These are all of the spells available for purchase from Mages in the Mages Guild. Though these standard spells can be useful, you can also create your own spells. The original manual divides the spells into circinates of increasing level based on spell cost. Those are in fact merely notional; you can be any level and purchase and cast any spell if you have the requisite spell points.
You can buy any spell regardless of whether you have enough spell points to cast it. The casting cost in spell points of the spell is cost divided by two divided by your level. For example, if you are tenth level, and Pitfalls spell costs 1200 gold, to cast Pitfalls costs 1200 / 2 / 10 = 60 spell points. Alternatively, use cost information from table below, where it represents the cost to buy the spell divided by 2. So now the casting cost in spell points of the spell is cost information from table below divided by your level. For example, if you are tenth level, and cost information from table below about Pitfalls spell equals 600, to cast Pitfalls costs 600 / 10 = 60 spell points.
Offensive SpellsEdit
Spell Name | Target | Save Vs. | Cost | Circinate | Description |
---|---|---|---|---|---|
Cause Disease * | 1 target at range | Magic | 975 | Arch Circinate | 25% + 2%/level chance to cause disease; -2 STR, AGI, SPD & END per round; lasts 6 rounds/level. |
Far Silence | 1 target at range | Magic | 675 | 6th Circinate | 35% + 2%/level chance to silence target; lasts 1 round/level. |
Fireball | area at range, explosion | Fire | 325 | 3rd Circinate | Damage health 1 pt. + 4-12 pts./level. |
Fire Dart | 1 target at range | Fire | 164 | 1st Circinate | Damage health 1-2 pts. + 3-4 pts./level. |
Fire Storm | area centered on caster | Fire | 490 | 4th Circinate | Damage health 10-30 pts. + 1-5 pts./level. |
Force Bolt | 1 target at range | Shock | 1050 | Arch Circinate | Damage health 10-30 pts. + 1-10 pts./level. 10% + 5%/level chance to paralyze; lasts 1 round/level. |
God's Fire * | 1 target at range | Fire | 3750 | Arch Circinate | Damage health 100 pts. + 100 pts./level. |
Ice Bolt | 1 target at range | Cold | 367 | 3rd Circinate | Damage health 5-35 pts. + 1-5 pts./level. |
Ice Storm | area at range, explosion | Cold | 487 | 4th Circinate | Damage health 1-30 pts. + 1-5 pts./level. |
Lifesteal | 1 target at range | Magic | 675 | 6th Circinate | Transfer 40 pts. of health from the target to the caster. |
Lightning | 1 target at range | Shock | 780 | 7th Circinate | Damage health 1-30 pts. + 1-5 pts./level. Damage fatigue 1-25 pts. + 1-5 pts./level. |
Medusa's Gaze | 1 target at range | Magic | 840 | Arch Circinate | 50% + 2%/level chance to paralyze; lasts 1 round/level. |
Shock | 1 target, touch | Shock | 225 | 2nd Circinate | Damage health 1-35 pts. + 1-5 pts./level. |
Silence | 1 target, touch | Magic | 450 | 4th Circinate | 35% + 2%/level chance to silence target; lasts 1 round/level. |
Spell Drain | 1 target at range | Magic | 630 | 6th Circinate | Damage spell pts. 1-50 pts. + 1-5 pts./level. |
Strength Leech | 1 target at range | Poison | 225 | 2nd Circinate | Transfer 10 pts. of strength from the target to the caster. Target recovers after 5 rounds + 1 round/level. |
Toxic Cloud | 1 target at range | Poison | 700 | 7th Circinate | Damage health 1-25 pts. + 1-5 pts./level. Damage fatigue 1-25 pts. + 1-5 pts./level. |
Wildfire | 1 target at range | Fire | 607 | 6th Circinate | Damage health 1-15 pts. + 1-5 pts./level every 5 rounds for 15 rounds. |
Witch's Curse | 1 target, touch | Poison | 450 | 4th Circinate | 30% + 3%/level chance to curse target; lasts 1 round/level. |
Wizard's Fire | 1 target at range | Fire | 187 | 1st Circinate | Damage health 1-15 pts. + 1-5 pts./level. |
Wizard Rend | 1 target, touch | Magic | 740 | 7th Circinate | 5% + 5%/level chance to paralyze; lasts 1 round/level. 5% + 5%/level chance to silence target; lasts 1 round/level. Damage spell pts. 1 pt. + 15 pts./level. |
Wyvern's Sting | 1 target at range | Poison | 525 | 5th Circinate | 30% + 2%/level chance to damage health 1 pt./round for 5 rounds/level. |
Healing and Attribute Enhancement SpellsEdit
Spell Name | Cost | Circinate | Description |
---|---|---|---|
Cure Disease * | 375 | 3rd Circinate | 50% + 5%/level chance to cure disease. |
