Spells

From Cod

With training and practice, this could be YOU!!
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With training and practice, this could be YOU!!

This article will detail all normal spells and their affects. Mob spells and quest spells aren't included!

  • "Innate" == One of Cold, Energy, Wood, Fire, Wind, Earth, or None.
  • The "None" damtype is only avoidable if the target is immune to both weapon and magic.
  • Item pulses are longer than mob pulses.

Contents

Knight Spells

Attack and Healing Spells

Spell Name Damage Type Notes
Aurablast Innate* Chargeable. Does about [Level] x 3 elemental damage plus normal weapon damage. Requires a long bashing weapon.
Mend --- No element, applies directly to HP. Heals about [Level] x 1.05 at 60% skill. Heals 1.5x this much at 100% skill. Healing depends on whichever is lower; the caster level or the target's level.

Other Spells

Spell Name Affects Duration
Purify Dispels the Poison and Plague affects from a character. May not work, depending on the level of the caster and the level of the affect. --
Create Food Generates a tomato in the caster's inventory. --
Bless On objects, this spell removes the Curse flag and makes the item give a -1 bonus to Saves when worn. On characters, gives the target a bonus of 10 to hitroll and 0 - [Level]/8 to Saves 6 + [Level]
Limber Adds 4 to the target's Dexterity. [Level]
Valor Adds 4 to the target's Constitution. [Level]
Crusader Saber Applies the Holy or Unholy flag to a weapon, depending on the caster's alignment. 30 + [Level]/3
Enchant Weapon Gives the weapon a permanent +1 bonus to Hitroll and Damroll. Repeated castings stack but may destroy the object. Permanent
Enchant Armor Gives the armor a permanent -1 bonus to AC. Repeated castings stack but may destroy the object. Permanent

Wizard Spells

Attack Spells

  • First-tier wizard spells do about [Level] x 2.5 damage.
    • Psybeam uses a different formula to do damage but also does about [Level] x 2.5 damage.
  • Second and third-tier wizard spells do about [Level] x 4 damage.
  • All second-tier spells, the three offensive third-tier spells, and Tractor Beam all have a cooldown of two rounds.
Spell Name Damage Type Notes
Air Blast Wind Chargeable. Wind innates do 12.5% extra damage.
Gem Missile Earth Chargeable. Earth innates do 12.5% extra damage.
Ice Smash Cold Chargeable. Water innates do 12.5% extra damage.
Fireball Fire Chargeable. Fire innates do 12.5% extra damage.
Rhizome Lance Wood Chargeable. Wood innates do 12.5% extra damage.
Darkside Dark Chargeable. Moon innates do 12.5% extra damage.
Drain Negative Drains 1 to [Level]x2 HP, MP, and Mv. Can be resisted for no damage.
Burst Energy Chargeable. Wood innates do 12.5% extra damage. Has a 33% chance to cause Poison.
Lucent Beam Light Chargeable. Moon innates do 12.5% extra damage. Has a 33% chance to Daze the target for 4 rounds.
Lava Wave Fire Chargeable. Fire innates do 12.5% extra damage. Has a 33% chance to cause a Burn.
Acid Rain Acid Chargeable. Water innates do 12.5% extra damage. Has a 33% chance to cause Osmosis.
Earthslide Earth Chargeable. Earth innates do 12.5% extra damage. Has a 33% chance to cause Sprain.
Thunderstorm Electric Chargeable. Wind innates do 12.5% extra damage. Has a 33% chance to cause Confusion.
Tractor Beam Bash Chargeable. Can be resisted for 2/3 damage. Hits all applicable targets in the room.
Psybeam Mental Chargeable. Can cause confusion.
Pyroclasm Fire Chargeable. Fire innates do 12.5% extra damage. Hits all applicable targets in the room.
Cyclone Wind Chargeable. Wind innates do 12.5% extra damage. Hits all applicable targets in the room.
Halo Energy Chargeable. Moon innates do 12.5% extra damage. Hits all applicable targets in the room.
Megamagic None* Does damage equal to the caster's max mana. Drains all of the caster's MP and Mv, and damages the caster for (max mana - current mana) damage.

