Accursed Crown of the Giant King by Merry Prankster Games (http://www.prankster.com)

This Manual is Copyright 2007-2021 by Geoff Dunbar

Manual Date December 9, 2021

Table of Contents

Introduction

Generations ago, the curse of the Crown of the Giant King finally splintered the ancient Kingdom of Giants. Now, a hundred years later, the curse has spread its malevolent influence south, and engulfed the Duchy of Northfell in ruin and despair. A band of heroes is needed to break the curse and return peace and prosperity to the land.

Welcome to Accursed Crown of the Giant King! In Accursed Crown of the Giant King, you control a party of adventurers in a quest to break the curse of the crown of the giant king. Accursed Crown of the Giant King is a single-player role-playing game featuring real-time, pausable gameplay. For information on how to control your party, click on the Help icon within the game. This manual describes in detail the SENG role-playing system used by Accursed Crown of the Giant King; the information contained within is not necessary to play the game, but is provided to give full details on how the game functions.

For more information and updates on Accursed Crown of the Giant King or Merry Prankster Games, visit http://www.prankster.com.

Hints and Tips

Game System

This section describes the SENG RPG system, as used by Accursed Crown of the Giant King. You don't need to read this section to play the game, but if you are curious about what the various statistics mean, this is the section to read.

The SENG RPG is a game system designed for implementation in computer role playing games. This game system is similar to other level-based RPG systems, in that an actor's basic effectiveness is determined by its level, but the actual abilities of the actor depend on a set of attributes, skills, items, powers, and spells. SENG 2.0 is chiefly designed to simulate a world of heroism and high magic, with warriors and wizards, evil knights and demons.

Basics

D100 Check

In SENG, we often wish to determine whether a given action succeeds or not, using a mechanism called a D100 Check. The action has a number associated with it, called a difficulty class, representing how difficult the action is to take. A value of 50 represents a modestly challenging action for a typical human, with lower values representing easier actions, and higher values representing more difficult actions. The actor performing the action has a number associated with him, called the bonus, representing how proficient he is at performing the given action. A value of +0 represents a typical bonus for a human; lower values (negative bonuses) mean the actor is less skilled at the action, greater values indicate that the actor is more able to perform the action.

To actually determine whether an action succeeds or not, the SENG game randomly generates a number between 1 and 100. A roll of 5 or lower is automatically a failure, 96 or higher, automatically a success. Otherwise, SENG takes the roll, adds the actor's bonus, and compares the result to the difficulty class. If the result is greater than the difficulty class, the action succeeds, otherwise the action fails.

Example: An actor attempting to physically strike another actor is done with a D100 Check. Lancelot, a 5th level Fighter, attempts to strike Selene, a 4th level Adventurer. Selene is wearing armor, and is very quick on her feet, so the difficulty class for this attack is 65. Lancelot is a skilled attacker, so he gets a +25 bonus to his roll. Lancelot rolls 47; after adding his +25 bonus, the result is 72, beating the 65 difficulty class of the strike, so he successfully hits Selene.

For some actions, where the results of the action are predictable, instead of generating a number between 1 and 100, the SENG game simply selects the value 50. SENG generally uses this method (called a static D100 Check) for non-combat actions, such as disarming a trap.

Time and SENG

SENG displays things twice as fast as they happen in the SENG world. For instance, an actor typically takes 2 seconds to complete an attack in SENG. However, you as the player will see this action take place in only 1 second.

Movement and Actions

A typical actor in SENG moves 10 feet per second, or about 7 miles per hour.

A standard action in SENG, such as attacking or casting a spell, takes 2 seconds. Immediately following the action, the actor is delayed for .5 seconds, during which the actor cannot move. Following the delayed period, the actor is recovering for 4 seconds, during which the actor can move freely but cannot perform actions.

Certain skills, spells, and items can affect the movement speed and recovering period for an actor. See those sections of the rulebook for more information.

Actors

A single person or creature in a SENG game is referred to as an actor. The player (you) controls one actor as your main actor; you may also come to control other actors in your party.

Attributes

An actor's basic physical and mental abilities are defined by a set of 5 statistics called attributes. These attributes are the fundamental makeup of an actor, and are virtually fixed for an actor's lifetime, changing only slowly as the actor gains levels. Each actor has a number assigned for each attribute, where 10 represents an "average human" value. Attributes grant a modifier to the associated combat statistics, saving throws, special statistics, spells, and abilities.

This table outlines the modifier of an attribute, based on the actor's value:

Attribute Value Modifier
5 -12
6 -10
7 -7
8 -5
9 -2
10 0
11 2
12 5
13 7
14 10
15 12
16 15
17 17
18 20
19 22
20 25

Race

Actors in the world of SENG are a member of a race. Player actors come from the subset of races known as the civilized races, and their attributes are affected by the race selection (the attribute modifications take place at actor creation time). The available races are:

Class

Player actors (and other heroic figures) specialize in a class. An actor's class determines what skills and abilities the actor can gain. Classes are broad definitions, with many types of actors fitting under the broad umbrella.

Levels

The "power" of an actor is roughly defined by his level. A beginning character in a SENG game typically begins at level 1, whereas the most powerful, near god-like actor in SENG has the maximum level of 20.

An actor's level depends on the amount of experience he has gained, representing increased knowledge and abilities. This table outlines the relationship between experience points and an actor's level:

Level Experience For Level
1 1584
2 2511
3 3981
4 6309
5 10000
6 15848
7 25118
8 39810
9 63095
10 100000
11 158489
12 251188
13 398107
14 630957
15 1000000
16 1584893
17 2511886
18 3981071
19 6309573
20 10000000

Experience is gained by performing quests in the game, with the amount of experience granted depending on the difficulty of the monsters and other challenges in the quest. See Gaining Experience for more information.

Gaining Experience

Achievements in SENG are designated quests, which are tasks or heroic deeds that the party can accomplish. Actors can advance in levels by successfully completing quests. When the party completes a quest, each actor is granted a reward of experience points for the quest.

Each monster, trap, or other obstacle in a quest is assigned an encounter level. Each obstacle is worth a number of experience points, assigned from the encounter level. The experience awarded for a quest is calculated by totaling this experience. This table shows how much experience an encounter is worth based on encounter level:

Encounter Level Experience Award
025
134
247
365
490
5125
6198
7313
8497
9788
101250
111981
123139
134976
147886
1512500
1619811
1731398
1849763
1978869
20125000
21198111
22313985
23497633
24788696
251250000

When a character advances a level, he gets the following benefits:

Saving Throws

Actors have three separate saving throws, representing their ability to dodge different types of ill effects or spells.

Save Attribute Class Description
Energetic Agility Adventurer The actor's ability to dodge or otherwise physically evade some sort of threat.
Material Durability Fighter The actor's toughness, or ability to absorb physical punishment.
Spiritual Personality Spellcaster The actor's ability to overcome mental damage or effects.

An actor's saving throw bonus is from the following table, generally looked up in the normal column. Each class has a type of saving throw they specialize in; for that saving throw, use the improved column. An actor with the Improved Energetic skill, Improved Material skill, or Improved Spiritual skill also uses the improved column. Then, the attribute modifier is added to the bonus, using the saving throw's attribute (from the table above).

Level Normal Improved
1 1 3
2 3 6
3 5 10
4 6 13
5 8 16
6 10 20
7 11 23
8 13 26
9 15 30
10 16 33
11 18 36
12 20 40
13 21 43
14 23 46
15 25 50
16 26 53
17 28 56
18 30 60
19 31 63
20 33 66

A saving throw is a D100 Check made where the difficulty class is 50 plus the spell bonus of the spell, and the actor's bonus is his saving throw bonus.

Actor Creation

Follow these steps when creating a new, level 1 actor:

  1. Pick a race for the actor.
  2. Pick a class for the actor (Fighter, Adventurer, or Spellcaster).
  3. Assign a value of 6 to each attribute.
  4. Take 92 points and spend them on attributes:
    1. 1 point per attribute point up to 8.
    2. 2 points per attribute point up to 10.
    3. 3 points per attribute point up to 12.
    4. 4 points per attribute point up to 14.
    5. 5 points per attribute point up to 16.
    6. 6 points per attribute point up to 18.
    7. 7 points per attribute point up to 20.
  5. The actor then receives a number of skill points, as per his class, and can gain skills accordingly.

Skills

Skills represent gained abilities as actors grow in experience and power. Various skills give the actor the ability to use weapons and armor more effectively, to gain and cast magical spells, and other miscellaneous abilities. See List of Skills for all of the available skills.

Gaining Skills

An actor of level 1 starts with a small number of skills, and then gains skills as he advances. Fighters and Spellcasters gain fewer skills, and some of the gained skills must be assigned to their class. (Others can be any available skill). Adventurers get more skills, and all skills are considered class skills for Adventurers. See the List of Skills for which skills are associated with which classes. This table indicates the number of skills gained at each level (* indicates a non-class skill for that level):

Level Fighter Adventurer Spellcaster
1 3* 3 3*
2 1* 1 1*
3 0 1 0
4 1 1 1
5 1* 1 1*
6 0 1 0
7 1 1 1
8 1* 1 1*
9 0 1 0
10 1 1 1
11 1* 1 1*
12 0 1 0
13 1 1 1
14 1* 1 1*
15 0 1 0
16 1 1 1
17 1* 1 1*
18 0 1 0
19 1 1 1
20 1* 1 1*

An actor can also replace one skill each time he gains a level, in case a skill becomes obsolete or a poor choice was made in a previous level. Skills cannot be replaced if the actor has other skills that require that skill as a prerequisite.

List of Skills

See the Appendix (Full Skill Listing) for a complete description of all skills. Here is a short list of the skills and their prerequisites:

Fighter Skill Skill Requirements Attribute Prerequisites
Light Blades Strength
Heavy Blades Strength
Staves Strength
Bludgeons Strength
Axes Strength
Bows Agility
Light Armor
Heavy Armor Light Armor
Shield Level 5
Duelist Level 5
Marksman Level 5
Two Handed Level 5
Dual Wield Level 5
Shield Focus Shield Level 10
Duelist Defense Duelist Level 10
Duelist Finesse Duelist Level 10
Deadly Marksman Marksman Level 10
Two Handed Power Two Handed Level 10
Improved Dual Wield Dual Wield Level 10
Light Blade Mastery Light Blades Level 5
Heavy Blade Mastery Heavy Blades Level 5
Staff Mastery Staves Level 5
Bludgeon Mastery Bludgeons Level 5
Axe Mastery Axes Level 5
Bow Mastery Bows Level 5
Light Armor Mastery Light Armor Level 5
Heavy Armor Mastery Heavy Armor Level 5
Weapon Finesse Level 5
Light Blade Lunge Light Blade Mastery Level 10
Heavy Blade Precision Heavy Blade Mastery Level 10
Whirling Staff Staff Mastery Level 10
Bludgeon Repulsion Bludgeon Mastery Level 10
Tremendous Axe Strike Axe Mastery Level 10
Power Bowshot Bow Mastery Level 10
Shield Wall Shield Level 10
Duelist Maneuver Duelist Level 10
Marksman Bullseye Marksman Level 10
Two Handed Berserk Two Handed Level 10
Dual Wield Skirmish Dual Wield Level 10
Toughness

Adventurer Skill Skill Requirements Attribute Prerequisites
Traps Intelligence
Locks Intelligence
Stealth Personality
Observation Intelligence
Diplomacy Personality
Improved Flank Stealth Personality Level 5
Sneak Attack Stealth Personality Level 5
Combat Stealth Sneak Attack Personality Level 10
Singing Personality
Improved Singing Singing Personality Level 5
Masterful Singing Improved Singing Personality Level 10
Battle Music Singing Personality Level 5
Heroic Music Singing Personality Level 5
Shadow Music Improved Singing Personality Level 10
Wondrous Music Improved Singing Personality Level 10
Wands Intelligence
Improved Material
Fortitude Improved Material Level 5
Great Fortitude Fortitude Level 10
Improved Energetic
Escape Improved Energetic Level 5
Lightning Escape Escape Level 10
Improved Spiritual
Resolve Improved Spiritual Level 5
Iron Resolve Resolve Level 10
Stand Stout Fortitude Level 10
Acrobatic Evasion Escape Level 10
Resolute Belief Resolve Level 10

Spellcaster Skill Skill Requirements Attribute Prerequisites
Matter Blood Matter Magic
Energy Blood Energy Magic
Spirit Blood Spirit Magic
Arcane Magic Any Magic
Religion Any Magic
Void Magic Personality
Matter Magic Intelligence
Energy Magic Intelligence
Spirit Magic Personality
Elemental Magic Matter Magic, Energy Magic Intelligence
Cosmic Magic Energy Magic, Spirit Magic Personality
Life Magic Matter Magic, Spirit Magic Personality
High Magic Matter Magic, Energy Magic, Spirit Magic Intelligence
Void Magic Mastery Void Magic Level 10
Matter Magic Mastery Matter Magic Level 10
Energy Magic Mastery Energy Magic Level 10
Spirit Magic Mastery Spirit Magic Level 10
Elemental Magic Mastery Elemental Magic Level 10
Cosmic Magic Mastery Cosmic Magic Level 10
Life Magic Mastery Life Magic Level 10
High Magic Mastery High Magic Level 10
Spell Penetration Any Magic Level 5
Greater Spell Penetration Spell Penetration Level 10
Armored Casting Any Magic
Armored Casting Mastery Armored Casting Level 5
Spellcasting Alacrity Any Magic Level 5
Combat Casting Any Magic
Defensive Casting Combat Casting Level 5
Mental Focus

Items

An obtains possessions, called items, during his adventures, through purchase, searching, or looting. These items are useful in a wide variety of situations.

See the Appendix (Full Item Listing) for a full description of common, and a sample of a few of the magic items available.

Inventory

An actor's possessions go into his backpack. In addition, there are a number of slots into which an actor can wield items:

There are an additional set of items that are not wielded.

Weapons

Weapons give an actor the ability to deal additional damage in combat.

If an actor does not have the proper skill for using a weapon, he is considered non-proficient. For a simple weapon, he takes a -5 penalty to attack bonus, whereas for a standard weapon he takes a -20 penalty to his attack bonus. Simple weapons, such as daggers or shortbows, require less training to use properly and thus have a lower penalty; see the item description for an indication that a weapon is considered simple. The -20 penalty also applies if the actor does not wield any weapon.

Masterwork weapons (high quality weapons constructed by an exceptional craftsman) yield a +5 bonus to attack bonus, while increasing the price of the weapon by 300 gold. Magic weapons yield a bonus to both attack bonus and attack damage, while also increasing the price of the item.

Two-handed weapons require both hands to wield, and make it impossible to wield a shield at the same time. An actor with the Dual Wield skill can use the dual wield style, wielding two weapons at once (one in each hand).

Generally, melee weapons use the actor's strength to give a bonus (or penalty) to attack bonus and attack damage, and bows use the actor's agility to give a bonus to attack bonus. There are a couple of exceptions. Many bows impose a minimum strength on the actor to wield the bow, but deal an additional amount of damage based on the minimum required strength. If the wielder does not meet the minimum strength, he takes a -20 penalty to attack bonus and does not get the strength bonus to damage. Light weapons may use either actor's strength or agility as the bonus to attack bonus (though attack damage still depends on strength).

Most weapons have a 5% chance on any hit to deal a critical hit, inflicting double damage. Axes have a 10% chance to deal a critical hit on a successful attack.

An actor with the appropriate mastery skill for his weapon receives an attack speed bonus. See speed bonus for details.

Here is a list of common weapons:

Weapon Type Damage Weight Cost
Dagger Light Blade (1 to 20) 1 2 simple
Shortsword Light Blade (1 to 30) 2 10
Longsword Heavy Blade (1 to 40) 4 15
Greatsword Heavy Blade (1 to 50) + 5 8 50 two-handed
Quarterstaff Staff (1 to 40) 4 1 two-handed
Staff Staff (1 to 20) 2 1 simple
Club Bludgeon (1 to 30) 3 1 simple
Greatclub Bludgeon (1 to 50) 8 1 two-handed
Warhammer Bludgeon (1 to 40) 5 12
Greathammer Bludgeon (1 to 45) + 5 10 40 two-handed
Axe Axe (1 to 25) 3 5 simple
Battleaxe Axe (1 to 35) 6 10
Greataxe Axe (1 to 55) 12 20 two-handed
Shortbow Bow (1 to 30) 2 30 simple two-handed
Longbow Bow (1 to 40) 3 75 two-handed
Composite Bow Bow (1 to 40) + 7 3 100 two-handed Strength 13
Strongbow Bow (1 to 40) + 15 3 150 two-handed Strength 16

Armor

Armor is worn on an actor's body, and provides protection from physical attacks. Armor generally provides a bonus to an actor's defense class.

Armor has a maximum agility bonus associated with it; this is the maximum agility modifier that can be applied by the actor to his defense class. This represents the bulkiness of the armor making it more difficult for the actor to dodge; light armor generally has a very high maximum agility bonus, whereas heavier armor has a much lower maximum. This maximum only applies to defense class; other uses of agility (such as the attack bonus when using a bow) is not limited in this way.

An actor must possess the skill associated with his armor, or else he suffers a penalty to his attack bonus and attack damage. Armor and shield penalties are cumulative. See the description of the armor for the amount of the penalty.

An actor wearing armor while casting a spell subtracts the armor's spellcasting penalty from his spell bonus. Armor and shield penalties are cumulative. The Armored Spellcasting skill can reduce this penalty.

An actor wearing armor while hiding receives a penalty to his stealth special statistic. Armor and shield penalities are cumulative.

Masterwork armor (high quality armor made by an expert craftsman) has a +5 bonus to a normal armor's defense class, maximum agility bonus, and stealth penalty. Masterwork armor costs 150 gold more than armor of the standard type. Magic armor has the same benefit as masterwork armor, but also typically provides a higher defense class than standard armor.

Shields are similar to armor, but are wielded in the actor's off hand, and can be used at the same time as armor or one-handed weapons. As with armor, shields have a defense class, maximum agility bonus, and a spellcasting penalty. Note that the Shield skill is more advanced than the armor skills, and the actor must achieve level 5 before he can gain that skill.

Here is a list of common armors:

Armor Type Defense Class Max Agility Attack Penalty Spellcasting Penalty Stealth Penalty Weight Cost
Robes Light Armor 5 30 5 0 5 1 5
Leather Light Armor 15 20 5 10 15 20 25
Chainmail Heavy Armor 25 15 20 15 20 40 150
Platemail Heavy Armor 40 0 35 20 35 50 600
Buckler Shield 5 5 5 5 5
Shield Shield 10 10 10 10 10
Tower Shield Shield 15 10 15 15 25 15 20

Carrying Capacity

Items have a weight in pounds. Actors can carry a certain amount of weight, based on their strength. An actor who has exceeded his carrying capacity cannot move, attack, or cast spells. This table lists an actor's carrying capacity based on his strength:

Strength Carrying Capacity
6 57
7 65
8 75
9 87
10 100
11 114
12 131
13 151
14 174
15 200
16 229
17 263
18 303
19 348
20 400

Combat

A combat attack is resolved as follows:

Attack Bonus

An actor's attack bonus represents his ability to strike an opponent and penetrate that enemies' armor. The base attack bonus for the actor is calculated using his level and class, per this table:

Level Fighter Bonus Adventurer Bonus Spellcaster Bonus
1 5 3 2
2 10 7 5
3 15 11 7
4 20 15 10
5 25 18 12
6 30 22 15
7 35 26 17
8 40 30 20
9 45 33 22
10 50 37 25
11 55 41 27
12 60 45 30
13 65 48 32
14 70 52 35
15 75 56 37
16 80 60 40
17 85 63 42
18 90 67 45
19 95 71 47
20 100 75 50

The following modifiers are applied:

Defense Class

An actor's defense class represents his ability to avoid and repulse attacks. The defense class is calculated as follows:

Attack Damage

The damage dealt by an actor's successful attack is calculated as follows:

Hit Points

Attack damage is subtracted from the defender's hit points. If the actor is reduced to 0 or fewer hit points, he is dead, and must be resurrected (see Healing).

An actor gets a certain number of hit points per level. The amount depends on his class and his durability:

Class Hit Points Per Level
Fighter 26-50 + Durability Modifier
Adventurer 21-40 + Durability Modifier
Spellcaster 16-30 + Durability Modifier

Ranged

Ranged attacks are calculated in the same manner as melee attacks, with the exception that no strength modifier is added to the attack damage. Note that some bows do provide a damage bonus for actors strong enough to use them; see Weapons. Ranged attacks have a maximum range of 100 feet.

Flanking

When an actor is attacking an enemy, he grants a flanking bonus to any other enemies. In addition, an actor who casts a spell or launches a ranged attack grants a flanking bonus to any enemies. An actor who attacks, and is granted a flanking bonus, is said to be doing a flank attack. A flank attack gives a bonus of +10 to attack bonus and attack damage.

An actor who has the Improved Flank skill gets a bonus of +20 to attack bonus instead of the normal +10, and deals additional random attack damage equal to his stealth value.

Healing

When the party rests, all actors are resurrected and have their hit points restored to their maximum value. Typically this is only done in "safe" locations like inns or castles.

In addition, if the party is ever wiped out, the party is restored to a recent safe locations, such as a temple, where a benevolent force raises the dead actors back to life to continue their adventure.

Spells and items (often potions) can also heal a portion of an actor's hit points, the amount described in the spell or item description. An actor can only use a limited number of healing spells or items between resting. This number is referred to as recoveries, and is equal to an actor's durability divided by two.

Styles

When an actor achieves level 5, a number of additional skills become available, enabling advanced fighting styles. These are:

Speed Bonus

Certain skills, abilities, and items grant a speed bonus. For every 5 points of a speed bonus, the recovering time for an action is reduced by one second, allowing the actor to perform actions more quickly. The minimum recovering time is 1/2 second (achieved at speed bonus +18), allowing actions to be performd every 3 seconds. Skills generally raise the speed bonus for either attacking or spellcasting separately, whereas items and spells usually grant a speed bonus for either. See the skill and item descriptions for details.

If an actor achieves a speed bonus of higher than +20 for attacks, he gets a chance for an extra attack. The chance is equal 10% per speed bonus above 20. An actor using dual wield gets an extra attack with both weapons.

When an actor is using any style, or uses a weapon mastery skill, he receives an attack speed bonus. The bonus is his base attack bonus divided by 5, and is not applied doubly if the actor both uses a style and a weapon he has the mastery skill for.

Abilities

Actors can gain optional abilities that give them special actions that they can take, typically giving some sort of combat bonus or effect. Abilities come in two main flavors, magic spells that can be cast that have some magic effect, or powers that can be activated, granting some type of bonus that remains in effect until the power is deactivated.

Energy

Most abilities cost energy to use. Magic spells cost energy to cast, while powers cost energy for 10 seconds that they are active. The cost of a spell is based on its spell tier, and is listed in Magic Spells, and the cost of a power is based on its level, and is listed in the Powers List.

An actor starts with his maximum energy, and expends it the using abilities. His energy is fully restored when he rests; otherwise, only magic items such as potions will restore energy. Potions that restore energy typically require a recovery to be used; see Healing for information on recoveries.

An actor's energy points are determined by his level. Do note that an actor gets a minimum of 1 energy point per level, even if his low intelligence would normally give less energy.

Level Energy Points
1 6 + Int Modifier x 1
2 8 + Int Modifier x 1
3 10 + Int Modifier x 1
4 12 + Int Modifier x 1
5 16 + Int Modifier x 2
6 20 + Int Modifier x 2
7 24 + Int Modifier x 2
8 32 + Int Modifier x 2
9 40 + Int Modifier x 2
10 48 + Int Modifier x 3
11 64 + Int Modifier x 3
12 80 + Int Modifier x 3
13 96 + Int Modifier x 3
14 128 + Int Modifier x 3
15 160 + Int Modifier x 4
16 192 + Int Modifier x 4
17 256 + Int Modifier x 4
18 320 + Int Modifier x 4
19 384 + Int Modifier x 4
20 512 + Int Modifier x 5

Magic

An actor uses magic by casting spells, special type of ability. There are 4 requirements to cast a spell:

  1. The actor must have acquired the spell (see Spell Acquisition).
  2. Each spell has a magic domain associated with the spell; the actor must have the matching skill to be able to cast the spell.
  3. Each spell has a spell tier; the actor must be able to cast spells of at least that tier in order to cast the spell.
  4. The actor must pay the energy cost each time he casts the spell.

The effect of the spell depends on the specific spell; see Full Spell Listing in the Appendix for details.

Magic Domains

There are 8 domains of magic. The more complex domains (Elemental, Cosmic, Life, and High) depend on the basic domains (Matter, Energy, and Spirit). To cast spells from one of the complex domains, the actor must first learn the skills of the basic domains that the complex domain depends on, and then learn the complex domain skill. See the descriptions below for the dependencies of the complex domains.

Spell Tier

Spells are arranged by tiers, numbered 0 through 9, where the tier of a spell determines its magical potency, and the difficulty in casting the spell. The tier of a spell determines the base spell bonus for that spell, and the energy cost for that spell. A spellcaster can only acquire and cast a spell if his class and level allows him to cast spells of that tier. This table lists the maximum spell tier that an actor can cast, arranged by class and level:

Level Fighter Tier Adventurer Tier Spellcaster Tier
1 0 0 1
2 1 1 1
3 1 1 2
4 1 2 2
5 1 2 3
6 2 2 3
7 2 3 4
8 2 3 4
9 2 3 5
10 3 4 5
11 3 4 6
12 3 5 6
13 3 5 7
14 4 5 7
15 4 6 8
16 4 6 8
17 4 6 9
18 5 7 9
19 5 7 9
20 5 8 9

Spell Bonus

When an actor casts a spell, a spell bonus is generated, measuring his effectiveness at casting that spell. The spell bonus is used:

The spell bonus is calculated as follows:

This table lists the bonuses and attributes for the 8 magic domains:

Domain Spell Bonus Attribute
Void Magic -5 Personality
Matter Magic 0 Intelligence
Energy Magic 0 Intelligence
Spirit Magic 0 Personality
Elemental Magic +5 Intelligence
Cosmic Magic +5 Personality
Life Magic +5 Personality
High Magic +10 Intelligence

This table lists the base spellcaster bonus for an actor, depending on his class and level:

Level Fighter Bonus Adventurer Bonus Spellcaster Bonus
1 1 1 2
2 2 3 5
3 3 5 7
4 5 7 10
5 6 9 12
6 7 11 15
7 8 13 17
8 10 15 20
9 11 16 22
10 12 18 25
11 13 20 27
12 15 22 30
13 16 24 32
14 17 26 35
15 18 28 37
16 20 30 40
17 21 31 42
18 22 33 45
19 23 35 47
20 25 37 50

Spell Casting

To cast a spell, the actor must pay the energy cost of the spell. The energy cost depends on the spell tier of the spell:

Spell Tier Energy Cost
0 2
1 3
2 5
3 8
4 12
5 20
6 32
7 48
8 80
9 128

Spells have a maximum range; see the spell descriptions for the range of a given spell.

Some spells require a successful touch attack to strike the target. A touch attack is similar to a standard ranged attack, but it ignores the weapon of the caster, and the armor of the defender. A touch attack uses the agility modifier to modify the attack bonus.

If a spellcaster is under adverse conditions, such as wearing armor that reduces his spell bonus, or under the effect of a spell that reduces his spell bonus, his spell bonus when casting a spell may actually be lower than the base spellcaster bonus of the spell. In this case, he must pass a casting check to cast the spell, or else he fails to cast the spell. A failed spell has no effect, but still costs energy from the caster, and requires a recovery time afterwards. A casting check is a D100 Check where the bonus is the spell's spell bonus, and the difficulty is the base spellcaster bonus of the spell.

If a spellcaster takes damage while casting a spell, or during his recovery period before casting a spell, he must pass a concentration check or the spell is disrupted. A disrupted spell has no effect, but still costs energy from the caster, and requires a recovery time afterwards. A concentration check is a D100 Check where the bonus is the spell's spell bonus, and the difficulty is 50, plus the base spellcaster bonus of the spell, plus the most recent damage that the spellcaster received. The Combat Casting and Defensive Casting skills can aid a spellcaster in making or bypassing the concentration check; see the skill descriptions for details.

Spell Acquisition

In addition to having the proper skill to cast magic spells, the actor must also gain the spell. There are a variety of ways to acquire a spell.

First, some spells with a spell tier below 3 are automatically gained if the actor has the magic domain skill (Void Magic, Matter Magic, etc), and can cast spells of that tier. This means that Spellcasters below level 5, Adventurers below level 7, and Fighters below level 10, only need to gain the magic domain skill and they will have access to some spells.

Next, Void Magic spells are automatically gained when the actor gets access to the spell tier needed to cast that spell. Keep in mind that Void Magic spells are somewhat weaker than spells from other domains.

Certain actors have an inherent magical quality to them, and gain some spells automatically for a magic domain. Select the Matter Blood, Energy Blood, or Spirit Blood skills to grant an actor these abilities.

The Religion skill grants access to spells below spell tier 3, provided the actor has the appropriate magic domain skill. To gain higher spell tier spells, he should also join a worship-based faction. This faction will grant spells as the actor advances; see the Factions section for more information, and the List of Factions for details on which Gods are available.

The Arcane Magic skill allows the actor to transcribe magic scrolls into his spellbook, acquiring the spell from the scroll. The actor must be able to cast spells of the spell tier of the spell to be inscribed.

Spell Types

Most spells have a save type associated with them. For hostile spells, this determines the saving throw that the target actor uses to avoid or lessen the effect of the spell. For spells with a lasting effect, the save type determines how spells stack together. There are 3 major save types (Energetic, Material, and Spiritual), with a number of subtypes for each major type. The save types are:

Damage spells deal damage to the target. See the Spell Descriptions for details for a given spell.

Summon spells summon a creature to aid the party. This creature stays around until the spell duration expires (see the Spell Description for any given summon spell), at which time the summoned creature disappears. The creature's disposition is detailed in the Spell Description:

Bonus spells give a bonus to some of an actor's statistics, such as attribute bonuses, attack and defense, saving throws, and special stats. See the Spell Description for the details of a given spell.

Penalty spells are similar to bonus spells, but apply a penalty to the actor's statistics instead.

Dispel spells remove bonuses or penalties on the target. Whether or not a dispel succeeds is determined by doing a D100 Check. The difficulty of the check is 50 plus the effect's spellcaster bonus, and the bonus to the D100 Check is the caster's spellcaster bonus. Some dispel spells remove only one effect, whereas others target all of the bonuses (or penalties) on the target. Also, some dispel spells remove only effects of a given saving throw type, whereas others target all regardless of saving throw. See the individual spell descriptions for details.

Status spells inflict a status on an actor; see the Spell Description for a given spell. The statuses are:

Most bonus, penalty, and status spells have a duration, at the end of which they expire, removing the effect. Some of these spells, however, have an indefinite duration, in which case they last until dispelled, or the party rests.

Resistance

There are 3 special types of resistance that an actor can have to damage and spell effects, beyond the standard defense class and saving throw:

Some creatures have innate resistance to damage, from standard melee and ranged attacks. For each +5 damage resistance that an actor has against a given attack, the damage from that is reduced by 25%. Damage resistance can be overcome by the enhancement value of a magic weapon, by subtracting the enhancement value of the weapon from the damage resistance of the target. The damage resistance of a given monster may also be specific to sharp or blunt weapons.

Example: Lancelot strikes a skeleton warrior with his Longsword +5, with an attack that would normally deal 40 points of damage. The skeleton warrior has damage resistance +10 versus sharp weapons. Subtracting the enhancement value +5 of the longsword from the damage resistance of +10 gives a damage resistance of +5 versus this specific attack, for a damage reduction of 25%. The final damage from the attack is 30 points of damage.

Magic resistance is granted by certain spells and items, and also inherently to some types of monsters, and applies to magic of a certain saving throw type. Magic resistance can apply to a general type of saving throw (such as Energetic), or a specific type of saving throw (such as Illusion). When magic resistance of the same type is granted from different sources, only the maximum resistance of that type applies; however, when both general and specific magic resistance applies to a given hostile spell, those values are added. For each +5 of magic resistance against a given spell, the damage and penalties of the spell are reduced by 25%, and for each +5 of magic resistance against a given spell, the duration of the spell is cut in half. This reduction occurs independent of any saving throw of the spell, possibly completely negating the effects of the spell.

Example: Selene is struck by an Inflict Critical Wounds spell, of type Spiritual/Curse, which would deal 80 points of damage to her. She has Spiritual resistance +5, and Curse resistance +5, for a total of +10 magic resistance from this attack, reducing the damage by 50%. She succeeds at her Spiritual saving throw against this spell, which halves the effect of the spell. In conjunction with her magic resistance, this means she takes no damage at all from the spell.

Some monsters have innate spell nullification that defends them against hostile spells. Temporary spell nullification may also be granted to actors by certain spells. To defeat spell nullification, the spellcaster must perform a D100 Check where the bonus is the spell bonus of the spell, and the difficulty is the spell nullification of the target. If the D100 Check fails, the spell has no effect.

 

Wands

An actor with the Wands skill can use wands to cast spells, even with no other spellcasting skills or abilities. Each magic wand has a particular spell associated with it. Wands may be used multiple times; however, they have a small chance of burning out with each use.

