Creative Invocations
Suggestions on using your spells to the fullest
By Palooka
The Wizard Circle
The wizard circle of spells is based on the manipulation of the elemental forces of electricity (air), water, fire and earth or combinations of these forces.  Understanding the nature of you foe will be extremely helpful in choosing what spell to invoke.  For an obvious example, answer this question:  Which spell would you use in battling an Ice Giant?   A stream of water, or a stream of fire?  Duh...   Toast his buttocks!
This guide to creative spell use will give you hints as to how to effectively use your spells against certain creatures as well as tricks to using magic to amaze your friends, frighten you enemies and enhance role play.
901-minor shock, your first aimed spell.  You shoot a small, rather weak  bolt of electricity at a target. This spell is pretty useless on leather armored creatures (like kobolds) but does a number on unarmored foes, IE. Giant Rats.. By the time you start to fight things using heavier armor, you will have major shock, which can make you forget about this little spell. I however, use it frequently to this day for a quick stun attack when helping younger folks hunt, or when fighting an enemy wearing metal armor.  Remember to use the properties of the elements to your advantage.
*Special-  If you cast this at yourself, or another player while in the defensive stance, you create a static electric charge that makes their hair stand up on end.  Great little trick at parties.  (this is the spell found in silver wands)
902-minor edge- A truly indispensable spell during the younger years. Holding a normal, mundane weapon (no blessings or other enchants, of non magical metal) in your right hand, cast this spell to add + 15 to your AS when attacking with that weapon. It will also fail for weapons that have special properties like feras, drake, frost covered weapons and crit weighted blades. It lasts for a number of swings equal to the caster’s level.
903-minor water, your first good aimed spell. You hurl a stream of compressed water at your opponent like a firefighter's hose. Though this spell does not have an inverse effect with armor, minor water deals great damage.  Obviously, you'll use minor water forever against fire using creatures.
*Special- When cast at a target while in the guarded or defensive stances, you send out a stream of water that scours the target clean.  Great for those fools who handle the rolton dung in the Pasture.  Also, some traps on boxes will explode causing the locksmith to set themselves on fire.  A quick thinking wizard using this spell in a defensive stance can assist in putting out a smoldering friend. (this is the spell found in aqua wands)  When using aqua wands against undead, have a cleric bless the wand.  You'll be hurling a devestating stream of Holy water at the beast!
904-minor acid.  Now we're getting into the more potent attack spells.  Like minor water, a compressed stream of hydrochloric acid is sent out from the palm of the caster's hand toward the target.  This spell can be devastating against most creatures whether or not they have on armor.  It seems to be less effective against some undead, so feel free to experiment with this and water to find the best spell against your present opponent. (this is the spell found in crystal wands)
905-elemental refraction. This is one of the most neglected spells in your book, but one of the best forms of defense.  It takes a lot of mana to build up the protection for any length of time, but it's worth it.  The spell makes you appear to be a bit to the side from where you really are. It will not completely deter your opponent, but will cause confusion enough to give you + 20 DS. Lasts for 10 seconds times the caster's level, so its not really worth using until your about level 20.
906-minor fire, a very powerful aimed spell. You hurl a stream of fire at your opponent. This deals a huge amount of damage and will stop most creatures dead in their tracks.  Minor fire is the spell of choice for most wizards.
*Special- one cool little thing about this spells is that if cast at inanimate objects, it heats them up until the glow and then slowly cool off.  Nothing special, just a little observation.  (this spell is the one found in golden wands)
907-major cold. You hurl a ball of cold about 1 foot in diameter at the target. This will almost always hit because of the explosion at the end, but I suggest that you reserve this spell for creatures that resist minor fire, such as Fire Guardians and Lava Golems.  (this is the spell found in slender blue wands)
908-major fire. Same deal with 906 except instead of a concentrated stream of flame, you hurl a roaring ball of fire at your opponent.  It has a chance of hitting groups of critters because of the flameout and small explosion of the ball at the end of the cast, but it seems to do a bit less damage than 906.  Probably because it isn't as concentrated.
