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

Healing Spells

Spell Name Damage Type Notes
Courage --- Raises max HP by [Level]x2 for X duration, and heals for that much. At the duration's end, the Knight loses that much HP but will never go lower than 1 HP.


Other Spells

Spell Name Notes Duration
Create Food Generates a tomato in the caster's inventory. --

Cavalier Spells

Defensive/Other Spells

Spell Name Damage Type Notes
Intimidate --- Reduces Damroll of the target, and has a (??)% chance to cause the Fear status. Can stack to 3 times, and increase the Fear chance.
Phantom Motorcycle --- Summons a motorcyle Vehicle that only the Cavalier can use. Fairly fast, but cannot travel over water.
Blazing Shield --- Gives the caster Resistence to all non-physical damage for several rounds. 30s cooldown, does not cover existing elemental vulnerabilities.


Templar Spells

Offensive Spells

Spell Name Damage Type Notes
Inflame Holy/Negative Causes the target to take Holy or Dark damage (Depending on Caster's alignment) over several rounds, but improves the Target's Damroll as well.
Smite Holy/Negative Deals about [Level]/2 to [Level]x5 damage(Aligment determines type), proportional to the damage sustained by the caster and their target; inflicting max damage when both are severely wounded.
Bide Innate-based Freeze all actions for Three full rounds in order to return the full amount of damage taken during the effect.

Other Spells

Spell Name Notes Duration
Shelter Makes the Caster absorb half of all damage that the Target receives. Split occurs /AFTER/ any resistances or vulnerabilities have been calculated. ---
Phantom Motorcycle Summons a motorcyle Vehicle that only the Templar can use. Fairly fast, but cannot travel over water. Until Crashed
Soulblade Gives the user an extra attack in combat of either holy, silver, or dark depending on caster's alignment. Caster takes half the damage in recoil.  ???

Wizard Spells

Offensive Spells

  • First-tier wizard spells do about [Level] x 2.5 damage.
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.
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.


Defensive/Other Spells

Spell Name Notes 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
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. --

Sorcerer Spells

Offensive Spells

  • Second and third-tier wizard spells do about [Level] x 4 damage.
  • Sorcerers get all second-tier* spells except for the one opposing their innate. None-innate Sorcerers get all six second-tier spells, but no third-tier spells.
    • Sorcerers get one third-tier** spell, matching their innate. None-innate Sorcerers do not get a third-tier spell.
Spell Name Damage Type Notes
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.*
Kundela  ??? Chargeable. Deals max damage when Current MP = Spell Cost. Long cooldown.
Tractor Beam Bash Chargeable. Can be resisted for 2/3 damage. Hits all applicable targets in the room.
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.**
Surf Water Chargeable. Water innates do 12.5% extra damage. Hits all applicable targets in the room.**
Petal Burst Wood Chargeable. Wood innates do 12.5% extra damage. Hits all applicable targets in the room.**
Magnitude Earth Chargeable. Earth innates do 12.5% extra damage. Hits all applicable targets in the room.**


Defensive/Other Spells

Spell Name Notes Duration
Cure Osmose Cures targets of the Osmose (MP-drain) effect.  ???
Thorn Aegis (Wood/Moon Innates) 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 (Water/Wind Innates) 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 (Earth/Fire/None Innates) 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


Witch/Warlock Spells

Offensive Spells

  • Witchs and Warlocks only get one second-tier* spell; the one matching their innate. Those with None-innate get Burst.
  • Second-tier* wizard spells do about [Level] x 4 damage.
    • Psybeam** uses a different formula to do damage but does about [Level] x 2.5 damage.

Offensive Spells

Spell Name Damage Type Notes
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.*
Kundela  ??? Chargeable. Deals max damage when Current MP = Spell Cost. Long cooldown.
Psybeam Mental Chargeable. Has a 33% chance to cause Confusion.**
Big Boo Mental Chargeable. Summons a giant ghost to attack all enemies in the room. Spell damage is logarithmic, capped around 23. Has a chance to inflict fear and/or haunting effects. Charging increases the level of the fear/haunt effects.
Black Cauldron Iron Summons a large cauldron to do Iron damage to all applicable targets. Leaves Cauldron to be used with the Boil skill. Also full of broth.
Headology --- Convince target that they are infact a small, slimey newt worth 0 XP.


