Magic User's Skills & Spells

ScribeSpells are the magic user's main love in life. They will spend their years searching out the Realm's knowledge of manaand it's art forms. Mages will learn their spells from reading tomes (sometimes called: grimories, spellbooks, and some specially enhanced scrolls).  After they have engraved the knowledge of the spell into their memory, they can further learn how to harvest the mana on their own.

After finding a tome, read it.  This will give you the initial learning of the spell or skill. You can then cast the spell as much as your mana points will restrict.  Spells can go awry if you do not know the spell well or are interrupted during the casting of the spell. How well you know the spell will raise automatically when you advance in level (refer to the intelligence attribute charts to see how long it will take you to learn a spell completely). The chart below shows how well and to what extent a mage can learn his spells.

**Max % to know spell is the maximum percent chance that mages can have to successfully cast a spell (never 100%).  Maximum and Minimum % gain per level is the most and least percent of the spell's knowledge you can gain per level, determined within this range by your intelligence.


The chart below shows the spells and it's attributes in order of which level the mage can learn the spell. This chart is given to allow mages to compare the statistics of their spells & skills conveniently and with greater ease then reading spells from the spell compendium.  Click on the title of the spell you wish to know more about by reading it's long entry in the spell compendium.  Click here to view the definitions of all the terms used in the chart below.
 
Spell  Level Type Target Duration Effect Mana
 Bandage 1 Skill - Healing Ability Friend Instantaneous heals dying target --
 Sphere of Light 1 Spell - Conjuring Sphere 2 + (caster's level) hours conjures sphere of light 5-15 (+1)
 Magic Missile 1 Spell - Offensive Enemy Instantaneous 1d8 +1 damage 10-25 (+3)
 Detect Invisibility 3 Spell - Enchantment Ability Self 12 + (caster's level) hours caster will see invisible 10-20 (+2)
 Detect Magic 4 Spell - Enchantment Ability Self 12 + (caster's level) hours caster will see magical auras 10-20 (+2)
 Infravision 5 Spell - Ability Self 12 + (caster's level) hours caster will see in the dark 10-25 (+1)
 Scan 5 Skill - Ability Area Instantaneous caster will see creatures in adjacent rooms --
 Track 5 Skill - Ability Creature or Player Instantaneous caster will see target's tracks --
 Armor 6 Spell - Protective Enchantment Self or Friend 24 hours +1 AC/lvl spellcaster 15-30 (+3)
 Chill Touch 6 Spell - Offensive Enchantment Enemy Instantaneous 1d8 +1 damage, -1 str (4 hour duration) 10-30 (+3)
 Invisibility 6 Spell - Enchantment Ability Self, Friend or Object 24 hours, permanent on objects renders target invisible 80-100 (+5)
 Mount 7 Skill - Ability Mountable Creature until dismount caster mounts target --
 Burning Hands 8 Spell - Offensive Elemental Enemy Instantaneous 3d8 +3 damage 10-30 (+3)
 Knock 9 Spell - Ability Doors Instantaneous unlocks non-magical doors 20-80 (+4)
 Acid Arrow 9 Spell - Offensive Conjuring Enemy Instantaneous 4d10 +4 damage 20-40 (+2)
 Locate Object 10 Spell - Ability Object Instantaneous caster will see location of target 20-25 (+1)
 Strength 10 Spell - Enchantment Ability Self or Friend 1 hour/lvl of spellcaster 1 + (level of caster/18) to str 30-35 (+1)
 Sleep 11 Spell - Enchantment Enemy (not during battle) 4 hours +1 hour/lvl caster puts target to sleep 25-40 (+5)
 Gust of Wind 12 Spell - Enchantment Ability Weather Instantaneous produces a strong gust of wind 75-100 (+10)
 Blindness 13 Spell - Offensive Enchantment Enemy 2 hours blinds target 25-25 (+1)
 Protection from Magic 14 Spell - Protective Enchantment Self or Friend 14 hours -3 saving vs. spell 50-80 (+5)
 Shocking Grasp 15 Spell - Offensive Enemy Instantaneous 5d8 +5 damage 15-30 (+3)
 Detect Poison 16 Spell - Ability Any Player, Creature, Food, Drink Instantaneous caster will test if target is poisoned 5-15 (+1)
 Color Spray 18 Spell - Offensive Enemy Instantaneous 9d8 +8 damage 15-30 (+3)
 Lightning Bolt 19 Spell - Offensive Elemental Enemy Instantaneous 7d8 +7 damage 15-30 (+1)
 Shock Shield 20 Spell - Protective Enchantment Self 3 hours -10 AC, reduces incoming damage 75-100 (+2)
 Energy Drain 21 Spell - Offensive Enemy  Instantaneous 1d10 damage 25-40 (+1)
 Curse 22 Spell - Offensive Enchantment Enemy 1 + (caster's level) hours -1 hitroll, -1 damroll 50-80 (+2)
 Fear 23 Spell - Ability Room Instantaneous save versus spell or flee 30-60 (+2)
 Dispel Magic 25 Spell - Ability 75-135 (+10)
 Charm Person 26 Spell - Enchantment Ability Creature (non-playing character) 432hours/Intelligence of target's hours charmed creature must take orders from caster 50-75 (+2)
 Fly 27 Spell - Enchantment Ability Self or Friend 8 hours caster will levitate off ground 10-65 (+2)
 Haste 28 Spell - Enchantment Self or Friend 12 hours caster moves 2x as fast 10-35 (+2)
 Fireball 30 Spell - Offensive Elemental Enemy Instantaneous 11d8 +11 damage 30-40 (+2)
 Group Strength 32 Spell - Enchantment Ability Group 1hour/lvl of caster 1 + (level of caster/18) to str 80-100 (+5)
 Enchant Weapon 35 Spell - Enchantment Ability Weapon Permanent *Special 100-150 (+10)
 Group Invisibility 36 Spell - Enchantment Ability Group 24 hours renders group invisible 80-100 (+5)
 Paralyze 38
 Meteor Shower 38 Spell - Offensive Conjuring Area or Enemy Instantaneous 12d7 +10 25-40 (+3)
 Clone 40 Spell - Conjuring Self Permanent clones target 65-80 (+5)
 Create Stone Golem 44 Spell - Enchantment Stone Golem Instantaneous puts life into a carved golem 120-150 (+10)

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