Skills
 
 

Acid Blast

Antipaladin:50Druid:50Mage:45
      
Required for:Acid Spray 60Required for:Hydromancy 50  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Acid
School:HydromancySave:Reflex halfDamage:(Level-20)d11; max of 60d11

A stream of acid forms from the tips of your fingers, slamming into your victim with terrible force. Wounds caused by this spell are exceptionally difficult to heal, especially with magic or regeneration.

Acid Rain

Druid:85Mage:80  
      
Prerequisite:Acid Splash 80Prerequisite:Alchemy 60  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Acid
School:HydromancySave:Fortitude halfDamage:(Level-30)d15; max of 60d15

The sky opens up and caustic rain starts pouring out of clouds, covering mortals and monsters alike. Wounds caused by this spell are exceptionally difficult to heal, especially with magic or regeneration.

Acid Splash

Druid:80Mage:75  
      
Prerequisite:Acid Spray 70Prerequisite:Alchemy 50  
Required for:Acid Rain 80    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Acid
School:HydromancySave:Reflex halfDamage:(Level-30)d15; max of 60d15

Gouts of acid spring from your hand, engulfing your foe in burning liquid. Wounds caused by this spell are exceptionally difficult to heal, especially with magic or regeneration.

Acid Spray

Antipaladin:55Druid:55Mage:50
      
Prerequisite:Acid Blast 60    
Required for:Acid Splash 70    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Acid
School:HydromancySave:Reflex halfDamage:(Level-20)d11; max of 60d11

This spell sprays your victims with a fine mist of acid, eating away his clothing and skin and causing nasty burns and blisters. Wounds caused by this spell are exceptionally difficult to heal, especially with magic or regeneration.

Agility

Druid:30    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 Hours per LevelType:Protection
School:Aeromancy; Nature's BlessingsSave:None  

While the public often marvels at the feats of coordination displayed by the artists at circuses and the like, what they are unable to see is that sometimes they are merely normal people enchanted by the local hedge wizard. As potions of agility are also popular with those whose professions deal with illegalities, they are sometimes available from the less reputable vendors.

The target of this spell will gain a significant boost to his dexterity attribute. Only one of Strength, Genius, Inspiration, Agility, and Endurance can be in effect at once; if another is cast, it has no effect.

Airy Water

Antipaladin:69Arbiter:77Cleric:56
Druid:45Inquisitor:77Mage:59
Paladin:77Ranger:67  
      
Prerequisite:Water Breath 60    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:GroupDuration:3 + 1 Hour per LevelType:Movement
School:Aeromancy; Gestalt; HydromancySave:None  

This surrounds you with a globe of air, allowing you and all in your group to breathe underwater.

Alignment Ward

Antipaladin:10Arbiter:10Cleric:6
Druid:43Inquisitor:10Paladin:10
      
Required for:Dispel Evil 50Required for:Dispel Good 50Required for:Zeal 40
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:24 HoursType:Protection
School:Abjuration; Divine MagicsSave:None  

This spell invokes an aura of protection around the target, which sometimes protects him from being attacked by entities of opposite alignment—that is, good-aligned characters are protected from evil aggressors, evil-aligned characters are protected from good aggressors, and neutrally-aligned characters are protected from very evil and very good aggressors. The amount of protection offered increases as both the spell's recipient and his attacker get closer to perfect alignment: +1000 for good, -1000 for evil, or 0 for neutral.

Alignment Ward only provides protection from aggression—once a battle has begun, an alignment ward is powerless. It only has an effect if the caster is of the same general alignment as the target.

Alkar

Arbiter:64Cleric:32Monk:47
Paladin:64    
      
Required for:Life Disciple 50Required for:Restoration 50  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per 4 LevelsType:Protection
School:Abjuration; Divine MagicsSave:None  

This potent spell surrounds you with a glowing aura of golden energy. This energy provides partial protection for your spirit against the often terrible effects of contact with the undead.

Animal Growth

Druid:65    
      
Prerequisite:Enchant Fang 70Prerequisite:Summon Animal Four 70  
Required for:Summon Animal Seven 90    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:12 HoursType:Protection
School:Nature's BlessingsSave:None  

This spell causes the target, an animal, to grow to twice its original size, effectively doing more damage, giving it more hit points, and increasing its strength and constitution at the cost of its dexterity.

