Skills
 
 
 
 

Acid Blast

Antipaladin:50Druid:50Mage:45
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Acid
School:HydromancySave:HalfDamage:(Level-20)d11; max of 60d11

A stream of acid forms from the tips of your fingers, slamming into your victim with terrible force. Wounds caused by this spell are exceptionally difficult to heal, especially with magic or regeneration.

Acid Rain

Druid:85Mage:80  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Acid
School:HydromancySave:HalfDamage:(Level-30)d15; max of 60d15

The sky opens up and caustic rain starts pouring out of clouds, covering mortals and monsters alike. Wounds caused by this spell are exceptionally difficult to heal, especially with magic or regeneration.

Acid Splash

Druid:80Mage:75  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Acid
School:HydromancySave:HalfDamage:(Level-30)d15; max of 60d15

Gouts of acid spring from your hand, engulfing your foe in burning liquid. Wounds caused by this spell are exceptionally difficult to heal, especially with magic or regeneration.

Acid Spray

Antipaladin:55Druid:55Mage:50
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Acid
School:HydromancySave:HalfDamage:(Level-20)d11; max of 60d11

This spell sprays your victims with a fine mist of acid, eating away his clothing and skin and causing nasty burns and blisters. Wounds caused by this spell are exceptionally difficult to heal, especially with magic or regeneration.

Agility

Druid:30    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:2 Hours per LevelType:Protection
School:Aeromancy; Nature's BlessingsSave:None  

While the public often marvels at the feats of coordination displayed by the artists at circuses and the like, what they are unable to see is that sometimes they are merely normal people enchanted by the local hedge wizard. As potions of agility are also popular with those whose professions deal with illegalities, they are sometimes available from the less reputable vendors.

The target of this spell will gain a significant boost to his dexterity attribute. Only one of Strength, Genius, Inspiration, Agility, and Endurance can be in effect at once; if another is cast, it has no effect.

Airy Water

Antipaladin:70Arbiter:80Cleric:60
Druid:45Inquisitor:80Mage:45
Paladin:80Ranger:65  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:GroupDuration:3 + Level HoursType:Movement
School:Aeromancy; Gestalt; HydromancySave:None  

This surrounds you with a globe of air, allowing you and all in your group to breathe underwater.

Alignment Ward

Antipaladin:10Arbiter:10Cleric:6
Druid:40Inquisitor:10Paladin:10
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:24 HoursType:Protection
School:Abjuration; Divine MagicsSave:None  

This spell invokes an aura of protection around the target, which sometimes protects him from being attacked by entities of opposite alignment—that is, good-aligned characters are protected from evil aggressors, evil-aligned characters are protected from good aggressors, and neutrally-aligned characters are protected from very evil and very good aggressors. The amount of protection offered increases as both the spell's recipient and his attacker get closer to perfect alignment: +1000 for good, -1000 for evil, or 0 for neutral.

Alignment Ward only provides protection from aggression—once a battle has begun, an alignment ward is powerless. It only has an effect if the caster is of the same general alignment as the target.

Alkar

Arbiter:64Cleric:32Monk:45
Paladin:64    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:(Level / 4) HoursType:Protection
School:AbjurationSave:None  

This potent spell surrounds you with a glowing aura of golden energy. This energy provides partial protection for your spirit against the often terrible effects of contact with the undead.

Animal Growth

Druid:65    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:12 HoursType:Protection
School:Nature's BlessingsSave:None  

This spell causes the target, an animal, to grow to twice its original size, effectively doing more damage, giving it more hit points, and increasing its strength and constitution at the cost of its dexterity.

Animate Dead

Antipaladin:40Cleric:35Druid:80
Mage:55Shadowmage:60  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Summoning
School:Geomancy; NecromancySave:None  

This spell animates a zombie that will have Leveld8 hit points. This is an evil spell.

Arc

Druid:104    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Electrical
School:AeromancySave:HalfDamage:Based on remaining duration

This spell causes a druid avatar's protective Shockshield to unleash all of its built-up power at once in a single, concentrated arc of electricity into an unfortunate victim.

Armor

Antipaladin:12Arbiter:20Cleric:2
Druid:10Inquisitor:20Mage:6
Monk:12Paladin:20Ranger:30
Shadowmage:8    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:24 HoursType:Protection
School:Abjuration; GeomancySave:None  

This spell surrounds you with a protective field of force that will improve your armor class by 20 points.