Other Spells

Spell Name Affects Duration
Detect Invis Lets the caster see invisible things and know they're invisible. [Level]
Charge Puts a magical charge on the target, increasing the affects or damage of some spells. 5 or until used
Invisibility Makes the target object or character invisible. [Level] + 12
Blind Blinds the target and gives them a -15 penalty to hitroll. [24 to 40], depending on level
Sleep Makes the target fall asleep and prevents them from waking up. [12 to 24], depending on level
Sour Mouth Applies three elemental status affects at random (six when charged). Depends on affect.
Thorn Aegis Gives the target a protective aura which improves AC by -6 and hits attackers with wood-type damage. Won't stack with Hailstone Barrier or Quartz Guard. [12 to 24], depending on level
Hailstone Barrier Gives the target a protective aura which improves AC by -6 and hits attackers with cold-type damage. Won't stack with Thorn Aegis or Quartz Guard. [12 to 24], depending on level
Quartz Guard Gives the target a protective aura which improves AC by -6 and hits attackers with earth-type damage. Won't stack with Hailstone Barrier or Thorn Aegis. [12 to 24], depending on level
Manashield Damage the caster takes with manashield active is applied to their MP instead of HP, but at double the normal rate. [40 to 80], depending on level, or until broken
Conjure Elemental Conjures up a pet for the caster, type depending on caster innate. Elementals will eventually disintegrate on their own. Conjure Elemental has a cooldown of ten rounds. --

Priest Spells

Attack and Healing spells

Spell Name Damage Type Notes
Mend --- No element, applies directly to HP. Heals about [Level] x 1.05 at 60% skill. Heals 1.5x this much at 100% skill. Healing depends on whichever is lower; the caster level or the target's level.
Smite Negative/Holy Chargeable. Does about [Level]/2 to [Level]x5 damage, depending on how much HPs the caster and the target have. Smite does the most damage when the caster and target are near death.
Vitalize --- No element, applies directly to HP. Heals about [Level] x 2.1 at 60% skill. Heals 1.5x this much at 100% skill. Healing depends on whichever is lower; the caster level or the target's level.
Ray Light/Dark Chargeable. Does Dark damage for evil casters, Light for good casters. Has a chance to blind. Resistible for half damage. Does about [Level] x 3 damage. Has a cooldown of three rounds.
Rejuvenation --- No element, applies directly to HP. Hits the entire group of the caster. Heals about [Level] x 5.25 at 60% skill. Heals 1.5x this much at 100% skill. Healing depends on whichever is lower; the caster level or the target's level.
Heavens Strike Light/Dark Damages all opponents and casts Attack Up on all groupmates. Opponents of a similar alignment take less damage and those of an opposing alignment take more damage. Groupmates of a similar alignment get a more powerful Attack Up and those of an opposing alignment get a less powerful Attack Up.

Status Affect Spells

Spell Name Affects Duration
Barrier Gives the target a -15 bonus to AC. [Level]
Bless On objects, this spell removes the Curse flag and makes the item give a -1 bonus to Saves when worn. On characters, gives the target a bonus of 10 to hitroll and 0 - [Level]/8 to Saves 6 + [Level]
Curse Gives the target a +30 penalty to AC. [4 to 8], depending on level.
Float Makes the target float. [Level] + 3
Brilliance Adds 4 to the target's Intelligence. [Level]
Sage Aura Adds 4 to the target's Wisdom. [Level]
Calm Has a chance to make people stop fighting. People who are already Calm, Berserk, or affected by Frenzy are unaffected. Those that stop fighting have their hitroll and damroll worsened by 2 (if an NPC) or 5 (if a PC). [Level]/4
Haste Increases Dexterity by up to 4 and applies the Haste affect. If the target is affected by Slow, this spell attempts to dispel it. [Level]/4 on others, [Level]/2 on self
Extension This spell doubles the duration of all active affects on the target. The target can't have Extension cast on them again until the total number of pulses that all affects were extended have passed. See effect
Protective Aura Applies Protect_good for evil casters or Protect_evil for good casters and -1 to saves. 24
Nayrus Love Applies the Sanctuary affect, which fully halves all damage applied to the caster. Does not stack with protect_good or protect_evil. [4 to 8], depending on level

