaumaturge Skill Level: 1 Magic pts: 3 Spell Class: Character Cost: 0


The Thaumaturges� basic attack spell inflicts physical damage upon a creature from a distance. First, warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over the target character's icon, and left click once to cast the spell. The Curse spell will typically do four times the magic skill level of the Thaumaturge in hit points of damage, and is a powerful weapon when used by an advanced Thaumaturge.


Darkness Spell

Spell User: Wizard Thief Skill Level: 4 4 Magic pts: 4 4 Spell Class: Path Path Cost: 300 300


Thieves and Wizards use this spell to create regions of darkness. First place the Darkness spell icon in the warmed-spell rack. When the spell is warmed, double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the target hex, which will serve as the center of the shroud of darkness. Wizards who reach Skill Level 5 (Apprentice to Illusions) can control the power of the spell. If you wish to adjust the spell's power, you must do so before you warm the spell. Open the spell palette and left click once on the Darkness spell icon; use the intensity bar on the spell palette to adjust the power of the spell. After adjustment, warm and cast the spell the same as described above. Both the radius and the duration of the region of darkness are varied by the power of the spell (the intensity of the darkness is constant). The maximum radius and duration of the darkness will increase with your magic skill level. Thieves cannot vary the power of their Darkness spell.


Death Spell

Spell User: Thaumaturge Skill Level: 7 Magic pts: 6 Spell Class: Character Cost: 0


Thaumaturges use this spell to cause destruction of the internal organs of a targeted victim. It is one of the most potent spells known. First, warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over the target character's icon, and left click once to cast the spell. If the spell is cast at a group, it will affect one of the group members chosen at random. A death spell will typically do ten times the magic skill level of the Thaumaturge in hit points of damage.


Death Resistance Spell

Spell User: Thaumaturge Skill Level: 16 Magic pts: 17 Spell Class: Self Cost: 8,000


This spell gives you better odds of saving against the effect of a death spell. Saving against a damaging spell such as a death spell means that you will take only half damage instead of full damage. The effects of the resistance spells are very subtle, and highly dependant upon the power of the attacker's magic versus the defender's experience level. Since everyone already has some degree of natural resistance to magic, and resistance spells merely boost this natural resistance by a small amount (usually 3 or 4), the benefits are not always immediately apparent. For example, if your natural resistance would result in a 10 in 20 chance of saving against a harmful spell, a resistance spell would increase that to a 13 in 20 chance. To cast this spell, first warm it, then double left click on the spell icon in the warmed-spell rack. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level. This is a personal spell that will only affect the person casting the spell.


Disintegrate Spell

Spell User: Wizard Skill Level: 10 Magic pts: 12 Spell Class: na Cost: 6,000


Wizards use this spell to cause all items laying on the ground within view to be vaporized. Disintegrate does not affect living creatures, nor does it affect recent corpses or very valuable items. First warm the spell, then double left click on the spell icon in the warmed-spell rack to cast the spell. Note that items being carried or worn by yourself or other creatures are not affected. This spell is useful for getting rid of items that a Wizard has already looked at.


Dispel Illusion Spell

Spell User: Wizard Skill Level: 9 Magic pts: 7 Spell Class: Path Cost: 500


Wizards can dispel any illusion that is active within a targeted ten foot area adjacent to the Wizard. The spell is cast in the same manner as the Illusion spell, and can be cast into any of the eight spaces surrounding the Wizard. First warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex, which would be any hex containing the illusion you wish to dispel, as long as that hex is among the eight surrounding your character. This spell is used for eliminating illusory fire, walls blocking passageways, and other enchantments created by a Wizard�s Illusion spell. Dispel Illusion always succeeds, regardless of the magical resistance of the terrain, whereas using another illusion to overcome an existing illusory obstacle requires overcoming the resistance of the obstacle. Dispel Illusion returns the area to the ground state.


Dragon Breath Spell

Spell User: Wizard Skill Level: 16 Magic pts: 18 Spell Class: Path Cost: 12,000


Wizards can magically exhale a cone of destructive energy identical to that of a true dragon, selecting a breath of fire, of electricity or of ice. The path of destruction is 10 feet wide at its initial point, 50 feet wide at its base, and 30 feet long. You select the desired breath type by choosing the desired spell icon on the spell palette; you may also adjust the spell's intensity using the intensity bar. If you wish to adjust the spell's power, you must do so before you warm the spell. Open the spell palette and left click once on the desired Dragon Breath spell icon; use the intensity bar on the spell palette to adjust the power of the spell. After adjustment, warm the spell by double left clicking on the selected spell icon. Then, double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex, which must be one of the eight spaces surrounding your character. Note: If the selected space contains solid terrain, such as a mountain or a wall, the spell will begin in the Wizard�s space and extend outward in the direction opposite to the desired direction. The spell typically does twice the standard damage of the respective energy forms based upon the magic skill level of the Wizard.


