Conquest of Elysium 4

Conquest of Elysium 4

72 ratings
Zak'Torr's Complete Spell Compendium
By Jakalor
Most, if not all the spells in the entire game, the Schools of Magic they belong to as well as all their effects.
3
2
   
Award
Favorite
Favorited
Unfavorite
Introduction
First things first, this is my first guide, so any help with making it look good will be appreaciated.

If you find any spells or Schools of magic that aren't mentioned here, please feel free to mention it in the comments. I will be giving credit to those that find things I missed.

I've done this using only one mod.

If you want to put the info here into a Wiki, just remember to credit me. Otherwise, go ahead.

Remember to rate and favourite the guide so it gets more visibility! Thanks in advance.
Yes, I know that sounds incredibly cheesy.

An index for all the different abbreviations I will be using, it will be 100% neccessary:
  • A means Acid
  • AE means All Enemies
  • AF means All Friends
  • AoE means Area of Effect
  • AN means Armor Negating
  • Ar+X means Armor+ eg. 1
  • AS means Air Shield
  • B means Blunt
  • C means Cold
  • D means Disease
  • DAI means Doesn't Affect Inanimate
  • DAE means Doesn't Affect Ethereal
  • DAFL means Doesn't Affect Flying
  • DAFO means Doesn't Affect Floating
  • DAG means Doesn't affect Giant sized beings
  • DAM means Doesn't Affect Mindless
  • DAU means Doesn't Affect Undead
  • DC means Decay
  • DDVU means Double Damage vs Undead
  • E means Ethereal
  • EB means Entire Battlefield
  • F means Fire
  • FS means Fire Shield
  • Inv means Invulnerability to non-magical weapons
  • Inv+ means Invulnerability to all weapons
  • L means Lightning
  • LC means Luck
  • M means Magic
  • MR means Magic Resistance
  • OAA means Only Affects Animals
  • OAE means Only Affects Enemies
  • OAF means Only Affects Friends
  • OAH means Only Affects Humans
  • P means Poison
  • PC means Piercing
  • Res X means Resistance to eg. F for Fire
  • R means Regeneration
  • S means Slashing
  • Slow means it takes 2 rounds to cast it
  • Str means Strength
  • TEB means targets the edge of the battlefield
  • U means Undead

  • A spell only hits one square unless the AoE states otherwise
  • A spell with multiple strikes hits different squares independant of each other and only ever hit one square per strike unless stated otherwise
  • A spell has Range 0 unless stated otherwise

Now that we've got that sorted out let's begin.

Credits:
Cheating Testing mod for CoE4 by carn112004
the pro90 rush :D for helping fix grammatical errors and addng a spell
Alchemy
Alchemy is mainly practiced by the Alchemists of the Alchemists Guild. They are the only ones have the ability to create gold, but I wonder why they don't just create iron or something similiar instead. The ability to create iron would be of much higher value than simple gold, as gold can become worthless if produced too much of, but iron and similiar metals will always be of use.
There are rumours that you could create humans with Alchemy, but that is simply nonsense.

Possessed by Alchemists.

Level 1
Cold Resistance
  • Special Effect Res C
  • M
  • AoE burst 5
  • Range 4
Fire Resistance
  • Special Effect Res F
  • M
  • AoE burst 5
  • Range 4
Strength
  • Special Effect Str+2
  • M
  • AoE burst 3
  • Range 6
Level 2
Ironskin
  • Special Effect Ar+2
  • M
  • DAE
  • Range 6
Regeneration
  • Special Effect R
  • M
  • Range 6
Toughness
  • Special Effect Res B
  • Special Effect Res PC
  • Special Effect Res S
  • M
  • DAE
  • Range 6
Level 3
Flesh is Stronger
  • Special Effect Ar+2
  • Special Effect Res F
  • Special Effect Str+2
  • Special Effect R
  • Special Effect Res B
  • Special Effect Res PC
  • Special Effect Res S
  • M
  • DAE
  • Range 6
Astrology
Astrology is a peculiar type of magic, it has a close connection to both Moon Magic (due to the Moon being a stellar object) and to the Void (due to the Void, or the Astral plane as it is sometimes referred as, being home to the stars that the School of Magic uses). Practitioners claim to have the ability to manipulate fate and often end up being seen as weak, due to their inability to predict the weather, which in fact has nothing to do with Astrology. Insulting a powerful practitioner is foolish however, as they have the ability to enslave others and cause madness.

Practiced by Astrologers

Level 1
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Mind Burn
  • 1-11 M
  • M
  • AN
  • DAM
  • MR negates, but with great difficulty
  • Range 10
Moonlight
  • 1-3 M
  • M
  • AN
  • OAE
  • Range 10
  • Special Effect Confusion, DAM, MR negates, not affected by damage bonuses
Paralyze
  • Special Effect Paralyzation
  • M
  • MR negates
  • Range 10
Reading the Stars
  • Special Effect Luck
  • M
  • OAF
  • AoE 2 strikes
  • Range 8
Starlight
  • 1-5 M
  • M
  • AN
  • Range 10
  • Special Effect Paralyzation, MR negates easily
Words of the Void
  • Special Effect Stun
  • M
  • MR negates
  • AoE 3 strikes
  • Range 4
Level 2
Foresight
  • Special Effect Luck
  • M
  • OAF
  • AoE 5 strikes
  • Range 8
Invade Mind
  • Enslave
  • M
  • DAM
  • MR negates
  • Range 8
Mental Overload
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • OAE
  • AoE 4 strikes
  • Range 8
Meteor
  • 1-40 B
  • M
  • Scatter
  • Range 15
  • Special Effect 1-8 F, AoE Burst 5
  • Slow
Moonbeams
  • 1-3 M
  • M
  • AN
  • OAE
  • AoE burst 9
  • Range 10
  • Special Effect Confusion, DAM, MR negates, not affected by damage bonuses
Soul Slay
  • 1-999 M
  • M
  • DAM
  • MR negates, but with great difficulty
  • AN
  • Range 10
  • Special Effect Paralyzation
  • MR negates
Star Showers
  • 1-10 M
  • M
  • AN
  • Range 10
  • AoE 5 strikes
  • Special Effect Paralyzation, MR negates
Level 3
Great Foretelling
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 25
  • Range 6
Lunar Brilliance
  • 1-3 M
  • M
  • AN
  • OAE
  • AoE burst 25
  • Range 10
  • Special Effect Confusion, DAM, MR negates, not affected by damage bonuses
Mental Hold
  • Special Effect Paralyzation
  • M
  • MR negates easily
  • AoE burst 25
  • Range 6
Meteor Showers
  • 1-35 B
  • M
  • AoE 15% of battlefield
  • Range 15
  • Special Effect 1-8 F, AoE Burst 5
  • Slow
Mind Vortex
  • Special Effect Paralyzation
  • M
  • DAM
  • MR negates easily
  • EB
Beast Wards
Beast Wards grants the caster the ability to command beasts to protect them. The main problem with this is that these beasts only ever arrive at the very edge of where the battle is being fought. Well, one shouldn't complain since it allows you to summon wolves even when in the middle of a desert.

Possessed by Totems

Level 1
Befriend Animal
  • Special Effect Charm
  • Magic
  • OAA
  • OAE
  • MR negates easily
  • Range 5
Summon Crows
  • Special Effect Summon 1 Murder of Crows
  • Max 200 Murder of Crows per battle
  • M
  • TEB
Summon Wolf
  • Special Effect Summon 1 Wolf
  • Max 40 Wolves per battle
  • M
  • TEB
Level 2
Command Animals
  • Special Effect Charm
  • Magic
  • OAA
  • OAE
  • MR negates easily
  • AoE burst 9
  • Range 6
Summon Great Boar
  • Special Effect Summon 1 Great Boar
  • Max 25 Great Boars per battle
  • M
  • TEB
Summon Murder of Crows
  • Special Effect Summon 1-3 Murder of Crows
  • Max 200 Murder of Crows per battle
  • M
  • TEB
Summon Serpent
  • Special Effect Summon 1 Serpent
  • Max 25 Serpents per battle
  • M
  • TEB
Summon Wolves
  • Special Effect Summon 1-3 Wolves
  • Max 40 Wolves per battle
  • M
  • TEB
Level 3
Army of Crows
  • Special Effect Summon 1-13 Murder of Crows
  • Max 200 Murder of Crows per battle
  • M
  • TEB
Army of Boars
  • Special Effect Summon 1-4 Great Boars
  • Max 25 Great Boars per battle
  • M
  • TEB
Army of Wolves
  • Special Effect Summon 1-10 Wolves
  • Max 40 Wolves per battle
  • M
  • TEB
Black Magic
Black Magic seems to be a weaker form of Necromancy practiced by some Sorceresses. It does not have the same wide array of spells as Necromancy, nor do they have the ability to raise the dead. However, Black Magic does seem to include a few spells from other Schools of Magic, like Storm Magic. Most Black Sorceresses seem to be somewhat deranged, though not in the same way as Necromancers that have raised the dead.

Possessed by Black Sorceresses and Beholders.

Level 1
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Decay
  • Special Effect Decay
  • M
  • MR negates
  • Range 8
Paralyze
  • Special Effect Paralyzation
  • M
  • MR negates
  • Range 10
Level 2
Cloud of Death
  • Special Effect Decay
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Disintigrate
  • 1-20 M
  • M
  • AN
  • Range 8
  • Special Effect 1-999 M, MR negates
  • AN
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
Level 3
Death Spell
  • 1-20 M
  • M
  • AN
  • AoE burst 25
  • Range 10
Arcane Tempest
  • 1-3 B
  • M
  • OAE
  • AoE all enemies
  • Special Effect Stun, Str negates
  • Slow
Bloody Mother
Bloody Mother is a School of Magic from the jungle kingdom of Aztlan. It's used by the Priests of the Bloody Mother, the Teotl that has been claimed to be the one who birthed all the other Teotls.

Possessed by Priests of the Bloody Mother, Teotls

Level 1
Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 9
  • Range 6
Leech
  • 1-6 M
  • M
  • Drain
  • DAI
  • AN
  • Range 5
Regeneration
  • Special Effect R
  • M
  • Range 6
Strength
  • Strength +2
  • M
  • AoE burst 3
  • Range 6
Level 2
Blood Burst
  • 1-20 M
  • M
  • DAI
  • MR negates
  • AoE burst 5
  • Range 6
Blood Rush
  • Strength +2
  • M
  • AoE burst 25
  • Range 6
Greater Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 25
  • Range 6
Harm
  • 1-30 M
  • M
  • DAI
  • MR negates
  • AN
  • Range 8
Word of Power
  • Special Effect Paralyzation
  • M
  • MR negates, but with great difficulty
  • Range 4
Level 3
Army of Jaguars
  • Special Effect R
  • M
  • DAI
  • AoE burst 25
  • Range 6
Rain of Blood
  • 1-7 vs Morale
  • M
  • MR negates
  • AN
  • OAE
  • EB
  • Range 10
  • Slow
Smite
  • 1-999 F
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 5
Blood Magic
Blood Magic appears to be an inferior form of Infernal Magic. Unlike Infernal Magic, it does not draw its power directly from Inferno, but rather it draws it from the blood sacrificed by practitioners.

Possessed by Watchers, Gods

Level 1
Blood Boil
  • 1-15 F
  • M
  • DAI
  • MR negates
  • AN
  • Range 6
Leech
  • 1-6 M
  • M
  • Drain
  • DAI
  • AN
  • Range 5
Strength
  • Strength +2
  • M
  • AoE burst 3
  • Range 6
Level 2
Blood Burst
  • 1-20 M
  • M
  • DAI
  • MR negates
  • AoE burst 5
  • Range 6
Blood Rush
  • Strength +2
  • M
  • AoE burst 25
  • Range 6
Harm
  • 1-33 M
  • M
  • DAI
  • MR negates
  • AN
  • Range 8
Hellbind heart
  • Special Effect Enslave
  • M
  • DAM
  • MR negates
  • Range 6
  • Slow
Level 3
Bloodletting
  • 1-6 M
  • M
  • Drain
  • DAI
  • EB
  • Slow
Rain of Blood
  • 1-7 vs Morale
  • M
  • MR negates
  • AN
  • OAE
  • EB
  • Range 10
  • Slow
Rupture
  • 1-7 M
  • M
  • DAI
  • MR negates
  • AN
  • OAE
  • AoE burst 100
  • Range 10
  • Slow
Command
The School of Command is about controlling, manipulating and enslaving the minds of others. More usncrupulous mages like to use the School's powers to gain an advantage amongst the high courts of men.

Possessed by Demon Lords and Beholders.

Level 1
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Hold
  • Special Effect Stun
  • M
  • MR negates, but with great difficulty
  • AoE 3 strikes
  • Range 6
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Level 2
Bewilderment
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • AoE 6 strikes
  • Range 8
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • OAE
  • AoE burst 25
  • Range 10
Enslave
  • Enslave
  • M
  • MR negates
  • Range 8
Level 3
Mass Command
  • Special Effect Stun
  • M
  • MR negates, but with great difficulty
  • AE
Mass Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • AoE burst 100
  • OAE
  • Range 10
Mass Control
  • Enslave
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Crystal, Garnet, Jade and Onyx Sorcery and Fortune Magic
Crystal, Garnet, Jade and Onyx Sorcery are only possessed by the amazons of the Crystal, Garnet, Jade and Onyx amazon tribes. Fortune magic is only possessed by the Soothsayers in Barbarian tribes. None of these magics are particularily complex. Onyx Sorcery seemingly a weaker form of Necromancy, while Crystal Sorcery is a basic form of Storm Magic, Garnet Sorcery seems to take from Infernal Magic and Pyromancy and Jade Sorcery appears to be Nature magic.

