Spells: Difference between revisions
m (1 revision: from wikkii) |
|
(No difference)
|
Revision as of 08:33, 27 October 2013
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.
Knight (Kni) Spells
- Courage
- 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.
Cavalier (Cav) Spells
- Intimidate
- 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.
- Phantom Motorcycle
- This spell summons a motorcycle for the Knight to ride around. It is a fast vehicle, but cannot move over water.
- Blazing Shield
- 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!
Templar (Tem) Spells
- Shelter
- The Shelter skill 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.
- Inflame
- The Inflame spell causes the target to take holy or dark damage over several rounds, but improves the enemy's damroll as well.
- Phantom Motorcycle
- This spell summons a motorcycle for the Knight to ride around. It is a fast vehicle, but cannot move over water.
- Smite
- 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.
- Vaccinate
- The Vaccinate spell greatly improves the caster's Saves for a short time, giving them enhanced protection against status affects.
- Soulblade
- The Soulblade spell gives the user an extra attack in combat, of either holy or dark damage depending on their alignment. The caster takes half the damage in recoil, however! This is a weapon enchantment, not an instant attack.
- Bide
- While Bide is active, it keeps track of all incoming damage the caster has taken. When it is finished, it unleashes the stored energy to deal that much irresistable damage to all targets in the room.
Thief (Thi) Spells
No natural spells, consult Quest Spells for any Thief Qspells that might exist.
Ninja (Nin) Spells
- Exit
- 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.
- Leeches
- If the target of this spell is poisoned, Leeches will remove poison and damage them based on the duration left of the poison. The damage maxes out at 8 pulses of poison.
- Jutsu
- 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
- Shadow Step
- 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.
- Phantom Cloak
- This spell cloaks your whole group with invisibility for 30 seconds.
Merchant (Mer) Spells
- Midas Glow
- This spell will convert a piece of gold on hand into a source of light.
- Create Booze
- 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.
- Scan
- Scan is the Identify spell of the Cleft, revealing information about the items you cast it on.
- Floating Disc
- 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.
- Heat Metal
- 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.
- Aurum Aegis
- 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.
- Enchant Weapon
- With the power of Enchant Weapon, a caster can grant hitroll and damroll bonsues to a weapon, making it more powerful. However, the more heavily enchanted the weapon is, the greater the chance that the spell will fail. A failed casting can result in a weakened or even destroyed weapon. Use this spell with caution, for it may very easily wreck the weapon it is cast on! This spell also increases the level of the weapon it is cast on.
- Enchant Armor
- 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.
Warrior (War) Spells
No natural spells, consult Quest Spells for any Warrior Qspells that might exist.
Warlord (Lrd) Spells
- Earthtap
- 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.
- Swords Dance
- 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.
- Dancing Weapon
- 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.
Gladiator (Gla) Spells
No natural spells, consult Quest Spells for any Warrior/Gladiator Qspells that might exist.
Priest (Pri) Spells
- Mend
- 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.
- Purify
- 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.
- Barrier
- 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. Both the amount of bonus armor and the duration increase with level.
- Smite
- 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.
- Flash
- Flash floods a room with brilliant light. For a duration after this spell is cast, a room will cease to be dark. Unlike the Illuminate spell, this does not create light that can be taken with the caster, however the light will stay in the flashed room even when the caster is gone.
- Heal Blind
- This spell reverses the effects of blindness on its target, allowing vision to return.
- Bless
- 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.
- Curse
- 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.
- Ray of Truth
- 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.
- Vitalize
- 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.
Shaman (Sha) Spells
- Mana Rage
- Damage dealt to someone who is in a mana-fueled rage will actually restore their MP by 20% of the damage for about 3 rounds of combat.
- Frenzy
- A fighter who is whipped into a frenzy gets two extra attacks per combat round. This spell lasts for about 3 combat rounds.
- Outrage
- When affected by Outrage, the target's normal melee attacks will do knockdown for about 3 rounds of combat.
- Limber
- 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.
- Valor
- 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.
- Brilliance
- 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.
- Sage Aura
- 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.
- Vigor
- 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.
- Haste
- 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.
- Attack Up
- 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.
- Extension
- 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.
- Protective Aura
- 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.
- Judgment
- Judgment is a very powerful spell that when cast, does 1x, 2x or 3x caster level in damage to all enemies in the room, depending on alignment. Additionally, it casts the "Attack Up" spell on everyone in your group. The downside is the spell is expensive to cast and has a fairly high lag and cooldown rate.
- Madness
- 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.
- Indignation
- For 3 combat rounds, the Indignation spell will allow you to counterattack when you are hit.
- Nayrus Love
- 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.