An actor with the Wands skill can use a wand to cast a spell, if the actor's spell tier is at least equal to the spell's spell tier. Adventurers with the Wands skill get a +2 bonus to their spell tier when determining which wands he may use. There are a few differences to casting a spell with a wand:

Note that concentration checks do not apply to spells cast with a wand.

See Full Wand Listing in the Appendix for a list of available wands.

Spell List

See the Appendix (Full Spell Listing) for a complete descriptions of all spells. Here is a short list of spells by domain and Base Spellcaster Bonus:

Spell Skill Spell Tier Save Learn
Disrupt Undead Void Magic 0 Energetic/Radiant Void Magic
Chill Touch Void Magic 1 Material/Necrotic Void Magic
Doom Void Magic 1 Spiritual/Curse Void Magic
Inflict Light Void Magic 1 Spiritual/Curse Void Magic
Weakness Void Magic 1 Material/Debility Void Magic
Command Undead Void Magic 2 Spiritual/Charm Void Magic
Ghoul Touch Void Magic 2 Material/Stasis Void Magic
Inflict Moderate Void Magic 2 Spiritual/Curse Void Magic
Halt Undead Void Magic 3 Spiritual/Charm Void Magic
Exhaustion Void Magic 3 Material/Debility Siffa Silverleaf
Inflict Serious Void Magic 3 Spiritual/Curse Void Magic
Poison Void Magic 4 Material/Poison Void Magic
Inflict Critical Void Magic 4 Spiritual/Curse Void Magic
Animate Dead Void Magic 4 Void Magic
Bestow Curse Void Magic 4 Spiritual/Curse
Death Ward Void Magic 4 Material
Mass Inflict Light Void Magic 5 Spiritual/Curse Void Magic
Waves of Fatigue Void Magic 5 Material/Debility
Symbol of Pain Void Magic 5 Material/Debility Void Magic
Slay Living Void Magic 5 Material/Necrotic Siffa Silverleaf
Lay to Rest Void Magic 6 Energetic/Radiant
Create Undead Void Magic 6 Void Magic
Circle of Death Void Magic 6 Material/Necrotic
Harm Void Magic 6 Spiritual/Curse Siffa Silverleaf
Mass Inflict Moderate Void Magic 6 Spiritual/Curse Void Magic
Biting Curse Void Magic 6 Material/Debility
Mass Inflict Serious Void Magic 7 Spiritual/Curse Void Magic
Control Undead Void Magic 7 Spiritual/Charm
Finger of Death Void Magic 7 Material/Necrotic
Symbol of Weakness Void Magic 7 Material/Debility Void Magic
Waves of Exhaustion Void Magic 7 Material/Debility
Destruction Void Magic 7 Material/Debility Siffa Silverleaf
Mass Inflict Critical Void Magic 8 Spiritual/Curse Void Magic
Greater Undead Void Magic 8 Void Magic
Symbol of Death Void Magic 8 Material/Necrotic Void Magic
Virtue Matter Magic 0 Material Matter Magic
Cure Light Matter Magic 1 Matter Magic
Magic Warhammer Matter Magic 1 Matter Blood Religion
Magic Quarterstaff Matter Magic 1 Matter Blood Religion
Magic Dagger Matter Magic 1 Matter Blood Religion
Magic Shortbow Matter Magic 1 Matter Blood Religion
Speed Burst Matter Magic 1 Material Matter Blood Religion
Barkskin Matter Magic 2 Material Matter Blood Religion
Knock Matter Magic 2 Material Matter Blood Religion
Cure Moderate Matter Magic 2 Matter Magic
Flame Blade Matter Magic 2 Matter Blood Religion
Haste Matter Magic 3 Material Matter Blood Tyr
Greater Dagger Matter Magic 3
Greater Quarterstaff Matter Magic 3
Greater Warhammer Matter Magic 3 Thunor
Greater Shortbow Matter Magic 3
Slow Matter Magic 3 Material/Stasis Matter Blood Tyr
Magic Leather Matter Magic 3 Tyr
Magic Platemail Matter Magic 3 Tyr
Cure Serious Matter Magic 3 Matter Blood The Mother Tyr
Stoneskin Matter Magic 4 Material Matter Blood Tyr
Cure Critical Matter Magic 4 Matter Blood The Mother Tyr
Mass Cure Light Matter Magic 5 Matter Blood Tyr
Increase Density Matter Magic 5 Material Matter Blood
Hammer of Disruption Matter Magic 5 Thunor Tyr
Disintegrate Matter Magic 6 Material/Debility Matter Blood The Mother
Warrior Transform Matter Magic 6 Material Thunor Tyr
Mass Cure Moderate Matter Magic 6 Matter Blood Tyr
Heal Matter Magic 6 Tyr
Incorporeal Body Matter Magic 7 Material
Mass Cure Serious Matter Magic 7 Matter Blood Tyr
Mass Cure Critical Matter Magic 8 Matter Blood The Mother Tyr
Iron Body Matter Magic 8 Material Thunor Tyr
Mass Heal Matter Magic 9 Tyr
Flare Energy Magic 0 Energetic/Radiant Energy Magic
Magic Missile Energy Magic 1 Energetic/Force Energy Magic
Burst of Flame Energy Magic 1 Energetic/Fire Energy Blood Religion
Faerie Fire Energy Magic 1 Energetic/Radiant Energy Blood Religion
Scorching Ray Energy Magic 2 Energetic/Fire Energy Magic
Sound Burst Energy Magic 2 Energetic/Force Energy Blood Religion
Fire Bolt Energy Magic 3 Energetic/Fire Energy Blood Thunor
Fire Burst Energy Magic 3 Energetic/Fire Energy Blood
Searing Light Energy Magic 3 Energetic/Radiant The All Father
Deafening Shout Energy Magic 4 Energetic/Force Energy Blood The Maiden
Explosion Energy Magic 4 Energetic/Fire Energy Blood Thunor
Energize Self Energy Magic 4 Energetic
Eruption Energy Magic 5 Energetic/Fire Energy Blood Thunor
Flame Strike Energy Magic 5 Energetic/Fire Energy Blood The All Father
Reverse Energy Energy Magic 6 Energetic/Force Energy Blood The Maiden
Fireball Energy Magic 6 Energetic/Fire Energy Blood Thunor
Sunbeam Energy Magic 7 Energetic/Radiant Energy Blood Thunor
Divine Outburst Energy Magic 7 Energetic/Radiant The All Father
Cage of Force Energy Magic 7 Energetic/Force The Maiden
Sunburst Energy Magic 8 Energetic/Radiant The All Father
Overwhelming Shout Energy Magic 8 Energetic/Force The Maiden Thunor
Fire Storm Energy Magic 8 Energetic/Fire Energy Blood
Meteor Swarm Energy Magic 9 Energetic/Force Thunor
Fatigue Spirit Magic 0 Spiritual/Curse Spirit Magic
Color Spray Spirit Magic 1 Spiritual/Illusion Spirit Blood Religion
Fear Spirit Magic 1 Spiritual/Illusion Spirit Magic
Hypnotic Pattern Spirit Magic 2 Spiritual/Illusion Spirit Blood Religion
Blur Spirit Magic 2 Spiritual Spirit Magic
Scare Spirit Magic 2 Spiritual/Illusion Spirit Blood Religion
Invisibility Spirit Magic 2 Spiritual Spirit Blood Religion
Displacement Spirit Magic 3 Spiritual Spirit Blood The Maiden Siffa Silverleaf
Invisibility Sphere Spirit Magic 3 Spiritual Spirit Blood The Mother Siffa Silverleaf
Greater Invisibility Spirit Magic 4 Spiritual Spirit Blood Siffa Silverleaf
Rainbow Pattern Spirit Magic 4 Spiritual/Illusion The Maiden Siffa Silverleaf
Panic Spirit Magic 4 Spiritual/Illusion Spirit Blood The Mother
Phantasm I Spirit Magic 4 Siffa Silverleaf
Shadow Strike Spirit Magic 5 Spiritual/Illusion Spirit Blood The Maiden Siffa Silverleaf
Phantasm II Spirit Magic 5 The Mother Siffa Silverleaf
Nightmare Spirit Magic 5 Spiritual/Illusion Spirit Blood
Shadow Walk Spirit Magic 6 Spirit Blood Siffa Silverleaf
Symbol of Fear Spirit Magic 6 Spiritual/Illusion Spirit Blood The Maiden The Mother
Phantasm III Spirit Magic 6 Siffa Silverleaf
Mass Invisibility Spirit Magic 7 Spiritual Spirit Blood Siffa Silverleaf
Phantasm IV Spirit Magic 7 The Maiden The Mother Siffa Silverleaf
Shadow Fireball Spirit Magic 8 Spiritual/Illusion Spirit Blood Siffa Silverleaf
Phantasm V Spirit Magic 8
Scintillating Pattern Spirit Magic 8 Spiritual/Illusion The Maiden The Mother Siffa Silverleaf
Phantasm VI Spirit Magic 9 The Maiden The Mother Siffa Silverleaf
Ray of Frost Elemental Magic 0 Energetic/Cold Elemental Magic
Air Elemental I Elemental Magic 1 Elemental Magic
Air Armor Elemental Magic 1 Religion
Endure Elements Elemental Magic 1 Material Religion
Lightning Touch Elemental Magic 1 Energetic/Lightning Religion
Cold Protection Elemental Magic 2 Material Religion
Lightning Protection Elemental Magic 2 Material Religion
Acid Arrow Elemental Magic 2 Material/Acid Religion
Flame Arrow Elemental Magic 2 Energetic/Fire Elemental Magic
Fire Elemental I Elemental Magic 2 Religion
Earth Elemental I Elemental Magic 2 Religion
Fire Protection Elemental Magic 2 Material Religion
Icy Cloud Elemental Magic 3 Energetic/Cold Thunor
Poison Ball Elemental Magic 3 Material/Poison
Lightning Bolt Elemental Magic 3 Energetic/Lightning Thunor
Air Elemental II Elemental Magic 3 Thunor
Earth Shield Elemental Magic 4 Thunor Tyr
Ice Storm Elemental Magic 4 Energetic/Cold Thunor
Air Elemental III Elemental Magic 4
Frost Shield Elemental Magic 4 Thunor
Fire Elemental II Elemental Magic 4 Thunor
Fire Shield Elemental Magic 4
Earth Elemental II Elemental Magic 5 Thunor Tyr
Fire Elemental III Elemental Magic 5
Burst of Cold Elemental Magic 5 Energetic/Cold Thunor
Poison Cloud Elemental Magic 5 Material/Poison
Air Elemental IV Elemental Magic 5 Thunor
Earth Elemental III Elemental Magic 6 Thunor Tyr
Lightning Elemental Magic 6 Energetic/Lightning Thunor
Poison Fog Elemental Magic 6 Material/Poison
Fire Elemental IV Elemental Magic 6 Thunor
Acid Fog Elemental Magic 7 Material/Acid Thunor
Air Elemental V Elemental Magic 7 Thunor
Earth Elemental IV Elemental Magic 7 Tyr
Fire Elemental V Elemental Magic 8 Thunor
Fiery Cloud Elemental Magic 8 Energetic/Fire Thunor
Earth Elemental V Elemental Magic 9 Thunor Tyr
Guidance Cosmic Magic 0 Spiritual Cosmic Magic
True Strike Cosmic Magic 1 Spiritual Cosmic Magic
Alertness Cosmic Magic 1 Spiritual Religion
See Invisible Cosmic Magic 2 Spiritual Religion
Find Traps Cosmic Magic 2 Spiritual Cosmic Magic
Dimension Door Cosmic Magic 3
Disbelief Cosmic Magic 3 Spiritual/Curse The Maiden
Purge Illusions Cosmic Magic 3 The All Father The Maiden
Purge Blessing Cosmic Magic 4 The Maiden
Bind Warrior Cosmic Magic 4 The Maiden
Magic Eye Cosmic Magic 4 The All Father
Repulse Cosmic Magic 4 Spiritual/Curse The Maiden
Bind Sorceress Cosmic Magic 5 The Maiden
Prying Eyes Cosmic Magic 5
Teleport Cosmic Magic 5 The All Father The Maiden
Mass Repulse Cosmic Magic 6 Spiritual/Curse The Maiden
Bind Berserker Cosmic Magic 6 The Maiden
Mass Disbelief Cosmic Magic 6 Spiritual/Curse The Maiden
Truesight Cosmic Magic 6 Spiritual The All Father The Maiden
Arcane Eye Cosmic Magic 7
Bind Magus Cosmic Magic 7 The Maiden
Word of Recall Cosmic Magic 7 The All Father The Maiden
Bind Avenger Cosmic Magic 8 The Maiden
Greater Arcane Eye Cosmic Magic 8 The All Father
Gate Cosmic Magic 9 The All Father The Maiden
Daze Life Magic 0 Spiritual/Charm Life Magic
Bane Life Magic 1 Spiritual/Charm Religion
Sleep Life Magic 1 Material/Stasis Religion
Charm Person Life Magic 1 Spiritual/Charm Life Magic
Bless Life Magic 1 Spiritual Religion
Cure Poison Life Magic 2 Religion
Durability Life Magic 2 Material Religion
Agility Life Magic 2 Material Religion
Strength Life Magic 2 Material Religion
Idiocy Life Magic 2 Spiritual/Curse Religion
Daze Monster Life Magic 2 Spiritual/Charm Life Magic
Personality Life Magic 2 Material Religion
Remove Paralysis Life Magic 2 Religion
Intelligence Life Magic 2 Material Religion
Hold Person Life Magic 3 Material/Stasis The Mother Tyr
Heroism Life Magic 3 Spiritual
Deep Sleep Life Magic 3 Material/Stasis The Mother
Life Force Life Magic 3 Material The Mother
Neutralize Poison Life Magic 4 Material The Mother Tyr
Remove Augmentation Life Magic 4 The Mother
Despair Life Magic 4 Spiritual/Curse
Confusion Life Magic 4 Spiritual/Curse
Charm Monster Life Magic 4 Spiritual/Charm The Mother
Raise Dead Life Magic 5 The Mother
Feeblemind Life Magic 5 Spiritual/Curse The Mother
Dominate Person Life Magic 5 Spiritual/Charm The Mother
Hold Monster Life Magic 5 Material/Stasis The Mother Tyr
Mind Fog Life Magic 5 Spiritual/Curse
Symbol of Sleep Life Magic 5 Material/Stasis The Mother
Breath of Life Life Magic 5
Great Heroism Life Magic 6 Spiritual
Symbol of Persuasion Life Magic 6 Spiritual/Charm The Mother
Mass Strength Life Magic 6 Material The Mother
Mass Agility Life Magic 6 Material The Mother
Mass Durability Life Magic 6 Material The Mother
Mass Intelligence Life Magic 6 Material The Mother
Block Enchantment Life Magic 6 Spiritual Tyr
Mass Personality Life Magic 6 Material The Mother
Mass Hold Person Life Magic 7 Material/Stasis The Mother Tyr
Insanity Life Magic 7 Spiritual/Curse The Mother
Power Word Halt Life Magic 7 Material/Stasis
Resurrection Life Magic 7 The Mother
Mass Charm Monster Life Magic 8 Spiritual/Charm The Mother
Symbol of Insanity Life Magic 8 Spiritual/Curse The Mother
Power Word Stun Life Magic 8 Material/Stasis Tyr
Power Word Kill Life Magic 9 Material/Debility The Mother
Mass Hold Monster Life Magic 9 Material/Stasis Tyr
Dominate Monster Life Magic 9 Spiritual/Charm The Mother
Minor Protection High Magic 0 Spiritual High Magic
Courage High Magic 1 Spiritual Religion
Protection High Magic 1 Spiritual Religion
Shield High Magic 1 Spiritual High Magic
Lesser Restoration High Magic 2 High Magic
Calm Emotions High Magic 2 Religion
Silence High Magic 2 Spiritual/Curse Religion
Resist Lightning High Magic 3 Material
Resist Cold High Magic 3 Material
Dispel Augmentation High Magic 3 The All Father
Resist Fire High Magic 3 Material
Magic Circle High Magic 3 Spiritual The All Father
Dispel Curse High Magic 3 The All Father Siffa Silverleaf
Dispel Blessing High Magic 3 The All Father
Mageskin High Magic 4 Material The All Father
Restoration High Magic 4 Spiritual The All Father
Freedom High Magic 4 Material The All Father Siffa Silverleaf
Lesser Magic Globe High Magic 4 Spiritual
Break Enchantment High Magic 5 Spiritual The All Father Siffa Silverleaf
Dismissal High Magic 5 Spiritual/Curse The All Father
Spell Nullification High Magic 5 Spiritual The All Father
Dispel Augmentation II High Magic 6 The All Father
Magic Globe High Magic 6 Spiritual
Dispel Curse II High Magic 6 The All Father Siffa Silverleaf
Dispel Blessing II High Magic 6 The All Father
Banishment High Magic 7 Spiritual/Curse The All Father
Greater Restoration High Magic 7 Spiritual Siffa Silverleaf
Limited Wish: Ally High Magic 7 The All Father
Limited Wish: Power High Magic 7 Material The All Father
Limited Wish: Health High Magic 7
Mind Blank High Magic 8 Spiritual Siffa Silverleaf
Aura of Magic High Magic 8 Spiritual The All Father
Spell Protection High Magic 8 Spiritual The All Father
Wish: Health High Magic 9
Wish: Power High Magic 9 Material The All Father
Wish: Ally High Magic 9 The All Father Siffa Silverleaf

Powers

Powers are abilities that higher level actors gain, boosting their potency for a brief time. A power is activated by the actor, which incurs the energy cost of the power, and gives the actor a bonus for 10 seconds. After the 10 seconds, the energy cost is incurred again and the bonus is renewed, unless the power is deactivated or the actor doesn't have enough energy to pay for the power.

Powers typically boost the combat statistics, such as attack bonus, attack damage, or defense class, or the saving throws of an actor. Most powers are Fighter powers, with a lesser number of Adventurer powers, and become available to actors when they reach level 10. See the individual power descriptions for details.

Powers can be acquired in two ways. First, some skills grant powers directly, if the actor has attained the required level; see the skill descriptions for details. Secondly, many factions grant powers to the actor, again, if the actor has the required level; see the Factions section for more information.

Singing powers are slightly different. The Singing Skill gives the actor the singing ability, at a value of 5 times his level, plus his personality modifier, with a +20 bonus for Adventurers. Singing grants singing powers (called songs), depending on the level of the actor. Songs generally affect the entire party, not just the casting actor. When an actor sings a song, he must perform a D100 check against the song, where the difficulty is 50 plus the song's level times 5, and the actor's bonus is his singing ability. Upon failure, the song has no effect for the next 10 seconds.

See the Appendix (Full Powers Listing) for a complete description of all powers. Here is a short list of powers:

Power Skill Level Learn
Shield Wall 1 Shield 10 Shield Wall Skalds
Shield Wall 2 Shield 15 Shield Wall Skalds
Shield Wall 3 Shield 20 Shield Wall
Duelist Maneuver 1 Duelist 10 Duelist Maneuver Shadow Guild
Duelist Maneuver 2 Duelist 15 Duelist Maneuver Shadow Guild
Duelist Maneuver 3 Duelist 20 Duelist Maneuver
Marksman Bullseye 1 Marksman 10 Marksman Bullseye Rangers Shadow Guild
Marksman Bullseye 2 Marksman 15 Marksman Bullseye Rangers Shadow Guild
Marksman Bullseye 3 Marksman 20 Marksman Bullseye
Two Handed Berserk 1 Two Handed 10 Two Handed Berserk Philosophers
Two Handed Berserk 2 Two Handed 15 Two Handed Berserk Philosophers
Two Handed Berserk 3 Two Handed 20 Two Handed Berserk
Dual Wield Skirmish 1 Dual Wield 10 Dual Wield Skirmish Philosophers
Dual Wield Skirmish 2 Dual Wield 15 Dual Wield Skirmish Philosophers
Dual Wield Skirmish 3 Dual Wield 20 Dual Wield Skirmish
Light Blade Lunge 1 Light Blade Mastery 10 Light Blade Lunge The Maiden Shadow Guild
Light Blade Lunge 2 Light Blade Mastery 15 Light Blade Lunge The Maiden Shadow Guild
Light Blade Lunge 3 Light Blade Mastery 20 Light Blade Lunge
Heavy Blade Precision 1 Heavy Blade Mastery 10 Heavy Blade Precision The All Father Rangers Shadow Guild
Heavy Blade Precision 2 Heavy Blade Mastery 15 Heavy Blade Precision The All Father Rangers Shadow Guild
Heavy Blade Precision 3 Heavy Blade Mastery 20 Heavy Blade Precision
Whirling Staff 1 Staff Mastery 10 Whirling Staff The Mother Philosophers
Whirling Staff 2 Staff Mastery 15 Whirling Staff The Mother Philosophers
Whirling Staff 3 Staff Mastery 20 Whirling Staff
Bludgeon Repulsion 1 Bludgeon Mastery 10 Bludgeon Repulsion Philosophers Thunor
Bludgeon Repulsion 2 Bludgeon Mastery 15 Bludgeon Repulsion Philosophers Thunor
Bludgeon Repulsion 3 Bludgeon Mastery 20 Bludgeon Repulsion
Tremendous Axe Strike 1 Axe Mastery 10 Tremendous Axe Strike Skalds Tyr
Tremendous Axe Strike 2 Axe Mastery 15 Tremendous Axe Strike Skalds Tyr
Tremendous Axe Strike 3 Axe Mastery 20 Tremendous Axe Strike
Power Bowshot 1 Bow Mastery 10 Power Bowshot Philosophers Rangers Shadow Guild Siffa Silverleaf
Power Bowshot 2 Bow Mastery 15 Power Bowshot Philosophers Rangers Shadow Guild Siffa Silverleaf
Power Bowshot 3 Bow Mastery 20 Power Bowshot
Song of Inspiration 1 Singing 0 Singing
Song of Inspiration 2 Improved Singing 5 Improved Singing
Song of Inspiration 3 Masterful Singing 10 Masterful Singing
Song of Inspiration 4 Masterful Singing 15
Song of Inspiration 5 Masterful Singing 20
Song of Endurance 1 Battle Music 5 Battle Music
Song of Rage 1 Battle Music 5 Battle Music
Song of Rage 2 Battle Music 10 Improved Singing Skalds
Song of Endurance 2 Battle Music 10 Improved Singing Philosophers Skalds
Song of Endurance 3 Battle Music 15 Masterful Singing Philosophers Skalds
Song of Rage 3 Battle Music 15 Masterful Singing Skalds
Song of Endurance 4 Battle Music 20 Masterful Singing
Song of Rage 4 Battle Music 20 Masterful Singing
Song of Courage 1 Heroic Music 5 Heroic Music
Song of Persuasion 1 Heroic Music 5 Heroic Music
Song of Courage 2 Heroic Music 10 Improved Singing Rangers Skalds
Song of Persuasion 2 Heroic Music 10 Improved Singing Skalds
Song of Courage 3 Heroic Music 15 Masterful Singing Rangers Skalds
Song of Persuasion 3 Heroic Music 15 Masterful Singing Skalds
Song of Courage 4 Heroic Music 20 Masterful Singing
Song of Persuasion 4 Heroic Music 20 Masterful Singing
Song of Silence 1 Shadow Music 10 Shadow Music
Song of Cunning 1 Shadow Music 10 Shadow Music
Song of Quickness 1 Shadow Music 10 Shadow Music
Song of Cunning 2 Shadow Music 15 Masterful Singing Skalds
Song of Silence 2 Shadow Music 15 Masterful Singing Shadow Guild Skalds
Song of Quickness 2 Shadow Music 15 Masterful Singing Shadow Guild Skalds
Song of Cunning 3 Shadow Music 20 Masterful Singing
Song of Silence 3 Shadow Music 20 Masterful Singing
Song of Quickness 3 Shadow Music 20 Masterful Singing
Song of Mysticism 1 Wondrous Music 10 Wondrous Music
Song of Willpower 1 Wondrous Music 10 Wondrous Music
Song of Concentration 1 Wondrous Music 10 Wondrous Music
Song of Mysticism 2 Wondrous Music 15 Masterful Singing Skalds
Song of Willpower 2 Wondrous Music 15 Masterful Singing Skalds
Song of Concentration 2 Wondrous Music 15 Masterful Singing Skalds
Song of Mysticism 3 Wondrous Music 20 Masterful Singing
Song of Willpower 3 Wondrous Music 20 Masterful Singing
Song of Concentration 3 Wondrous Music 20 Masterful Singing
Stout Fortitude 1 Improved Material 10 Stand Stout Philosophers
Stout Fortitude 2 Improved Material 15 Stand Stout Philosophers
Stout Fortitude 3 Improved Material 20 Stand Stout
Acrobatic Escape 1 Improved Energetic 10 Acrobatic Evasion Rangers Shadow Guild
Acrobatic Escape 2 Improved Energetic 15 Acrobatic Evasion Rangers Shadow Guild
Acrobatic Escape 3 Improved Energetic 20 Acrobatic Evasion
Resolute Belief 1 Improved Spiritual 10 Resolute Belief Skalds
Resolute Belief 2 Improved Spiritual 15 Resolute Belief Skalds
Resolute Belief 3 Improved Spiritual 20 Resolute Belief

Special Statistics

An actor has a set of special statistics that indicate his facility in certain situations:

If the actor has the relevant skill, his special statistic is equal to his level times 5, plus his attribute modifier for the relevant attribute. Adventurers also get a +20 bonus to special statistics if they have the correct skill.

When an actor attempts to use a special statistic, a Static D100 Check is performed, where the bonus is equal to his special statistic value, and the difficulty class is determined by how difficult the action he is trying to perform is.

Diplomacy

Diplomacy measures an actor's ability to persuade, intimidate, convince, or otherwise manipulate someone through conversation and communication. In the game, this typically means that non-player actors may react to the actor in more favorable ways, perhaps opening areas of conversation that would not be available otherwise.

An actor's diplomacy special statistic is modified by his personality attribute.

Traps

In a SENG adventure, your party may encounter a trap. Each trap has a detection difficulty class; if the actor is able to succeed at the D100 Check against the trap, he can detect and disarm the trap when he moves through the trap's area. Otherwise the trap will activate and act on the actor in some manner, typically through an attack of some sort. In addition, if an actor can succeed at a D100 Check against the trap, with a penalty of 20 plus the distance (in feet) to the trap, he can detect the trap at a distance. (Note that he must move over the trap to actually disarm it).

An actor's traps special statistic is modified by his intelligence attribute.

Locks

An actor may also encounter a locked door, chest, or other object in SENG. A lock has a lock difficulty class; if the actor can succeed at a D100 Check against the lock, he can pick the lock, unlocking it. Keep in mind that a key or some other personage in the world may also be able to unlock the door in the case where no actor is able to pick the lock.

An actor's locks special statistic is modified by his intelligence attribute.

Stealth and Observation

An actor has both a stealth special statistic, and an observation special statistic. If an actor's stealth special statistic is greater than a viewer's observation special statistic, the actor can hide from the viewer, if the actor so wishes. If the hider is closer than 50 feet, the observer gets a bonus of +5 for every 10 feet closer than 50, to a maximum of +25.

An actor can start hiding if there is no unfriendly actor within 100 feet whose observation is greater than his stealth, and he is not in combat. The actor is revealed if he performs an action such as attacking or talking. He is also revealed if he comes within range of an actor that can view him. Once the hider has been spotted, he cannot hide again until he is out of combat and out of sight. Spells that render an actor invisible may allow the actor to hide even in combat, provided the actor is not directly attacking or being attacked.

An observer can always discern the name, race, and hit points of any visible actor. If his observation is greater than or equal to the stealth of an actor, he can also determine the class and level of the target. If his observation exceeds the stealth of the target by 25 points, he can also determine the combat statistics and saving throws of the target.

Sneak Attacks

Hidden actors can issue a sneak attack. A sneak attack gains a +10 bonus to attack bonus and attack damage, for both melee and ranged attacks. In addition, an actor who has the Stealth skill, and reaches level 5, can gain the Sneak Attack skill. An actor with the Sneak Attack skill deals an additional attack damage equal to the attacker's stealth value. Note that sneak attack damage is not doubled on a critical hit.

The action of issuing a sneak attack will cause the attacker to become visible, and the attacker will not be able to issue another sneak attack until the current combat has ended.

Factions

As actors progress and advance in the world, they may have the opportunity to join a faction. Factions are groups or organizations, such as:

Actors are limited to joining one faction at a time. Factions have multiple ranks, representing greater status and power within the organization. Factions offer abilities and magical items for sale to their members as they progress through the faction's ranks.

Many factions are available once an actor has reached level 5, though an actor should carefully check that the faction matches the actor's skill and abilities. Other factions are available through the game world; for these factions, the actor needs to locate the faction in the game world, and talk to the leader of the faction. The faction may impose some conditions on the actor, such as some task or quest that the actor must undertake in order to join or advance in the faction.

An actor can leave a faction at any time. However, he may not re-join a faction once he has left it. In addition, when an actor leaves a faction, he may not join any faction until he has gained at least one level.

Religion

Certain factions are based on worship of some type. These factions will generally grant spells or powers to member actors, provided those actors have the proper skills to use the abilities, and also the Religion skill. See the listing of factions for which factions grant which abilities, and require the Religion skill.

List of Factions

See the Appendix (Full Faction Listing) for a full description of the available factions. Here is a brief list of the factions:

Appendix

Full Skill Listing

Fighter Skill Skill Requirements Attribute Prerequisites
Light Blades Strength
Heavy Blades Strength
Staves Strength
Bludgeons Strength
Axes Strength
Bows Agility
Light Armor
Heavy Armor Light Armor
Shield Level 5
Duelist Level 5
Marksman Level 5
Two Handed Level 5
Dual Wield Level 5
Shield Focus Shield Level 10
Duelist Defense Duelist Level 10
Duelist Finesse Duelist Level 10
Deadly Marksman Marksman Level 10
Two Handed Power Two Handed Level 10
Improved Dual Wield Dual Wield Level 10
Light Blade Mastery Light Blades Level 5
Heavy Blade Mastery Heavy Blades Level 5
Staff Mastery Staves Level 5
Bludgeon Mastery Bludgeons Level 5
Axe Mastery Axes Level 5
Bow Mastery Bows Level 5
Light Armor Mastery Light Armor Level 5
Heavy Armor Mastery Heavy Armor Level 5
Weapon Finesse Level 5
Light Blade Lunge Light Blade Mastery Level 10
Heavy Blade Precision Heavy Blade Mastery Level 10
Whirling Staff Staff Mastery Level 10
Bludgeon Repulsion Bludgeon Mastery Level 10
Tremendous Axe Strike Axe Mastery Level 10
Power Bowshot Bow Mastery Level 10
Shield Wall Shield Level 10
Duelist Maneuver Duelist Level 10
Marksman Bullseye Marksman Level 10
Two Handed Berserk Two Handed Level 10
Dual Wield Skirmish Dual Wield Level 10
Toughness

Adventurer Skill Skill Requirements Attribute Prerequisites
Traps Intelligence
Locks Intelligence
Stealth Personality
Observation Intelligence
Diplomacy Personality
Improved Flank Stealth Personality Level 5
Sneak Attack Stealth Personality Level 5
Combat Stealth Sneak Attack Personality Level 10
Singing Personality
Improved Singing Singing Personality Level 5
Masterful Singing Improved Singing Personality Level 10
Battle Music Singing Personality Level 5
Heroic Music Singing Personality Level 5
Shadow Music Improved Singing Personality Level 10
Wondrous Music Improved Singing Personality Level 10
Wands Intelligence
Improved Material
Fortitude Improved Material Level 5
Great Fortitude Fortitude Level 10
Improved Energetic
Escape Improved Energetic Level 5
Lightning Escape Escape Level 10
Improved Spiritual
Resolve Improved Spiritual Level 5
Iron Resolve Resolve Level 10
Stand Stout Fortitude Level 10
Acrobatic Evasion Escape Level 10
Resolute Belief Resolve Level 10

Spellcaster Skill Skill Requirements Attribute Prerequisites
Matter Blood Matter Magic
Energy Blood Energy Magic
Spirit Blood Spirit Magic
Arcane Magic Any Magic
Religion Any Magic
Void Magic Personality
Matter Magic Intelligence
Energy Magic Intelligence
Spirit Magic Personality
Elemental Magic Matter Magic, Energy Magic Intelligence
Cosmic Magic Energy Magic, Spirit Magic Personality
Life Magic Matter Magic, Spirit Magic Personality
High Magic Matter Magic, Energy Magic, Spirit Magic Intelligence
Void Magic Mastery Void Magic Level 10
Matter Magic Mastery Matter Magic Level 10
Energy Magic Mastery Energy Magic Level 10
Spirit Magic Mastery Spirit Magic Level 10
Elemental Magic Mastery Elemental Magic Level 10
Cosmic Magic Mastery Cosmic Magic Level 10
Life Magic Mastery Life Magic Level 10
High Magic Mastery High Magic Level 10
Spell Penetration Any Magic Level 5
Greater Spell Penetration Spell Penetration Level 10
Armored Casting Any Magic
Armored Casting Mastery Armored Casting Level 5
Spellcasting Alacrity Any Magic Level 5
Combat Casting Any Magic
Defensive Casting Combat Casting Level 5
Mental Focus

Light Blades
Class: Fighter
Attribute: Strength

Light blades provides proficiency in light bladed weapons such as daggers, short swords, and rapiers. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.

