Apocalypse: Flames jet out of the ground beneath each enemy, inflicting heavy fire damage.
Blood Star: This is what the Winged Witches toss at you. Each Blood Star hit does 1/3rd the caster's magic statistic in damage to the enemy. Costs health and mana to cast.
Bone Spirit: A ghost flies from enemy to enemy and 1/3rd of their hit points in damage. Life and mana are used to cast; health is not recovered unless the spell strikes.
Chain Lightning: Targets all creatures around you and sends out multiple bolts, hitting friend or foe. The higher level you have of this spell the more bolts are cast.
Charged Bolt: Multiple bolts of slow moving electricity float around the room in random directions, until they make contact with a foe or until the spell wears out. The higher the level of the spell, the more Charged Bolts are shot, and the more damage each Charged Bolt does.
Elemental: A fire elemental erupts from the ground and heads towards an enemy; exploding into a fireball on impact. The higher the level of the spell, the faster the Elemental, and the more damage done.
Fireball: Similar to firebolt but with a much bigger ending.
Firebolt: A burst of fire is shot, taking minimal mana and doing little damage. Does not do splash damage. The higher the level of the spell, the more damage done by the Firebolt.
Fire Wall: Casting this spell will cause a wall of fire to erupt from the ground, burning those who are stupid enough to step in it. The higher the level of the spell, the longer the Fire Wall will burn, and the more damage the flames will do.
Flame Wave: A mobile wall of fire sweeps across the floor in the direction you are facing, inflicting damage upon anything is its path. The higher the level of the spell, the greater the width of the Flame Wave, and the more damage each Wave does.
Flash: A ring of energy, called Flash, is shot out from the player into the surrounding adjacent squares, giving enemies surrounding you a bit of a shock. The higher the level of the spell, the more damage the Flash does.
Golem: Creates a stone creature that kills living enemies. Golems are not indestructible and do die eventually. One golem will attack another golem; so don't cast this more than once per level.
Guardian: A three headed dragon emerges from the ground, with each head firing Firebolts at surrounding enemies. The dragon cannot be hit, therefore casting Guardians in rooms full of enemies can earn you a few easy kills. The higher the level of the spell, the more damage the Firebolts do, and the longer the Guardian will remain.
Healing: This spell will heal you, recovering some lost hit points. The higher the level of the spell, the more hit points you will recover with each use of the spell. For sorcerers, this spell has a significantly greater effect than healing potions.
Heal Other: This spell will heal the desired creature, friend or foe. The higher the level of the spell, the more hit points the creature will recover.
Holy Bolt: Casting fires a ball of holy magic, so only the undead will be harmed from impact. Therefore you can not hit your fellow human adventurers in multiplayer games, making co-op play less painful. Holy Bolt will fly straight through creatures that aren't undead. The higher the level of the spell, the more damage the Holy Bolt will do.
Identify: Identify will reveal all characteristics of an enchanted or special item, much like how Cain will identify items for you in town. NO BOOK AVAILABLE.
Inferno: This spell streams a jet of fire in front of the caster, burning all those who make contact. Does cause splash damage. The higher the level of the spell, the more damage the Inferno fire will do.
Infravision: Infravision will show all enemies on the screen highlighted in red, even if the enemy is beyond the usual range of sight, which includes on the other side of walls. NO BOOK AVAILABLE
Lightning: A concentrated bolt of lightning will be shot at the desired target when cast; will hit target after target until it runs into a wall. The higher the level of the spell, the more damage done by the Lightning.
Mana Shield: A Mana Shield will be cast upon the player. In effect, all damage done to the player will be absorbed by the shield, using mana per hit. A gold ball will float over your head indicating that the spell is active. The higher the level of the spell, the more effective the shield is, and thus the less damage the caster will take.
Nova: A circular blast of energy will be shot from the player and expand outward, inflicting all creatures surrounding the player, friend or foe. NO BOOK AVAILABLE.
Phasing: A Phase will teleport the player a short distance ahead in the direction you are facing. It uses little mana, and can be useful when surrounded by a group of enemies.
Repair: Warriors have a special skill which allows them to repair weapons in the field. Use this lightly since it decreases the durability of items.
Resurrect: If a character is killed, and his body remains (provided he does not restart in town) a Resurrect spell can be cast, bringing him back to life with one hit point and one mana count. NO BOOK AVAILABLE.
Staff Recharge: Sorcerers have a special skill that allows them to recharge magic staffs. Just as with the warrior you should use this skill rarely as the number of charges available in the staff decreases with each field recharge.
Stone Curse: An effective spell which will turn the desired target to stone for a short period of time; no creature has resistance to this spell. During this time he can't move or attack, making him easy prey. A lower level spell of Stone Curse will not be effective as a high level, requiring multiple castings upon the target until it becomes 'stoned'. The higher the level of the spell, the longer the target will remain in stone, and the more effective the Stone Curse will be.
Telekinesis: Allows distant objects to be 'triggered'. With this spell, doors and chests can be opened from afar, as can the picking up of items, the pushing of levers, the pushing of enemies, and many other possibilities.
Teleport: Transports the caster to any destination clicked onscreen. Ignores doors, gates, walls, and any other obstruction between you and the target.
Town Portal: A handy spell which will save you minutes of load time and backtracking. Casting this spell will open up a blue portal, which will take you directly to town (instead of having to ascend through the levels to find a passage to town). Once you return from town through the blue portal, it disappears.
Trap Disarm: A special skill for the rogue this allows you to disarm traps on chests or doors.
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