909-tremors. Your first earth magic spell!  The ground around you appears to shake and knocks down players and creatures alike. This is an illusion that you are immune to. Because it is not real, no structural damage will occur.  During the time the spell is in effect, if a creature stands they will probably fall down again.  A critter lying on the ground receives a -50 to DS, so its extremely useful in hunting well protected creatures.  Be careful to use it in light player traffic areas, because if passing adventures fall victim to the illusion and fall down when walking by you, they become quite annoyed.
*Special- Because this spell is an illusion, if you cast it in town the constable won't necessarily take you away to jail for endangering the public.  I've seen countless wizards cast this in places where masses of people congregate, such as the small park, or the Town square.  Don't do this.  It will not help you make friends if you cause folks to fall over and get motion sick.
910-major shock. This is a powerful spell that is great for getting rid of an enemy quickly.  You hurl a powerful bolt of lightning which arcs toward the target and will almost always hit, and hit hard. This is the elder mage's spell of choice because 10 mana per cast is a bit expensive.
*Special- I've said that it's common sense to use spells of an opposing element than your target to get the maximum effect from your spells (toast the Ice Giants!)  Here I'd like to explain the dangers of using Complimentary elements against critters.  Do Not use a major shock against something like a Storm Giant which is electrical by nature.  The spell will either heal and strengthen the creature or, heaven forbid!  Reflect and amplify the enchantment and direct it back upon the caster.  Remember this... I'm telling you..  You will feel stupid when that Storm Giant jumps up and down on your fried face after you've zapped yourself with a lightning bolt.
Don't use this spell against Wind Witches, Storm Giants, Wind Wraiths or Thunder Trolls. (get the wind/air element connection here?  Point made.)
911-mass blur.  It casts 503 (Blur) on everyone in the casters group and lasts 30 seconds times the caster's level.
*Special-  Head to the small park in Landing (2 rooms south of the bank) to get massies, or mass spells.  Elder casters will continually be casting 911, 419 (mass elemental defense) and mass natural colors.  Be sure to get these spells before hunting if you aren't a spell caster yourself.  Just join the caster's group and you'll receive the benefit of their spells.
912-call wind. Call wind, in simplest terms, calls a gale force wind to do the caster's bidding. The air in the area begins to blow, knocking down players and enemies alike. If not knocked down, a creature or player will lose their ability to defend unhindered, hence a loss of -50 to DS.
*Special- This spell can be used to dispel things like dangerous gas clouds and poison mists.  I prefer to use Hand of Tonis (505) for this purpose because it's less expensive in terms of mana.
913-death cloud.  Death clouds create a miniature lighting storm which causing lightning to arc out and zap your opponent.  It will not hurt other adventurers, but many people will freak if they walk by and see a cloud hanging around.  Many magic using creatures cast clouds.  It's very difficult for a critter to avoid being struck by the bolts, and can be a devastating spell when hunting.  Clouds are quite  unstable so they may jump to adjoining areas and away from the creatures you hope to defeat.
*Special-  Because this spell is not aimed by the caster, it is a wonderful spell to use if you're not skilled enough to hit the critter with your own aimed bolt spells.  The caster can sit in a defensive stance while the cloud zaps creatures much more powerful than the he or she.  Final note..  Don't cast this spell in town.  You'll terrorize the public and the constable will come and take you to jail for public endangerment.
914-firestorm. Fire falls from the sky into the area. This spell is very powerful and will almost definitely hit everything in the room.  Like death cloud, Fire storm is not aimed by the caster and can effect older, stronger creatures.
*Special-  Note Well!  This spell WILL effect any being not joined to the caster.  This means passers by have a chance of being incinerated by falling blobs of lava.  Do not cast this spell if you think there is a chance of some innocent person strolling by on their way to the pawnshop.  Never cast this in town....   directly to jail- do not pass go, do not collect 200 silvers.
