Spells

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With training and practice, this could be YOU!!

Technically, Spells are just Skills that don't have their own functions; they are all used by typing 'cast' followed by the name of the spell. This gives all spells some common properties.

Remember that you can always type help <spell name> in the game itself to get skill info.

The slookup <skill/spell name> command can also show additional interesting info.

Spell Usage

The base chance of a spell succeeding is slightly greater than the player's skill% in that spell. If a spell fails to cast, the player receives the 'lost your concentration' message and only 1/3 of the normal mana cost is used. There is always a 2% chance of spell failure, however.

  • The Deliver spell is exceptional in that there is no base 2% failure chance, but the amount of mana consumed on failing is half its normal cost. I don't know why this is.

Attempting to cast a spell causes a set amount of lag to the player, depending on the spell used.

When a monster casts a spell, it goes through a different but similar function; most notably, mob spells don't consume mana, don't cause lag, and ignore cooldown.

No player spells can be cast when the player is sitting, resting, or sleeping. Some can only be cast out of combat, but there are none yet that can only be cast in combat.

Because of their common activation requirements, Spells can also be used via items like potions and wands. This differentiates them from skills.

Spell Modifiers

There are several flags that can affect the way spells get cast. Unless otherwise noted, all these affects apply when mobs cast spells as well.

  • The Choke flag reduces the level of any spell cast by 1/4.
  • Berserk, Seraph Form, or Oozaru characters can't cast spells at all! This is not true for mobs.
  • The Reflect flag (granted by the Wandering Eye spell) will make offensive and defensive spells bounce back to their caster. Area-affect spells are unaffected.