Enchant Spell

Spell User: Knight Skill Level: na Magic pts: 3 Spell Class: na Cost: 0


A Knight may magically enchant a weapon, dramatically increasing its effectiveness. This spell need only be thrown once on a weapon to bring the weapon to its maximum magical potency. The spell will work only on an item that originally was a normal weapon. It will fail on armor, flame staves, potions and any other esoteric items. You must be holding the weapon you wish to enchant in your right hand when you cast the spell. Double left click on the spell icon to cast the spell. The minimum experience level required to enchant an item depends on the type of item; in essence, the power required depends on the amount and kind of metal in the weapon: Exp. Level Weapons that can be enchanted

8 Mace, hammer 9 Sword, dagger, rapier, shuriken 10 Greatsword 11 Halberd

Be forewarned that casting enchant weapon on an already enchanted weapon can have dire consequences. Enchanting feeds the weapon with part of the Knight�s soul, and therefore, that weapon can be used by only that Knight. Excessive use of the Enchant spell will lead to premature aging.


Fear Spell

Spell User: Thaumaturge Skill Level: 2 Magic pts: 4 Spell Class: Character Cost: 0


Thaumaturges use this spell to create fear in the hearts of the enemy, and cause them to run away. Of course, there are creatures that know no fear, and thus are unaffected by this spell; fortunately, they are the exception rather than the rule. First warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over the target creature or creatures, and left click once to cast the spell.


Fear Resistance Spell

Spell User: Thaumaturge Skill Level: 9 Magic pts: 9 Spell Class: Self Cost: 1,000


This spell gives you better odds of saving against the effect of a fear spell. Saving against a fear spell means that you will not suffer the effects of the spell. The effects of the resistance spells are very subtle, and highly dependant upon the power of the attacker's magic versus the defender's experience level. Since everyone already has some degree of natural resistance to magic, and resistance spells merely boost this natural resistance by a small amount (usually 3 or 4), the benefits are not always immediately apparent. For example, if your natural resistance would result in a 10 in 20 chance of saving against a harmful spell, a resistance spell would increase that to a 13 in 20 chance. To cast this spell, first warm it, then double left click on the spell icon in the warmed-spell rack. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level. This is a personal spell that will only affect the person casting the spell.


Feather Fall Spell

Spell User: Thief Skill Level: 9 Magic pts: 8 Spell Class: Self Cost: 20,000


Thieves cast this spell, which will prevent any damage from falling 5,000 feet or less. First warm the spell, then double left click on the spell icon in the warmed-spell rack. This is a personal spell that can only be cast on the Thief. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level.


Find Secret Doors Spell

Spell User: Wizard Thief Skill Level: 5 5 Magic pts: 4 4 Spell Class: na na Cost: 400 0


Thieves and Wizards use this spell to open all the secret doors in the immediate vicinity for a finite amount of time. First warm the spell, then double left click on the spell icon in the warmed-spell rack to cast the spell. Any secret doors within sight will pop open. Secret doors will close automatically after a period of time, unless a creature or player is standing in the doorway.


Fireball Spell

Spell User: Wizard Skill Level: 6 Magic pts: 5 Spell Class: Path Cost: 600


Many Wizards consider this their most important spell. Fireball, in its simplest form, causes a three-by-three-hex area (30 feet by 30 feet) to be engulfed in fire. Any creatures standing in the blast will take damage from the flames (assuming they are not fire resistant). The spell typically does five times the magic skill level of the Wizard in hit points of damage. If thrown through or over an illusion, the fireball is weakened by the magical resistance of the terrain. To throw a fireball, first warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing only through places you can see. If you are not equipped with some form of fire protection, pay careful attention to where the three-by-three area will fall. When the Wizard becomes a Shaper of Fire (Skill Level 6), the radius of the fireball can be varied. If you wish to adjust the radius, you must do so before you warm the spell. Open the spell palette and left click once on the Fireball spell icon; use the intensity bar on the spell palette to adjust the power of the spell. After adjustment, warm and cast the spell as described above. The intensity of the flames will increase as the radius is decreased, and vice versa.


Fire Bolt Spell

Spell User: Wizard Skill Level: 12 Magic pts: 10 Spell Class: Path/Character Cost: 5,000


Wizards casting this spell create a stream of fire, originating from the fingertips, that travels along a specific path. The stream of fire affects every creature in its path unless those creatures are immune to fire. To throw a fire bolt, first warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing through only places you can see. A fire bolt does not have to follow a straight line; it may bend at a 90-degree angle for each space it moves through, but it can never turn back toward you. If the fire bolt strikes solid terrain -- a wall, for example -- or if the path is invalid, the fire bolt will terminate before it travels the full distance of the specified path. The higher the Wizard's magic skill, the longer the length of the fire bolt that can be created. The following table shows Wizard skill titles and associated fire bolt lengths: Skill Level/Title Length (in contiguous hexes)

12 - Master of Illusions 6 13 - Master of Air 7 14 - Mage 7 15 - Lord of Fire 8 16 - Lord of Illusions 8 17 - Lord of Air 9 18 - Archmage 9 19 - Magus 10

A fire bolt typically does damage equal to eight times the magic skill level of the Wizard. When the Wizard becomes a Lord of Fire (Skill Level 15), the spell may be directed at a creature in lieu of specifying a path. After warming the spell, double left click on the spell icon. The mouse cursor will change to a crosshair; place the crosshair over the targeted character's icon and left click once to cast the spell.