915-weapon fire, This spell is the only one you must actually go and learn by other than training at the inn.  Once you learn 915, you must go to a white pavilion off of east ring road.  There you can learn the spell from a book kept there.  (dark elves are prohibited from entering the pavilion, so if you are of that race, you may never learn this spell.)  If you are successful at hitting an opponent's weapon with weapon fire, it causes the item to flare up and hurt the wielder with a pure elemental blast based upon the element to which the caster is innately attuned.  Let me explain a bit.  Each wizard, at birth is linked to one of the elements.  Some wizards are attuned to fire, others to cold or lightning.  Your elemental affinity shows itself when casting this spell, or the Elemental Blade 411 spell.
916-invisibility. You can figure out what this spell does. If you attack, it will wear off, but it is great for travel through dangerous ground and can get you out of paying tolls to use the gates of towns. It’s fun. Try it sometime.  Invisibility is a great role playing tool.  Nothing is more annoying than an invisible wizard poking, pinching and harassing innocent people passing by.
*Special-  This spell in now able to be imbedded into items using the 420 magic item creation spell.  This is a great small business opportunity!  Rogues will pay dearly to be able to suddenly become invisible and escape if they get caught with their hands in a rich lord's pockets...
917-boil earth. The ground under an opponent boils. Whether it hits depends on the opponent's dexterity and skill in combat maneuvers. If it hits, it will deal significant damage to the opponent's legs and torso and knock them down.  Not too many spells cause terror in the eyes of a foe better than a boil earth.
*Special- don't bother casting this spell on creatures that float such as phantasmas in castle Varunar.  If the subject doesn't fall into the pool of boiling lava there's no damage done.
918-duplicate. Not only does duplicate split the matter of an item and create two of them, it looks really cool in the process.
*Special- Remember that this does not usually work on magic metals and silvers.  You can duplicate most wands and crystals easily.  Remember to hold the item to be duplicated in your right hand, leaving the left hand empty. (the duplicated item will appear in your left hand)  Also, never dupe an already duped item. It will go up in a puff of smoke.
919-wizard shield. This spell gives the target +25 to the DS. It also lasts for 30 seconds times the caster's level.  This is one of the best defensive spells in our arsenal.
920-call familiar. This spell will give you some respect. It will also make people wonder why an owl is speaking with them. You gain control of an animal in the area. The species varies for the area. You can see through their eyes and control what they do. You can also project your voice through the creature. Be careful with your creature because if it dies, you will go into shock. Your familiar remains linked to you for 1 minute times your level.
*Special-  The best thing about having a familiar is seen if for some reason the caster is killed.  The animal Freaks out and runs to town to search for the oldest healer and cleric they can find and tells them you've died and need help immediately.  There have been many times I've arrived in town shortly after being brought back to life to have people comment that My Falcon had been completely insane with worry and squawking to anyone who would listen.  Familiar is just the most interesting spell we possess.
925-enchant item, what wizards are famous for. You can raise the bonus (or create one) on weapons, armor, and shields by +5. This process is complicated enough for guides to be written. Please see the links to the enchanting guides back in my library.
930-familiar gate. You can create a portal to your familiar. It will stay there until one of several things happens. A) The time limit is reached. B) The maximum number of people passes through. C) You pass through.
*Special- This is a very fickle spell.  Seems to me the casting of familiar gate has blown off more of my limbs than on most hunting trips to Teras Island.  The misty gate is very hard to control, and if the wizard screws it up, the gate will seriously injure him or her.  Also, please instruct people going into the gate with you to Go Mist, and not go Gate.  The gate exists for such a short time you need to get folks through quickly.  Remember that the gate closes behind the caster.
