Skills
 
 

Dark Ray

Shadowmage:75    
      
Prerequisite:Paralyze 60Prerequisite:Shadow Stream 60  
Required for:Darkfire Bolt 70    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Cold
School:BlackmagicSave:Reflex halfDamage:(Level-35)d15; max of 55d15

This spell draws a measure of dark energy through from another plane and sends it slamming into and through the target. Contact with this terrible energy shreds the body and mind of the target, and may leave the victim unable to function coherently for some moments.

Darkfire Ball

Shadowmage:90    
      
Prerequisite:Black Lightning 70Prerequisite:Energy Drain 70  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Drain/Energy
School:NecromancySave:Reflex halfDamage:(Level-60)d25

A large ball of living, writhing darkness congeals before your hands and flies quickly away from you. Ebony flames reach out from the ball, wispy tendrils filling the room as the ball shatters, sending a wave of brutal darkfire into your enemies. This is an evil spell.

Darkfire Bolt

Shadowmage:85    
      
Prerequisite:Dark Ray 70Prerequisite:Energy Drain 70  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Drain/Energy
School:NecromancySave:Reflex halfDamage:(Level-70)d35

Ebony flames surround your arm and, as you point at your foe, stream out, surrounding and enveloping your opponent. This is an evil spell.

Darkness

Antipaladin:6Arbiter:24Cleric:16
Druid:11Inquisitor:24Mage:8
Monk:28Paladin:24Ranger:31
Shadowmage:3    
      
Required for:Bolt of Darkness 40Required for:Energy Drain 50Required for:Ever Darkness 40
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RoomDuration:24 HoursType:Light
School:Blackmagic; CompulsionSave:None  

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

Darksight

Antipaladin:43Arbiter:38Cleric:34
Druid:19Inquisitor:38Mage:15
Monk:55Paladin:38Ranger:30
Shadowmage:4    
      
Required for:True Sight 70    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 Hours per LevelType:Information
School:Divination; TranslocationSave:None  

Darksight allows you to see in darkness as well as humans can see in moonlight.

Deep Freeze

Druid:90Mage:85  
      
Prerequisite:Chill 50Prerequisite:Weakness 50  
Required for:Blizzard 50    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Cold
School:HydromancySave:Reflex halfDamage:(Level-50)d25

This spell shrouds the target in a thin shell of crystalline ice. The numbing cold will sap the target's strength severely, costing him ten points of strength for a short time. The cold also causes massive damage to the victim as his flesh shatters and blood congeals.

Deeppockets

Mage:7    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:SelfDuration:12 HoursType:Protection
School:TranslocationSave:None  

This spell increases the possible weight and number of items you can carry by half.

Demongate

Antipaladin:99Cleric:65Mage:65
Shadowmage:65    
      
Prerequisite:Curse 70Prerequisite:Spellcraft 70  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:Affected by Demon, Intelligence, WisdomType:Summoning
School:CompulsionSave:Special  

This powerful spell summons a demon. This demon might serve you. It also might rip you to shreds. Use cautiously, and please don't demongate in or around Nevrast. At the expense of extra mana, it is possible to call specific demons to assist you. This is a very evil spell.

Detect Evil

Antipaladin:9Arbiter:1Cleric:3
Druid:8Inquisitor:1Mage:16
Monk:9Paladin:1Ranger:14
Shadowmage:12    
      
Required for:Dispel Evil 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 Hours per LevelType:Information
School:Divination; TranslocationSave:None  

This spell will enable you to see the red aura surrounding evil creatures and items.

Detect Good

Antipaladin:1Arbiter:1Cleric:4
Druid:8Inquisitor:1Mage:16
Monk:9Paladin:1Ranger:16
Shadowmage:6    
      
Required for:Dispel Good 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 Hours per LevelType:Information
School:Divination; TranslocationSave:None  

This spell will enable you to see the white aura surrounding good creatures and items.