Animate Armor

Antipaladin:89Mage:33Ranger:91
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectsDuration:12 HoursType:Summoning
School:TranslocationSave:None  

Upon the utterance of this spell, a set of armor on the ground before you is temporarily animated as a golem who will follow you around, fight your battles, and take your orders. The armor must include a helm, gauntlets, body armor, leggings, arm-wear, and boots, and cannot be forbidden to you for any reason other than class-based restrictions. If you use magical armor, the golem will benefit from any bonuses granted by the items. Sturdier armors make for stronger golems.

Animate Dead

Antipaladin:37Cleric:36Druid:82
Mage:55Shadowmage:60  
      
Required for:Necroburst 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Summoning
School:Geomancy; NecromancySave:None  

This spell animates a zombie that will have Leveld8 hit points. This is an evil spell.

Animate Weapon

Mage:39    
      
Prerequisite:Daggers 40Prerequisite:Staves 40  
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:ObjectDuration:3 HoursType:Summoning
School:TranslocationSave:None  

This spell allows you to temporarily imbue a mêlée weapon with mobility, causing it to independently move and fight in your defense, though not the intelligence to follow orders. The magic draws on your combat skills, causing the weapon to fight with an ability equal to your own; this aspect, however, prevents it from working on weapons that you could not wield yourself.

Arc

Druid:104    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Electrical
School:AeromancySave:Fortitude halfDamage:Based on remaining duration

This spell causes a druid avatar's protective Shockshield to unleash all of its built-up power at once in a single, concentrated arc of electricity into an unfortunate victim.

Armor

Antipaladin:12Arbiter:19Cleric:2
Druid:10Inquisitor:19Mage:6
Monk:14Paladin:19Ranger:30
Shadowmage:8    
      
Required for:Barkskin 50Required for:Bladeturn 80  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:24 HoursType:Protection
School:Abjuration; GeomancySave:None  

This spell surrounds you with a protective field of force that will improve your armor class by twenty points.

Astral Walk

Antipaladin:85Arbiter:99Cleric:59
Druid:56Inquisitor:99Mage:48
Paladin:99Ranger:99Shadowmage:51
      
Prerequisite:Summon 50    
Required for:Blink 50Required for:Gate 60Required for:Imprisonment 70
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RealmDuration:InstantaneousType:Movement
School:TranslocationSave:Special  

This spell lets you teleport yourself directly to another character. The target may be a mobile or a player, but must be equal or lower level to yourself. An unsuccessful astral walk may lead you to an unknown place.

Avalanche

Druid:77Ranger:99  
      
Prerequisite:Earthquake 50    
      
Aggressive:YesWhen:CombatWhere:Hills or Mountains
Range:AreaDuration:InstantaneousType:Blunt
School:GeomancySave:Reflex halfDamage:(Level-50)d25 or d30

This spell causes snow, ice, and boulders to tumble down over your foes, crushing them horribly. The damage dealt is somewhat greater in mountains than in hills.

Backlash

Antipaladin:33Cleric:37Shadowmage:59
      
Prerequisite:Witchsting 50    
Required for:Justice Disciple 50Required for:Spellmirror 70  
      
Aggressive:On successWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:1 Hour per 4 LevelsType:Malediction
School:Compulsion; NecromancySave:Willpower -5 negates  

A backlashed character is damaged for one hit point for every point of damage he deals with spells and spell-like effects. The effect is based on the potency of the magic used, so the backlashed character suffers the full damage of the spell, even if the damage is resisted, evaded, blocked, ignored, or otherwise reduced or eliminated.

The use of area effect magic while backlashed can be extremely hazardous.

Ball Lightning

Druid:55Mage:50Ranger:55
      
Prerequisite:Static Charge 50    
Required for:Lightning Bolt 60    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Electrical
School:AeromancySave:Fortitude halfDamage:(Level-20)d11; max of 60d11

A brilliant ball of blue white lightning streams from your hand, enveloping and decimating your foe. The targets will usually glow with enough excess energy after the ball hits them to prevent hiding and sneaking.

Barkskin

Druid:27Ranger:45  
      
Prerequisite:Armor 50Prerequisite:Forestry 50  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:24 HoursType:Protection
School:Nature's BlessingsSave:None  

This spell hardens your skin to the texture of thick bark. You receive an increase of ten points of armor class and a five point bonus to fortitude saving throws.