Heavy Blades
Class: Fighter
Attribute: Strength

Heavy blades provides proficiency in heavy bladed weapons such as longswords and greatswords. Heavy blades are sometimes two-handed weapons. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.

Staves
Class: Fighter
Attribute: Strength

Staves provides proficiency in one-handed staves and two-handed quarterstaves. Spellcasters often favor this type of weapon. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.

Bludgeons
Class: Fighter
Attribute: Strength

Bludgeons provides proficiency in blunt weapons such as clubs and maces. Sometimes these weapons are found in a two-handed variety. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.

Axes
Class: Fighter
Attribute: Strength

Axes provides proficiency in hafted, bladed weapons like axes. These weapons are often found in a two-handed version. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.

Bows
Class: Fighter
Attribute: Agility

Bows provides proficiency in bows of all types. Bows are always two-handed weapons. Wielding a proficient weapon avoids the -20 non-proficient penalty to Attack Bonus.

Light Armor
Class: Fighter

Light armor provides proficiency in wearing light armor, such as wizard's robes, or leather armor. Wearing proficient armor prevents the armor-specific non-proficient penalty from being applied to Attack Bonus and Attack Damage.

Heavy Armor
Class: Fighter
Prerequisite: Light Armor

Heavy armor provides proficiency in wearing heavy armor, such as chain mail or plate mail. Wearing proficient armor prevents the armor-specific non-proficient penalty from being applied to Attack Bonus and Attack Damage.

Shield
Class: Fighter
Prerequisite: Level 5

Shield allows the actor to use the Shield Style, providing proficiency when wielding a shield. Wielding a proficient shield prevents the shield-specific non-proficient penalty from being applied to Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Duelist
Class: Fighter
Prerequisite: Level 5

Duelist allows the actor to use the Duelist Style, granting a +5 bonus to Attack Bonus and Attack Damage when wielding a one-handed weapon and no shield. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Marksman
Class: Fighter
Prerequisite: Level 5

Marksman allows the actor to use the Marksman Style. When using a bow, the actor gains adds 1/2 of his Agility Bonus to Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Two Handed
Class: Fighter
Prerequisite: Level 5

Two Handed allows the actor to use the Two Handed Weapon Style. When using a two-handed weapon, the actor gains 1 1/2 times the normal Strength Bonus to Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Dual Wield
Class: Fighter
Prerequisite: Level 5

Dual Wield allows the actor to use the Dual Wield Style, allowing the actor to wield and attack with two weapons at once. A -20 penalty is applied to Attack Bonus for both weapons, and only 1/2 the normal Strength Bonus to Attack Damage is applied to the offhand weapon. If the offhand weapon is a light weapon, the attack penalty is only -10 (for both weapons). In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Shield Focus
Class: Fighter
Prerequisite: Shield
Prerequisite: Level 10

An actor with the Shield Focus skill gets an additional +10 bonus to Defense Class when using a shield.

Duelist Defense
Class: Fighter
Prerequisite: Duelist
Prerequisite: Level 10

An actor with the Duelist Defense skill gets a +10 bonus to Defense Class when using the Duelist style.

Duelist Finesse
Class: Fighter
Prerequisite: Duelist
Prerequisite: Level 10

An actor with the Duelist Finesse style may optionally add his Agility bonus, in place of Strength, to Attack Damage, when using the Duelist style and a light weapon.

Deadly Marksman
Class: Fighter
Prerequisite: Marksman
Prerequisite: Level 10

An actor with the Deadly Marksman skill adds a bonus equal to 1/2 of his Agility Bonus to Attack Damage when wielding a bow (in addition to any bonus from the Marksman skill).

Two Handed Power
Class: Fighter
Prerequisite: Two Handed
Prerequisite: Level 10

An actor with the Two Handed Power skill deals 2 times the normal Strength Bonus to attacks with a two-handed melee weapon.

Improved Dual Wield
Class: Fighter
Prerequisite: Dual Wield
Prerequisite: Level 10

An actor with the Improved Dual Wield skill reduces the dual wield attack penalty to -10, or to 0 if the offhand weapon is a light weapon.

Light Blade Mastery
Class: Fighter
Prerequisite: Light Blades
Prerequisite: Level 5

Light Blade Mastery grants the actor extra bonuses when wielding a light blade. The actor gets a +5 bonus to his Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Heavy Blade Mastery
Class: Fighter
Prerequisite: Heavy Blades
Prerequisite: Level 5

Heavy Blade Mastery grants the actor extra bonuses when wielding a heavy blade. The actor gets a +5 bonus to his Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Staff Mastery
Class: Fighter
Prerequisite: Staves
Prerequisite: Level 5

Staff Mastery grants the actor extra bonuses when wielding a staff. The actor gets a +5 bonus to his Attack Bonus and Defense Class. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Bludgeon Mastery
Class: Fighter
Prerequisite: Bludgeons
Prerequisite: Level 5

Bludgeon Mastery grants the actor extra bonuses when wielding a bludgeon. The actor gets a +5 bonus to his Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Axe Mastery
Class: Fighter
Prerequisite: Axes
Prerequisite: Level 5

Axe Mastery grants the actor extra bonuses when wielding an axe. The actor gets a +5 bonus to his Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Bow Mastery
Class: Fighter
Prerequisite: Bows
Prerequisite: Level 5

Bow Mastery grants the actor extra bonuses when wielding a bow. The actor gets a +5 bonus to his Attack Bonus and Attack Damage. In addition, he gets an Attack Speed bonus in seconds equal to his Base Attack Bonus divided by 25.

Usable Abilities:

Light Armor Mastery
Class: Fighter
Prerequisite: Light Armor
Prerequisite: Level 5

Light Armor Mastery grants the actor extra bonuses when wearing light armor. The actor gets a bonus to his Defense Class equal to his Base Attack Bonus divided by five. In addition, the Maximum Agility Bonus of the armor is increased by Base Attack Bonus divided by five.

Heavy Armor Mastery
Class: Fighter
Prerequisite: Heavy Armor
Prerequisite: Level 5

Heavy Armor Mastery grants the actor extra bonuses when wearing heavy armor. The actor gets a bonus to his Defense Class equal to his Base Attack Bonus divided by five. In addition, the Maximum Agility Bonus of the armor is increased by Base Attack Bonus divided by five.

Weapon Finesse
Class: Fighter
Prerequisite: Level 5

Weapon Finesse allows the actor to optionally use one half of his Agility Bonus, in place of his Strength Bonus, when determining his Attack Damage. This ability only applies when using a light weapon.

Light Blade Lunge
Class: Fighter
Prerequisite: Light Blade Mastery
Prerequisite: Level 10

Light Blade Lunge grants the actor Light Blade Lunge powers, granting a bonus, when activated, to the actor's Attack Bonus when wielding a light blade.

Grants Abilities:

Heavy Blade Precision
Class: Fighter
Prerequisite: Heavy Blade Mastery
Prerequisite: Level 10

Heavy Blade Precision grants the actor Heavy Blade Precision powers, granting a bonus, when activated, to the actor's Attack Bonus when wielding a heavy blade.

Grants Abilities:

Whirling Staff
Class: Fighter
Prerequisite: Staff Mastery
Prerequisite: Level 10

Whirling Staff grants the actor Whirling Staff powers, granting a bonus, when activated, to the actor's Defense Class when wielding a staff.

Grants Abilities:

Bludgeon Repulsion
Class: Fighter
Prerequisite: Bludgeon Mastery
Prerequisite: Level 10

Bludgeon Repulsion grants the actor Bludgeon Repulsion powers, granting a bonus, when activated, to the actor's Defense Class when wielding a bludgeon.

Grants Abilities:

Tremendous Axe Strike
Class: Fighter
Prerequisite: Axe Mastery
Prerequisite: Level 10

Tremendous Axe Strike grants the actor Tremendous Axe Strike powers, granting a bonus, when activated, to the actor's Attack Damage when wielding an axe.

Grants Abilities:

Power Bowshot
Class: Fighter
Prerequisite: Bow Mastery
Prerequisite: Level 10

Power Bowshot grants the actor Power Bowshot powers, granting a bonus, when activated, to the actor's Attack Damage when wielding an bow.

Grants Abilities:

Shield Wall
Class: Fighter
Prerequisite: Shield
Prerequisite: Level 10

Shield Wall grants the actor Shield Wall powers, granting a bonus, when activated, to the actor's Defense Class when using the Shield Style.

Grants Abilities:

Duelist Maneuver
Class: Fighter
Prerequisite: Duelist
Prerequisite: Level 10

Duelist Maneuver grants the actor Duelist Maneuver powers, granting a bonus, when activated, to the actor's Defense Class when using the Duelist Style.

Grants Abilities:

Marksman Bullseye
Class: Fighter
Prerequisite: Marksman
Prerequisite: Level 10

Marksman Bullseye grants the actor Marksman Bullseye powers, granting a bonus, when activated, to the actor's Attack Bonus when using the Marksman Style.

Grants Abilities:

Two Handed Berserk
Class: Fighter
Prerequisite: Two Handed
Prerequisite: Level 10

Two Handed Berserk grants the actor Two Handed Berserk powers, granting a bonus, when activated, to the actor's Attack Damage when using the Two Handed Style.

Grants Abilities:

Dual Wield Skirmish
Class: Fighter
Prerequisite: Dual Wield
Prerequisite: Level 10

Dual Wield Skirmish grants the actor Dual Wield Skirmish powers, granting a bonus, when activated, to the actor's Attack Bonus when using the Dual Wield Style.

Grants Abilities:

Toughness
Class: Fighter

The actor has enhanced physical stamina, granting 5 extra hit points per level.

Matter Blood
Class: Spellcaster
Prerequisite: Matter Magic

The blood of some magical ancestor runs through the actor's veins, granting intrinsic powers of Matter Magic to the actor.

Grants Abilities:

Energy Blood
Class: Spellcaster
Prerequisite: Energy Magic

The blood of some magical ancestor runs through the actor's veins, granting intrinsic powers of Energy Magic to the actor.

Grants Abilities:

Spirit Blood
Class: Spellcaster
Prerequisite: Spirit Magic

The blood of some magical ancestor runs through the actor's veins, granting intrinsic powers of Spirit Magic to the actor.

Grants Abilities:

Arcane Magic
Class: Spellcaster
Prerequisite: Any Magic

Arcane Magic allows the Spellcaster to learn spells from spell scrolls.

Religion
Class: Spellcaster
Prerequisite: Any Magic

Religion allows the Spellcaster to learn spells from divine sources. Religion grants all spells of tiers 1 and 2 to the actor, provided he also has the prerequisite skill for the spell. Religion requires that the actor join a religious faction in order to gain higher tier spells.

Grants Abilities:

Void Magic
Class: Spellcaster
Attribute: Personality
Spell Bonus: -5

Void Magic (Black Magic) is magic based on life-draining and undeath. Void Magic is easy to become proficient in, but is weaker than other forms of magic, and is viewed as evil and criminal in most cultures.

Grants Abilities:

Usable Abilities:

Matter Magic
Class: Spellcaster
Attribute: Intelligence

Matter Magic (Blue Magic) is the magic of controlling and repairing matter. Matter Magic is sometimes known as Healing Magic, as many of its spells are used for healing purposes. Other spells are used to alter the properties of an object (such as a weapon) or being.

Grants Abilities:

Usable Abilities:

Energy Magic
Class: Spellcaster
Attribute: Intelligence

Energy Magic (Red Magic) is the magic of harnessing and directing raw energy. There is little subtlety to Energy Magic, and its spells are generally used for direct attacks.

Grants Abilities:

Usable Abilities:

Spirit Magic
Class: Spellcaster
Attribute: Personality

Spirit Magic (Yellow Magic) is the magic of controlling the minds and emotions of people and creatures. Spells of Spirit Magic are often used for changing the perceptions or emotions of the spell's target.

Grants Abilities:

Usable Abilities:

Elemental Magic
Class: Spellcaster
Attribute: Intelligence
Spell Bonus: +5
Prerequisite: Matter Magic
Prerequisite: Energy Magic

Elemental Magic (Purple Magic), combining the domains of Matter and Energy, is the magic of controlling the raw elements that make up all reality, drawing power from the fire and ice realms to suit the spellcaster's purposes. Spells of Elemental Magic often involve summoning elemental beings into this world, or using the Elemental energies to attack enemies.

Grants Abilities:

Usable Abilities:

Cosmic Magic
Class: Spellcaster
Attribute: Personality
Spell Bonus: +5
Prerequisite: Energy Magic
Prerequisite: Spirit Magic

Cosmic Magic (Orange Magic), the combination of Energy and Spirit, is the magic of the cosmos. Spells of Cosmic Magic deal with scrying, teleportation, and summoning cosmic beings to aid the spellcaster.

Grants Abilities:

Usable Abilities:

Life Magic
Class: Spellcaster
Attribute: Personality
Spell Bonus: +5
Prerequisite: Matter Magic
Prerequisite: Spirit Magic

Life Magic (Green Magic), combining Matter Magic and Spirit Magic, is the magic of life and living creatures. Powers of Life Magic include controlling other creatures, aiding their abilities, and restoring their powers.

Grants Abilities:

Usable Abilities:

High Magic
Class: Spellcaster
Attribute: Intelligence
Spell Bonus: +10
Prerequisite: Matter Magic
Prerequisite: Energy Magic
Prerequisite: Spirit Magic

High Magic (White Magic) is the highest form of magic, called the one true magic by the Archmagi. High Magic allows the spellcaster to control the magic of other spellcasters, dispelling or diminishing the effects of their spells.

Grants Abilities:

Usable Abilities:

Void Magic Mastery
Class: Spellcaster
Prerequisite: Void Magic
Prerequisite: Level 10

Void Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Void Magic spells.

Matter Magic Mastery
Class: Spellcaster
Prerequisite: Matter Magic
Prerequisite: Level 10

Matter Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Matter Magic spells.

Energy Magic Mastery
Class: Spellcaster
Prerequisite: Energy Magic
Prerequisite: Level 10

Energy Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Energy Magic spells.

Spirit Magic Mastery
Class: Spellcaster
Prerequisite: Spirit Magic
Prerequisite: Level 10

Spirit Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Spirit Magic spells.

Elemental Magic Mastery
Class: Spellcaster
Prerequisite: Elemental Magic
Prerequisite: Level 10

Elemental Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Elemental Magic spells.

Cosmic Magic Mastery
Class: Spellcaster
Prerequisite: Cosmic Magic
Prerequisite: Level 10

Cosmic Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Cosmic Magic spells.

Life Magic Mastery
Class: Spellcaster
Prerequisite: Life Magic
Prerequisite: Level 10

Life Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts Life Magic spells.

High Magic Mastery
Class: Spellcaster
Prerequisite: High Magic
Prerequisite: Level 10

High Magic Mastery grants a +10 bonus to the Spell Bonus, and +2 extra levels, when the spellcaster casts High Magic spells.

Spell Penetration
Class: Spellcaster
Prerequisite: Any Magic
Prerequisite: Level 5

Spell Penetration gives the spellcaster's spells a +10 bonus to defeat Spell Nullification checks.

Greater Spell Penetration
Class: Spellcaster
Prerequisite: Spell Penetration
Prerequisite: Level 10

Greater Spell Penetration gives the spellcaster's spells a +20 bonus to defeat Spell Nullification checks (replacing the bonus from Spell Penetration).

Armored Casting
Class: Spellcaster
Prerequisite: Any Magic

Armored Casting reduces the caster's Spell Bonus penalty due to armor by 10 points.

Armored Casting Mastery
Class: Spellcaster
Prerequisite: Armored Casting
Prerequisite: Level 5

Armored Casting Mastery reduces the caster's Spell Bonus penalty due to armor by 20 points.

Spellcasting Alacrity
Class: Spellcaster
Prerequisite: Any Magic
Prerequisite: Level 5

Spellcasting Alacrity gives the spellcaster a Casting Speed bonus of a number of seconds equal to his base Spellcasting Bonus divided by 12.5.

Combat Casting
Class: Spellcaster
Prerequisite: Any Magic

Combat Casting gives the spellcaster a bonus of +20 to pass a spell concentration check when he is damaged while casting a spell.

Defensive Casting
Class: Spellcaster
Prerequisite: Combat Casting
Prerequisite: Level 5

Defensive Casting allows a spellcaster to cast spells from a defensive stance, bypassing the concentration check for taking damage while casting a spell. To successfully cast a spell defensively, the caster must make a D100 check, where the bonus is his base spellcasting bonus plus his spell bonus for the spell, and the difficulty is 90 plus two times the base spell bonus of the spell.

Mental Focus
Class: Spellcaster

The actor has exceptional powers of mental focus, granting energy points as of an actor one level greater.

Traps
Class: Adventurer
Attribute: Intelligence

Traps grants the actor the ability to detect and disarm traps.

Locks
Class: Adventurer
Attribute: Intelligence

Locks grants the actor the ability to pick locked doors.

Stealth
Class: Adventurer
Attribute: Personality

Stealth grants the actor the ability to hide from his enemies.

Observation
Class: Adventurer
Attribute: Intelligence

Observation grants the actor the ability to see hidden actors, and detect characteristics of an actor by looking at him.

Diplomacy
Class: Adventurer
Attribute: Personality

Diplomacy grants the actor the ability to influence people and creatures through conversation.

Improved Flank
Class: Adventurer
Attribute: Personality
Prerequisite: Stealth
Prerequisite: Level 5

Improved Flank grants the actor an additional +10 bonus to Attack Bonus, and random Attack Damage equal to his Stealth Value, when executing a flank attack.

Sneak Attack
Class: Adventurer
Attribute: Personality
Prerequisite: Stealth
Prerequisite: Level 5

Sneak Attack grants the actor the ability to make sneak attacks when he is not visible to his target. A sneak attack deals additional Attack Damage equal to the attacker's Stealth Value.

Combat Stealth
Class: Adventurer
Attribute: Personality
Prerequisite: Sneak Attack
Prerequisite: Level 10

Combat Stealth grants the actor the ability to hide while in combat. Hiding while in combat costs 10 energy, and also requires a D100 Stealth check against the best Observation skill of a nearby enemy.

Singing
Class: Adventurer
Attribute: Personality

Singing gives the actor the ability to sing magic songs that grant bonuses to him and his allies.

Grants Abilities:

Usable Abilities:

Improved Singing
Class: Adventurer
Attribute: Personality
Prerequisite: Singing
Prerequisite: Level 5

Improved Singing gives the actor access to more powerful magic songs and types of music.

Grants Abilities:

Usable Abilities:

Masterful Singing
Class: Adventurer
Attribute: Personality
Prerequisite: Improved Singing
Prerequisite: Level 10

Masterful Singing gives the actor access to the most powerful magic songs and types of music.

Grants Abilities:

Usable Abilities:

Battle Music
Class: Adventurer
Attribute: Personality
Prerequisite: Singing
Prerequisite: Level 5

Battle Music allows the actor to sing songs of the battlefield; songs of glory, might, and suffering.

Grants Abilities:

Usable Abilities:

Heroic Music
Class: Adventurer
Attribute: Personality
Prerequisite: Singing
Prerequisite: Level 5

Heroic Music allows the actor to sing songs of heroism; songs of inspiration, courage, and persuasion.

Grants Abilities:

Usable Abilities:

Shadow Music
Class: Adventurer
Attribute: Personality
Prerequisite: Improved Singing
Prerequisite: Level 10

Shadow Music grants the actor songs of darkness, silence, movement beyond perception, and the night.

Grants Abilities:

Usable Abilities:

Wondrous Music
Class: Adventurer
Attribute: Personality
Prerequisite: Improved Singing
Prerequisite: Level 10

Wondrous Music allows the actor to sing songs that expand the mind and open the listener to new realms of consciousness.

Grants Abilities:

Usable Abilities:

Wands
Class: Adventurer
Attribute: Intelligence

Wands gives the actor the ability to use magic wands to cast spells. An actor must have his spell tier at least equal to the spell's spell tier in order to cast a given spell using a wand. Adventurers get a bonus of +2 to their spell tier for the purpose of using the Wands skill.

Improved Material
Class: Adventurer

Improved Material causes the actor to use the Improved Save table for his Material Save.

Usable Abilities:

Fortitude
Class: Adventurer
Prerequisite: Improved Material
Prerequisite: Level 5

Fortitude grants the actor +5 resistance to Material effects and spells.

Great Fortitude
Class: Adventurer
Prerequisite: Fortitude
Prerequisite: Level 10

Great Fortitude gives a bonus to the actor's Material Save, equal to 10 or the actor's Durability bonus, whichever is higher.

Improved Energetic
Class: Adventurer

Improved Energetic causes the actor to use the Improved Save table for his Energetic Save.

Usable Abilities:

Escape
Class: Adventurer
Prerequisite: Improved Energetic
Prerequisite: Level 5

Escape grants the actor +5 resistance to Energetic effects and spells.

Lightning Escape
Class: Adventurer
Prerequisite: Escape
Prerequisite: Level 10

Lightning Escape gives a bonus to the actor's Energetic Save, equal to 10 or the actor's Agility bonus, whichever is higher.

Improved Spiritual
Class: Adventurer

Improved Spiritual causes the actor to use the Improved Save table for his Spiritual Save.

Usable Abilities:

Resolve
Class: Adventurer
Prerequisite: Improved Spiritual
Prerequisite: Level 5

Resolve grants the actor +5 resistance to Spiritual effects and spells.

Iron Resolve
Class: Adventurer
Prerequisite: Resolve
Prerequisite: Level 10

Iron Resolve gives a bonus to the actor's Spiritual Save, equal to 10 or the actor's Personality bonus, whichever is higher.

Stand Stout
Class: Adventurer
Prerequisite: Fortitude
Prerequisite: Level 10

Stand Stout grants Stout Fortitude powers, which give the actor a bonus to his Material save when activated.

Grants Abilities:

Acrobatic Evasion
Class: Adventurer
Prerequisite: Escape
Prerequisite: Level 10

Acrobatic Evasion grants Acrobatic Evasion powers, which give the actor a bonus to his Energetic save when activated.

Grants Abilities:

Resolute Belief
Class: Adventurer
Prerequisite: Resolve
Prerequisite: Level 10

Resolute Belief grants Resolute Belief powers, which give the actor a bonus to his Spiritual save when activated.

Grants Abilities:

Full Item Listing

Full descriptions of common items, plus sample of some of the magic items.

Dagger
Weapon2 gold1 lbs

Weapon Type: Light Blade (Simple) (Light)
Damage: (1 to 20)

The dagger is a short blade suitable for stabbing and close work.

Shortsword
Weapon10 gold2 lbs

Weapon Type: Light Blade (Light)
Damage: (1 to 30)

The shortsword is shorter than a regular sword, but still a dangerous weapon.

Dagger, Masterwork
Weapon302 gold1 lbs

Weapon Type: Light Blade (Simple) (Light)
Damage: (1 to 20)
Attack Bonus: 5

The dagger is a short blade suitable for stabbing and close work.

Shortsword, Masterwork
Weapon310 gold2 lbs

Weapon Type: Light Blade (Light)
Damage: (1 to 30)
Attack Bonus: 5

The shortsword is shorter than a regular sword, but still a dangerous weapon.

Longsword
Weapon15 gold4 lbs

Weapon Type: Heavy Blade
Damage: (1 to 40)

The longsword is a long, straight-bladed sword.

Greatsword
Weapon50 gold8 lbs

Weapon Type: Heavy Blade (Requires two hands)
Damage: (1 to 50) + 5

This sword, long and heavy, is wielded with two hands.

Longsword, Masterwork
Weapon315 gold4 lbs

Weapon Type: Heavy Blade
Damage: (1 to 40)
Attack Bonus: 5

The longsword is a long, straight-bladed sword.

Greatsword, Masterwork
Weapon350 gold8 lbs

Weapon Type: Heavy Blade (Requires two hands)
Damage: (1 to 50) + 5
Attack Bonus: 5

This sword, long and heavy, is wielded with two hands.

Greatsword +5 of Curse
Weapon8050 gold8 lbs

Weapon Type: Heavy Blade (Requires two hands)
Damage: (1 to 50) + 10
Attack Bonus: 5
Enhancement: +5

Spell Attack: Curse (Spell Bonus 10)
Spiritual/CurseOne enemy
Curse hits for (1 to 60) hit points of damage.
Curse has no effect on a successful save.

This sword, long and heavy, is wielded with two hands.

Longsword +10 of Slay Dwarf
Weapon50015 gold4 lbs

Weapon Type: Heavy Blade
Damage: (1 to 40) + 10
Attack Bonus: 10
Enhancement: +10

Spell Attack: Slay Dwarf (Spell Bonus 35)
Material/DebilityOne enemy (Dwarf)
Slay Dwarf hits for (1 to 360) hit points of damage.
Slay Dwarf has no effect on a successful save.

The longsword is a long, straight-bladed sword.

Longsword +20 of Flames
Weapon162015 gold4 lbs

Weapon Type: Heavy Blade
Damage: (1 to 40) + 20
Attack Bonus: 20
Enhancement: +20

Grants resistance +5 to spell type Energetic/Fire.

Spell Attack: Fire (Spell Bonus 45)
Energetic/FireOne enemy
Fire hits for (1 to 120) hit points of damage.
Fire has no effect on a successful save.

The longsword is a long, straight-bladed sword.

Longsword +25 of Strength
Weapon200015 gold4 lbs

Weapon Type: Heavy Blade
Damage: (1 to 40) + 25
Attack Bonus: 25
Enhancement: +25

Save Effect Type: Material
Grants a bonus to statistics: Strength
Bonus Points: +5

The longsword is a long, straight-bladed sword.

Staff
Weapon1 gold2 lbs

Weapon Type: Staff (Simple) (Light)
Damage: (1 to 20) (Blunt)

Little more than a walking stick, this staff is only a moderate weapon.

Quarterstaff
Weapon1 gold4 lbs

Weapon Type: Staff (Requires two hands) (Light)
Damage: (1 to 40) (Blunt)

This long staff, wielded in two hands, is an effective weapon when used skillfully.

Quarterstaff, Masterwork
Weapon301 gold4 lbs

Weapon Type: Staff (Requires two hands) (Light)
Damage: (1 to 40) (Blunt)
Attack Bonus: 5

This long staff, wielded in two hands, is an effective weapon when used skillfully.

Staff, Masterwork
Weapon301 gold2 lbs

Weapon Type: Staff (Simple) (Light)
Damage: (1 to 20) (Blunt)
Attack Bonus: 5

Little more than a walking stick, this staff is only a moderate weapon.

Quarterstaff +15 of Slay Construct
Weapon72001 gold4 lbs

Weapon Type: Staff (Requires two hands) (Light)
Damage: (1 to 40) + 15 (Blunt)
Attack Bonus: 15
Enhancement: +15

Spell Attack: Slay Construct (Spell Bonus 40)
Energetic/RadiantOne enemy (Construct)
Slay Construct hits for (1 to 360) hit points of damage.
Slay Construct has no effect on a successful save.

This long staff, wielded in two hands, is an effective weapon when used skillfully.

Greatclub
Weapon1 gold8 lbs

Weapon Type: Bludgeon (Requires two hands)
Damage: (1 to 50) (Blunt)

This massive club is unwieldy but dangerous.

Club
Weapon1 gold3 lbs

Weapon Type: Bludgeon (Simple)
Damage: (1 to 30) (Blunt)

This club is a crude bludgeon made of solid oak.

Warhammer
Weapon12 gold5 lbs

Weapon Type: Bludgeon
Damage: (1 to 40) (Blunt)

The warhammer is a two-faced hammer made for combat.

Greathammer
Weapon40 gold10 lbs

Weapon Type: Bludgeon (Requires two hands)
Damage: (1 to 45) + 5 (Blunt)

This massive hammer is made for a warrior to wield with two hands.

Greatclub, Masterwork
Weapon301 gold8 lbs

Weapon Type: Bludgeon (Requires two hands)
Damage: (1 to 50) (Blunt)
Attack Bonus: 5

This massive club is unwieldy but dangerous.

Club, Masterwork
Weapon301 gold3 lbs

Weapon Type: Bludgeon (Simple)
Damage: (1 to 30) (Blunt)
Attack Bonus: 5

This club is a crude bludgeon made of solid oak.

Warhammer, Masterwork
Weapon312 gold5 lbs

Weapon Type: Bludgeon
Damage: (1 to 40) (Blunt)
Attack Bonus: 5

The warhammer is a two-faced hammer made for combat.

Greathammer, Masterwork
Weapon340 gold10 lbs

Weapon Type: Bludgeon (Requires two hands)
Damage: (1 to 45) + 5 (Blunt)
Attack Bonus: 5

This massive hammer is made for a warrior to wield with two hands.

Warhammer +5 of Lightning
Weapon8012 gold5 lbs

Weapon Type: Bludgeon
Damage: (1 to 40) + 5 (Blunt)
Attack Bonus: 5
Enhancement: +5

Spell Attack: Lightning (Spell Bonus 10)
Energetic/LightningOne enemy
Lightning hits for (1 to 60) hit points of damage.
Lightning has no effect on a successful save.

The warhammer is a two-faced hammer made for combat.

Greatclub +5 of Personality
Weapon18001 gold8 lbs

Weapon Type: Bludgeon (Requires two hands)
Damage: (1 to 50) + 5 (Blunt)
Attack Bonus: 5
Enhancement: +5

Save Effect Type: Spiritual
Grants a bonus to statistics: Personality
Bonus Points: +2

This massive club is unwieldy but dangerous.

Warhammer +25 of Holiness
Weapon200012 gold5 lbs

Weapon Type: Bludgeon
Damage: (1 to 40) + 25 (Blunt)
Attack Bonus: 25
Enhancement: +25

Save Effect Type: Spiritual
Grants a bonus to statistics: Personality
Bonus Points: +3

Spell Attack: Disruption (Spell Bonus 60)
Energetic/RadiantOne enemy (Undead)
Disruption hits for 1000 hit points of damage.
Disruption has no effect on a successful save.

The warhammer is a two-faced hammer made for combat.

Greathammer +25 of Spell Nullification
Weapon200040 gold10 lbs

Weapon Type: Bludgeon (Requires two hands)
Damage: (1 to 45) + 30 (Blunt)
Attack Bonus: 25
Enhancement: +25

Save Effect Type: Spiritual
Grants a bonus to statistics: Spell Nullification
Bonus Points: +45

This massive hammer is made for a warrior to wield with two hands.

Axe
Weapon5 gold3 lbs

Weapon Type: Axe (Simple)
Damage: (1 to 25) (10% critical)

This light single-bladed axe makes a decent weapon.

Battleaxe
Weapon10 gold6 lbs

Weapon Type: Axe
Damage: (1 to 35) (10% critical)

This double bladed axe is designed for war.

Greataxe
Weapon20 gold12 lbs

Weapon Type: Axe (Requires two hands)
Damage: (1 to 55) (10% critical)

This mighty axe is wielded with two hands.

Axe, Masterwork
Weapon305 gold3 lbs

Weapon Type: Axe (Simple)
Damage: (1 to 25) (10% critical)
Attack Bonus: 5

This light single-bladed axe makes a decent weapon.

Battleaxe, Masterwork
Weapon310 gold6 lbs

Weapon Type: Axe
Damage: (1 to 35) (10% critical)
Attack Bonus: 5

This double bladed axe is designed for war.

Greataxe, Masterwork
Weapon320 gold12 lbs

Weapon Type: Axe (Requires two hands)
Damage: (1 to 55) (10% critical)
Attack Bonus: 5

This mighty axe is wielded with two hands.

Battleaxe +5 of Durability
Weapon18010 gold6 lbs

Weapon Type: Axe
Damage: (1 to 35) + 5 (10% critical)
Attack Bonus: 5
Enhancement: +5

Save Effect Type: Material
Grants a bonus to statistics: Durability
Bonus Points: +2

This double bladed axe is designed for war.

Greataxe +15 of Energy Drain
Weapon72020 gold12 lbs

Weapon Type: Axe (Requires two hands)
Damage: (1 to 55) + 15 (10% critical)
Attack Bonus: 15
Enhancement: +15

Spell Attack: Energy Drain (Spell Bonus 30)
Material/NecroticOne enemy
Energy Drain inflicts a penalty of -4 points, to statistics: Strength, Agility, Durability, Intelligence, Personality. This effect lasts indefinitely.
Energy Drain has no effect on a successful save.

This mighty axe is wielded with two hands.

Greataxe +25 of Durability
Weapon200020 gold12 lbs

Weapon Type: Axe (Requires two hands)
Damage: (1 to 55) + 25 (10% critical)
Attack Bonus: 25
Enhancement: +25

Save Effect Type: Material
Grants a bonus to statistics: Durability
Bonus Points: +5

This mighty axe is wielded with two hands.

Shortbow
Weapon30 gold2 lbs

Weapon Type: Bow (Simple) (Requires two hands)
Damage: (1 to 30)

This common shortbow is useful for hunting or combat.

Longbow
Weapon75 gold3 lbs

Weapon Type: Bow (Requires two hands)
Damage: (1 to 40)

The longbow is a dangerous weapon in the hands of a skillful bowman.