Fortune Magic

Level 1
Luck
  • Special Effect Luck
  • M
  • OAF
  • Range 6
Level 2
Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Level 3
Battle Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 25
  • Range 6

Crystal Sorcery

Level 1
Luck
  • Special Effect Luck
  • M
  • OAF
  • Range 6
Gust of Wind
  • 1-3 B
  • AoE burst 5
  • Range 8
  • Special Effect Stun, Str negates
Seeking Arrow
  • 1-7
  • Range 6
Level 2
Air Shield
  • Special Effect AS
  • M
  • OAF
  • Range 6
Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Winds
  • 1-3 B
  • AoE burst 9
  • Range 8
  • Special Effect Stun, Str negates
Level 3
Chain Lightning
  • 1-7 L
  • M
  • AN
  • AoE 8 bounces, Range 2
  • Range 6
Protective Winds
  • Special Effect AS
  • M
  • OAF
  • AoE burst 20
  • Range 6

Garnet Sorcery

Level 1
Blood Boil
  • 1-15 F
  • M
  • DAI
  • MR negates
  • AN
  • Range 6
Pain
  • 1-10 M
  • M
  • DAI
  • MR negates
  • AN
  • Range 6
Level 2
Agony
  • 1-7 M
  • M
  • DAI
  • MR negates
  • AN
  • AoE burst 25
  • Range 10
Flame Strike
  • 1-15 F
  • M
  • Range 6
Level 3
Falling Flames
  • 1-15 F
  • M
  • AoE burst 25
  • Range 10
  • Knowing this spell grants the Burn Forest ability
Flame Explosion
  • 1-25 F
  • M
  • Range 8
  • Special Effect 1-8 F, AoE burst 9

Jade Sorcery

Level 1
Poison Bolts
  • 1-8 P
  • M
  • AN
  • AoE: 3 strikes
  • Range 6
Poison Resistance
  • Special Effect: Res P
  • M
  • AoE: burst 5
  • Range 4
Regeneration
  • Special Effect R
  • M
  • Range 6
Venom
  • 1-26 P
  • M
  • AN
  • Range 6
Level 2
Hydra's Blessing
  • Special Effect R
  • M
  • DAI
  • AoE: burst 5
  • Range 8
Lungs of Watery Death
  • Special Effect Stun
  • M
  • MR negates, but with great difficulty
  • Range 6
  • Special Effect 1-999 M, MR negates easily, AN
Venomous Death
  • 1-60 P
  • M
  • AN
  • Range 6
Venom Ward
  • Special Effect: Res P
  • M
  • AoE: burst 25
  • Range 4
Level 3
Mass Regeneration
  • Special Effect R
  • M
  • DAI
  • AoE: burst 25
  • Range 8
Poison Mist
  • 1-8 P
  • M
  • AN
  • AoE: burst 25
  • Range 8

Onyx Sorcery

Level 1
Bones of Stone
  • Special Effect Res B
  • M
  • DAE
  • AoE burst 5
  • Range 6
Fear
  • 1-10 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
Raise Longdead
  • Special Effect Summon 1 Longdead
  • M
  • Range 3
Stoneskin
  • Special Effect AR +1
  • M
  • DAE
  • OAF
  • AoE burst 5
  • Range 6
Stygian Skin
  • Special Effect Res PC
  • M
  • DAE
  • AoE burst 5
  • Range 6
Level 2
Dance of Bones
  • Special Effect Summon 1-3 Longdead
  • M
  • Range 3
Granite Army
  • Special Effect AR +1
  • M
  • DAE
  • OAF
  • AoE burst 25
  • Range 6
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
Level 3
Army of Bones
  • Special Effect Summon 1-7 Longdead
  • M
  • Range 3
Nightmares
  • 1-7 FvM
  • M
  • MR negates easily
  • AN
  • AoE burst 100
  • Range 10
Dark Magic
Dark Magic is the School of Magic specialised in controlling the realm between Elysium and Hades. It isn't a plane in the same way as Elysium or Hades, more of place of darkness and shadows.
The mages that learn the theory behind how it works use their newfound abilities to spread terror in their foes, summon the very shadows they study and send lashes of that darkness to harm their enemies. Unlike what their name would suggest, Dark Mages aren't inherently evil, simply scholars who have learned the theory behind what stands between Elysium and Hades, as well as what binds them together.

Possessed by Dark Wizards.

Level 1
Fear
  • 1-10 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
Shadowform
  • Special Effect E
  • M
  • Range 4
Summon Shade
  • Special Effect Summon 1 Shade
  • Max 25 Shades per battle
  • M
  • Range 6
  • Slow
Tendril of Darkness
  • 1-5 M
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 6
  • Special Effect Weakness, MR negates
Level 2
Lashes of Darkness
  • 1-5 M
  • M
  • MR negates, but with great difficulty
  • AN
  • AoE 5 strikes
  • Range 6
  • Special Effect Weakness, MR negates
Shade Warriors
  • Special Effect E
  • M
  • AoE burst 9
  • Range 6
Summon Shades
  • Special Effect Summon 1-3 Shade
  • Max 25 Shades per battle
  • M
  • Range 6
  • Slow
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
Weakness
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • AoE burst 25
  • Range 8
Level 3
Army of Darkness
  • Special Effect E
  • M
  • AoE burst 25
  • Range 8
Horde of the Night
  • Special Effect Summon 1-8 Shade
  • Max 25 Shades per battle
  • M
  • Range 6
  • Slow
Shade of Death
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • EB
  • Slow
Symbol of Dread
  • 1-2 M
  • M
  • MR negates
  • AN
  • OAE
  • AoE burst 100
  • Range 10
  • Special Effect 1-8 FvM, MR negates, but with great difficulty, AN
Dark Prayers
Dark Prayers is the School of Magic granted by Ba'al unto his dark servants. It does not have the ability to bless or protect, unlike other types of magic granted by gods. This lends support to the theory that Ba'al is in fact not divine, but simply a usurper. It uses many spells similiar to those used by Infernal Magic.

Possessed by Priestesses of Ba'al

Level 1
Blood Boil
  • 1-15 F
  • M
  • DAI
  • MR negates
  • AN
  • Range 6
Call Scorpion
  • Special Effect Summon 1 Scorpion
  • Max 50 Scorpions per battle
  • M
  • TEB
Call Spider
  • Special Effect Summon 1 Small Spider
  • Max 50 Small Spiders per battle
  • M
  • TEB
Leech
  • 1-6 M
  • M
  • Drain
  • DAI
  • AN
  • Range 5
Pain
  • 1-10 M
  • M
  • DAI
  • MR negates
  • AN
  • Range 6
Level 2
Call Large Spiders
  • Special Effect Summon 1-2 Large Spiders
  • Max 25 Large Spiders per battle
  • M
  • TEB
Hellbind heart
  • Special Effect Enslave
  • M
  • DAM
  • MR negates
  • Range 6
  • Slow
Lashes of Fire
  • 1-11 F
  • M
  • AoE 3 strikes
  • Range 6
  • Special Effect Stun, MR negates
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
Vengeance
  • 1-13 M
  • M
  • AoE 2 strikes
  • Range 8
  • Special Effect Curse
Word of Power
  • Special Effect Paralyzation
  • M
  • MR negates, but with great difficulty
  • Range 4
Level 3
Bloodletting
  • 1-6 M
  • M
  • Drain
  • DAI
  • EB
  • Slow
Lashes of Death
  • 1-15 M
  • M
  • AoE 3 strikes
  • Range 6
  • Special Effect 1-999 M, MR negates, AN
Rupture
  • 1-7 M
  • M
  • DAI
  • MR negates
  • AN
  • OAE
  • AoE burst 100
  • Range 10
  • Slow
Spider Swarm
  • Special Effect Summon 1-11 Large Spiders
  • Max 25 Large Spiders per battle
  • M
  • TEB
Death
The School of Magic known as Death is practiced in the jungle kingdom of Aztlan. It's about weakening the foes of their gods through disease and withering.

Possessed by priests of the night and teotls.

Level 1
Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 9
  • Range 6
Decay
  • Special Effect Decay
  • M
  • MR negates
  • Range 8
Disease
  • Special Effect Disease
  • M
  • MR negates, but with great difficulty
  • Range 8
Strength Sap
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • AoE burst 3
  • Range 8
Level 2
Greater Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 25
  • Range 6
Plague
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Weakness
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • AoE burst 25
  • Range 8
Wither
  • Special Effect Decay
  • M
  • MR negates, but with great difficulty
  • AoE burst 5
  • Range 8
Word of Power
  • Special Effect Paralyzation
  • M
  • MR negates, but with great difficulty
  • Range 4
Level 3
Dance Macabre
  • Special Effect Summon 1-5 Longdead
  • M
  • Range 3
Shade of Death
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • EB
  • Slow
Smite
  • 1-999 F
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 5
Druidism
The School of Druidism is one of the oldest Schools of Magic. It is based on the theory of Nature and its different beasts and animals. Unlike most mages, those who practice Druidism and other Nature based magic are not stopped by Nature, but aided by it. This won't stop wild animals from killing them, a discovery that has come at the cost of fellow mages.

Possessed by Animists, Druids and some gods.

Level 1
Barkskin
  • Ar+1
  • M
  • DAE
  • AoE burst 5
  • Range 6
Befriend Animal
  • Special Effect Charm
  • Magic
  • OAA
  • OAE
  • MR negates easily
  • Range 5
Poison Arrow
  • 1-6 PC
  • Range 5
  • Special Effect 1-10 P
  • AN
Poison Vine
  • Special Effect Entanglement
  • Magic
  • Range 6
  • Special Effect 1-5 P
  • AN
Tangle Vine
  • Special Effect Entanglement
  • DAFY
  • DAFO
  • Range 6
Vine Arrow
  • 1-6 PC
  • Special Effect Entanglement
  • DAFY
  • DAFO
Level 2
Briar Cage
  • Special Effect Entanglement
  • M
  • AoE burst 9
  • Range 6
Command Animals
  • Special Effect Charm
  • Magic
  • OAA
  • OAE
  • MR negates easily
  • AoE burst 9
  • Range 6
Curse of Wood
  • Special Effect transform into tree
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Domestication
  • Special Effect Charm
  • Magic
  • OAA
  • OAE
  • MR negates easily
  • AoE 3 strikes
  • Range 5
Oak Army
  • Ar+1
  • M
  • DAE
  • AoE burst 25
  • Range 6
Poison Vines
  • Special Effect Entanglement
  • Magic
  • OAE
  • AoE burst 3
  • Range 6
  • Special Effect 1-5 P
  • AN
Shooting Thorns
  • 1-2 PC
  • AoE 7 strikes
  • Range 6
  • Special Effect 1-10 P
  • AN
Level 3
Earthquake
  • 1-5 B
  • DAFL
  • DAFO
  • EB
  • Special Effect Stun
  • Str negates
  • Slow
Lord of the Wild
  • Special Effect Charm
  • Magic
  • OAA
  • OAE
  • MR negates easily
  • AoE burst 25
  • Range 10
Wild Growth
  • Special Effect Entanglement
  • Magic
  • Str negates
  • OAE
  • AoE burst 100
  • Range 10
  • Slow
Dwarf Magic
Dwarf Magic is used by the Dvala, or Dwarf Queens to protect their cities and their brood. Strangely enough, Dvala don't have to spend large amounts of time researching the correct ways to use magic, but use a ritual that allows them to learn spells. This ritual may have been devised so as to let the Dvala who never leave the place they are born learn ever more powerful magic.
This is even stranger, as the ritual is not used by the Dwarven Runesmiths, which have to rely on getting access to magic the conventional way.

Possessed by Dvala and Rune Smiths

Level 1
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Cold Resistance
  • Special Effect Res C
  • M
  • AoE burst 5
  • Range 4
Earth Grip
  • Special Effect Earth Grip
  • M
  • DAFL
  • DAFO
  • M
  • Range 6
Fire Resistance
  • Special Effect Res F
  • M
  • AoE burst 5
  • Range 4
Flame Burst
  • 1-8 F
  • M
  • Range 6
Fortitude
  • Special Effect Ar+1
  • M
  • DAE
  • AoE burst 5
  • Range 6
Ironskin
  • Special Effect Ar+2
  • M
  • DAE
  • Range 6
Tremor
  • 1-2 B
  • DAF
  • DAFL
  • AoE burst 5
  • Range 6
  • Special Effect Stun, Str negates
Level 2
Army of Stone
  • Special Effect Ar+1
  • M
  • DAE
  • AoE burst 25
  • Range 6
Earth Meld
  • Special Effect Earth Grip
  • M
  • DAFL
  • DAFO
  • M
  • AoE burst 9
  • Range 6
Eruption
  • 1-9 B
  • DAF
  • DAFL
  • AoE burst 5
  • Range 6
  • Special effect Stun, Str negates
Fire Ward
  • Special Effect Res F
  • M
  • AoE burst 25
  • Range 4
Runes of Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • AoE burst 9
  • Range 8
Smokeless Flame
  • 1-25 F
  • M
  • Range 8
Soldiers of Steel
  • Special Effect Ar+2
  • M
  • DAE
  • AoE burst 5
  • Range 6
Winter Ward
  • Special Effect Res C
  • M
  • AoE burst 25
  • Range 4
Level 3
Army of Gold
  • Special Effect Ar+2
  • Special Effect Res F
  • M
  • DAE
  • AoE burst 25
  • Range 6
Army of Steel
  • Special Effect Ar+2
  • M
  • DAE
  • AoE burst 25
  • Range 6
Chasm
  • 1-100 B
  • M
  • DAFL
  • DAFO
  • AN
  • AoE crack 15
  • Range 6
  • Special Effect Earth Grip, Str negates, DAF, DAFL
Earthquake
  • 1-5 B
  • DAFL
  • DAFO
  • EB
  • Special Effect Stun, Str negates
  • Slow
Flame Pillars
  • 1-25 F
  • M
  • AoE 3 strikes
  • Range 6
Legion of Stone
  • Special Effect Ar+1
  • M
  • DAE
  • AF
  • Range 6
Maws of the Earth
  • 1-100 B
  • M
  • DAFL
  • DAFO
  • DAG
  • AN
  • AoE crack 5
  • Range 6
  • Special Effect Earth Grip, Str negates, DAF, DAFL, DA
  • Special Effect 1-8 F
Enchantment
Enchantment is the School of Magic used by Enchanters. Its focus lies in increasing the strength of your army to such levels that you are impervious to all attacks with some ability to try and make it so the enemy army can't act.

Possessed by Enchanters.

