Spellbook

A compendium of magical spells available in Enroth.

Reanimate
Reanimate
5 SP
Normal: Creature gets 10 hit points per skill point (up to creature’s maximum)
Expert: Creature gets 20 hit points per skill point
Master: Creature gets 30 hit points per skill point

Reanimate allows you to raise a lifeless creature from the dead (sort of). The spell does not make them grateful or peaceful in any way, but you can always kill them again, if you want.

Toxic Cloud
Toxic Cloud
10 SP
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Fastest recovery rate

A poisonous cloud of noxious gases is formed in front of the caster and moves slowly away from your characters. The cloud does 25 points of damage plus 1-10 per point of skill in Dark Magic and lasts until something runs into it.

Mass Curse
Mass Curse
15 SP
Normal: Duration 2 minutes per point of skill
Expert: Duration 3 minutes per point of skill
Master: Duration 4 minutes per point of skill

Inflicts the cursed condition on all monsters in the sight of the caster.

Shrapmetal
Shrapmetal
20 SP
Normal: Moderate recovery rate and 3 fragments
Expert: Faster recovery rate and 5 fragments
Master: Fastest recovery rate and 7 fragments

Fires a blast of hot, jagged metal in front of the caster, striking any creature that gets in the way. Each piece inflicts 6 points of damage plus 1-6 per point of skill in Dark Magic.

Shrinking Ray
Shrinking Ray
25 SP
Normal: Reduces monster size to one half normal
Expert: Reduces monster size to one third normal
Master: Reduces monster size to one fourth normal

Shrinks even the grandest of monsters to more manageable sizes. Duration of this spell is 5 minutes per point of skill in Dark Magic. A shrunken monster deals one half, one third, or one quarter its normal damage while shrunk.

Day of Protection
Day of Protection
30 SP
Normal: All spells cast at twice skill in Dark Magic
Expert: All spells cast at three times skill
Master: All spells cast at four times skill

Simultaneously casts Protection from Fire, Electricity, Cold, Poison, and Magic, plus Feather Fall and Wizard Eye on all your characters at your skill in Dark Magic.

Finger of Death
Finger of Death
35 SP
Normal: 3% chance of success per point of skill in Dark Magic
Expert: 4% chance of success per point of skill in Dark Magic
Master: 5% chance of success per point of skill in Dark Magic

Attempts to immediately slay a single creature by stripping its soul from its body. Finger of Death has a 3% chance per skill point in Dark Magic of working, with Experts and Masters getting 4 and 5% chances respectively.

Moon Ray
Moon Ray
40 SP
Normal: Slow recovery rate
Expert: Faster recovery rate
Master: Fastest recovery rate

A powerful spell of Darkness, Moon Ray heals your characters and damages all monsters in sight. It doesn’t do a lot of damage or cure conditions, but it is the only spell that harms all monsters in sight and works outside. Moon Ray is restricted to working outdoors and at night. All monsters take 1-4 points of damage per point of skill in Dark Magic, and all characters heal 1-4 points of damage per point of skill.

Dragon Breath
Dragon Breath
45 SP
Normal: Slow recovery rate
Expert: Faster recovery rate
Master: Fastest recovery rate

Dragon Breath empowers the caster to exhale a cloud of toxic vapors that target a single monster and damage all creatures nearby. This spell is the most powerful damage spell in the lands, doing 1-25 points of damage per point of skill in Dark Magic.

Armageddon
Armageddon
50 SP
Normal: Can only be cast once per day
Expert: Can only be cast twice per day
Master: Can only be cast three times per day

This spell is the town killer. It can only be cast once per day by Apprentices to Dark Magic, and only outdoors at that. Armageddon inflicts 50 points of damage plus 1 point of damage for every point of Dark skill your character has to every creature on the map, including all your characters.

Dark Containment
Dark Containment
55 SP
Normal: Slow rate of recovery
Expert: Faster recovery rate
Master: Fastest recovery rate

This spell attempts to trap the force of darkness into its victims, hence the name Dark Containment. The target of the spell will suffer from random effects- though certain creatures are immune to this spell.