Spells




  As was mentioned previously, magic plays a large part in the Mystic Realms. There are currently six spellcasting classes (mystics aren't available as a player class, but they are in the game as monsters); this section covers all their spells.

  Before we get to that, though, I should post the link to the caster levels for the creatures, so people looking for this can find it more easily. This list is not complete, but will be updated as I get more information. The base list was taken from the EPA website; I have made corrections to both data and format as necessary to make it easier to read and more accurate.

  The information in this section is, by and large, taken from the Player's Manual; I've done a bit of editing, updating, and organization to make it more accurate and understandable.


CASTING SPELLS AND USING ITEMS

  1. Any spells you can cast (i.e., the ones you are at least level 1 in), as well as any other special capabilities you might have, are listed in the 'C' (Character commands) pulldown menu. To cast a spell, enter the name of the spell followed by a) the name of the target, b) the path to the square that you want the spell to go off in (use the mouse or keypad to draw this path through the 3D display), or c) no parameters. The choice here depends on the particular spell as described in the next section. Note that it is usually a good idea to set up macros with the spells you use in combat to be able to get these off as fast as possible when the time comes.
  2. To cast a spell, you must be wearing either no armor (for mages) or specific amor (for clerics - see the Classes section for more details). If these conditions are not met, the spell will fail. These restrictions do not apply to any of the following: spells that are cast on oneself or the square that you are standing in; spells cast by touching the target character; all informational spells; and those cast via use of a scroll or other magical item.
  3. If you cast a spell with no parameters, this has varying effects, depending on the spell. For some spells, this means targeting all critters attacking you, or all hostile critters in sight. Otherwise, if the spell is offensive, then it targets the last critter that you attacked or that attacked you. If the spell is defensive, then entering it with no parameters means you cast it on yourself.
  4. If you have a scroll or item in your primary hand and cast a spell that is contained on that scroll or in the item, then you are considered to be using the item. Otherwise, you cast the spell normally. Rings or other items worn but not contained in the primary hand (e.g., Sense rings) are only checked if you attempt to cast a spell (or recite a prayer) that you otherwise do not know.
  5. If you cast a spell that has a duration and the target is already under the effects of that spell, then it increases the duration of that effect by the duration of the second spell. However, this assumes that the level of the new spell is at the same level as the spell already affecting the target. If the new spell's level is LESS than the level of the target effect, then nothing happens. If the new spell's level is GREATER than the level of the target effect, then the target effect is eliminated and replaced by the higher-level effect. (Note that this also applies to potions.)
  6. When you cast a spell, you take Karma or Mana Fatigue, as appropriate. The exact number depends on the spell and the level at which it is cast, and this is shown on the Karma bar as dark orange, or the Mana bar as dark blue. If you do not have enough Karma or Mana to cast a spell at the maximum level, you simply will not be able to cast it. Karma or Mana fatigue is recovered at the rate of one eighth of your total Karma or Mana per turn. As this occurs just after the start of a turn, you will typically have a bit more Karma or Mana to work with to cast a spell than is shown on your bar graph.
  7. In most cases, when an offensive spell is cast, the target gains a saving throw. This is resolved by comparing the level of the attacking spell, plus a random number from 0-9, to the target's character level plus its Cognition minus 10. If the latter number is greater than or equal to the former, then the target is said to have made its saving throw, with the resultant less impact as indicated in the discussion for the particular spell. Note that in some cases, a stat other than Cognition is used as explained in the discussions for each spell (e.g., area affect spells such as fireball, where the target's Agility is used).
  8. There are also cases that arise where there are 'spell versus spell' situations (or, to include the effects of cleric prayers, 'effect versus effect' situations) - for example, a character attempting to clense or dispel a spell effect. These situations are resolved by comparing the level of the 'attacking' effect to the level of the 'defending' effect and adding a random number from 0-9 to each. If the level of the attacking effect is greater than that of the defending effect, then the attacking effect succeeds; otherwise the defending effect is considered to have made its saving throw, and the attack fails.
  9. It is important to note that there are rings and other items that can be found in the game that will raise a character's level in a given spell (assuming that they know the spell to start with). This is particularly important for spell that have a constant effect (as you go up levels) where you need to keep them at your character's (or target's) level or higher for them to work at all.
  10. In all cases, spells are most effective when cast on a target of a level equal to or less than the spell's level. If the target's level is higher than the spell's level, its effectiveness (damage, bonus, chance of success) is reduced by 50% per level difference. Likewise, protection spells are totally effective against offensive spells of equal or lesser level, but provide lesser protection against higher-level spells.