  • Air Blast - Level: 1 - Lag: 12 - Mana: 18
Air Blast focuses nearby air into a forceful attack, pummeling the foe. Air Blast is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals wind-type damage.
  • Analyze - Level: 25 - Lag: 4 - Mana: 12
The Analyze spell reveals the immunities, resistances, and vulnerabilities of the target. If cast without a target, it reveals your own weaknesses. The knowledge of an enemy's weakpoints and strengths can be a critical boost in planning a course of action for fighting your foe!
  • Angel Whisper - Level: 55 - Lag: 12 - Mana: 50
Angel Whisper will heal the target's life by 1/4 of their maximum HP. If the target is zombified, they will take damage equal to 1/8 of their maximum HP.
  • Animate Golem - Level: 30 - Lag: 12 - Mana: 35
Animate Golem turns a piece of body armor on the ground into a pet loyal to the caster. This spell DOES NOT require the caster to be alone in a room, and it can only be cast if the caster does not already have a pet. The strength of the conjured golem is determined by the level of the armor used to make it. Any special effects of the armor, such as additional stat bonuses or elemental resistances, will apply to the golem that is made out of it.
  • Attack Up - Level: 40 - Lag: 8 - Mana: 20
Harder fists! Sharper claws! More power! The Attack Up spell increases the damroll of the target, granting some extra damage in combat. The magnitude of the spell increases with the level of the caster.
  • Augment Golem - Level: 40 - Lag: 12 - Mana: 35
Augment Golem upgrades an already-existing golem to the Level, HP, and AC standard of the new item. The golem keeps any original affects it had from its creation, however, and doesn't gain any new ones from the new piece of armor. This spell automatically consumes an armor item on the floor in the room.
  • Aurum Aegis - Level: 50 - Lag: 12 - Mana: 60
While activated, this spell will protect you for 3 combat rounds. Any damage to your HP will be nullified and instead you will lose gold. You can only cast this spell on yourself.
  • Banana Bomb - Level: 1 - Lag: 12 - Mana: 24
Conjures incendiary, volatile fruit to booby trap the room. When an unassuming enemy enters the room, the banana bomb immediately explodes, dealing damage. For each level of overgrowth in the room, an additional banana is conjured. Any given enemy will only be hit by one banana at a time, but multiple enemies can be hit.
  • Barrier - Level: 2 - Lag: 8 - Mana: 5
Barrier can be used to grant bonus armor to its target. Barrier bestows some extra points of armor class which expire after a short time. The duration increases with level.
  • Beacon - Level: 30 - Lag: 12 - Mana: 18
The Beacon spell conjures forth a magical Beacon, which changes occasionally between two distinct 'night' and 'day' modes. Spells which rely on the time of day will look at the state of the beacon instead. It also affects the weather by cycling through four phases: high wind, high sky, low wind, and low sky. All of these affects only apply to its owner.
Further, spells which work best outdoors will have their full effect when a beacon is present, whether the caster is actually outdoors or not. The summoned Beacon is a magical pet and can be ordered around like any other. It is, however, relatively fragile. The Beacon serves as a light source for anyone in the same group as it.
  • Bide - Level: 65 - Lag: 32 - Mana:60
Casting Bide sends the user into a passive, damage-absorbing state. He will store energy from all hits taken but be unable to attack. After two to three rounds, the stored energy is unleashed, all targets in the room taking double the damage that was absorbed by the caster.
  • Big Boo - Level: 50 - Lag: 18 - Mana: 156
The Big Boo spell summons forth a giant ghost to the caster's room. This ghost will scare all the caster's enemies. In addition to causing damage, this has a chance of inflicting fear and/or haunting to the affected enemies. This spell can be charged to increase the power of the fear and haunting effects.
  • Black Cauldron - Level: 55 - Lag: 12 - Mana: 150
A Warlock can summon his dark cauldron by casting this spell, which deals area-effect Iron type damage and leaves the cauldron to linger. The cauldron is full of nourishing broth.
  • Blazing Shield - Level: 65 - Lag: 16 - Mana: 80
This skill gives the caster resistance to all non-physical damage for several rounds, but has a 30-second cooldown. Also, the resistance to Magic will not cover up any existing elemental vulnerabilities!
  • Bless - Level: 10 - Lag: 8 - Mana: 5
This spell bestows a divine blessing to the target. Cast on an item, this spell reverses the effects of curses and can enchant the target item to slightly increase its wielder's saving throw. Cast on a character, this spell bestows a blessing that increases hitroll and decreases saves.
  • Blight - Level: 2 - Lag: 12 - Mana: 18
If cast on a food or drink-holding item, the Blight spell can afflict said item with poison. If someone eats or drink that item, he will be poisoned. If cast on a character, Blight will poison them, sapping health and strength for a number of turns.
  • Boogie Fever - Level: 45 - Lag: 16 - Mana: 48
By spontaneously bursting into dance, a Diva can inspire others to get close and personal. The victim begins to dance and spreads their affects. If you use this on an ally, it copies to all allies. If you use this on a mob, it copies to all mobs.
Boogie Fever is considered Energizing.
  • Bramble - Level: 4 - Lag: 12 - Mana: 18
Bramble summons thistles to rear up from the ground and lash at the enemy. Bramble will not work unless there is Overgrowth in the room. One level of Overgrowth is sufficient for Bramble to deal maximum damage, but extra levels of Overgrowth will permit Bramble to attack multiple enemies simultaneously.
Unlike other multi-target spells, Bramble will usually only target enemies you are already fighting.
If sufficient Overgrowth is present, Bramble can slow and even choke all targeted enemies.
  • Brilliance - Level: 35 - Lag: 16 - Mana: 24
Brilliance is a stat augmentation spell that increases the intellignece of the target by 4. The duration increases with the level of the caster. Only one of Limber, Sage Aura, Brilliance, Valor, Vigor or warcry can be active on a character at a time.
  • Bubblebeam - Level: 30 - Lag: 12 - Mana: 64
Bubblebeam is a Tier 2 Water elemental spell, and can be charged to deliver 1.5x the damage. It has a chance to cause osmosis on the target, draining their MP from time to time. It does Water-type damage. Sorcerers learn this ability at level 30 if their innate is not Fire.
  • Bullet Bill - Level: 25 - Lag: 12 - Mana: 60
This spell summons a gunshot-quick bullet bill to aid you in combat. The bullet will zip around and, after a round or two, will slam into your opponent, dealing damage and knocking them down. The bullet can be targetted and killed before it attacks, especially by enemies who utilize area attacks. Damage is Bash, but ignores AC. Bullet Bill cannot be cast unless one is already in combat.
  • Burst - Level: 30 - Lag: 12 - Mana: 64
Burst is a Tier 2 Fire elemental spell, and can be charged to deliver 1.5x the damage. It also has a chance to burn the target, worsening their AC and damroll. It deals Fire-type damage. Sorcerers learn this ability at level 30 if their innate is not Wood.
  • Calm - Level: 60 - Lag: 12 - Mana: 200
Peaceful thoughts and good vibrations flow through the air when the Calm spell is cast. All enemies in the room are overcome with an overpowering mellowness, breaking up any current fights. For a brief period afterwards, the targets will suffer reduced damroll and be unable to initiate combat.
Fights with more participants are harder to stop. Calm can be charged to increase its likelihood of success.
  • Change Sex - Level: 23 - Lag: 12 - Mana: 15
This spell randomly changes the victim's sex and is not considered aggressive. Casting it again on the same target can reverse the spell.
  • Charge - Level: 7 - Lag: 8 - Mana: 30
The charge spell infuses the target with a charge, greatly improving the effects of the next spell used by the target. Most offensive spells will have their damage output increased by half when charged, although other spells may have other effects added. Charge wears off after it has boosted one spell.