Detect Invisibility

Antipaladin:18Arbiter:21Cleric:14
Druid:26Inquisitor:21Mage:9
Monk:17Paladin:21Ranger:33
Shadowmage:1    
      
Required for:True Sight 70    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 Hours per LevelType:Information
School:Divination; TranslocationSave:None  

This spell enables the target to see invisible items and players.

Detect Magic

Antipaladin:22Arbiter:30Cleric:20
Druid:21Inquisitor:30Mage:2
Monk:27Paladin:30Ranger:33
Shadowmage:6    
      
Required for:Spellcraft 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 Hours per LevelType:Information
School:Divination; TranslocationSave:None  

This spell will display the magical glow of enchanted items, will let you tell roughly how many charges are left in a magical item at a glance, and will let you see any room-based spells that are in effect.

Detect Poison

Antipaladin:19Arbiter:16Cleric:11
Druid:14Inquisitor:16Paladin:16
Ranger:29    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:Character/ObjectDuration:InstantaneousType:Information
School:Divination; TranslocationSave:None  

Cast on food or drinks (drink containers) you will be able to sense if it is poisoned. Cast it on a person and you will be able to see if that person is poisoned.

Discern Key

Arbiter:21Cleric:13Inquisitor:21
Monk:23Paladin:21Ranger:23
Shadowmage:16    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:Door/ObjectDuration:InstantaneousType:Information
School:Divination; TranslocationSave:None  

This useful divination calls forth the imprint made upon a locking mechanism and offers the caster information about the key that is its match.

Disintegrate

Shadowmage:70    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:None
School:TranslocationSave:Fortitude halfDamage:(Level-50)d25; max of 50d25

Upon completion of this spell, the very base matter of the target is disrupted, resulting in grievous injuries to the target and anything he is wearing.

Disjunction

Mage:99    
      
Prerequisite:Dispel Magic 100    
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:Multiple RoomsDuration:InstantaneousType:Malediction
School:CompulsionSave:Willpower partial, modified by level  

Disjunction unleashes a wave of powerful antimagic, dispelling all enchantments on all beings in the caster's room except for himself, and on all beings in rooms adjacent to the caster.

This spell is dangerous. Group members are not protected from its effects. On the Surface, the spell will fail with no effect if innocents are present; in the Underdark, however, friend and foe alike will be struck down.

Dispel Evil

Cleric:25Druid:54Paladin:25
      
Prerequisite:Alignment Ward 50Prerequisite:Detect Evil 50  
      
Aggressive:On failureWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Divine
School:Divine MagicsSave:Willpower negates, modified by level  

This spell will banish evil extraplanar creatures. This is a good-aligned spell.

Dispel Good

Antipaladin:40Cleric:19Inquisitor:25
      
Prerequisite:Alignment Ward 50Prerequisite:Detect Good 50  
      
Aggressive:On failureWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Divine
School:Divine MagicsSave:Willpower negates, modified by level  

This spell will banish good extraplanar creatures. This is an evil spell.

Dispel Invisibility

Antipaladin:90Mage:44Shadowmage:22
      
Aggressive:YesWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Malediction
School:CompulsionSave:None  

This spell can be used remove invisibility from a character or an object.

Dispel Magic

Antipaladin:45Arbiter:53Cleric:26
Druid:22Inquisitor:53Mage:24
Paladin:53Ranger:70Shadowmage:16
      
Required for:Disjunction 100Required for:Purify 50Required for:Spell Immunity 100
Required for:Spellmirror 70    
      
Aggressive:MaybeWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Malediction
School:CompulsionSave:Willpower partial, modified by level  

This spell causes all enchantments cast upon a target to be removed. It will not, however, affect the indirect results of enchantments, such as scarring from acid, divine disfavor inspired by a curse, or the toxins produced by paralyze or poison.

A willpower saving throw is made for each enchantment. Hostile spells are dispelled if the saving throw is successful, and benign spells are dispelled only if the saving throw is failed.

