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Spells

Spells

Thirty spells lie in books and staves beneath the cathedral, and no hero learns them by growing alone — every one must be read, and read again, to deepen it.

A spell demands Magic before it will answer at all, and mana each time it does. The book level is the character level at which its tome becomes readable; a dash means there is no book, and the spell must be drawn from a staff or is no spell at all.

36 entries shown

Spell Element Magic required Mana Book level Staff level Book price
Firebolt Fire 15 6 1 1 100
Healing
may be cast in town
Magic 17 5 1 1 100
Lightning Lightning 20 10 4 3 300
Flash Lightning 33 30 5 4 750
Identify
may be cast in town
Magic 23 13
Fire Wall Fire 27 28 3 2 600
Town Portal Magic 20 35 3 3 300
Stone Curse Magic 51 60 6 5 1,200
Infravision Magic 36 40
Phasing Magic 39 12 7 6 350
Mana Shield Magic 25 33 6 5 1,600
Fireball Fire 48 16 8 7 800
Guardian Fire 61 50 9 8 1,400
Chain Lightning Lightning 54 30 8 7 1,100
Flame Wave Fire 54 35 9 8 1,000
Doom Serpents Unused Lightning
Blood Ritual Unused Magic
Nova Magic 87 60 10 2,100
Invisibility Unused Magic
Inferno Fire 20 11 3 2 200
Golem Fire 81 100 11 9 1,800
Rage Magic 15
Teleport Magic 105 35 14 12 2,000
Apocalypse Fire 149 150 15 3,000
Etherealize Magic 93 100 2,600
Item Repair Skill
may be cast in town
Magic
Staff Recharge Skill
may be cast in town
Magic
Trap Disarm Skill Magic
Elemental Fire 68 35 8 6 1,050
Charged Bolt Lightning 25 6 1 1 100
Holy Bolt Magic 20 7 1 1 100
Resurrect
may be cast in town
Magic 30 20 5 400
Telekinesis Magic 33 15 2 2 250
Heal Other
may be cast in town
Magic 17 5 1 1 100
Blood Star Magic 70 25 14 13 2,750
Bone Spirit Magic 34 24 9 7 1,150

No spell answers to that search.

Drawn from the game's own spell table, which holds thirty-six entries: thirty real spells, three class skills, and three that were cut before release and never reached a player's hands. All are listed, and the badge says which is which.

Classes Back to the Game Database