Other Spells

Spell Name Affects Duration
Detect Poison Detects poison on food, drink, weapons, and corpses, and reveals whether characters are currently poisoned or have the Poison form flag. --
Create Water Adds [Level]x2 units of water to a drink container ([Level]x4 if it's raining). --
Flash Creates a long-lasting light in the room the caster is in which everyone present can see by. [40 to 80], depending on level.
Purify Dispels the Poison and Plague affects from a character. May not work, depending on the level of the caster and the level of the affect. --
Heal Blind Dispels the Blind affect from a character. May not work, depending on the level of the caster and the level of the affect. --
Ressurect Turns an NPC corpse into a zombie pet that follows the caster until it is destroyed. --
Thunder Saber Applies the Shocking flag to a weapon. Won't stack with Frost or Flaming. Lasts a little longer for wind-innates. 30 + [Level]/3
Flame Saber Applies the Flaming flag to a weapon. Won't stack with Frost or Shocking. Lasts a little longer for fire-innates. 30 + [Level]/3
Ice Saber Applies the Frost flag to a weapon. Won't stack with Flaming or Shocking. Lasts a little longer for water-innates. 30 + [Level]/3
Esuna Dispels most magical affects from a groupmate. Each affect is checked against the caster's level to see if it can be dispelled, but the caster gets a +50% bonus to their effective level when casting Esuna. --

Geomancer Spells

Attack Spells

Spell Name Damage Type Notes
Geomance Varies* Chargeable. Base damage is on a logarithmic scale, capped around 45. Does more damage on the day of the week that corresponds to the caster's innate. Does more damage with better practice.
Solarbeam Energy Chargeable. Base damage is about [Level] x 4. Does more damage outside, during the day, with clear skies. Has a cooldown of two rounds.
Bramble Wood Chargeable. Base damage is similar to to Geomance, multiplied by ((2 x (overgrowth level + 1))/3), but needs at least one level to cast. Has a chance to cause Slow.
Earthquake Earth/Bash Does about [Level] x 2.5 damage. The first attack is Earth-type and damages all non-flying enemies in the room. Indoors, there is an additional hit at half-strength which will hit flying foes and is bash-type. Can be heard in the whole area where it is cast.
Heat Metal Fire Targets each item on a character. Does lots of damage if the target wears a lot of equipment. Complicated calculations are involved.* Can be saved against multiple times; to avoid all affects, to avoid each item targetted, and for 2/3 damage.
Rabite Rainstorm Non-elemental There is a delay between casting this spell and it hitting the target. Does about [Level] x 2.5 damage initially. It then summons rabites who will attack the caster's target until the battle is over, at which point they will vanish immediately.
Tsunami Water Chargeable. Base damage is about [Level] x 4. Does more damage with stormy skies. Hits all applicable targets in the room. In very rainy weather, has a chance to wash targets out of the room. Has a cooldown of two rounds.
  • Geomance does damage based on the sector of the room it is cast in. See Flags_Compendium#SECTOR for details.
  • Heat Metal ignores nonmetal and burnproof items, and flaming weapons. Higher-level equipment causes more damage to the target. Can remove equipment from the target. Undroppable items cause much more damage. Etc.

Status Affect Spells

Spell Name Affects Duration
Blight Poisons characters or food. Poisoned food is poisoned permanently until Purified. [8 to 16], depending on level
Float Makes the target float. [Level] + 3
Blind Blinds the target and gives them a -15 penalty to hitroll. [24 to 40], depending on level
Detect Hidden Lets the caster see Hidden objects and mobs and know they're hidden. [Level]
Golem Skin Improves the caster's AC by -30 and gives resistance to Bash-type attacks. [Level]
Pass Door Lets the caster move through some closed doors. about [Level]/4
Curse Gives the target a +30 penalty to AC. [4 to 8], depending on level.
Haste Increases Dexterity by up to 4 and applies the Haste affect. If the target is affected by Slow, this spell attempts to dispel it. [Level]/4 on others, [Level]/2 on self

