Magic
Natural Spells
Natural Magic holds the balance between offence and defence, used by Druids and Rangers. Many of its spells also appear in the Arcane or Clerical lists. 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 Natural 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.
All users of Natural spells start out with this spell.
Awakens all members of your party that were put to sleep. Extremely handy if you're ambushed while camping.
Druids start out with this spell, Rangers 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.
Druids start out with this spell, Rangers can buy it at level 1.
If you have any magical items, this spell will show the amount of charges they have left. Make good use of this knowledge, for if you use up the last charge in an item, it may very well disintegrate.
You can buy this spell at level 2.
With this spell, you can fire a small bolt of Fire, Cold, Electricity, or Acid. You can choose the element of the bolt you will fire when you cast the spell. It will deal 8 damage of the chosen type.
You can buy this spell at level 2.
Removes the 'Weak' condition from a character.
You can buy this spell at level 3.
You'll need a rope if you want to climb down into deep pits. If you don't have one, you can use this spell instead. It only works if you're standing directly above the pit when you cast the spell.
You can buy this spell at level 3.
This spell attempts to put an enemy to sleep. If successful, the enemy won't be able to take any action for a short time. Hitting the enemy will break the spell. It has no effect on undead.
You can buy this spell at level 4, at any Guild except Raven's Guild.
You can choose an element when you cast the spell. The recipient of the spell will gain an increased resistance to the chosen element. Choose from Fire, Cold, Electricity or Acid.
You can buy this spell at level 4, at any Guild except Raven's Guild.
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 5, at any Guild except Raven's Guild.
The same effect as Suppress Poison, but for Disease.
You can buy this spell at level 5, at any Guild except Raven's Guild.
This spell will scan the monsters directly in front of you, and inform you how much HP they have, what their AC value is, how many times they can attack per round, and what special abilities they have, if any.
You can buy this spell at level 6, at any Guild except Raven's Guild.
This spell heals a character for a total of 25 HP.
You can buy this spell at level 6, at any Guild except Raven's 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 7, at any Guild except Raven's Guild or Albatross' Guild.
A very useful spell. It allows your party to walk on water for the remainder of the day.
You can buy this spell at level 7, at any Guild except Raven's Guild or Albatross' Guild.
This spell deals 35 points of Cold damage to a single enemy.
You can buy this spell at level 8, at any Guild except Raven's Guild or Albatross' Guild.
Blasts a group of enemies for Electric damage. The damage is equal to 4-6 points per level of the caster.
You can buy this spell at level 8, 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.
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 9, at any Guild except Raven's Guild or Albatross' Guild.
This spell teleports you to a seemingly random location, but actually your destination depends on the day of the week. At the bottom of this table I've included a list of where you'll end up at which day. You cannot use it to escape from combat though.
You can buy this spell at level 10, at either Buzzard's Guild or Eagle's Guild.
Hits a group of enemies for Fire damage. The damage is equal to 3-7 points per level of the caster.
You can buy this spell at level 10, at either Buzzard's Guild or Eagle's Guild.
A swarm of insects will start flying around and sting a group of enemies, causing 40 points of physical damage.
You can buy this spell at level 11, at either Buzzard's Guild or Eagle's Guild.
Removes the 'Paralysed' condition from a character.
You can buy this spell at level 11, 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 12, 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 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 Guid.
This spell revives a dead party member. It won't work on Eradicated characters, however.
You can buy this spell at level 14, at Eagle's Guild only.
This spell is very unpredictable and thus should be used with caution. It will hit all enemies in sight... but the question is with what it will hit them, and for how much damage. It could do 250 points of fire damage, but it may just as well do 1 point of energy damage, or it might even heal the enemy!
You can buy this spell at level 15, at Eagle's Guild only.
Causes a storm of the element of your choice: Fire, cold, electricity or acid. The storm will hit all enemies in sight for 150 damage of the chosen type.
Nature's Gate Destinations
The Nature's Gate spell teleports you to a place that depends on the day of the week:
| Day of the week | Nature's Gate destination |
|---|---|
| Onesday | Baywatch |
| Twosday | Wildabar |
| Threesday | Swamp Town |
| Foursday | Blistering Heights |
| Fivesday | Castle Whiteshield |
| Sixsday | Castle Blood Reign |
| Sevensday | Castle Dragontooth |
| Eightsday | Castle Greywind |
| Ninesday | Castle Blackwind |
| Tensday | Fountain Head |