CASTING SKILLS LIST

  This section is a complete listing of all the available spells in the game, listed alphabetically by casting/recitation skill. Each entry includes the class skill required, the dedication that brings a reduction in cost (for mage spells), the stat requirements to learn the skill, the spells gained, and a description of all the spells for that skill.


Acid
  Class Skill: Sorcery
  Dedication: Earth
  Stat Requirements: Cognition 18, Willpower 17
  Spells: Acid, Acidstorm

  Acid draws acidic chemicals from the surrounding area and concentrates them on one square, causing significant damage to anyone in that square.
  Acidstorm is like Acid, except the spell covers a larger (3x3) area with less damage.


Air
  Class Skill: Sorcery
  Dedication: Air
  Stat Requirements: Cognition 18, Willpower 17
  Spells: PCloud, ProtAir, FFall


  PCloud (Poison Cloud) creates a poisonous cloud in the target square, which remains there for a period of time, causing damage to anyone on or entering that square, as well as inhibiting any melee attackers attacking into it.
  ProtAir offers protection against all types of Air attacks.
  FFall (Feather Fall) also offers protection against falling damage. A character protected by this spell at a level equal to or greater than his character level falls only one level per turn rather that all at once, and suffers no damage once reaching solid ground.


Assult
  Class Skill: Witchery
  Stat Requirements: Empathy 18, Charisma 17
  Prayers: Assult, ProtMind, Restore

  Assult is a direct attack against the target's mind. If the target fails its saving throw, its mana is reduced; if it goes to 0 or below, the target is killed.
  Protmind protects against the effects of Assult.
  Restore eliminated mind effects (daze, stun, etc.) on the target regardless of the cause.


Beings
  Class Skill: Nature
  Stat Requirements: Empathy 18, Agility 17
  Prayers: Hero, Lightening

  Lightening is a druid's primary attack spell; it shoots a bolt of lightning at the target, inflicting Stamina damage.
  Hero provides a bonus to a particular stat, which is named in the casting. Hero STR provides a primary bonus to Strength and a secondary bonus to Agility, while Hero AGL does the same for Agility and Strength, respectively. All the other Hero spells provide straight bonuses.


Blast
  Class Skill: Sorcery
  Dedication: Air
  Stat Requirements: Cognition 18, Willpower 17
  Spells: Blast, Airstorm

  Blast causes a concentration and then deconcentration of air to occur in the affected square, with the resultant concussion causing significant damage to anyone in that square.
  Airstorm is like Blast, except it is over a larger (3x3) area, but with smaller blasts.


Bless
  Class Skill: Holiness
  Stat Requirements: Empathy 18, Strength 17
  Prayers: Bless, ProtEvil

  Bless provides a bonus to general combat skill as noted below. If the prayer's level is less than the target's level, it has no effect. If the prayer's level is equal to or greater than the target's level, then the target gains a bonus as follows:
  ProtEvil protects against the effects of Curse, Damn and Turn.


Blind
  Class Skill: Wizardry
  Dedication: Light
  Stat Requirements: Cognition 18, Agility 17
  Spells: Blind, LBeam, ProtLight

  Blind can be used with no parameters, or targeted against an individual character. If the former, all characters attacking or targeting the caster are affected, and each attacker that fails its saving throw is blinded for a duration dependent on the number by which it failed.
  LBeam (Light Beam) is like Blind, except in this case the targets suffer mana damage. In both cases, targeting an individual grants a higher chance of success. The main drawback with both of these spells is that a target that is already blinded, or does not see in the first place, is not affected.
  ProtLight provides protection against the above two spells.


Cure
  Class Skill: Healing
  Stat Requirements: Empathy 18, Constitution 17
  Prayers: CureP, CureD, CureB

  CureP (Cure Poison) removes the effects of poison, CureD (Cure Disease) removes the effects of disease, and CureB (Cure Blindness) removes the effects of blindness. For the prayer to guarantee success, it must be equal to or higher than the level of the effect or (in the case of blindness) the level of the target.


Curse
  Class Skill: Holiness
  Stat Requirements: Empathy 18, Strength 17
  Prayers: Curse, Damn, Turn

  Curse, if successful, decreases the general combat skill of the target. If the target fails its save, it suffers a penalty to general combat skill equal to the number by which the save failed, for the duration of the prayer.
  Damn has a more direct effect, inflicting damage to the target's Empathy.
  Turn is similar to Damn, but works only against the undead. If successful, instead of inflicting damage, the target is destroyed.