Astral Walk

Antipaladin:80Arbiter:99Cleric:60
Druid:55Inquisitor:99Mage:48
Paladin:99Ranger:99Shadowmage:50
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RealmDuration:InstantaneousType:Movement
School:TranslocationSave:Negates  

This spell lets you teleport yourself directly to a target. The target may be a mobile or a player, but must be equal or lower level to yourself. An unsuccessful astral walk may lead you to an unknown place.

Ball Lightning

Druid:55Mage:50Ranger:55
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Electrical
School:AeromancySave:HalfDamage:(Level-20)d11; max of 60d11

A brilliant ball of blue white lightning streams from your hand, enveloping and decimating your foe. The targets will usually glow with enough excess energy after the ball hits them to prevent hiding and sneaking.

Barkskin

Druid:30Ranger:45  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:24 HoursType:Protection
School:Nature's BlessingsSave:None  

This spell hardens your skin to the texture of thick bark. You receive an increase of ten points of armor class, and a one point bonus on all saving throws except for spells.

Black Lightning

Shadowmage:80    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Darkness
School:BlackmagicSave:HalfDamage:(Level-50)d20; max of 40d20

This spell opens up a very short-lived rift to a dark plane. The unstable nature of this rift causes thin, jagged lines of energy to radiate from it as it seals itself, which is where the spell gets its name. Contact with this energy is both horribly painful and very damaging, and may even immobilize a victim for a few moments.

Blackmantle

Antipaladin:102    
      
Aggressive:YesWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:3 HoursType:Malediction
School:NecromancySave:None  

Utilizing foul magics, the antipaladin avatar throws a shroud of evil over his target, encasing him in inky gloom and rendering him completely immune to magical healing. While it is of no use against natural regeneration, nothing short of divine intervention can affect a Blackmantle before it wears off. Blackmantle also has the beneficial side effect of providing immunity to energy draining.

Bladeturn

Arbiter:75Cleric:85Druid:103
Inquisitor:104Monk:87Paladin:104
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:5 HoursType:Protection
School:AbjurationSave:None  

This spell causes an aura of power to spring from you that appears as ephemeral, glowing steel wool. This aura dulls the blades of opponents, preventing them from cutting the caster with anywhere near their full force. When cast at avatar or higher level, Bladeturn's duration is increased to one hour for every three levels.

Bless

Antipaladin:10Arbiter:10Cleric:1
Inquisitor:10Monk:5Paladin:10
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:6 HoursType:Protection
School:Divine MagicsSave:None  

The bless spell will improve the target's saving throws versus spells and hitroll by two. It only has an effect if the caster is of the same general alignment as the target.

Blindness

Antipaladin:20Arbiter:40Cleric:10
Druid:16Inquisitor:40Mage:18
Monk:17Shadowmage:12  
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:TargetDuration:1 Hour per 6 LevelsType:Malediction
School:Blackmagic; CompulsionSave:Negates  

This spell will blind a victim who fails a saving throw versus magic. A blinded victim will have a -4 penalty on hitrolls, and a 20 point worsening to his armor class.

Blink

Mage:70    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:Random, Affected by LevelType:Protection
School:TranslocationSave:None  

This spell causes you to fade in and out of phase, which effectively removes you from the middle of a combat situation. The side effect of this is that you are disoriented and not able to aim your attacks very well; thus, while this spell is in effect, you suffer a -6 to your hitroll.

Blizzard

Druid:99Mage:90  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Cold
School:HydromancySave:HalfDamage:(Level-65)d30

A blizzard will erupt in the area specified, freezing the creatures within, blinding them with swirling sleet, and numbing their muscles to make them weaker for a time. While blizzards can be conjured indoors, they are more severe when cast beneath the open sky.

Bolt of Darkness

Shadowmage:10    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Darkness
School:BlackmagicSave:HalfDamage:Leveld5; max of 50d5

A shard of darkness extends from your raised finger and fires towards your opponent with speed and accuracy, chilling flesh and soul. Victims of this spell are less likely to be able to connect with weaponry until they manage to shake off their fear.

Burning Hands

Antipaladin:25Druid:20Mage:15
Ranger:25    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Fire
School:PyromancySave:HalfDamage:Leveld6; max of 50d6

This spell causes flames to arc out from your fingertips to lash at your foes.

Calm

Arbiter:30Cleric:18Druid:10
Mage:20Paladin:30Ranger:25
Shadowmage:18    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:PermanentType:Charm
School:Compulsion; HealingSave:Negates, modified by level  

Calm makes an aggressive monster non-aggressive, or a berserking player less crazed. This is a good-aligned spell.

Cause Critical

Antipaladin:30Arbiter:40Cleric:21
Druid:25Inquisitor:40Monk:40
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:InstantaneousType:Divine
School:NecromancySave:HalfDamage:12d8 + 3

As your hand touches their skin, they reel back at the tremendous pain it causes.