Black Lightning

Shadowmage:80    
      
Prerequisite:Paralyze 60Prerequisite:Shadow Swarm 60  
Required for:Darkfire Ball 70    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Cold/Electrical
School:BlackmagicSave:Fortitude halfDamage:(Level-50)d20; max of 40d20

This spell opens up a very short-lived rift to a dark plane. The unstable nature of this rift causes thin, jagged lines of energy to radiate from it as it seals itself, which is where the spell gets its name. Contact with this energy is both horribly painful and very damaging, and may even immobilize a victim for a few moments.

Blackmantle

Antipaladin:102    
      
Aggressive:YesWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:3 HoursType:Malediction
School:NecromancySave:None  

Utilizing foul magics, the antipaladin avatar throws a shroud of evil over his target, encasing him in inky gloom and rendering him completely immune to magical healing. While it is of no use against natural regeneration, nothing short of divine intervention can affect a Blackmantle before it wears off. Blackmantle also has the beneficial side effect of providing immunity to energy draining.

Bladeturn

Arbiter:75Cleric:85Druid:103
Inquisitor:104Monk:87Paladin:104
      
Prerequisite:Armor 80    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:5 HoursType:Protection
School:AbjurationSave:None  

This spell causes an aura of power to spring from you that appears as ephemeral, glowing steel wool. This aura dulls the blades of opponents, preventing them from cutting the caster with anywhere near their full force. When cast at avatar or higher level, Bladeturn's duration is increased to one hour for every three levels.

Bless

Antipaladin:10Arbiter:9Cleric:1
Inquisitor:9Monk:4Paladin:9
      
Required for:Divine Blessing 70Required for:Righteousness 40  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:Character/ObjectDuration:6 HoursType:Protection
School:Divine MagicsSave:None  

The bless spell will improve the target character's hitroll by two and willpower saving throws by five. It only has an effect if the caster is of the same general alignment as the target.

When bless is cast on an undamaged object, it causes the item to be unharmed by the first point of durability damage done to it. For example, an item whose durability would be reduced by four would only lose three points, while an item whose durability would be reduced by one would not be damaged at all. The blessing is dispelled after it absorbs the damage.

Blindness

Antipaladin:21Arbiter:41Cleric:10
Druid:16Inquisitor:41Mage:18
Monk:17Shadowmage:13  
      
Required for:Blizzard 50Required for:Word of Blindness 50  
      
Aggressive:On successWhen:AnytimeWhere:Anywhere
Range:TouchDuration:1 Hour per 10 LevelsType:Malediction
School:Blackmagic; CompulsionSave:Fortitude negates  

This spell will blind a victim who fails a fortitude saving throw. A blinded victim will have a -4 penalty on hitrolls, and a twenty point worsening to his armor class.

Blink

Mage:68    
      
Prerequisite:Astral Walk 50Prerequisite:Teleport 50  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:Random, Affected by LevelType:Protection
School:TranslocationSave:None  

This spell causes you to fade in and out of phase, which effectively removes you from the middle of a combat situation. The side effect of this is that you are disoriented and not able to aim your attacks very well; thus, while this spell is in effect, you suffer a -6 to your hitroll.

Blizzard

Druid:99Mage:90  
      
Prerequisite:Blindness 50Prerequisite:Deep Freeze 50  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Cold
School:HydromancySave:Fortitude halfDamage:(Level-65)d25 or d30

A blizzard will erupt in the area specified, freezing the creatures within, blinding them with swirling sleet, and numbing their muscles to make them weaker for a time. While blizzards can be conjured indoors, they are more severe when cast beneath the open sky.

Bolt of Darkness

Shadowmage:10    
      
Prerequisite:Darkness 40Prerequisite:Scare 40  
Required for:Shadow Stream 60Required for:Wave of Darkness 40  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Cold
School:BlackmagicSave:Reflex halfDamage:Leveld5; max of 50d5

A shard of darkness extends from your raised finger and fires towards your opponent with speed and accuracy, chilling flesh and soul. Victims of this spell are less likely to be able to connect with weaponry until they manage to shake off their fear.

Burning Hands

Antipaladin:25Druid:20Mage:15
Ranger:25    
      
Prerequisite:Flame Tongue 40    
Required for:Fire Wind 50    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Fire
School:PyromancySave:Reflex halfDamage:Leveld6; max of 50d6

This spell causes flames to arc out from your fingertips to lash at your foes.