Composite Bow
Weapon100 gold3 lbs

Weapon Type: Bow (Requires two hands)
Damage: (1 to 40)
Strength Damage: 7

Attribute: Strength 13

This composite bow is reinforced for extra power.

Strongbow
Weapon150 gold3 lbs

Weapon Type: Bow (Requires two hands)
Damage: (1 to 40)
Strength Damage: 15

Attribute: Strength 16

This enormous bow requires a mighty bowman to wield.

Shortbow, Masterwork
Weapon330 gold2 lbs

Weapon Type: Bow (Simple) (Requires two hands)
Damage: (1 to 30)
Attack Bonus: 5

This common shortbow is useful for hunting or combat.

Longbow, Masterwork
Weapon375 gold3 lbs

Weapon Type: Bow (Requires two hands)
Damage: (1 to 40)
Attack Bonus: 5

The longbow is a dangerous weapon in the hands of a skillful bowman.

Composite Bow, Masterwork
Weapon400 gold3 lbs

Weapon Type: Bow (Requires two hands)
Damage: (1 to 40)
Strength Damage: 7
Attack Bonus: 5

Attribute: Strength 13

This composite bow is reinforced for extra power.

Strongbow, Masterwork
Weapon450 gold3 lbs

Weapon Type: Bow (Requires two hands)
Damage: (1 to 40)
Strength Damage: 15
Attack Bonus: 5

Attribute: Strength 16

This enormous bow requires a mighty bowman to wield.

Shortbow +10 of Intelligence
Weapon50030 gold2 lbs

Weapon Type: Bow (Simple) (Requires two hands)
Damage: (1 to 30) + 10
Attack Bonus: 10
Enhancement: +10

Save Effect Type: Spiritual
Grants a bonus to statistics: Intelligence
Bonus Points: +3

This common shortbow is useful for hunting or combat.

Mighty Bow +20 of Intelligence
Weapon128300 gold3 lbs

Weapon Type: Bow (Requires two hands)
Damage: (1 to 40) + 20
Strength Damage: 25
Attack Bonus: 20
Enhancement: +20

Attribute: Strength 20

Save Effect Type: Spiritual
Grants a bonus to statistics: Intelligence
Bonus Points: +4

This incredibly powerful bow is beyond the capacity of ordinary mortals.

Strongbow +25 of Thunderbolts
Weapon200150 gold3 lbs

Weapon Type: Bow (Requires two hands)
Damage: (1 to 40) + 25
Strength Damage: 15
Attack Bonus: 25
Enhancement: +25

Attribute: Strength 16

Grants resistance +5 to spell type Energetic/Lightning.

Spell Attack: Lightning (Spell Bonus 50)
Energetic/LightningOne enemy
Lightning hits for (1 to 120) hit points of damage.
Lightning has no effect on a successful save.

This enormous bow requires a mighty bowman to wield.

Robes
Armor5 gold1 lbs

Armor Type: Light Armor
Defense Class: 5
Maximum Agility Bonus: 30
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 0
Stealth Penalty: 5

These voluminous robes offer a small amount of protection.

Leather Armor
Armor25 gold20 lbs

Armor Type: Light Armor
Defense Class: 15
Maximum Agility Bonus: 20
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 10
Stealth Penalty: 15

This suit of leather armor provides decent protection, but still allows the wearer good mobility.

Chainmail Armor
Armor150 gold40 lbs

Armor Type: Heavy Armor
Defense Class: 25
Maximum Agility Bonus: 15
Non-Proficient Attack Penalty: 20
Spellcasting Penalty: 15
Stealth Penalty: 20

Chainmail armor offers good protection while still providing decent mobility.

Robes, Masterwork
Armor155 gold1 lbs

Armor Type: Light Armor
Defense Class: 10
Maximum Agility Bonus: 35
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 0

These voluminous robes offer a small amount of protection.

Leather Armor, Masterwork
Armor175 gold20 lbs

Armor Type: Light Armor
Defense Class: 20
Maximum Agility Bonus: 25
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 10
Stealth Penalty: 10

This suit of leather armor provides decent protection, but still allows the wearer good mobility.

Chainmail Armor, Masterwork
Armor300 gold40 lbs

Armor Type: Heavy Armor
Defense Class: 30
Maximum Agility Bonus: 20
Non-Proficient Attack Penalty: 20
Spellcasting Penalty: 15
Stealth Penalty: 15

Chainmail armor offers good protection while still providing decent mobility.

Platemail Armor
Armor600 gold50 lbs

Armor Type: Heavy Armor
Defense Class: 40
Maximum Agility Bonus: 0
Non-Proficient Attack Penalty: 35
Spellcasting Penalty: 20
Stealth Penalty: 35

This full suit of armor is protective but heavy and cumbersome.

Platemail Armor, Masterwork
Armor750 gold50 lbs

Armor Type: Heavy Armor
Defense Class: 45
Maximum Agility Bonus: 5
Non-Proficient Attack Penalty: 35
Spellcasting Penalty: 20
Stealth Penalty: 30

This full suit of armor is protective but heavy and cumbersome.

Leather Armor +5 of Agility
Armor4025 gold20 lbs

Armor Type: Light Armor
Defense Class: 25
Maximum Agility Bonus: 25
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 10
Stealth Penalty: 10

Save Effect Type: Material
Grants a bonus to statistics: Agility
Bonus Points: +1

This suit of leather armor provides decent protection, but still allows the wearer good mobility.

Chainmail Armor +10 of Resist Cold
Armor25150 gold40 lbs

Armor Type: Heavy Armor
Defense Class: 40
Maximum Agility Bonus: 20
Non-Proficient Attack Penalty: 20
Spellcasting Penalty: 15
Stealth Penalty: 15

Grants resistance +5 to spell type Energetic/Cold.

Chainmail armor offers good protection while still providing decent mobility.

Chainmail Armor +20 of Strength
Armor81150 gold40 lbs

Armor Type: Heavy Armor
Defense Class: 50
Maximum Agility Bonus: 20
Non-Proficient Attack Penalty: 20
Spellcasting Penalty: 15
Stealth Penalty: 15

Save Effect Type: Material
Grants a bonus to statistics: Strength
Bonus Points: +5

Chainmail armor offers good protection while still providing decent mobility.

Robes +25 of Intelligence
Armor100005 gold1 lbs

Armor Type: Light Armor
Defense Class: 35
Maximum Agility Bonus: 35
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 0

Save Effect Type: Spiritual
Grants a bonus to statistics: Intelligence
Bonus Points: +5

These voluminous robes offer a small amount of protection.

Buckler
Shield5 gold5 lbs

Armor Type: Shield
Defense Class: 5
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 5

The buckler is a small, light, round shield that offers a small amount of protection.

Shield
Shield10 gold10 lbs

Armor Type: Shield
Defense Class: 10
Non-Proficient Attack Penalty: 10
Spellcasting Penalty: 10

The standard shield is made primarily of wood, reinforced with iron.

Tower Shield
Shield20 gold15 lbs

Armor Type: Shield
Defense Class: 15
Maximum Agility Bonus: 10
Non-Proficient Attack Penalty: 15
Spellcasting Penalty: 15
Stealth Penalty: 25

This great shield protects the entire body of the wielder.

Buckler +10 of Agility
Shield25005 gold5 lbs

Armor Type: Shield
Defense Class: 15
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 5

Save Effect Type: Material
Grants a bonus to statistics: Agility
Bonus Points: +3

The buckler is a small, light, round shield that offers a small amount of protection.

Crown of Spellcasting X
Helmet200000 gold1 lbs

Save Effect Type: Spiritual
Grants a bonus to statistics: Spellcasting
Bonus Points: +20

The ceremonial headwear of the nobility, crowns may also be enchanted with powerful mind-affecting abilities.

Amulet of Trapfinding X
Amulet200000 gold0 lbs

Save Effect Type: Spiritual
Grants a bonus to statistics: Traps
Bonus Points: +250

Amulets are commonly enchanted items, granting powers anywhere from a modest magical boost, to incredibly powerful artifacts.

Ring of Strength IX
Ring162000 gold0 lbs

Save Effect Type: Material
Grants a bonus to statistics: Strength
Bonus Points: +9

Rings are commonly enchanted items, granting powers anywhere from a modest magical boost, to incredibly powerful artifacts.

Full Potion Listing

Potion Value Spell
Minor Protection 25 Minor Protection
Alertness 50 Alertness
Endure Elements 50 Endure Elements
Courage 50 Courage
Speed Burst 50 Speed Burst
Cure Light 50 Cure Light
Minor Restore Energy 50 Minor Restore Energy
See Invisible 400 See Invisible
Fire Protection 400 Fire Protection
Cold Protection 400 Cold Protection
Lightning Protection 400 Lightning Protection
Calm Emotions 400 Calm Emotions
Lesser Restoration 400 Lesser Restoration
Strength 400 Strength
Agility 400 Agility
Durability 400 Durability
Intelligence 400 Intelligence
Personality 400 Personality
Cure Poison 400 Cure Poison
Barkskin 400 Barkskin
Cure Moderate 400 Cure Moderate
Restore Energy 400 Restore Energy
Blur 400 Blur
Invisibility 400 Invisibility
Resist Fire 800 Resist Fire
Resist Cold 800 Resist Cold
Resist Lightning 800 Resist Lightning
Heroism 800 Heroism
Haste 800 Haste
Cure Serious 800 Cure Serious
Major Restore Energy 800 Major Restore Energy
Displacement 800 Displacement

Full Scroll Listing

Scroll Value Skill Spell
Alertness 25 Cosmic Magic Tier 1 Alertness
Burst of Flame 25 Energy Magic Tier 1 Burst of Flame
Magic Dagger 25 Matter Magic Tier 1 Magic Dagger
Speed Burst 25 Matter Magic Tier 1 Speed Burst
Faerie Fire 25 Energy Magic Tier 1 Faerie Fire
Magic Quarterstaff 25 Matter Magic Tier 1 Magic Quarterstaff
Bless 25 Life Magic Tier 1 Bless
Protection 25 High Magic Tier 1 Protection
Courage 25 High Magic Tier 1 Courage
Sleep 25 Life Magic Tier 1 Sleep
Air Armor 25 Elemental Magic Tier 1 Air Armor
Lightning Touch 25 Elemental Magic Tier 1 Lightning Touch
Endure Elements 25 Elemental Magic Tier 1 Endure Elements
Color Spray 25 Spirit Magic Tier 1 Color Spray
Bane 25 Life Magic Tier 1 Bane
Magic Shortbow 25 Matter Magic Tier 1 Magic Shortbow
Magic Warhammer 25 Matter Magic Tier 1 Magic Warhammer
See Invisible 200 Cosmic Magic Tier 2 See Invisible
Cure Poison 200 Life Magic Tier 2 Cure Poison
Remove Paralysis 200 Life Magic Tier 2 Remove Paralysis
Personality 200 Life Magic Tier 2 Personality
Calm Emotions 200 High Magic Tier 2 Calm Emotions
Silence 200 High Magic Tier 2 Silence
Intelligence 200 Life Magic Tier 2 Intelligence
Durability 200 Life Magic Tier 2 Durability
Agility 200 Life Magic Tier 2 Agility
Strength 200 Life Magic Tier 2 Strength
Idiocy 200 Life Magic Tier 2 Idiocy
Sound Burst 200 Energy Magic Tier 2 Sound Burst
Cold Protection 200 Elemental Magic Tier 2 Cold Protection
Lightning Protection 200 Elemental Magic Tier 2 Lightning Protection
Scare 200 Spirit Magic Tier 2 Scare
Invisibility 200 Spirit Magic Tier 2 Invisibility
Hypnotic Pattern 200 Spirit Magic Tier 2 Hypnotic Pattern
Fire Elemental I 200 Elemental Magic Tier 2 Fire Elemental I
Flame Blade 200 Matter Magic Tier 2 Flame Blade
Barkskin 200 Matter Magic Tier 2 Barkskin
Knock 200 Matter Magic Tier 2 Knock
Acid Arrow 200 Elemental Magic Tier 2 Acid Arrow
Earth Elemental I 200 Elemental Magic Tier 2 Earth Elemental I
Fire Protection 200 Elemental Magic Tier 2 Fire Protection
Dimension Door 400 Cosmic Magic Tier 3 Dimension Door
Purge Illusions 400 Cosmic Magic Tier 3 Purge Illusions
Disbelief 400 Cosmic Magic Tier 3 Disbelief
Cure Serious 400 Matter Magic Tier 3 Cure Serious
Displacement 400 Spirit Magic Tier 3 Displacement
Invisibility Sphere 400 Spirit Magic Tier 3 Invisibility Sphere
Dispel Blessing 400 High Magic Tier 3 Dispel Blessing
Dispel Curse 400 High Magic Tier 3 Dispel Curse
Magic Circle 400 High Magic Tier 3 Magic Circle
Resist Cold 400 High Magic Tier 3 Resist Cold
Resist Lightning 400 High Magic Tier 3 Resist Lightning
Dispel Augmentation 400 High Magic Tier 3 Dispel Augmentation
Exhaustion 400 Void Magic Tier 3 Exhaustion
Resist Fire 400 High Magic Tier 3 Resist Fire
Deep Sleep 400 Life Magic Tier 3 Deep Sleep
Fire Bolt 400 Energy Magic Tier 3 Fire Bolt
Fire Burst 400 Energy Magic Tier 3 Fire Burst
Searing Light 400 Energy Magic Tier 3 Searing Light
Heroism 400 Life Magic Tier 3 Heroism
Hold Person 400 Life Magic Tier 3 Hold Person
Air Elemental II 400 Elemental Magic Tier 3 Air Elemental II
Icy Cloud 400 Elemental Magic Tier 3 Icy Cloud
Poison Ball 400 Elemental Magic Tier 3 Poison Ball
Lightning Bolt 400 Elemental Magic Tier 3 Lightning Bolt
Life Force 400 Life Magic Tier 3 Life Force
Haste 400 Matter Magic Tier 3 Haste
Greater Dagger 400 Matter Magic Tier 3 Greater Dagger
Greater Quarterstaff 400 Matter Magic Tier 3 Greater Quarterstaff
Greater Warhammer 400 Matter Magic Tier 3 Greater Warhammer
Greater Shortbow 400 Matter Magic Tier 3 Greater Shortbow
Slow 400 Matter Magic Tier 3 Slow
Magic Leather 400 Matter Magic Tier 3 Magic Leather
Magic Platemail 400 Matter Magic Tier 3 Magic Platemail
Repulse 800 Cosmic Magic Tier 4 Repulse
Magic Eye 800 Cosmic Magic Tier 4 Magic Eye
Bind Warrior 800 Cosmic Magic Tier 4 Bind Warrior
Purge Blessing 800 Cosmic Magic Tier 4 Purge Blessing
Fire Shield 800 Elemental Magic Tier 4 Fire Shield
Deafening Shout 800 Energy Magic Tier 4 Deafening Shout
Stoneskin 800 Matter Magic Tier 4 Stoneskin
Energize Self 800 Energy Magic Tier 4 Energize Self
Earth Shield 800 Elemental Magic Tier 4 Earth Shield
Ice Storm 800 Elemental Magic Tier 4 Ice Storm
Air Elemental III 800 Elemental Magic Tier 4 Air Elemental III
Frost Shield 800 Elemental Magic Tier 4 Frost Shield
Cure Critical 800 Matter Magic Tier 4 Cure Critical
Fire Elemental II 800 Elemental Magic Tier 4 Fire Elemental II
Explosion 800 Energy Magic Tier 4 Explosion
Restoration 800 High Magic Tier 4 Restoration
Remove Augmentation 800 Life Magic Tier 4 Remove Augmentation
Neutralize Poison 800 Life Magic Tier 4 Neutralize Poison
Lesser Magic Globe 800 High Magic Tier 4 Lesser Magic Globe
Freedom 800 High Magic Tier 4 Freedom
Mageskin 800 High Magic Tier 4 Mageskin
Charm Monster 800 Life Magic Tier 4 Charm Monster
Confusion 800 Life Magic Tier 4 Confusion
Greater Invisibility 800 Spirit Magic Tier 4 Greater Invisibility
Rainbow Pattern 800 Spirit Magic Tier 4 Rainbow Pattern
Panic 800 Spirit Magic Tier 4 Panic
Phantasm I 800 Spirit Magic Tier 4 Phantasm I
Despair 800 Life Magic Tier 4 Despair
Bestow Curse 800 Void Magic Tier 4 Bestow Curse
Death Ward 800 Void Magic Tier 4 Death Ward
Teleport 1131 Cosmic Magic Tier 5 Teleport
Prying Eyes 1131 Cosmic Magic Tier 5 Prying Eyes
Bind Sorceress 1131 Cosmic Magic Tier 5 Bind Sorceress
Eruption 1131 Energy Magic Tier 5 Eruption
Dominate Person 1131 Life Magic Tier 5 Dominate Person
Hold Monster 1131 Life Magic Tier 5 Hold Monster
Mind Fog 1131 Life Magic Tier 5 Mind Fog
Symbol of Sleep 1131 Life Magic Tier 5 Symbol of Sleep
Breath of Life 1131 Life Magic Tier 5 Breath of Life
Increase Density 1131 Matter Magic Tier 5 Increase Density
Break Enchantment 1131 High Magic Tier 5 Break Enchantment
Flame Strike 1131 Energy Magic Tier 5 Flame Strike
Feeblemind 1131 Life Magic Tier 5 Feeblemind
Dismissal 1131 High Magic Tier 5 Dismissal
Hammer of Disruption 1131 Matter Magic Tier 5 Hammer of Disruption
Mass Cure Light 1131 Matter Magic Tier 5 Mass Cure Light
Air Elemental IV 1131 Elemental Magic Tier 5 Air Elemental IV
Poison Cloud 1131 Elemental Magic Tier 5 Poison Cloud
Burst of Cold 1131 Elemental Magic Tier 5 Burst of Cold
Fire Elemental III 1131 Elemental Magic Tier 5 Fire Elemental III
Nightmare 1131 Spirit Magic Tier 5 Nightmare
Shadow Strike 1131 Spirit Magic Tier 5 Shadow Strike
Phantasm II 1131 Spirit Magic Tier 5 Phantasm II
Earth Elemental II 1131 Elemental Magic Tier 5 Earth Elemental II
Spell Nullification 1131 High Magic Tier 5 Spell Nullification
Raise Dead 1131 Life Magic Tier 5 Raise Dead
Waves of Fatigue 1131 Void Magic Tier 5 Waves of Fatigue
Slay Living 1131 Void Magic Tier 5 Slay Living
Symbol of Persuasion 1600 Life Magic Tier 6 Symbol of Persuasion
Fire Elemental IV 1600 Elemental Magic Tier 6 Fire Elemental IV
Poison Fog 1600 Elemental Magic Tier 6 Poison Fog
Lightning 1600 Elemental Magic Tier 6 Lightning
Disintegrate 1600 Matter Magic Tier 6 Disintegrate
Warrior Transform 1600 Matter Magic Tier 6 Warrior Transform
Mass Cure Moderate 1600 Matter Magic Tier 6 Mass Cure Moderate
Heal 1600 Matter Magic Tier 6 Heal
Earth Elemental III 1600 Elemental Magic Tier 6 Earth Elemental III
Mass Strength 1600 Life Magic Tier 6 Mass Strength
Mass Agility 1600 Life Magic Tier 6 Mass Agility
Reverse Energy 1600 Energy Magic Tier 6 Reverse Energy
Fireball 1600 Energy Magic Tier 6 Fireball
Mass Durability 1600 Life Magic Tier 6 Mass Durability
Mass Personality 1600 Life Magic Tier 6 Mass Personality
Block Enchantment 1600 Life Magic Tier 6 Block Enchantment
Dispel Blessing II 1600 High Magic Tier 6 Dispel Blessing II
Dispel Curse II 1600 High Magic Tier 6 Dispel Curse II
Magic Globe 1600 High Magic Tier 6 Magic Globe
Dispel Augmentation II 1600 High Magic Tier 6 Dispel Augmentation II
Mass Repulse 1600 Cosmic Magic Tier 6 Mass Repulse
Shadow Walk 1600 Spirit Magic Tier 6 Shadow Walk
Symbol of Fear 1600 Spirit Magic Tier 6 Symbol of Fear
Phantasm III 1600 Spirit Magic Tier 6 Phantasm III
Bind Berserker 1600 Cosmic Magic Tier 6 Bind Berserker
Truesight 1600 Cosmic Magic Tier 6 Truesight
Mass Disbelief 1600 Cosmic Magic Tier 6 Mass Disbelief
Mass Intelligence 1600 Life Magic Tier 6 Mass Intelligence
Great Heroism 1600 Life Magic Tier 6 Great Heroism
Circle of Death 1600 Void Magic Tier 6 Circle of Death
Biting Curse 1600 Void Magic Tier 6 Biting Curse
Lay to Rest 1600 Void Magic Tier 6 Lay to Rest
Harm 1600 Void Magic Tier 6 Harm
Mass Hold Person 2262 Life Magic Tier 7 Mass Hold Person
Insanity 2262 Life Magic Tier 7 Insanity
Power Word Halt 2262 Life Magic Tier 7 Power Word Halt
Resurrection 2262 Life Magic Tier 7 Resurrection
Banishment 2262 High Magic Tier 7 Banishment
Greater Restoration 2262 High Magic Tier 7 Greater Restoration
Limited Wish: Ally 2262 High Magic Tier 7 Limited Wish: Ally
Limited Wish: Power 2262 High Magic Tier 7 Limited Wish: Power
Limited Wish: Health 2262 High Magic Tier 7 Limited Wish: Health
Word of Recall 2262 Cosmic Magic Tier 7 Word of Recall
Arcane Eye 2262 Cosmic Magic Tier 7 Arcane Eye
Bind Magus 2262 Cosmic Magic Tier 7 Bind Magus
Destruction 2262 Void Magic Tier 7 Destruction
Phantasm IV 2262 Spirit Magic Tier 7 Phantasm IV
Air Elemental V 2262 Elemental Magic Tier 7 Air Elemental V
Acid Fog 2262 Elemental Magic Tier 7 Acid Fog
Incorporeal Body 2262 Matter Magic Tier 7 Incorporeal Body
Mass Cure Serious 2262 Matter Magic Tier 7 Mass Cure Serious
Mass Invisibility 2262 Spirit Magic Tier 7 Mass Invisibility
Earth Elemental IV 2262 Elemental Magic Tier 7 Earth Elemental IV
Sunbeam 2262 Energy Magic Tier 7 Sunbeam
Divine Outburst 2262 Energy Magic Tier 7 Divine Outburst
Cage of Force 2262 Energy Magic Tier 7 Cage of Force
Control Undead 2262 Void Magic Tier 7 Control Undead
Finger of Death 2262 Void Magic Tier 7 Finger of Death
Waves of Exhaustion 2262 Void Magic Tier 7 Waves of Exhaustion
Mind Blank 3200 High Magic Tier 8 Mind Blank
Fiery Cloud 3200 Elemental Magic Tier 8 Fiery Cloud
Bind Avenger 3200 Cosmic Magic Tier 8 Bind Avenger
Greater Arcane Eye 3200 Cosmic Magic Tier 8 Greater Arcane Eye
Mass Charm Monster 3200 Life Magic Tier 8 Mass Charm Monster
Power Word Stun 3200 Life Magic Tier 8 Power Word Stun
Scintillating Pattern 3200 Spirit Magic Tier 8 Scintillating Pattern
Shadow Fireball 3200 Spirit Magic Tier 8 Shadow Fireball
Phantasm V 3200 Spirit Magic Tier 8 Phantasm V
Fire Storm 3200 Energy Magic Tier 8 Fire Storm
Overwhelming Shout 3200 Energy Magic Tier 8 Overwhelming Shout
Sunburst 3200 Energy Magic Tier 8 Sunburst
Iron Body 3200 Matter Magic Tier 8 Iron Body
Fire Elemental V 3200 Elemental Magic Tier 8 Fire Elemental V
Aura of Magic 3200 High Magic Tier 8 Aura of Magic
Spell Protection 3200 High Magic Tier 8 Spell Protection
Symbol of Insanity 3200 Life Magic Tier 8 Symbol of Insanity
Mass Cure Critical 3200 Matter Magic Tier 8 Mass Cure Critical
Wish: Ally 4525 High Magic Tier 9 Wish: Ally
Wish: Power 4525 High Magic Tier 9 Wish: Power
Wish: Health 4525 High Magic Tier 9 Wish: Health
Gate 4525 Cosmic Magic Tier 9 Gate
Power Word Kill 4525 Life Magic Tier 9 Power Word Kill
Meteor Swarm 4525 Energy Magic Tier 9 Meteor Swarm
Phantasm VI 4525 Spirit Magic Tier 9 Phantasm VI
Earth Elemental V 4525 Elemental Magic Tier 9 Earth Elemental V
Mass Heal 4525 Matter Magic Tier 9 Mass Heal
Dominate Monster 4525 Life Magic Tier 9 Dominate Monster
Mass Hold Monster 4525 Life Magic Tier 9 Mass Hold Monster

Full Wand Listing

Wand Value Spell Tier Spell
Ray of Frost 375 Wands 0 Ray of Frost
Flare 375 Wands 0 Flare
Daze 375 Wands 0 Daze
Virtue 375 Wands 0 Virtue
Magic Missile 750 Wands 1 Magic Missile
Charm Person 750 Wands 1 Charm Person
Cure Light 750 Wands 1 Cure Light
Color Spray 750 Wands 1 Color Spray
Doom 750 Wands 1 Doom
Sound Burst 6000 Wands 2 Sound Burst
Remove Paralysis 6000 Wands 2 Remove Paralysis
Cure Moderate 6000 Wands 2 Cure Moderate
Scare 6000 Wands 2 Scare
Command Undead 6000 Wands 2 Command Undead
Dimension Door 12000 Wands 3 Dimension Door
Poison Ball 12000 Wands 3 Poison Ball
Lightning Bolt 12000 Wands 3 Lightning Bolt
Fire Bolt 12000 Wands 3 Fire Bolt
Hold Person 12000 Wands 3 Hold Person
Cure Serious 12000 Wands 3 Cure Serious
Halt Undead 12000 Wands 3 Halt Undead
Repulse 24000 Wands 4 Repulse
Ice Storm 24000 Wands 4 Ice Storm
Explosion 24000 Wands 4 Explosion
Charm Monster 24000 Wands 4 Charm Monster
Cure Critical 24000 Wands 4 Cure Critical
Rainbow Pattern 24000 Wands 4 Rainbow Pattern