If cast on yourself or on a member of your group, each saving throw gets a bonus depending on your level, and benign spells are automatically dispelled if no hostile spells are present.

If cast on a foe, each saving throw gets a penalty depending on your level and a bonus depending on the target's level. Casting this spell on a player who is not in your group is a hostile act, and thus disallowed on the Surface.

Divine Aura

Antipaladin:107Arbiter:109Cleric:108
Inquisitor:109Paladin:109  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:48 HoursType:Protection
School:Abjuration; Divine MagicsSave:None  

This spell surrounds you with a holy aura that is the equivalent of sanctuary and furthermore protects you from your opponent's Fireshield, Shockshields, and Prismatic Spheres. Unlike these spells, it does not cause harm to unprotected foes who strike someone protected by it.

Divine Wind

Mage:110    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:Six RoomsDuration:InstantaneousType:Varies
School:Aeromancy/Geomancy/Hydromancy/PyromancySave:Fortitude -20 halfDamage:Leveld30/20/20/15/10

Divine Wind, the most powerful and versatile spell ever developed, is the purview of mage avatars. It allows these great spell-casters to call a wind of power (of any type they desire) to flow outward from them in the direction specified for quite some distance!

This spell is dangerous. Group members are not protected from its effects. On the Surface, the spell will fail with no effect if innocents are present; in the Underdark, however, friend and foe alike will be struck down.

The damage done by this spell is similar to the spell Solar Gate at the point nearest to the caster, and decreases slowly over the next several rooms. The spell will continue outward in the direction specified up to five rooms away from the caster.

The damage type done can also be specified by the caster; only the experimentation of the avatars will reveal the true variety and power of this dire invocation!

Doppelganger

Antipaladin:63Shadowmage:44  
      
Required for:Mirror Image 50    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Summoning
School:BrillianceSave:None  

This spell, castable only on a creature currently in combat, creates a duplicate of the target. The new duplicate does no damage and has very few hit points, but is substituted into whatever combat the creature it duplicates was fighting in. The sum effect of this is to rescue a beleaguered character from a combat situation, and additionally confuse whoever was fighting him.

Dream

Mage:38Shadowmage:17  
      
Required for:Greater Dream 50    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:RealmDuration:InstananeousType:Information
School:CompulsionSave:None  

This spell sends a magical dream to the named player, delivering a one-line message. The recipient must be asleep to see your dream. Dream may be cast even if you are asleep.

Drown

Mage:103    
      
Aggressive:YesWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Water
School:HydromancySave:SpecialDamage:10% of current hit points

This spell allows the mage avatar to fill his target's lungs with water, and with many potential victims requiring air to breathe, all but the hardiest of opponents can be dealt with quickly. If not instantly killed, the target will suffer 10% of his current hit points in damage.

Earthquake

Arbiter:59Cleric:52Druid:55
Inquisitor:59Mage:50Paladin:59
Ranger:55    
      
Required for:Avalanche 50    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Blunt
School:GeomancySave:Reflex halfDamage:(Level-20)d11; max of 60d11

This spell will cause a localized earthquake. The tremors will shake all within the area, causing bumps, bruises, broken bones, death, etc., and may also knock non-flying opponents from their feet. Flying opponents suffer only half normal damage, and none if they make their saving throw.

Enchant Armor

Mage:32    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Enchantment
School:CompulsionSave:None  

This spell allows the caster to enchant a nonmagical piece of armor so it affords a significantly higher protection to the wearer.

Enchant Fang

Druid:18Ranger:63  
      
Required for:Animal Growth 70Required for:Summon Animal Five 70  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:1 Hour per 2 LevelsType:Enchantment
School:Compulsion; Nature's BlessingsSave:None  

This spell magically enhances the target's natural weaponry, increasing its effective hitroll and damroll by 1 per 15 levels, and allowing it to hurt magically-protected creatures. Despite the spell's name, it affects any kind of natural weaponry, not just biting; however, it works only on animals.