The Minor Elemental Circle
401-elemental defense I. The target gains +5 to his DS for one-minute times the level of the caster.  Elemental defense I is 'stackable.' Cast multiple times until the duration is just less than 4 hours.  Over 4 and the spell has passed its limit and will disperse quickly.
402-presence. It lets you know about any hidden or invisible players or creatures in the room. You just know they are present, not where they are.
*Special- I've found that the enhanced awareness afforded by this spell gives a slight advantage when disarming traps or opening locked boxes.  Anyone else seen this effect?
403-picking enchantment enhances the target's picking ability. Gives a base of +10, with an additional +1 for every level of the caster when cast on yourself. +5, and +1 for every two levels of the caster when cast on someone else.  There is also a bonus effect for each training in lockpicking the caster has taken at the inn.
404-disarming enchantment, same deal except with disarming instead of picking.
405-elemental detection. When cast on a creature, player, or item, you gain knowledge of any spells that may be in effect on the target. You learn more with each level such as how much time remains until the spell dissipates.  It's much more difficult for an elemental caster such as we wizards to identify spiritually based spells like those a cleric or sorcerer might cast.  As you gain levels, your abilities with this spell will grow.
406-elemental defense II, same deal as with 401, except you gain +10 to DS.  Stackable
407-unlock. Unlocks chests, doors, and most other locked things (the graveyard gate). This spell depends on your aura and level.
*Special- Mithril and enruned boxes cannot be magically unlocked.
408-disarm. Disarms those chests that will hurt you otherwise. If there is not a trap, or you did not disarm the trap, this spell will appear to have no effect, it will not tell you if there is a trap.  If you see the box pulse with a deep crimson light, you can be assured that a trap was disarmed.  I feel its best to manually inspect for traps (disarm ability and perception) and then cast disarm once you know it is trapped..  just a suggestion.
*Special- Mithril and enruned boxes cannot be magically disarmed.
409-elemental blast. This is like the sorcerer spell mana disrupt. A spiritual warding will apply, and if it works you will deal some damage to your enemy akin to what would happen if the target had fallen from a high place and went splam on the ground.  Crushing or bruising type injuries sustained as the pure elemental energy impacts the target.
410-elemental wave. A wave of elemental energy sweeps through the area knocking down and pinning all that it hits. The wave radiates out from the caster like ripples on a pond.  All those joined to the caster are protected, but passers by may be knocked to the ground.  Don't cast this in town, or you're in deep chocolate pudding with the law.
411-elemental weapon (E-blade). This is like 902, but more powerful. The weapon gets a +20 for swings equal to 3 times the caster's level. The icing on the cake is that your weapon will emit occasional blasts of either cold, fire, or lighting depending upon which element the caster is attuned to from birth.  You must be of sufficient age to hold vultite to be able to wield an e-bladed weapon.
412-weapon deflection. This spell changes the behavior of the air surrounding the target creature, making it more difficult to swing a weapon or aim confidently.  The target gets -25 AS to all attacks for 10 seconds times the caster’s level.
413-elemental saturation. The target gets -25 TD to all spiritual wardings. The target’s defense against this spell is a spiritual warding without the -25.
*Special-  This spell is a great way to assist your cleric or empath companions.  Elemental Saturation will make it much easier for spirit casters to hunt.  When cast you see a dark shadow pass over the target.
414-elemental defense III, same deal as 401, except you gain +25 to DS and spirit warding TD.  See also 419 Mass elemental defense. Stackable
415-elemental strike. This is like 409, but much more powerful and delivers a nasty secondary strike as the victim is forcible thrown to the ground.  Elemental strike is like hitting your enemy with a wrecking ball.  Very effective.
416-piercing gaze. You can see through closed doors, chests, and the like. Some items are resistant to this spell and you will not see inside them.  The best use for this spell is to check inside locked boxes to check the goodies inside.  Like disarming and unlocking boxes however, Mithril and enruned boxes are immune to this spell.
417-elemental dispel. This can have several results:
1) The target loses any spell he was preparing. The target loses mana.