Cause Light

Antipaladin:2Arbiter:12Cleric:8
Druid:12Inquisitor:12Monk:12
Paladin:12    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:InstantaneousType:Divine
School:NecromancySave:HalfDamage:2d8

Your touch causes mild discomfort in your foe.

Cause Serious

Antipaladin:15Arbiter:30Cleric:15
Druid:20Inquisitor:30Monk:25
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:InstantaneousType:Divine
School:NecromancySave:HalfDamage:4d8 + 2

You reach out and touch your foe as he reels back in the pain of your grasp.

Chain Lightning

Druid:85Mage:80  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Electrical
School:AeromancySave:HalfDamage:(Level-50)d25; max of 40d25

This spell will unleash a powerful lightning bolt that will arc from foe to foe, electrocuting them all. Each target will likely suffer a dexterity penalty as well from uncontrollable spasms in addition to the massive physical damage.

Changestaff

Druid:38Ranger:52  
      
Aggressive:NoWhen:Non-CombatWhere:Outdoors
Range:ObjectDuration:VariesType:Summoning
School:Nature's BlessingsSave:None  

This spell calls upon the primal power of nature to change a magical staff into an animated tree to follow and serve the caster. The caster must be holding the staff in his hand, and he must be outdoors; the spell cannot work with a roof over the caster's head.

Charm Animal

Druid:7Ranger:25Shadowmage:11
      
Aggressive:YesWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:VariesType:Charm
School:Compulsion; Nature's BlessingsSave:Negates  

With this spell, it is possible to charm an animal, forcing him to do your bidding. A charmed being will follow its master and not be able to attack him unless the master directly attacks one of his charmed followers in its presence. A charmed being can not be forced to use public channels. For information on how to order your followers, please refer to the order command.

Charm Monster

Antipaladin:50Druid:20Mage:35
Ranger:40Shadowmage:30  
      
Aggressive:YesWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:VariesType:Charm
School:CompulsionSave:Negates  

With this spell, it is possible to charm any creature, forcing him to do your bidding. A charmed being will follow its master and not be able to attack him unless the master directly attacks one of his charmed followers in its presence. A charmed being can not be forced to use public channels. For information on how to order your followers, please refer to the order command.

Charm Person

Antipaladin:45Druid:40Mage:30
Shadowmage:35    
      
Aggressive:YesWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:VariesType:Charm
School:CompulsionSave:Negates  

With this spell, it is possible to charm a humanoid, forcing him to do your bidding. A charmed being will follow its master and not be able to attack him unless the master directly attacks one of his charmed followers in its presence. A charmed being can not be forced to use public channels. For information on how to order your followers, please refer to the order command.

Chill

Antipaladin:20Druid:15Mage:10
Ranger:20    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Cold
School:HydromancySave:HalfDamage:Leveld5; max of 50d5

This spell blasts the target with sub-arctic temperatures, freezing flesh and numbing muscles, resulting in both damage and the temporary loss of five points of strength.

Clairvoyance

Cleric:27Mage:36Shadowmage:28
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ZoneDuration:InstantaneousType:Information
School:Divination; TranslocationSave:None  

This spell will tell you the location of the first mob or player in your zone with the given name. If no name is given, it will tell you the locations of all the players in your zone.

Color Beam

Shadowmage:75    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Energy
School:BrillianceSave:HalfDamage:(Level-55)d25; max of 35d25

A multicolored beam of energy wraps itself about your forearm, and then shoots into your victim with the speed and whip-like accuracy of a snake. In addition to the significant physical harm this causes, the target will also sometimes be affected by another random spell, similar to those caused by Prismatic Beam.

Color Spray

Shadowmage:80    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Energy
School:BrillianceSave:HalfDamage:(Level-35)d15; max of 55d15

A fan of colorful beams spray from your outstretched fingertips, blasting all the creatures in the room. In addition to the tremendous damage this scintillating barrage causes, each target has a chance of being affected by another random spell, similar those caused by Prismatic Beam.

Conjure Elemental

Arbiter:75Cleric:40Druid:20
Inquisitor:75Mage:30Paladin:75
Ranger:60    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:Compulsion; Aeromancy/Geomancy/Hydromancy/PyromancySave:None  

This spell can variously summon earth, water, fire or air elementals to serve you at your whim.