Firestorm Spell

Spell User: Wizard Skill Level: 15 Magic pts: 16 Spell Class: Path Cost: 10,000


Wizards use this spell to create an immobile locus of fire in the space specified by the Wizard. Each round that the firestorm exists, a fireball will strike the spot in which it is cast; in addition, the firestorm will throw off a number of fireballs in random directions, up to three spaces away. Both the duration of the firestorm and the number of fireballs it produces are directly related to the Wizard�s magic skill level. To create a firestorm, first warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing through only places you can see.


Hide Door Spell

Spell User: Thief Skill Level: 7 Magic pts: 9 Spell Class: Path Cost: 1,200


Thieves use this spell to magically conceal a door (the door must be closed). To hide a doorway, first warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex -- the location of the door to be hidden. The path must lead to a place you can see, passing through only places you can see. The hidden door can be opened by a search command or a Find Secret Door spell. When opened, the hidden doorway returns to normal visibility.


Hide in Shadows Spell

Spell User: Thief Skill Level: 1 Magic pts: 3 Spell Class: Self Cost: 0


Only Thieves have this personal spell, which enables the Thief to hide in the shadows and remain invisible to other players. Players or creatures who are not in the same space, or in an adjacent space, have only a small chance of spotting the Thief in any given round. The odds of being spotted depend on the Thief�s magic skill level and dexterity, as well as the other player�s or creature�s abilities. If the other player or creature is also a Thief, the odds of hiding successfully are reduced considerably. First warm the spell, then double left click on the spell icon in the warmed-spell rack. This is a personal spell that can be cast only on the Thief. The spell icon appears in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level. The spell will stay in effect as long as you are wearing no armor heavier than leather, are wielding no large weapons, and remain next to a wall or some other solid terrain that casts shadows. If you are hit by anything, or step away from a wall, the spell is broken. The spell is not broken if you are seen.


Ice Spear Spell

Spell User: Wizard Skill Level: 14 Magic pts: 14 Spell Class: Character Cost: 15,000


Wizards use this spell to direct a large, sharp, high speed projectile of ice at a creature. The velocity of the ice shard is such that it is never blocked by armor. To throw an ice spear, first warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over the icon of the poor, unfortunate creature that you wish to strike down with the spell. Left click once to cast the spell. This spell will do about twelve times the Wizard�s magic skill level in hit points of damage. Ice spear will affect even those creatures that are normally immune to cold, since not many of them are also immune to being struck by a high velocity piece of ice.


Ice Storm Spell

Spell User: Wizard Skill Level: 7 Magic pts: 6 Spell Class: Path Cost: 800


Wizards may create ice storms, in which raging winds and massive hailstones batter creatures to pulp. An ice storm is cast in exactly the same manner as fireball, and affects the same size area (30 by 30 feet), but is about 50 percent more powerful. A concentrated ice storm is among a Wizard�s more powerful offensive spells. First warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing through only places you can see. When the Wizard becomes a Shaper of Ice, the radius of the ice storm can be controlled. If you wish to adjust the spell's power, you must do so before you warm the spell. Open the spell palette and left click once on the Ice Storm spell icon; use the intensity bar on the spell palette to adjust the power of the spell. After adjustment, warm and cast the spell as described above. The intensity of the storm will increase as the radius is decreased, and vice versa.


Identify Spell

Spell User: Thief Skill Level: 3 Magic pts: 3 Spell Class: na Cost: 200


Thieves use this spell to find out exactly what almost any unknown item is. You must be holding the unknown item in your right hand when you cast the spell. First warm the spell, and then double left click once on the spell icon to cast the spell. A description of the unknown item will appear in the main viewport. A general class of items that the Identify spell will not work on are articles of clothing, such as armors and animal pelts. Animal pelts do not have a specific spell associated with them, but often times retain some of the magical properties of the creature from whence the hide came. Vermeil rings also enable non-magic users to identify items; while holding the unknown item in the right hand, open the ring display in the secondary viewport. Locate the vermeil ring on the appropriate hand, and double left click on the ring to cast the spell. A description of the unknown item will appear in the main viewport. In either case, the Identify spell gives only a description of the unknown item; it will not give its value. Value can be determined by getting an appraisal from a shop keeper in town. The Identify spell will also reveal the spell power of magical items (where applicable), and combat add ratings for superior weapons. These attributes are not apparent when just looking at an item. This spell is advantageous to the Thief in that it frees up a ring finger.