  • Clear Sky - Level: 19 - Lag: 16 - Mana: 24
The Clear Sky spell improves the weather in the entire area that the caster occupies. The sky becomes more clear, and the wind dies down. This affects weather-oriented spells such as Solarbeam and Tornado.
  • Cleft Rift - Level: 65 - Lag: 16 - Mana: 80
By casting Cleft Rift, the caster tears open the fabric of space-time, causing a random creature from the Cleft of Dimensions to appear. This creature will act as a loyal pet to the caster. Creatures higher level than the caster will never be summoned.
  • Conjure Elemental - Level: 25 - Lag: 12 - Mana: 40
This is spell that creates a follower for the caster. The type of pet is determined by the owner's innate. Based upon the owner's innate, each elemental has its own weaknesses and strengths. The spell can be used with charge to allow the pet better resistances.
Charge will also allow this elemental to cast matching-innate spells, at the cost of the owner's mana.
As a follower and not a pet, a Wizard can still own a pet of whatever type and have a conjured Elemental.
  • Consecrate - Level: 38 - Lag: 12 - Mana: 8
The Consecrate spell increases HP and MP regeneration in any room by 50% for the duration of the spell. This stacks with furniture and any regen bonus that the room itself gives.
  • Corpus Levitas - Level: 35 - Lag: 12 - Mana: 12
When cast, Corpus Levitas will drastically reduce the weight of a targetted NPC corpse, allowing you to carry many of them if you wish.
  • Courage - Level: 15 - Lag: 12 - Mana: 40
Increases the Knight's maximum HP by [Levelx3] and heals them that much. When this spell wears off, they will lose health equal to what they gained, but will not be dropped below 1 HP.
  • Create Booze - Level: 38 - Lag: 16 - Mana: 16
For fast, cheap alcohol, this spell beats nothing else. Create booze will conjure up a container of an alcohol beverage for your enjoyment. What type of alcohol you create depends on your Constitution stat.
  • Create Spring - Level: 35 - Lag: 12 - Mana: 27
Casting this spell will cause water to well out of the ground, creating a natural fountain from which anyone in the room can drink.
  • Create Water - Level: 13 - Lag: 12 - Mana: 5
Casting this spell on a drink-holding container in the caster's inventory will fill that container to the brim with fresh and pure rainwater.
  • Cure Bleeding - Level: 30 - Lag: 8 - Mana: 20
This spell will remove the "bleeding" status from the target.
  • Cure Osmose - Level: 50 - Lag: 12 - Mana: 5
Osmosis is a status effect that slowly depletes your mana. This spell will cure it.
  • Curse - Level: 15 - Lag: 12 - Mana: 24
Casting curse on an opponent will worsen their AC by 30 points. They will also suffer a 15% penalty on all skills for the duration of the spell.
  • Cyclone - Level: 45 - Lag: 12 - Mana: 150
Cyclone is a Tier 3 Wind element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Wind-type damage. Wind innate Sorcerers learn this ability at level 45.
  • Dancing Weapon - Level: 48 - Lag: 8 - Mana:32
Dancing Weapon embues a wielded weapon with a life of its own, enabling it to float freely through the air and attack independently of its master. The animated weapon will have attack power based on its power as a wielded weapon. After several rounds it will disappear, becoming a regular weapon again. A player may only have up to one Dancing Weapon or Earthtap at a time.
  • Darkside - Level: 6 - Lag: 12 - Mana: 18
Darkside is a spell which calls upon the nature of the deep dark void to blot the caster's foes from existence. Darkside is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals dark-type damage.
  • Dazzle - Level: 15 - Lag: 8 - Mana: 16
A dancer can perform something so fantastically dazzling that anyone who sees it will be completely at a loss for words. Being dazzled will cause blindness (with a light-element type for resistance purposes). If the target has an affect that was applied by a dancing-type affect, it also causes them to be dazed and knocked down for two rounds.
Dazzle is considered Impressive.
  • Death Coil - Level: 40 - Lag: 12 - Mana: 35
Death Coil can be cast on a pet you own to blow it up, restoring the health of the rest of your group in the room and yourself. The amount of health restored depends on the destroyed pet's maximum HP.
  • Death Pact - Level: 45 - Lag: 12 - Mana: 64
Death Pact may be cast on a pet you own to blow it up, granting the rest of your group in the room and yourself extra damroll as well as weapon and negative resistance. The extra damroll is based on the power of the destroyed pet.
  • Deliver - Level: 55 - Lag: 12 - Mana: 8
Deliver can transport an item in the caster's inventory to the target's inventory over great distances. Said item must be in the caster's inventory, must be visible to the target, and must be removable. The target must have enough carrying capcity to actually receive the item, too. These requirements being met, the object will instantaneously move anywhere in the world to reach the target's inventory.
  • Detect Invisible - Level: 10 - Lag: 12 - Mana: 5
This is a caster-only spell and is used to detect invisibile entities, setting their long descriptions of those who are invisible with the (Invis) flag.
  • Detect Magic - Level:10 - Lag: 12 - Mana: 5
This spell allows the target to see magical auras on items, as well as giving a rough estimate on the mana reserves of other mobs.
  • Detonate - Level: 35 - Lag: 8 - Mana: 48
Detonate can only be cast on charmed followers of the caster. Detonate can never be cast on player characters. The Detonate spell attaches a fuse, like that found on a bomb, to the target. The target then initiates a countdown, and at the end of the countdown the target will explode, causing heavy damage to all enemies in the room.
  • Dispel - Level: 50 - Lag: 12 - Mana: 100
Casting Dispel on a target will remove all positive spell effects, such as Barrier and Haste. However, this is treated as an aggressive action and will trigger combat.
  • Drain - Level: 15 - Lag: 12 - Mana: 24
Drain is an attack spell that absorbs the target's hp, mana and moves, giving whatever is drained to the caster. Drain has a much higher chance to succeed when it is Charged.
  • Dust Storm - Level: 45 - Lag: 12 - Mana: 70
This spell causes a massive cloud of dust to rise from the earth. The dust obscures enemies and friends alike, causing all area-effect spells to only hit the one opponent that the caster is fighting. It also prevents both players and mobs from assisting each other. This spell can only successfully be cast under dry, windy conditions.
  • Earthtap - Level: 36 - Lag: 8 - Mana: 32
The Earthtap spell enables a wielded weapon to transform into a lightning rod for ambient magical energy. The Earthtap will continuously heal the caster with gathered energy, restoring HP. After several rounds it will disappear, becoming a regular weapon again. Earthtap only works while wielding a long bashing weapon. A player may only have up to one Earthtap or Dancing Weapon at a time.
  • Earthquake - Level: 30 - Lag: 16 - Mana: 80
This spell creates a mighty earthquake that shakes the room and damages all non-flying foes. In rocky terrain or near buildings, or with similar terrain activated by Dominion, it causes extra damage even to flying enemies in the form of falling debris and even knock foes to the ground. When powered-up by Dominion, it may consume the relevant terrain.
  • Enchant Armor - Level: 60 - Lag: 24 - Mana: 150
With the power of Enchant Armor, a caster can grant armor class bonuses to a piece of armor, making it more powerful. However, the more heavily enchanted the armor is, the greater the chance that the spell will fail. A failed casting can result in a weakened or even destroyed armor. Use this spell with caution, for it may very easily wreck the piece it is cast on! This spell also increases the level of the armor it is cast on.
  • Enchant Weapon - Level: 60 - Lag: 24 - Mana: 150
The Enchant Weapon spell improves a weapon using magic. Each successful application of the spell results in additional enhancement, but also increases the chance of cursing or even completely destroying the weapon! It is extremely unlikely to enchant a weapon more than nine or ten times.