Darkness
  Class Skill: Wizardry
  Dedication: Light
  Stat Requirements: Cognition 18, Agility 17
  Spells: Darkness, Blackness, Vision

  Darkness creates total darkness in the target square; characters in this square can see out but cannot be seen. However, those outside the square can still see through it - the outline of the character, as well as other objects in that square, can still be seen.
  Blackness is similar to Darkness, except that all light entering the square is absorbed also, and thus characters in that square cannot see out, the square cannot be seen into or through, and no outlines can be seen. Characters in this square thus cannot see or be seen and cannot attack or be attacked.
  Vision counters the effects of Darkness and Blackness, allowing the character to see into these squares with no negative affects. It does not, however, allow characters in a square affected by Blackness to see out.


Dispell
  Class Skill: Wizardry or Sorcery
  Dedication: None
  Stat Requirements: Cognition 18
  Spells: Dispell, Silence, ProtMagic

  Dispell, if successful, will remove any protection spells if cast on an enemy, any harmful spells if cast on oneself or a friendly character, and will remove any effect in a square if cast into that square.
  Silence prevents a spellcaster from casting any spells. If silenced, the mage cannot cast any spells except Dispell (and that only on himself); clerics can only use Remove.
  ProtMagic protects against Silence and Dispell.
  It should be noted here that the above spells, as well as the cleric prayers under the Remove skill, are entirely analogous and in both cases affect mages and clerics equally (e.g., ProtMagic protects against Remove and Mute).


EBolt
  Class Skill: Wizardry
  Dedication: Energy
  Stat Requirements: Cognition 18, Agility 17
  Spells: EBolt, EHamm, ProtEn

  EBolt (Energy Bolt) draws electrical energy from the surrounding area to strike the target, inflicting mana damage. Since most targets do not have much mana, this is usually a very effective spell. If cast with no target indicated, then all hostile critters in the area are affected, but the damage inflicted is less.
  Like EBolt, EHamm (Energy Hammer) is an energy-based spell, but in this case the energy is formed outside the target and then strikes it, much like a hammer. The damage inflicted here is stamina damage, making it a more effective spell against targets having a lot of mana, or in multi-player situations where the damage inflicted by others is also stamina damage.
  ProtEn (Prot Energy) provides protection against the above two spells.


EBolt
  Class Skill: Wizardry
  Dedication: Energy
  Stat Requirements: Cognition 18, Agility 17
  Spells: EShield, ProtMiss

  These spells represent the primary defensive spells of the Energy Wizard. EShield (Energy Shield) surrounds the character with a shield of energy that protects against all types of melee attacks that might otherwise hit. The nature of EShield is such that it will give, at most, a +1 bonus to characters wearing any armor.
  ProtMiss (Prot Missiles) also creates a shield of energy around the character, but this shield protects against missile attacks that otherwise cannot be blocked by weapons like the Wizard's staff. In both cases the effectiveness of the spell is determined by comparing the spell's level to the recipient's level.


Fire
  Class Skill: Sorcery
  Dedication: Fire
  Stat Requirements: Cognition 18, Willpower 17
  Spells: Fire, ProtFire, Firewalk

  The Fire spell creates a magical fire in the target square, which remains for a period of time, causing damage to whomever enters that square and negatively affecting anyone trying to attack into it.
  ProtFire offers some protection against any and all types of fire attacks.
  Firewalk also offers protection against fire, but in this case it is against normal fire, including hot coals, lava, and other hot ground that otherwise would cause damage if walked upon.


Fireball
  Class Skill: Sorcery
  Dedication: Fire
  Stat Requirements: Cognition 18, Willpower 17
  Spells: Fireball, Firestorm

  Fireball creates a ball of extremly hot fire in the target square, inflicting damage to anyone in that square.
  Firestorm is like Fireball, except that it covers a larger (3x3) area with less damage.


Earth
  Class Skill: Sorcery
  Dedication: Earth
  Stat Requirements: Cognition 18, Willpower 17
  Spells: Fumes, ProtEarth, Earthpass

  Fumes causes the earth to open up in small cracks, allowing poisonous fumes to flow upward, damaging anyone in that square amd negatively affecting anyone trying to attack into it.
  ProtEarth offers some protection against all Earth types of attacks.
  Earthpass allows direct passage through walls and other earth objects, but only where such things have been specially constructed to allow this.