Enchant Weapon

Mage:40Shadowmage:75  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Enchantment
School:CompulsionSave:None  

This spell allows the caster to enchant a non-magical, non-modifying weapon, enhancing it with magical bonuses to hitroll and damroll. By non-modifying, we refer to weapons that don't alter any ability, such as hitroll, bash, or dexterity. The only way to know if a weapon is suitable for enchantment is to fully identify it.

Endurance

Druid:45Ranger:76  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 Hours per LevelType:Protection
School:Geomancy; Nature's BlessingsSave:None  

Prior to long treks in the wilds, it is common for many outdoorsmen to seek this enhancement. Granting them the ability to bear hardships far beyond normal, they are able to survive harsh conditions that might otherwise be a death sentance.

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

Energy Drain

Antipaladin:40Inquisitor:57Mage:45
Shadowmage:51    
      
Prerequisite:Curse 50Prerequisite:Darkness 50  
Required for:Darkfire Ball 70Required for:Darkfire Bolt 70Required for:Geomancy 50
Required for:Shadow Touch 50    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:InstantaneousType:Drain
School:Geomancy; NecromancySave:Fortitude halfDamage:1 per Level

This terrible spell will drain 1 hit point per caster level from a target, as well as several adepts from many of his proficiencies. The caster is, in turn, healed 1 hit point for every point of damage inflicted. Weaponspells operate in a similar, but substantially reduced, manner.

Saving from this spell will cause half damage and no loss of adepts. This is a very evil spell.

Entangle

Druid:17Ranger:24  
      
Aggressive:On failureWhen:AnytimeWhere:Forest
Range:CharacterDuration:Half HourType:Malediction
School:Nature's BlessingsSave:Reflex negates  

This spell will only work in forested terrain, but when used there, will entangle the target with roots and vines, effectively rendering him temporarily powerless.

Ever Darkness

Antipaladin:32Arbiter:47Cleric:33
Druid:22Inquisitor:47Mage:19
Monk:44Paladin:47Ranger:47
Shadowmage:9    
      
Prerequisite:Darkness 40    
Required for:Wave of Darkness 40    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:Room/ObjectDuration:1 MonthType:Light
School:Blackmagic; CompulsionSave:None  

This spell will make the room you are in magically dark for one month, or negate a Create Light or Ever Light spell. The powerful magics that sometimes cause weapons to glow can also be dimmed by the application of this spell.

Ever Light

Antipaladin:36Arbiter:28Cleric:19
Druid:15Inquisitor:28Mage:11
Monk:34Paladin:28Ranger:42
Shadowmage:8    
      
Prerequisite:Create Light 40    
Required for:Gate 60Required for:Light Burst 40  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:Room/ObjectDuration:1 MonthType:Light
School:Brilliance; CompulsionSave:None  

This spell will make the room you are in magically bright for one month, or negate a Darkness or Ever Darkness spell. Some spell-casters have been known to cast this on ordinary items to make others believe they are magical in nature.

Exorcise

Cleric:38Paladin:57  
      
Prerequisite:Turn 50    
      
Aggressive:NoWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Divine
School:Divine MagicsSave:Special  

A much more focused and powerful form of Turn, Exorcise forces a single undead or diabolic creature to flee before the caster. Lesser beings are likely to be weakened, paralyzed, or destroyed outright by this potent ceremony.

Favored Fortune

Cleric:24    
      
Required for:Luck Disciple 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:6 Hours or until usedType:Protection
School:Divine MagicsSave:None  

Favored Fortune grants you a ten point bonus on your next saving throw.

Faerie Fire

Arbiter:24Cleric:9Druid:1
Drow:1Inquisitor:24Mage:12
Monk:13Paladin:24Ranger:15
Shadowmage:4    
      
Required for:Faerie Fog 40Required for:Static Charge 50  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 HoursType:Malediction
School:Brilliance; CompulsionSave:None  

This spell surrounds your opponent with a halo of glowing motes of light, effectively worsening its armor class by ten points and preventing hiding, sneaking, and invisibility.