Level 1
Fire Resistance
  • Special Effect Res F
  • M
  • AoE burst 5
  • Range 4
Fire Shield
  • Special Effect F Shield
  • M
  • Range 4
Fortitude
  • Special Effect Ar+1
  • M
  • DAE
  • AoE burst 5
  • Range 6
Ironskin
  • Special Effect Ar+2
  • M
  • DAE
  • Range 6
Luck
  • Special Effect Luck
  • M
  • OAF
  • Range 6
Strength
  • Special Effect Str+2
  • M
  • AoE burst 3
  • Range 6
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Toughness
  • Special Effect Res B
  • Special Effect Res PC
  • Special Effect Res S
  • M
  • DAE
  • Range 6
Level 2
Army of Stone
  • Special Effect Ar+1
  • M
  • DAE
  • AoE burst 25
  • Range 6
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE burst 25
  • Range 10
Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Fire Ward
  • Special Effect Res F
  • M
  • AoE burst 25
  • Range 4
Herculean Soldiers
  • Special Effect Str+2
  • M
  • DAE
  • AoE burst 25
  • Range 6
Indomitability
  • Special Effect Res B
  • Special Effect Res PC
  • Special Effect Res S
  • M
  • DAE
  • AoE burst 5
  • Range 6
Soldiers of Flame
  • Special Effect F Shield
  • M
  • AoE burst 5
  • Range 4
Soldiers of Steel
  • Special Effect Ar+2
  • M
  • DAE
  • AoE burst 5
  • Range 6
Thunder Ward
  • Special Effect Res L
  • M
  • AoE burst 25
  • Range 4
Venom Ward
  • Special Effect Res S
  • M
  • AoE burst 25
  • Range 4
Weakness
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • AoE burst 25
  • Range 8
Winter Ward
  • Special Effect Res C
  • M
  • AoE burst 25
  • Range 4
Level 3
Army of Flames
  • Special Effect F Shield
  • M
  • AoE burst 25
  • Range 4
Army of Steel
  • Special Effect Ar+2
  • M
  • DAE
  • AoE burst 25
  • Range 6
Battle Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 25
  • Range 6
Invulnerability
  • Inv
  • M
Legion of Stone
  • Special Effect Ar+1
  • M
  • DAE
  • AF
  • Range 6
Slumbering Army
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • OAE
  • EB
  • Range 10
  • Slow
Elemental Magic
Elemental Magic is all the offensive power of the other Elemental Schools of Magic. This leads to having an immense array of attacks at their disposal.
It is possessed by the apprentices of Warlocks, probably because they have not yet chosen an Elemental Path to go down. I do wonder what would happen if one such apprentices decided to strike out on his own and learn the theory behind magic rather than make Pacts with the Elemental Royalty.

Possessed by Warlock's Apprentices

Level 1
Combustion
  • Special Effect Burn
  • M
  • AoE 4 strikes
  • Range 6
  • Knowing this spell grants the Burn Forest ability
Dehydration
  • Special Effect Paralyzation
  • M
  • DAI
  • Str negates
  • Range 8
Earth Grip
  • Special Effect Earth Grip
  • M
  • DAFL
  • DAFO
  • M
  • Range 6
Gust of Wind
  • 1-3 B
  • AoE burst 5
  • Range 8
  • Special Effect Stun, Str negates
Level 2
Earth Meld
  • Special Effect Earth Grip
  • M
  • DAFL
  • DAFO
  • M
  • AoE burst 9
  • Range 6
Fireball
  • 1-15 F
  • M
  • AoE burst 5
  • Range 6
  • Knowing this spell grants the Burn Forest ability
Orb Lightning
  • 1-8 L
  • M
  • AN
  • AoE burst 15
  • Range 6
  • Special Effect Stun, MR negates
Sailor's Death
  • Special Effect Stun
  • M
  • MR negates, but with great difficulty
  • Range 6
  • Special Effect 1-999 M, MR negates easily, AN
Storm Wind
  • 1-4 B
  • AoE burst 25
  • Range 10
  • Special Effect Stun, Str negates
Torrent of Water
  • 1-6 B
  • M
  • AoE burst 5
  • Range 6
  • Special Effect Stun, Str negates
Level 3
Army of Waves
  • Special Effect summon 1-10 Lesser Water
  • Max 25 Lesser Waters per battle
  • M
  • Slow
Call Lightning
  • 1-8 L
  • M
  • AN
  • AoE 12 strikes
  • Range 10
  • Special Effect Stun, MR negates
Earthquake
  • 1-5 B
  • DAFL
  • DAFO
  • EB
  • Special Effect Stun, Str negates
  • Slow
Flame Storm
  • 1-7 F
  • M
  • AoE burst 50
  • Range 10
  • Knowing this spell grants the Burn Forest ability
Famine Magic
Famine Magic is the power over those that feast on crops and the dead as well as causing starvation, it is rumoured to be possessed by only a single creature, a man atop a black horse that has been granted the power of judgement.

Level 1
Summon Crows
  • Summon 1 Murder of Crows
  • Max 200 Murders of Crows per battle
  • M
  • TEB
Level 2
Summon Mantis
  • Summon 1-5 Giant Mantis
  • Max 25 Giant Mantis per battle
  • M
  • TEB
Level 3
Starvation
  • Special Effect Weakness, Decay,
  • M
  • DAI
  • MR negates
  • AoE burst 25
Foul Magic
Level 1
Black Cloud
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 5
  • Range 6
Decay
  • Special Effect Decay
  • M
  • MR negates
  • Range 8
Disease
  • Special Effect Disease
  • M
  • MR negates, but with great difficulty
  • Range 8
Level 2
Gift of Death
  • Special Effect Disease and Decay
  • M
  • MR negates, but with great difficulty
  • Range 10
Plague
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Wither
  • Special Effect Decay
  • M
  • MR negates, but with great difficulty
  • AoE burst 5
  • Range 8
Level 3
Black Death
  • Special Effect Disease
  • M
  • MR negates
  • EB
  • Slow
Symbol of Death
  • 1-2 M
  • M
  • MR negates
  • AN
  • OAE
  • AoE burst 100
  • Range 10
  • Special Effect Disease, MR negates
Tendrils of Death
  • Special Effect Weakness, Disease and Decay
  • M
  • MR negates, but with great difficulty
  • AoE 7 strikes
  • Range 8
  • Slow
Forest Magic
Originally it was believed that the Order of Green Enchantresses had created Forest Magic themselves, but recent the re-appearance of the Dryads and their magic has made it apparent that its roots are far older. No one seems to be able to point at why no one knew of the existance of the Dryads, as Centaurs have been speaking of it liberally, though when they started speaking is up for debate. The Order of Green Enchantresses only accepts young and beautiful women as members and all their members that appear seem young and beautiful. Forest Magic is based on drawing power from Nature.

Possessed by Dryads and Green Enchantresses.

Level 1
Befriend Animal
  • Special Effect Charm
  • Magic
  • OAA
  • OAE
  • MR negates easily
  • Range 5
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Fortitude
  • Special Effect Ar+1
  • M
  • DAE
  • OAF
  • AoE burst 5
  • Range 6
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Strength
  • Special Effect Str+2
  • M
  • AoE burst 3
  • Range 6
Summon Wolf
  • Special Effect Summon 1 Wolf
  • Max 40 Wolves per battle
  • M
  • TEB
Level 2
Charm
  • Special Effect Charm
  • M
  • DAM
  • MR negates easily
  • Range 5
Cloud of Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • AoE burst 9
  • Range 8
Command Beasts
  • Special Effect Charm
  • Magic
  • OAA
  • OAE
  • MR negates easily
  • AoE burst 9
  • Range 6
Curse of the Frog Prince
  • Special Effect Polymorph into frog familiar
  • M
  • DAI
  • MR negates
  • OAE
  • Range 4
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE burst 25
  • Range 10
Summon Wolves
  • Special Effect Summon 1-3 Wolves
  • Max 40 Wolves per battle
  • M
  • TEB
Level 3
Army of Crows
  • Special Effect Summon 1-13 Murder of Crows
  • Max 200 Murder of Crows per battle
  • M
  • TEB
Army of Wolves
  • Special Effect Summon 1-10 Wolves
  • Max 40 Wolves per battle
  • M
  • TEB
Enchanting Voice
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • OAE
  • AoE burst 100
  • Range 10
Mist of Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • AoE burst 25
  • Range 10
Frost Magic
Frost magic is possessed by those that seek not to control water, but winter itself. There are of course the obvious implications of them simply using frozen water, so it does sometimes get debated why Hydromancers can't control ice and frost mages can't control water.

Possessed by Ice Druids, Ice Witches, Ice Giants.

Level 1
Cold Resistance
  • Special Effect Res C
  • AoE burst 5
  • Range 4
Freeze
  • 1-8 C
  • M
  • AN
  • Range 6
Frost
  • 1-3
  • M
  • AN
  • AoE burst 3
  • Range 6
Frozen Heart
  • 1-20
  • M
  • MR negates
  • AN
  • Range 6
Icicle
  • 1-6 PC
  • M
  • Range 6
  • Special Effect 1-3 C, AN
Level 2
Blizzard
  • 1-3 C
  • M
  • AN
  • EB
  • Slow
Encase in Ice
  • 1-2 C
  • M
  • AN
  • AoE burst 5
  • Range 6
  • Special Effect Imprison in Ice, MR negates
Falling Frost
  • 1-6 C
  • M
  • AN
  • AoE burst 25
  • Range 10
Hail Storm
  • 1-4 B
  • M
  • EB
  • Range 10
  • Slow
Ice Shards
  • 1-12 PC
  • M
  • AoE 3 strikes
  • Range 6
  • Special Effect 1-3 C, An
Winter Ward
  • Special Effect Res C
  • M
  • AoE burst 25
  • Range 4
Level 3
Frozen Flames
  • 1-17 C
  • M
  • AN
  • AoE burst 25
  • Range 10
Ice Prison
  • 1-6 C
  • M
  • AN
  • AoE burst 25
  • Range 6
  • Special Effect Imprison in Ice, MR negates
Legion of Ice
  • Special Effect Res C, Ar+1
  • M
  • AoE burst 25
  • Range 4
  • DAE
  • OAF
  • AF
  • Range 6
Geomancy
Geomancy is the School of Magic based around the Elemental plane of Earth.
It boils down to flinging rocks, trapping people in dirt and causing the land itself to tear apart.

Possessed Warlocks of Earth, Earth Elementals, Pale One Oracles.

Level 1
Earth Grip
  • Special Effect Earth Grip
  • M
  • DAFL
  • DAFO
  • M
  • Range 6
Ironskin
  • Special Effect Ar+2
  • M
  • DAE
  • Range 6
Stone Shards
  • 1-4 B
  • M
  • AoE 3 strikes
  • Range 6
Strength
  • Special Effect Str+2
  • M
  • AoE burst 3
  • Range 6
Tremor
  • 1-2 B
  • DAF
  • DAFL
  • AoE burst 5
  • Range 6
  • Special Effect Stun, Str negates
Level 2
Earth Meld
  • Special Effect Earth Grip
  • M
  • DAFL
  • DAFO
  • M
  • AoE burst 9
  • Range 6
Eruption
  • 1-9 B
  • DAF
  • DAFL
  • AoE burst 5
  • Range 6
  • Special effect Stun, Str negates
Iron Bolts
  • 1-10 B
  • M
  • AoE 5 strikes
  • Range 6
Soldiers of Steel
  • Special Effect Ar+2
  • M
  • DAE
  • AoE burst 5
  • Range 6
Strength of the Earth
  • Special Effect R, Str+2
  • M
  • DAE
  • AoE burst 5
  • Range 6
Summon Earth
  • Summon 1-2 Lesser Earths
  • Max 25 Lesser Earths per battle
  • M
  • Range 4
  • Slow
Level 3
Army of Gold
  • Special Effect Ar+2
  • Special Effect Res F
  • M
  • DAE
  • AoE burst 25
  • Range 6
Chasm
  • 1-100 B
  • M
  • DAFL
  • DAFO
  • AN
  • AoE crack 15
  • Range 6
  • Special Effect Earth Grip, Str negates, DAF, DAFL
Earthquake
  • 1-5 B
  • DAFL
  • DAFO
  • EB
  • Special Effect Stun, Str negates
  • Slow
Maws of the Earth
  • 1-100 B
  • M
  • DAFL
  • DAFO
  • DAG
  • AN
  • AoE crack 5
  • Range 6
  • Special Effect Earth Grip, Str negates, DAF, DAFL, DA
  • Special Effect 1-8 F
Golden Arcana and Golden Magic
Golden Wizards claim to be members of the Golden Order and definitely use magic very similiar to that of the Golden Order, but they lack the ability to become more powerful simply by studying at a location with a large enough magical library (level three, say an Academy of Higher Magic or the Nexus). This leads me to believe that they are former members of the Golden Order that have been thrown out due to different ideologies, probably the part where they decided to become mercenaries that fought for the highest bidder, rather than those who fight for the good of Elysium

The Metal Orders have not responded to any messages sent there inquiring about the situation.

Golden Magic is possessed by Golden Wizards and Archmages, while Golden Arcana is possessed by members of the Golden Order.