Calm

Arbiter:29Cleric:18Druid:4
Mage:20Monk:19Paladin:29
Ranger:27Shadowmage:18  
      
Required for:Beauty Disciple 50Required for:Pacifism 50  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:PermanentType:Charm
School:Compulsion; HealingSave:Willpower negates, modified by level  

Calm makes an aggressive monster non-aggressive, or a berserking player less crazed. This is a good-aligned spell.

Cause Critical

Antipaladin:30Arbiter:40Cleric:21
Druid:25Inquisitor:40Monk:41
      
Prerequisite:Cause Serious 50    
Required for:Harm 50Required for:Pain Disciple 50  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:InstantaneousType:Divine
School:NecromancySave:Fortitude halfDamage:12d8 + 3

Your touch causes profuse bleeding and wracking pain.

Cause Light

Antipaladin:2Arbiter:12Cleric:8
Druid:11Inquisitor:12Monk:11
Paladin:12    
      
Required for:Cause Serious 40    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:InstantaneousType:Divine
School:NecromancySave:Fortitude halfDamage:2d8

Your touch causes minor cuts and bruises.

Cause Serious

Antipaladin:15Arbiter:30Cleric:15
Druid:18Inquisitor:30Monk:25
      
Prerequisite:Cause Light 40    
Required for:Cause Critical 50    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:InstantaneousType:Divine
School:NecromancySave:Fortitude halfDamage:4d8 + 2

Your touch causes many small wounds and significant pain.

Chain Lightning

Druid:85Mage:80  
      
Prerequisite:Control Weather 60Prerequisite:Lightning Bolt 60  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Electrical
School:AeromancySave:Fortitude halfDamage:(Level-50)d25; max of 40d25

This spell will unleash a powerful lightning bolt that will arc from foe to foe, electrocuting them all. Each target will likely suffer a dexterity penalty as well from uncontrollable spasms in addition to the massive physical damage.

Changestaff

Druid:38Ranger:52  
      
Aggressive:NoWhen:Non-CombatWhere:Outside
Range:ObjectDuration:Random, Affected by LevelType:Summoning
School:Nature's BlessingsSave:None  

This spell calls upon the primal power of nature to change a magical staff into an animated tree to follow and serve the caster. The caster must be holding the staff in his hand, and he must be outdoors; the spell cannot work with a roof over the caster's head.

Charm Animal

Druid:7Ranger:24Shadowmage:11
      
Required for:Summon Animal Two 40    
      
Aggressive:On failureWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:Affected by Level and IntelligenceType:Charm
School:Compulsion; Nature's BlessingsSave:Willpower negates  

With this spell, it is possible to charm an animal, forcing him to do your bidding. A charmed being will follow its master and not be able to attack him unless the master directly attacks one of his charmed followers in its presence. A charmed being can not be forced to use public channels. For information on how to order your followers, please refer to the order command.

Charm Monster

Antipaladin:50Druid:20Mage:34
Ranger:40Shadowmage:30  
      
Aggressive:On failureWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:Affected by Level and IntelligenceType:Charm
School:CompulsionSave:Willpower negates  

With this spell, it is possible to charm a living, non-humanoid, non-natural creature, forcing him to do your bidding. A charmed being will follow its master and not be able to attack him unless the master directly attacks one of his charmed followers in its presence. A charmed being can not be forced to use public channels. For information on how to order your followers, please refer to the order command.

Charm Person

Antipaladin:45Druid:42Mage:31
Shadowmage:34    
      
Required for:Compulsion 50    
      
Aggressive:On failureWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:Affected by Level and IntelligenceType:Charm
School:CompulsionSave:Willpower negates  

With this spell, it is possible to charm a living humanoid, forcing him to do your bidding. A charmed being will follow its master and not be able to attack him unless the master directly attacks one of his charmed followers in its presence. A charmed being can not be forced to use public channels. For information on how to order your followers, please refer to the order command.

Chill

Antipaladin:20Druid:15Mage:10
Ranger:20    
      
Required for:Deep Freeze 50    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Cold
School:HydromancySave:Fortitude halfDamage:Leveld5; max of 50d5

This spell blasts the target with sub-arctic temperatures, freezing flesh and numbing muscles, resulting in both damage and the temporary loss of five points of strength.