Full Spell Listing

Spell Skill Spell Tier Save Learn
Disrupt Undead Void Magic 0 Energetic/Radiant Void Magic
Chill Touch Void Magic 1 Material/Necrotic Void Magic
Doom Void Magic 1 Spiritual/Curse Void Magic
Inflict Light Void Magic 1 Spiritual/Curse Void Magic
Weakness Void Magic 1 Material/Debility Void Magic
Command Undead Void Magic 2 Spiritual/Charm Void Magic
Ghoul Touch Void Magic 2 Material/Stasis Void Magic
Inflict Moderate Void Magic 2 Spiritual/Curse Void Magic
Halt Undead Void Magic 3 Spiritual/Charm Void Magic
Exhaustion Void Magic 3 Material/Debility Siffa Silverleaf
Inflict Serious Void Magic 3 Spiritual/Curse Void Magic
Poison Void Magic 4 Material/Poison Void Magic
Inflict Critical Void Magic 4 Spiritual/Curse Void Magic
Animate Dead Void Magic 4 Void Magic
Bestow Curse Void Magic 4 Spiritual/Curse
Death Ward Void Magic 4 Material
Mass Inflict Light Void Magic 5 Spiritual/Curse Void Magic
Waves of Fatigue Void Magic 5 Material/Debility
Symbol of Pain Void Magic 5 Material/Debility Void Magic
Slay Living Void Magic 5 Material/Necrotic Siffa Silverleaf
Lay to Rest Void Magic 6 Energetic/Radiant
Create Undead Void Magic 6 Void Magic
Circle of Death Void Magic 6 Material/Necrotic
Harm Void Magic 6 Spiritual/Curse Siffa Silverleaf
Mass Inflict Moderate Void Magic 6 Spiritual/Curse Void Magic
Biting Curse Void Magic 6 Material/Debility
Mass Inflict Serious Void Magic 7 Spiritual/Curse Void Magic
Control Undead Void Magic 7 Spiritual/Charm
Finger of Death Void Magic 7 Material/Necrotic
Symbol of Weakness Void Magic 7 Material/Debility Void Magic
Waves of Exhaustion Void Magic 7 Material/Debility
Destruction Void Magic 7 Material/Debility Siffa Silverleaf
Mass Inflict Critical Void Magic 8 Spiritual/Curse Void Magic
Greater Undead Void Magic 8 Void Magic
Symbol of Death Void Magic 8 Material/Necrotic Void Magic
Virtue Matter Magic 0 Material Matter Magic
Cure Light Matter Magic 1 Matter Magic
Magic Warhammer Matter Magic 1 Matter Blood Religion
Magic Quarterstaff Matter Magic 1 Matter Blood Religion
Magic Dagger Matter Magic 1 Matter Blood Religion
Magic Shortbow Matter Magic 1 Matter Blood Religion
Speed Burst Matter Magic 1 Material Matter Blood Religion
Barkskin Matter Magic 2 Material Matter Blood Religion
Knock Matter Magic 2 Material Matter Blood Religion
Cure Moderate Matter Magic 2 Matter Magic
Flame Blade Matter Magic 2 Matter Blood Religion
Haste Matter Magic 3 Material Matter Blood Tyr
Greater Dagger Matter Magic 3
Greater Quarterstaff Matter Magic 3
Greater Warhammer Matter Magic 3 Thunor
Greater Shortbow Matter Magic 3
Slow Matter Magic 3 Material/Stasis Matter Blood Tyr
Magic Leather Matter Magic 3 Tyr
Magic Platemail Matter Magic 3 Tyr
Cure Serious Matter Magic 3 Matter Blood The Mother Tyr
Stoneskin Matter Magic 4 Material Matter Blood Tyr
Cure Critical Matter Magic 4 Matter Blood The Mother Tyr
Mass Cure Light Matter Magic 5 Matter Blood Tyr
Increase Density Matter Magic 5 Material Matter Blood
Hammer of Disruption Matter Magic 5 Thunor Tyr
Disintegrate Matter Magic 6 Material/Debility Matter Blood The Mother
Warrior Transform Matter Magic 6 Material Thunor Tyr
Mass Cure Moderate Matter Magic 6 Matter Blood Tyr
Heal Matter Magic 6 Tyr
Incorporeal Body Matter Magic 7 Material
Mass Cure Serious Matter Magic 7 Matter Blood Tyr
Mass Cure Critical Matter Magic 8 Matter Blood The Mother Tyr
Iron Body Matter Magic 8 Material Thunor Tyr
Mass Heal Matter Magic 9 Tyr
Flare Energy Magic 0 Energetic/Radiant Energy Magic
Magic Missile Energy Magic 1 Energetic/Force Energy Magic
Burst of Flame Energy Magic 1 Energetic/Fire Energy Blood Religion
Faerie Fire Energy Magic 1 Energetic/Radiant Energy Blood Religion
Scorching Ray Energy Magic 2 Energetic/Fire Energy Magic
Sound Burst Energy Magic 2 Energetic/Force Energy Blood Religion
Fire Bolt Energy Magic 3 Energetic/Fire Energy Blood Thunor
Fire Burst Energy Magic 3 Energetic/Fire Energy Blood
Searing Light Energy Magic 3 Energetic/Radiant The All Father
Deafening Shout Energy Magic 4 Energetic/Force Energy Blood The Maiden
Explosion Energy Magic 4 Energetic/Fire Energy Blood Thunor
Energize Self Energy Magic 4 Energetic
Eruption Energy Magic 5 Energetic/Fire Energy Blood Thunor
Flame Strike Energy Magic 5 Energetic/Fire Energy Blood The All Father
Reverse Energy Energy Magic 6 Energetic/Force Energy Blood The Maiden
Fireball Energy Magic 6 Energetic/Fire Energy Blood Thunor
Sunbeam Energy Magic 7 Energetic/Radiant Energy Blood Thunor
Divine Outburst Energy Magic 7 Energetic/Radiant The All Father
Cage of Force Energy Magic 7 Energetic/Force The Maiden
Sunburst Energy Magic 8 Energetic/Radiant The All Father
Overwhelming Shout Energy Magic 8 Energetic/Force The Maiden Thunor
Fire Storm Energy Magic 8 Energetic/Fire Energy Blood
Meteor Swarm Energy Magic 9 Energetic/Force Thunor
Fatigue Spirit Magic 0 Spiritual/Curse Spirit Magic
Color Spray Spirit Magic 1 Spiritual/Illusion Spirit Blood Religion
Fear Spirit Magic 1 Spiritual/Illusion Spirit Magic
Hypnotic Pattern Spirit Magic 2 Spiritual/Illusion Spirit Blood Religion
Blur Spirit Magic 2 Spiritual Spirit Magic
Scare Spirit Magic 2 Spiritual/Illusion Spirit Blood Religion
Invisibility Spirit Magic 2 Spiritual Spirit Blood Religion
Displacement Spirit Magic 3 Spiritual Spirit Blood The Maiden Siffa Silverleaf
Invisibility Sphere Spirit Magic 3 Spiritual Spirit Blood The Mother Siffa Silverleaf
Greater Invisibility Spirit Magic 4 Spiritual Spirit Blood Siffa Silverleaf
Rainbow Pattern Spirit Magic 4 Spiritual/Illusion The Maiden Siffa Silverleaf
Panic Spirit Magic 4 Spiritual/Illusion Spirit Blood The Mother
Phantasm I Spirit Magic 4 Siffa Silverleaf
Shadow Strike Spirit Magic 5 Spiritual/Illusion Spirit Blood The Maiden Siffa Silverleaf
Phantasm II Spirit Magic 5 The Mother Siffa Silverleaf
Nightmare Spirit Magic 5 Spiritual/Illusion Spirit Blood
Shadow Walk Spirit Magic 6 Spirit Blood Siffa Silverleaf
Symbol of Fear Spirit Magic 6 Spiritual/Illusion Spirit Blood The Maiden The Mother
Phantasm III Spirit Magic 6 Siffa Silverleaf
Mass Invisibility Spirit Magic 7 Spiritual Spirit Blood Siffa Silverleaf
Phantasm IV Spirit Magic 7 The Maiden The Mother Siffa Silverleaf
Shadow Fireball Spirit Magic 8 Spiritual/Illusion Spirit Blood Siffa Silverleaf
Phantasm V Spirit Magic 8
Scintillating Pattern Spirit Magic 8 Spiritual/Illusion The Maiden The Mother Siffa Silverleaf
Phantasm VI Spirit Magic 9 The Maiden The Mother Siffa Silverleaf
Ray of Frost Elemental Magic 0 Energetic/Cold Elemental Magic
Air Elemental I Elemental Magic 1 Elemental Magic
Air Armor Elemental Magic 1 Religion
Endure Elements Elemental Magic 1 Material Religion
Lightning Touch Elemental Magic 1 Energetic/Lightning Religion
Cold Protection Elemental Magic 2 Material Religion
Lightning Protection Elemental Magic 2 Material Religion
Acid Arrow Elemental Magic 2 Material/Acid Religion
Flame Arrow Elemental Magic 2 Energetic/Fire Elemental Magic
Fire Elemental I Elemental Magic 2 Religion
Earth Elemental I Elemental Magic 2 Religion
Fire Protection Elemental Magic 2 Material Religion
Icy Cloud Elemental Magic 3 Energetic/Cold Thunor
Poison Ball Elemental Magic 3 Material/Poison
Lightning Bolt Elemental Magic 3 Energetic/Lightning Thunor
Air Elemental II Elemental Magic 3 Thunor
Earth Shield Elemental Magic 4 Thunor Tyr
Ice Storm Elemental Magic 4 Energetic/Cold Thunor
Air Elemental III Elemental Magic 4
Frost Shield Elemental Magic 4 Thunor
Fire Elemental II Elemental Magic 4 Thunor
Fire Shield Elemental Magic 4
Earth Elemental II Elemental Magic 5 Thunor Tyr
Fire Elemental III Elemental Magic 5
Burst of Cold Elemental Magic 5 Energetic/Cold Thunor
Poison Cloud Elemental Magic 5 Material/Poison
Air Elemental IV Elemental Magic 5 Thunor
Earth Elemental III Elemental Magic 6 Thunor Tyr
Lightning Elemental Magic 6 Energetic/Lightning Thunor
Poison Fog Elemental Magic 6 Material/Poison
Fire Elemental IV Elemental Magic 6 Thunor
Acid Fog Elemental Magic 7 Material/Acid Thunor
Air Elemental V Elemental Magic 7 Thunor
Earth Elemental IV Elemental Magic 7 Tyr
Fire Elemental V Elemental Magic 8 Thunor
Fiery Cloud Elemental Magic 8 Energetic/Fire Thunor
Earth Elemental V Elemental Magic 9 Thunor Tyr
Guidance Cosmic Magic 0 Spiritual Cosmic Magic
True Strike Cosmic Magic 1 Spiritual Cosmic Magic
Alertness Cosmic Magic 1 Spiritual Religion
See Invisible Cosmic Magic 2 Spiritual Religion
Find Traps Cosmic Magic 2 Spiritual Cosmic Magic
Dimension Door Cosmic Magic 3
Disbelief Cosmic Magic 3 Spiritual/Curse The Maiden
Purge Illusions Cosmic Magic 3 The All Father The Maiden
Purge Blessing Cosmic Magic 4 The Maiden
Bind Warrior Cosmic Magic 4 The Maiden
Magic Eye Cosmic Magic 4 The All Father
Repulse Cosmic Magic 4 Spiritual/Curse The Maiden
Bind Sorceress Cosmic Magic 5 The Maiden
Prying Eyes Cosmic Magic 5
Teleport Cosmic Magic 5 The All Father The Maiden
Mass Repulse Cosmic Magic 6 Spiritual/Curse The Maiden
Bind Berserker Cosmic Magic 6 The Maiden
Mass Disbelief Cosmic Magic 6 Spiritual/Curse The Maiden
Truesight Cosmic Magic 6 Spiritual The All Father The Maiden
Arcane Eye Cosmic Magic 7
Bind Magus Cosmic Magic 7 The Maiden
Word of Recall Cosmic Magic 7 The All Father The Maiden
Bind Avenger Cosmic Magic 8 The Maiden
Greater Arcane Eye Cosmic Magic 8 The All Father
Gate Cosmic Magic 9 The All Father The Maiden
Daze Life Magic 0 Spiritual/Charm Life Magic
Bane Life Magic 1 Spiritual/Charm Religion
Sleep Life Magic 1 Material/Stasis Religion
Charm Person Life Magic 1 Spiritual/Charm Life Magic
Bless Life Magic 1 Spiritual Religion
Cure Poison Life Magic 2 Religion
Durability Life Magic 2 Material Religion
Agility Life Magic 2 Material Religion
Strength Life Magic 2 Material Religion
Idiocy Life Magic 2 Spiritual/Curse Religion
Daze Monster Life Magic 2 Spiritual/Charm Life Magic
Personality Life Magic 2 Material Religion
Remove Paralysis Life Magic 2 Religion
Intelligence Life Magic 2 Material Religion
Hold Person Life Magic 3 Material/Stasis The Mother Tyr
Heroism Life Magic 3 Spiritual
Deep Sleep Life Magic 3 Material/Stasis The Mother
Life Force Life Magic 3 Material The Mother
Neutralize Poison Life Magic 4 Material The Mother Tyr
Remove Augmentation Life Magic 4 The Mother
Despair Life Magic 4 Spiritual/Curse
Confusion Life Magic 4 Spiritual/Curse
Charm Monster Life Magic 4 Spiritual/Charm The Mother
Raise Dead Life Magic 5 The Mother
Feeblemind Life Magic 5 Spiritual/Curse The Mother
Dominate Person Life Magic 5 Spiritual/Charm The Mother
Hold Monster Life Magic 5 Material/Stasis The Mother Tyr
Mind Fog Life Magic 5 Spiritual/Curse
Symbol of Sleep Life Magic 5 Material/Stasis The Mother
Breath of Life Life Magic 5
Great Heroism Life Magic 6 Spiritual
Symbol of Persuasion Life Magic 6 Spiritual/Charm The Mother
Mass Strength Life Magic 6 Material The Mother
Mass Agility Life Magic 6 Material The Mother
Mass Durability Life Magic 6 Material The Mother
Mass Intelligence Life Magic 6 Material The Mother
Block Enchantment Life Magic 6 Spiritual Tyr
Mass Personality Life Magic 6 Material The Mother
Mass Hold Person Life Magic 7 Material/Stasis The Mother Tyr
Insanity Life Magic 7 Spiritual/Curse The Mother
Power Word Halt Life Magic 7 Material/Stasis
Resurrection Life Magic 7 The Mother
Mass Charm Monster Life Magic 8 Spiritual/Charm The Mother
Symbol of Insanity Life Magic 8 Spiritual/Curse The Mother
Power Word Stun Life Magic 8 Material/Stasis Tyr
Power Word Kill Life Magic 9 Material/Debility The Mother
Mass Hold Monster Life Magic 9 Material/Stasis Tyr
Dominate Monster Life Magic 9 Spiritual/Charm The Mother
Minor Protection High Magic 0 Spiritual High Magic
Courage High Magic 1 Spiritual Religion
Protection High Magic 1 Spiritual Religion
Shield High Magic 1 Spiritual High Magic
Lesser Restoration High Magic 2 High Magic
Calm Emotions High Magic 2 Religion
Silence High Magic 2 Spiritual/Curse Religion
Resist Lightning High Magic 3 Material
Resist Cold High Magic 3 Material
Dispel Augmentation High Magic 3 The All Father
Resist Fire High Magic 3 Material
Magic Circle High Magic 3 Spiritual The All Father
Dispel Curse High Magic 3 The All Father Siffa Silverleaf
Dispel Blessing High Magic 3 The All Father
Mageskin High Magic 4 Material The All Father
Restoration High Magic 4 Spiritual The All Father
Freedom High Magic 4 Material The All Father Siffa Silverleaf
Lesser Magic Globe High Magic 4 Spiritual
Break Enchantment High Magic 5 Spiritual The All Father Siffa Silverleaf
Dismissal High Magic 5 Spiritual/Curse The All Father
Spell Nullification High Magic 5 Spiritual The All Father
Dispel Augmentation II High Magic 6 The All Father
Magic Globe High Magic 6 Spiritual
Dispel Curse II High Magic 6 The All Father Siffa Silverleaf
Dispel Blessing II High Magic 6 The All Father
Banishment High Magic 7 Spiritual/Curse The All Father
Greater Restoration High Magic 7 Spiritual Siffa Silverleaf
Limited Wish: Ally High Magic 7 The All Father
Limited Wish: Power High Magic 7 Material The All Father
Limited Wish: Health High Magic 7
Mind Blank High Magic 8 Spiritual Siffa Silverleaf
Aura of Magic High Magic 8 Spiritual The All Father
Spell Protection High Magic 8 Spiritual The All Father
Wish: Health High Magic 9
Wish: Power High Magic 9 Material The All Father
Wish: Ally High Magic 9 The All Father Siffa Silverleaf

Disrupt Undead
Void Magic Tier 02 energy75 feet (touch)Energetic/RadiantOne enemy (Undead)
Disrupt Undead hits for (1 to 30) hit points of damage.
Disrupt Undead does not allow a saving throw.
Disrupt Undead launches a ray of positive energy at a target, dealing damage to one undead enemy.

Chill Touch
Void Magic Tier 13 energy25 feet (touch)Material/NecroticOne enemy (not Undead)
Chill Touch hits for (1 to 30) hit points of damage. The damage increases by (1 to 15) per level, with a maximum of 5 levels.
Chill Touch inflicts a penalty of -1 points, to statistics: Strength. This effect lasts indefinitely.
Chill Touch has no effect on a successful save.
Chill Touch disrupts the life energy of one living creature.

Doom
Void Magic Tier 13 energy75 feetSpiritual/CurseOne enemy
Doom inflicts a penalty of -10 points, to statistics: Attack Bonus, Defense Class, Energetic, Material. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Doom has no effect on a successful save.
Doom fills the target with a feeling of dread, shaking his will.

Inflict Light
Void Magic Tier 13 energy25 feet (touch)Spiritual/CurseOne enemy (not Undead)
Inflict Light hits for (1 to 40) + 5 hit points of damage. The damage increases by 5 per level, with a maximum of 5 levels.
Inflict Light has the effect halved on a successful save.
Inflict Light Wounds channels negative energy, causing a small amount of damage to the target.

Weakness
Void Magic Tier 13 energy75 feetMaterial/DebilityOne enemy
Weakness inflicts a penalty of - (1 to 6) - 1 points, to statistics: Strength. The penalty increases by -1 points per level, with a maximum of 5 levels. This effect lasts for a duration of 10 seconds, increasing by 10 seconds per level, with a maximum of 5 levels.
Weakness has the effect minimized on a successful save.
Weakness launches a ray at the target, reducing his Strength for a short time.

Command Undead
Void Magic Tier 25 energy75 feetSpiritual/CharmOne enemy (Undead)
Command Undead inflicts the status Charmed. This effect lasts for a duration of 1 hour.
Command Undead has no effect on a successful save.
Command Undead charms one undead creature, causing him to take no actions. Attacking the creature breaks the charm.

Ghoul Touch
Void Magic Tier 25 energy25 feet (touch)Material/StasisOne enemy (not Undead)
Ghoul Touch inflicts the status Held. This effect lasts for a duration of 30 seconds.
Ghoul Touch has no effect on a successful save.
Ghoul Touch allows the caster to inflict a ghoul's paralysis on one target, preventing the target from taking any actions for a short time.

Inflict Moderate
Void Magic Tier 25 energy25 feet (touch)Spiritual/CurseOne enemy (not Undead)
Inflict Moderate hits for (1 to 80) + 15 hit points of damage. The damage increases by 5 per level, with a maximum of 8 levels.
Inflict Moderate has the effect halved on a successful save.
Inflict Moderate Wounds channels negative energy, causing some damage to the target.

Halt Undead
Void Magic Tier 38 energy75 feetSpiritual/CharmMultiple enemies (Undead)
Halt Undead inflicts the status Immobile. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Halt Undead has no effect on a successful save.
Halt Undead renders undead in the area immobile, able to cast spells or attack, but not to move.

Exhaustion
Void Magic Tier 38 energy75 feet (touch)Material/DebilityOne enemy
Exhaustion inflicts a penalty of -6 points, to statistics: Strength, Agility. This effect lasts for a duration of 5 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Exhaustion inflicts a penalty of -10 points, to statistics: Movement Speed. This effect lasts for a duration of 5 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Exhaustion has the effect minimized on a successful save.
Exhaustion launches a ray at a target, exhausting him and reducing his Strength, Agility, and movement speed for a few minutes.

Inflict Serious
Void Magic Tier 38 energy25 feet (touch)Spiritual/CurseOne enemy (not Undead)
Inflict Serious hits for (1 to 120) + 25 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels.
Inflict Serious has the effect halved on a successful save.
Inflict Serious Wounds channels negative energy, causing severe damage to the target.

Poison
Void Magic Tier 412 energy25 feet (touch)Material/PoisonOne enemy
Poison inflicts a penalty of - (1 to 6) - 6 points, to statistics: Durability. This effect lasts indefinitely.
Poison has no effect on a successful save.
Poison causes a virulent poison to course through the target's veins, causing damage to his Durability.

Inflict Critical
Void Magic Tier 412 energy25 feet (touch)Spiritual/CurseOne enemy (not Undead)
Inflict Critical hits for (1 to 160) + 35 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels.
Inflict Critical has the effect halved on a successful save.
Inflict Critical Wounds channels negative energy, causing deadly damage to the target.

Animate Dead
Void Magic Tier 412 energy75 feet
Animate Dead summons a Skeleton (Skeleton 2), with an attitude of Friendly. This effect lasts for a duration of 1 hour.
Animate Dead brings unlife to a skeleton, creating a rotting creature who will attack your enemies. The skeleton will last for an hour or until destroyed.

Bestow Curse
Void Magic Tier 412 energy25 feet (touch)Spiritual/CurseOne enemy
Bestow Curse inflicts a penalty of -20 points, to statistics: Attack Bonus, Energetic, Material, Spiritual. This effect lasts indefinitely.
Bestow Curse has no effect on a successful save.
Bestow Curse inflicts the target with a nasty curse, greatly hampering his abilities indefinitely.

Death Ward
Void Magic Tier 412 energy25 feetMaterialOne ally
Grants resistance +5 against spells of type Material/Necrotic. This effect lasts for a duration of 7 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Death Ward dispels multiple bonus effects of type Material/Necrotic.
Death Ward wards the target against death magic.

Mass Inflict Light
Void Magic Tier 520 energy75 feetSpiritual/CurseMultiple enemies (not Undead)
Mass Inflict Light hits for (1 to 40) + 45 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels.
Mass Inflict Light has the effect halved on a successful save.
Mass Inflict Light Wounds channels negative energy, causing a small amount of damage to all enemies in the area.

Waves of Fatigue
Void Magic Tier 520 energy25 feetMaterial/DebilityMultiple enemies
Waves of Fatigue inflicts a penalty of -2 points, to statistics: Strength, Agility. This effect lasts indefinitely.
Waves of Fatigue has no effect on a successful save.
Waves of Fatigue causes ripples of debilitating weariness to project from the caster, giving a penalty to the Strength and Agility of nearby enemies until they rest.

Symbol of Pain
Void Magic Tier 520 energy25 feetMaterial/DebilityMultiple enemies
Symbol of Pain inflicts a penalty of -20 points, to statistics: Attack Bonus, Spellcasting. This effect lasts for a duration of 1 hour.
Symbol of Pain has no effect on a successful save.
Symbol of Pain creates a potent magic symbol in the air above the caster, causing nearby enemies to be wracked with pain for one hour, penalizing their ability to attack and cast spells.

Slay Living
Void Magic Tier 520 energy25 feet (touch)Material/NecroticOne enemy (not Undead)
Slay Living hits for (1 to 360) + 45 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels.
Slay Living has the effect halved on a successful save.
Slay Living launches a black bolt at a living target that, if it strikes, attempts to instantly slay that creature.

Lay to Rest
Void Magic Tier 632 energy75 feetEnergetic/Radiant (immune 18)Multiple enemies (Undead)
Lay to Rest hits for 1000 hit points of damage.
Lay to Rest has no effect on a successful save.
Lay to Rest projects a wave of white peace out from the caster, instantly returning undead creatures of low willpower to peaceful death.

Create Undead
Void Magic Tier 632 energy75 feet
Create Undead summons a Skeleton Warrior (Fighter 6), with an attitude of Friendly. This effect lasts for a duration of 1 hour.
Create Undead summons a Skeleton Warrior, who will attack the enemies of the caster until the spell expires.

Circle of Death
Void Magic Tier 632 energy75 feetMaterial/Necrotic (immune 18)Multiple enemies (not Undead)
Circle of Death hits for 1000 hit points of damage.
Circle of Death has no effect on a successful save.
Circle of Death projects a wave of black disaster out from the caster, instantly slaying living creatures of weak constitution.

Harm
Void Magic Tier 632 energy25 feet (touch)Spiritual/CurseOne enemy (not Undead)
Harm hits for 550 hit points of damage. The damage increases by 25 per level, with a maximum of 10 levels.
Harm has the effect halved on a successful save.
Harm charges the touched target with negative energy, dealing significant damage.

Mass Inflict Moderate
Void Magic Tier 632 energy75 feetSpiritual/CurseMultiple enemies (not Undead)
Mass Inflict Moderate hits for (1 to 80) + 55 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels.
Mass Inflict Moderate has the effect halved on a successful save.
Mass Inflict Moderate Wounds channels negative energy, causing some damage to all enemies in the area.

Biting Curse
Void Magic Tier 632 energy25 feetMaterial/DebilityMultiple enemies
Biting Curse inflicts the status Immobile. This effect lasts for a duration of 20 seconds.
Biting Curse inflicts a penalty of -10 points, to statistics: Attack Bonus, Attack Damage, Energetic, Material, Spiritual. This effect lasts for a duration of 1 hour.
Biting Curse has no effect on a successful save.
Biting Curse invokes waves of sickening energy from the caster, inflicting sickness and disease on nearby enemies.

Mass Inflict Serious
Void Magic Tier 748 energy75 feetSpiritual/CurseMultiple enemies (not Undead)
Mass Inflict Serious hits for (1 to 120) + 65 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels.
Mass Inflict Serious has the effect halved on a successful save.
Mass Inflict Serious Wounds channels negative energy, causing severe damage to all enemies in the area.

Control Undead
Void Magic Tier 748 energy25 feetSpiritual/Charm (immune 30)Multiple enemies (Undead)
Control Undead inflicts the status Dominated. This effect lasts for a duration of 13 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Control Undead has no effect on a successful save.
Control Undead emanates a powerful wave of will from the caster, dominating weak-willed nearby undead, which causes them to attack their allies until the spell expires.

Finger of Death
Void Magic Tier 748 energy75 feetMaterial/NecroticOne enemy (not Undead)
Finger of Death hits for 650 hit points of damage. The damage increases by 50 per level, with a maximum of 10 levels.
Finger of Death has the effect minimized on a successful save.
Finger of Death clutches at the heart of the target with an icy grasp, causing great damage.

Symbol of Weakness
Void Magic Tier 748 energy25 feetMaterial/DebilityMultiple enemies
Symbol of Weakness inflicts a penalty of -10 points, to statistics: Strength. This effect lasts indefinitely.
Symbol of Weakness has no effect on a successful save.
Symbol of Weakness creates a potent magic symbol in the air above the caster, causing nearby enemies to rendered weak and helpless, with a large penalty to Strength until the target rests.

Waves of Exhaustion
Void Magic Tier 748 energy25 feetMaterial/DebilityMultiple enemies
Waves of Exhaustion inflicts a penalty of -5 points, to statistics: Strength, Agility, Movement Speed. This effect lasts indefinitely.
Waves of Exhaustion has no effect on a successful save.
Waves of Fatigue causes ripples of devastating weariness to project from the caster, giving a large penalty to the Strength, Agility, and movement speed of nearby enemies until they rest.

Destruction
Void Magic Tier 748 energy75 feetMaterial/DebilityOne enemy
Destruction hits for 650 hit points of damage. The damage increases by 50 per level, with a maximum of 10 levels.
Destruction has the effect minimized on a successful save.
Destruction instantly reduces the target to dust and ash, dealing a large amount of damage.

Mass Inflict Critical
Void Magic Tier 880 energy75 feetSpiritual/CurseMultiple enemies (not Undead)
Mass Inflict Critical hits for (1 to 160) + 75 hit points of damage. The damage increases by 5 per level, with a maximum of 10 levels.
Mass Inflict Critical has the effect halved on a successful save.
Mass Inflict Critical Wounds channels negative energy, causing deadly damage to all enemies in the area.

Greater Undead
Void Magic Tier 880 energy75 feet
Greater Undead summons a Skeleton King (Fighter 11), with an attitude of Friendly. This effect lasts for a duration of 1 hour.
Create Greater Undead summons a Skeleton King, who will attack the enemies of the caster until the spell expires.

Symbol of Death
Void Magic Tier 880 energy25 feetMaterial/Necrotic (immune 30)Multiple enemies
Symbol of Death hits for 1000 hit points of damage.
Symbol of Death has no effect on a successful save.
Symbol of Death sketches a vile symbol in the air above the caster, striking dead nearby weak enemies instantly.

Virtue
Matter Magic Tier 02 energy25 feetMaterialOne ally
Virtue grants a bonus of 5 points, to statistics: Defense Class. This effect lasts for a duration of 50 seconds.
Virtue gives the target a bonus to defense for a brief time.

Cure Light
Matter Magic Tier 13 energy25 feetOne ally (not Undead)
Cure Light heals (1 to 40) + 5 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 5 levels.
Cure Light Wounds administers light healing, restoring a few hit points to the target.

Magic Warhammer
Matter Magic Tier 13 energycaster
Magic Warhammer creates the item Magic Warhammer +10. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Magic Warhammer +10
Weapon0 gold5 lbs (no drop)

Weapon Type: Bludgeon
Damage: (1 to 40) + 10 (Blunt)
Attack Bonus: 10
Enhancement: +10

The warhammer is a two-faced hammer made for combat.

Magic Warhammer summons a warhammer that the caster can use for a brief time.

Magic Quarterstaff
Matter Magic Tier 13 energycaster
Magic Quarterstaff creates the item Magic Quarterstaff +10. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Magic Quarterstaff +10
Weapon0 gold4 lbs (no drop)

Weapon Type: Staff (Requires two hands) (Light)
Damage: (1 to 40) + 10 (Blunt)
Attack Bonus: 10
Enhancement: +10

This long staff, wielded in two hands, is an effective weapon when used skillfully.

Magic Quarterstaff summons a quarterstaff that the caster can use for a brief time.

Magic Dagger
Matter Magic Tier 13 energycaster
Magic Dagger creates the item Magic Dagger +10. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Magic Dagger +10
Weapon0 gold1 lbs (no drop)

Weapon Type: Light Blade (Simple) (Light)
Damage: (1 to 20) + 10
Attack Bonus: 10
Enhancement: +10

The dagger is a short blade suitable for stabbing and close work.

Magic Dagger summons a dagger that the caster can use for a brief time.

Magic Shortbow
Matter Magic Tier 13 energycaster
Magic Shortbow creates the item Magic Shortbow +10. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Magic Shortbow +10
Weapon0 gold2 lbs (no drop)

Weapon Type: Bow (Simple) (Requires two hands)
Damage: (1 to 30) + 10
Attack Bonus: 10
Enhancement: +10

This common shortbow is useful for hunting or combat.

Magic Shortbow summons a shortbow that the caster can use for a brief time.

Speed Burst
Matter Magic Tier 13 energycasterMaterial
Speed Burst grants a bonus of 10 points, to statistics: Movement Speed. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Speed Burst causes the caster to put on a burst of speed, increasing his movement speed for a short time.

Barkskin
Matter Magic Tier 25 energy25 feetMaterialOne ally
Barkskin grants a bonus of 10 points, to statistics: Defense Class. The bonus increases by 2 points per level, with a maximum of 8 levels. This effect lasts for a duration of 1 hour.
Barkskin magically toughens the target's skin, granting a bonus to defense for one hour.

Knock
Matter Magic Tier 25 energycasterMaterial
Knock grants a bonus of 50 points, to statistics: Locks. The bonus increases by 5 points per level, with a maximum of 8 levels. This effect lasts for a duration of 10 seconds.
Knock allows the caster to open locked doors, by granting a significant bonus to Locks for the time of one action.

Cure Moderate
Matter Magic Tier 25 energy25 feetOne ally (not Undead)
Cure Moderate heals (1 to 80) + 15 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 8 levels.
Cure Moderate Wounds administers healing, restoring a moderate amount of hit points to the target.

Flame Blade
Matter Magic Tier 25 energycaster
Flame Blade creates the item Magic Flame Blade +5. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels.
Magic Flame Blade +5
Weapon0 gold4 lbs (no drop)

Weapon Type: Heavy Blade
Damage: (1 to 40) + 5
Attack Bonus: 5
Enhancement: +5

Spell Attack: Fire (Spell Bonus 10)
Energetic/FireOne enemy
Fire hits for (1 to 60) hit points of damage.
Fire has no effect on a successful save.

This longsword is licked by tongues of magic flame.

Flame Blade summons a fiery magic cutlass that blasts enemies with a blast of flame on a successful hit.

Haste
Matter Magic Tier 38 energy25 feetMaterialMultiple allies
Haste grants a bonus of 5 points, to statistics: Attack Bonus, Defense Class, Energetic, Action Speed, Movement Speed. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Haste causes nearby allies to move and take actions faster, expiring after a short time. The increased speed also grants a bonus to attacks, defense, and energetic saves.

Greater Dagger
Matter Magic Tier 38 energycaster
Greater Dagger creates the item Magic Dagger +20. This effect lasts for a duration of 8 hours.
Magic Dagger +20
Weapon0 gold1 lbs (no drop)

Weapon Type: Light Blade (Simple) (Light)
Damage: (1 to 20) + 20
Attack Bonus: 20
Enhancement: +20

The dagger is a short blade suitable for stabbing and close work.

Greater Magic Dagger summons a dagger that the caster can use for several hours.

Greater Quarterstaff
Matter Magic Tier 38 energycaster
Greater Quarterstaff creates the item Magic Quarterstaff +20. This effect lasts for a duration of 8 hours.
Magic Quarterstaff +20
Weapon0 gold4 lbs (no drop)

Weapon Type: Staff (Requires two hands) (Light)
Damage: (1 to 40) + 20 (Blunt)
Attack Bonus: 20
Enhancement: +20

This long staff, wielded in two hands, is an effective weapon when used skillfully.

Greater Magic Quarterstaff summons a quarterstaff that the caster can use for several hours.

Greater Warhammer
Matter Magic Tier 38 energycaster
Greater Warhammer creates the item Magic Warhammer +20. This effect lasts for a duration of 8 hours.
Magic Warhammer +20
Weapon0 gold5 lbs (no drop)

Weapon Type: Bludgeon
Damage: (1 to 40) + 20 (Blunt)
Attack Bonus: 20
Enhancement: +20

The warhammer is a two-faced hammer made for combat.

Greater Magic Warhammer summons a warhammer that the caster can use for several hours.

Greater Shortbow
Matter Magic Tier 38 energycaster
Greater Shortbow creates the item Magic Shortbow +20. This effect lasts for a duration of 8 hours.
Magic Shortbow +20
Weapon0 gold2 lbs (no drop)

Weapon Type: Bow (Simple) (Requires two hands)
Damage: (1 to 30) + 20
Attack Bonus: 20
Enhancement: +20

This common shortbow is useful for hunting or combat.

Greater Magic Shortbow summons a shortbow that the caster can use for several hours.

Slow
Matter Magic Tier 38 energy25 feetMaterial/StasisMultiple enemies
Slow inflicts a penalty of -5 points, to statistics: Attack Bonus, Defense Class, Energetic, Action Speed, Movement Speed. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Slow has no effect on a successful save.
Slow causes nearby enemies to move and take actions slower, expiring after a short time. The decreased speed also inflicts a penalty on attacks, defense, and energetic saves.

Magic Leather
Matter Magic Tier 38 energycaster
Magic Leather creates the item Magic Leather Armor +15. This effect lasts for a duration of 8 hours.
Magic Leather Armor +15
Armor0 gold20 lbs (no drop)

Armor Type: Light Armor
Defense Class: 35
Maximum Agility Bonus: 25
Non-Proficient Attack Penalty: 5
Spellcasting Penalty: 10
Stealth Penalty: 10

This suit of leather armor provides decent protection, but still allows the wearer good mobility.

Magic Leather Armor summons a suit of leather armor that the caster can use for several hours.

Magic Platemail
Matter Magic Tier 38 energycaster
Magic Platemail creates the item Magic Platemail Armor +15. This effect lasts for a duration of 8 hours.
Magic Platemail Armor +15
Armor0 gold50 lbs (no drop)

Armor Type: Heavy Armor
Defense Class: 60
Maximum Agility Bonus: 5
Non-Proficient Attack Penalty: 35
Spellcasting Penalty: 20
Stealth Penalty: 30

This full suit of armor is protective but heavy and cumbersome.

Magic Platemail Armor summons a suit of platemail armor that the caster can use for several hours.

Cure Serious
Matter Magic Tier 38 energy25 feetOne ally (not Undead)
Cure Serious heals (1 to 120) + 25 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels.
Cure Serious Wounds administers powerful healing, restoring a significant amount of hit points to the target.

Stoneskin
Matter Magic Tier 412 energy25 feetMaterialOne ally
Grants resistance +10 against spells of type Physical. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
The target's skin is granted an unnatural hardness, making it difficult for ordinary weapons to penetrate.

Cure Critical
Matter Magic Tier 412 energy25 feetOne ally (not Undead)
Cure Critical heals (1 to 160) + 35 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels.
Cure Critical Wounds administers mighty healing, restoring a great amount of hit points to the target.

Mass Cure Light
Matter Magic Tier 520 energy75 feetMultiple allies (not Undead)
Mass Cure Light heals (1 to 40) + 45 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels.
Mass Cure Light Wounds administers light healing, restoring a few hit points to nearby allies.

Increase Density
Matter Magic Tier 520 energycasterMaterial
Increase Density grants a bonus of 4 points, to statistics: Strength, Durability. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Increase Density grants a bonus of 10 points, to statistics: Attack Damage, Defense Class. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Increase Density inflicts a penalty of -2 points, to statistics: Agility. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Grants resistance +5 against spells of type Physical. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Increase Density doubles the density of the caster, giving a bonus to Strength, Durability, damage, and defense, but a penalty to Agility.

Hammer of Disruption
Matter Magic Tier 520 energycaster
Hammer of Disruption creates the item Warhammer of Disruption +20. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Warhammer of Disruption +20
Weapon0 gold5 lbs

Weapon Type: Bludgeon
Damage: (1 to 40) + 20 (Blunt)
Attack Bonus: 20
Enhancement: +20

Spell Attack: Disruption (Spell Bonus 40)
Energetic/RadiantOne enemy (Undead)
Disruption hits for 1000 hit points of damage.
Disruption has no effect on a successful save.

Back to the Black Pit of Hel with you! This hammer disrupts undead, destroying them instantly if successful. Unfortunately, the hammer also disappears when the spell that summoned it expires.

Hammer of Disruption summons a magic hammer that disrupts undead creatures, sometimes instantly destroying them.

Disintegrate
Matter Magic Tier 632 energy75 feetMaterial/DebilityOne enemy
Disintegrate hits for (1 to 660) hit points of damage. The damage increases by (1 to 50) per level, with a maximum of 10 levels.
Disintegrate has the effect minimized on a successful save.
Disintegrate sends a thin blue ray at the target, instantly disintegrating the target.

Warrior Transform
Matter Magic Tier 632 energycasterMaterial
Warrior Transform grants a bonus of 5 points, to statistics: Strength, Agility, Durability, Action Speed. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Warrior Transform grants a bonus of 20 points, to statistics: Defense Class, Material. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Warrior Transform grants a bonus of 20 points, to statistics: Attack Bonus. The bonus increases by 2 points per level, with a maximum of 10 levels. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Warrior Transform inflicts a penalty of -100 points, to statistics: Spellcasting. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Warrior Transformation alters the caster to become a powerful warrior, but greatly hinders his spellcasting abilities.