An enchanted weapon improves its wielder's effective skill with that weapon by about 5% per enchant, even over 100%; the wielder will hit more often, make extra attacks more often, and get better returns from a high damroll stat. An enchanted weapon can even avoid the damage penalty for being unskilled. This spell also increases the level of the weapon it is cast on.
  • Encore - Level: 40 - Lag: 12 - Mana: 24
By persuading an affect to perform an encore, or by performing one herself, the Diva modifies the most recent affect applied to the target. The Level of the affect will double, as well as the modifier ("modifies X by Y", where Y is what gets doubled).
Encore is considered Energizing.
  • Enslave - Level: 60 - Lag: 12 - Mana: 120
Enslave does as its name suggests, making the Charm affect on the target last forever. Slaves may be uncharmed by dismissing them.
  • Esuna - Level: 50 - Lag: 8 - Mana: 100
Casting Esuna will purge negative spell effects from the target. It checks caster level against the affect level, and will not remove buffs. Esuna can only be cast on group members.
  • Extension - Level: 45 - Lag: 8 - Mana: 80
The Extension spell is a powerful item in the shaman's arsenal. Casting extension on a target will lengthen the duration of all effects on the target, good and bad, by 50%. However, the Extension spell cannot be cast again on the target until the sum amount of extended effects time granted to the target has expired.
  • Evil Eye - Level: 30 - Lag: 12 - Mana: 42
The evil eye has an initial bonus to overcome the enemy's saves, and drastically decreases them after that.
  • Exit - Level: 35 - Lag: 24 - Mana: 70
When cast, the Exit spell will set the current room you are in as a recall point. When cast again, you will be teleported back to this room, but only if you are in the same area as your exit point. Casting Exit with the 'forget' target will make you forget any room you already have targetted.
  • Fairy - Level: 20 - Lag: 12 - Mana: 62
This spell conjures up a Fairy, which periodically heals you while it's around. The Fairy can be targetted by enemies and destroyed so be careful.
  • Finale - Level: 25 - Lag: 8 - Mana: 16
The dancer draws a privacy curtain down, giving a private show to their victim. Based on the number of Dance affects they are suffering, Finale consumes them and deals damage. Because of the pure darkness inside the Dancer's private show, even just the sounds of this attack can be terrifying. It does sound-type damage.
Finale is considered impressive.
  • Fireball - Level: 4 - Lag: 12 - Mana: 18
Fireball creates a large fireball which is hurled towards a foe. Fireball is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals fire-type damage.
  • Flash - level: 6 - Lag: 12 - Mana: 8
Flash floods the room, as well as all surrounding rooms, with brilliant light. Unlike Illuminate, this will not create light that can be taken with the caster. Instead, the light will stay in the flashed room even after the caster is gone.
Casting Flash has a chance to dispel any Darkness previously cast in the room.
  • Float - Level: 33 - Lag: 18 - Mana: 18
This spell allows a character to rise off the ground and float freely. This allows one to move freely in sky rooms, float over bodies of water, and be unaffected by earthquake attacks.
  • Floating Disc - Level: 45 - Lag: 24 - Mana: 120
This spell will create a floating disc equipped in your wearfloat item slot. The disc is capable of carrying large amounts of items, just as much as the owner is able to carry. If the owner dies, the floating disc will vanish, and it's contents will spill into their corpse.
  • Frenzy - Level: 30 - Lag: 12 - Mana: 36
A fighter who is whipped into a frenzy gets two extra attacks per combat round. This spell lasts for about 3 combat rounds.
Successive extra attacks deal decreasing fractional damage of the first attack
  • Frost Veil - Level: 35 - Lag: 16 - Mana: 40
The Frost Veil spell conjures a chilly fog to enshroud allies and enemies alike. It slows down everyone in the room, reducing the chance of secondary and tertiary attacks from working. Additionally, it worsens everyone's chance to hit to a degree proportional to the ambient humidity.
  • Gather - Level: 30 - Lag: 12 - Mana: 34
This spell rounds up all your charmies and dumps them in the same room you're in. It has none of the restrictions of Recall or Summon, as the creatures involved are already attuned to the caster.
  • Gattling Prayer - Level: 35 - Lag: 12 - Mana: 48
Gattling Prayer does some damage to the target, either holy or dark based on the caster's alignment. Each repeat casting of this spell will multiply the damage output, from 1x, to 2x, to 3x, to 4x.
  • Gem Missile - Level: 2 - Lag: 12 - Mana: 18
Gem Missile takes nearby earth and rock to create a series of quick attacks upon a foe. Gem Missle is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals earth-type damage.
  • Giga Drain - Level: 65 - Lag: 12 - Mana: 300
When cast on the target, Giga drain will drain their health, mana, and moves by about 2x the caster's level. The caster will gain all of what has been drained.
  • Golem Skin - Level: 27 - Lag: 18 - Mana: 18
This defensive spell can only be cast on onesself. It improves the caster's Armor Class in dry weather, or the caster's Saves in rainy weather. It also randomly gives the caster resistance to one of Bash, Slash, or Pierce.
  • Gravity Well - Level: 23 - Lag: 16 - Mana: 80
This spell manipulates space to dramatically amplify the gravitational field in the vicinity of the caster. All enemies in adjoining rooms are pulled into the caster's room, and subsequently all enemies in the caster's room suffer modest crushing damage. This spell can be charged to deliver 1.5x damage.
If cast in an air or void room, or with one of these terrains activated via Dominion, Gravity Well will pull in enemies from up to two rooms away instead of one.
  • Gyro Ball - Level: 30 - Lag: 12 - Mana: 64
Gyro Ball is a Tier 2 Earth elemental spell, and can be charged to deliver 1.5x the damage. It has a chance to sprain the target, which reduces their movement points to zero. It deals Iron-type damage. Sorcerers learn this ability at level 30 if their innate is not Moon.
  • Halo - Level: 45 - Lag: 12 - Mana: 150
Halo is a Tier 3 Moon element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Light-type damage. Moon innate Sorcerers learn this ability at level 45.
  • Haste - Level: 38 - Lag: 8 - Mana: 50
Haste quickens the actions of the target. The most important benefit of this is that it allows an extra attack in combat for a short time. Additionally, casting haste will raise the dexterity of the target several points. However, the Haste affect worsens HP recovery.
Successive extra attacks deal decreasing fractional damage of the first attack
  • Headology - Level: 60 - Lag: 12 - Mana: 150
A particularly clever Witch can convince a sentient enemy that they are, in fact, a newt. I'm quite sure you'll see this is true as well since they will become a tiny, slimy newt worth 0 EXP.
This spell has no cooldown.
  • Heal Blind - Level: 5 - Lag: 8 - Mana: 20
This spell reverses the effects of blindness on its target, allowing vision to return.
  • Heartache Rumba - Level: 20 - Lag: 8 - Mana: 16
By tempting someone and then breaking their heart, the dancer can strategically damage their enemy... until they move on. Someone who is lovesick will take the caster's level in damage over several rounds, with the damage steadily lowering. When your broken heart heals, most of the HP is healed back.
This spell has a higher chance of working against targets who are of the opposite sex. It has a lower chance of working against the same sex.
Heartache Rumba is considered Melancholic.
  • Heat Metal - Level: 50 - Lag: 12 - Mana: 36
This spell, which heats gold and silver, IS in fact effective on those who are immune to fire. Essentially, all of the money on the victim heats up rapidly, causing some serious burns and softening the metal. A portion of the victim's carried coins melt away into nothingness and they take some severe scalding damage. Silver does less damage than gold when melted.
  • Hell Ivy - Level: 10 - Lag: 12 - Mana: 18
The Hell Ivy spell causes the underbrush to grab at monsters, allowing them to wander into the room but not wander out. It lasts for a while. Hell Ivy requires at least one level of overgrowth to cast.