Other Spells

Spell Name Affects Duration
Create Spring Creates an endless spring of plain water in the room. [Level]
Overgrowth Increases the overgrowth level of the room it's cast in, up to three. Can't be cast in mid-air or in water. Casting again refreshes the duration. Can be charged for two levels per cast. [32 to 64], depending on level
Stormy Sky Makes the weather in the whole area cloudier and windier. Can be charged for double the duration. [20 to 40], depending on level
Clear Sky Makes the weather in the whole area clearer and calmer. Can be charged for double the duration. [20 to 40], depending on level
Sandstorm Adds the Sandstorm affect to the room, which hits everyone in the area for earth damage based on their maximum HP. [5 to 9], depending on level
Flurry Adds the Flurry affect to the room, which hits everyone in the area for cold damage based on their maximum HP. [5 to 9], depending on level
Leaf Saber Applies the Leaf flag to a weapon. Won't stack with Vampiric. Lasts a little longer for wood-innates. 30 + [Level]/3
Wisp Summons wisps to aid the caster. The number of wisps depends on the overgrowth level of the room. A wisp's attack type depends on the innate of the caster. Wisps will eventually disintegrate on their own. --
Moon Saber Applies the Vampiric flag to a weapon. Won't stack with Leaf. Lasts a little longer for moon-innates. 30 + [Level]/3

Summoner Spells

Attack Spells

Spell Name Damage Type Notes
Legionnaire Pierce This spell is cast by the Legionnaire summon. Spell damage is logarithmic, capped around 23.
Orb User Fire/Electric This spell is cast by the Orb User summon. Spell damage is logarithmic, capped around 135 electric or 57 fire. It does fire damage 2/3 of the time and electric the other 1/3. Can be saved against for 2/3 damage.
Detonate Pierce/Fire This spell does half pierce damage, half fire damage. The damage is based on the level of the pet the spell is cast on, which dies when the damage is done.
Machine Golem Bash/Non-elemental This spell is cast by the Machine Golem summon. Spell damage is logarithmic, capped around 105 untyped or 75 bash. It does bash damage with a 33% chance to confuse 2/3 of the time and non-elemental with a 33% chance to daze the other 1/3.
Big Boo Mental Chargeable. Spell damage is logarithmic, capped around 23. Hits all applicable targets in the room. This spell has a chance of applying the Haunted affect and the Fear affect, which can be resisted seperately. Charging this spell increases the likelihood of applying the status affects and not the damage. Does more damage at higher skill%.

Status Affect Spells

Spell Name Affects Duration
Tame Causes target animal to fight alongside the caster for a while. Has a cooldown of three rounds. 25 + [16 to 32], depending on level
Hypnotize Causes target sentient being to fight alongside the caster for a while. Has a cooldown of three rounds. 25 + [16 to 32], depending on level
Slow Slows the target down and gives them a DEX penalty of up to 4. [Level]/2
Charm Causes target character of the opposite sex being to fight alongside the caster for a while. Neuter characters can Charm either gender at reduced success rates. Has a cooldown of three rounds. 25 + [16 to 32], depending on level
Attack Up Raises the target's damroll by 4 to 8, depending on caster level. [Level]

Other Spells

Spell Name Affects Duration
Illuminate Creates a usable, equippable ball of light OR makes an item glow permanently. Permanent
Analyze Displays the resistances, immunities, and vulnerabilities of the target. --
Transfusion Transfers about [Level] x 10.5 health from the caster to the target, at 50% skill. At high skill levels, the target gains increasing amounts of health while the caster doesn't lose any more. --
Word of Recall Like the Recall skill but can also be used on others! The target goes to their recall point, not the caster's. People who are Cursed cannot be recalled. --
Recharge Restores some or all charges to wand-type items, but decreases the maximum charges of the wand by the same amount. Wands with zero maximum charges cannot be charged again and are completely useless once they run out. Wands with powerful spells are more difficult to recharge, and a very badly failed check may destroy the wand. --
Deliver Teleports an item into the inventory of another player. The spell will fail if the target can't carry it, however. --
Summon Summons an existing character from somewhere else in the world. Summoners can't summon from safe, norecall, solitary, or private rooms, something higher level than them, or something that is busy fighting. Summoned mobs are not automatically charmed or tamed. --
Animate Golem Turns an armor-type object in the room into a pet for the caster's use. The golem's stats depend on the level of the object, and the golem has any affects that were on the armor. The object is also destroyed. This spell has a cooldown of ten rounds. --
Conjure Elemental Conjures up a pet for the caster, type depending on caster innate. Elementals will eventually disintegrate on their own. This spell has a cooldown of ten rounds. --
Gather This spell moves all of the caster's charmies and pets to their master. It has none of the restrictions of Word of Recall or Summon.
Cleft Rift This spell conjures up to two random monsters from anywhere in the Cleft of Dimensions to serve the caster. Mobs which are higher level than the caster or immune to summon or charm will not be summoned. --

Racial Spells

Spell Name Affects Duration
Ferre Potest Applies the Featherweight flag to a weapon. A featherweight weapon's effective weight is halved for the purposes of determining if it is wearable. 50 + [Level]/2

Old Spells

These are spells that used to be available to players. but aren't anymore.