Mass Cure Moderate
Matter Magic Tier 632 energy75 feetMultiple allies (not Undead)
Mass Cure Moderate heals (1 to 80) + 55 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels.
Mass Cure Moderate Wounds administers healing, restoring some hit points to nearby allies.

Heal
Matter Magic Tier 632 energy25 feetOne ally (not Undead)
Heal heals 550 hit points, at the cost of one recovery for the target. The healing increases by 25 per level, with a maximum of 10 levels.
Heal dispels multiple penalty effects of type Material/Poison, Material/Debility, Spiritual/Curse.
Heal permits the caster to lay hands on the target, healing significant damage and negative effects.

Incorporeal Body
Matter Magic Tier 748 energycasterMaterial
Incorporeal Body grants a bonus of 50 points, to statistics: Defense Class, Stealth. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Incorporeal Body inflicts a penalty of -50 points, to statistics: Attack Damage. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Incorporeal Body renders the body of the caster incorporeal, greatly increasing his Stealth and defense, but greatly hindering his damage.

Mass Cure Serious
Matter Magic Tier 748 energy75 feetMultiple allies (not Undead)
Mass Cure Serious heals (1 to 120) + 65 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels.
Mass Cure Serious Wounds administers healing, healing significant damage from nearby allies.

Mass Cure Critical
Matter Magic Tier 880 energy75 feetMultiple allies (not Undead)
Mass Cure Critical heals (1 to 160) + 75 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels.
Mass Cure Serious Wounds administers healing, healing significant damage from nearby allies.

Iron Body
Matter Magic Tier 880 energycasterMaterial
Iron Body grants a bonus of 6 points, to statistics: Strength. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Iron Body grants a bonus of 30 points, to statistics: Defense Class. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Iron Body inflicts a penalty of -6 points, to statistics: Agility. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Iron Body inflicts a penalty of -30 points, to statistics: Spellcasting, Action Speed, Movement Speed. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Grants resistance +5 against spells of type Material/Acid. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Grants resistance +5 against spells of type Energetic/Fire. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Grants immunity against spells of type Material/Poison. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Grants immunity against spells of type Material/Debility. This effect lasts for a duration of 15 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Iron Body turns the body of the caster solid iron for a few minutes, making him very strong and tough, but also very slow.

Mass Heal
Matter Magic Tier 9128 energy25 feetMultiple allies (not Undead)
Mass Heal heals 850 hit points, at the cost of one recovery for the target. The healing increases by 25 per level, with a maximum of 10 levels.
Mass Heal dispels multiple penalty effects of type Material/Poison, Material/Debility, Spiritual/Curse.
Mass Heal affects all allies nearby the caster, healing massive damage and negative effects.

Flare
Energy Magic Tier 02 energy75 feetEnergetic/RadiantOne enemy
Flare inflicts a penalty of -5 points, to statistics: Attack Bonus. This effect lasts for a duration of 50 seconds.
Flare has no effect on a successful save.
Flare generates a burst of light in the face of a target creature, hindering its attack abilities for a short time.

Magic Missile
Energy Magic Tier 13 energy75 feetEnergetic/ForceOne enemy
Magic Missile hits for (1 to 20) + 5 hit points of damage. The damage increases by (1 to 10) + 2 per level, with a maximum of 5 levels.
Magic Missile does not allow a saving throw.
Magic Missile launches a small projectile that infallibly strikes a target.

Burst of Flame
Energy Magic Tier 13 energy25 feetEnergetic/FireMultiple enemies
Burst of Flame hits for (1 to 20) hit points of damage. The damage increases by (1 to 10) per level, with a maximum of 5 levels.
Burst of Flame has the effect halved on a successful save.
Burst of Flame generates a blast of fire that strikes all nearby enemies.

Faerie Fire
Energy Magic Tier 13 energy75 feetEnergetic/RadiantOne enemy
Faerie Fire inflicts a penalty of -10 points, to statistics: Defense Class, Energetic, Stealth. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Faerie Fire has the effect halved on a successful save.
Faerie Fire outlines the target with a harmless glow that makes the target easier to attack.

Scorching Ray
Energy Magic Tier 25 energy75 feet (touch)Energetic/FireOne enemy
Scorching Ray hits for (1 to 120) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 8 levels.
Scorching Ray does not allow a saving throw.
Scorching Ray launches a ray of fire at an enemy.

Sound Burst
Energy Magic Tier 25 energy25 feetEnergetic/ForceMultiple enemies
Sound Burst hits for (1 to 40) hit points of damage.
Sound Burst inflicts the status Held. This effect lasts for a duration of 10 seconds.
Sound Burst has no effect on a successful save.
Sound Burst blasts the immediate area with a tremendous boom, damaging and stunning enemies.

Fire Bolt
Energy Magic Tier 38 energy75 feetEnergetic/FireOne enemy
Fire Bolt hits for (1 to 150) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Fire Bolt has the effect halved on a successful save.
Fire Bolt strikes one enemy with a powerful bolt of fire.

Fire Burst
Energy Magic Tier 38 energy25 feetEnergetic/FireMultiple enemies
Fire Burst hits for (1 to 75) hit points of damage. The damage increases by (1 to 15) per level, with a maximum of 10 levels.
Fire Burst has the effect halved on a successful save.
Fire Burst generates a powerful burst of energy, damaging all nearby enemies.

Searing Light
Energy Magic Tier 38 energy75 feetEnergetic/RadiantOne enemy (Undead)
Searing Light hits for (1 to 150) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Searing Light does not allow a saving throw.
Searing Light fires a beam of pure, intense light at an undead enemy, severely burning the wasted creature.

Deafening Shout
Energy Magic Tier 412 energy25 feetEnergetic/ForceMultiple enemies
Deafening Shout hits for (1 to 150) hit points of damage.
Deafening Shout inflicts the status Held. This effect lasts for a duration of 20 seconds.
Deafening Shout has no effect on a successful save.
Deafening Shout emits a tremendous shout from the caster, damaging and stunning nearby enemies.

Explosion
Energy Magic Tier 412 energy25 feetEnergetic/FireMultiple enemies
Explosion hits for (1 to 105) hit points of damage. The damage increases by (1 to 15) per level, with a maximum of 10 levels.
Explosion inflicts a penalty of -5 points, to statistics: Action Speed, Movement Speed. This effect lasts for a duration of 20 seconds.
Explosion has the effect halved on a successful save.
Explosion produces a giant blast of fire centered on the caster, damaging and slowing nearby enemies.

Energize Self
Energy Magic Tier 412 energycasterEnergetic
Energize Self grants a bonus of 5 points, to statistics: Strength, Action Speed. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Energize Self fills the caster with energy, giving a bonus to Strength and speeding his attacks.

Eruption
Energy Magic Tier 520 energy25 feetEnergetic/FireMultiple enemies
Eruption hits for (1 to 270) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Eruption has the effect halved on a successful save.
Eruption invokes a tremendous blast of fire, damaging nearby enemies.

Flame Strike
Energy Magic Tier 520 energy75 feetEnergetic/FireOne enemy
Flame Strike hits for (1 to 270) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Flame Strike has the effect halved on a successful save.
Flame Strike drops fiery death from the sky in a vertical pillar, damaging one enemy.

Reverse Energy
Energy Magic Tier 632 energy25 feetEnergetic/ForceMultiple enemies
Reverse Energy hits for (1 to 165) hit points of damage. The damage increases by (1 to 15) per level, with a maximum of 10 levels.
Reverse Energy inflicts the status Immobile. This effect lasts for a duration of 20 seconds.
Reverse Energy has the effect halved on a successful save.
Reverse Energy launches rays from the caster, absorbing energy from nearby enemies. Along with causing great damage, this also prevents the targets from moving for a short time.

Fireball
Energy Magic Tier 632 energy75 feetEnergetic/FireMultiple enemies
Fireball hits for (1 to 330) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Fireball has the effect halved on a successful save.
Fireball blasts enemies in the area with a tremendous burst of fire.

Sunbeam
Energy Magic Tier 748 energy75 feetEnergetic/RadiantOne enemy (Undead)
Sunbeam hits for (1 to 390) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Sunbeam inflicts a penalty of -10 points, to statistics: Action Speed, Movement Speed. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Sunbeam has the effect halved on a successful save.
Sunbeam fires a beam from the caster, bright as the sun itself, fiercly burning the undead target. The target suffers great damage, and finds its movements and actions slowed.

Divine Outburst
Energy Magic Tier 748 energy75 feetEnergetic/Radiant (immune 30)Multiple enemies
Divine Outburst inflicts the status Held. This effect lasts for a duration of 1 minute 40 seconds.
Divine Outburst has the duration minimized on a successful save.
Divine Outburst blasts enemies in the area with the energy of the Gods, paralyzing weak-willed targets.

Cage of Force
Energy Magic Tier 748 energy25 feetEnergetic/ForceMultiple enemies
Cage of Force inflicts the status Held. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Cage of Force has no effect on a successful save.
Bars of glowing force appear around enemies in the immediate area, trapping them in place.

Sunburst
Energy Magic Tier 880 energy75 feetEnergetic/RadiantMultiple enemies (Undead)
Sunburst hits for (1 to 450) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Sunburst inflicts a penalty of -10 points, to statistics: Action Speed, Movement Speed. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Sunburst has the effect halved on a successful save.
Sunburst explodes into a burst of energy around the caster, bright as the sun itself, fiercely burning undead in the area. Targets suffer great damage, and find their movements and actions slowed.

Overwhelming Shout
Energy Magic Tier 880 energy25 feetEnergetic/ForceMultiple enemies
Overwhelming Shout hits for (1 to 300) hit points of damage.
Overwhelming Shout inflicts the status Held. This effect lasts for a duration of 30 seconds.
Overwhelming Shout inflicts a penalty of -10 points, to statistics: Action Speed, Movement Speed. This effect lasts for a duration of 1 minute 40 seconds.
Overwhelming Shout has the effect halved on a successful save.
Overwhelming Shout fills the area with unrelenting noise, damaging and stunning nearby enemies.

Fire Storm
Energy Magic Tier 880 energy75 feetEnergetic/FireMultiple enemies
Fire Storm hits for (1 to 450) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Fire Storm has the effect halved on a successful save.
Fire Storm fills the area with blasts of incandescent fire, damaging all enemies in the area.

Meteor Swarm
Energy Magic Tier 9128 energy75 feetEnergetic/ForceMultiple enemies
Meteor Swarm hits for (1 to 255) + 127 hit points of damage. The damage increases by (1 to 15) + 5 per level, with a maximum of 10 levels.
Meteor Swarm has the effect halved on a successful save.
Meteor Swarm causes meteors to fall from the sky, causing devastation and damage to enemies in the area.

Fatigue
Spirit Magic Tier 02 energy75 feet (touch)Spiritual/CurseOne enemy
Fatigue inflicts a penalty of -2 points, to statistics: Strength, Agility. This effect lasts for a duration of 30 seconds.
Fatigue has no effect on a successful save.
Fatigue inflicts an aura of exhaustion on the target, giving a temporary penalty to Strength and Agility.

Color Spray
Spirit Magic Tier 13 energy25 feetSpiritual/Illusion (immune 10)Multiple enemies
Color Spray inflicts a penalty of -10 points, to statistics: Defense Class. This effect lasts for a duration of 20 seconds.
Color Spray inflicts the status Held. This effect lasts for a duration of 10 seconds.
Color Spray has no effect on a successful save.
Color Spray causes a wild display of lights and flashes to emerge from the caster's hands, stunning nearby creatures.

Fear
Spirit Magic Tier 13 energy75 feetSpiritual/Illusion (immune 10)One enemy
Fear inflicts a penalty of -10 points, to statistics: Attack Bonus, Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 20 seconds.
Fear inflicts the status Fear. This effect lasts for a duration of 20 seconds.
Fear has the effect halved on a successful save.
Fear inflicts a feeling of terror on the target, preventing the target from attacking.

Hypnotic Pattern
Spirit Magic Tier 25 energy75 feetSpiritual/Illusion (immune 13)Multiple enemies
Hypnotic Pattern inflicts the status Charmed. This effect lasts for a duration of 20 seconds.
Hypnotic Pattern has no effect on a successful save.
Hypnotic Pattern allows the caster to conjure a fascinating pattern of lights and colors. Weak-willed enemies within range are charmed, causing them to take no actions for a short time, unless they are attacked.

Blur
Spirit Magic Tier 25 energy25 feetSpiritualOne ally
Blur grants a bonus of 20 points, to statistics: Defense Class, Energetic. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels.
Blur causes the target to blur and shimmer for a few minutes.

Scare
Spirit Magic Tier 25 energy75 feetSpiritual/Illusion (immune 16)One enemy
Scare inflicts a penalty of -10 points, to statistics: Attack Bonus, Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 30 seconds.
Scare inflicts the status Fear. This effect lasts for a duration of 30 seconds.
Scare has the duration minimized on a successful save.
Scare inflicts a feeling of terror on the target, preventing the target from attacking.

Invisibility
Spirit Magic Tier 25 energy25 feetSpiritualOne ally
Invisibility grants a bonus of 10 points, to statistics: Stealth. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels.
Invisibility renders the target invisible. If the target has the ability to hide, this causes him to begin hiding.
Invisibility renders the target creature invisible, granting him a large bonus to Stealth for a few minutes.

Displacement
Spirit Magic Tier 38 energycasterSpiritual
Displacement grants a bonus of 50 points, to statistics: Defense Class. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Displacement causes the caster to appear 2 feet from his actual location, granting a significant bonus to Defense for a short time.

Invisibility Sphere
Spirit Magic Tier 38 energy25 feetSpiritualMultiple allies
Invisibility Sphere grants a bonus of 10 points, to statistics: Stealth. This effect lasts for a duration of 5 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Invisibility Sphere renders the target invisible. If the target has the ability to hide, this causes him to begin hiding.
Invisibility Sphere renders nearby allies invisible, granting a large bonus to Stealth for a few minutes.

Greater Invisibility
Spirit Magic Tier 412 energy25 feetSpiritualOne ally
Greater Invisibility grants a bonus of 20 points, to statistics: Defense Class, Stealth. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Greater Invisibility renders the target invisible. If the target has the ability to hide, this causes him to begin hiding.
Greater Invisibility renders the target creature invisible, granting him a large bonus to Stealth and Defense for a few minutes.

Rainbow Pattern
Spirit Magic Tier 412 energy25 feetSpiritual/Illusion (immune 23)Multiple enemies
Rainbow Pattern inflicts the status Charmed. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Rainbow Pattern has no effect on a successful save.
Rainbow Pattern generates a wild pattern of shimmering, looping colors, causing targets of mediocre willpower to be charmed for a short time. Charmed targets take no actions, but the effect is broken if the charmed creature is attacked.

Panic
Spirit Magic Tier 412 energy25 feetSpiritual/IllusionMultiple enemies
Panic inflicts a penalty of -10 points, to statistics: Attack Bonus, Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Panic inflicts the status Fear. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Panic has the duration minimized on a successful save.
Panic causes nearby enemies to cower in terror for a short time, preventing them from attacking and lowering their defenses.

Phantasm I
Spirit Magic Tier 412 energy75 feet
Phantasm I summons a Dverger Warrior (Fighter 4), with an attitude of Friendly. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Phantasm I summons an illusory monster to aid the caster, seemingly equivalent to the true monster, but will disappear if it takes a single point of damage. The phantasm will attack the enemies of the caster for a short time.

Shadow Strike
Spirit Magic Tier 520 energy75 feetSpiritual/IllusionOne enemy
Shadow Strike hits for (1 to 150) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Shadow Strike has the effect minimized on a successful save.
Shadow Strike creates the illusion of a Fire Bolt, causing damage to the target which, due to the belief of the target, is all too real.

Phantasm II
Spirit Magic Tier 520 energy75 feet
Phantasm II summons a Elder Fire Elemental (Phantasm 7), with an attitude of Friendly. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Phantasm II summons an illusory monster to aid the caster, seemingly equivalent to the true monster, but will disappear if it takes a single point of damage. The phantasm will attack the enemies of the caster for a short time.

Nightmare
Spirit Magic Tier 520 energy75 feetSpiritual/IllusionOne enemy
Nightmare inflicts the status Held. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Nightmare hits for (1 to 100) hit points of damage.
Nightmare inflicts a penalty of -2 points, to statistics: Strength, Agility. This effect lasts indefinitely.
Nightmare has no effect on a successful save.
Nightmare sends a hideous nightmare into the mind of the target, putting him to sleep briefly, damages him, and reduces his Strength and Agility until he can rest.

Shadow Walk
Spirit Magic Tier 632 energy75 feet
Shadow Walk teleports the party to a point within the caster's sight.
Shadow Walk causes the caster and his party to travel through the shadows, instantly appearing in a new location.

Symbol of Fear
Spirit Magic Tier 632 energy25 feetSpiritual/IllusionMultiple enemies
Symbol of Fear inflicts the status Fear. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Symbol of Fear inflicts a penalty of -10 points, to statistics: Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Symbol of Fear has no effect on a successful save.
Symbol of Fear creates a strangely terrifying symbol in the air above the caster's head, causing nearby enemies to panic.

Phantasm III
Spirit Magic Tier 632 energy75 feet
Phantasm III summons a Air Elemental Lord (Phantasm 9), with an attitude of Friendly. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Phantasm III summons an illusory monster to aid the caster, seemingly equivalent to the true monster, but will disappear if it takes a single point of damage. The phantasm will attack the enemies of the caster for a short time.

Mass Invisibility
Spirit Magic Tier 748 energy75 feetSpiritualMultiple allies
Mass Invisibility grants a bonus of 20 points, to statistics: Defense Class, Stealth. This effect lasts for a duration of 13 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Mass Invisibility renders the target invisible. If the target has the ability to hide, this causes him to begin hiding.
Mass Invisibility renders nearby allies invisible, granting them a large bonus to Stealth and Defense for a few minutes.

Phantasm IV
Spirit Magic Tier 748 energy75 feet
Phantasm IV summons a Alfar Magus (Phantasm 10), with an attitude of Friendly. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Phantasm IV summons an illusory monster to aid the caster, seemingly equivalent to the true monster, but will disappear if it takes a single point of damage. The phantasm will attack the enemies of the caster for a short time.

Shadow Fireball
Spirit Magic Tier 880 energy75 feetSpiritual/IllusionMultiple enemies
Shadow Fireball hits for (1 to 330) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Shadow Fireball has the effect minimized on a successful save.
Shadow Storm produces an illusionary Fireball, apparently filling the area with blasts of fire. Enemies in the area suffer real damage if they believe the spell is real.

Phantasm V
Spirit Magic Tier 880 energy75 feet
Phantasm V summons a Earth Elemental Lord (Phantasm 13), with an attitude of Friendly. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Phantasm V summons an illusory monster to aid the caster, seemingly equivalent to the true monster, but will disappear if it takes a single point of damage. The phantasm will attack the enemies of the caster for a short time.

Scintillating Pattern
Spirit Magic Tier 880 energy25 feetSpiritual/Illusion (immune 33)Multiple enemies
Scintillating Pattern inflicts the status Held. This effect lasts for a duration of 30 seconds.
Scintillating Pattern inflicts the status Confused. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Scintillating Pattern does not allow a saving throw.
Scintillating Pattern summons a pattern of unimaginable lights and colors, causing all but the strongest willed nearby enemies to be rendered held and then confused.

Phantasm VI
Spirit Magic Tier 9128 energy75 feet
Phantasm VI summons a Iron Golem (Phantasm 14), with an attitude of Friendly. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Phantasm VI summons an illusory monster to aid the caster, seemingly equivalent to the true monster, but will disappear if it takes a single point of damage. The phantasm will attack the enemies of the caster for a short time.

Ray of Frost
Elemental Magic Tier 02 energy75 feet (touch)Energetic/ColdOne enemy
Ray of Frost hits for (1 to 15) hit points of damage.
Ray of Frost does not allow a saving throw.
Ray of Frost projects a ray of freezing air at an enemy.

Air Elemental I
Elemental Magic Tier 13 energy75 feet
Air Elemental I summons a Lesser Air Elemental (Elemental 0), with an attitude of Party. This effect lasts for a duration of 10 seconds, increasing by 10 seconds per level, with a maximum of 5 levels.
Air Elemental I summons a lesser air elemental under the control of the caster.

Air Armor
Elemental Magic Tier 13 energycaster
Air Armor creates the item Magic Air Armor. This effect lasts for a duration of 8 hours.
Magic Air Armor
Armor0 gold1 lbs (no drop)

Armor Type: Light Armor
Defense Class: 25
Non-Proficient Attack Penalty: 0
Spellcasting Penalty: 0

Air Armor is incredibly light, and gives no penalties for Agility or spellcasting, even for non-proficient wearers.

Air Armor magically creates armor of air, which will disappear when the spell expires.

Endure Elements
Elemental Magic Tier 13 energy25 feetMaterialOne ally
Endure Elements grants a bonus of 5 points, to statistics: Energetic/Fire, Energetic/Cold, Energetic/Lightning. This effect lasts for a duration of 8 hours.
Endure Elements grants the target some protection from basic elemental threats.

Lightning Touch
Elemental Magic Tier 13 energy25 feet (touch)Energetic/LightningOne enemy
Lightning Touch hits for (1 to 30) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 5 levels.
Lightning Touch does not allow a saving throw.
Sparks emanate from the hands of the caster, dangerous to those he touches.

Cold Protection
Elemental Magic Tier 25 energy25 feetMaterialOne ally
Cold Protection grants a bonus of 20 points, to statistics: Energetic/Cold. This effect lasts for a duration of 1 hour.
The target's skin gains a dusting of frost as he toughens against cold-based attacks.

Lightning Protection
Elemental Magic Tier 25 energy25 feetMaterialOne ally
Lightning Protection grants a bonus of 20 points, to statistics: Energetic/Lightning. This effect lasts for a duration of 1 hour.
The target's skin takes on a matte appearance as he toughens against lightning-based attacks.

Acid Arrow
Elemental Magic Tier 25 energy75 feet (touch)Material/AcidOne enemy
Acid Arrow hits for (1 to 15) hit points of damage every 10 seconds. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels.
Acid Arrow does not allow a saving throw.
The caster launches a sickly green arrow at his enemy, spraying the target with caustic acid.

Flame Arrow
Elemental Magic Tier 25 energy75 feet (touch)Energetic/FireOne enemy
Flame Arrow hits for (1 to 40) hit points of damage. The damage increases by (1 to 10) per level, with a maximum of 8 levels.
Flame Arrow does not allow a saving throw.
Flame Arrow launches a fiery arrow at the target, burning him if it strikes.

Fire Elemental I
Elemental Magic Tier 25 energy75 feet
Fire Elemental I summons a Lesser Fire Elemental (Elemental 1), with an attitude of Party. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels.
Fire Elemental I summons a lesser fire elemental under the control of the caster.

Earth Elemental I
Elemental Magic Tier 25 energy75 feet
Earth Elemental I summons a Lesser Earth Elemental (Elemental 1), with an attitude of Party. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels.
Earth Elemental I summons a lesser earth elemental under the control of the caster.

Fire Protection
Elemental Magic Tier 25 energy25 feetMaterialOne ally
Fire Protection grants a bonus of 20 points, to statistics: Energetic/Fire. This effect lasts for a duration of 1 hour.
The target's skin darkens slightly as he toughens against fire-based attacks.

Icy Cloud
Elemental Magic Tier 38 energy25 feetEnergetic/ColdMultiple enemies
Icy Cloud inflicts the status Held. This effect lasts for a duration of 30 seconds.
Icy Cloud has no effect on a successful save.
Icy Cloud summons a cloud of incredibly cold air, which freezes nearby enemies for a short time.

Poison Ball
Elemental Magic Tier 38 energy25 feetMaterial/PoisonMultiple enemies
Poison Ball inflicts a penalty of -50 points, to statistics: Attack Bonus, Spellcasting. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Poison Ball has no effect on a successful save.
Poison Ball envelopes nearby enemies in a mist of poison, nauseating them to the point of uselessness.

Lightning Bolt
Elemental Magic Tier 38 energy75 feetEnergetic/LightningOne enemy
Lightning Bolt hits for (1 to 150) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Lightning Bolt has the effect halved on a successful save.
A bolt of lightning lances out from the caster's hand at a hapless target.

Air Elemental II
Elemental Magic Tier 38 energy75 feet
Air Elemental II summons a Air Elemental (Elemental 2), with an attitude of Party. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Air Elemental II summons an air elemental under the control of the caster.

Earth Shield
Elemental Magic Tier 412 energycaster
Earth Shield creates the item Magic Earth Shield. This effect lasts for a duration of 8 hours.
Magic Earth Shield
Shield0 gold5 lbs (no drop)

Armor Type: Shield
Defense Class: 30
Non-Proficient Attack Penalty: 0
Spellcasting Penalty: 0

The Earth Shield provides excellent protection, and has no penalties for non-proficient wearers.

Earth Shield magically creates a shield of earth, which will disappear when the spell expires.

Ice Storm
Elemental Magic Tier 412 energy25 feetEnergetic/ColdMultiple enemies
Ice Storm hits for (1 to 150) hit points of damage.
Ice Storm inflicts a penalty of -20 points, to statistics: Movement Speed. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Ice Storm has no effect on a successful save.
Ice Storm creates a storm of ice and cold, which damages and slows nearby enemies for a brief time.

Air Elemental III
Elemental Magic Tier 412 energy75 feet
Air Elemental III summons a Greater Air Elemental (Elemental 3), with an attitude of Party. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Air Elemental III summons a greater air elemental under the control of the caster.

Frost Shield
Elemental Magic Tier 412 energycaster
Frost Shield creates the item Magic Frost Shield. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Magic Frost Shield
Shield0 gold5 lbs

Armor Type: Shield
Defense Class: 10
Non-Proficient Attack Penalty: 0
Spellcasting Penalty: 0

Save Effect Type: Material
Grants a bonus to statistics: Energetic/Cold
Bonus Points: +20

Grants resistance +5 to spell type Energetic/Cold.

The Frost Shield provides protection against cold, and has no penalties for non-proficient wearers.

Earth Shield magically creates a shield of frost, which will disappear when the spell expires.

Fire Elemental II
Elemental Magic Tier 412 energy75 feet
Fire Elemental II summons a Fire Elemental (Elemental 3), with an attitude of Party. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Fire Elemental II summons a fire elemental under the control of the caster.

Fire Shield
Elemental Magic Tier 412 energycaster
Fire Shield creates the item Magic Fire Shield. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Magic Fire Shield
Shield0 gold5 lbs

Armor Type: Shield
Defense Class: 10
Non-Proficient Attack Penalty: 0
Spellcasting Penalty: 0

Save Effect Type: Material
Grants a bonus to statistics: Energetic/Fire
Bonus Points: +20

Grants resistance +5 to spell type Energetic/Fire.

The Fire Shield provides protection against fire, and has no penalties for non-proficient wearers.

Fire Shield magically creates a shield of fire, which will disappear when the spell expires.

Earth Elemental II
Elemental Magic Tier 520 energy75 feet
Earth Elemental II summons a Earth Elemental (Elemental 4), with an attitude of Party. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Earth Elemental II summons an earth elemental under the control of the caster.

Fire Elemental III
Elemental Magic Tier 520 energy75 feet
Fire Elemental III summons a Greater Fire Elemental (Elemental 5), with an attitude of Party. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Fire Elemental III summons a greater fire elemental under the control of the caster.

Burst of Cold
Elemental Magic Tier 520 energy25 feetEnergetic/ColdMultiple enemies
Burst of Cold hits for (1 to 270) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Burst of Cold has the effect halved on a successful save.
Arctic blasts of cold burst from the caster, freezing nearby enemies.

Poison Cloud
Elemental Magic Tier 520 energy25 feetMaterial/Poison (immune 20)Multiple enemies
Poison Cloud hits for 1000 hit points of damage.
Poison Cloud inflicts a penalty of -1 points, to statistics: Durability. This effect lasts indefinitely.
Poison Cloud has the effect minimized on a successful save.
Poison Cloud generates a cloud of poisoned gas around the caster, killing or damaging nearby enemies.

Air Elemental IV
Elemental Magic Tier 520 energy75 feet
Air Elemental IV summons a Elder Air Elemental (Elemental 5), with an attitude of Party. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Air Elemental IV summons an elder air elemental under the control of the caster.

Earth Elemental III
Elemental Magic Tier 632 energy75 feet
Earth Elemental III summons a Greater Earth Elemental (Elemental 7), with an attitude of Party. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Earth Elemental III summons a greater earth elemental under the control of the caster.

Lightning
Elemental Magic Tier 632 energy75 feetEnergetic/LightningMultiple enemies
Lightning hits for (1 to 330) hit points of damage. The damage increases by (1 to 30) per level, with a maximum of 10 levels.
Lightning has the effect halved on a successful save.
Lightning sends bolts of energy in all directions, damaging enemies in the area.

Poison Fog
Elemental Magic Tier 632 energy25 feetMaterial/PoisonMultiple enemies
Poison Fog hits for (1 to 60) hit points of damage.
Poison Fog inflicts a penalty of -10 points, to statistics: Attack Bonus, Attack Damage, Action Speed, Movement Speed. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Poison Fog has the effect halved on a successful save.
Poison Fog creates a thick fog around nearby enemies, damaging them, slowing them, and penalizing their attacks.

Fire Elemental IV
Elemental Magic Tier 632 energy75 feet
Fire Elemental IV summons a Elder Fire Elemental (Elemental 7), with an attitude of Party. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Fire Elemental IV summons an elder fire elemental under the control of the caster.

Acid Fog
Elemental Magic Tier 748 energy25 feetMaterial/AcidMultiple enemies
Acid Fog hits for (1 to 15) hit points of damage every 10 seconds. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Acid Fog does not allow a saving throw.
Acid fills the air near the caster, drenching nearby enemies in corrosive acid.

Air Elemental V
Elemental Magic Tier 748 energy75 feet
Air Elemental V summons a Air Elemental Lord (Elemental 9), with an attitude of Party. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Air Elemental V summons an air elemental lord under the control of the caster.

Earth Elemental IV
Elemental Magic Tier 748 energy75 feet
Earth Elemental IV summons a Elder Earth Elemental (Elemental 9), with an attitude of Party. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Earth Elemental IV summons an elder earth elemental under the control of the caster.

Fire Elemental V
Elemental Magic Tier 880 energy75 feet
Fire Elemental V summons a Fire Elemental Lord (Elemental 11), with an attitude of Party. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Fire Elemental V summons a fire elemental lord under the control of the caster.

Fiery Cloud
Elemental Magic Tier 880 energy25 feetEnergetic/FireMultiple enemies
Fiery Cloud hits for (1 to 180) hit points of damage.
Fiery Cloud inflicts a penalty of -10 points, to statistics: Attack Bonus, Attack Damage, Action Speed, Movement Speed. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Fiery Cloud has the effect halved on a successful save.
Fiery Cloud invokes a burning cloud that surrounds nearby enemies, burning them and obscuring their vision.

Earth Elemental V
Elemental Magic Tier 9128 energy75 feet
Earth Elemental V summons a Earth Elemental Lord (Elemental 13), with an attitude of Party. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Earth Elemental V summons an earth elemental lord under the control of the caster.

Guidance
Cosmic Magic Tier 02 energycasterSpiritual
Guidance grants a bonus of 5 points, to statistics: Attack Bonus, Energetic, Material, Spiritual. This effect lasts for a duration of 10 seconds.
Guidance causes cosmic forces to guide the caster's hand on attacks or saves for the time of one attack.

True Strike
Cosmic Magic Tier 13 energycasterSpiritual
True Strike grants a bonus of 100 points, to statistics: Attack Bonus. This effect lasts for a duration of 10 seconds.
True Strike grants the caster an insight into the near future, allowing him to strike nearly perfectly for the time of one attack.

Alertness
Cosmic Magic Tier 13 energy25 feetSpiritualOne ally
Alertness grants a bonus of 20 points, to statistics: Traps, Observation. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Alertness opens the senses of one target to the realities of the cosmos, increasing his Observation and Traps.

See Invisible
Cosmic Magic Tier 25 energycasterSpiritual
See Invisible grants a bonus of 100 points, to statistics: Observation. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels.
See Invisible gives the caster a large bonus to Observation, allowing him to see hidden and invisible creatures for a brief time.

Find Traps
Cosmic Magic Tier 25 energycasterSpiritual
Find Traps grants a bonus of 100 points, to statistics: Traps. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels.
Find Traps grants the caster the ability to find and disable traps by granting a large bonus to his Traps special stat.

Dimension Door
Cosmic Magic Tier 38 energy75 feet
Dimension Door teleports the caster to a point within the caster's sight.
Dimension Door teleports the caster to a location within his sight.

Disbelief
Cosmic Magic Tier 38 energy75 feetSpiritual/CurseOne enemy (Phantasm)
Disbelief hits for 1000 hit points of damage.
Disbelief does not allow a saving throw.
Disbelief allows the caster to see through a phantasm, destroying the illusory monster.

Purge Illusions
Cosmic Magic Tier 38 energy25 feetOne ally
Purge Illusions dispels multiple penalty effects of type Spiritual/Illusion.
Purge Illusions dispels harmful illusions cast on a nearby ally.