Heal
  Class Skill: Healing
  Stat Requirements: Empathy 18, Constitution 17
  Prayers: Heal, Refresh, Harm, ProtHarm

  Heal removes stamina stress on the target based on the level of the prayer and the level of the target. If the prayer level is equal to or greater than the target's level, the target is healed by an amount based on the prayer level. If the prayer level is less than the target's level, then it still works, but it heals 50% less for each level the target is higher than the prayer.
  Refresh works just like Heal, except that it removes fatigue, and the amount restored is twice that restored by the Heal spell.
  Harm works just like Heal except stamina stress is added to the target instead of removed. If the remaining stamina is reduced to 0 or less, the target is killed. A saving throw is always granted to the target and, if successful, it suffers minimal damage. ProtHarm protects against the affects of Harm.


Ice
  Class Skill: Sorcery
  Dedication: Ice
  Stat Requirements: Cognition 18, Willpower 17
  Spells: Cold, ProtIce, WBreathe

  Cold causes extreme cold, snow, and freezing rain to appear in the target square and remain there for a period of time, causing damage to anyone in that square, as well as negatively affecting anyone trying to attack into that square.
  ProtIce offers some protection against all types of Ice attack.
  WBreathe (Water Breathe) also offers protection - against drowning - and allows anyone with a level at or less than the spell level to breathe underwater and thus not suffer any drowning effects.


Ice
  Class Skill: Sorcery
  Dedication: Ice
  Stat Requirements: Cognition 18, Willpower 17
  Spells: Iceball, Icestorm

  Iceball causes a large ball of solid ice to form and/or strike the character in the square where this spell is cast, causing significant damage.
  Icestorm is like Iceball, except that it covers a larger (3x3) area with less damage.

Jinx
  Class Skill: Witchery
  Stat Requirements: Empathy 18, Charisma 17
  Prayers: Courage, Cowardice, Elegance, Jinx

  Courage grants a bonus to the target's defense based on the level of the prayer, while Cowardice inflicts a penalty to defense. Elegance provides a bonus to saving throws against spells, and Jinx inflicts a penalty to same.


Mass Attacks
  Class Skill: Witchery
  Stat Requirements: Empathy 18, Charisma 17
  Prayers: Daze, Stun, Doze, Trance

  These prayers use the Mass Attack skill level if the caster does not designate a target, and all hostile critters in sight are attacked. If the caster designates a single target, the spell uses the Mind Attack skill level. When used for mass attack, the prayers here work exactly as described under the Mind Attack skill below, except all hostile critters in sight are attacked, and all gain an additional +2 to their saving throws.


Mind Attack
  Class Skill: Witchery
  Stat Requirements: Empathy 18, Charisma 17
  Prayers: Daze, Stun, Doze, Trance

  Daze dazes the target. If the target fails its save, it is dazed for a number of rounds equal to the amount by which the save failed.
  Stun works like Daze, except the target is granted a +2 to its saving throw and, if the save fails, is stunned.
  Similarly, Doze grants a +4 to the target's saving throw; if the save fails, it is put to sleep.
  Trance grants a +6 to the save; if it fails, the target is put into a trance (unconscious). The last two prayers differ from the combat effects in that the target remains standing.


Mend
  Class Skill: Healing
  Stat Requirements: Empathy 18, Constitution 17
  Prayers: Mend, Bind

  Mend eliminates wounds. Bind stops bleeding. As noted, the prayer must be equal to or greater than the target's level to ensure success.


Mute
  Class Skill: Healing, Holiness, Witchery, Nature
  Stat Requirements: Empathy 18
  Prayers: Mute, Remove

  Mute silences the target, inhibiting the recitation of prayers or the casting of spells.
  Remove removes all effects on the target that are less than 2 levels higher than the level of the Remove prayer, and has a 50% chance of removing those that are 2 levels higher. Remove dispels negative effects on oneself and friendly targets, and protection and positive effects on enemy targets. Remove is also the only prayer that may be recited while muted or silenced.


Plant Life
  Class Skill: Nature
  Stat Requirements: Empathy 18, Agility 17
  Prayers: Barkskin, ProtNature

  Barkskin makes the target's skin hard as tree bark, granting a bonus to defense based on the prayer level.
  ProtNature protects against the effects of the Lightening spell.


Raise
  Class Skill: Holiness
  Stat Requirements: Empathy 18, Strength 17
  Prayers: Raise (Emp 19), Stamina, Karma, Mana
  The Raise prayer raises the dead. The target must be within the sight of the caster, and is raised if the prayer level is equal to or greater than the target's level. If raised, the target is brought back to life in the square it is in, but has only 1 each in stamina, karma and mana. Thus, the Stamina, Karma, and Mana prayers (or other means, like sleeping on one's bed) must be used to restore the target to full life force. These prayers heal damage in the appropriate endurance stat. For these prayers to work, the target cannot be involved in combat.