Surgeon (Sur) Spells
- Regen
- 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).
- Cure Bleeding
- This spell will remove the "bleeding" status from the target.
- Zombify
- 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.
- Gattling Prayer
- 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.
- Consecrate
- 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.
- Rejuvenation
- 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.
- Sarcosis
- 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.
- Esuna
- 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.
- Angel Whisper
- 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.
- Life Support
- 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.
- Giga Drain
- 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.
Wizard (Wiz) Spells
- Air Blast
- 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.
- Gem Missile
- 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.
- Ice Smash
- 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.
- Fireball
- 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.
- Rhizome Lance
- 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.
- Darkside
- 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.
- Charge
- 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.
- Invisibility
- This is a cloaking spell, that makes the wizard, or their target, invisible to those who are not affected by 'detect invis'.
- Detect Invisible
- 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.
- Drain
- 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.
- Wizen
- Wizen drains the user's HP, replenishing their MP. This skill's efficiency rises as the user's skill percent rises.
- Manashield
- This is a defensive spell that causes all damage directed toward the caster to deplete mana instead of HP, at twice the rate.
- Conjure Elemental
- This is spell that creates a pet 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. Conjured elementals can be ordered to 'rescue' a target. Elementals above level 35 can cast spells.
Sorcerer (Sor) Spells
- Burst
- Burst 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 energy-type damage. Sorcerers learn this ability at level 30 if their innate is not Wind.
- Lucent Beam
- 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.
- Lava Wave
- Lava Wave 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.
- Acid Rain
- Acid Rain 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 acid-type damage. Sorcerers learn this ability at level 30 if their innate is not Fire.
- Earthslide
- Earthslide 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 earth-type damage. Sorcerers learn this ability at level 30 if their innate is not Moon.
- Thunderstorm
- 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.
- Kundela
- Kundela deals maximum damage when your current MP is equal to the spell's cost. However, even though the spell has an MP cost, it always fully drains the caster's MP.
- Tractor Beam
- Tractor Beam is a Tier 2 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.
- Pyroclasm
- Pyroclasm is a Tier 2 fire element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. Fire innate Sorcerers learn this ability at level 45.
- Cyclone
- Cyclone is a Tier 2 wind element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. Wind innate Sorcerers learn this ability at level 45.
- Halo
- Halo is a Tier 2 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 energy-type damage. Moon innate Sorcerers learn this ability at level 45.
- Petal Burst
- Petal burst is a Tier 2 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.
- Surf
- Surf is a Tier 2 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.
- Magnitude
- Magnitude is a Tier 2 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.
- Cure Osmose
- Osmosis is a status effect that slowly depletes your mana. This spell will cure it.
- Wizard Barrier
- 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.
- Megamagic
- 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.
Witch (Wit) Spells
- Burst
- Burst 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 energy-type damage. Wood innate Witches and Warlocks learn this ability at level 30.
- Lucent Beam
- 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. Moon innate Witches and Warlocks learn this ability at level 30.
- Lava Wave
- Lava Wave 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. Fire innate Witches and Warlocks learn this ability at level 30.
- Acid Rain
- Acid Rain 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 acid-type damage. Water innate Witches and Warlocks learn this ability at level 30.
- Earthslide
- Earthslide 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 earth-type damage. Earth innate Witches and Warlocks learn this ability at level 30.
- Thunderstorm
- 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. Wind innate Witches and Warlocks learn this ability at level 30.
- Evil Eye
- The evil eye has an initial bonus to overcome the enemy's saves, and drastically decreases them after that.
- Sleep
- This is an enfeebling spell that, when successful, puts the target to sleep. Failing, however, will provoke the target to attack. Sleep is considered to be of the "Charm" element - thus, any enemy who is immune to charm will not fall asleep.
- Kundela
- Kundela deals maximum damage when your current MP is equal to the spell's cost. However, even though the spell has an MP cost, it always fully drains the caster's MP.
- Psybeam
- 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.
- Read Magic
- 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.
- Jinx
- 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.
- Big Boo
- 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.
- Sour Mouth
- 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.
- Black Cauldron
- 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.
- Calm
- The Calm spell sends thoughts of peace and relaxation to everyone in the room. If any of the spell's targets are currently fighting, they will stop fighting once calmed. This spell also lowers hitroll and damroll on the targets. This spell will not prevent new fights from breaking out, however. Fights with more people and higher-level fighters are harder to stop.
- Headology
- 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.
- Megamagic
- 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.
Summoner (Sum) Spells
Dollmage (Dol) Spells
Necromancer (Nec) Spells
Geomancer (Geo) Spells
Terraformer (Ter) Spells