  • HP Rain - Level: 50 - Lag: 12 - Mana: 70
The HP Rain spell summons forth a magical raincloud which precipitates hit points onto you. When the weather is more humid or it is already raining, the amount of health restored increases. When the weather is windy,it will rain indiscriminately on friends and foes. The cloud stays in the room for a while, restoring health every round.
  • Hypnotize - Level: 5 - Lag: 12 - Mana: 28
This spell allows the caster to take control of an enemy, making it loyal to him. The new follower will be in the caster's group and fight for him until the effects of the spell wears off. The Hypnotize spell only works on sentient beings. Some enemies are immune to this sort of spell. A Summoner may only have three such followers at a time unless he has the leadership or preeminence skills.
  • Ice Smash - Level: 3 - Lag: 12 - Mana: 18
Ice Smash creates sharp thin shards of ice to stab the foe. Ice Smash is a Tier 1 offensive spell and can be charged to deliver 1.5x the the normal damage. It deals cold-type damage.
  • Illuminate - Level: 5 - Lag: 12 - Mana: 8
The Illuminate spell conjures an orb of light that appears in the caster's inventory. This orb can be picked up and held. When held, the orb of light will brighten dark rooms, making the carrier able to see in them.
  • Indignation - Level: 60 - Lag: 12 - Mana: 160
For 3 combat rounds, the Indignation spell will allow you to counterattack when you are hit.
  • Inflame - Level: 30 - Lag: 12 - Mana: 32
The Inflame spell causes the target to take holy or negative damage over several rounds, but improves the enemy's damroll as well. This spell will ALWAYS land when you target yourself.
  • Intimidate - Level: 30 - Lag: 12 - Mana: 32
The Intimidate spell reduces the damroll of the target, and also has a chance to cause the Fear status. Repeated castings stack up to three times, and increase the chance of causing Fear.
  • Invisibility - Level: 10 - Lag: 12 - Mana: 40
This is a cloaking spell, that makes the wizard, or their target, invisible to those who are not affected by 'detect invis'.
  • Jinx - Level: 45 - Lag: 12 - Mana: 36
Jinx is a rather nasty curse. When suffering from this spell, the victim has a 30% chance to drop their weapon each combat round. This is checked once per round, not once per swing.
  • Judgment - Level: 65 - Lag: 24 - Mana: 300
All enemies in the room are dealt 1x, 2x, or 3x caster level in damage, depending on alignment. All allies in the room, including the caster, become affected by Frenzy, Indignation, Mana Rage, and Outrage. This spell is expensive to cast and carries both high lag and cooldown.
  • Junction Health - Level: 45 - Lag: 12 - Mana: 30
As the name suggests, someone else enjoys boosted max HP while the caster suffers a somewhat smaller reduction to their own.
Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Rescue skill.
  • Junction Heart - Level: 50 - Lag: 12 - Mana: 0
Junctioning your heart to another allows them to feel the benefit of your maximum MP.
Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Puppet skill. The puppet skill will have the Golem use an elemental attack, based on the owner's innate.
  • Junction Might - Level: 40 - Lag: 12 - Mana: 30
The caster of this spell takes a penalty to damroll, but gives the recipient an equal or greater damroll bonus.
  • Junction Spirit - Level: 35 - Lag: 12 - Mana: 30
When a Dollmage junctions their spirit to another, they suffer a penalty to their AC. However, the recipient of their spirit gains an equal or greater bonus to their own AC.
Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Defend skill. It will also use Shield Block automatically if it wears a shield.
  • Jutsu - Level: 70 - Lag: 20 - Mana: 60
Highly skilled Ninjas can tap into their innate element, performing a magical jutsu attack. It will deal tier 1 damage of the caster's element to the target, and always attempts to inflict a status affect. The affect, like the damage, depends on the caster's innate.
  • Kundela - Level: 35 - Lag: 12- Mana: 0*
Kundela deals maximum damage when your current MP is equal to one fifth of your max MP. The damage decreases as your current MP deviates from this target. Kundela has no MP cost but will always fully drain the caster's MP.
  • Leeches - Level: 50 - Lag: 12 - Mana: 24
If the target of this spell is poisoned, this spell deal a large amount of Drain-type damage and, probably, un-poison the target.
Victims with any level of poison will take full damage, but those affected by very strong poison may even remain poisoned afterwards!
This spell has a cooldown before it can be cast again, but if it fails due to the target not being poisoned, or being immune to Drain attacks, then the cooldown will not be triggered.
  • Legionnaire - Level: 2 - Lag: 12 - Mana: 16
This spell summons a legionnaire to aid you in combat. The legionnaire is a loyal soldier that, after a turn, will execute a spear attack on your enemy then disappear. The legionnaire can be targetted by the enemy and destroyed before it can attack successfully, especially if your enemy uses area attacks. Legionnaire cannot be cast unless you are already in combat.
  • Life Support - Level: 60 - Lag: 6 - Mana: 60
Life Support heals the entire party by Caster or Target level x2, whichever is lower. Consecutive castings of this spell cost double, triple, quadruple, etc of the original cost. Life Support can be cast very rapidly.
  • Limber - Level: 35 - Lag: 16 - Mana: 24
Limber is a stat augmentation spell that increases the dexterity of the target by 4. The duration increases with the level of the caster. Only one of Limber, Sage Aura, Brilliance, Valor, Vigor or warcry can be active on a character at a time.
  • Lucent Beam - Level: 30 - Lag: 12 - Mana: 64
Lucent Beam is a Tier 2 Moon elemental spell, and can be charged to deliver 1.5x the normal damage. It also has a chance to stun the target, causing them slight lag. It deals Light-type damage. Sorcerers learn this ability at level 30 if their innate is not Water.
  • Lunatic - Level: 55 - Lag: 12 - Mana: 70
When cast at night, this spell attempts to hit each opponent with one of the Confusion, Slow, or Blind effects and each ally with one of the Barrier, Haste, or Bless effects. When cast during the day, this spell does not distinguish between opponents and allies. The applied affects are more potent the closer the moon's phase is to full.
  • Machine Golem - Level: 20 - Lag: 12 - Mana: 32
This spell summons a machine golem to aid you in combat. The machine golem is a rusty robot that, after a turn, will execute a rocket fist attack on your enemy then disappear. The machine golem can be targetted by the enemy and destroyed before it can attack successfully, especially if your enemy uses area attacks.Machine Golem cannot be cast unless one is already in combat.
  • Madness - Level: 60 - Lag: 8 - Mana: 220
The Madness spell halves the lag incurred from casting spells for about 3 combat rounds. While expensive, this spell itself also has a very miniscule amount of lag time.
  • Maelstrom - Level: 25 - Lag: 24 - Mana: 40
Maelstrom stirs up violent winds that attempt to blow around every mob in the caster's room. Mobs that cannot normally move will remain stationary. Mobs are more likely to move into rooms with an active Sweet Scent. Mobs are unable to move out of rooms with active Hell Ivy.
Maelstrom can break up fights by blowing the caster's enemies out of the room.
Maelstrom will not break up fights in which the caster is not involved.
Maelstrom's chance of success is strongly dependent on the ambient wind.
  • Magnitude - Level: 45 - Lag: 12 - Mana: 150
Magnitude is a Tier 3 Earth element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Earth-type damage. Earth innate Sorcerers learn this ability at level 45.
  • Mana Rage - Level: 30 - Lag: 12 - Mana: 36
Damage dealt to someone who is in a mana-fueled rage will actually restore their MP by 50% of the damage for about 3 rounds of combat.
  • Masochism Tango - Level:35 - Lag: 8 - Mana: 32
By entering into a temporary love-hate relationship, the victim of this spell can be made to attack themselves. They will suffer damage over time, of the damtype that they themselves normally use. This is not synonymous with the Confusion affect.