Golden Arcana

Level 1
Fire Resistance
  • Special Effect Res F
  • M
  • AoE burst 5
  • Range 4
Flames
  • 1-3 F
  • M
  • AoE burst 3
  • Range 6
Luck
  • Special Effect Luck
  • M
  • OAF
  • Range 6
Paralyze
  • Special Effect Paralyzation
  • M
  • MR negates
  • Range 10
Sunbeam
  • 1-2 F
  • Magic
  • Double damage vs U
  • AN
  • AoE: Burst 5
  • Range 8
  • Special Effect: Blindness, MR negates
Level 2
Antimagic
  • Special Effect +2 MR
  • M
  • Burst 25
  • Range 8
Fireball
  • 1-15 F
  • M
  • AoE burst 5
  • Range 6
  • Knowing this spell grants the Burn Forest ability
Fire Ward
  • Special Effect Res F
  • M
  • AoE burst 25
  • Range 4
Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Incinerate
  • 1-25 F
  • M
  • AN
  • Range 6
Solar Flare
  • 1-8 F
  • M
  • Double damage vs U
  • AN
  • AoE: Burst 5
  • Range 8
  • Special Effect: Blindness, MR negates
Soul Slay
  • 1-999 M
  • M
  • DAM
  • MR negates, but with great difficulty
  • AN
  • Range 10
  • Special Effect Paralyzation
  • MR negates
Summon Fire
  • Summon 1-2 Lesser Fires
  • Max 25 Lesser Fires per battle
  • M
  • Knowing this spell grants the Burn Forest ability
Level 3
Army of Gold
  • Special Effect Ar+2
  • Special Effect Res F
  • M
  • DAE
  • AoE burst 25
  • Range 6
Battle Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 25
  • Range 6
Flame Storm
  • 1-7 F
  • M
  • AoE burst 50
  • Range 10
  • Knowing this spell grants the Burn Forest ability
Pillar of Fire
  • 1-60 F
  • M
  • Rang 8
  • Special Effect 1-8 F, AoE burst 9

Golden Magic

Level 1
Fire Resistance
  • Special Effect Res F
  • M
  • AoE burst 5
  • Range 4
Flames
  • 1-3 F
  • M
  • AoE burst 3
  • Range 6
Sunbeam
  • 1-2 F
  • Magic
  • Double damage vs U
  • AN
  • AoE: Burst 5
  • Range 8
  • Special Effect: Blindness, MR negates
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Level 2
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE burst 25
  • Range 10
Fireball
  • 1-15 F
  • M
  • AoE burst 5
  • Range 6
  • Knowing this spell grants the Burn Forest ability
Fire Ward
  • Special Effect Res F
  • M
  • AoE burst 25
  • Range 4
Solar Flare
  • 1-8 F
  • M
  • Double damage vs U
  • AN
  • AoE: Burst 5
  • Range 8
  • Special Effect: Blindness, MR negates
Level 3
Army of Gold
  • Special Effect Ar+2
  • Special Effect Res F
  • M
  • DAE
  • AoE burst 25
  • Range 6
Army of the Sun
  • Special Effect: Awe
  • M
  • DAU
  • OAF
  • AoE: Burst 25
  • Range 6
Flame Storm
  • 1-7 F
  • M
  • AoE burst 50
  • Range 10
  • Knowing this spell grants the Burn Forest ability
Slumbering Army
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • OAE
  • EB
  • Range 10
  • Slow
Hedge Magic
Hedge Magic, a School of Magic that has taken from a lot of other Schools of Magic and ended up with a varied collection of spells. However, it's incredibly hard to become good at Hedge Magic without magical aid for humans.

Possessed by Hedge Wizards, Goblins, some magical trees and Bakemono.

Level 1
Curse
  • Special Effect Curse
  • M
  • Range 16
Disease
  • Special Effect Disease
  • M
  • MR negates, but with great difficulty
  • Range 8
Flame Burst
  • 1-8 F
  • M
  • Range 6
Fortitude
  • Special Effect Ar+1
  • M
  • DAE
  • OAF
  • AoE burst 5
  • Range 6
Gust of Wind
  • 1-3 B
  • AoE burst 5
  • Range 8
  • Special Effect Stun, Str negates
Poison Cloud
  • 1-4 P
  • M
  • AN
  • AoE burst 5
  • Range 6
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Strength
  • Special Effect Str+2
  • M
  • AoE burst 3
  • Range 6
Summon Wolf
  • Special Effect Summon 1 Wolf
  • Max 40 Wolves per battle
  • M
  • TEB
Vine Arrow
  • 1-6 PC
  • Range 5
  • Special Effect Entanglement, DAFL, DAFO
Level 2
Curse of the Frog Prince
  • Special Effect Polymorph into frog familiar
  • M
  • DAI
  • MR negates
  • OAE
  • Range 4
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE burst 25
  • Range 10
Plague
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Poison Mist
  • 1-8 P
  • AN
  • AoE burst 25
  • Range 8
Storm Wind
  • 1-4 B
  • AoE burst 25
  • Range 10
  • Special Effect Stun, Str negates
Summon Great Boar
  • Special Effect Summon 1 Great Boar
  • Max 25 Great Boars per battle
  • M
  • TEB
Summon Murder of Crows
  • Special Effect Summon 1-3 Murder of Crows
  • Max 200 Murder of Crows per battle
  • M
  • TEB
Summon Wolves
  • Special Effect Summon 1-3 Wolves
  • Max 40 Wolves per battle
  • M
  • TEB
Level 3
Arcane Tempest
  • 1-3 B
  • M
  • OAE
  • AE
  • Special Effect Stun, Str negates
  • Slow
Army of Wolves
  • Special Effect Summon 1-10 Wolves
  • Max 40 Wolves per battle
  • M
  • TEB
Black Death
  • Special Effect Disease
  • M
  • MR negates
  • EB
  • Slow
High Arcana
High Arcana is practiced mostly by the Court Mages of kings and other rich nobles, though usually they are not very powerful. Most of the time they only end up granting luck to their employer before a game or some other similiarly trivilial waste of arcane talent. There have however appeared a few more powerful mages, Magi as they call themselves, who have offered their great talents for gold during times of war. Their power is not in directly destroying the enemy, but in empowering their allies and weaking the enemy. Do not however think that they can't burn you alive if they need to.

Possessed by Court Mages, Magi.

Level 1
Combustion
  • Special Effect Burn
  • M
  • AoE 4 strikes
  • Range 6
  • Knowing this spell grants the Burn Forest ability
Earth Grip
  • Special Effect Earth Grip
  • M
  • DAFL
  • DAFO
  • M
  • Range 6
Fire Resistance
  • Special Effect Res F
  • M
  • AoE burst 5
  • Range 4
Fire Shield
  • Special Effect F Shield
  • M
  • Range 4
Ironskin
  • Special Effect Ar+2
  • M
  • DAE
  • Range 6
Luck
  • Special Effect Luck
  • M
  • OAF
  • Range 6
Paralyze
  • Special Effect Paralyzation
  • M
  • MR negates
  • Range 10
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Level 2
Earth Meld
  • Special Effect Earth Grip
  • M
  • DAFL
  • DAFO
  • M
  • AoE burst 9
  • Range 6
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE burst 25
  • Range 10
Fire Ward
  • Special Effect Res F
  • M
  • AoE burst 25
  • Range 4
Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Mass Combustion
  • Special Effect Burn
  • M
  • OAE
  • AoE burst 50
  • Range 10
  • Slow
  • Knowing this spell grants the Burn Forest ability
Meteor
  • 1-40 B
  • M
  • Scatter
  • Range 15
  • Special Effect 1-8 F, AoE Burst 5
  • Slow
Soldiers of Flame
  • Special Effect F Shield
  • M
  • AoE burst 5
  • Range 4
Soldiers of Steel
  • Special Effect Ar+2
  • M
  • DAE
  • OAF
  • AoE burst 5
  • Range 6
Soul Slay
  • 1-999 M
  • M
  • DAM
  • MR negates, but with great difficulty
  • AN
  • Range 10
  • Special Effect Paralyzation
  • MR negates
Level 3
Army of Gold
  • Special Effect Ar+2
  • Special Effect Res F
  • M
  • DAE
  • AoE burst 25
  • Range 6
Battle Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 25
  • Range 6
Meteor Showers
  • 1-35 B
  • M
  • AoE 15% of battlefield
  • Range 15
  • Special Effect 1-8 F, AoE Burst 5
  • Slow
Slumbering Army
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • OAE
  • EB
  • Range 10
  • Slow
Hydromancy
Hydromancy is about controlling the element of water. This involves not only summoning water elementals, but also using its corrosive capabilities and the ability to dehydrate or drown people by manipulating the water within them.
Many hydromancers tend to spend large amounts of time underwater or at least know how to breathe water. They did however notice that it's very hard to write things down when underwater, since you'd have to chisel it all into stone. The water being cold usually didn't help. This led to many abandoning the sea for dry land.

Possessed by Warlocks of Water, Sea Fathers, Elves*, Water elementals.

Level 1
Acid Darts
  • 1-5 A
  • M
  • AN
  • AoE 2 strikes
  • Range 6
Dehydration
  • Special Effect Paralyzation
  • M
  • DAI
  • Str negates
  • Range 8
Stream of Water
  • Special Effect Stun
  • M
  • MR negates
  • Str negates
  • AoE burst 3
  • Range 6
  • Special Effect 1-3 B
  • AN
Summon Water
  • Special Effect summon 1 Lesser Water
  • Max 25 Lesser Waters per battle
  • M
  • Slow
Level 2
Acid Spray
  • 1-10 A
  • M
  • AN
  • AoE narrow cone 10
  • Range 5
Call Water
  • Special Effect summon 1-4 Lesser Water
  • Max 25 Lesser Waters per battle
  • M
  • Slow
Rising Tide
  • Special Effect Stun
  • M
  • MR negates
  • Str negates
  • AoE burst 25
  • Range 8
  • Special Effect 1-3 B
  • AN
Sailor's Death
  • Special Effect Stun
  • M
  • MR negates, but with great difficulty
  • Range 6
  • Special Effect 1-999 M, MR negates easily, AN
Torrent of Water
  • 1-6 B
  • M
  • AoE burst 5
  • Range 6
  • Special Effect Stun, Str negates
Level 3
Acid Rain
  • 1-12 A
  • M
  • AN
  • AoE burst 25
  • Range 8
Army of Waves
  • Special Effect summon 1-10 Lesser Water
  • Max 25 Lesser Waters per battle
  • M
  • Slow
Deluge
  • 1-11 B
  • M
  • AoE burst 25
  • Range 6
  • Special Effect Stun, Str negates
Watery Doom
  • Special Effect Stun
  • M
  • MR negates
  • AoE burst 100
  • Range 10
  • Special Effect 1-999 M, MR negates easily, AN
Illusionism
Illusionism, the most debated "School of Magic", if it can even be called such.
Illusionism is unlike other types of magic, in that it only affects the mind, not the body. Those who practice Illusionism are often claimed to have fallen prey to their own illusions and believe that they are true. The problem with illusionism is that it can be done without ever using any sort of magic simple smoke and mirrors is all that's needed. Yet somehow, the beings that come out of the Illusionists mirrors are capable of rending flesh just as well as the real creatures they mimic.

Possessed by Elder Dragons, Illusionists and Horrors.

Level 1
Beam of Light
  • 1-3 M
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
  • Special Effect Blindness, DAG, MR negates
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Displace Self
  • Special Effect Displacement
  • M
Fear
  • 1-10 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
Mirror Image
  • Special Effect Creates a Mirror Image
  • M
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Level 2
Bewilderment
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • AoE burst 9
  • Range 8
Colour Spray
  • 1-2 M
  • M
  • MR negates, but with great difficulty
  • AN
  • AoE burst 5
  • Range 8
  • Special Effect Blindness, DAG, MR negates
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE burst 25
  • Range 10
Illusionary Army
  • Special Effect Creates a bunch of Mirror Images
  • M
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • AoE burst 25
  • Range 10
Level 3
Discplace Army
  • Special Effect Displacement
  • M
  • AoE burst 25
  • Range 6
Mist of Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • AoE burst 25
  • Range 10
Slumbering Army
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • EB
  • Range 10
  • Slow
Visions of Dread
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • AoE burst 100
  • Range 10
Infernal Magic
Infernal magic is looked down upon by the Priesthood of El and the more zealous members often target cultists who use Infernal magic, even when they are allies.
There are rumours of Goetic Masters summoning Demon Lords deep in the lands of their foes in case the spell fails to control the Demon Lord, so that the Demon Lord goes rampaging through their opponents lands, rather their own. There are also rumours of Goetic Masters summoning Demon Lords simply to take their, often powerful, magical items.

Possessed by Demonologists, Demon Lords, Demons.

Level 1
Blood Boil
  • 1-15 F
  • M
  • DAI
  • MR negates
  • AN
  • Range 6
Flame Burst
  • 1-8 F
  • M
  • Range 6
Pain
  • 1-10 M
  • M
  • DAI
  • MR negates
  • AN
  • Range 6
Spontaneous Combustion
  • Special Effect Burn
  • M
  • AoE 3 strikes
  • 6
Summon Imp
  • Special Effect Summon 1 Imp
  • Max 50 Imps per battle
  • M
  • Slow
Strength
  • Strength +2
  • M
  • AoE burst 3
  • Range 6
Level 2
Agony
  • 1-9 M
  • M
  • DAI
  • MR negates
  • AN
  • AoE burst 25
  • Range 10
Blood Burst
  • 1-20 M
  • M
  • DAI
  • MR negates
  • AoE burst 5
  • Range 6
Harm
  • 1-33 M
  • M
  • DAI
  • MR negates
  • AN
  • Range 8
Hellbind heart
  • Special Effect Enslave
  • M
  • DAM
  • MR negates
  • Range 6
  • Slow
Infernal Strength
  • Strength +2
  • M
  • AoE burst 25
  • Range 6
Lashes of Pain
  • 1-9 S
  • M
  • DAI
  • AoE 3 strikes
  • Range 6
  • Special Effect Stun, MR negates
Summon Imps
  • Special Effect Summon 1-3 Imps
  • Max 50 Imps per battle
  • M
  • Slow
Level 3
Bloodletting
  • 1-6 M
  • M
  • Drain
  • DAI
  • EB
  • Slow
Imp Horde
  • Special Effect Summon 1-12 Imps
  • Max 50 Imps per battle
  • M
  • Slow
Infernal Gate
  • Special Effect Summon 1 Fiend of Darkness
  • Max 25 Fiends of Darkness per battle
  • Special Effect Summon 1 Lesser Demon
  • Max 25 Lesser Demons per battle
  • Special Effect Summon 1 Devil
  • Max 25 Devils per battle
  • Slow
Rain of Blood
  • 1-7 vs Morale
  • M
  • MR negates
  • AN
  • OAE
  • EB
  • Range 10
  • Slow
Summon Demon
  • Special Effect Summon 1-3 Lesser Demons
  • Max 25 Lesser Demons per battle
  • M
  • Slow
Summon Fiend
  • Special Effect Summon 1-3 Fiends of Darkness
  • Max 25 Fiends of Darkness per battle
  • M
  • Slow
Kuro Do
The Bakemono are usually not very proficient in magic, but they seem to have created a School of Magic of their own, Kuro Do. It seems to be about using Nature as well as curses.

