Skills
 
 

Refresh

Antipaladin:46Arbiter:20Cleric:10
Druid:9Inquisitor:20Mage:12
Monk:26Paladin:20Ranger:25
Shadowmage:20    
      
Required for:Second Wind 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Healing
School:Aeromancy; HealingSave:None  

This spell restores 2-5 movement points per caster level to the target, and renders him hungrier as a side effect. This is a good-aligned spell when cast on others.

Regenerate

Cleric:106    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:6 HoursType:Healing
School:HealingSave:None  

This most powerful of healing spells, the exclusive domain of cleric avatars, causes the recipient's body to massively increase its natural rate of regeneration of cells. Minor damage taken rapidly disappears; fingers and even whole limbs have been known to regrow. Unlike most avatar spells, Regenerate can be distilled into a potion.

Regroup

Cleric:51Druid:62Mage:46
Shadowmage:62    
      
Prerequisite:Summon 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:FollowersDuration:InstantaneousType:Movement
School:TranslocationSave:None  

The regroup spell instantly summons all of your conjured or charmed thralls to your location.

Remove Curse

Arbiter:52Cleric:14Druid:51
Monk:51Paladin:52  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:Character/ObjectDuration:InstantaneousType:Healing
School:Divine MagicsSave:None  

This spell will remove a Curse on a carried object or any person in the room. This is a good-aligned spell when cast on others.

Remove Paralysis

Antipaladin:56Arbiter:44Cleric:23
Druid:29Monk:29Paladin:44
Ranger:77Shadowmage:39  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Healing
School:HealingSave:None  

This spell cures paralysis. This is a good-aligned spell.

Remove Poison

Arbiter:35Cleric:22Druid:32
Paladin:35    
      
Prerequisite:Resist Poison 50    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:Character/ObjectDuration:InstantaneousType:Healing
School:HealingSave:None  

This spell will remove poison from the target item or cure the target character. This is a good-aligned spell when cast on others.

Remove Silence

Arbiter:95Cleric:73Druid:34
Mage:44Monk:39Paladin:95
Ranger:38Shadowmage:27  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Healing
School:AeromancySave:None  

This spell negates the effect of the Silence spell. This is a good-aligned spell.

Resist Cold

Antipaladin:66Arbiter:54Cleric:24
Druid:21Inquisitor:54Mage:25
Monk:36Paladin:54Ranger:53
Shadowmage:25    
      
Required for:Artificer 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per LevelType:Protection
School:Abjuration; HydromancySave:None  

This spell will give you a certain amount of protection from cold-based attacks.

Resist Fire

Antipaladin:66Arbiter:54Cleric:24
Druid:21Inquisitor:54Mage:25
Monk:36Paladin:54Ranger:53
Shadowmage:25    
      
Required for:Artificer 50Required for:Fireshield 50Required for:Pyromancy 50
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per LevelType:Protection
School:Abjuration; PyromancySave:None  

This spell will give you a certain amount of protection from fire-based attacks.

Resist Poison

Arbiter:27Cleric:13Druid:16
Inquisitor:27Paladin:27  
      
Required for:Remove Poison 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:24 HoursType:Protection
School:Abjuration; Nature's BlessingsSave:None  

This spell will greatly reduce the effects of poison on your system, or in the system of the target if it is cast upon another creature. This is a good-aligned spell when cast on others.

Restoration

Cleric:53    
      
Prerequisite:Alkar 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Healing
School:Divine MagicsSave:None  

This spell restores one adept to each proficiency drained by energy drain, feeblemind, or similar spells or effects, but not adepts lost due to death. Proficiencies cannot be restored if the target has died, waited more than one day, previously benefitted from this spell, or already relearned them to their pre-draining state or better since they were drained. Successful use of this spell requires consent, and reduces both the caster and the target to a single hit point, mana point, and movement point.

Retribution

Cleric:47    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per 3 LevelsType:Protection/Divine
School:Abjuration; Divine MagicsSave:None  

While you are affected by this spell, anyone who magically attacks you suffers one third of the raw damage his spells would inflict, without your immunities, resistances, and other damage-reducing effects.

Rupture

Antipaladin:81    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Pierce
School:NecromancySave:Fortitude halfDamage:Leveld10

This nasty little spell causes the blood vessels of the target to burst. The result of this is most often heavy bleeding through the skin and orifices and incidental agony. It has no effect on plants, nor on undead, golems, or other nonliving beings.