Illusion Spell

Spell User: Wizard Skill Level: 9 Magic pts: 9 Spell Class: Path Cost: 2,000


Wizards use this family of spells on their surroundings by changing the appearance of the physical nature of the terrain. Possible illusions are: wall sea bridge ruins empty fire ice

Warm the spell by double left clicking on the selected Illusion spell icon. After the spell is warmed, double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Illusions can only be created in hexes adjacent to the spell caster. Cast the spell by double left clicking on the target hex. Illusions can remain in place for hours, but may be dispelled or canceled out by other illusions. For example, casting the illusion of fire will create the appearance of a raging fire in the specified area. So true-to-life are the illusions that some creatures of Kesmai believe them to be real, and they may avoid illusions they consider dangerous.


Light Spell

Spell User: Thaumaturge Knight Wizard Skill Level: 3 na 3 Magic pts: 3 3 3 Spell Class: Path Path Path Cost: 0 0 200


Thaumaturges, Wizards and Knights use the Light spell to dispel darkness and to frighten the undead. The spell can actually destroy weak undead creatures such as skeletons. Thaumaturges and Wizards must warm the spell before casting it; Knights do not have to warm spells. Thaumaturges and Wizards should note that, strictly speaking, the Light spell is not an attack spell, as it can also be used to illuminate areas of darkness. The fact that it may destroy undead creatures is an interesting side effect; thus, no experience points are gained when these creatures are killed with the Light spell. Thaumaturges and Wizards

To cast this spell, first warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing through only places you can see. Once a Thaumaturge reaches the fifth skill level (Healer), the radius of the light can be varied. If you wish to adjust the spell's power, you must do so before you warm the spell. Open the spell palette and left click once on the Light spell icon; use the intensity bar on the spell palette to adjust the power of the spell. After adjustment, you may warm the spell and proceed to cast it. The effect of the light on undead beings will increase as the radius is decreased, and vice versa. Knights

To cast this spell, double left click on the spell icon; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing through only places you can see. Knights cannot vary the radius of the Light spell.


Lightning Bolt Spell

Spell User: Thaumaturge Skill Level: 6 Magic pts: 5 Spell Class: Path/Character Cost: 0


Thaumaturges use this spell to summon a bolt of lightning, which emanates from the air above the target, and strikes everything within the 10-by-10 region of effect. A lightning bolt typically will do six times the magic skill level of the Thaumaturge in hit points of damage. The effect of a lightning bolt is not influenced by the nature of the terrain over which it is thrown, with the exception of water. Lightning is thrown by the Thaumaturge at a target space by defining a path to it. To throw a lightning bolt, first warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing only through places you can see. A word of warning: if you path this spell over water, the lightning bolt will not cross the water and will instead strike the last hex before the water. Thaumaturges may have to lead a target to hit it with a lightning bolt, which sometimes makes the spell difficult to use. When a Thaumaturge gains the title of Seer at the ninth skill level, the spell may be directed at a creature in lieu of specifying a path. After warming the spell, double left click on the spell icon. The mouse cursor will change to a crosshair; place the crosshair over the targeted character's icon. Left click once to cast the spell.


Lightning Lance Spell

Spell User: Wizard Skill Level: 17 Magic pts: 20 Spell Class: Path/Character Cost: 20,000


Wizards cast this spell to create a tongue of electricity, which leaps from the Wizard�s finger at a creature, or alternately traces a path specified by the Wizard in the same manner as Fire Bolt. This spell differs from the Thaumaturge's Lightning Bolt spell in that it extends horizontally from the Wizard�s hand, as opposed to the lightning bolt's vertical strike. To throw a lightning lance, first warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing through only places you can see. Like a fire bolt, a lightning lance does not have to follow a straight line; it may bend at a 90-degree angle for each space that it moves through, but it can never turn back toward you. Care must be taken to ensure that the initial space the lightning lance is created in is not some solid terrain, such as a mountain or a wall. Alternatively, the Wizard may cast this spell at a creature as long as the creature is within the Wizard�s sight. After warming the spell, double left click on the spell icon. The mouse cursor will change to a crosshair; place the crosshair over the targeted character's icon. Left click once to cast the spell. Creatures in intervening spaces also will be electrocuted. It should be noted that casting a lightning lance at a drake will only irritate it, since drakes are immune to electricity. This spell typically does about 12 times the Wizard�s magic skill level in hit points of damage. Beware of casting a lightning lance at a creature charging into the same space you are standing in; the results can be shocking.


Lightning Resist Spell

Spell User: Thaumaturge Skill Level: 13 Magic pts: 13 Spell Class: Self Cost: 6,000


This spell gives you better odds of saving against the effects of lightning. Saving against a damaging spell such as lightning means that you will take only half damage instead of full damage. The effects of the resistance spells are very subtle, and highly dependant upon the power of the attacker's magic versus the defender's experience level. Since everyone already has some degree of natural resistance to magic, and resistance spells merely boost this natural resistance by a small amount (usually 3 or 4), the benefits are not always immediately apparent. For example, if your natural resistance would result in a 10 in 20 chance of saving against a harmful spell, a resistance spell would increase that to a 13 in 20 chance. To cast this spell, first warm it, then double left click on the spell icon in the warmed-spell rack. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level. This is a personal spell that will only affect the person casting the spell.