Purge Blessing
Cosmic Magic Tier 412 energy75 feetOne enemy
Purge Blessing dispels one bonus effect of type Spiritual.
Purge Blessing does not allow a saving throw.
Purse Blessing dispels a blessing cast on an enemy.

Bind Warrior
Cosmic Magic Tier 412 energy75 feet
Bind Warrior summons a Dverger Warrior (Fighter 4), with an attitude of Berserk. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Bind Warrior reaches out to the world of Order and binds a Dverger Warrior to the caster, transporting the enraged being to a location near the caster. The angry Dverger attacks the nearest creature until the spell expires.

Magic Eye
Cosmic Magic Tier 412 energy75 feet
Magic Eye summons a Magic Eye (Magic Eyes 0), with an attitude of Party. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Magic Eye summons a magic eye that can move out independently of the caster and investigate the local area.

Repulse
Cosmic Magic Tier 412 energy25 feetSpiritual/CurseOne enemy
Repulse repulses the enemy target.
Repulse has no effect on a successful save.
Repulse teleports the target enemy to a random point in the enemies' sight.

Bind Sorceress
Cosmic Magic Tier 520 energy75 feet
Bind Sorceress summons a Alfar Sorceress (Alfar 6), with an attitude of Berserk. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Bind Sorceress reaches out to the world of Freedom and binds an Alfar Sorceress to the caster, transporting the enraged being to a location near the caster. The angry Sorceress attacks the nearest creature until the spell expires.

Prying Eyes
Cosmic Magic Tier 520 energy75 feet
Prying Eyes summons a Prying Eyes (Magic Eyes 9), with an attitude of Party. This effect lasts for a duration of 8 hours.
Prying Eyes summons a set of magic eyes that can move out independently of the caster and investigate the local area. The prying eyes are quite stealthy, but also very vulnerable to attacks.

Teleport
Cosmic Magic Tier 520 energy75 feet
Teleport teleports the party to a point within the caster's sight.
Teleport instantly moves the party to a location within the caster's sight.

Mass Repulse
Cosmic Magic Tier 632 energy25 feetSpiritual/CurseMultiple enemies
Mass Repulse repulses the enemy target.
Mass Repulse has no effect on a successful save.
Mass Repulse teleports all nearby enemies enemy to a random point in the enemies' sight.

Bind Berserker
Cosmic Magic Tier 632 energy75 feet
Bind Berserker summons a Dverger Berserker (Fighter 8), with an attitude of Berserk. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Bind Berserker reaches out to the world of Order and binds a Dverger Berserker to the caster, transporting the enraged being to a location near the caster. The angry Berserker attacks the nearest creature until the spell expires.

Mass Disbelief
Cosmic Magic Tier 632 energy75 feetSpiritual/CurseMultiple enemies (Phantasm)
Mass Disbelief hits for 1000 hit points of damage.
Mass Disbelief does not allow a saving throw.
Mass Disbelief allows the caster to detect local phantasms, destroying all nearby illusory monsters.

Truesight
Cosmic Magic Tier 632 energy25 feetSpiritualOne ally
Truesight dispels multiple penalty effects of type Spiritual/Illusion.
Truesight grants a bonus of 100 points, to statistics: Observation. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Grants resistance +5 against spells of type Spiritual/Illusion. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Truesight grants the target great powers of observation, and resistance against Illusion magic.

Arcane Eye
Cosmic Magic Tier 748 energy75 feet
Arcane Eye summons a Arcane Eye (Magic Eyes 13), with an attitude of Party. This effect lasts for a duration of 8 hours.
Arcane Eye conjures up a magic eye that can move out independently of the caster and investigate the local area. The Arcane Eye is very stealthy, very sharp-eyed, but very weak.

Bind Magus
Cosmic Magic Tier 748 energy75 feet
Bind Magus summons a Alfar Magus (Alfar 10), with an attitude of Berserk. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Bind Magus reaches out to the world of Freedom and binds an Alfar Magus to the caster, transporting the enraged being to a location near the caster. The angry Magus attacks the nearest creature until the spell expires.

Word of Recall
Cosmic Magic Tier 748 energycaster
Word of Recall teleports the party back to the area entry.
Word of Recall teleport the party back to the entrance of the current area.

Bind Avenger
Cosmic Magic Tier 880 energy75 feet
Bind Avenger summons a Dverger Avenger (Fighter 12), with an attitude of Berserk. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Bind Avenger reaches out to the world of Order and binds a Dverger Avenger to the caster, transporting the enraged being to a location near the caster. The angry Avenger attacks the nearest creature until the spell expires.

Greater Arcane Eye
Cosmic Magic Tier 880 energy75 feet
Greater Arcane Eye summons a Greater Arcane Eye (Magic Eyes 15), with an attitude of Party. This effect lasts for a duration of 8 hours.
Greater Arcane Eye conjures up a magic eye that can move out independently of the caster and investigate the local area. The Greater Arcane Eye is very stealthy, very sharp-eyed, can open most doors and disarm most traps, but is very weak.

Gate
Cosmic Magic Tier 9128 energy75 feet
Gate summons a Aesir Slayer (Aesir 14), with an attitude of Berserk. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Gate opens a magic gateway to the Shining City, and pulls forth an Aesir Slayer. The furious Aesir attacks the nearest creature until the spell expires.

Daze
Life Magic Tier 02 energy75 feetSpiritual/Charm (immune 10)One enemy (Civilized, Savage)
Daze inflicts the status Held. This effect lasts for a duration of 10 seconds.
Daze has no effect on a successful save.
Daze clouds the mind of one civilized or savage target, preventing him from taking any action for a short time.

Bane
Life Magic Tier 13 energy25 feetSpiritual/CharmMultiple enemies
Bane inflicts a penalty of -5 points, to statistics: Attack Bonus, Spiritual. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Bane has no effect on a successful save.
Bane fills the minds of enemies with doubt, inflicting a penalty on attacks and Spiritual saving throws.

Sleep
Life Magic Tier 13 energy75 feetMaterial/Stasis (immune 10)One enemy
Sleep inflicts the status Held. This effect lasts for a duration of 10 seconds, increasing by 10 seconds per level, with a maximum of 5 levels.
Sleep has no effect on a successful save.
Sleep puts one creature to sleep for a short time, during which the target cannot attack, cast spells, or move.

Charm Person
Life Magic Tier 13 energy75 feetSpiritual/CharmOne enemy (Civilized, Savage)
Charm Person inflicts the status Charmed. This effect lasts for a duration of 1 hour.
Charm Person has no effect on a successful save.
Charm Person allows the caster to charm one humanoid creature, civilized or savage. A charmed creature does nothing, but if it is attacked, the charm is broken.

Bless
Life Magic Tier 13 energy25 feetSpiritualMultiple allies
Bless grants a bonus of 5 points, to statistics: Attack Bonus, Spiritual. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Bless fills the minds of allies with courage, granting a bonus on attacks and Spiritual saving throws.

Cure Poison
Life Magic Tier 25 energy25 feetOne ally
Cure Poison dispels one penalty effect of type Material/Poison.
Cure the target of a poison effect.

Durability
Life Magic Tier 25 energy25 feetMaterialOne ally
Durability grants a bonus of 4 points, to statistics: Durability. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels.
Durability raises the Durability of the target for several minutes.

Agility
Life Magic Tier 25 energy25 feetMaterialOne ally
Agility grants a bonus of 4 points, to statistics: Agility. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels.
Agility raises the Agility of the target for several minutes.

Strength
Life Magic Tier 25 energy25 feetMaterialOne ally
Strength grants a bonus of 4 points, to statistics: Strength. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels.
Strength raises the Strength of the target for several minutes.

Idiocy
Life Magic Tier 25 energy25 feet (touch)Spiritual/CurseOne enemy
Idiocy inflicts a penalty of - (1 to 6) points, to statistics: Intelligence, Personality. This effect lasts for a duration of 1 hour.
Idiocy has no effect on a successful save.
Idiocy reduces the mental capabilites of the target for an hour.

Daze Monster
Life Magic Tier 25 energy75 feetSpiritual/Charm (immune 15)One enemy
Daze Monster inflicts the status Held. This effect lasts for a duration of 10 seconds.
Daze Monster has no effect on a successful save.
Daze Monster clouds the mind of one target, preventing him from taking any action for a short time.

Personality
Life Magic Tier 25 energy25 feetMaterialOne ally
Personality grants a bonus of 4 points, to statistics: Personality. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels.
Personality raises the Personality of the target for several minutes.

Remove Paralysis
Life Magic Tier 25 energy25 feetMultiple allies
Remove Paralysis dispels multiple penalty effects of type Material/Stasis.
Remove Paralysis frees nearby target allies from paralysis effects.

Intelligence
Life Magic Tier 25 energy25 feetMaterialOne ally
Intelligence grants a bonus of 4 points, to statistics: Intelligence. This effect lasts for a duration of 3 minutes, increasing by 1 minute per level, with a maximum of 8 levels.
Intelligence raises the Intelligence of the target for several minutes.

Hold Person
Life Magic Tier 38 energy75 feetMaterial/StasisOne enemy (Civilized, Savage)
Hold Person inflicts the status Held. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Hold Person has no effect on a successful save.
Hold Person paralyzes one target creature of type civilized or savage. The target cannot move or take actions for a short time.

Heroism
Life Magic Tier 38 energy25 feetSpiritualOne ally
Heroism grants a bonus of 10 points, to statistics: Attack Bonus, Energetic, Material, Spiritual. This effect lasts for a duration of 1 hour.
Grants resistance +5 against spells of type Spiritual/Illusion. This effect lasts for a duration of 1 hour.
Heroism grants great bravery to the target, giving a bonus to Attack and all saving throws.

Deep Sleep
Life Magic Tier 38 energy75 feetMaterial/Stasis (immune 23)One enemy
Deep Sleep inflicts the status Held. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Deep Sleep has no effect on a successful save.
Deep Sleep puts one creature to sleep for a short time, during which the target cannot attack, cast spells, or move.

Life Force
Life Magic Tier 38 energy25 feetMaterialMultiple allies (not Undead)
Life Force grants a bonus of 5 points, to statistics: Attack Bonus, Attack Damage, Energetic, Material, Spiritual. This effect lasts for a duration of 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Life Force fills your nearby allies with positive life energy, aiding their attacks and saves for a short time.

Neutralize Poison
Life Magic Tier 412 energy25 feetMaterialOne ally
Neutralize Poison dispels multiple penalty effects of type Material/Poison.
Grants immunity against spells of type Material/Poison. This effect lasts for a duration of 1 hour.
Neutralize Poison grants the target immunity against poison.

Remove Augmentation
Life Magic Tier 412 energy75 feetOne enemy
Remove Augmentation dispels one bonus effect of type Material.
Remove Augmentation does not allow a saving throw.
Remove Augmentation magically disables one bodily augmentation on a enemy.

Despair
Life Magic Tier 412 energy25 feetSpiritual/CurseMultiple enemies
Despair inflicts a penalty of -10 points, to statistics: Attack Bonus, Attack Damage, Energetic, Material, Spiritual. This effect lasts for a duration of 7 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Despair has no effect on a successful save.
Despair overwhelmes nearby enemies with a malaise of sadness, inflicting a penalty on attacks and saves for a few minutes.

Confusion
Life Magic Tier 412 energy25 feetSpiritual/CurseMultiple enemies
Confusion inflicts the status Confused. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Confusion has no effect on a successful save.
Confusion sends nearby enemies into a quandry of insanity, causing them to run around wildly until the spell expires in a brief time.

Charm Monster
Life Magic Tier 412 energy75 feetSpiritual/CharmOne enemy
Charm Monster inflicts the status Charmed. This effect lasts for a duration of 1 hour.
Charm Monster has no effect on a successful save.
Charm Monster allows the caster to charm one creature of any type. A charmed creature does nothing, but if it is attacked, the charm is broken.

Raise Dead
Life Magic Tier 520 energycaster
Raise Dead raises one dead party member, at the cost of one recovery for the target.
Raise Dead brings one of the caster's party members back from the dead. The newly raised person will have 1 hit point, and will appear nearby the caster.

Feeblemind
Life Magic Tier 520 energy75 feetSpiritual/CurseOne enemy
Feeblemind inflicts a penalty of -10 points, to statistics: Intelligence, Personality. This effect lasts indefinitely.
Feeblemind inflicts a penalty of -100 points, to statistics: Spellcasting. This effect lasts indefinitely.
Feeblemind has no effect on a successful save.
Feeblemind causes the target's intellect to be reduced to idiocy, inflicting a large penalty to Intelligence, Personality, and spellcasting. This effect lasts until the target rests.

Dominate Person
Life Magic Tier 520 energy75 feetSpiritual/CharmOne enemy (Civilized, Savage)
Dominate Person inflicts the status Dominated. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Dominate Person has no effect on a successful save.
Dominate Person allows the caster to dominate the mind of a civilized or savage target. Dominated creatures attack their allies until the spell expires.

Hold Monster
Life Magic Tier 520 energy75 feetMaterial/StasisOne enemy
Hold Monster inflicts the status Held. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Hold Monster has no effect on a successful save.
Hold Monster paralyzes one target creature. The target cannot move or take actions for a short time.

Mind Fog
Life Magic Tier 520 energy25 feetSpiritual/CurseMultiple enemies
Mind Fog inflicts a penalty of -10 points, to statistics: Personality, Spiritual. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Mind Fog has no effect on a successful save.
Mind Fog allows the caster to fog the minds of nearby enemies, giving a penalty to Personality and Spiritual saving throws for a short time.

Symbol of Sleep
Life Magic Tier 520 energy25 feetMaterial/Stasis (immune 23)Multiple enemies
Symbol of Sleep inflicts the status Held. This effect lasts for a duration of 1 minute 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Symbol of Sleep has no effect on a successful save.
Symbol of Sleep conjures a powerful magic symbol above the caster's head, putting weak-bodied enemies nearby to sleep for a short time.

Breath of Life
Life Magic Tier 520 energy25 feetOne ally
Breath of Life heals (1 to 200) + 45 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels.
Breath of Life dispels multiple penalty effects of type Material/Debility.
Breath of Life heals the target creature, and dispels Debility effects that are adversely affecting the target.

Great Heroism
Life Magic Tier 632 energy25 feetSpiritualOne ally
Great Heroism grants a bonus of 20 points, to statistics: Attack Bonus, Energetic, Material. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Great Heroism grants a bonus of 40 points, to statistics: Spiritual. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Great Heroism dispels multiple penalty effects of type Spiritual/Illusion.
Grants immunity against spells of type Spiritual/Illusion. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Great Heroism inspires the target to great acts, removing fear and boosting his attack and saves.

Symbol of Persuasion
Life Magic Tier 632 energy25 feetSpiritual/CharmMultiple enemies
Symbol of Persuasion inflicts the status Charmed. This effect lasts for a duration of 1 hour.
Symbol of Persuasion has no effect on a successful save.
Symbol of Persuasion invokes an arcane symbol above the head of the caster, causing nearby enemies to become charmed. Charmed enemies perform no actions, but the charm is broken if they are attacked.

Mass Strength
Life Magic Tier 632 energy75 feetMaterialMultiple allies
Mass Strength grants a bonus of 4 points, to statistics: Strength. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Mass Strength grants greater Strength to all allies in the area.

Mass Agility
Life Magic Tier 632 energy75 feetMaterialMultiple allies
Mass Agility grants a bonus of 4 points, to statistics: Agility. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Mass Agility grants greater Agility to all allies in the area.

Mass Durability
Life Magic Tier 632 energy75 feetMaterialMultiple allies
Mass Durability grants a bonus of 4 points, to statistics: Durability. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Mass Durability grants greater Durability to all allies in the area.

Mass Intelligence
Life Magic Tier 632 energy75 feetMaterialMultiple allies
Mass Intelligence grants a bonus of 4 points, to statistics: Intelligence. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Mass Intelligence grants greater Intelligence to all allies in the area.

Block Enchantment
Life Magic Tier 632 energy25 feetSpiritualOne ally
Block Enchantment dispels multiple penalty effects of type Spiritual/Charm.
Grants immunity against spells of type Spiritual/Charm. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Block Enchantment renders the target immune to mind-bending charm spells.

Mass Personality
Life Magic Tier 632 energy75 feetMaterialMultiple allies
Mass Personality grants a bonus of 4 points, to statistics: Personality. This effect lasts for a duration of 11 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Mass Personality grants greater Personality to all allies in the area.

Mass Hold Person
Life Magic Tier 748 energy75 feetMaterial/StasisMultiple enemies (Civilized, Savage)
Mass Hold Person inflicts the status Held. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Mass Hold Person has no effect on a successful save.
Mass Hold Person paralyzes every enemy creature of type civilized or savage, within the caster's area. The affected creatures cannot move or take actions for a short time.

Insanity
Life Magic Tier 748 energy75 feetSpiritual/CurseOne enemy
Insanity inflicts the status Confused. This effect lasts indefinitely.
Insanity has no effect on a successful save.
Insanity drives the target insane, causing him to run around randomly until the effect can be dispelled.

Power Word Halt
Life Magic Tier 748 energy75 feetMaterial/Stasis (immune 60)One enemy
Power Word Halt inflicts the status Immobile. This effect lasts for a duration of 30 seconds.
Power Word Halt does not allow a saving throw.
Power Word Halt causes the target to halt in his tracks for a short time. The target can still take other actions but cannot move.

Resurrection
Life Magic Tier 748 energycaster
Resurrection raises one dead party member, healing all damage, at the cost of one recovery for the target.
Resurrection brings one of the caster's party members back from the dead. The newly raised person will be fully healed, and will appear nearby the caster.

Mass Charm Monster
Life Magic Tier 880 energy75 feetSpiritual/CharmMultiple enemies
Mass Charm Monster inflicts the status Charmed. This effect lasts for a duration of 1 hour.
Mass Charm Monster has no effect on a successful save.
Mass Charm Monster charms all enemies in the area. Charmed creatures do nothing, but the charm is broken if the creature is attacked.

Symbol of Insanity
Life Magic Tier 880 energy25 feetSpiritual/CurseMultiple enemies
Symbol of Insanity inflicts the status Confused. This effect lasts indefinitely.
Symbol of Insanity has no effect on a successful save.
Symbol of Insanity draws a magic symbol in the air above the caster, driving all nearby enemies insane. Insane creatures run around randomly until the effect is cured.

Power Word Stun
Life Magic Tier 880 energy75 feetMaterial/Stasis (immune 60)One enemy
Power Word Stun inflicts the status Held. This effect lasts for a duration of 30 seconds.
Power Word Stun does not allow a saving throw.
Power Word Stun causes the target to be stunned, taking no actions for a short time.

Power Word Kill
Life Magic Tier 9128 energy75 feetMaterial/Debility (immune 60)One enemy
Power Word Kill hits for 1000 hit points of damage.
Power Word Kill does not allow a saving throw.
Power Word Kill causes the target to be instantly killed.

Mass Hold Monster
Life Magic Tier 9128 energy75 feetMaterial/StasisMultiple enemies
Mass Hold Monster inflicts the status Held. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Mass Hold Monster has no effect on a successful save.
Mass Hold Monster paralyzes every enemy creature within the caster's area. The affected creatures cannot move or take actions for a short time.

Dominate Monster
Life Magic Tier 9128 energy75 feetSpiritual/CharmOne enemy
Dominate Monster inflicts the status Dominated. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Dominate Monster has no effect on a successful save.
Dominate Monster allows the caster to dominate the mind of a target enemy. Dominated creatures attack their allies until the spell expires.

Minor Protection
High Magic Tier 02 energy25 feetSpiritualOne ally
Minor Protection grants a bonus of 5 points, to statistics: Energetic, Material, Spiritual. This effect lasts for a duration of 50 seconds.
Minor Protection grants the target a bonus to his saving throws.

Courage
High Magic Tier 13 energy25 feetSpiritualMultiple allies
Courage grants a bonus of 20 points, to statistics: Spiritual/Illusion. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Courage dispels one penalty effect of type Spiritual/Illusion.
Courage removes fear from the caster's allies, and grants a bonus to Spiritual saving throws.

Protection
High Magic Tier 13 energy25 feetSpiritualOne ally
Protection grants a bonus of 5 points, to statistics: Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Grants resistance +5 against spells of type Spiritual/Charm. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Protection grants the target a bonus against attacks and on saving throws.

Shield
High Magic Tier 13 energycasterSpiritual
Shield grants a bonus of 20 points, to statistics: Defense Class, Energetic/Force. This effect lasts for a duration of 1 minute, increasing by 1 minute per level, with a maximum of 5 levels.
Shield creates an invisible force field around the caster, defending against attacks.

Lesser Restoration
High Magic Tier 25 energy25 feetOne ally
Lesser Restoration dispels one penalty effect of type Material/Debility.
Lesser Restoration removes a Debility spell on a nearby ally.

Calm Emotions
High Magic Tier 25 energy25 feetMultiple allies
Calm Emotions dispels multiple penalty effects of type Spiritual/Illusion.
Calm Emotions soothes the spirits of nearby allies.

Silence
High Magic Tier 25 energy75 feetSpiritual/CurseOne enemy
Silence inflicts a penalty of -50 points, to statistics: Spellcasting. This effect lasts for a duration of 30 seconds, increasing by 10 seconds per level, with a maximum of 8 levels.
Silence has no effect on a successful save.
Silence envelops the target in a shroud of silence, greatly reducing his ability to cast spells.

Resist Lightning
High Magic Tier 38 energy25 feetMaterialOne ally
Grants resistance +5 against spells of type Energetic/Lightning. This effect lasts for a duration of 1 hour.
The target takes on a glassy sheen, granting resistance against lightning.

Resist Cold
High Magic Tier 38 energy25 feetMaterialOne ally
Grants resistance +5 against spells of type Energetic/Cold. This effect lasts for a duration of 1 hour.
A wisp of steam envelopes the target, granting resistance against cold.

Dispel Augmentation
High Magic Tier 38 energy75 feetOne enemy
Dispel Augmentation dispels one bonus effect of type Material.
Dispel Augmentation does not allow a saving throw.
Dispel Blessing dispels one spell bonus of type Material on an enemy target.

Resist Fire
High Magic Tier 38 energy25 feetMaterialOne ally
Grants resistance +5 against spells of type Energetic/Fire. This effect lasts for a duration of 1 hour.
A cold mist condenses on the target's skin, granting resistance against fire.

Magic Circle
High Magic Tier 38 energy25 feetSpiritualMultiple allies
Magic Circle grants a bonus of 10 points, to statistics: Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 1 hour.
Magic Circle grants nearby allies a bonus against attacks and on saving throws.

Dispel Curse
High Magic Tier 38 energy75 feetOne ally
Dispel Curse dispels one penalty effect of type Spiritual/Curse.
Dispel Curse dispels one spell penalty on a friendly target.

Dispel Blessing
High Magic Tier 38 energy75 feetOne enemy
Dispel Blessing dispels one bonus effect of type Spiritual.
Dispel Blessing does not allow a saving throw.
Dispel Blessing dispels one spell bonus of type Spiritual on an enemy target.

Mageskin
High Magic Tier 412 energy25 feetMaterialOne ally
Mageskin grants a bonus of 20 points, to statistics: Defense Class. This effect lasts for a duration of 7 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Mageskin causes the target's skin to harden with magic protection, increasing defense for tens of minutes.

Restoration
High Magic Tier 412 energy25 feetSpiritualMultiple allies
Restoration dispels multiple penalty effects of type Material/Debility, Material/Necrotic.
Restoration removes spells damaging the bodies of nearby allies.

Freedom
High Magic Tier 412 energy25 feetMaterialOne ally
Grants immunity against spells of type Material/Stasis. This effect lasts for a duration of 7 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Freedom dispels multiple penalty effects of type Material/Stasis.
Freedom allows the target to shake of movement-inhibiting effects, and resists further stasis effects for a short time.

Lesser Magic Globe
High Magic Tier 412 energycasterSpiritual
Lesser Magic Globe grants a bonus of 26 points, to statistics: Spell Nullification. The bonus increases by 3 points per level, with a maximum of 10 levels. This effect lasts for a duration of 1 minute 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Lesser Magic Globe surrounds the caster with a shimmering globe that protects against magic, granting the caster defense against hostile spells.

Break Enchantment
High Magic Tier 520 energy75 feetSpiritualOne ally
Break Enchantment dispels multiple penalty effects of type Spiritual/Charm.
Break Enchantment releases the target from enchantments.

Dismissal
High Magic Tier 520 energy75 feetSpiritual/CurseOne enemy (summon)
Dismissal hits for 1000 hit points of damage.
Dismissal has no effect on a successful save.
Dismissal sends a summoned creature back to the world it came from.

Spell Nullification
High Magic Tier 520 energy25 feetSpiritualOne ally
Spell Nullification grants a bonus of 27 points, to statistics: Spell Nullification. The bonus increases by 3 points per level, with a maximum of 10 levels. This effect lasts for a duration of 9 minutes, increasing by 1 minute per level, with a maximum of 10 levels.
Spell Nullification grants the target the ability to ignore hostile spells for a few minutes.

Dispel Augmentation II
High Magic Tier 632 energy75 feetOne enemy
Dispel Augmentation II dispels multiple bonus effects of type Material.
Dispel Augmentation II does not allow a saving throw.
Greater Dispel Blessing dispels all spell bonuses of type Material on an enemy target.

Magic Globe
High Magic Tier 632 energycasterSpiritual
Magic Globe grants a bonus of 43 points, to statistics: Spell Nullification. The bonus increases by 3 points per level, with a maximum of 10 levels. This effect lasts for a duration of 1 minute 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Magic Globe surrounds the caster with a shimmering globe that protects against magic, granting the caster defense against hostile spells.

Dispel Curse II
High Magic Tier 632 energy75 feetOne ally
Dispel Curse II dispels multiple penalty effects of type Spiritual/Curse.
Greater Dispel Curse dispels all curses on a friendly target.

Dispel Blessing II
High Magic Tier 632 energy75 feetOne enemy
Dispel Blessing II dispels multiple bonus effects of type Spiritual.
Dispel Blessing II does not allow a saving throw.
Greater Dispel Blessing dispels all spell bonuses of type Spiritual on an enemy target.

Banishment
High Magic Tier 748 energy75 feetSpiritual/CurseMultiple enemies (summon)
Banishment hits for 1000 hit points of damage.
Banishment has no effect on a successful save.
Banishment sends summoned creatures in the area back to the world they came from.

Greater Restoration
High Magic Tier 748 energy25 feetSpiritualMultiple allies
Greater Restoration dispels multiple penalty effects of type Material/Debility, Material/Necrotic, Spiritual/Curse, Material/Stasis.
Greater Restoration dispels many hostile effects on all nearby allies.

Limited Wish: Ally
High Magic Tier 748 energy75 feet
Limited Wish: Ally summons a Stone Golem (Golem 10), with an attitude of Friendly. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Limited Wish: Ally summons a stone golem to attack the enemies of the caster until the spell expires.

Limited Wish: Power
High Magic Tier 748 energycasterMaterial
Limited Wish: Power grants a bonus of 2 points, to statistics: Strength, Agility, Durability, Intelligence, Personality. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Limited Wish: Power grants a bonus of 5 points, to statistics: Attack Bonus, Defense Class, Material, Action Speed. This effect lasts for a duration of 2 minutes 10 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Limited Wish: Power grants the caster great abilities for a short time.

Limited Wish: Health
High Magic Tier 748 energy75 feetMultiple allies
Limited Wish: Health heals (1 to 120) + 85 hit points, at the cost of one recovery for the target. The healing increases by 5 per level, with a maximum of 10 levels.
Limited Wish: Health dispels multiple penalty effects of type Material/Debility.
Limited Wish: Health heals wounds from the caster and allies in the area.

Mind Blank
High Magic Tier 880 energy25 feetSpiritualOne ally
Mind Blank dispels multiple penalty effects of type Spiritual.
Grants immunity against spells of type Spiritual. This effect lasts for a duration of 8 hours.
Mind Blank grants a nearby ally an unshakeable sense of peace and clear mindedness.

Aura of Magic
High Magic Tier 880 energy25 feetSpiritualMultiple allies
Aura of Magic grants a bonus of 20 points, to statistics: Defense Class, Energetic, Material, Spiritual. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Aura of Magic grants a bonus of 45 points, to statistics: Spell Nullification. This effect lasts for a duration of 2 minutes 30 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Aura of Magic surrounds nearby allies with a magic aura, protecting them from spells and attacks.

Spell Protection
High Magic Tier 880 energy75 feetSpiritualMultiple allies
Spell Protection grants a bonus of 40 points, to statistics: Energetic, Material, Spiritual. This effect lasts for a duration of 8 hours.
Protection from Spells grants all allies a significant bonus to saving throws.

Wish: Health
High Magic Tier 9128 energy75 feetMultiple allies
Wish: Health heals 1050 hit points, at the cost of one recovery for the target. The healing increases by 50 per level, with a maximum of 10 levels.
Wish: Health dispels multiple penalty effects of type Material/Debility, Material/Necrotic, Spiritual/Curse, Material/Stasis, Material/Poison.
Wish: Health heals massive wounds, and removes negative effects, from the caster and allies in the area.

Wish: Power
High Magic Tier 9128 energycasterMaterial
Wish: Power grants a bonus of 4 points, to statistics: Strength, Agility, Durability, Intelligence, Personality. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Wish: Power grants a bonus of 10 points, to statistics: Attack Bonus, Defense Class, Material, Action Speed. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Wish: Power grants the caster great abilities for a short time.

Wish: Ally
High Magic Tier 9128 energy75 feet
Wish: Ally summons a Iron Golem (Golem 14), with an attitude of Friendly. This effect lasts for a duration of 2 minutes 50 seconds, increasing by 10 seconds per level, with a maximum of 10 levels.
Wish: Ally summons an iron golem to attack the enemies of the caster until the spell expires.

Full Powers Listing

Shield Wall 1
Shield Level 1010 energy (ongoing)casterPower
This power requires the actor to use style: Shield.
Shield Wall 1 grants a bonus of 10 points, to statistics: Defense Class. This effect lasts while maintained.
The actor forms a living wall with his shield.

Shield Wall 2
Shield Level 1515 energy (ongoing)casterPower
This power requires the actor to use style: Shield.
Shield Wall 2 grants a bonus of 15 points, to statistics: Defense Class. This effect lasts while maintained.
The actor forms a living wall with his shield.

Shield Wall 3
Shield Level 2020 energy (ongoing)casterPower
This power requires the actor to use style: Shield.
Shield Wall 3 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained.
The actor forms a living wall with his shield.

Duelist Maneuver 1
Duelist Level 1010 energy (ongoing)casterPower
This power requires the actor to use style: Duelist.
Duelist Maneuver 1 grants a bonus of 10 points, to statistics: Defense Class. This effect lasts while maintained.
The actor maneuvers adroitly, making himself nearly impossible to strike.

Duelist Maneuver 2
Duelist Level 1515 energy (ongoing)casterPower
This power requires the actor to use style: Duelist.
Duelist Maneuver 2 grants a bonus of 15 points, to statistics: Defense Class. This effect lasts while maintained.
The actor maneuvers adroitly, making himself nearly impossible to strike.

Duelist Maneuver 3
Duelist Level 2020 energy (ongoing)casterPower
This power requires the actor to use style: Duelist.
Duelist Maneuver 3 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained.
The actor maneuvers adroitly, making himself nearly impossible to strike.

Marksman Bullseye 1
Marksman Level 1010 energy (ongoing)casterPower
This power requires the actor to use style: Marksman.
Marksman Bullseye 1 grants a bonus of 10 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor targets the smallest chinks in his target's armor.

Marksman Bullseye 2
Marksman Level 1515 energy (ongoing)casterPower
This power requires the actor to use style: Marksman.
Marksman Bullseye 2 grants a bonus of 15 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor targets the smallest chinks in his target's armor.

Marksman Bullseye 3
Marksman Level 2020 energy (ongoing)casterPower
This power requires the actor to use style: Marksman.
Marksman Bullseye 3 grants a bonus of 20 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor targets the smallest chinks in his target's armor.

Two Handed Berserk 1
Two Handed Level 1010 energy (ongoing)casterPower
This power requires the actor to use style: Two Handed.
Two Handed Berserk 1 grants a bonus of 10 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor wields his great weapon with a berserk rage.

Two Handed Berserk 2
Two Handed Level 1515 energy (ongoing)casterPower
This power requires the actor to use style: Two Handed.
Two Handed Berserk 2 grants a bonus of 15 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor wields his great weapon with a berserk rage.

Two Handed Berserk 3
Two Handed Level 2020 energy (ongoing)casterPower
This power requires the actor to use style: Two Handed.
Two Handed Berserk 3 grants a bonus of 20 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor wields his great weapon with a berserk rage.

Dual Wield Skirmish 1
Dual Wield Level 1010 energy (ongoing)casterPower
This power requires the actor to use style: Dual Wield.
Dual Wield Skirmish 1 grants a bonus of 10 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor darts and dances around his opponent, rendering his enemies' defenses futile.

Dual Wield Skirmish 2
Dual Wield Level 1515 energy (ongoing)casterPower
This power requires the actor to use style: Dual Wield.
Dual Wield Skirmish 2 grants a bonus of 15 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor darts and dances around his opponent, rendering his enemies' defenses futile.