Drow may faerie fire their foes merely by pointing at them.

Faerie Fog

Arbiter:39Cleric:20Druid:9
Inquisitor:39Mage:29Monk:26
Paladin:39Ranger:28Shadowmage:10
      
Prerequisite:Faerie Fire 40    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:AreaDuration:2 HoursType:Malediction
School:Brilliance; CompulsionSave:None  

This spell causes a glowing mist to surround all creatures in a room, effectively Faerie Firing them, and thus worsening their armor classes by ten points and preventing hiding, sneaking, and invisibility.

Fear

Antipaladin:7Druid:40Inquisitor:29
Mage:33Shadowmage:11  
      
Required for:Compulsion 50Required for:Terror 50  
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Illusion
School:Compulsion; NecromancySave:Willpower -10 negates  

This spell will cause fear in the target if he fails a willpower saving throw, forcing him to flee. It has no effect on foes higher level than you.

Feeblemind

Antipaladin:24Shadowmage:32  
      
Required for:Confusion 50    
      
Aggressive:On successWhen:Non-CombatWhere:Anywhere
Range:TouchDuration:24 HoursType:Malediction
School:Compulsion; NecromancySave:Willpower negates  

This spell will dispel the genius spell if present; otherwise, it will cause the target to suffer mental seizures, lowering his intelligence significantly, and permanently lowering his proficiencies by up to five points.

Fire Wind

Antipaladin:50Druid:50Mage:45
Ranger:50    
      
Prerequisite:Burning Hands 50    
Required for:Fireball 60Required for:Pyromancy 50Required for:Sandstorm 50
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Fire
School:PyromancySave:Reflex halfDamage:(Level-15)d13; max of 60d13

A fiery wind fans from the mouth of the caster, baking the target, burning hair and skin.

Fireball

Antipaladin:55Druid:55Mage:50
      
Prerequisite:Fire Wind 60    
Required for:Fireshield 50Required for:Firestorm 70Required for:Lava Blast 70
Required for:Meteor Swarm 60    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Fire
School:PyromancySave:Reflex halfDamage:(Level-20)d13; max of 60d13

A glowing ember shoots from your palm, hits the target area, and explodes in a colorful (and intensely hot) ball of flames.

Fireshield

Mage:70    
      
Prerequisite:Fireball 50Prerequisite:Resist Fire 50  
Required for:Inferno 80    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per 3 LevelsType:Protection/Fire
School:Abjuration; PyromancySave:None  

This spell surrounds you with a fiery aura that protects you from your opponent's Fireshields, Shockshields, and Prismatic Spheres. Anyone who dares to physically attack you when not protected by one of these spells suffers half as much damage as he inflicts, up to a maximum of 100 hit points per blow.

Firestorm

Mage:80    
      
Prerequisite:Fireball 70    
Required for:Inferno 80    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Fire
School:PyromancySave:Fortitude halfDamage:(Level-45)d25; max of 55d25

This spell creates a large cloud of dark, flammable smoke, which pours quickly over the caster's enemies. The cloud then ignites, turning the targets into deep-fried remnants of their former selves.

Fist of Valor

Cleric:80    
      
Prerequisite:Smite 70Prerequisite:Unarmed Combat 70  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Blunt
School:Divine MagicsSave:Reflex halfDamage:(Level-35)d18; max of 70d18

You smash your enemy with a powerful fist of divine force.

Flame Tongue

Antipaladin:20Druid:15Mage:10
Ranger:20    
      
Required for:Burning Hands 40    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Fire
School:PyromancySave:Reflex halfDamage:Leveld6; max of 50d6

A slender tongue of flame springs from your extended hand, pounding into your enemy.

Flameblade

Antipaladin:17Mage:14Shadowmage:9
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:ObjectDuration:InstantaneousType:Fire
School:PyromancySave:None  

This spell summons forth a fiery blade of flame. This magical blade is light and quite effective against thy foes! The power of the blade is level dependent. The higher the level, the stronger the blade.