2)The target will lose magic effects presently in effect
3) When cast on an item, it will lose enchantments on it or charges in it.
*Special-  Ok now, this is kind of complex.  When attempting to dispel an effect on a person, first cast 405, elemental detection.  There you can see what spells are presently active on the target.  Dispel uses the 'First cast, first dispelled' concept.  In other words, the oldest enchantment will be the first dispelled.  You can see the order of the spells with the 405 spell.  The dispel will negate the last spell on the list, moving upward.  Keep this in mind when a person has 20 active spells and he wants the recently cast Zealot spell removed.
418-Mana focus. This spell will create a temporary mana focus like there is in Town Square Central for one minute times the level of the caster. This spell has the potential to blow up if not properly cast. May the caster beware.  I prefer to have a bard companion use the song of mana to improve power regeneration.  It's much safer and the bardic song travels with the party.
419-mass elemental defense. This is the spell that will make you very popular and win you friends. This casts 414 on everyone in your group including yourself for 30 seconds times the caster's level. Many people cast this in the small park at landing and you should tip them though they are almost never tipped. Remember, if someone is casting massies, do not be afraid to join in.
*Special- This is the same spell as 414 so be careful not to cast combinations of these two stacked to times greater than 4 hours.  Don't roll your spells.
*Special Number 2- Palooka Thumbles does not accept tips of any kind, (except mana) unless he's running his imbedding business at the well..  Do not tip Palooka or he will become quite angry with you.  Angry Palookas are not pleasant.
420-magic item creation. This spell will allow you to put one of your spells of a lesser level into a specially prepared item. You can create staves, rings, wands, etc. with this spell.
1)  First, use 405 to determine if the item will accept the enchantment.  If the essence flows chaotically around the item, it can't be imbedded.  You should look for a quality such as the essence is strangely attracted to the item.  If you sense that the item is magical in nature, but the essence is NOT attracted to it, then another wizard has forged a bond with it and thus the item will not accept your spell.  You should put it away for a time to allow the first link to fade, then attempt the spell again.
2)  Cast the magic item creation spell at the target item. You will see a nearly invisible thread reach out and connect the caster to the trinket.  Through this link the elemental energy of your spells will flow.
3)  Now for the interesting part.  The actual imbedding of the item must be phrased in with a certain syntax:
imbed <spell #> in <item> using <activator> for <# charges>. 
For example: imbed 401 in ring using rub for 10 charges
4)The 'activators' used in imbedding are raise, rub and wave.  Raise and wave for wands and rub for pins, rings etc.  Wave requires magic item use skill and possibly spell aiming.  Raise does not.
*Note well.  Some spells can't be imbedded into items, such as 920- call familiar.  Also, you should have a general idea about how much total mana an individual item will hold.  For most common items, or if you're just not sure, its usually safe to attempt to place 40 mana in any one item.  That is like 40 charges of 401, 10 charges of 904 or 2 charges of 916.  If you try to imbed too much mana worth of spell charges into an item the imbedding will either 1. Fail (try again from the beginning of the spell), or 2. the item will explode in your hand and probably remove it at the wrist.  Careful with this spell, its a bit tricky to master.  To re-imbed an item, get a grot t'kel potion and pour it onto the item.  If you rub the liquid into the trinket until it's all absorbed then it's retempered and ready to receive the new imbedding.  Black smoke is Bad... if you pour and see smoke, toss the item into the well, because its now useless.
425-elemental targeting. The target will get a bonus his AS = to the caster level for 30 seconds times his level.
430-elemental barrier. The target will gain a bonus to his DS = to the caster's level for 30 seconds times his level.
450-minor elemental. This spell is in the works.  Check the wizard bulletin boards for discussions on what this spell might be like once its implemented.