This spell has a higher chance of working against targets who are of the opposite sex. It has a lower chance of working against the same sex.
Masochism Tango is considered Melancholic.
  • Megamagic - Level: 100 - Lag: 32 - Mana: 0*
This is a non-elemental attack spell. The damage done by the spell is equal to the wizard's max mana. However, if a wizard is not at full mana, then HP is taken to make up for the difference between current and max mana.
  • Mend - Level: 1 - Lag: 12 - Mana: 12
This spell miraculously clears up minor wounds and injuries suffered by the target. It restores a small amount of health, the amount healed increasing with both level and skill percentage.
  • Meteo - Level: 70 - Lag: 24 - Mana: 200
Casting Meteo invokes the mighty power of a meteor shower to rain down upon the room. For the each of the next three pulses, waves of three meteors will crash into the room, hitting random enemies, possibly multiple times.
Meteo can be charged to last twice as long.
  • Metronome - Level: 60 - Lag: 24 - Mana: 48
Metronome attempts to cast a completely random offensive spell. It will try up to 3 times, if the first attempts are failures (for example, trying to cast Bramble without any overgrowth or Dazzle without any pre-existing dance affects).
  • Midas Glow - Level: 33 - Lag: 16 - Mana: 12
This spell will convert a piece of gold on hand into a source of light.
  • Mokuton - Level: 50 - Lag: 12 - Mana: 18
The Mokuton spell stimulates the earth into sprouting plants, forming them into the shape of useful and comfortable wooden furniture. Increased levels of overgrowth create better furniture. This furniture has enhanced regeneration. Multiple castings will remove any existing furniture.
  • Nayrus Love - Level: 55 - Lag: 12 - Mana: 100
Nayru's Love is the most potent defensive spell there is to offer. Casting Nayru's Love will fully halve the damage a target takes from all attacks. Unfortunately, the effect of this spell is shortlived. The duration of the spell's effect increases with the level of the caster.
  • Orb User - Level: 10 - Lag: 12 - Mana: 24
This spell summons an orb user to aid you in combat. The orb user is a magical artifact that, after a turn, will execute a fire attack on your enemy then disappear. The orb user can be targetted by the enemy and destroyed before it can attack successfully, especially if your enemy uses area attacks. Orb User cannot be cast unless you are already in combat.
  • Outrage - Level: 30 - Lag: 12 - Mana: 36
When affected by Outrage, the target's normal melee attacks will do knockdown for about 3 rounds of combat.
  • Overgrowth - Level: 3 - Lag: 12 - Mana: 24
Overgrowth is a distinctive spell for the Geomancer. Overgrowth causes a room to become overgrown - various plants magically sprout instantaneously. Other Geomancer spells are heavily affected by the overgrowth of a room.
A room can be overgrown up to three times. Every time overgrowth is cast, the room gains one level of growth. If a room is forest or jungle, it automatically has one level of growth to begin with.
  • Petal Burst - Level: 45 - Lag: 12 - Mana: 150
Petal burst is a Tier 3 Wood element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Wood-type damage. Wood innate Sorcerers learn this ability at level 45.
  • Phantom Cloak - Level: 65 - Lag: 24 - Mana: 120
This spell cloaks your whole group with invisibility for 30 seconds.
  • Phantom Motorcycle - Level: 35 - Lag: 12 - Mana: 60
This spell summons a motorcycle for the Knight to ride around. It is a fast vehicle, but cannot move over water.
  • Plague Swarm - Level: 50 - Lag: 12 - Mana: 100
By transforming into a swarm of ravenous grasshoppers, Terraformers can consume levels of Overgrowth to replenish their hit points at a rate of 1/5 of their maximum HP per level of overgrowth consumed. You take 1/4 damage while in the form of locusts, but you cannot perform any actions until the spell either expires or all the overgrowth is gone.
  • Polka Polka - Level: 1 - Lag: 8 - Mana: 16
By performing a really... well, confusing dance, a Dancer can cloud the enemy's thoughts. This spell inflicts confusion on the victim. It also automatically triggers one free hit as soon as it is applied.
Polka Polka is considered Energizing.
  • Protective Aura - Level: 50 - Lag: 12 - Mana: 18
This spell can alternately protect the caster from good or evil depending on his alignment. A caster of good alignment will provide protection from evil, and an evil one from good. This spell does not work for the neutrally aligned. Once protected, the caster will take 66% damage from the attacks of an enemy with the opposite alignment.
  • Psybeam - Level: 40 - Lag: 12 - Mana: 120
This is Tier 2 spell can be charged to do 1.5x damage. It has a chance to confuse the opponent, which randomly causes them to attack themselves. It causes mental-type damage.
  • Purify - Level: 1 - Lag: 8 - Mana: 20
Purify cleanses the body of both ordinary poison and the plague. It is a cure-all for the ailments that afflict the body. Depending on the level of the caster relative to the strength of the poison, some ailments may prove too strong to cure.
  • Pyroclasm - Level: 45 - Lag: 12 - Mana: 150
Pyroclasm is a Tier 3 Fire element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Fire-type damage. Fire innate Sorcerers learn this ability at level 45.
  • Quicksand - Level: 45 - Lag: 12 - Mana: 70
This spell causes the earth to liquify and suck downwards, hindering melee combat greatly. Melee swings only occur every other round with Quicksand active; but spells, skills, and other special attacks occur as usual. It must be cast in a swamp or coastal room, or with one of these terrains activated via Dominion. Casting this spell may consume that terrain from the terrain stack.
  • Rabite Rainstorm - Level: 65 - Lag: 16 - Mana: 80
Rabite Rainstorm is a delayed attack spell. It sends a stream of rabites into the air. Two turns later, these rabites will fall and bombard the chosen target, causing damage.
In a field, forest, or jungle (or with one of these terrains activated via Dominion), some of the rabites may persist for several turns, causing additional damage. If Dominion is used to do this, the sector may be consumed off the stack. Only one Rabite Rainstorm may be incoming on any given target at a time.
  • Wandering Eye - Level: 40 - Lag: 16 - Mana: 32
By being terribly distracting, enemies will have trouble focusing. Any spells cast on someone who is making eyes wander away from them will also make spells wander away. Any spell targeting them rebounds to a random target.
  • Ray of Truth - Level: 20 - Lag: 16 - Mana: 20
This spell uses holy power to inflict great damage to a foe. A beam of holy energy is shot at the enemy, and damage is inflicted based on the level of the caster and the alignment of the victim. However, if the caster of this spell is evil, the beam will be unholy energy, operating in reverse on the alignment of the target.
  • Read Magic - Level: 40 - Lag: 8 - Mana: 24
The Read Magic spell allows witches to observe the current affects on a target, whether they are innate, granted by equipment, or the result of a spell.
  • Recharge - Level: 45 - Lag: 24 - Mana: 60
The Recharge spell will refill a wand, staff, or event item to its maximum number of charges. It can also, for rod-type and some event items, re-set the lag time to make the item immediately usable again.
A botched casting can set the maximum charges to zero, however, rendering the item unable to be recharged again. Additionally, it cannot be used on an item of higher level than the caster.
  • Regen - Level: 30 - Lag: 6 - Mana: 32
When cast on a target, Regen will grant them a green aura that continuously heals them over the course of 8 rounds. The total amount healed is 4 times the level of either the caster or target (whichever is lower).
  • Rejuvenation - Level: 40 - Lag: 18 - Mana: 120
This spell miraculously cures injuries and wounds to all characters in the same room as the caster that are allied to him. It restores a moderate amount of health, and its effectiveness increases with the level of the caster.
  • Resurrect - Level: 45 - Lag: 12 - Mana: 36