Possessed by Bakemono

Level 1
Curse
  • Special Effect Curse
  • M
  • Range 16
Disease
  • Special Effect Disease
  • M
  • MR negates, but with great difficulty
  • Range 8
Fear
  • 1-10 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
Gust of Wind
  • 1-3 B
  • AoE burst 5
  • Range 8
  • Special Effect Stun, Str negates
Pain
  • 1-10 M
  • M
  • DAI
  • MR negates
  • AN
  • Range 6
Level 2
Blizzard
  • 1-3 C
  • M
  • AN
  • EB
  • Slow
Harm
  • 1-33 M
  • M
  • DAI
  • MR negates
  • AN
  • Range 8
Plague
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Storm Wind
  • 1-4 B
  • AoE burst 25
  • Range 10
  • Special Effect Stun, Str negates
Summon Wolves
  • Special Effect Summon 1-3 Wolves
  • Max 40 Wolves per battle
  • M
  • TEB
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
Thunderhead
  • 1-12 L
  • M
  • AN
  • AoE 3 strikes
  • Range 15
  • Special Effect Stun, MR negates, AoE burst 6
  • Slow
Level 3
Arcane Tempest
  • 1-3 B
  • M
  • OAE
  • AE
  • Special Effect Stun, Str negates
  • Slow
Black Death
  • Special Effect Disease
  • M
  • MR negates
  • EB
  • Slow
Earthquake
  • 1-5 B
  • DAFL
  • DAFO
  • EB
  • Special Effect Stun, Str negates
  • Slow
Rain of Stones
  • 1-7 B
  • M
  • EB
  • Range 10
  • Slow
Maladies
Maladies is a peculiar thing used by the effigies of the barbarian tribes and the Bakemono.
While many consider the effigies nothing but superstition, observers have noted that these effigies do have the ability curse you in a multitude of ways. The effigies may be fueled by the beliefs of these ignorant people. Caution should be exercised when destroying them.

Possessed by effigies.

Level 1
Curse
  • Special Effect Curse
  • M
  • Range 16
Disease
  • Special Effect Disease
  • M
  • MR negates, but with great difficulty
  • Range 8
Fear
  • 1-10 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
Gust of Wind
  • 1-3 B
  • AoE burst 5
  • Range 8
  • Special Effect Stun, Str negates
Summon Crows
  • Special Effect Summon 1 Murder of Crows
  • Max 200 Murder of Crows per battle
  • M
  • TEB
Level 2
Curse
  • Special Effect Curse
  • M
  • AoE 5 strikes
  • Range 16
Plague
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Storm Wind
  • 1-4 B
  • AoE burst 25
  • Range 10
  • Special Effect Stun, Str negates
Summon Murder of Crows
  • Special Effect Summon 1-3 Murder of Crows
  • Max 200 Murder of Crows per battle
  • M
  • TEB
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
Level 3
Arcane Tempest
  • 1-3 B
  • M
  • OAE
  • AE
  • Special Effect Stun, Str negates
  • Slow
Army of Crows
  • Special Effect Summon 1-13 Murder of Crows
  • Max 200 Murder of Crows per battle
  • M
  • TEB
Black Death
  • Special Effect Disease
  • M
  • MR negates
  • EB
  • Slow
Curse
  • Special Effect Curse
  • M
  • AoE 15 strikes
  • Range 16
Metal and Iron Arcana
Metal Arcana is only possessed by Initiates of the Metal Orders and only has four first level spells. All Metal Arcana spells are instantly forgotten upon becoming a member of any one specific Order, Iron, Silver or Gold.
Iron Arcana is the School of Magic taught within the Iron Order. It's one of the more powerful Schools of Magic, not due to its versatility, but because of its reliability. Many proud spellcasters learn too late that a spear made entirely out of iron, flung with magical strength, will kill them just as well as a lightning bolt or ball of fire.

Iron Arcana is possessed by Adepts, Masters of the Iron Order and Archmages for some strange reason.

Metal Arcana
Air Shield
  • Special Effect: AS
  • M
  • AoE burst 5
  • Range 6
Iron Skin
  • Special Effect Ar+2
  • M
  • DAE
  • Range 6
Luck
  • Special Effect: Luck
  • M
  • OAF
  • Range 6
Paralyze
  • Special Effect: Paralyzation
  • M
  • MR negates
  • Range 10

Iron Arcana
Level 1
Iron Shard
  • 1-5 B
  • M
  • AoE 3 strikes
  • Range 6
Iron Spear
  • 1-12 PC
  • M
  • Range 6
Iron Skin
  • Special Effect Ar+2
  • M
  • DAE
  • Range 6
Luck
  • Special Effect: Luck
  • M
  • OAF
  • Range 6
Paralyze
  • Special Effect: Paralyzation
  • M
  • MR negates
  • Range 10
Level 2
Antimagic
  • Special Effect +2 MR
  • M
  • Burst 25
  • Range 8
Fortune
  • Special Effect: Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Iron Darts
  • 1-6 B
  • M
  • AoE 7 strikes
  • Range 6
Iron Shower
  • 1-5 B
  • M
  • AoE burst 25
  • Range 10
Soldiers of Steel
  • Special Effect Ar+2
  • M
  • DAE
  • OAF
  • AoE burst 5
  • Range 6
Soul Slay
  • 1-999 M
  • DAM
  • MR negates, but with great difficulty
  • AN
  • Range 10
  • Special Effect: Paralyzation, DAM, MR negates
Summon Earth
  • Summon 1-2 Lesser Earths
  • Max 25 Lesser Earths per battle
  • M
  • Range 4
  • Slow
Level 3
Battle Fortune
  • Special Effect: Luck
  • M
  • OAF
  • AoE burst 25
  • Range 6
Invulnerability
  • Special Effect non-magical Invulnerability
  • M
Iron Globes
  • 1-50 B
  • M
  • 3 strikes
  • Range 6
Iron Storm
  • 1-6 PC
  • AoE all enemies
  • Range 10
  • Slow
Legion of Steel
  • Special Effect Ar+2
  • M
  • DAE
  • OAF
  • AoE burst 25
  • Range 6
Moon Magic
Moon Mages seem to have a tendency to go mad, probably due to their connection with the Moon and through it, the Void. They also seem to like using shadows, sleep and darkness, probably because they have a strong connection with the night through the Moon.

Practiced by members of the Order of the Moon.

Level 1
Fear
  • 1-10 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
Moonlight
  • 1-3 M
  • M
  • AN
  • OAE
  • Range 10
  • Special Effect Confusion, DAM, MR negates, not affected by damage bonuses
Shadowform
  • Special Effect E
  • M
  • Range 4
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Level 2
Antimagic
  • Special Effect [Authors note: This is supposed to be empty]
  • M
  • Burst 25
  • Range 8
Moonbeams
  • 1-3 M
  • M
  • AN
  • OAE
  • AoE burst 9
  • Range 10
  • Special Effect Confusion, DAM, MR negates, not affected by damage bonuses
Shade Warriors
  • Special Effect E
  • M
  • AoE burst 9
  • Range 6
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
Touch of the Moon
  • Special Effect Sleep
  • M
  • MR negates
  • OAE
  • AoE burst 5
  • Range 6
Level 3
Army of Darkness
  • Special Effect E
  • M
  • OAF
  • AoE burst 25
  • Range 6
Lunar Brilliance
  • 1-3 M
  • M
  • AN
  • OAE
  • AoE burst 25
  • Range 10
  • Special Effect Confusion, DAM, MR negates, not affected by damage bonuses
Mysticism
Mysticism is a School of Magic practiced by the Renatae of the Empire and the God Empress. The God Empress is said to be the one with greatest control over this School of Magic. This has not made the Emperor or the Empress any faster at paying their stipend to the College.

Mysticism is a strange blend of Hydromancy and Prayers, using obviously divine power to banish demons and undead and punish those who offend the gods. Offending the gods can mean anything from badmouthing them, opposing them or accidentally stepping in the way of the gods or their priests. It has a focus on water and its purifying powers.

Level 1
Cleansing Water
  • 1-2 B
  • M
  • DDVU
  • Range 6
  • Special Effect: Stun, Str negates
Dehydration
  • Special Effect: Paralyzation
  • M
  • DAI
  • Str negates
  • Range 8
Purify
  • 1-10 M
  • M
  • OAU
  • Range 6
Level 2
Holy Word
  • Special Effect: Paralyzation
  • M
  • MR negates, but with great difficulty
  • Range 4
Rising Tide
  • Special Effect: Stun, Str negates
  • M
  • MR negates
  • AoE burst 25
  • Range 8
  • Special Effect 1-3 B
  • AN
Syllable of Death
  • 1-999 M
  • M
  • MR negates
  • AN
  • Range 5
  • Special Effect Stun
  • MR negates, but with great difficulty
Torrent of the Sacred River
  • 1-3 B
  • M
  • DDVU
  • AoE burst 25
  • Range 10
  • Special Effect: Stun, Str negates
Level 3
Divine Names
  • Special Effect: Paralyzation
  • M
  • MR negates, but with great difficulty
  • AoE 7 strikes
  • Range 10
Final Rest
  • Special Effect Banish
  • M
  • MR negates easily
  • EB
  • Range 6
Nahualli Magic
In the jungle kingdom of Aztlan, there is a School of Magic other than that used by their blood-soaked priests. Practioners of Nahualli Magic are persecuted as bringers of bad fortune, and this may very well be true.

Possessed by Nahualli.

Level 1
Call Vengeful Spirit
  • 1-9 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
Curse
  • Special Effect Curse
  • M
  • Range 16
Disease
  • Special Effect Disease
  • M
  • MR negates, but with great difficulty
  • Range 8
Gust of Wind
  • 1-3 B
  • AoE burst 5
  • Range 8
  • Special Effect Stun, Str negates
Leech
  • 1-6 M
  • M
  • Drain
  • DAI
  • AN
  • Range 5
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Level 2
Harm
  • 1-30 M
  • M
  • DAI
  • MR negates
  • AN
  • Range 8
Plague
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Storm Wind
  • 1-4 B
  • AoE burst 25
  • Range 10
  • Special Effect Stun, Str negates
Level 3
Black Death
  • Special Effect Disease
  • M
  • MR negates
  • EB
  • Slow
Great Curse
  • Special Effect Curse
  • M
  • AoE 15 strikes
  • Range 16
Shade of Death
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • EB
  • Slow
Necromancy
Necromancy is a School of Magic with a "reputation". Most of its practitioners are outright mad or incredibly solitary. However, it seems as if those who master the art of Necromancy manage to elude even the laws set by the gods and retain their sanity.

Possessed by Necromancers, Death Knights, Vampires, Liches, Demi-Liches, Dust Priests.

Level 1
Black Cloud
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 5
  • Range 6
Bolt of Unlife
  • 1-6 M
  • M
  • Reanimates victim
  • DAI
  • MR negates, but with great difficulty
  • AN
  • Range 6
Decay
  • Special Effect Decay
  • M
  • MR negates
  • Range 8
Disease
  • Special Effect Disease
  • M
  • MR negates, but with great difficulty
  • Range 8
Drain Life
  • 1-8 M
  • M
  • Drain
  • DAI
  • AN
  • Range 5
Fear
  • 1-10 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
Raise Longdead
  • Special Effect Summon 1 Longdead
  • M
  • Range 3
Reanimation
  • Special Effect Summon 1 Soulles
  • M
Strength Sap
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • AoE burst 3
  • Range 8
Level 2
Bane Fire
  • 1-20 M
  • M
  • AN
  • Range 8
  • Special Effect Decay, MR negates, AoE burst 9
Cloud of Death
  • Special Effect Decay
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Dance Macabre
  • Special Effect Summon 1-5 Longdead
  • M
  • Range 3
Dark Power
  • 1-7 M
  • M
  • Drain
  • DAI
  • AN
  • AoE 3 strikes
  • Range 8
Finger of Death
  • 1-999 M
  • M
  • DAI
  • MR negates, but with great difficulty
  • AN
  • Range 8
  • Special Effect Paralyzation, Str negates
Plague
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Soul Wortex
  • 1-6 M
  • M
  • Drain
  • DAI
  • AN
  • AoE burst 9
  • Range 5
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
Weakness
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • AoE burst 25
  • Range 8
Wither
  • Special Effect Decay
  • M
  • MR negates, but with great difficulty
  • AoE burst 5
  • Range 8
Level 3
Army of the Dead
  • Special Effect Summon 1-18 Longdead
  • M
  • Range 3
Bane Fire Vortex
  • 1-30 M
  • M
  • AN
  • AoE burst 9
  • Range 8
  • Special Effect Decay, MR negates, AoE burst 3
Black Death
  • Special Effect Disease
  • M
  • MR negates
  • EB
  • Slow
Chill of the Dead
  • 1-13 C
  • M
  • AN
  • AoE burst 25
  • Range 10
  • Special Effect Weakness, DAU, MR negates, but with great difficulty
Death Spell
  • 1-20 M
  • M
  • AN
  • AoE burst 25
  • Range 10
Invulnerability
  • Special Effect Inv
  • M
Shade of Death
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • EB
  • Slow
Soul Drain
  • 1-6 M
  • M
  • Drain
  • DAI
  • EB
  • Range 10
  • Slow
Tendrils of Death
  • Special Effect Weakness, Disease and Decay
  • M
  • MR negates, but with great difficulty
  • AoE 7 strikes
  • Range 8
  • Slow
Night
Night is another School of Magic practiced in the jungle kingdom of Aztlan. Much like the other Schools of Magic practiced by the blood-soaked priests, it has the ability to smite and disable the enemies of their gods while protecting their allies. It seems to be a form of Moon Magic.

Possessed by Priests of Night, Teotls.