Cure Poison | 350 | 3rd Circinate | 60% + 2%/level chance to cure poison. |
Free Action | 260 | 2nd Circinate | 40% + 2%/level chance to cure paralyzation [sic]. |
Heal | 125 | 1st Circinate | Heal health 1-15 pts. + 1-5 pts./level. |
Heal True | 445 | 4th Circinate | Heal health 25-50 pts. + 5 pts./level. |
Light Heal | 140 | 1st Circinate | Heal health 1-2 pts. + 4-5 pts./level. |
Orc Strength | 125 | 1st Circinate | Fortify strength 15 pts. for 5 rounds/level. |
Purify * | 2590 | Arch Circinate | Heal health 100 pts., cure poison, sanctuary. |
Stamina | 60 | 1st Circinate | Heal fatigue 1-15 pts. + 1-3 pts./level. |
Troll's Blood | 450 | 4th Circinate | Regenerate health 5 pts. every 5 rounds for 60 rounds/level. |
Protective SpellsEdit
Spell Name | Cost | Circinate | Description |
---|---|---|---|
Force Wall | 600 | 6th Circinate | Create shield 50 pts. + 5 pts./level. |
Invisibility | 150 | 1st Circinate | Makes caster invisible for 5 rounds + 1 round/level. |
Resist Cold | 300 | 3rd Circinate | 30% + 2%/level chance to be cold resistant; lasts 1 round/level if successful. |
Resist Fire | 300 | 3rd Circinate | 30% + 2%/level chance to be fire resistant; lasts 1 round/level if successful. |
Resist Poison | 550 | 5th Circinate | 50% + 5%/level chance to be poison-resistant; lasts for 1 round/level if successful. |
Resist Shock | 300 | 3rd Circinate | 30% + 2%/level chance to be shock resistant; lasts 1 round/level if successful. |
Sanctuary ** | 300 | 3rd Circinate | 50% + 2%/level chance to be ignored by foes; lasts 1 round/level if successful; casting an offensive spell will break the Sanctuary spell. |
Shield | 250 | 2nd Circinate | Create shield 15 pts. + 5 pts./level. |
Shalidor's Mirror | 775 | 7th Circinate | 40% + 2%/level chance to be spell-reflective; lasts 1 round/level if successful. |
Spell Shield | 400 | 4th Circinate | 50% + 2%/level chance to be spell-resistant; lasts 1 round/level if successful. |
Environmental Alteration SpellsEdit
Spell Name | Cost | Circinate | Description |
---|---|---|---|
Earth Wall *** | 400 | 4th Circinate | Create 4 permanent walls. |
Levitate | 50 | 1st Circinate | Caster can float 5 rounds + 1 round/level. |
Light | 125 | 1st Circinate | Creates a globe of light centered on caster for 10 rounds/level. |
Open | 300 | 3rd Circinate | 20% + 2%/level chance to open a locked door (or chest). |
Passwall *** | 600 | 6th Circinate | Permanently destroy 3 walls. Save vs. magic. |
Pitfalls *** | 600 | 6th Circinate | Permanently destroy 3 floor tiles. Save vs. magic. |
Wanderlight | 150 | 1st Circinate | Creates a projectile globe of light for 5 rounds/level. |
Wizard Lock | 300 | 3rd Circinate | 20% chance to lock a door with lock strength of 2%/level; lasts 1 round/level if successful. |
* Some spells that the manual mentions as being part of the Known Spellbook are not for sale in any Mages Guild. Those include Cure Disease (cost: 375), Cause Disease (975), Purify (2590), and God's Fire (3750). However, you can still create these spells using the Spellmaker service, with the exception of God's Fire, due to the maximum additional damage per level being capped at 99.
** Sanctuary does not quite work as advertised. While monsters will not actively come after you or look in your direction, the spell-casting ones will still throw their spells your way (while otherwise seeming to ignore you).
*** "Permanent" is actually temporary. As long as you are on the dungeon level of the object you destroyed or created, what you did is permanent. However, when you leave the level, the entire level returns to its original state.
NotesEdit
- One round equals one minute of in-game time, which is equal to five seconds of real time.
- Walls and floors save vs. magic when you try to destroy them. This seems to imply that walls and floors may require multiple attempts to destroy. However, if you can destroy the object at all, you will do so on the first try. The ones you can't destroy have 100% protection from magic, and so always make the save. The rest have 0% protection and so never save.
- While the spells in The Known Spellbook can be useful, it is advised to create your own spells that are far cheaper and more efficient.