The Resurrect spell must be cast on a corpse in the inventory of the caster. Casting this spell will cause the corpse to come to life once again - but in zombie form. The resurrected zombie will serve as a loyal pet to the caster until it dies once again.
The zombie has the same resistances, vulnerabilities, and armor as the original mob, but are always Slow and cannot be healed. Zombies lose all their special attacks, but gain a gas breath attack, which they use sometimes.
After about 10 minutes, zombies will rot so much that they leave only a skeleton behind.
  • Rhizome Lance - Level: 5 - Lag: 12 - Mana: 18
Rhizome Lance conjures giant roots from the earth to attack foes. Rhizome Lance is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals wood-type damage.
  • Roulette - Level:45 - Lag: 12 - Mana: 24
Wooooo, spin that wheel! This spell deals heavy Slash-type damage to a random target in the room. That includes the caster. It has a small delay. Casting Roulette a second time before it has dealt damage does nothing.
  • Sabotage - Level: 60 - Lag: 24 - Mana: 16
Setting the stage for failure, a Diva can ensure that the competition just can't get ahead. Every time they try to use a skill or spell, they will take damage from the sheer humiliation.
Sabotage is considered Melancholic.
  • Sage Aura - Level: 35 - Lag: 16 - Mana: 24
Sage Aura is a stat augmentation spell that increases the wisdom of the target by 4. The duration increases with the level of the caster. Only one of Limber, Sage Aura, Brilliance, Valor, Vigor or warcry can be active on a character at a time.
  • Sandstorm - Level: 8 - Lag: 16 - Mana: 40
The Sandstorm spell affects an entire room. It causes stinging sand to shoot through the room, damaging all characters that are not resistant to earth. Every turn that Sandstorm hits, it damages characters by 1/16th of their max HP or twice the spell's level, whichever is less.
It must be cast in a road, desert, or hills room, or with one of these terrains activated via Dominion. Casting this spell may consume that terrain from the terrain stack.
  • Sarcosis - Level: 45 - Lag: 8 - Mana: 12
This spell may only be cast on some affected by the 'heal over time' ability of the Regen spell. It will remove the target's aura and heal them for the remaining HP yet to be restored, plus two additional rounds of healing.
  • Scan - Level: 40 - Lag: 16 - Mana: 12
Scan is the Identify spell of the Cleft, revealing information about the items you cast it on.
  • Seance - Level: 50 - Lag: 12 - Mana: 32
By communing with the spirits, a Gypsy may channel them into a powerful spell. However, some spirits are tricky, and may lie to appear friendly... This spell has a 33% chance of Healing, and a 66% chance of dealing Damage, both over time. It deals random damage, and is as good as Poison on average (better when your Risk is higher).
  • Shadow Step - Level: 60 - Lag: 6 - Mana: 20
This spell may be cast when you are victim of an attack that took away 1/4 or more of your max HP. You respond by returning damage equal to 1/4 of your max HP. While this ability has a fairly sizeable cooldown period, it incurs very little lag.
  • Shelter - Level: 30 - Lag: 12 - Mana: 60
The Shelter spell makes the caster absorb half of all damage that the target of the spell receives. The split occurs AFTER any resistances or vulnerabilities have been calculated.
  • Skeleton Crew - Level: 30 - Lag: 12 - Mana: 28
This spell will turn any corpses in the room into weak skeleton pets. If there are many corpses in the room, only enough will be created to accommodate the maximum number you can have. The power of the skeletons depends on the level of the corpse.
  • Sleep - Level: 35 - Lag: 12 - Mana: 96
This is an enfeebling spell that, when successful, puts the target to sleep. Failing, however, will provoke the target to attack. Recasting on an already-sleeping foe will reset the duration of the spell, keeping victims tranquilzed longer. Sleep is considered to be of the "Charm" element - thus, any enemy who is immune to charm will not fall asleep.
  • Smite - Level: 40 - Lag: 16 - Mana: 18
Smite's damage is proportional to the damage sustained by the caster and his target. Smite will inflict maximum harm when both the caster and the target are severely wounded. Smite will do either holy or unholy damage based on the alignment of the caster.
  • Solarbeam - Level: 14 - Lag: 12 - Mana: 58
Solarbeam takes the power of sunlight, focusing it into a powerful ray to attack a target. Depending on the how sunny the weather is, solarbeam will do varying levels of damage. You can check the weather with the 'weather' or 'autoforecast' commands. Solarbeam does less damage indoors or in dark rooms. If the weather is exceptionally sunny, solarbeam can burn the enemy. This spell can be charged to cause 1.5x damage. It deals light-type damage.
  • Soulblade - Level: 50 - Lag: 6 - Mana:32
The Soulblade spell gives the user an extra attack in combat, of either holy or negative damage depending on their alignment. The caster takes half the damage in recoil, however! This is a weapon enchantment, not an instant attack.
  • Sour Mouth - Level: 55 - Lag: 12 - Mana: 180
The sour mouth spell inflicts a variety of status effects on the target. It can inflict up to three (six when charged) innate-based status effects that will diminish the ability of the target to fight effectively. The precise set of status effects available varies based on the innate of the caster. This spell can be cast with less delay than most other offensive spells.
  • Sproutling - Level: 60 - Lag: 24 - Mana: 24
This spell summons a sproutling to periodically cast Overgrowth for you, but at the expense of your own mana. The sproutling is very fragile and cannot attack.
  • Static E! - Level: 30 - Lag: 16 - Mana: 35
Summoning power from shag carpets and Van de Graaff generators, the caster charges his own body with static electricity. Whenever someone attacks the caster, he will be struck with a static discharge, dealing electrical damage and inflicting daze. The strength of the discharge increases with the dryness of the weather.
The number of discharges is limited and increases with the local dryness. When the caster moves into a new room, he will automatically recharge due to the shuffling motion of feet against the ground.
  • Stop - Level: 65 - Lag: 12 - Mana: 50
This spell locally halts the flow of time, causing both character and room effects to cease elapsing. The altered time will also cause spells such as Blight and HP Rain to have no effect until time resumes. The ceaseless motion of strong winds will prevent this spell from working, and its duration of effect is longest when the wind is absolutely still.
  • Stormy Sky - Level: 18 - Lag: 16 - Mana: 24
The Stormy Sky spell worsens the weather in the entire area that the caster occupies. The sky becomes less clear, and the wind picks up. This affects weather-oriented spells such as Solarbeam and Tornado.
  • Summon - Level: 50 - Lag: 12 - Mana: 50
The summon spell transfers a target, anywhere in the world, to the location of the caster. Neither the caster or target can be in a norecall room; NPC targets cannot be summoned from safe rooms. Some NPCs are immune to summon, and some players ahve 'nosummon' turned on. Characters currently fighting cannot be summoned. NPCs with a level greather than the caster cannot be summoned, HOWEVER Players with a level greater than the caster can be summoned(assuming the previous requirments have been met).
  • Summon Minighost - Level: 60 - Lag: 12 - Mana: 52
This spell conjures up a minighost to aid the caster. Minighosts never disappear once summoned, but are very fragile. They don't do much damage either, but utilize the Frozen Touch skill in combat, freezing their master's foes.
  • Sunstroke - Level: 50 - Lag: 16 - Mana: 40
The Sunstroke spell enhances ambient sunshine to cause exhaustion to friend and foe alike. Movement points will deplete rapidly while sunstroke is in effect; actions which use movement points will consume more of them. The magnitude of this effect increases as the skies become more clear and the winds become more calm.
  • Surf - Level: 45 - Lag: 12 - Mana: 150
Surf is a Tier 3 Water element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Water-type damage. Water innate Sorcerers learn this ability at level 45.