Defensive/Other Spells

Spell Name Notes Duration
Evil Eye Has an initial bonus to overcome target's saves, and then drastically decreases them afterwards.  ???
Sleep Charm-type effect that, when sucessful, puts the target to sleep. Failing the spell will cause the target to attack. [12 to 24], depending on level
Jinx Causes the target to have a 30% chance once per round to drop their weapon. This is checked once per ROUND, not once per swing.  ???
Calm Stops any current fights in the room, and lowers hit/dam-rolls on the targets. Does not prevent new fights.  ???


Priest Spells

Healing spells

Spell Name Duration 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.
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.
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.

Offensive Spells

Spell Name Damage Type Notes
Smite Holy/Negative Deals about [Level]/2 to [Level]x5 damage(Aligment determines type), proportional to the damage sustained by the caster and their target; inflicting max damage when both are severely wounded.
Ray of Truth 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.

Defensive/Other Spells

Spell Name Notes Duration
Barrier Gives the target a -15 bonus to AC. [Level]
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.
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. Cursed Players also have their skill effectiveness reduced by 15% on all skills. [4 to 8], depending on level.


Shaman Spells

Healing spells

Spell Name Notes Duration
Mana Rage Damage delt to those in a Mana Rage will restore their MP by 20% of the damage taken for about three rounds.  ???
Madness Madness-induced targets have their spell-lag halved for about three rounds. Expensive, but small lag itself. ---


Offensive Spells

Spell Name Damage Type Notes
Frenzy --- Frenzied targets get an extra two attacks per round for about three rounds.
Outrage --- Outraged targets have the Knockdown effect applied to their normal attacks.
Attack-Up --- Increases the damroll of the target; the exact amount increasing per caster level.
Judgment  ??? Deals [Level]x1, [Level]x2, or [Level]x3 damage to all enemies in the room depending on their alignment against the casters (1x against same-aligment, 2x against netural, 3x against opposing). Also casts Attack-Up on group-mates.
Indignation --- Indignant targets get to counter-attack against normal attacks for three rounds.


Defensive/Other Spells

  • Only one of Limber*, Sage Aura*, Brillance*, Valor*, Vigor*, or Warcry* can be active on a character at a time.
Spell Name Notes Duration
Limber Increases target's Dexterity by 4.* [Level]
Valor Increases target's Constitution by 4.* [Level]
Brillance Increases target's Intelligence by 4.* [Level]
Sage Aura Increases target's Wisdom by 4.* [Level]
Vigor Increases target's Strength by 4.* [Level]
Haste Increases Dexterity and allows an extra attack in combat for a short time. Worses HP regen rate.  ???
Extension Lengthen's duration of all effects on the target, good and bad, by 50%. Cannot be cast again until sum total of all extended effects time granted has expired. ---
Protective Aura Protects against the opposing alignment of the caster (good caster protects against evil, evil caster protects against good). Netural casters cannot use this spell. Protected characters will take 66% damage from the opposing alignment.  ???
Nayru's Love Fully halves the damage a target takes from all attacks for a very short time.  ???


Surgeon Spells

Offensive Spells

Spell Name Damage Type Notes
Zombify --- Turns the target into a Zombie for a short while, allowing them to take damage from Healing spells.
Gattling Prayer Holy/Dark Does alignment based damage to the target. Repeat castings will multiply the damage output, from 1x, to 2x, 3x, and 4x.
Giga Drain --- Drains target's health, mana, and moves by an amount equal to [Level]x2. The caster will gain that has been drained.


Healing Spells

Spell Name Notes Duration
Regen Grants target a green aura that continusously heals over eight rounds. Total amount healed is [Leve]x4, based on the level of either caster or target (whichever is lower). 8 Rounds
Rejuvenation Heals 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. ---
Angel Whisper Heals target's life by 1/4 of target's maximum HP. If the target is Zombified, they take damage equal to 1/8th of their maximum HP. ---
Life Support Heals caster's entire party by [Level]x2 (Caster or Target's, whichever is lower). Repeated castings cost double, triple, quadruple, etc of the original cost. Can be cast rapidly. ---


Defensive/Other Spells

Spell Name Notes Duration
Cure Bleeding Removes the "Bleeding" status effect from the target. ---
Consecrate Increases HP and MP regeneration rates in the room by 50% for duration. Stacks with furniture and any other regen bonuses provdided by the room.  ???
Sarcosis Only castable on those affected by Regen. Removes target's aura and instantly heals them for the remaining HP yet to be restored, plus two extra rounds worth. ---
Esuna Purges negative spell effects from the target, will not remove buffs. Castable only on group members. ---


Summoner Spells

  • A Summoner may only have two followers gained from Tame and/or Hypontize unless they have Leadership or Preeminence.