Clairvoyance

Cleric:27Mage:36Shadowmage:26
      
Required for:Wizard Eye 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ZoneDuration:InstantaneousType:Information
School:Divination; TranslocationSave:None  

This spell will tell you the location of the first mob or player in your zone with the given name. If no name is given, it will tell you the locations of all the players in your zone.

Color Beam

Shadowmage:75    
      
Prerequisite:Prismatic Beam 60Prerequisite:Shadow Stream 60  
Required for:Prismatic Sphere 60    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Energy
School:BrillianceSave:Reflex halfDamage:(Level-55)d25; max of 35d25

A multicolored beam of energy wraps itself about your forearm, and then shoots into your victim with the speed and whip-like accuracy of a snake. In addition to the significant physical harm this causes, the target will also sometimes be affected by another random spell, similar to those caused by Prismatic Beam.

Color Spray

Shadowmage:80    
      
Prerequisite:Prismatic Spray 60Prerequisite:Shadow Swarm 60  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Energy
School:BrillianceSave:Fortitude halfDamage:(Level-35)d15; max of 55d15

A fan of colorful beams spray from your outstretched fingertips, blasting all the creatures in the room. In addition to the tremendous damage this scintillating barrage causes, each target has a chance of being affected by another random spell, similar those caused by Prismatic Beam.

Confusion

Shadowmage:47    
      
Prerequisite:Feeblemind 50    
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:TouchDuration:3 HoursType:Malediction
School:CompulsionSave:Willpower negates, modified by level  

This spell causes its target to randomly choose one of his attackers to hit with each blow, rather than concentrating his attacks on a single foe.

Conjure Elemental

Arbiter:73Cleric:40Druid:20
Inquisitor:73Mage:30Paladin:73
Ranger:62    
      
Required for:Pass Without Trace 70    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:Compulsion; Aeromancy/Geomancy/Hydromancy/PyromancySave:None  

This spell can variously summon earth, water, fire or air elementals to serve you at your whim.

Conjure Greater Elemental

Mage:105    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:Compulsion; Aeromancy/Geomancy/Hydromancy/Pyromancy/TranslocationSave:None  

This spell, available only to mage avatars, can summon various greater elementals or paraelementals to serve you at your whim, depending on which school of magic you have specialized in:
*Aeromancy:Air, Ice, or Lightning
*Compulsion:Air, Earth, Fire, or Water
*Geomancy:Earth, Magma, or Ooze
*Hydromancy:Water, Ice, or Ooze
*Pyromancy:Fire, Lightning, or Magma
*Translocation:Ice, Lightning, Magma, or Ooze

Contingency

Mage:99    
      
Prerequisite:Compulsion 70Prerequisite:Genius 70  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:Until activatedType:Protection
School:CompulsionSave:None  

Contingency allows you to pre-cast a spell that will automatically and instantly activate without mana cost immediately after you're damaged to the specified number of hit points or below, similarly to the way the Wimpy command allows you to automatically flee.

The contingent spell will activate without any chance of losing your concentration, even if you are delayed, paralyzed, stunned, bashed, silenced, or otherwise incapacitated at the time; nor can it be counterspelled or turned. However, it must be castable when it triggers—for example, a contingent Storm of Vengeance will fail if you fall below the hit point trigger while indoors, a contingent Shriek will fail if you're silenced, and no contingent spell will work in an anti-magic area. Furthermore, it is still affected by such things as spell immunity and magic resistance.

Contingency can only succeed with a mastered spell; for any others it will fail utterly. The chosen spell will be cast without arguments—in other words, you cannot 'cast contingency 500 control weather better'; at best, you could 'cast contingency 500 control weather', and since Control Weather requires an argument, the spell would fail when activated.

You can only have one active contingency at a time, and it cannot be changed or dispelled until it's activated.

Continual Light

Antipaladin:29Arbiter:18Cleric:12
Druid:11Inquisitor:18Mage:9
Monk:31Paladin:18Ranger:35
Shadowmage:2    
      
Prerequisite:Create Light 40    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Creation
School:Brilliance; CompulsionSave:None  

This spell will create a permanent ball of light which you may hold as a light source.

Control Weather

Cleric:43Druid:13Mage:22
Ranger:38    
      
Required for:Chain Lightning 60Required for:Hurricane 60Required for:Storm of Vengeance 60
      
Aggressive:NoWhen:Non-CombatWhere:Outside
Range:RealmDuration:InstantaneousType:Weather
School:Aeromancy; Nature's BlessingsSave:None  

This spell will change the course of the current weather.