Attack and Healing Spells

Spell Name Damage Type Notes
Fire/Blizzard/Thunder Fire/Cold/Electric Does [Level]d6 damage, can be resisted for half damage.
Dins Fire/Acid Blast Fire/Acid Does [Level]d12 damage, can be resisted for half damage.
Fira/Blizzara/Thundara Fire/Cold/Electric Does [Level]d14 damage, can be resisted for half damage.
Firaga/Blizzaga/Thundaga Fire/Cold/Electric Does [Level]d20 damage, can be resisted for half damage.
Magic Missile Energy Does [Level] x 3/4 to [Level] x 4/3 damage.
General Purpose Piercing Does [25 to 100] damage regardless of level, can be resisted for half damage.
High Explosive Piercing Does [30 to 125] damage regardless of level, can be resisted for half damage.
Meteor Negative AKA Dispel Good: can only be cast by evil casters (good casters damage themselves). Only damages good targets. Does [Level]d4 damage. Can be saved against for half damage.
Holy Holy AKA Dispel Evil: can only be cast by good casters (evil casters damage themselves). Only damages evil targets. Does about [Level]d4 damage. Can be saved against for half damage.
Quezacotl's Wrath Electric AKA Chain Lightning: Does [Level]d6 damage to the first target. Level is decreased by 4 each time the bolt switches targets until it hits 0. Each hit can be saved against for 1/3 damage.
Mana Restore -- Restores about [Level] x 10.5 mana.
Restore Mana -- Restores exactly [Level] mana.
Cure/Cure 2/Cure 3 -- Restores (2d8 + [Level] x 2) / (2d10 + [Level] x 3) / (3d12 + [Level] x 3) HP
Angel Whisper -- Restores exactly 25% of the target's max HP.
White Wind -- Casts Angel Whisper and Restore Movement on every PC in the room. (If cast by an NPC, casts these spells on all NPCs instead.)
Restore Movement -- Restores exactly [Level] MV.

Status Affect Spells

Spell Name Affects Duration
Aeriths Blessing Alias for the Bless spell above [Level] + 6
Protect Improves AC by -75 [Level] + 8
Frenzy Improves Hitroll and Damroll by [Level]/6, but worsens AC by [Level]x(5/6). Can only be cast on characters of the same alignment. [Level]/3
Detect Magic/Hidden/Good/Evil Adds the Detect_magic/hidden/good/evil flag [Level]
Protect Evil/Good Applies the Protect_evil/good flag. The two cannot stack. 24
Ramuhs/Ifrits/Shivas Favour Applies resistance to electricity/fire/cold. [Level]
Phantom Cloak AKA Mass Invis. Invisibles all people in the room in the same group as the caster. 24
Infravision Applies the infrared flag. [Level]x2
Attack Down Lowers Strength by 4 [Level]/2
Bio Poisons the target and lowers strength by 2. Can also poison food. [Level]/8
Bio 2 AKA Plague. Lowers strength by 5 and adds the Plague affect. [Level]/8

Other Spells

Spell Name Affects Duration
Scan Identifies an item. --
Floating Disc Creates a floating container object for the caster's use. Permanent
Antidote Dispels the Poison affect. May fail depending on affect level vs caster level. --
Farsight Exactly the same as the scan command except worse. --
Locate Object Gives the room or person's inventory that all objects with the target name are in. Some items are nolocate. --
Uncurse Removes the nodrop and noremove flags from an item. --
Dispel Like Esuna but can be cast on enemies to strip their beneficial affects. Does not receive the 50% bonus to level when trying to dispel, however. The target also gets a save versus the spell. --
Teleport Moves the caster to the location of the target. Has a lot of restrictions. --
Nexus Creates a portal object to the location of the target. Has a lot of restrictions. Requires some fancy item to cast. --
Exit Looks exactly the same as Nexus. --
Create Rose Creates a rose in the room. --

Terms of use