Offensive Spells

Spell Name Damage Type Notes
Tame Charm Allows caster to take control of a non-sentient animal. Joins Caster's group and obeys for duration of the spell.
Legionnaire Piercing Summons a Legionnaire that will delay a turn before executing a spear attack on the target. Damage is logarithmic, capped around 23. . Can be killed before then. Useable only in combat.
Hypontize Charm Allows caster to take control of sentient beings. Joins Caster's group and obeys for duration of the spell.
Orb User Fire/Electric Summons a Orb User that will delay a turn before casting either a fire spell (Logarithmic damage, capped around 57 fire) or lighting spell (Logarithmic damage, capped around 135 electic). Casts fire 2/3 of the time, lighting 1/3rd of the time. Can be saved against for 2/3rds damage.
Machine Golem Bash/None Summons a Machine Golem that will delay a turn before firing it's arms at the target for either bashing (Logarithmic damage, capped around 75) or non-elemental (Logarithmic damage, capped around 105). Does Bashing with 33% chance to confuse 2/3rds of the time, Non-elemental with a 33% chance to daze 1/3rd of the time.
Bullet Bill Bash Summons a giant Bullet Bill that will delay a turn or two before slamming into the target, dealing Bash (probably logaritmic?) damage that ignores AC and knocksdown thet arget.


Healing Spells

Spell Name Notes Duration
Fairy Summons a Fairy that periodically heals for it's duration.  ???


Defensive/Other Spells

Spell Name Notes Duration
Illuminate Either creates a useable, equipable ball of light (light slot), OR makes an item glow permanently. ---
Word of Recall Target goes to their recall point, not Caster's (can still be used on self, however). Cursed players cannot be recalled. ---
Analyze Displays the resistances, immunities, and vulnerabilities of the target. ---


Dollmage Spells

Healing Spells

Spell Name Notes Duration
Transfusion Takes part of Caster's health and donates it to target. Cannot be cast when at low health. High skill percentages allows one to donate more than is lost. ---


Defensive/Other Spells

Spell Name Notes Duration
Animate Golem Turns a piece of armor on the ground into a pet loyal to the caster. Can only be cast without a pet and when alone in a room. Golem's strength is determined by armor-piece level. ---
Recharge Can refill charges used on a wand or stave item. Can only be used once, does not work on items too many levels above caster. Botched casting can result in a destroyed item. ---
Augment Golem Upgrades an existing Armor Golem to the Level, HP, and AC of a new armor-piece. Armor-Golem keeps all the old affects as well. ---
Deliver Can transport item from caster's inventory to target's. Item must be in caster's inventory, be visible to the target, must be removeable, and the target must have enough room to carry it. ---
Junction Spirit When used, Caster suffers a penalty to AC, but the target gains an equal or greater bonus to AC. If used on an Armor-Golem, it can use the Defend Skill. ---
Junction Might When used, Caster suffers a penalty to Damroll, but the target gains an equal or greater bonus to Damroll. If used on an Armor-Golem, it can use the Smash skill. ---
Junction Health When used, Caster suffers a penalty to maximum HP, but the target gains an equal or greater bonus to maximum HP. If used on an Armor-Golem, it can use the Rescue skill. ---
Junction Heart When used, Caster suffers a penalty to maximum MP, but the target gains an equal or greater bonus to maximum MP. If used on an Armor-Golem, it can use the Rescue skill. ---
Summon Transfers a target from anywhere in the world to the Caster's location. Many restrictions. ---
Gather Rounds up Caster's charmed creatures and dumps in the same room. No restrictions. ---
Enslave Makes a creature affected by the Caster's Tame/Hypnotize permanent. May be uncharmed by dismissing them. ---
Cleft Rift Tears open a hole in space-time, causing a random creature to appear and become a loyal pet to the Caster. Creatures higher level than the Caster will never be summoned via Cleft Rift. ---

Necromancer Spells

Offensive Spells

Spell Name Damage Type Notes
Detonate Pierce/Fire This spell does half pierce damage, half fire damage. The damage is based on the pet level the spell is cast on, which dies when the damage is done.