Rust

Druid:47    
      
Aggressive:On successWhen:AnytimeWhere:Anywhere
Range:Character/ObjectDuration:1 Hour per 4 LevelsType:Malediction
School:HydromancySave:Fortitude negates  

Weather, nature, and time have a uniformly detrimental effect on mortal craftsmanship: wood rots, stone crumbles, iron rusts. Nowhere is it more devastating than on weapons—even moderate deterioration will dull a sword's edge to near uselessness, or weaken a mace's head to the point where its bearer cannot strike with full force, lest it shatter.

The rust spell hastens the effects of such decay, temporarily reducing the damroll of its target's wielded weapon by five. Rust has no effect on a target who is not wielding a weapon, except for golems and constructs, whose fists are considered weapons for the purposes of this spell.

Rust may also be cast directly on a weapon in your inventory, in which case there is no saving throw.

Sanctuary

Arbiter:104Cleric:30Druid:70
Inquisitor:104Monk:100Paladin:75
      
Required for:Martyrdom 70    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:Random, Affected by LevelType:Protection
School:AbjurationSave:None  

When protected by this spell, you take only half damage from all attacks. This is a good-aligned spell when cast on others.

Sandstorm

Druid:81    
      
Prerequisite:Fire Wind 50    
      
Aggressive:YesWhen:CombatWhere:Desert
Range:AreaDuration:InstantaneousType:Fire/Pierce
School:AeromancySave:Fortitude halfDamage:(Level-50)d25

The sandstorm spell whirls the surrounding sand into a chaotic frenzy, magically heats it, and whips it into your enemies, possibly blinding them.

Scare

Druid:10Ranger:21Shadowmage:5
      
Required for:Bolt of Darkness 40    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Illusion
School:Compulsion; NecromancySave:None  

This spell will cause the target to flee if your level is at least twice his. There is no saving throw.

Scry

Antipaladin:70Arbiter:66Cleric:44
Druid:40Inquisitor:66Mage:35
Monk:72Paladin:66Ranger:74
Shadowmage:29    
      
Required for:Wizard Eye 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:1 Hour per LevelType:Information
School:Divination; TranslocationSave:None  

With this spell affecting you, you may peek around corners—for example, "look north". It's very useful when you aren't quite sure what might lie waiting in next room.

Second Wind

Antipaladin:62Arbiter:37Cleric:18
Druid:20Inquisitor:37Mage:21
Paladin:37Ranger:40Shadowmage:37
      
Prerequisite:Refresh 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:GroupDuration:InstantaneousType:Healing
School:Aeromancy; Gestalt; HealingSave:None  

Second Wind bestows a Refresh spell upon each member of your group, restoring 1d4+1 movement points per caster level to each, and rendering them hungrier as a side effect. This is a good-aligned spell.

Sense Life

Antipaladin:25Arbiter:11Cleric:12
Druid:22Inquisitor:11Monk:2
Paladin:11Ranger:41Shadowmage:7
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:5 Hours per LevelType:Information
School:Divination; TranslocationSave:None  

This spell enables you to sense hidden, invisible, or otherwise unseen life forms, and grants a bonus to spot.

Serpent Seed

Druid:32    
      
Prerequisite:Poison 50Prerequisite:Summon Animal One 50  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:InstantaneousType:Creation
School:Compulsion; Nature's BlessingsSave:None  

This spell will create one or more scaly, egg-like seeds in your inventory. When thrown at a foe, these seeds will burst into an angry serpent, who will attack the nearest target available—the creature their seed shattered against. Higher level casters create more seeds that hatch more powerful serpents.

Shadow Stream

Shadowmage:45    
      
Prerequisite:Bolt of Darkness 60Prerequisite:Light Beam 60  
Required for:Color Beam 60Required for:Dark Ray 60  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Cold/Energy
School:BlackmagicSave:Fortitude halfDamage:(Level-15)d10; max of 60d10

Shadows course out from small pockets near your head. This mass of elemental shadow then swirls through the room, twisting and spinning itself around your foe as it eats away his substance, burning what is cool and freezing what is warm, in the most painful possible combination.

Shadow Swarm

Shadowmage:50    
      
Prerequisite:Light Burst 60Prerequisite:Wave of Darkness 60  
Required for:Black Lightning 60Required for:Color Spray 60  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Cold/Energy
School:BlackmagicSave:Fortitude halfDamage:(Level-25)d10; max of 55d10

This spell summons thousands of tiny, semi-sentient shadows onto this plane, under the momentary control of the caster. These tiny beings will immediately swarm over and through anyone not protected by the caster's desire, their twilight nature devastating the flesh they squirm through and over. They then vanish.