Lightning Storm Spell

Spell User: Thaumaturge Wizard Skill Level: 18 18 Magic pts: 32 32 Spell Class: Path Path Cost: 25,000 25,000


Thaumaturges and Wizards both use this spell, which is similar to Firestorm in that it also creates an immobile locus of energy. Whereas the energy of a firestorm is fire, the energy of a lightning storm is electricity. For the time that the lightning storm exists, lightning bolts will strike the spot in which it resides; in addition, the spell will throw off a number of lightning bolts in random directions, up to two spaces away. Both the duration of the lightning storm and the number of lightning bolts it produces are directly related to the spell caster�s magic skill level. To create a lightning storm, first warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing through only places you can see.


Locate Spell

Spell User: Knight Skill Level: na Magic pts: 3 Spell Class: Character Cost: 0


Knights use this spell to aid in tracking down other beings. To locate the nearest orc, for example, double left click on the spell icon. An Information Query Pop-up will appear, enabling you to enter the name of the creature you wish to locate. In this case, enter "orc" and then left click on "OK" or press the <Enter> key on your keyboard. A message will appear on the main viewport indicating the creature's general direction and approximate distance. The creature name may be entered using standard abbreviations. Other adventurers can be located in this way also.


Magic Missile Spell

Spell User: Wizard Skill Level: 1 Magic pts: 3 Spell Class: Character Cost: 0


Wizards use this spell to cast a magic missile at a single enemy or a group of enemies. If cast at a group, the missile strikes one of the members of the group at random. This makes it very useful in fighting an enemy that moves rapidly. To cast a magic missile, first warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over the icon of the targeted creature or creatures that you wish to strike. Left click once to cast the spell. Although it is learned early, this spell is also of value to more advanced Wizards because its power increases with magic skill level. The spell typically does four times the skill level of the Wizard in hit points of damage.


Make Recall Ring Spell

Spell User: Thief Skill Level: 4 Magic pts: 7 Spell Class: na Cost: 600


Thieves use this spell to create a recall ring, which can be used for fast transportation. This is perhaps the only spell with which one can create a salable item, and it is somehow not surprising that it is part of the Thief�s spell repertoire. First warm the spell, and then double left click once on the spell icon to cast it. A new recall ring will appear in your hand.


Neutralize Poison Spell

Spell User: Thaumaturge Thief Skill Level: 5 5 Magic pts: 4 4 Spell Class: Character Character Cost: 0 300


Thaumaturges and Thieves use this spell to neutralize the effects of poison. The spell will completely neutralize all poison in the recipient's system when it is cast. To cast this spell on yourself, first warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over your character's icon, and left click once to cast the spell. To cast the spell on another person, place the crosshair over the target character's icon, and left click once to cast the spell. Note that there is always a chance that the Thaumaturge's Neutralize spell may fail; a Thief's Neutralize spell will not fail, except in the case of insufficient magic points. This spell can also be cast by non-magic users wearing a certain magic amulet.


Night Vision Spell

Spell User: Thief Skill Level: 6 Magic pts: 8 Spell Class: Self Cost: 25,000


This spell enables Thieves to see in darkness, even the absolute variety created by a Darkness spell. When combined with the Thief's Darkness spell, night vision can provide the Thief with a notable tactical advantage over an enemy (assuming the enemy cannot see in the dark as well). First warm the spell, then double left click on the spell icon in the warmed-spell rack. This is a personal spell that can only be cast on the Thief. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level. This spell can be cast by non-magic users wearing a helm made from a rare magical skull.


Peek Spell

Spell User: Wizard Skill Level: 11 Magic pts: 14 Spell Class: Character Cost: 10,000


Wizards get a momentary glimpse of what another creature is seeing by using the Peek spell. You must be holding a tiger eye gem in your right hand for this spell to work. After warming the spell, double left click on the spell icon. In information Query Pop-up will appear for you to enter the name of the creature whose eyes you wish to see through. After entering the name, or a standard abbreviation, left click on "OK" or press the <Enter> key on your keyboard. The map on the main viewport will change to reflect the view seen by the specified creature. The Peek view will remain in effect until the spell runs out of energy, or until you type and enter the "rest" text command to cancel it. The spell also will be broken if you receive damage.


Poison Cloud Spell

Spell User: Thaumaturge Skill Level: 14 Magic pts: 24 Spell Class: Path Cost: 8,000


Thaumaturges cast this spell to create an invisible 30-by-30-foot cloud of poisonous gas that rolls along in a direction specified by the Thaumaturge. Creatures caught within the cloud can be blinded and poisoned by the acrid vapor. The toxicity of the poison is directly proportional to the magic skill level of the Thaumaturge. First warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing through only places you can see. The poison cloud will be centered on the last valid path point, will advance one or two spaces at a time, and will persist for a length of time dependent on the Thaumaturge�s magic skill level. Be careful to create the poison cloud sufficiently distant to your own person lest you also be enveloped in it.


