Spellbook

A compendium of magical spells available in Enroth.

Meditation
Meditation
1 SP
Normal: Increases Intellect and Personality by 10 points plus 2 per point of skill
Expert: Increases Intellect and Personality by 10 points plus 3 per point of skill
Master: Spell affects entire party

Temporarily increases a single character’s Intellect and Personality statistics by 10 points plus 2 per point of skill in Mind Magic.

Remove Fear
Remove Fear
2 SP
Normal: Works if afraid less than 3 minutes per point of skill
Expert: Works if afraid less than 1 hour per point of skill
Master: Works if afraid less than 1 day per point of skill

Removes the afraid condition from a character if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.

Mind Blast
Mind Blast
3 SP
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Fastest recovery rate

Fires a bolt of mental force damaging to a single targets’ nervous system. Mind Blast does 5 points of damage plus 1-2 per point of skill in Mind Magic.

Precision
Precision
4 SP
Normal: Increases Accuracy by 10 points plus 2 per point of skill
Expert: Increases Accuracy by 10 points plus 3 per point of skill
Master: Spell affects entire party

Temporarily increases a single character’s Accuracy statistic by 10 points plus 2 per point of skill in Mind Magic.

Cure Paralysis
Cure Paralysis
5 SP
Normal: Works if paralyzed less than 3 minutes per point of skill
Expert: Works if paralyzed less than 1 hour per point of skill
Master: Works if paralyzed less than 1 day per point of skill

Cures paralysis if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been paralyzed before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.

Charm
Charm
8 SP
Normal: Duration 3 minutes per point of skill
Expert: Duration 6 minutes per point of skill
Master: Duration 12 minutes per point of skill

Calms a single targeted creature and removes any hostile feelings it has towards your characters. If this creature takes any damage, it will immediately become hostile again.

Mass Fear
Mass Fear
10 SP
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Fastest recovery rate

All creatures in the caster’s sight fear the caster and flee. If a creature takes damage while under the influence of this spell, the spell will be broken. Mass Fear will not work on Undead creatures. The duration of Mass Fear is 3 minutes per point of skill in Mind Magic.

Feeblemind
Feeblemind
15 SP
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Fastest recovery rate

Feeblemind removes the ability of a target to cast spells until this spell wears out. The duration of this spell is 5 minutes per point of skill in Mind Magic

Cure Insanity
Cure Insanity
20 SP
Normal: Works if insane less than 3 minutes per point of skill
Expert: Works if insane less than 1 hour per point of skill
Master: Works if insane less than 1 day per point of skill

Cures insanity if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been insane before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.

Psychic Shock
Psychic Shock
25 SP
Normal: Slow rate of recovery
Expert: Faster recovery rate
Master: Fastest recovery rate

Similar to Mind Blast, Psychic Shock targets a single creature with mind damaging magic, only to a much greater effect. Psychic Shock does 12 points of damage plus 1-12 per point of skill in Mind Magic.

Telekinesis
Telekinesis
30 SP
Normal: Strength of effect is 1 point per point of skill
Expert: Strength of effect is 2 points per point of skill
Master: Strength of effect is 3 points per point of skill

Telekinesis lets you manipulate an object at a distance at a strength equal to your character’s skill in Mind Magic. Switches can be thrown, objects picked up, and doors opened with this spell, all from a nice safe distance from those nasty traps.