The Major Elemental Circle
501-sleep. The result depends on how badly the target failed its spiritual warding. If the target fails its warding by 10 or lower, it will shrug off the effects. If it fails the warding by 11-25 it will become dazed for about 10 seconds. Any greater a failure, and it will fall asleep for a minute or two.
*Special- This spell does not effect the undead, and it draws more mana when cast as the age of the target creature goes up.  A rat might take one mana to be put to sleep, 6 mana to nap out a Mongrel Hobgoblin and a lot of mana to put a Roa'ter under.
502-spell store. Once cast, you will have 30 seconds to prepare another spell. Once that spell is prepared, you will have it prepared for a very long time. The time limit is not infinite, but you will use the spell before the time limit is reached 99% of the time.  This spell is invaluable when you are a young wizard and have to deal with a 10 second preparation time.  A very cool thing to imbed into a ring and then just rub the ring and store a spell.
503-blur. The target gains +10 to his DS for 1 minute times the caster's level.  This is a stackable 'personal' version of the 911-Mass Blur spell from the wizard circle.  The effect is to make the target all fuzzy and therefore, more difficult to hit.
*Special 503 and 911, though both are blurring spells, are not the same spell and can be used together to increase your overall defensive strength.  Both 503 and 911 are stackable.
504-Slow I. The target's actions all take 3 seconds longer than usual for 1 minute.
505-Hand of Tonis. This is a very interesting spell.  A whispy hand of elemental wind reaches out, grabs your opponent and squeezes the breath from their lungs, stunning them.  This lowers the DS of the target until they catch their breath.
*Special-  Use the hand of tonis spell to banish nasty poison clouds, or lightning cloud storms.  Cast the spell at the mist and a sudden gust of wind will cause the cloud to dissipate rapidly.  This spell will save lives if people get stunned by an arc from a cloud and aren't able to get away from the area.
506-Haste I. All of the target's actions will take 3 seconds less for 1 minute.
*Special- Great spell to imbed into a pin to wear on your lapel.  Rub the pin and start swinging.  It's also great to haste yourself before attempting to disarm traps or eating healing herbs.
507-Elemental deflection. The target gets bonus to DS for 20 seconds times the level of the caster.  Greatly increases your agility and ability to dodge...
*Special-  This, like 905-elemental refraction, are highly overlooked spells that provide very good defenses, though rather mana intensive.  Stackable.
508-Elemental bias. The target gets +20 to TD for 30 seconds times the caster's level.
*Special- This spell is the elemental caster's Only defense against the forces of Spirit magic.  If you intend to go up against spirit magic casting critters, use this spell.  Stackable.
509-Strength. The target gets +15 to AS for 30 seconds times the level of the caster. Elemental attacks and ranged attacks are not given this bonus.
*Special-  If you find yourself stretched to the limits, and can't carry any more loot.  A shot of strength may let you heave that prize off the ground and into your backpack.  Strength is also the #1 requested spell by friends around town.
510-Unpain. The target gets up to +50 HP for five minutes. At the end of those 5 minutes the target will lose all the HP gained by this spell.
*Special-  This spell has saved me from bleeding to death more times than I can  count.  Be sure to understand that the blood you get from Unpain is not real, more like phantom blood and will dissipate when the spell is over.  It is no fun to be rescued, healed and then suddenly die of massive blood loss when Unpain goes 'Poof!'.   My suggestion is to not cast multiple times until your full of phantom blood, and when you reach the healer, make sure they heal you for More blood than you've borrowed through this spell.
511-Floating Disk. This is a great moneymaker because people pay about 1k silvers to have this cast on them. A disk will appear and follow the target of this spell. The disk will carry all of the items put in it without the owner being weighed down. When a person logs off the disk will return to the place the spell was cast then disappear and drop all of its contents.
*Special-  You can use the 'dismiss' verb to banish a disk, if you don't want it following you around.  A disk will carry about 50 pounds worth of stuff.  Also...  a disk can help you find hidden folks.  A cocealed rogue with his disk floating in the room is not too bright, In Palooka's opinion.