Conjure Greater Elemental

Mage:105    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:Compulsion; Aeromancy/Geomancy/Hydromancy/Pyromancy/TranslocationSave:None  

This spell, available only to mage avatars, can summon various greater elementals or paraelementals to serve you at your whim, depending on which school of magic you have specialized in:
*Aeromancy:Air, Ice, or Lightning
*Compulsion:Air, Earth, Fire, or Water
*Geomancy:Earth, Magma, or Ooze
*Hydromancy:Water, Ice, or Ooze
*Pyromancy:Fire, Lightning, or Magma
*Translocation:Ice, Lightning, Magma, or Ooze

Continual Light

Antipaladin:30Arbiter:20Cleric:12
Druid:10Inquisitor:20Mage:8
Monk:30Paladin:20Ranger:35
Shadowmage:6    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Creation
School:Brilliance; CompulsionSave:None  

This spell will create a permanent ball of light which you may hold as a light source.

Control Weather

Cleric:45Druid:15Mage:20
Ranger:40    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:WorldDuration:InstantaneousType:Weather
School:Aeromancy; Nature's BlessingsSave:None  

This spell will change the course of the current weather.

Create Food

Arbiter:20Cleric:8Druid:2
Inquisitor:20Paladin:20Ranger:10
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:InstantaneousType:Creation
School:Nature's BlessingsSave:None  

This spell instantly creates an edible magic mushroom. The mushroom will be filling for the next (5+level) hours, up to a maximum of 24 hours.

Create Light

Antipaladin:15Arbiter:12Cleric:7
Druid:5Inquisitor:12Mage:4
Monk:18Paladin:12Ranger:20
Shadowmage:2    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RoomDuration:24 HoursType:Light
School:Brilliance; CompulsionSave:None  

This spell will make the room that you are in magically bright for one day, or negate a Darkness or Ever Darkness spell.

Create Rose

Arbiter:18Druid:2Mage:12
Paladin:18Ranger:8  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Creation
School:Nature's BlessingsSave:None  

A romantic spell that creates a fragrant red rose with utterly no game use whatsoever.

Create Water

Arbiter:18Cleric:6Druid:2
Inquisitor:18Monk:9Paladin:18
Ranger:8    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:InstantaneousType:Creation
School:Hydromancy; Nature's BlessingsSave:None  

Expect icky results from this largely self-explanatory spell if cast upon a drink container which already contains a liquid other than water. Empty or water-filled vessels will be filled depending on the level of the caster. Twice the usual amount of water will be created if it is raining or snowing.

Crush

Mage:85    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Blunt
School:GeomancySave:HalfDamage:(Level-60)d30

This spell creates a large boulder immediately above the target, which then falls and crushes him. This devastating blow frequently leaves the target reeling and stunned for a moment, as well as somewhat flatter. The boulder is completely shattered by the impact.

Cure Blind

Arbiter:40Cleric:11Druid:50
Paladin:40Shadowmage:20  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Healing
School:HealingSave:None  

This spell will cure a person blinded by the Blindness spell, though it can not remove blindness caused by (for example) cursed items. This is a good-aligned spell when cast on others.

Cure Critical

Arbiter:40Cleric:30Druid:40
Monk:52Paladin:40Ranger:60
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:TargetDuration:InstantaneousType:Healing
School:HealingSave:None  

This spell cures between six and twenty-seven hit points of damage, at the cost of one fifth that many movement points. This is a good-aligned spell when cast on others.

Cure Light

Antipaladin:20Arbiter:12Cleric:5
Druid:10Inquisitor:12Monk:16
Paladin:12Ranger:20  
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:TargetDuration:InstantaneousType:Healing
School:HealingSave:None  

This spell cures between one and eight hit points of damage, at the cost of one fifth that many movement points. This is a good-aligned spell when cast on others.

Cure Serious

Arbiter:30Cleric:14Druid:30
Monk:34Paladin:30Ranger:50
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:TargetDuration:InstantaneousType:Healing
School:HealingSave:None  

This spell cures between three and seventeen hit points of damage, at the cost of one fifth that many movement points. This is a good-aligned spell when cast on others.

Curse

Antipaladin:11Arbiter:50Cleric:25
Druid:20Inquisitor:50Mage:15
Shadowmage:20    
      
Aggressive:YesWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:7 Days; Perm on objectsType:Malediction
School:Compulsion; NecromancySave:Negates  

A curse cast on a character who fails his saving throw has a variety of unpleasant effects. His hitroll and saving throw versus paralyzation will both be worsened by one; he will be unable to donate or enter the arena, battlefield, or mudbowl; and any attempts to use Locate Object or any of the primary magical movement spells—Astral Walk, Gate, Summon, or Word of Recall—will fail.

Curse cast on an object will render it undroppable.

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