Level 1
Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 9
  • Range 6
Moonlight
  • 1-3 M
  • M
  • AN
  • OAE
  • Range 10
  • Special Effect Confusion, DAM, MR negates, not affected by damage bonuses
Shadowform
  • Special Effect E
  • M
  • Range 4
Slumber
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • Range 6
Level 2
Greater Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 25
  • Range 6
Moonbeams
  • 1-3 M
  • M
  • AN
  • OAE
  • AoE burst 9
  • Range 10
  • Special Effect Confusion, DAM, MR negates, not affected by damage bonuses
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
Touch of the Moon
  • Special Effect Sleep
  • M
  • MR negates
  • OAE
  • AoE burst 5
  • Range 6
Word of Power
  • Special Effect Paralyzation
  • M
  • MR negates, but with great difficulty
  • Range 4
Level 3
Army of Darkness
  • Special Effect E
  • M
  • OAF
  • AoE burst 25
  • Range 6
Lunar Brilliance
  • 1-3 M
  • M
  • AN
  • OAE
  • AoE burst 25
  • Range 10
  • Special Effect Confusion, DAM, MR negates, not affected by damage bonuses
Smite
  • 1-999 F
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 5
Pyromancy
Pyromancy is, as you can guess, about setting people on fire. The Empire has always liked the practitioners of Pyromancy for their ability to set fire to the ancient forests of Elysium and the animals within.

Practiced by Pyromancers, Demon Lords and Beholders

Level 1
Blood boil
  • 1-15 F
  • M
  • DAI
  • MR negates
  • AN
  • Range 6
Combustion
  • Special Effect Burn
  • M
  • AoE 4 strikes
  • Range 6
  • Knowing this spell grants the Burn Forest ability
Fire Resistance
  • Special Effect Res F
  • M
  • AoE burst 5
  • Range 4
Fire Shield
  • Special Effect F Shield
  • M
  • Range 4
Flame Burst
  • 1-8 F
  • M
  • Range 6
Flames
  • 1-3 F
  • M
  • AoE burst 3
  • Range 6
Level 2
Falling Fires
  • 1-6 F
  • M
  • AoE burst 25
  • Range 10
  • Knowing this spell grants the Burn Forest ability
Fireball
  • 1-15 F
  • M
  • AoE burst 5
  • Range 6
  • Knowing this spell grants the Burn Forest ability
Fire Cloud
  • 1-10 F
  • M
  • AoE burst 9
  • Range 8
  • Knowing this spell grants the Burn Forest ability
Fire Ward
  • Special Effect Res F
  • M
  • AoE burst 25
  • Range 4
Incinerate
  • 1-25 F
  • M
  • AN
  • Range 6
Mass Combustion
  • Special Effect Burn
  • M
  • OAE
  • AoE burst 50
  • Range 6
  • Slow
  • Knowing this spell grants the Burn Forest ability
Meteor
  • 1-40 B
  • M
  • Scatter
  • Range 15
  • Special Effect 1-8 F, AoE Burst 5
  • Slow
Summon Fire
  • Summon 1-2 Lesser Fires
  • Max 25 Lesser Fires per battle
  • M
  • Knowing this spell grants the Burn Forest ability
Level 3
Flame Eruption
  • 1-18 F
  • M
  • AoE burst 25
  • Range 10
  • Knowing this spell grants the Burn Forest ability
Flame Storm
  • 1-7 F
  • M
  • AoE burst 50
  • Range 10
  • Knowing this spell grants the Burn Forest ability
Hellfire
  • 1-10 F
  • M
  • EB
  • Slow
  • Knowing this spell grants the Burn Forest ability
Meteor Showers
  • 1-35 B
  • M
  • AoE 15% of battlefield
  • Range 15
  • Special Effect 1-8 F, AoE Burst 5
  • Slow
Pillar of Fire
  • 1-60 F
  • M
  • Rang 8
  • Special Effect 1-8 F, AoE burst 9
Prayers and Paladin Magic
Prayers are "magic" possessed by some priests, mainly the Priesthood of El. It has been encountered by some armies sent to dispatch of raiding Ichtyids in the hands of so called Bishop Fish, presumably the religous leaders of the Ichtyids. For some reason men have a tendency to convert over to the Ichtyid faith, but all missionaries sent to the Ichtyids have been failure and the power of the Priests of El has been unable to sway even a single Ichtyid.

Prayers seem to be granted by the god of the priest using them, but rigourus study of religious as well as arcane tomes can still lead to the learning of more Prayer "spells".

Possessed by priests of El, monks and Bishop Fish

Prayers
Level 1
Banish
  • Special Effect Banish
  • M
  • MR negates, but with great difficulty
  • Range 6
Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 9
  • Range 6
Conversion
  • Special Effect Charm
  • M
  • OAH
  • DAM
  • MR negates
  • Range 5
Resist Magic
  • Special Effect
  • M
  • OAF
  • Range 6
Level 2
Greater Banishment
  • Special Effect Banish
  • M
  • MR negates, but with great difficulty
  • AoE 3 strikes
  • Range 6
Greater Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 25
  • Range 6
Mass Conversion
  • Special Effect Charm
  • M
  • OAH
  • DAM
  • MR negates
  • AoE burst 9
  • Range 5
Level 3
Bless Army
  • Special Effect Blessing
  • M
  • OAF
  • All allies
  • Range 6
Divine Word
  • Special Effect Banish
  • M
  • MR negates, but with great difficulty
  • AoE 5 strikes
  • Range 6
Smite
  • 1-999 F
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 5
True Faith
  • Special Effect Charm
  • M
  • OAH
  • DAM
  • MR negates
  • AoE burst 25
  • Range 5

Paladin Magic

Possessed by paladins.

Level 1
Aura of God
  • Special Effect: Awe
  • M
Banish
  • Special Effect Banish
  • M
  • MR negates
  • Range 6
  • 1-13 F
  • M
  • MR negates
  • AN
  • Range 5
Level 2
Godflesh
  • Res B
  • Res PC
  • Res S
  • Ar+2
  • M
Level 3
Avatar
  • Special Effect Inv
  • M
Rain
A School of Magic from the jungle kingdom of Aztlan. Practioners can smite the enemies of their gods and bless their allies. It appears to be some form of Hydromancy

Possessed by Priests of Rain, Kings of Rain and Teotls.

Level 1
Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 9
  • Range 6
Dehydration
  • Special Effect Paralyzation
  • M
  • DAI
  • Str negates
  • Range 8
Leech
  • 1-6 M
  • M
  • Drain
  • DAI
  • AN
  • Range 5
Level 2
Greater Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 25
  • Range 6
Rising Tide
  • Special Effect Stun
  • M
  • MR negates
  • Str negates
  • AoE burst 25
  • Range 8
  • Special Effect 1-3 B
  • AN
Torrent of Water
  • 1-6 B
  • M
  • AoE burst 5
  • Range 6
  • Special Effect Stun, Str negates

Word of Power
  • Special Effect Paralyzation
  • M
  • MR negates, but with great difficulty
  • Range 4
Level 3
Deluge
  • 1-11 B
  • M
  • AoE burst 25
  • Range 6
  • Special Effect Stun, Str negates
Living Rain
  • Special Effect summon 1-7 Lesser Water
  • Max 25 Lesser Waters per battle
  • M
  • Slow
Smite
  • 1-999 F
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 5
Sage Magic
Possessed by Sphinxes, Godesses.

Level 1
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Fire Resistance
  • Special Effect Res F
  • M
  • AoE burst 3
  • Range 4
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Level 2
Bewilderment
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • AoE burst 9
  • Range 8
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • OAE
  • AoE burst 25
  • Range 10
Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Level 3
Invulnerability
  • Special Effect Inv
  • M
Riddles of Insanity
  • Special Effect Confusion
  • M
  • DAM
  • MR negates, but with great difficulty
  • Not affected by damage bonuses
  • OAE
  • AoE 8 strikes
  • Range 8
Slumbering Army
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • OAE
  • EB
  • Range 10
  • Slow
Serpent Magic
Possessed by all Serpent Priests, Mothers of Monsters. Not that great, considering that most things that you'd need to kill with magic are immune to poison. Especially worthless against Necromancers, due to Undead having immunity to poison.

Level 1
Poison Bolts
  • 1-8 P
  • M
  • AN
  • AoE: 3 strikes
  • Range 6
Poison Cloud
  • 1-5 P
  • M
  • AN
  • AoE: burst 5
  • Range 6
Poison Resistance
  • Special Effect: Res P
  • M
  • AoE: burst 5
  • Range 4
Summon Snake
  • Special Effect: Summon 1 Snake
  • Max 50 Snakes per battle
  • M
  • Targets the edge of the battlefield
Venom
  • 1-26 P
  • M
  • AN
  • Range 6
Level 2
Hydra's Blessing
  • Special Effect R
  • M
  • DAI
  • AoE: burst 5
  • Range 8
Poison Darts
  • 1-6 P
  • M
  • AN
  • AoE: 9 strikes
  • Range 6
Poison Mist
  • 1-8 P
  • M
  • AN
  • AoE: burst 25
  • Range 8
Pit of Snakes
  • Special Effect: Summon 1-3 Snakes
  • Max 50 Snakes per battle
  • M
  • Targets the edge of the battlefield
Summon Serpent
  • Special Effect: Summon 1 Serpent
  • Max 25 Serpents per battle
  • M
  • Targets the edge of the battlefield
Venomous Death
  • 1-60 P
  • M
  • AN
  • Range 6
Venom Ward
  • Special Effect: Res P
  • M
  • AoE: burst 25
  • Range 4
Level 3
Deadly Fumes
  • 1-6 P
  • M
  • AN
  • AoE: burst 100
  • Range 10
Green Death
  • 1-22 P
  • M
  • AN
  • AoE: burst 25
  • Range 8
Summon Serpents
  • Special Effect: Summon 1-5 Serpents
  • Max 25 Serpents per battle
  • M
  • Targets the edge of the battlefield
Sky
Sky is the magic practiced in the jungle kingdom of Aztlan, wielded by the their High Priest of the Sky and used to control the weather to harm the enemies of their gods.

Possessed by Coatls, priests of the Sky, teotls, tlaloques and chaacs.

Level 1
Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 9
  • Range 6
Gust of Wind
  • 1-3 B
  • AoE burst 5
  • Range 8
  • Special Effect Stun, Str negates
Shock
  • 1-6 L
  • M
  • AN
  • Range 6
  • Special Effect Stun, MR negates, Str negates
Level 2
Greater Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 25
  • Range 6
Storm Wind
  • 1-4 B
  • AoE burst 25
  • Range 10
  • Special Effect Stun, Str negates
Thunderhead
  • 1-12 L
  • M
  • AN
  • AoE 3 strikes
  • Range 15
  • Special Effect Stun, MR negates, AoE burst 6
  • Slow
Word of Power
  • Special Effect Paralyzation
  • M
  • MR negates, but with great difficulty
  • Range 4
Level 3
Gale
  • 1-5 B
  • EB
  • Special Effect Stun, Str negates
  • Slow
Living Clouds
  • Summon 1-2 Cloud Elementals
  • Max 25 Cloud Elementals per battle
  • M
  • Slow
Smite
  • 1-999 F
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 5
Silver Arcana
The School of Magic known as Silver Arcana was created by the Silver Order, one of the three Metal Orders. It is a much more sophisticated version of Storm Magic, enchanced over the years that the Silver Order has existed. There have been Sorceresses that have used Silver Arcana, but they have not been as proficient Masters of the Silver Order. Their connection, if any, with the Silver Order has not been found.

Possessed by members of the Silver Order, Sorceresses.

Level 1
Air Shield
  • Special Effect AS
  • M
  • OAF
  • AoE burst 5
  • Range 6
Gust of Wind
  • 1-3 B
  • AoE burst 5
  • Range 8
  • Special Effect Stun, Str negates
Luck
  • Special Effect Luck
  • M
  • OAF
  • Range 6
Paralyze
  • Special Effect Paralyzation
  • M
  • MR negates
  • Range 10
Shock
  • 1-6 L
  • M
  • AN
  • Range 6
  • Special Effect Stun, MR negates, Str negates
Level 2
Antimagic
  • Special Effect +2 MR
  • M
  • Burst 25
  • Range 8
Chain Lightning
  • 1-5 L
  • M
  • AN
  • AoE 8 bounces, Range 2
  • Range 6
  • Special Effect Stun, MR negates, Str negates
Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Lightning Bolt
  • 1-10 L
  • M
  • AN
  • AoE line 5
  • Range 6
  • Special Effect Stun, MR negates, Str negates
Protective Winds
  • Special Effect AS
  • M
  • OAF
  • AoE burst 20
  • Range 6
Soul Slay
  • 1-999 M
  • M
  • DAM
  • MR negates, but with great difficulty
  • AN
  • Range 10
  • Special Effect Paralyzation
  • MR negates
Storm Wind
  • 1-4 B
  • AoE burst 25
  • Range 10
  • Special Effect Stun, Str negates
Summon Clouds
  • Special Effect Summon 1-2 Cloud Elementals
  • Max 25 Cloud Elementals per battle
  • Slow
Level 3
Arcane Tempest
  • 1-3 B
  • M
  • OAE
  • AE
  • Special Effect Stun, Str negates
  • Slow
Battle Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 25
  • Range 6
Call Lightning
  • 1-8 L
  • M
  • AN
  • AoE 12 strikes
  • Range 10
  • Special Effect Stun, MR negates
Friendly Storm
  • Special Effect AS
  • M
  • OAF
  • AF
Solar Magic
Solar Magic is the divinely granted magic for those that serve the Unconquered Sun. Although there has been debate as far as who actually serves the Unconquered Sun, no conclusion has been reached. Solar Magic has both the ability to set fire to large amounts of things as well as protect the allies of the caster.