Protection from Blind and Fear Spell

Spell User: Thaumaturge Skill Level: 17 Magic pts: 27 Spell Class: Self Cost: 20,000


Thaumaturges use this spell to give themselves immunity to blindness and fear spells. First warm the spell, then double left click on the spell icon in the warmed-spell rack. This is a personal spell that can only be cast on the Thaumaturge. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level.


Protection from Cold Spell

Also known as Protection from Ice

Spell User: Thaumaturge Wizard Skill Level: 4 4 Magic pts: 5 5 Spell Class: Self Self Cost: 0 300


Thaumaturges and Wizards gain some protection from cold with this spell. First warm the spell, then double left click on the spell icon in the warmed-spell rack. This is a personal spell that can only be cast on the Wizard or Thaumaturge. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level. When active, this spell will reduce the damage taken from cold by half.


Protection from Fire Spell

Spell User: Thaumaturge Wizard Skill Level: 3 3 Magic pts: 4 4 Spell Class: Self Self Cost: 0 300


Thaumaturges and Wizards use this spell to reduce the damage received from fire. First warm the spell, then double left click on the spell icon in the warmed-spell rack. This is a personal spell that can only be cast on the Wizard or Thaumaturge. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level. When active, this spell will reduce the damage taken from fire by half.


Protection from Fire and Ice Spell

Spell User: Thaumaturge Wizard Skill Level: 12 12 Magic pts: 21 21 Spell Class: Self Self Cost: 2,000 2,000


Thaumaturges and Wizards use this spell to give themselves better protection against fire and cold damage than either protection from fire or protection from cold cast separately. First warm the spell, then double left click on the spell icon in the warmed-spell rack. This is a personal spell that can only be cast on the Wizard or Thaumaturge. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level.


Protection from Stun and Death Spell

Spell User: Thaumaturge Skill Level: 19 Magic pts: 52 Spell Class: Self Cost: 30,050


Thaumaturges use this spell to become immune to stun spells and reduce the damage from a death spell by half. First warm the spell, then double left click on the spell icon in the warmed-spell rack. This is a personal spell that can only be cast on the Thaumaturge. The spell icon will appear in the active-spell rack for as long as the spell is in effect.


Raise Dead Spell

Spell User: Thaumaturge Skill Level: 8 Magic pts: 10 Spell Class: na Cost: 0


Thaumaturges can use this spell to attempt to raise player characters from the dead. The higher the Thaumaturge's magic skill level, the better the chance of success. The Raise Dead spell will cause the skills and vital statistics of the patient to suffer somewhat from the ordeal, but much less so than if the player is restored to life by the gods, who are often hap-hazard in their attentions to mere mortals. You must be standing in the same game space as the corpse you wish to resurrect. First warm the spell, and then double left click on the spell icon to cast the spell. If multiple corpses are present, the spell will be applied to the top corpse in a pile. You should double check the corpses first and make sure that you are working with the correct body. This spell will not revive non-player characters (NPCs), so if you attempt to do so mistakenly, the spell will fail with an appropriate reduction in magic points. Alternatively, you can use the "push" text command to move the corpse to an unoccupied game space, if time permits. Be aware that if you do not move or carry the corpse, the player character may be resurrected by the gods if you delay too long before casting your spell. By moving or carrying the corpse, you are indicating to the gods that you are taking responsibility for the slain adventurer, and they will return to their amusements for the time being. If for any reason you are unable to resurrect the slain adventurer, he or she may recapture the attention of the gods by pressing the "EXIT THE GAME" button, or entering the "quit" text command. The Raise Dead spell will restore the slain adventurer to life, but it will not cure all the damage that led to death. The usual means of eliminating damage (balm, berries, Cure spell, rest) may be applied after resurrection. The resurrected adventurer will find that his or her stamina points will need to be built up as well; stamina can be restored by resting, or by drinking a stamina potion (sometimes sold in the Apothecary shop). Remember that you can converse with the ghost of the slain adventurer, if you wish to get his or her opinion on the best course of action. In a very dangerous environment, restoring an adventurer to life on the spot may be no favor. Once revived, the adventurer will have half their normal hit points and no stamina, and, unable to put up much of a fight, may be killed again (thereby possibly losing more hit points, constitution points, skill, etc.).


Shield Spell

Spell User: Wizard Skill Level: 2 Magic pts: 3 Spell Class: Character Cost: 300


Wizards use this spell to provide temporary shielding to its recipient. To cast this spell on yourself, first warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over your character's icon, and left click once to cast the spell. To cast the spell on another person, place the crosshair over the target character's icon, and left click once to cast the spell. The period of protection increases with magic skill level. The spell has a probability of blocking any blow made at the Wizard proportional to the magic skill level of the spell caster, and inversely proportional to the mass of the object. Thus, the spell has greater effectiveness against arrows, but is less effective against massive objects like greatswords. The spell icon will appear in the active-spell rack of the recipient for as long as the spell is in effect. Magic rings which provide shield spell protection are sometimes found; the spell does not have to be cast when the ring is worn.