Create Food

Arbiter:19Cleric:8Druid:2
Inquisitor:19Paladin:19Ranger:9
      
Required for:Heroes Feast 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:InstantaneousType:Creation
School:Nature's BlessingsSave:None  

This spell instantly creates an edible magic mushroom. The mushroom will be filling for the next (5+level) hours, up to a maximum of 24 hours.

Create Light

Antipaladin:13Arbiter:6Cleric:7
Druid:5Inquisitor:6Mage:4
Monk:18Paladin:6Ranger:19
Shadowmage:1    
      
Required for:Continual Light 40Required for:Ever Light 40Required for:Light Beam 40
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RoomDuration:24 HoursType:Light
School:Brilliance; CompulsionSave:None  

This spell will make the room that you are in magically bright for one day, or negate a Darkness or Ever Darkness spell.

Create Rose

Arbiter:13Druid:2Mage:12
Paladin:13Ranger:7  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Creation
School:Nature's BlessingsSave:None  

This romantic spell creates a fragrant red rose with utterly no game use whatsoever.

Create Water

Arbiter:14Cleric:6Druid:2
Inquisitor:14Monk:7Paladin:14
Ranger:8    
      
Required for:Heroes Feast 50Required for:Spring 40  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:InstantaneousType:Creation
School:Hydromancy; Nature's BlessingsSave:None  

Expect icky results from this largely self-explanatory spell if cast upon a drink container which already contains a liquid other than water. Empty or water-filled vessels will be filled depending on the level of the caster. Twice the usual amount of water will be created if it is raining or snowing.

Crush

Mage:85    
      
Prerequisite:Minor Creation 60    
Required for:Meteor Swarm 60    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Blunt
School:GeomancySave:Reflex halfDamage:(Level-60)d30

This spell creates a large boulder immediately above the target, which then falls and crushes him. This devastating blow frequently leaves the target reeling and stunned for a moment, as well as somewhat flatter. The boulder is completely shattered by the impact.

Cure Blind

Arbiter:41Cleric:11Druid:51
Paladin:41Shadowmage:19  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Healing
School:HealingSave:None  

This spell will cure a person blinded by the Blindness spell, though it can not remove blindness caused by (for example) cursed items. This is a good-aligned spell when cast on others.

Cure Critical

Arbiter:40Cleric:30Druid:40
Monk:52Paladin:40Ranger:60
      
Prerequisite:Cure Serious 50    
Required for:Group Cure Critical 60Required for:Heal Minor 60  
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Healing
School:HealingSave:None  

This spell cures between six and twenty-seven hit points of damage, at the cost of one fourth that many movement points. This is a good-aligned spell when cast on others.

Cure Light

Antipaladin:20Arbiter:12Cleric:5
Druid:10Inquisitor:12Monk:16
Paladin:12Ranger:20  
      
Required for:Cure Serious 40Required for:Group Cure Light 40  
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Healing
School:HealingSave:None  

This spell cures between one and eight hit points of damage, at the cost of one fourth that many movement points. This is a good-aligned spell when cast on others.

Cure Serious

Arbiter:30Cleric:14Druid:30
Monk:34Paladin:30Ranger:50
      
Prerequisite:Cure Light 40    
Required for:Cure Critical 50Required for:Group Cure Serious 50  
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Healing
School:HealingSave:None  

This spell cures between three and seventeen hit points of damage, at the cost of one fourth that many movement points. This is a good-aligned spell when cast on others.

Curse

Antipaladin:11Arbiter:52Cleric:17
Inquisitor:52Mage:23Shadowmage:27
      
Required for:Demongate 70Required for:Energy Drain 50Required for:Witchsting 50
Required for:Word of Death 70    
      
Aggressive:On successWhen:AnytimeWhere:Anywhere
Range:Character/ObjectDuration:7 Days; Permanent on objectsType:Malediction
School:Compulsion; NecromancySave:Willpower negates  

A curse cast on a character who fails his saving throw has a variety of unpleasant effects. His hitroll will be worsened by two; he will be unable to donate or to enter the arena, battlefield, or mudbowl; and any attempts to use Locate Object or any voluntary magical movement spell will fail.

Curse cast on an object will render it undroppable.