Solar Magic is possessed by gods, Heliodromii and Leos

Level 1
Aura of the Sun
  • Special Effect: Awe
  • M
  • DAU
  • OAF
  • Range 6
Sunbeam
  • 1-2 F
  • M
  • DDVU
  • AN
  • AoE burst 5
  • Range 8
  • Special Effect: Blindness, MR negates
Sunlight
  • 1-3 F
  • M
  • DDVU
  • AN
  • Range 8
  • Special Effect: Blindness, MR negates
Level 2
Solar Flare
  • 1-8 F
  • M
  • DDVU
  • AN
  • AoE burst 5
  • Range 8
  • Special Effect: Blindness, MR negates
Solar Rays
  • 1-2 F
  • M
  • DDVU
  • AN
  • AoE burst 25
  • Range 10
  • Special Effect: Blindness, MR negates easily
Vengeance of the Sun
  • Special Effect: FS
  • M
  • AoE: Burst 5
  • Range 4
Level 3
Army of the Sun
  • Special Effect: Awe
  • M
  • DAU
  • OAF
  • AoE burst 25
  • Range 6
Godflesh
  • Res F
  • Res B
  • Res PC
  • Res S
  • Awe
  • Ar+2
  • M
  • DAE
  • Range 6
Solar Brilliance
  • 1-2 F
  • M
  • DDVU
  • AN
  • EB
  • Special Effect: Blindness, MR negates
  • Slow
Spiritism
Spiritism is practiced amongst the Barbarian Tribes. Most of the time it has been reported as being nothing more than superstition, but as it has turned out many times before, it is in fact magic.
They seem to have the ability to "summon" spirits to do their bidding rather than any magical prowess of their own.

Possessed by Enarie and Ancestral Spirits.

Level 1
Banish Spirit
  • Special Effect Banish
  • M
  • MR negates, but with great difficulty
  • Range 6
Call Ancestor
  • Special Effect Summon 1 Ancestral Spirit
  • M
  • Max 25 Ancestral Spirits per battle
  • Range 3
  • Slow
Call Spirit of the Western Wind
  • 1-3 B
  • AoE burst 5
  • Range 8
  • Special Effect Stun, Str negates
Call Vengeful Spirit
  • 1-9 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
Curse
  • Special Effect Curse
  • M
  • Range 16
Disease
  • Special Effect Disease
  • M
  • MR negates, but with great difficulty
  • Range 8
Level 2
Call Spirits of the Night
  • 1-5 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
  • Slow
Call Storm Spirit
  • 1-4 B
  • AoE burst 25
  • Range 10
  • Special Effect Stun, Str negates
Call the Spirits of Plague
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Call the Spirits of Thunder
  • 1-12 L
  • M
  • AN
  • AoE 3 strikes
  • Range 15
  • Special Effect Stun, MR negates, AoE burst 6
  • Slow
Fortune of the Ancestors
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Wind of Silence
  • Special Effect Banish
  • M
  • MR negates easily
  • AoE burst 25
  • Range 6
Wrath of the Ancestors
  • Special Effect Summon 1-4 Ancestral Spirits
  • M
  • Max 25 Ancestral Spirits per battle
  • Range 3
  • Slow
Level 3
Call Spirit Lord of the Sky
  • 1-3 B
  • M
  • OAE
  • AE
  • Special Effect Stun, Str negates
  • Slow
Eternal Rest
  • Special Effect Banish
  • M
  • MR negates
  • AoE burst 25
  • Range 6
Spirit Gate
  • Special Effect Summon 1-9 Ancestral Spirits
  • Max 25 Ancestral Spirits per battle
  • M
  • Range 3
  • Slow
Storm Magic
Storm magic is the power to control the winds, the weather and lightning. For some reason they seem to name spells that shock you after thunder, which is the sound that lightning makes.

Possessed by Storm Titans, Storm Giants, Warlocks of Air, Queens of Air and Gods.

Level 1
Air Shield
  • Special Effect AS
  • M
  • OAF
  • AoE burst 5
  • Range 6
Gust of Wind
  • 1-3 B
  • AoE burst 5
  • Range 8
  • Special Effect Stun, Str negates
Lightning Resistance
  • Special Effect Res L
  • M
  • AoE burst 5
  • Range 4
Shock
  • 1-6 L
  • M
  • AN
  • Range 6
  • Special Effect Stun, MR negates, Str negates
Shock Field
  • 1-2 L
  • M
  • AN
  • AoE burst 3
  • Range 4
  • Special Effect Stun, MR negates, Str negates
Sparks
  • 1-3 L
  • M
  • AN
  • AoE 2 strikes
  • Range 8
  • Special Effect Stun, MR negates
Level 2
Chain Lightning
  • 1-5 L
  • M
  • AN
  • AoE 8 bounces, Range 2
  • Range 6
  • Special Effect Stun, MR negates, Str negates
Lightning Bolt
  • 1-10 L
  • M
  • AN
  • AoE line 5
  • Range 6
  • Special Effect Stun, MR negates, Str negates
Orb Lightning
  • 1-8 L
  • M
  • AN
  • AoE burst 15
  • Range 6
  • Special Effect Stun, MR negates
Protective Winds
  • Special Effect AS
  • M
  • OAF
  • AoE burst 20
  • Range 6
Storm Wind
  • 1-4 B
  • AoE burst 25
  • Range 10
  • Special Effect Stun, Str negates
Summon Clouds
  • Summon 1-2 Cloud Elementals
  • Max 25 Cloud Elementals per battle
  • M
  • Slow
Thunderhead
  • 1-12 L
  • M
  • AN
  • AoE 3 strikes
  • Range 15
  • Special Effect Stun, MR negates, AoE burst 6
  • Slow
Thunder Strike
  • 1-45 L
  • M
  • AN
  • Scatter
  • Range 15
  • Special Effect Stun, MR negates, Str negates, AoE burst 6
  • Slow
Thunder Ward
  • Special Effect Res L
  • M
  • AoE burst 25
  • Range 4
Level 3
Arcane Tempest
  • 1-3 B
  • M
  • OAE
  • AE
  • Special Effect Stun, Str negates
  • Slow
Call Lightning
  • 1-8 L
  • M
  • AN
  • AoE 12 strikes
  • Range 10
  • Special Effect Stun, MR negates
Friendly Storm
  • Special Effect AS
  • M
  • OAF
  • AF
Gale
  • 1-5 B
  • EB
  • Special Effect Stun, Str negates
  • Slow
Lightning Storm
  • 1-14 L
  • M
  • AN
  • AoE 12 bounces, Range 2
  • Range 10
  • Special Effect Stun, MR negates, Str negates
Tree Magic
There are those that claim that magic can only be created and wielded by intelligent beings, Tree Magic defies that. As the name suggests, it is a type of magic wielded by the trees of Elysium themselves.

Possessed by trees.

Level 1
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Poison Arrow
  • 1-6 PC
  • Range 5
  • Special Effect 1-10 P
  • AN
Poison Vine
  • Special Effect Entanglement
  • Magic
  • Range 6
  • Special Effect 1-5 P
  • AN
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Strength
  • Special Effect Str+2
  • M
  • AoE burst 3
  • Range 6
Tangle Vine
  • Special Effect Entanglement
  • DAFY
  • DAFO
  • Range 6
Vine Arrow
  • 1-6 PC
  • Special Effect Entanglement
  • DAFY
  • DAFO
Level 2
Briar Cage
  • Special Effect Entanglement
  • M
  • AoE burst 9
  • Range 6
Curse of Wood
  • Special Effect transform into tree
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE burst 25
  • Range 10
Poison Vines
  • Special Effect Entanglement
  • Magic
  • OAE
  • AoE burst 3
  • Range 6
  • Special Effect 1-5 P
  • AN
Shooting Thorns
  • 1-2 PC
  • AoE 7 strikes
  • Range 6
  • Special Effect 1-10 P
  • AN
Summon Dragonflies
  • Special Effect Summon 1-4 Dragonflies
  • Max 25 Dragonflies per battle
  • M
  • TEB
Level 3
Earthquake
  • 1-5 B
  • DAFL
  • DAFO
  • EB
  • Special Effect Stun
  • Str negates
  • Slow
Wild Growth
  • Special Effect Entanglement
  • Magic
  • Str negates
  • OAE
  • AoE burst 100
  • Range 10
  • Slow
Troll Magic
Troll magic seems somewhat like Wtichery at first glance, but it differs greatly. Trolls are rarely intelligent enough to learn any type of magic, but the troll "mum" as the mother of the troll king is affectionately called has the ability to use a strange magic that is far older than most magic wielded by man. Presumably this magic was discovered by the trolls when they first appeared and has been taught down from each troll mum to their successor by oration. No observers that were sent have survived to give a good description.

Possessed by trolls. Obviously.

Level 1
Curse
  • Special Effect Curse
  • M
  • Range 16
Disease
  • Special Effect Disease
  • M
  • MR negates, but with great difficulty
  • Range 8
Fortitude
  • AR+1
  • M
  • DAE
  • OAF
  • AoE burst 5
  • Range 6
Fear
  • 1-10 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 8
Sleep Cloud
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • OAE
  • AoE burst 5
  • Range 6
Summon Frogs
  • Special Effect Summon 1-3 Frogs
  • Max 200 Frogs per battle
  • M
  • TEB
Summon Giant Toad
  • Special Effect Summon 1 Giant Toad
  • Max 15 Giant Toads per battle
  • M
  • TEB
Summon Wolf
  • Special Effect Summon 1 Wolf
  • Max 40 Wolves per battle
  • M
  • TEB
Level 2
A Promise for Life
  • Special Effect Curse
  • M
  • AoE burst 25
  • Range 16
Bucket of Frogs
  • Special Effect Summon 1-8 Frogs
  • Max 200 Frogs per battle
  • M
  • TEB
Curse of the Frog Prince
  • Special Effect Polymorph into frog familiar
  • M
  • DAI
  • MR negates
  • OAE
  • Range 4
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • OAE
  • AoE burst 25
  • Range 10
  • Slow
Plague
  • Special Effect Disease
  • M
  • MR negates
  • AoE burst 25
  • Range 10
Summon Monster Toad
  • Special Effect Summon 1 Monster Toad
  • Max 5 Monster Toads per battle
  • M
  • TEB
Summon Wolves
  • Special Effect Summon 1-3 Wolves
  • Max 40 Wolves per battle
  • M
  • TEB
Terror
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 25
  • Range 10
Level 3
Black Death
  • Special Effect Disease
  • M
  • MR negates
  • EB
  • Slow
Dread of Monsters
  • 1-8 FvM
  • M
  • MR negates, but with great difficulty
  • AN
  • OAE
  • AoE burst 100
  • Range 10
Slumber of the Stones
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • AoE burst 100
  • Range 10
  • Slow
Summon Giant Toads
  • Special Effect Summon 1-6 Giant Toads
  • Max 15 Giant Toads per battle
  • M
  • TEB
Summon Wolf Pack
  • Special Effect Summon 1-16 Wolves
  • Max 40 Wolves per battle
  • M
  • TEB
Unlife
The strange School of Magic known as Unlife is only practiced by spirits of the Hades. Wraiths summoned by Necromancers are the only creatures that wizards can attain control over that use Unlife. There are rumours that the normal Wraiths, if they were to become powerful enough, could become Wraith Kings. It may be that Unlife is a primitive form of magic that evolved into the art of Necromancy when taught to mortals by Stygian spirits.

Level 1
Bolt of Unlife
  • 1-6 M
  • M
  • Reanimates victim
  • DAI
  • MR negates, but with great difficulty
  • AN
  • Range 6
Drain Life
  • 1-8 M
  • M
  • Drain
  • DAI
  • AN
  • Range 5
Strength Sap
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • AoE burst 3
  • Range 8
Level 2
Dark Power
  • 1-7 M
  • M
  • Drain
  • DAI
  • AN
  • AoE 3 strikes
  • Range 8
Finger of Death
  • 1-999 M
  • M
  • DAI
  • MR negates, but with great difficulty
  • AN
  • Range 8
  • Special Effect Paralyzation, Str negates
Soul Wortex
  • 1-6 M
  • M
  • Drain
  • DAI
  • AN
  • AoE burst 9
  • Range 5
Weakness
  • Special Effect Weakness
  • M
  • DAU
  • MR negates, but with great difficulty
  • AoE burst 25
  • Range 8
Level 3
Chill of the Dead
  • 1-13 C
  • M
  • AN
  • AoE burst 25
  • Range 10
  • Special Effect Weakness, DAU, MR negates, but with great difficulty
Soul Drain
  • 1-6 M
  • M
  • Drain
  • DAI
  • EB
  • Range 10
  • Slow
Symbol of Unlife
  • 1-2 M
  • M
  • Reanimates victim
  • MR negates
  • AN
  • OAE
  • AoE burst 100
  • Range 10
Void Magic
There are many strange and mysterious things in Elysium and the planes near it, but Void Magic is something on an entirely different level. It draws its strength from the Void and often causes insanity in those that wields it, likely due to the close connection with Horrors. Normal humans can't master Void Magic without magical aid from items of power, but there are many cults, especially along the coasts, that worship strange beings and sometimes even summon them. Most of the time the only thing that remains after a summoning is ruins, but observers sent out to investigate have reported sightings of Basalt Kings and Queens as well as many Horrors that would usually only appear in places with a close connection to the Void.

Practiced by Cultists, Horrors, Starspawn and mad gods.