  • Sweet Scent - Level: 16 - Lag: 12 - Mana: 40
Casting Sweet Scent fills the room with an overwhelmingly wonderful aroma for a while. Nearby mobs will be strongly encouraged to wander towards the smell.
Additionally, characters subject to random movement (both voluntary, such as flee, and coerced, such as Maelstrom or Tsunami), will have their motion biased towards the aroma.
  • Swords Dance - Level: 43 - Lag: 8 - Mana: 32
Although running with scissors is a bad idea, dancing with swords is a surprisingly good one. Casting Swords Dance will increase the target's hitroll by 15.
  • Tame - Level: 1 - Lag: 12 - Mana: 28
This spell allows the caster to take control of an enemy, making it loyal to him. The new follower will be in the caster's group and fight for him until the effects of the spell wears off. The Tame spell only works on non-sentient animals. Some enemies are immune to this sort of spell. A Summoner may only have three such followers at a time unless he has the leadership or preeminence skills.
  • Theatrics - Level: 40 - Lag: 24 - Mana: 16
With this ability, the Diva attempts to be SO over the top that viewers become absolutely captivated. Anyone who is captivated by your theatrics will take damage whenever they lose an affect.
Theatrics is considered Impressive.
  • Thunderstorm - Level: 30 - Lag: 12 - Mana: 64
Thunderstorm is a Tier 2 Wind elemental spell, and can be charged to deliver 1.5x the damage. It has a chance to confuse the target, causing them to randomly attack themselves. It does Electric-type damage. Sorcerers learn this ability at level 30 if their innate is not Earth.
  • Time Warp - Level: 21 - Lag: 12 - Mana: 50
This spell locally accelerates the flow of time, causing both character and room effects to elapse twice as fast. The altered time will also cause spells such as Blight to doubly damage and HP Rain to doubly heal.
  • Tornado - Level: 40 - Lag: 12 - Mana: 58
Drawing on the raw power of the wind, a Time Mage can direct its flow into a whirling column of confusion and destruction. This spell's damage increases with the windiness of the area. Additionally, it has a chance to confuse the enemy. With insufficient wind, the spell cannot confuse and will do only marginal damage. This spell can be charged to cause 1.5x damage. It deals wind-type damage.
  • Tractor Beam - Level: 45 - Lag: 12 - Mana: 120
Tractor Beam is a Tier 3 non-elemental spell. It attacks all mobs (or players if in an Arena) not grouped with the wizard, dealing Bash-type damage. It can be charged to deliver 1.5x the damage. None-innate Sorcerers learn this spell at 45.
  • Transfusion - Level: 30 - Lag: 8 - Mana: 12
Transfusion takes some of the caster's health and donates it to the target. This spell cannot be cast if the caster has very little health to begin with. At high skill percentages, this spell will actually donate more health to the target than the caster gives away.
  • Tranquility - Level: 29 - Lag: 16 - Mana: 80
Tranquility will tranquilize any affects present in the room the caster is standing in. For each affect tranquilized, the caster will gain mana based on the mana cost of the affects tranquilized. Such affects are generally visible, like Overgrowth, Wildfire, Frost Veil and Flash. This also includes affects you cannot see like Arcane Lock and Clear/Stormy Sky.
  • Tsunami - Level: 30 - Lag: 16 - Mana: 80
Tsunami draws on local moisture, condensing it into a wave of water to wash over the area, damaging all enemies. Tsunami is a terrain-dependent spell - when cast in a water room or with water terrain activated by Dominion, it will do extra damage and even wash enemies out of the room. When powered-up by Dominion, it may consume the water terrain off the stack.
  • Vaccinate - Level: 40 - Lag: 8 - Mana: 48
The Vaccinate spell greatly improves the caster's Saves for a short time, giving them enhanced protection against status affects.
  • Valor - Level: 35 - Lag: 16 - Mana: 24
Valor is a stat augmentation spell that increases the constitution of the target by 4. The duration increases with the level of the caster. Only one of Limber, Sage Aura, Brilliance, Valor, Vigor or warcry can be active on a character at a time.
  • Venom Saber - Level: 35 - Lag: 18 - Mana: 24
This spell applies poison to a weapon, giving it a chance to poison anything it hits.
  • Vigor - Level: 35 - Lag: 16 - Mana: 24
Vigor is a stat augmentation spell that increases the strength of the target by 4. The duration increases with the level of the caster. Only one of Limber, Sage Aura, Brilliance, Valor, Vigor or warcry can be active on a character at a time.
  • Viro Plasm - Level: 30 - Lag: 12 - Mana: 64
Viro Plasm is a Tier 2 Wood elemental spell, and can be charged to deliver 1.5x the normal damage. It also has a chance to poison the target, gradually decreasing their HP. It does Poison-type damage. Sorcerers learn this ability at level 30 if their innate is not Wind.
  • Vitalize - Level: 25 - Lag: 16 - Mana: 48
This spell miraculously cures serious wounds and injuries on the target. It restores a moderate amount of health, and its effectiveness increases as the level of the caster rises.
  • Wall Change - Level: 65 - Lag: 16 - Mana: 50
An expert sorcerer can alter the elemental strengths and weaknesses of himself or others. Casting Wall Change inbues a target with the major and minor elemental resistance elemental to a random innate, as well as the corresponding vulnerabilities to another random innate. Successive castings of the spell will randomly assign new resistances and vulnerabilities. Wall Change can be used on both allies and enemies. When charged, the effects from this spell last twice as long.
  • Wandering Eye - Level: 40 - Lag: 16 - Mana: 32
By being terribly distracting, enemies will have trouble focusing. Any spells cast on someone who is making eyes wander away from them will also make spells wander away. Any spell targeting them rebounds to a random target.
  • Wildfire - Level: 35 - Lag: 12 - Mana: 64
The Wildfire spell creates a raging wildfire in the room. Each tick, the Wildfire burns away a layer of overgrowth and deals fire damage to all enemies that are fighting. The Wildfire burns as long as there is overgrowth present. It can be sustained by continuing to cast Overgrowth while it burns.
  • Wizard Barrier - Level: 60 - Lag: 12 - Mana: 28
Wizard barrier is the general name for the shielding spell Sorcerers receive at level 60. The caster calls forth a shield that has -15AC and reflects back up to 1/4 of the damage taken by the owner.
What barrier spell the sorcerer gets depends on their innate: Earth/Fire/None Innates get Quartz Guard; Wather/Wind Innates acquire Hailstone Barrier; and Wood/Moon Innates receive Thorn Aegis.
  • Wizen - Level: 15 - Lag: 4 - Mana: 0
Wizen exchanges a portion of the user's HP for MP. When cast, 1/5 of your max HP is drained, to restore about 1/5 of your max MP. Greater skill % increases the efficiency of this spell.
  • Wonder - Level: 35 - Lag: 16 - Mana: 24
Wonder does random things. It can be used on allies or enemies. Effects are:
1) Cast 'Magic Missile' at level*6
2) Cast 'Calm'
3) Cast 'Rejuvenation'
4) Cast 'Darkness' - If the room is successfully darkened, deals area Dark damage.
5) Cast 'Flash' - If the room is successfully brightened, deals area Light damage.
6) Target is now vulnerable to Mental.
7) Victim's Max HP is lowered to the same as their Current HP.
8) Target is Hasted. If target was already hasted, all mobs in the room attack the caster.
9) Target is now Invincible (Imm: Weapon Magic, 2 pulses)
Wonder is considered Impressive.
  • Word of Recall - Level: 15 - Lag: 12 - Mana: 50
Word of Recall allows the target to return to their set recall point. It has the same effect as the 'recall' command, except it can be used above level 15. It can be used on any group members as well.
  • Zombify - Level: 33 - Lag: 8 - Mana: 24
Undead creatures suffer a +10 penalty to saves and take damage from healing spells instead of recovering. Some monsters are zombies by nature. When their HP is completely depleted, a zombie will still be alive, but unable to do anything. Taking further damage will fully kill it. The Zombify spell turns the target undead for a while and gives them the (Zombie) tag in front of their long desc.