Magic
Clerical Spells
Clerical Magic is the magic of healing and protection, used by Clerics and Paladins. These are the spells, in the order they appear in your spellbook.
Spells with a per-level cost scale with the caster's level (e.g. "2/level" means 2 SP per caster level). Gems are also required for some spells. Element and status names are kept as in-game.
All users of Clerical spells start out with this spell.
When you enter an area and find that you can't see a thing, this spell will light up the darkness.
Clerics start out with this spell, Paladins can buy it at level 1.
Awakens all members of your party that were put to sleep. Extremely handy if you're ambushed while camping.
Clerics start out with this spell, Paladins can buy it at level 1.
A very weak healing spell, but it should be sufficient for your early adventures. It heals exactly 6 HP.
Clerics start out with this spell, Paladins can buy it at level 1.
Creates an enchanted gauntlet out of thin air which punches one enemy for 6 points of physical damage.
You can buy this spell at level 2.
Removes the 'Weak' condition from a character.
You can buy this spell at level 2.
This spell heals a character for 15 HP.
You can buy this spell at level 2.
Yes, even Clerics have some powerful attack spells and this is one of them. It hits a group of foes for Electric damage. The damage is equal to twice the caster's level.
You can buy this spell at level 3.
You can choose an element when you cast the spell. The entire party will gain an increased resistance to the chosen element. Choose from Fire, Cold, Electricity or Acid.
You can buy this spell at level 3.
A group of enemies will be overcome with writhing pain. In effect, they are hit for 8 points of physical damage. Note that the undead will not be affected by this spell, since they don't feel any pain.
You can buy this spell at level 3.
Poison will aggravate over time if not treated. Using this spell will not cure the poisoning, but it will slow the aggravation.
You can buy this spell at level 4, at any Guild except Raven's Guild.
The same effect as Suppress Poison, but for Disease.
You can buy this spell at level 4, at any Guild except Raven's Guild.
If you're having problems beating the undead, this spell is just the thing to solve your problems: Any undead being that gets hit by this spell is in for some major damage. There is even a small chance that they will be destroyed outright.
You can buy this spell at level 5, at any Guild except Raven's Guild.
This spell will attempt to mute all enemies that are directly in front of you. If successful, the enemy will not be able to cast anymore spells until they can overcome the spell.
You can buy this spell at level 5, at any Guild except Raven's Guild.
This spell will temporarily increase a character's AC by 1 per level of the caster.
You can buy this spell at level 6, at any Guild except Raven's Guild.
This spell will temporarily increase the damage a character is able to inflict in combat by 1 per level of the caster.
You can buy this spell at level 6, at any Guild except Raven's Guild.
This is the healing spell you're likely to use most often in your more advanced adventures. This is mostly because this is the only healing spell which gets more powerful with every level the caster gains. It heals 2-12 HP per level of the caster.
You can buy this spell at level 7, at any Guild except Raven's Guild or Albatross' Guild.
This spell increases a party member's To Hit % per 1 per level of the caster.
You can buy this spell at level 7, at any Guild except Raven's Guild or Albatross' Guild.
With this spell, you can attempt to freeze a group of enemies in their tracks. If it works, the enemy will not be able to attack with might or magic.
You can buy this spell at level 8, at any Guild except Raven's Guild or Albatross' Guild.
A very effective cold-based spell. It will damage all enemies in your line of sight. It inflicts 2-4 Cold damage per level of the caster.
You can buy this spell at level 8, at any Guild except Raven's Guild or Albatross' Guild.
This spell removes the 'Poison' condition from a character.
You can buy this spell at level 9, at any Guild except Raven's Guild or Albatross' Guild.
When you unleash this spell, all foes in your line of sight will be showered in acid, which will cause a fixed number of 15 points of Acid damage.
You can buy this spell at level 9, at any Guild except Raven's Guild or Albatross' Guild.
Removes the 'Disease' condition from a character.
You can buy this spell at level 10, at either Buzzard's Guild or Eagle's Guild.
Removes the 'Paralysed' condition from a character.
You can buy this spell at level 10, at either Buzzard's Guild or Eagle's Guild.
Attempt to paralyse a group of enemies directly in front of you. It's much like Immobilize, but with a higher success rate.
You can buy this spell at level 11, at either Buzzard's Guild or Eagle's Guild.
When you're out on a lengthy adventure, the last thing you need is your food supply running out. For these occasions, this spell can be a life saver.
You can buy this spell at level 11, at either Buzzard's Guild or Eagle's Guild.
A flaming whip will appear out of nowhere and strike one enemy for 100 points of Fire damage.
You can buy this spell at level 12, at either Buzzard's Guild or Eagle's Guild.
A very handy spell. It allows you to warp to any of the five towns from any location. You can't use it in combat though.
You can buy this spell at level 12, at either Buzzard's Guild or Eagle's Guild.
If any of your characters are turned to stone, this spell can remedy the situation.
You can buy this spell at level 13, at either Buzzard's Guild or Eagle's Guild.
The extreme act of mercy, this spell will heal one character completely or almost completely, but half of the damage that was healed is done to the caster.
You can buy this spell at level 13, at either Buzzard's Guild or Eagle's Guild.
This spell revives a dead party member. It won't work if the character is Eradicated, however.
You can buy this spell at level 14, at Eagle's Guild only.
Rays of moonlight strike all enemies in your line of sight for 30 points of Energy damage, while your party is healed for 1-30 HP. This spell can turn a battle completely around.
You can buy this spell at level 14, at Eagle's Guild only.
This strange spell will, if successful, increase the weight of a group of enemies, which causes them to fall and lose half their HP.
You can buy this spell at level 15, at Eagle's Guild only.
Okay, Turn Undead is nice to get rid of lesser undead, but ever try it on a Lich? If you meet some of the deadlier undead beings, just chant the Holy Word and there's a good chance they will be instantly destroyed, or at least severely damaged.
You can buy this spell at level 15, at Eagle's Guild only.
If any of your characters is Eradicated, this is the only spell that can help you. But beware, it is likely to age the character and/or the resurrected character by up to 5 years.
You can buy this spell at level 16, at Eagle's Guild only.
All foes in sight will be burnt to a crisp after this powerful beam of solar energy hits them. It causes 200 points of Energy damage.
You can buy this spell at level 17, at Eagle's Guild only.
When you're in a situation no mortal could ever escape from, all you can do is turn to the gods. This spell does just that. ALL party members will be completely healed from ALL damage and ailments, but there is a price to pay: Casting this spell will age the caster 5 years.