Strength Spell

Spell User: Thaumaturge Knight Skill Level: 1 na Magic pts: 3 3 Spell Class: Character Character Cost: 0 0


Thaumaturges and Knights cast this spell, which imbues the recipient with temporary strength. It is standard practice for Knights and Thaumaturges to keep the Strength spell active at all times. The spell icon will appear in the active-spell rack of the recipient for as long as the spell is in effect. The period of protection increases with magic skill level. Magic rings which provide strength spell protection are sometimes found; the spell does not have to be cast when the ring is worn. Thaumaturges

To cast this spell on yourself, first warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over your character's icon, and left click once to cast the spell. To cast the spell on another person, place the crosshair over the target character's icon, and left click once to cast the spell. Knights

To cast this spell on yourself, double left click on the spell icon. The mouse cursor will change to a crosshair; place the crosshair over your character's icon, and left click once to cast the spell. To cast the spell on another person, place the crosshair over the target character's icon, and left click once to cast the spell.


Stun Spell

Spell User: Thaumaturge Skill Level: 4 Magic pts: 4 Spell Class: Character Cost: 0


Thaumaturges use this spell to stun individuals or groups of enemies. First warm the spell, then double left click on the spell icon in the warmed-spell rack. The mouse cursor will change to a crosshair; place the crosshair over the icon of the targeted creature or creatures that you wish to strike. Left click once to cast the spell. If the enemies fail to resist the spell, they will be stunned for a period of time governed by the difference between the Thaumaturge�s magic skill level and the victim�s experience level. A stun spell cannot be broken or extended.


Stun Resistance Spell

Spell User: Thaumaturge Skill Level: 15 Magic pts: 15 Spell Class: Self Cost: 9,000


This spell gives you better odds of saving against the effect of a stun spell. Saving against a stun spell means that you will not be stunned. The effects of the resistance spells are very subtle, and highly dependant upon the power of the attacker's magic versus the defender's experience level. Since everyone already has some degree of natural resistance to magic, and resistance spells merely boost this natural resistance by a small amount (usually 3 or 4), the benefits are not always immediately apparent. For example, if your natural resistance would result in a 10 in 20 chance of saving against a harmful spell, a resistance spell would increase that to a 13 in 20 chance. To cast this spell, first warm it, then double left click on the spell icon in the warmed-spell rack. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The period of protection increases with magic skill level. This is a personal spell that will only affect the person casting the spell.


Summon Demon Spell

Spell User: Thaumaturge Skill Level: 12 Magic pts: 14 Spell Class: na Cost: 3,200


Fearless Thaumaturges can use this spell to summon a fearsome Demon from the depths of Hell. Once summoned, you can try to force the Demon to do your bidding, if you can exert mastery over it. After warming the spell, double left click on the spell icon. An Information Query Pop-up will appear for you to enter the actual name of the Demon you wish to summon. After entering the name, left click on "OK" or press the <Enter> key on your keyboard. With the use of this spell, you can call up more powerful demons than can be summoned by any other spell. If your will is greater than that of the Demon, the Demon will wait for your command. Should the Demon be more powerful than you, run for your life. Note that some of the more powerful demons cannot be called from certain locales, as the crust of the earth is too thick for them to hear you.


Summon Phantasm Spell

Spell User: Thaumaturge Skill Level: 11 Magic pts: 20 Spell Class: na Cost: 1,600


Thaumaturges use this spell to call Phantasms, including Phantoms, Djinn, Salamanders and Efreet, which are ethereal beings summoned from another plane. The Phantasm will follow commands, and fight in your behalf with weapons or magic, until it is slain through hostile contact, or until it is time for Phantasm to return to its own plane. The more powerful the Thaumaturge, the greater the powers of the Phantasm summoned. The Thaumaturge may choose to create a Phantom less powerful than the maximum which could be summoned. Spells with power of five or six will summon Djinn. A Djinn is far more powerful than an ordinary Phantom. Djinn are nearly as knowledgeable as Demons, and can perform most of the same feats. Unlike the other Phantoms and Djinn, a Salamander has very low intelligence and cannot be truly controlled, although it will not deliberately attack the Thaumaturge. After warming the spell, double left click on the spell icon. This will call forth the most powerful Phantasm you are capable of summoning. If you wish to call forth a less powerful Phantasm, you may adjust the intensity of the spell. To do so, you must make the adjustment before you warm the spell. Open the spell palette and left click once on the Summon Phantasm spell icon. Use the intensity bar to select the spell power you want: Spell Power Type of Phantasm summoned 1-5 Phantom 6 Djinn 7 Djinn 8 Salamander 9 Efreet 10 Efreet

After adjustment, you may warm the spell, or, if it is already warmed, proceed to cast it. A general rule of thumb is that a Thaumaturge cannot specify a power greater than half the Thaumaturge�s magic skill level rounded up. Thus, a Thaumaturge with the title of Prophet/Prophetess (Skill Level 13) could summon a seventh level Djinn at best.