Healing Spells

Spell Name Notes Duration
Death Coil Cast on a Caster's pet, it restores health to the caster and those of his group in the room. The amount of health restored depends on the victim's maximum HP, who is killed. ---


Defensive/Other Spells

Spell Name Notes Duration
Skeleton Crew Turns any corpses in the room into weak skeleton pets. If there is more than one corpse present, enough will be created to accommodate the maximum number of pets the Caster can have. Pet level depends on corpse level. ---
Corpus Levitas When cast on a corpse, drastically reduces the weight of the corpse; makig it easy to carry. ---
Resurrect When cast on a corpse, creates a zombie pet from the target which has the same resistances, vulnerabilities, and armor as the orignal creature, but is perma-Slow and cannot be healed. Zombies also loose their speical attacks but gain a gas-breath attack, used randomly. ---
Death Pact Cast on a Caster's pet, it gives a damroll bonus and negative resistence to the caster and those of his group in the room. The damroll bonus depends on the victim's level, who is killed. ---
Deliver Can transport item from caster's inventory to target's. Item must be in caster's inventory, be visible to the target, must be removeable, and the target must have enough room to carry it. ---
Summon Transfers a target from anywhere in the world to the Caster's location. Many restrictions. ---
Gather Rounds up Caster's charmed creatures and dumps in the same room. No restrictions. ---
Summon Minighost Summons a Minighost to aid the Caster. Small HP and Damage, but able to use the Frozen Touch skill in combat, freezing their foes. ---
Cleft Rift Tears open a hole in space-time, causing a random creature to appear and become a loyal pet to the Caster. Creatures higher level than the Caster will never be summoned via Cleft Rift. ---


Ninja Spells

Offensive Spells

Spell Name Damage Type Notes
Jutsu Innate Deals damage using the forumla of the first tier Wizard spells (about [Level] x 2.5 damage) of their innate dam-type, and always attempts to inflict a status affect per the second teir wizard spells (Moon = Daze, Fire = Burn, Earth = Sprain, etc).
Leeches  ??? If the target is poisoned, cures them and deals damage based on remaining duration of the poison. Damage maxes out at eight pulses.
Shadow Step  ??? Castable only when you lose 1/4th or more of your max HP in a single attack. Deals 1/4th of your max HP in return. Large cooldown, small lag.


Defensive/Other Spells

Spell Name Notes Duration
Phantom cloak Gives everyone in the Ninja's group Invisibility for thirty seconds. 30


Merchant Spells

Offensive Spells

Spell Name Damage Type Notes
Heat Metal Fire Heats the Gold and Silver held by the target, melting some coins and causing decent damage. Effective even against fire-immune mobs. Silver does less damage than Gold.


Defensive/Other Spells

Spell Name Notes Duration
Midas Glow Converts one gold piece into a level zero light source. Fifty in-game hours
Create Booze Conjures a container of alcohol out of thin air. Type of beverage varies based on Caster's Constitution. ---
Scan Cast on an item, reveals all information (damage, AC, bonuses, etc). Same spell used in Identify scrolls. ---
Floating Disc Creates a Floating Disc that goes in the Caster's Float equipment slot. Carries same number and weight of items that the Caster does. If the Caster dies, the Disc dumps it's contents into the Caster's corpse before the Disc vanishes. Until Caster's Death
Aurum Aegis For three combat rounds, any incoming damage will be nullified and you will lose Gold instead. Self-Cast only. 3 Combat-Rounds
Enchant Weapon Grants a hitroll and damroll increase to a weapon. More enchants on a weapon increases the failure chance. Failed casting either weaken or destroys the weapon. Also increases the level of the weapon. ---
Enchant Armor Grants armor class bonuses to a piece of armor. More enchants on a piece increases the failure chance. Failed casting either weakens or destroys the armor piece. Also increses the level of the piece of armor. ---


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



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. --

pirate game

Terms of use