Flamestrike

Arbiter:20Cleric:17Paladin:20
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Fire
School:PyromancySave:NoneDamage:25d8

The priest casting this spell calls a column of flames down from the heavens to smite his enemy. Unlike most damage-dealing spells, there is no saving throw to halve the effect.

Float

Antipaladin:34Arbiter:41Cleric:29
Druid:20Inquisitor:41Mage:20
Monk:29Paladin:41Ranger:48
Shadowmage:21    
      
Required for:Fly 60Required for:Group Float 40  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:3 + 1 Hour per LevelType:Movement
School:Aeromancy; TranslocationSave:None  

This spell will permit the target to float over the surfaces that he or she travels upon, easing the strain of movement considerably.

Fly

Antipaladin:72Arbiter:99Cleric:68
Druid:49Inquisitor:99Mage:46
Monk:69Paladin:99Ranger:92
Shadowmage:48    
      
Prerequisite:Float 60    
Required for:Aeromancy 50Required for:Group Fly 60  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:3 + 1 Hour per LevelType:Movement
School:Aeromancy; TranslocationSave:None  

This spell permits the target to fly. It bestows upon the target all of the benefits of the Float spell, and also allows him to reach some otherwise inaccessible areas.

Freedom

Arbiter:61Cleric:23Druid:41
Inquisitor:61Monk:47Paladin:61
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:1 Hour per 6 LevelsType:Protection
School:AbjurationSave:None  

This spell calls forth an almost tangible aura which protects you, and helps to prevent your paralysis or capture. It will also free its beneficiary from webs and entanglement already present when the spell is cast.

Gate

Antipaladin:99Cleric:74Druid:72
Mage:64Shadowmage:68  
      
Prerequisite:Astral Walk 60Prerequisite:Ever Light 60  
Required for:Solar Gate 70    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RealmDuration:1-4 HoursType:Movement
School:TranslocationSave:Special  

This spell will open a shining, magical gateway between the locale in which you stand and your target victim. Once a gate has been opened, anyone can enter it by typing "enter gate". The gate is bidirectional.

Gaze Reflection

Cleric:40Mage:24Shadowmage:10
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:8 HoursType:Protection
School:Abjuration; Brilliance; CompulsionSave:None  

This spell protects the target from hostile gaze weapons.

Genius

Druid:35Mage:23Shadowmage:37
      
Required for:Contingency 70    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 Hours per LevelType:Protection
School:CompulsionSave:None  

Used by many mages for that flash of inspiration when devising new magics, this spell is useful for anyone else desiring that extra clarity. Some find that their social status has been improved so greatly by their new-found brilliance that they are prompted to return for continual castings of the enhancement.

This spell will dispel the feeblemind spell if present; otherwise, its beneficiary will gain a significant boost to his intelligence attribute. Only one of Strength, Genius, Inspiration, Agility, and Endurance can be in effect at once; if another is cast, it has no effect.

Ghoul Touch

Shadowmage:72    
      
Prerequisite:Paralyze 60Prerequisite:Shadow Touch 60  
Required for:Wight Touch 70    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:1 HourType:Drain
School:NecromancySave:Fortitude half/negates, modified by levelDamage:2 per Level

This enhanced form of the energy drain spell drains 2 hit points per caster level from its victim and adepts from many of his proficiencies. The caster is, in turn, healed for five eighths of the damage inflicted—that is, one and one quarter hit points per caster level, absent any adjustments for sanctuary, saving throw, etc. Additionally, the victim is paralyzed.

Saving from this spell will cause half damage, no loss of adepts, and no paralysis. This is a very evil spell.

Goodberry

Druid:6Ranger:13  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Creation
School:Nature's BlessingsSave:None  

This spell can only be cast outdoors, but when successful, creates a nourishing blueberry that will, when consumed, relieve the eater from hunger and cure him of light wounds.