Turn Undead Spell

Spell User: Thaumaturge Skill Level: 6 Magic pts: 5 Spell Class: na Cost: 0


Thaumaturges use this spell to chase away Undead creatures such as skeletons, wights, and wraiths. Undead creatures can actually be destroyed by this spell, depending on the magic skill level of the Thaumaturge. First warm the spell, and then double left click once on the spell icon to cast the spell. All the Undead within view of the Thaumaturge can be affected. The higher the magic skill level of the Thaumaturge, the more powerful the type of Undead that can be influenced by this spell.


Wall of Fire Spell

Spell User: Wizard Skill Level: 6 Magic pts: 5 Spell Class: Path Cost: 700


Wizards can create a wall of fire 30 feet wide with this spell. First warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex � the intended center of the wall of fire. The path must lead to a place you can see, passing through only places you can see. The wall runs perpendicular to the direction it was thrown. The wall of flame will last for roughly 10 seconds times the magic skill level of the Wizard, and does roughly the same damage as a fireball.


Whirlwind Spell

Spell User: Wizard Skill Level: 13 Magic pts: 20 Spell Class: Path Cost: 7,500


Wizards use this spell to create a whirling vortex of air that exists for a number of rounds, dependent upon the magic skill level of the Wizard. Creatures caught in the path of the whirlwind will take some hit points from flying debris. In addition, the whirlwind may knock down smaller creatures. First warm the spell, then double left click on the spell icon in the warmed-spell rack; the mouse cursor changes to a crosshair. Click out the path for the spell to follow as you would click out a movement path. Cast the spell by double left clicking on the final (target) hex. The path must lead to a place you can see, passing through only places you can see. The whirlwind will move in the direction it was cast, throwing off smaller whirlwinds in nearby hexes. A word of warning: whirlwinds may deflect unpredictably off of solid terrain.


Wizard Eye Spell

Spell User: Wizard Thief Skill Level: 10 10 Magic pts: 13 13 Spell Class: na na Cost: 4,000 4,000


Thieves and Wizards use this spell, allowing them to exchange consciousness with a small animal created by the spell. Wizards create toads, and Thieves create rats. Use this spell to explore without subjecting your person to any nastiness that might be lurking about. When Wizard Eye is cast, you immediately hear and see things from the vantage point of the creature created; the creature is not easily seen, but it is easily killed. First warm the spell, and then double left click once on the spell icon to cast the spell. You should be careful to make sure your character's body is in a safe place, or being watched over by trusted friends, since while your consciousness is in the body of the toad or rat, the consciousness of the rat or toad will be in your body. Unfortunately, the shock to the lesser intelligence�s mind is such that it will not attempt to defend your body, and simply remains there in a comatose state. This spell is broken if either your character's body or the creature�s body is damaged. Also, you may break this spell voluntarily by using the "rest" text command. The Wizard Eye spell icon will appear in the active-spell rack for as long as the spell is in effect.


Protection from Poison Spell

Spell User: Thaumaturge Skill Level: 14 Magic pts: 21 Spell Class: Self Cost: 12,000


This spell protects the Thaumaturge from the deadliest effects of poison. It does not completely negate the damage done by poison, but it will greatly reduce it, which may give the caster sufficient time to warm and cast the Neutralize Poison spell to completely negate the toxin. First warm the spell, then double left click the spell icon in the warmed-spell rack. This is a personal spell that will only benefit the Thaumaturge casting it. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The duration of this spell will increase as the Thaumaturge�s magic skill improves.


Speed Spell

Spell User: Thief Skill Level: 8 Magic pts: 20 Spell Class: Self Cost: 10,000


A Thief using this spell can run twice as fast as normal. No other skills, such as fighting or casting, are affected, but this spell can be mighty useful when the best strategy is a hasty retreat. First, warm the spell by double clicking on the spell icon, then double click on the spell icon in the warmed-spell rack to cast it.

This is a personal spell that will only benefit the Thief casting it. The spell icon will appear in the active-spell rack for as long as the spell is in effect. The duration of this spell will increase as the Thief�s magic skill improves.


Venom Spell

Spell User: Thief Skill Level: 11 Magic pts: 10 Spell Class: na Cost: 25,000


A Thief may cast this spell upon a dagger or shuriken to tip the weapon with a lethal venom. Whether wielded or thrown, the weapon will be enhanced by the effects of the poison. For most victims, this promises a slow and painful death, unless an antidote � either magical or natural � is applied. The lethality of the poison will increase as the Thief�s magic skill improves. To obtain this deadly spell, the Thief must visit a particular master thief trainer in one of the advanced lands. It is said that a poisoned dagger marks the secret doorway to the cave where this reclusive trainer resides. To cast this spell, first warm it, then double click on the spell icon in the warmed-spell rack while holding an appropriate weapon in your right hand. The venom will be visible on the tip of the weapon, where it will remain until the weapon draws blood. Lawful citizens are strictly forbidden from using poisoned weapons. Violation of this law will change the offender�s alignment to neutral, thus making them subject to attack by the sheriff and his deputies.