Dual Wield Skirmish 3
Dual Wield Level 2020 energy (ongoing)casterPower
This power requires the actor to use style: Dual Wield.
Dual Wield Skirmish 3 grants a bonus of 20 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor darts and dances around his opponent, rendering his enemies' defenses futile.

Light Blade Lunge 1
Light Blade Mastery Level 1010 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Light Blade.
Light Blade Lunge 1 grants a bonus of 10 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor attacks with a fearless lunge, effortlessly hitting his target.

Light Blade Lunge 2
Light Blade Mastery Level 1515 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Light Blade.
Light Blade Lunge 2 grants a bonus of 15 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor attacks with a fearless lunge, effortlessly hitting his target.

Light Blade Lunge 3
Light Blade Mastery Level 2020 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Light Blade.
Light Blade Lunge 3 grants a bonus of 20 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor attacks with a fearless lunge, effortlessly hitting his target.

Heavy Blade Precision 1
Heavy Blade Mastery Level 1010 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Heavy Blade.
Heavy Blade Precision 1 grants a bonus of 10 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor concentrates on the weak points in his enemies' defense, striking with unerring precision.

Heavy Blade Precision 2
Heavy Blade Mastery Level 1515 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Heavy Blade.
Heavy Blade Precision 2 grants a bonus of 15 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor concentrates on the weak points in his enemies' defense, striking with unerring precision.

Heavy Blade Precision 3
Heavy Blade Mastery Level 2020 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Heavy Blade.
Heavy Blade Precision 3 grants a bonus of 20 points, to statistics: Attack Bonus. This effect lasts while maintained.
The actor concentrates on the weak points in his enemies' defense, striking with unerring precision.

Whirling Staff 1
Staff Mastery Level 1010 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Staff.
Whirling Staff 1 grants a bonus of 10 points, to statistics: Defense Class. This effect lasts while maintained.
The actor whirls his staff in a vicious spin, rendering him nearly impossible to hit.

Whirling Staff 2
Staff Mastery Level 1515 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Staff.
Whirling Staff 2 grants a bonus of 15 points, to statistics: Defense Class. This effect lasts while maintained.
The actor whirls his staff in a vicious spin, rendering him nearly impossible to hit.

Whirling Staff 3
Staff Mastery Level 2020 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Staff.
Whirling Staff 3 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained.
The actor whirls his staff in a vicious spin, rendering him nearly impossible to hit.

Bludgeon Repulsion 1
Bludgeon Mastery Level 1010 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Bludgeon.
Bludgeon Repulsion 1 grants a bonus of 10 points, to statistics: Defense Class. This effect lasts while maintained.
The actor wards off his enemies with his bludgeon, brutally inhibiting their attacks.

Bludgeon Repulsion 2
Bludgeon Mastery Level 1515 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Bludgeon.
Bludgeon Repulsion 2 grants a bonus of 15 points, to statistics: Defense Class. This effect lasts while maintained.
The actor wards off his enemies with his bludgeon, brutally inhibiting their attacks.

Bludgeon Repulsion 3
Bludgeon Mastery Level 2020 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Bludgeon.
Bludgeon Repulsion 3 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained.
The actor wards off his enemies with his bludgeon, brutally inhibiting their attacks.

Tremendous Axe Strike 1
Axe Mastery Level 1010 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Axe.
Tremendous Axe Strike 1 grants a bonus of 10 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor deals a tremendous blow with his axe, hewing through his enemies' armor.

Tremendous Axe Strike 2
Axe Mastery Level 1515 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Axe.
Tremendous Axe Strike 2 grants a bonus of 15 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor deals a tremendous blow with his axe, hewing through his enemies' armor.

Tremendous Axe Strike 3
Axe Mastery Level 2020 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Axe.
Tremendous Axe Strike 3 grants a bonus of 20 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor deals a tremendous blow with his axe, hewing through his enemies' armor.

Power Bowshot 1
Bow Mastery Level 1010 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Bow.
Power Bowshot 1 grants a bonus of 10 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor fires his bow with extra power, sending arrows with jarring velocity.

Power Bowshot 2
Bow Mastery Level 1515 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Bow.
Power Bowshot 2 grants a bonus of 15 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor fires his bow with extra power, sending arrows with jarring velocity.

Power Bowshot 3
Bow Mastery Level 2020 energy (ongoing)casterPower
This power requires the actor use a weapon of type: Bow.
Power Bowshot 3 grants a bonus of 20 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor fires his bow with extra power, sending arrows with jarring velocity.

Song of Inspiration 1

Singing Level 01 energy (ongoing)75 feetMusicalMultiple allies
Song of Inspiration 1 has a difficulty of 50.
Song of Inspiration 1 grants a bonus of 5 points, to statistics: Attack Bonus, Defense Class. This effect lasts while maintained.
The actor sings a Song of Inspiration, driving his allies on to success in battle.

Song of Inspiration 2

Improved Singing Level 55 energy (ongoing)75 feetMusicalMultiple allies
Song of Inspiration 2 has a difficulty of 75.
Song of Inspiration 2 grants a bonus of 10 points, to statistics: Attack Bonus, Defense Class. This effect lasts while maintained.
The actor sings a Song of Inspiration, driving his allies on to success in battle.

Song of Inspiration 3

Masterful Singing Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Inspiration 3 has a difficulty of 100.
Song of Inspiration 3 grants a bonus of 15 points, to statistics: Attack Bonus, Defense Class. This effect lasts while maintained.
The actor sings a Song of Inspiration, driving his allies on to success in battle.

Song of Inspiration 4

Masterful Singing Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Inspiration 4 has a difficulty of 125.
Song of Inspiration 4 grants a bonus of 20 points, to statistics: Attack Bonus, Defense Class. This effect lasts while maintained.
The actor sings a Song of Inspiration, driving his allies on to success in battle.

Song of Inspiration 5

Masterful Singing Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Inspiration 5 has a difficulty of 150.
Song of Inspiration 5 grants a bonus of 25 points, to statistics: Attack Bonus, Defense Class. This effect lasts while maintained.
The actor sings a Song of Inspiration, driving his allies on to success in battle.

Song of Endurance 1

Battle Music Level 55 energy (ongoing)75 feetMusicalMultiple allies
Song of Endurance 1 has a difficulty of 75.
Song of Endurance 1 grants a bonus of 2 points, to statistics: Durability. This effect lasts while maintained.
Song of Endurance 1 grants a bonus of 5 points, to statistics: Material. This effect lasts while maintained.
The actor sings a song of Endurance, propelling his allies to feats of incredible stamina.

Song of Rage 1

Battle Music Level 55 energy (ongoing)75 feetMusicalMultiple allies
Song of Rage 1 has a difficulty of 75.
Song of Rage 1 grants a bonus of 2 points, to statistics: Strength. This effect lasts while maintained.
Song of Rage 1 grants a bonus of 5 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor sings a song of Rage, driving his allies into a fury against their enemies.

Song of Rage 2

Battle Music Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Rage 2 has a difficulty of 100.
Song of Rage 2 grants a bonus of 4 points, to statistics: Strength. This effect lasts while maintained.
Song of Rage 2 grants a bonus of 10 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor sings a song of Rage, driving his allies into a fury against their enemies.

Song of Endurance 2

Battle Music Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Endurance 2 has a difficulty of 100.
Song of Endurance 2 grants a bonus of 4 points, to statistics: Durability. This effect lasts while maintained.
Song of Endurance 2 grants a bonus of 10 points, to statistics: Material. This effect lasts while maintained.
Grants resistance +5 against spells of type Material. This effect lasts while maintained.
The actor sings a song of Endurance, propelling his allies to feats of incredible stamina.

Song of Endurance 3

Battle Music Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Endurance 3 has a difficulty of 125.
Song of Endurance 3 grants a bonus of 6 points, to statistics: Durability. This effect lasts while maintained.
Song of Endurance 3 grants a bonus of 15 points, to statistics: Material. This effect lasts while maintained.
Grants resistance +5 against spells of type Material. This effect lasts while maintained.
The actor sings a song of Endurance, propelling his allies to feats of incredible stamina.

Song of Rage 3

Battle Music Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Rage 3 has a difficulty of 125.
Song of Rage 3 grants a bonus of 6 points, to statistics: Strength. This effect lasts while maintained.
Song of Rage 3 grants a bonus of 15 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor sings a song of Rage, driving his allies into a fury against their enemies.

Song of Endurance 4

Battle Music Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Endurance 4 has a difficulty of 150.
Song of Endurance 4 grants a bonus of 8 points, to statistics: Durability. This effect lasts while maintained.
Song of Endurance 4 grants a bonus of 20 points, to statistics: Material. This effect lasts while maintained.
Grants resistance +5 against spells of type Material. This effect lasts while maintained.
The actor sings a song of Endurance, propelling his allies to feats of incredible stamina.

Song of Rage 4

Battle Music Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Rage 4 has a difficulty of 150.
Song of Rage 4 grants a bonus of 8 points, to statistics: Strength. This effect lasts while maintained.
Song of Rage 4 grants a bonus of 20 points, to statistics: Attack Damage. This effect lasts while maintained.
The actor sings a song of Rage, driving his allies into a fury against their enemies.

Song of Courage 1

Heroic Music Level 55 energy (ongoing)75 feetMusicalMultiple allies
Song of Courage 1 has a difficulty of 75.
Song of Courage 1 grants a bonus of 10 points, to statistics: Spiritual/Illusion. This effect lasts while maintained.
Grants resistance +5 against spells of type Spiritual/Illusion. This effect lasts while maintained.
Song of Courage 1 grants a bonus of 5 points, to statistics: Attack Bonus. This effect lasts while maintained.
Song of Courage 1 grants a bonus of 5 points, to statistics: Defense Class. This effect lasts while maintained.
The actor sings a song of Courage, granting his allies bravery in the face of danger.

Song of Persuasion 1

Heroic Music Level 55 energy (ongoing)75 feetMusicalMultiple allies
Song of Persuasion 1 has a difficulty of 75.
Song of Persuasion 1 grants a bonus of 2 points, to statistics: Personality. This effect lasts while maintained.
Song of Persuasion 1 grants a bonus of 25 points, to statistics: Diplomacy. This effect lasts while maintained.
The actor sings a song of Persuasion, granting his allies powerful charismatic abilities.

Song of Courage 2

Heroic Music Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Courage 2 has a difficulty of 100.
Grants immunity against spells of type Spiritual/Illusion. This effect lasts while maintained.
Song of Courage 2 grants a bonus of 10 points, to statistics: Attack Bonus. This effect lasts while maintained.
Song of Courage 2 grants a bonus of 10 points, to statistics: Defense Class. This effect lasts while maintained.
The actor sings a song of Courage, granting his allies bravery in the face of danger.

Song of Persuasion 2

Heroic Music Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Persuasion 2 has a difficulty of 100.
Song of Persuasion 2 grants a bonus of 4 points, to statistics: Personality. This effect lasts while maintained.
Song of Persuasion 2 grants a bonus of 50 points, to statistics: Diplomacy. This effect lasts while maintained.
The actor sings a song of Persuasion, granting his allies powerful charismatic abilities.

Song of Courage 3

Heroic Music Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Courage 3 has a difficulty of 125.
Grants immunity against spells of type Spiritual/Illusion. This effect lasts while maintained.
Song of Courage 3 grants a bonus of 15 points, to statistics: Attack Bonus. This effect lasts while maintained.
Song of Courage 3 grants a bonus of 15 points, to statistics: Defense Class. This effect lasts while maintained.
The actor sings a song of Courage, granting his allies bravery in the face of danger.

Song of Persuasion 3

Heroic Music Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Persuasion 3 has a difficulty of 125.
Song of Persuasion 3 grants a bonus of 6 points, to statistics: Personality. This effect lasts while maintained.
Song of Persuasion 3 grants a bonus of 75 points, to statistics: Diplomacy. This effect lasts while maintained.
The actor sings a song of Persuasion, granting his allies powerful charismatic abilities.

Song of Courage 4

Heroic Music Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Courage 4 has a difficulty of 150.
Grants immunity against spells of type Spiritual/Illusion. This effect lasts while maintained.
Song of Courage 4 grants a bonus of 20 points, to statistics: Attack Bonus. This effect lasts while maintained.
Song of Courage 4 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained.
The actor sings a song of Courage, granting his allies bravery in the face of danger.

Song of Persuasion 4

Heroic Music Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Persuasion 4 has a difficulty of 150.
Song of Persuasion 4 grants a bonus of 8 points, to statistics: Personality. This effect lasts while maintained.
Song of Persuasion 4 grants a bonus of 100 points, to statistics: Diplomacy. This effect lasts while maintained.
The actor sings a song of Persuasion, granting his allies powerful charismatic abilities.

Song of Silence 1

Shadow Music Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Silence 1 has a difficulty of 100.
Song of Silence 1 grants a bonus of 50 points, to statistics: Stealth. This effect lasts while maintained.
Song of Silence 1 grants a bonus of 20 points, to statistics: Defense Class. This effect lasts while maintained.
The actor sings a song of Silence, wrapping his allies in a shroud of secrecy.

Song of Cunning 1

Shadow Music Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Cunning 1 has a difficulty of 100.
Song of Cunning 1 grants a bonus of 4 points, to statistics: Agility. This effect lasts while maintained.
Song of Cunning 1 grants a bonus of 10 points, to statistics: Energetic. This effect lasts while maintained.
Grants resistance +5 against spells of type Energetic. This effect lasts while maintained.
The actor sings a song of Cunning, and his allies gain elusiveness and trickery.

Song of Quickness 1

Shadow Music Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Quickness 1 has a difficulty of 100.
Song of Quickness 1 grants a bonus of 4 points, to statistics: Agility. This effect lasts while maintained.
Song of Quickness 1 grants a bonus of 5 points, to statistics: Action Speed, Movement Speed. This effect lasts while maintained.
The actor sings a song of Quickness, and his allies move with increased speed and dexterity.

Song of Cunning 2

Shadow Music Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Cunning 2 has a difficulty of 125.
Song of Cunning 2 grants a bonus of 6 points, to statistics: Agility. This effect lasts while maintained.
Song of Cunning 2 grants a bonus of 15 points, to statistics: Energetic. This effect lasts while maintained.
Grants resistance +5 against spells of type Energetic. This effect lasts while maintained.
The actor sings a song of Cunning, and his allies gain elusiveness and trickery.

Song of Silence 2

Shadow Music Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Silence 2 has a difficulty of 125.
Song of Silence 2 grants a bonus of 75 points, to statistics: Stealth. This effect lasts while maintained.
Song of Silence 2 grants a bonus of 30 points, to statistics: Defense Class. This effect lasts while maintained.
The actor sings a song of Silence, wrapping his allies in a shroud of secrecy.

Song of Quickness 2

Shadow Music Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Quickness 2 has a difficulty of 125.
Song of Quickness 2 grants a bonus of 6 points, to statistics: Agility. This effect lasts while maintained.
Song of Quickness 2 grants a bonus of 7 points, to statistics: Action Speed, Movement Speed. This effect lasts while maintained.
The actor sings a song of Quickness, and his allies move with increased speed and dexterity.

Song of Cunning 3

Shadow Music Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Cunning 3 has a difficulty of 150.
Song of Cunning 3 grants a bonus of 8 points, to statistics: Agility. This effect lasts while maintained.
Song of Cunning 3 grants a bonus of 20 points, to statistics: Energetic. This effect lasts while maintained.
Grants resistance +5 against spells of type Energetic. This effect lasts while maintained.
The actor sings a song of Cunning, and his allies gain elusiveness and trickery.

Song of Silence 3

Shadow Music Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Silence 3 has a difficulty of 150.
Song of Silence 3 grants a bonus of 100 points, to statistics: Stealth. This effect lasts while maintained.
Song of Silence 3 grants a bonus of 40 points, to statistics: Defense Class. This effect lasts while maintained.
The actor sings a song of Silence, wrapping his allies in a shroud of secrecy.

Song of Quickness 3

Shadow Music Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Quickness 3 has a difficulty of 150.
Song of Quickness 3 grants a bonus of 8 points, to statistics: Agility. This effect lasts while maintained.
Song of Quickness 3 grants a bonus of 10 points, to statistics: Action Speed, Movement Speed. This effect lasts while maintained.
The actor sings a song of Quickness, and his allies move with increased speed and dexterity.

Song of Mysticism 1

Wondrous Music Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Mysticism 1 has a difficulty of 100.
Song of Mysticism 1 grants a bonus of 4 points, to statistics: Personality. This effect lasts while maintained.
Song of Mysticism 1 grants a bonus of 10 points, to statistics: Spellcasting. This effect lasts while maintained.
The actor sings a song of Mysticism, and his allies have their magical abilities improved.

Song of Willpower 1

Wondrous Music Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Willpower 1 has a difficulty of 100.
Song of Willpower 1 grants a bonus of 10 points, to statistics: Spiritual, Spiritual/Charm. This effect lasts while maintained.
Grants resistance +5 against spells of type Spiritual. This effect lasts while maintained.
Grants resistance +5 against spells of type Spiritual/Charm. This effect lasts while maintained.
The actor sings a song of Willpower, granting his allies indomitable control of their minds.

Song of Concentration 1

Wondrous Music Level 1010 energy (ongoing)75 feetMusicalMultiple allies
Song of Concentration 1 has a difficulty of 100.
Song of Concentration 1 grants a bonus of 4 points, to statistics: Intelligence. This effect lasts while maintained.
Song of Concentration 1 grants a bonus of 50 points, to statistics: Locks. This effect lasts while maintained.
The actor sings a song of Concentration, and his allies have their mental facilities enhanced.

Song of Mysticism 2

Wondrous Music Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Mysticism 2 has a difficulty of 125.
Song of Mysticism 2 grants a bonus of 6 points, to statistics: Personality. This effect lasts while maintained.
Song of Mysticism 2 grants a bonus of 15 points, to statistics: Spellcasting. This effect lasts while maintained.
The actor sings a song of Mysticism, and his allies have their magical abilities improved.

Song of Willpower 2

Wondrous Music Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Willpower 2 has a difficulty of 125.
Song of Willpower 2 grants a bonus of 15 points, to statistics: Spiritual. This effect lasts while maintained.
Grants resistance +5 against spells of type Spiritual. This effect lasts while maintained.
Grants immunity against spells of type Spiritual/Charm. This effect lasts while maintained.
The actor sings a song of Willpower, granting his allies indomitable control of their minds.

Song of Concentration 2

Wondrous Music Level 1515 energy (ongoing)75 feetMusicalMultiple allies
Song of Concentration 2 has a difficulty of 125.
Song of Concentration 2 grants a bonus of 6 points, to statistics: Intelligence. This effect lasts while maintained.
Song of Concentration 2 grants a bonus of 75 points, to statistics: Locks. This effect lasts while maintained.
The actor sings a song of Concentration, and his allies have their mental facilities enhanced.

Song of Mysticism 3

Wondrous Music Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Mysticism 3 has a difficulty of 150.
Song of Mysticism 3 grants a bonus of 8 points, to statistics: Personality. This effect lasts while maintained.
Song of Mysticism 3 grants a bonus of 20 points, to statistics: Spellcasting. This effect lasts while maintained.
The actor sings a song of Mysticism, and his allies have their magical abilities improved.

Song of Willpower 3

Wondrous Music Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Willpower 3 has a difficulty of 150.
Song of Willpower 3 grants a bonus of 20 points, to statistics: Spiritual. This effect lasts while maintained.
Grants resistance +5 against spells of type Spiritual. This effect lasts while maintained.
Grants immunity against spells of type Spiritual/Charm. This effect lasts while maintained.
The actor sings a song of Willpower, granting his allies indomitable control of their minds.

Song of Concentration 3

Wondrous Music Level 2020 energy (ongoing)75 feetMusicalMultiple allies
Song of Concentration 3 has a difficulty of 150.
Song of Concentration 3 grants a bonus of 8 points, to statistics: Intelligence. This effect lasts while maintained.
Song of Concentration 3 grants a bonus of 100 points, to statistics: Locks. This effect lasts while maintained.
The actor sings a song of Concentration, and his allies have their mental facilities enhanced.

Stout Fortitude 1
Improved Material Level 1010 energy (ongoing)casterPower
Stout Fortitude 1 grants a bonus of 5 points, to statistics: Material. This effect lasts while maintained.
Grants resistance +10 against spells of type Material. This effect lasts while maintained.
The actor stands stout before the onslaught!

Stout Fortitude 2
Improved Material Level 1515 energy (ongoing)casterPower
Stout Fortitude 2 grants a bonus of 10 points, to statistics: Material. This effect lasts while maintained.
Grants resistance +10 against spells of type Material. This effect lasts while maintained.
The actor stands stout before the onslaught!

Stout Fortitude 3
Improved Material Level 2020 energy (ongoing)casterPower
Stout Fortitude 3 grants a bonus of 15 points, to statistics: Material. This effect lasts while maintained.
Grants resistance +10 against spells of type Material. This effect lasts while maintained.
The actor stands stout before the onslaught!

Acrobatic Escape 1
Improved Energetic Level 1010 energy (ongoing)casterPower
Acrobatic Escape 1 grants a bonus of 5 points, to statistics: Energetic. This effect lasts while maintained.
Grants resistance +10 against spells of type Energetic. This effect lasts while maintained.
The actor acrobats wildly around, weaving, bobbing and dodging in all directions.

Acrobatic Escape 2
Improved Energetic Level 1515 energy (ongoing)casterPower
Acrobatic Escape 2 grants a bonus of 10 points, to statistics: Energetic. This effect lasts while maintained.
Grants resistance +10 against spells of type Energetic. This effect lasts while maintained.
The actor acrobats wildly around, weaving, bobbing and dodging in all directions.

Acrobatic Escape 3
Improved Energetic Level 2020 energy (ongoing)casterPower
Acrobatic Escape 3 grants a bonus of 15 points, to statistics: Energetic. This effect lasts while maintained.
Grants resistance +10 against spells of type Energetic. This effect lasts while maintained.
The actor acrobats wildly around, weaving, bobbing and dodging in all directions.

Resolute Belief 1
Improved Spiritual Level 1010 energy (ongoing)casterPower
Resolute Belief 1 grants a bonus of 5 points, to statistics: Spiritual. This effect lasts while maintained.
Grants resistance +10 against spells of type Spiritual. This effect lasts while maintained.
The actor stays strong in his beliefs, resisting all attempts to affect his mind.

Resolute Belief 2
Improved Spiritual Level 1515 energy (ongoing)casterPower
Resolute Belief 2 grants a bonus of 10 points, to statistics: Spiritual. This effect lasts while maintained.
Grants resistance +10 against spells of type Spiritual. This effect lasts while maintained.
The actor stays strong in his beliefs, resisting all attempts to affect his mind.

Resolute Belief 3
Improved Spiritual Level 2020 energy (ongoing)casterPower
Resolute Belief 3 grants a bonus of 15 points, to statistics: Spiritual. This effect lasts while maintained.
Grants resistance +10 against spells of type Spiritual. This effect lasts while maintained.
The actor stays strong in his beliefs, resisting all attempts to affect his mind.

Full Faction List

Church of the All Father
The All Father is the god of knowledge, civilization, and magic. His followers are known both for their compassion and their sense of justice, and seek to help the peoples of the Middle World to the best of their abilities.

Spell-casting followers of the All Father are recommended to have the Religion skill, and gain spells from the High Magic, Cosmic Magic, and Energy Magic domains. His followers often wield a heavy blade as the weapon of their choice.

Rank 1 (Level 5) - Acolyte

Spells/Powers:
Items For Sale:
Rank 2 (Level 8) - Priest/Priestess

Spells/Powers:
Items For Sale:
Rank 3 (Level 11) - Elder

Spells/Powers:
Items For Sale:
Rank 4 (Level 15) - Bishop

Spells/Powers:
Items For Sale:

School of Divination
The School of Divination, one of the schools of Ye Moste Highe Order of the Auguste Wizardes, specializes in supernatural knowledge and manipulating the forces of the cosmos. Its members are undeniably experts at scrying and other magical information gathering, as well as manipulation of the minds of enemies, and occasionally allies. More even than the other schools of the Order, the members of this school tend towards fractious arguments and contests of ego, on subjects that seem completely inscrutable to the outsider. Diviners specialize in Cosmic Magic and Spirit Magic, gathering knowledge, influencing minds, and summoning cosmic forces to the aid of the wizard.

The main benefit of the School of Divination are the many spell scrolls available, particularly of Cosmic or Spirit magics. As such, members are strongly recommended to have the Arcane Magic skill, as well as one of the skills Cosmic Magic or Spirit Magic.

Rank 1 (Level 5) - Apprentice

Items For Sale:
Rank 2 (Level 8) - Magician

Items For Sale:
Rank 3 (Level 11) - Wizard/Wizardess

Items For Sale:
Rank 4 (Level 15) - Diviner

Items For Sale:

School of Elementalists
Members of the School of Elementalists tend to be a little more worldly and practical than members from the other schools of Ye Moste Highe Order of the Auguste Wizardes. Perhaps that is a necessity to survive while harnessing the dangerous and sometimes explosive magics that they wield. Elementalists specialize in Elemental Magic and Energy Magic, summoning elemental energies, and sometimes even creatures, from the elemental worlds.

The main benefit of the School of Elementalists are the many spell scrolls available, particularly of Elemental or Energy magics. As such, members are strongly recommended to have the Arcane Magic skill, as well as one of the skills Elemental Magic or Energy Magic.

Rank 1 (Level 5) - Apprentice

Items For Sale:
Rank 2 (Level 8) - Magician

Items For Sale:
Rank 3 (Level 11) - Wizard/Wizardess

Items For Sale:
Rank 4 (Level 15) - Elementalist

Items For Sale:

School of High Wizardry
If Ye Moste Highe Order of the Auguste Wizardes is the most pompous magical institution, the School of High Wizardry is the most pompous school in the organization. Specializing in High Magic, the magic of magic itself, witches and wizards of the School of High Wizardry often seem academic in nature, but harness the most powerful of magics. Strangely, mages of this school often have an interest in the basest of magics as well, the spells of Void Magic.

The main benefit of the School of High Wizardry are the many spell scrolls available, particularly of High and Void magics. As such, members are strongly recommended to have the Arcane Magic skill, as well as one of the skills High Magic or Void Magic.

Rank 1 (Level 5) - Apprentice

Items For Sale:
Rank 2 (Level 8) - Magician

Items For Sale:
Rank 3 (Level 11) - Wizard/Wizardess

Items For Sale:
Rank 4 (Level 15) - Mage

Items For Sale:

Church of the Maiden
The Maiden is the goddess of love and beauty. Her followers will do anything to help those in need, the helpless and the downtrodden.

Spell-casting followers of the Maiden are recommended to have the Religion skill, and gain spells from the Cosmic Magic, Spirit Magic, and Energy Magic domains. Her followers often wield a light blade as the weapon of their choice.

Rank 1 (Level 5) - Acolyte

Spells/Powers:
Items For Sale:
Rank 2 (Level 8) - Priest/Priestess

Spells/Powers:
Items For Sale:
Rank 3 (Level 11) - Elder

Spells/Powers:
Items For Sale:
Rank 4 (Level 15) - Bishop

Spells/Powers:
Items For Sale:

Church of the Mother
The Mother is the goddess of fertility and nature. The Mother takes many forms, sometimes as a pregnant woman, sometimes garbed only in leaves. The Mother's followers are often fiercely devoted to the the ideal that all should have the ability to raise offspring, and sometimes to the cause of nature flourishing unimpeded by civilization.

Spell-casting followers of the Mother are recommended to have the Religion skill, and gain spells from the Life Magic, Spirit Magic, and Matter Magic domains. Her followers often wield a quarterstaff as the weapon of their choice.

Rank 1 (Level 5) - Acolyte

Spells/Powers:
Items For Sale:
Rank 2 (Level 8) - Priest/Priestess

Spells/Powers:
Items For Sale:
Rank 3 (Level 11) - Elder

Spells/Powers:
Items For Sale:
Rank 4 (Level 15) - Bishop

Spells/Powers:
Items For Sale:

Imperial Order of Natural Philosophers
Created by decree of the Ovidian Emperor, the Order of Natural Philosophers is tasked with studying the world in all its varied grandeur. Philosophers explore, study, and investigate, but since they actually explore the world with its hazards, they do tend to have training in some martial or magical art.

Members of the Order of Natural Philosophers learn skills dealing with bludgeons, staves, bows, dual-wielding, two-handed weapons, and mental resolution. Magical oriented members of the Order get access to scrolls and magical items dealing with Matter Magic.

Rank 1 (Level 5) - Associate

Items For Sale:
Rank 2 (Level 8) - Investigator

Spells/Powers:
Items For Sale:
Rank 3 (Level 11) - Philosopher

Items For Sale:
Rank 4 (Level 15) - Senior Philosopher

Spells/Powers:
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Verdant Rangers of Northfell
The Northfell is a wild and sparsely populated kingdom, so the soldiers of the kingdom are better versed in wilderness lore than in standard soldiery. The Rangers of Northfell are nonetheless formidible warriors, often with blade and bow. The Rangers take a variety of folks into their ranks, men, elves, dwarves, stalwart fighters, stealthy scouts, tricksy mages, and all look out for the interest of the common folks of Northfell.

Rangers of Northfell gain powers related to heavy blades, bows, and dodging. Spellcasters get access to the full range of Spirit Magic items and scrolls.

Rank 1 (Level 5) - Lookout

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Rank 2 (Level 8) - Guard

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Rank 3 (Level 11) - Ranger

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Rank 4 (Level 15) - Master Ranger

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Shadow Guild
The Shadow Guild is a loose confederation of merchant organizations and thieves guilds throughout the Middle World. Shadow Guild members range from providing clandestine but legitimate services to mercantile organizations, to outright brigandry.

Shadow Guild chapters provide training in a variety of areas for all classes. Blades and bows are common weapons, and members sometimes learn dodging and singing skills. Finally, Shadow Guild mages have access to a full array of Spirit Magic scrolls and items.

Rank 1 (Level 5) - Apprentice

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Rank 2 (Level 8) - Footpad

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Rank 3 (Level 11) - Guild Thief

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Rank 4 (Level 15) - Master Thief

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Church of Siffa Silverleaf
Siffa Silverleaf is the goddess of elves, freedom, and madness. Siffa's followers reject authority, often taking eccentric and controversial actions for little apparent reason. Siffa is known to appear as an elven archer with a dangerous glint in her eyes.

Spell-casting followers of Siffa are recommended to have the Religion skill, and gain spells from the Spirit Magic, High Magic, and Void Magic domains. Her followers often wield a bow as the weapon of their choice.

Rank 1 (Level 5) - Acolyte

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Rank 2 (Level 8) - Priest/Priestess

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Rank 3 (Level 11) - Elder

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Rank 4 (Level 15) - Bishop

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Skalds of the Granite Isles
Sit down, raise your mugs, and listen to a glorious song, my friends! The Skalds began as a troupe of wandering bards, leaving the Granite Isles to travel the world. Soon, more troupes sprung up, and now the Skalds have wandering minstrels from all lands and races of the Middle World!

The Skalds primarily specialize in singing skills, and grant a large number of powers to their members. Skalds often wield axes and shields, and there are even Skald spellcasters who ably use Energy Magic spells.

Rank 1 (Level 5) - Apprentice

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Rank 2 (Level 8) - Minstrel

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Rank 3 (Level 11) - Bard

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Rank 4 (Level 15) - Skald

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Church of Thunor
Thunor is the god of storms, war, and revolution. His followers stand up for the oppressed, find rules and laws onerous, and have little respect for authority.

Spell-casting followers of Thunor are recommended to have the Religion skill, and gain spells from the Elemental Magic, Energy Magic, and Matter Magic domains. His followers often wield a bludgeon as the weapon of their choice.

Rank 1 (Level 5) - Acolyte

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Rank 2 (Level 8) - Priest/Priestess

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Rank 3 (Level 11) - Elder

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Rank 4 (Level 15) - Bishop

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School of Transmutation
The School of Transmutation houses the least selfish and most generous members of Ye Moste Highe Order of the Auguste Wizardes, admittedly a low bar. The school specializes in manipulation and transformation of life and matter itself, including many of the life-saving healing spells. Even the healers, though, can be sucked into maddening competitions of magic that serve little practical purposes. Transmuters specialize in Life Magic and Matter Magic, manipulating bodies and substances with great proficiency.

The main benefit of the School of Transmutation are the many spell scrolls available, particularly of Life or Matter magics. As such, members are strongly recommended to have the Arcane Magic skill, as well as one of the skills Life Magic or Matter Magic.

Rank 1 (Level 5) - Apprentice

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Rank 2 (Level 8) - Magician

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Rank 3 (Level 11) - Wizard/Wizardess

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Rank 4 (Level 15) - Transmuter

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Church of Tyr
Tyr is the god of law, blacksmiths, and dwarves. His followers uphold the rule of law at all costs. Tyr often appears as a sturdy dwarven blacksmith, wielding a mighty two-handed axe.

Spell-casting followers of Tyr are recommended to have the Religion skill, and gain spells from the Matter Magic, Life Magic, and Elemental Magic domains. His followers often wield an axe as the weapon of their choice.

Rank 1 (Level 5) - Acolyte

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Rank 2 (Level 8) - Priest/Priestess

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Rank 3 (Level 11) - Elder

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Rank 4 (Level 15) - Bishop

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