SPELLS AND SKILLS


[Mage & Warlock] -- [Priest & Paladin] -- [Shaman & Bard] -- [Monk & Gladiator]

 



MAGE & WARLOCK SPELLS
SPELL LEVEL SKILL NEEDED SP COST EFFECT
Frost Blast 1 Mage [1] 2 Hits for minor damage.
Slow 2 Mage [1] 1 Decreases target's armor class, accuracy, and chance of following you.
Mage Shield 3 Mage [2] 6 Increases your armor class by 8 for four minutes.
Incinerate 5 Mage [1] 4 Hits for moderate damage.
Drain Life 7 Mage [1] 6 Drains a moderate amount of hit points from the target and gives them to you.
Lightning Bolt 9 Mage [1] 1 Hits for moderate damage, but can miss just like a standard attack.
Weakness 11 Mage [2] 3 Reduces enemy's damage and accuracy.
Cardiac Arrest 12 Mage [1] 5 Hits for heavy damage; high stun chance.
Levitation 13 Mage [1] 4 Increases dexterity and movement rate, and also negates paralysis-type effects. Affects everyone in your party.
Confusion 14 Mage [3] 4 Makes all monsters in the room Confused, and decreases their accuracy.
Fireball 16 Mage [1] 7 Very heavy damage to the room.
Invisibility 18 Mage [3] 8 Makes you invisible and gives +18 AC for four minutes. Cannot be used at the same time as mage shield, though.
Charm 21 Mage [3] 12 Enslaves a monster for a short period of time. Does not affect some bosses.
Astral Projection 24 Mage/Cler [3] 10 Reduces your maximum SP, but causes you to regen all of your SPs every 10 rounds.  Also allows you to see invisible monsters.

 



PRIEST & PALADIN SPELLS
SPELL LEVEL SKILL NEEDED SP COST EFFECT
Cure Wounds 1 Cler [1] 2 Restores a small number of hit points.
Curse 2 Cler [1] 1 Decreases target's armor class and accuracy. If cast on a player, he or she will be unable to Recall for a short period of time.
Bless 3 Cler [2] 6 Greatly increases accuracy for four minutes.
Holy Force 5 Cler [1] 5 Hits for moderate damage.
Greater Healing 7 Cler [1] 4 Restores a moderate number of hit points.
Flame Strike 9 Cler [1] 3 Hits for moderate damage. Unlike most damage spells, it is cast in-between a round (doesn't count as your round action).
Blind 11 Cler [2] 3 Reduces the enemy's accuracy and blinds them.
Wrath of God 12 Cler [1] 8 Inflicts heavy damage on the room.
Cleanse 13 Cler [1] 5 Restores a moderate number of hit points and negates weakness- and disease-type effects.  Affects everyone in your party.
Contagion 14 Cler [3] 4 Inflicts light damage on the room, and continues to inflict light damage every subsequent round.
Divine Healing 16 Cler [1] 6 Restores a great number of hit points. Usable unlimited times per round, as long as you have enough spell points.
Holy Armor 18 Cler [3] 8 Increases armor class, accuracy, and damage per hit for four minutes. Cannot be used at the same time as Bless, though.
Animate Dead 21 Cler [3] 12 Resurrects dead creatures in the room and enslaves them for a short period of time. Does not affect some bosses.
Astral Projection 24 Mage/Cler [3] 10 Reduces your maximum SP, but causes you to regen all of your SPs every 10 rounds.  Also allows you to see invisible monsters.

 



SHAMAN & BARD SPELLS
SPELL LEVEL SKILL NEEDED SP COST EFFECT
Soulstrike 1 Mys [1] 2 Drains a small amount of hit points from the target and gives them to you.
Berserk 3 Mys [1] 7 Increases your weapon damage by two on every hit for the next three minutes.
Hold Person 5 Mys [2] 5 Renders the target unable to move, and considerably reduces their armor class and magic resistance.
Resist Magic 7 Mys [1] 4 Greatly increases magic resistance.
Moonbeam 9 Mys [2] 9 Hits for heavy damage. Any creature hit by this spell will be blinded for three rounds, reducing their accuracy.
Mystical Fury 12 Mys [1] 14 Hits for random damage. Also confuses the enemy for 3 rounds. Cast in-between the round (doesn't count as your round action).
Hands of Quickness 14 Mys [1] 8 Gives all members of your party an extra swing (and increased accuracy) on the next round of combat.
Shadowform 16 Mys [2] 20 Increases your damage, armor class, and max hitpoints for seven minutes. Cannot be used at the same time as Berserk, though.
Teleport 18 Mys [1] 1 Teleports you to the Hall of Mirrors. Can be used in the middle of combat; however, this spell has a high failure rate.
Spirit Drain 21 Mys [2] 22 Drains a very high number of hitpoints from all monsters in the room, and gives them to the caster.

 



MONK & GLADIATOR SKILLS
SKILL NAME LEVEL SKILL NEEDED EFFECT
Defensive Stance 1 MA [1] Stance: Increases armor class by 3.
Natural Stance 1 MA [1] Cancels the user's current stance.
Forceful Stance 3 MA [1] Stance: Increases user's strength by 3.
Attack Stance 5 MA [2] Stance: Increases user's weapon damage by 2.
Meditation 7 MA [1] Increases user's magic resistance by 30, but slightly decreases max hitpoints.
End Meditation 7 MA [1] Cancels meditation.
Jumpkick 9 MA [1] Hits the entire room for a decent amount of damage.
Evasion 10 MA [3] Increases your armor class by 10. Free to use -- does not count as a stance.
Frenzied Stance 12 MA [1] Stance: Increases user's crit chance by 8.
Flying Dragon Strike 14 MA [2] Inficts heavy damage, but is rather inaccurate.
Knife-Hand Strike 16 MA [2] Hits for moderate-heavy damage, and causes the enemy to inflict less damage than usual on their next attack.
Regenerative Stance 18 MA [1] Stance: Increases user's health by 2 and also increases hitpoint regen/resting rate.
Unmerciful Beating 21 MA [3] Inflicts heavy damage. Creatures hit by this attack cannot leave the room for one round.
Rising Heel Kick 24 MA [3] Inflicts moderate-heavy damage, with a very high stun chance.  Very accurate.

 


 

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