Level 1
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Mind Burn
  • 1-11 M
  • M
  • AN
  • DAM
  • MR negates, but with great difficulty
  • Range 10
Paralyze
  • Special Effect Paralyzation
  • M
  • MR negates
  • Range 10
Reading the Stars
  • Special Effect Luck
  • M
  • OAF
  • AoE 2 strikes
  • Range 8
Starlight
  • 1-5 M
  • M
  • AN
  • Range 10
  • Special Effect Paralyzation, MR negates easily
Words of the Void
  • Special Effect Stun
  • M
  • MR negates
  • AoE 3 strikes
  • Range 4
Level 2
Foresight
  • Special Effect Luck
  • M
  • OAF
  • AoE 5 strikes
  • Range 8
Invade Mind
  • Enslave
  • M
  • DAM
  • MR negates
  • Range 8
Mental Overload
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • OAE
  • AoE 4 strikes
  • Range 8
Meteor
  • 1-40 B
  • M
  • Scatter
  • Range 15
  • Special Effect 1-8 F, AoE Burst 5
  • Slow
Soul Slay
  • 1-999 M
  • M
  • DAM
  • MR negates, but with great difficulty
  • AN
  • Range 10
  • Special Effect Paralyzation
  • MR negates
Star Showers
  • 1-10 M
  • M
  • AN
  • Range 10
  • AoE 5 strikes
  • Special Effect Paralyzation, MR negates
Stange Hymn
  • Special Effect Paralyzation
  • M
  • MR negates easily
  • AoE burst 25
  • Range 6
Summon Lesser Horrors
  • Special Effect Summon 1 Spine Membrane Horror
  • M
  • Max 10 Spine Membrane Horrors per battle
  • Slow
Level 3
A New Way
  • Special Effect Paralyzation
  • M
  • MR negates, but with great difficulty
  • AoE 7 strikes
  • Range 10
Meteor Showers
  • 1-35 B
  • M
  • AoE 15% of battlefield
  • Range 15
  • Special Effect 1-8 F, AoE Burst 5
  • Slow
Mind Vortex
  • Special Effect Paralyzation
  • M
  • DAM
  • MR negates easily
  • EB
Strange Dimensions
  • Special Effect E
  • M
  • AF
  • Range 10
  • Slow
Summon Float Cat Horrors
  • Special Effect Summon 1-4 Float Cat Horrors
  • M
  • Max 10 Float Cat Horrors per battle
  • Slow
Summon Spine Membranes
  • Special Effect Summon 1-4 Spine Membrane Horrors
  • M
  • Max 10 Spine Membrane Horrors per battle
  • Slow
Symbols of Insanity
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • OAE
  • AoE burst 100
  • Range 8
Void Gate
  • Special Effect Summon 1-4 Mind Slime Horrors
  • M
  • Max 5 Mind Slime Horrors per battle
  • Slow
War and the Sun
There are many different Schools of Magic in the jungle kingdom of Aztlan. War and the Sun is a perverted version of Solar Magic, blending it with Blood Magic.

Possessed by priests of the Sun, Teotls.

Level 1
Aura of the Sun
  • Special Effect: Awe
  • M
  • DAU
  • OAF
  • Range 6
Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 9
  • Range 6
Blood boil
  • 1-15 F
  • M
  • DAI
  • MR negates
  • AN
  • Range 6
Regeneration
  • Special Effect R
  • M
  • Range 6
Strength
  • Strength +2
  • M
  • AoE burst 3
  • Range 6
Sunlight
  • 1-3 F
  • M
  • Double damage vs U
  • AN
  • Range 8
  • Special Effect: Blindness, MR negates
Level 2
Greater Blessing
  • Special Effect Blessing
  • M
  • OAF
  • AoE burst 25
  • Range 6
Incinerate
  • 1-25 F
  • M
  • AN
  • Range 6
Solar Rays
  • 1-2 F
  • M
  • DDVU
  • AN
  • AoE burst 25
  • Range 10
  • Special Effect: Blindness, MR negates easily
Word of Power
  • Special Effect Paralyzation
  • M
  • MR negates, but with great difficulty
  • Range 4
Level 3
Army of Jaguars
  • Special Effect R
  • M
  • DAI
  • AoE burst 25
  • Range 6

Army of the Sun
  • Special Effect: Awe
  • M
  • DAU
  • OAF
  • AoE burst 25
  • Range 6
Smite
  • 1-999 F
  • M
  • MR negates, but with great difficulty
  • AN
  • Range 5
Solar Brilliance
  • 1-2 F
  • M
  • DDVU
  • AN
  • EB
  • Special Effect: Blindness, MR negates
  • Slow
Warrior Wards
The totem poles that can be found in some Barbarian villages sometimes have the ability to use magic like abilities. Some do it by cursing and harming the attackers, others by protecting the villagers. The ones that are in the form of four men that have their backs to each other use what is called Warrior Wards to defend the Barbarians and make them resistant to most normal weapons.

Possessed by totem poles.

Level 1
Fortitude
  • Special Effect Ar+1
  • M
  • DAE
  • AoE burst 5
  • Range 6
Luck
  • Special Effect Luck
  • M
  • OAF
  • Range 6
Strength
  • Special Effect Str+2
  • M
  • AoE burst 3
  • Range 6
Toughness
  • Special Effect Res B
  • Special Effect Res PC
  • Special Effect Res S
  • M
  • DAE
  • Range 6
Level 2
Spirit of Fortitude
  • Special Effect Ar+1
  • M
  • DAE
  • AoE burst 25
  • Range 6
Spirit of Luck
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Spirit of Strength
  • Special Effect Str+2
  • M
  • DAE
  • AoE burst 25
  • Range 6
Spirit of Toughness
  • Special Effect Res B
  • Special Effect Res PC
  • Special Effect Res S
  • M
  • DAE
  • AoE burst 5
  • Range 6
Level 3
Battle Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 25
  • Range 6
Legion of Stone
  • Special Effect Ar+1
  • M
  • DAE
  • AF
  • Range 6
White Magic
The School of Magic known as White magic is used mainly by the order of White Wizards. They claim to be essential to keeping order in Elysium and keeping the infernal powers and the spirits of the dead in check. Not that they can be doing much good considering the fact that the often seem to ignore who they serve as long as they get paid. Their magical powers also don't seem that extensive considering how essential they claim to be.

Possessed by White Wizards.

Level 1
Air Shield
  • Special Effect AS
  • M
  • OAF
  • AoE burst 5
  • Range 6
Aura of Awe
  • Special Effect: Awe
  • M
  • DAU
  • OAF
  • Range 6
Banish
  • Special Effect Banish
  • M
  • MR negates, but with great difficulty
  • Range 6
Luck
  • Special Effect Luck
  • M
  • OAF
  • Range 6
Resist Magic
  • Special Effect [Authors note: This is supposed to be empty, Special Effect was written, but no Special Effect was given]
  • M
  • Range 6
Sunlight
  • 1-2 F
  • M
  • Double damage vs U
  • AN
  • AoE: Burst 25
  • Range 10
  • Special Effect: Blindness, MR negates easily
Level 2
Antimagic
  • Special Effect +2 MR
  • M
  • Burst 25
  • Range 8
Divine Aura
  • Special Effect: Awe
  • M
  • DAU
  • OAF
  • AoE burst 9
  • Range 4
Fortune
  • Special Effect Luck
  • M
  • OAF
  • AoE burst 9
  • Range 6
Greater Banishment
  • Special Effect Banish
  • M
  • MR negates, but with great difficulty
  • AoE 3 strikes
  • Range 6
Solar Rays
  • 1-3 F
  • M
  • Double damage vs U
  • AN
  • Range 8
  • Special Effect: Blindness, MR negates
Storm Wind
  • 1-4 B
  • AoE burst 25
  • Range 10
  • Special Effect Stun, Str negates
Level 3
Alter Reality
  • Special Effect Luck
  • M
  • OAF
  • AF
  • Range 6
  • Slow
Divine Word
  • Special Effect Banish
  • M
  • MR negates, but with great difficulty
  • AoE 5 strikes
  • Range 6
Symbol of Light
  • 1-4 M
  • M
  • DDVU
  • MR negates
  • AN
  • OAE
  • AoE burst 100
  • Range 10
Witchery
For some odd reason no one likes witches. They appear to have a reputation for being extremely vengeful and spiteful, but really, when it is deemed that the easiest way to find if someone is a witch is to antagonize them until they cast a spell on you, really, it's not that surprising.
Witchery, unlike most magic, has the ability to permanently turn both men and monsters into frogs or pigs. Polymorphing is quite unusual already, but to turn an entire army into pigs is something entirely different.

Possessed by Witches.

Level 1
Acid Cloud
  • 1-2 A
  • M
  • AN
  • AoE burst 9
  • Range 6
Charm
  • Special Effect Charm
  • M
  • DAM
  • MR negates easily
  • Range 5
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Curse
  • Special Effect Curse
  • M
  • Range 16
Poison Cloud
  • 1-4 P
  • M
  • AN
  • AoE burst 5
  • Range 6
Poison Resistance
  • Special Effect Res P
  • M
  • AoE burst 3
  • Range 4
Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE 2 strikes
  • Range 8
Venom
  • 1-20 P
  • M
  • AN
  • Range 6
Level 2
Acid Mist
  • 1-2 A
  • M
  • AN
  • AoE burst 25
  • Range 8
Charm
  • Special Effect Charm
  • M
  • DAM
  • MR negates
  • Range 5
Cloud of Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • AoE burst 9
  • Range 8
Curse of the Frog Prince
  • Special Effect Polymorph into frog familiar
  • M
  • DAI
  • MR negates
  • OAE
  • Range 4
Enchanted Sleep
  • Special Effect Sleep
  • M
  • DAM
  • MR negates, but with great difficulty
  • OAE
  • AoE burst 25
  • Range 10
Poison Mist
  • 1-8 P
  • AN
  • AoE burst 25
  • Range 8
Venoumous Death
  • 1-60 P
  • M
  • AN
  • Range 6
Venom Ward
  • Special Effect Res P
  • M
  • AoE burst 15
  • Range 4
Level 3
Curse of Pigs
  • Special Effect Polymorph into pig
  • M
  • DAI
  • MR negates easily
  • OAE
  • AoE burst 100
  • Range 10
  • Slow
Enchanting Voice
  • Special Effect Sleep
  • M
  • DAM
  • MR negates
  • OAE
  • AoE burst 100
  • Range 10
Mass Charm
  • Special Effect Charm
  • M
  • DAM
  • MR negates easily
  • AoE burst 15
  • Range 5
Mist of Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • AoE burst 25
  • Range 10
True Charm
  • Special Effect Charm
  • M
  • DAM
  • MR negates, but with great difficulty
  • Range 8
Wizardry
Wizardry, the magic possessed by the oldest and most learned of wizards, holds great power, for it mixes all of the elemental magics as well as a little Nature magic. It includes mostly large amounts of offensive magic, but also some defensive magic, allowing these wizards the ability to pick and choose which spells will be the most effective for their upcoming battles.

Possessed by Old Wizards.

Level 1
Acid Darts
  • 1-5 A
  • M
  • AN
  • AoE 2 strikes
  • Range 6
Air Shield
  • Special Effect AS
  • M
  • OAF
  • AoE burst 5
  • Range 6
Combustion
  • Special Effect Burn
  • M
  • AoE 4 strikes
  • Range 6
  • Knowing this spell grants the Burn Forest ability
Confusion
  • Special Effect Confusion
  • M
  • DAM
  • MR negates
  • Not affected by damage bonuses
  • Range 8
Flames
  • 1-3 F
  • M
  • AoE burst 3
  • Range 6
Frozen Heart
  • 1-20
  • M
  • MR negates
  • AN
  • Range 6
Stone Shards
  • 1-4 B
  • M
  • AoE 3 strikes
  • Range 6
Venom
  • 1-26 P
  • M
  • AN
  • Range 6
Level 2
Acid Spray
  • 1-10 A
  • M
  • AN
  • AoE narrow cone 10
  • Range 5
Chain Lightning
  • 1-5 L
  • M
  • AN
  • AoE 8 bounces, Range 2
  • Range 6
  • Special Effect Stun, MR negates, Str negates
Eruption
  • 1-9 B
  • DAFL
  • DAFO
  • AoE burst 5
  • Range 6
  • Special Effect Stun, Str negates
Fireball
  • 1-15 F
  • M
  • AoE burst 5
  • Range 6
  • Knowing this spell grants the Burn Forest ability
Oak Army
  • Ar+1
  • M
  • DAE
  • AoE burst 25
  • Range 6
Poison Mist
  • 1-8 P
  • M
  • AN
  • AoE: burst 25
  • Range 8
Protective Winds
  • Special Effect AS
  • M
  • OAF
  • AoE burst 20
  • Range 6
Level 3
Acid Rain
  • 1-12 A
  • M
  • AN
  • AoE burst 25
  • Range 8
Call Lightning
  • 1-8 L
  • M
  • AN
  • AoE 12 strikes
  • Range 10
  • Special Effect Stun, MR negates
Flame Storm
  • 1-7 F
  • M
  • AoE burst 50
  • Range 10
  • Knowing this spell grants the Burn Forest ability
Invulnerability
  • Special Effect non-magical Invulnerability
  • M
Maws of the Earth
  • 1-9 B
  • DAFL
  • DAFO
  • DAG
  • AN
  • AoE burst 5
  • Range 6
  • Special Effect Earth Grip, DAFL, DAFO, DAG
  • Special Effect 1-8 F
Wild Growth
  • Special Effect Entanglement
  • Magic
  • Str negates
  • OAE
  • AoE burst 100
  • Range 10
  • Slow
18 Comments
Jakalor  [author] 1 Mar, 2021 @ 6:24pm 
Thanks man, I think I got all of them, credited you for your help
nymersic 1 Mar, 2021 @ 5:18pm 
-You're missing Army of Crows on level 3 Forest Magic
-I only criticize grammar because you're at 98% here and I figure you may as well go for 100 -- Blood Magic, Druidism, Enchantment, Forest, Metal and Iron Arcana, Mysticism, and a few others use "it's" when they should be "its" -- simplest way to remember is the apostrophe indicates a contraction of "it is", it's only it's if you can say "it is" in replacement

Outis 12 Feb, 2021 @ 8:03pm 
Thank you so much for your hard work. This is very, very helpful
Jakalor  [author] 15 Oct, 2020 @ 12:29pm 
Not a half bad idea, issue is it'd have to be done page by page, due to how guides work on Steam. I don't really have the effort required to do that.
Tlaughs 14 Oct, 2020 @ 11:11pm 
Hey I know this is ancient, but it occurred to me that you could copy the guide into a text editor like word or google docs and use the find and replace feature to turn acronyms into their full phrases.
Jakalor  [author] 21 Jul, 2020 @ 12:23pm 
So, it turns out there was an issues, specifically the Regeneration spell, [/i]does[/i] affect Inanimate. This has been fixed. if you guys find any more mistakes, don't hesistate to point them out!
noname1208 9 Jun, 2020 @ 7:38pm 
You are truly a legend for making this
Tapdancer 20 Aug, 2018 @ 10:57pm 
Thanks Jakalor, very helpful. R1
Jakalor  [author] 21 Jul, 2018 @ 12:13pm 
Glad I could be of assistance!
0+0=0 21 Jul, 2018 @ 11:52am 
This is super in depth, great job bro and thanks. The abbv's are a lilttle hard to decipher at first, but they're also pretty intuitive so it's not a big deal to me. Amazing work overall tho, it's a big help