512-Slow II. Same exact thing as slow I, but actions take 6 seconds longer.
513-elemental focus. This spell is invaluable as a pure caster.  The effect is to raise the Bolt casting AS by +15.  Never hunt without this spell in effect.  It lasts for about 20 seconds per level of the caster.
*Special-  The down side of using focus is that while in increases bolt spell accuracy, it also decreases your physical AS. (sword swinging)
514-Haste II. The target's actions take 6 seconds less for one minute.
*Special- this spell has recently been updated.  Regardless of how long the action takes normally, any action while haste is in effect will require at least 1 second to perform.  For example, if it takes 5 seconds, normally, to swing a blade, it will take 1 second (not -1 or 5-6seconds) to complete that swing.
515-Rapid fire. Lasts for 5 seconds times caster&#146;s level. If you prepare a spell and cast it the same exact spell will be re-prepared immediately once cast. To switch to another spell you release the current one and prepare the new one.  Very impressive way to cast massies....
516-Mana leech. Drains the mana from the target creature.  Anything drained over the 16 casting cost is added to your personal pool of power.  The target is afforded the opportunity to make a warding save against the spell, and the worse the warding failure, the more mana is drained.
*Special-  Be smart when using this spell.  Don't expect to drain 50 mana from a kobold that has at most 3 mana in it's lil head.
Continued training in the Major Elemental Spell circle will increase your proficiency with leeching.  Also, (with permission) you can leech your hard headed warrior friends and use them as mana batteries.  Finally a use for Warriors!
517-Charge item. You can charge a specially treated gem worth over 1k silvers, add charges to wands and renew special mage recharable items. . When the spell is cast on a gem, the mana will begin to build up. The level of success is based upon the spell being recharged and your level. Recharging costs 1 mana X the level of the spell being recharged.  This is a complicated process.  See Palooka's Charging guide back in the library.
518-Cone of lightning (CoL). This spell casts major shock on EVERY creature in the room.  This is the wizard's most devastating attack spell.  I've used this spell to Splam a room with over 20 critters in it.  Simply devastating.
*Special-  Don't cast this in town by mistake.  You'd be surprised how similar 518-cone and 918- duplicate can seem when you are overtired and hunting.
519-Telekinetic disarm. Whatever the target is holding in his right hand is torn from him and placed in your right hand. If your right hand is holding something the item will fall onto the ground.
*Special-  You can use 519 to hold items that normally cannot be touched or used by players.  For example, you can disarm a wind witch of her wavy bladed dagger.  Normally, if you attempt to take a wavy bladed dagger from the ground, it disappears in a flash of light.  You can use this dagger as a weapon, but if you tap it, drop it, or do anything but attack with it, the dagger will disappear in its normal flash of light.
520-Major sleep. This will put anybody but undead to sleep and works as sleep I otherwise. The target gets -25 TD while this is being cast.
*Special- Some nasty creatures with maneuver attacks, ie: roa'ters and their burrow attack, can be made much easier to hunt with this spell.
525-Meteor storm. The caster throws his arms in the air. 10 seconds later meteors will come down, and Everything, including you and your friends will die.  It's a simple concept.
*Special- Be exceptionally careful with this spell.  Don't cast it unless you're sure nobody will walk into the area.  If folks are killed by this spell you'll have every Game Master in Elanthia reaching out to touch you.  Be especially careful with Rapid Fire (515)   Its amazing how close 1 and 2 are on the keyboard.  Its good to always read the screen and see what spell is prepped before you cast.  Takes a second, but will save headaches later on, when you try to cast an elemental defense II (406) for the kind empath that just healed you and accidentally incinerate him with a 906 minor fire.
I do hope this overview of the spells a wizard wields has been helpful.  Please contact me if I've made any mistakes or the spells are updated and altered.  Thanks again for your continuing support of Palooka Scribbles!