Greater Dream

Shadowmage:64    
      
Prerequisite:Dream 50    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:SelfDuration:24 HoursType:Information
School:CompulsionSave:None  

This spell magically alters your consciousness such that for the next day, you can send your dreams to other sleeping players with the dream command. The recipient must be asleep to see your dreams. Greater Dream may be cast even if you are asleep.

Group Cure Critical

Cleric:45Druid:60Monk:65
Paladin:65Ranger:95  
      
Prerequisite:Cure Critical 60Prerequisite:Group Cure Serious 60  
Required for:Group Heal Minor 70    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:GroupDuration:InstantaneousType:Healing
School:Gestalt; HealingSave:None  

This spell bestows a Cure Critical spell upon each member of your group, healing each individual 6-27 hit points at the cost of one fourth that many movement points. This is a good-aligned spell.

Group Cure Light

Arbiter:30Cleric:15Druid:25
Monk:30Paladin:30Ranger:45
      
Prerequisite:Cure Light 40    
Required for:Group Cure Serious 50    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:GroupDuration:InstantaneousType:Healing
School:Gestalt; HealingSave:None  

This spell bestows a Cure Light spell upon each member of your group, healing each individual 1-8 hit points at the cost of one fourth that many movement points. This is a good-aligned spell.

Group Cure Serious

Arbiter:45Cleric:30Druid:45
Monk:45Paladin:45Ranger:65
      
Prerequisite:Cure Serious 50Prerequisite:Group Cure Light 50  
Required for:Group Cure Critical 60    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:GroupDuration:InstantaneousType:Healing
School:Gestalt; HealingSave:None  

This spell bestows a Cure Serious spell upon each member of your group, healing each individual 3-17 hit points at the cost of one fourth that many movement points. This is a good-aligned spell.

Group Float

Cleric:42Druid:28Mage:36
Shadowmage:42    
      
Prerequisite:Float 40    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:GroupDuration:3 + 1 Hour per LevelType:Movement
School:Aeromancy; Gestalt; TranslocationSave:None  

This spell causes all persons in your group, and all charmed creatures following you, to begin to float as if they had been affected by a Float spell.

Group Fly

Druid:64Mage:62Shadowmage:58
      
Prerequisite:Fly 60    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:GroupDuration:3 + 1 Hour per LevelType:Movement
School:Aeromancy; Gestalt; TranslocationSave:None  

This spell is similar to Group Float except that it confers flight upon each of the affected persons.

Group Heal Major

Cleric:99    
      
Prerequisite:Group Heal Minor 80Prerequisite:Heal Major 80  
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:GroupDuration:InstantaneousType:Healing
School:Gestalt; HealingSave:None  

This spell bestows a Heal Major spell upon each member of your group, healing each individual 300 hit points at the cost of one fourth that many movement points. This is a good-aligned spell.

Group Heal Minor

Cleric:70Druid:88  
      
Prerequisite:Group Cure Critical 70Prerequisite:Heal Minor 70  
Required for:Group Heal Major 80    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:GroupDuration:InstantaneousType:Healing
School:Gestalt; HealingSave:None  

This spell bestows a Heal Minor spell upon each member of your group, healing each individual 100 hit points at the cost of one fourth that many movement points. This is a good-aligned spell.

Group Invisibility

Mage:27Shadowmage:33  
      
Prerequisite:Invisibility 60    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:GroupDuration:24 HoursType:Protection
School:Brilliance; Gestalt; CompulsionSave:None  

This useful spell causes all of the members of your group to be protected with Invisibility.

Gust of Wind

Druid:23Mage:34Ranger:35
Shadowmage:24    
      
Required for:Aeromancy 50Required for:Hurricane 60Required for:Shriek 70
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Wind
School:AeromancySave:Reflex -20 negates  

This spell causes the target to be smashed at by a brutal gust of wind, toppling him if he fails a reflex saving throw.