Spells
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**This is the list of spells for each class.  I am working on descripts for the spells as well.  Until that is finished just ask if you have a question about a spell.  Remember your char most likely does not have EVERY spell in the list.  Choose reasonably according to their level of learning and experience.  I'll be setting up limits and such later.

Time Stamp Guide For Spells:

00,         0,            9,         7,         5,         3, ---      2,        4,        6,           8,            1,               11
Perfect Hit +,  Direct Hit,  Excellant, Good hit,  Moderate,  Minor ---Barely miss,   miss,   Very Bad,    Very-,  Spell Backfires, MAJOR backfire

*With 11, 1, 00, and 0 there could be other advantages or disadvantages as well.  IE: 1, your wand could break.  00, you could get more out of your spell or increased magic sensations/reactions.  Play it off fairly.  Have fun with it.
Cleric Spells

Detect Magic
Detect Invisible
Detect Hidden
Detect Evil
Detect Good
Diagnosis
Cure Light
Cure Moderate
Heal (May not heal fully)
Create Water (ie: a spring)
Create Food (bread)
Create Light (continual light source...temporary)
Create Fire
Fire Ball
Wall of Fire
Water Blast
Wall of Water
Bless
Armor (invisible holy armor)
Shield (invisible shield)
Identify (Identify objects)
Cancellation (cancel spells)
Sleep
Nature's Mana (Gather mana from nature.  Must be in a holy land or good align'd land)
Lightning Bolt
Chain Lightning
Control Weather (ie: Call a storm, winds, sun.  Advanced Magic)
Enchant Weapon
Enchant Armor
Fly (Raises feet off ground.  You can't fly long distances.  Play it fairly)
Gate (Like using Gem of Gate.  Advanced Magic)
Blindness
Poison
Energy Drain
Fire Ball
Static Shield
Charm
Cure Poison
Cure Blindness
Refresh
Summon Object
Telekinesis Minor
TK Moderate
TK Major
Vice Grip (Advanced Magic.  Cannot be disarmed.  IE: weapon can't be knocked from your hand)
Teleport (Allows one to teleport short distances.  Escape/attack manuver)
Weaken


Special Spell for Priest or Priestess:

Divine Light

Thief Spells

Detect Magic
Detect Invisible
Detect Hidden
Pass Door
Shocking Touch
Fire Ball (Small)
Create Fire
Shield
Identify
Silence 15 ft. Radius
Ventriliquate (Throw voice or sound)

Assassin Spells
*In addition to thief spells

Poison
Blindness
Lightning Bolt
Cancelation
Invisibility
Fly
TK Minor
Haste (Advanced Magic.  Gives you Two attacks per round.  Last three rounds.  Second attack cannot backfire on you dispite time stamp.  But must be approved by time stamp as with first attack.  Share same time stamp ruling.)
Sure Footing (Prevents tripping or slipping)
Spiders Walk (Allows to climb walls and ceilings)
Teleport

Dark Lord/Dark Lordess
*Dark Lord/Lordess must train as assassin and warrior before training as Dark Lord/Lordess.  That is why they have more magics and skills than a regular assassin.
**Sure Footing though a spell for assassins is a skill for Dark Lord/Lordess.  Dark Lord/Lordess lose the ability to caste haste as they gain warriors strength.

Detect Magic
Detect Invisible
Detect Hidden
Pass Door
Shocking Touch
Chill Touch
Fire Ball
Armor
Shield
Lightning Bolt
Chain Lightning
Poison
Identify
Silence 20 ft. Radius
Create Fire
Poison
Blindness
Charm (Advanced Magic)
Cure Minor (Advanced Magic)
TK Minor
TK Moderate
Invisibility
Fly
Sleep
Curse (curses item/armor not person)
Spiders Walk
Vice Grip
Weaken
Continual Light
Cancelation

Special Spell Dark Knight/Lady

Hell's Fury (MAJOR Advanced Magic.  Can only be used rarely as it drains most of the mana from the char.  Weakening them almost immediately)
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