Shadow Touch

Shadowmage:61    
      
Prerequisite:Energy Drain 50Prerequisite:Weakness 50  
Required for:Ghoul Touch 60    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:1 Hour per 2 LevelsType:Drain
School:NecromancySave:Fortitude half/negatesDamage:3 per 2 Levels

This enhanced form of the energy drain spell drains 1½ hit points per caster level from its victim and adepts from many of his proficiencies. The caster is, in turn, healed for three quarters of the damage inflicted—that is, one and one eighth hit points per caster level, absent any adjustments for sanctuary, saving throw, etc. Additionally, the victim is substantially weakened.

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

Shadowfire

Shadowmage:105    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:Multiple RoomsDuration:InstantaneousType:Cold/Energy
School:BlackmagicSave:Fortitude half; -20 at centerDamage:Leveld26 or d10

This mighty spell, available only to shadowmage avatars, will open up a temporary gate to a tumultuous portion of the elemental plane of shadows, sending a wave of cold and darkness into the vicinity.

All creatures in the room where the spell was cast except the caster will take leveld26 damage. All creatures in the rooms adjacent to the caster will take leveld10 damage.

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.

Shards

Antipaladin:21Druid:15Mage:10
Ranger:20    
      
Required for:Shatterspray 70    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Pierce/Slash
School:GeomancySave:Reflex halfDamage:Leveld5; max of 50d5

This spell creates a tight spray of stone and metal shards which blast into the target, rending and tearing him painfully.

Shatterspray

Mage:75    
      
Prerequisite:Shards 70    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Pierce/Slash
School:GeomancySave:Reflex halfDamage:(Level-50)d25; max of 40d25

This spell causes almost everything on and near the target to explode, spraying shrapnel through and across the target's body, slashing and/or puncturing the target in the most painful possible way.

Shield

Antipaladin:20Arbiter:23Druid:20
Inquisitor:23Mage:1Monk:24
Paladin:23Ranger:39Shadowmage:7
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:8 + 1 Hour per LevelType:Protection
School:Abjuration; AeromancySave:None  

This spell surrounds its target with a glowing shield of protective force, which improves his armor class by ten points and nullifies Magic Missile attacks.

Shillelagh

Druid:42Ranger:64  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Enchantment
School:Nature's BlessingsSave:None  

This more-limited form of the Enchant Weapon spell will enchant a club, mace, or staff. Unlike Enchant Weapon, it can improve a weapon that is already magical, so long as it does not already modify hitroll or damroll.

Shockshield

Arbiter:104Druid:60Inquisitor:75
Paladin:104    
      
Required for:Storm of Vengeance 60    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per 3 LevelsType:Protection/Electrical
School:Abjuration; AeromancySave:None  

This spell surrounds you with an aura of sparks 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.

Shriek

Druid:90Mage:85Ranger:99
      
Prerequisite:Gust of Wind 70Prerequisite:Spellcraft 70  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Wind
School:AeromancySave:Fortitude halfDamage:(Level-50)d20

This spell produces a keening wail that cuts deep into any foe, shattering bones and shredding nerves. It has no effect whatsoever on objects. It is impossible to cast shriek while silenced, even with the silent casting specialty. Similarly, a silenced target takes no damage from shriek; otherwise, shriek is unaffected by any resistance or immunity.

Silence

Arbiter:95Druid:45Inquisitor:95
Mage:56Ranger:50Shadowmage:41
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:Character/ObjectDuration:Random, Affected by LevelType:Malediction
School:AeromancySave:Willpower negates  

This spell causes the target to lose his ability to speak. It prevents players and monsters from casting spells. Some casters have also been known to mask the noise made by their equipment through the use of this spell.

Sleep

Antipaladin:28Druid:7Mage:17
Ranger:49Shadowmage:10  
      
Aggressive:On failureWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:6 HoursType:Malediction
School:CompulsionSave:Willpower negates  

A target failing a save versus this spell will be put to sleep. A person so affected will not be wakeable save by damaging attack until the spell duration expires.

Slow

Mage:53    
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:3 HoursType:Malediction
School:Hydromancy; TranslocationSave:Willpower negates, modified by level  

This spell will dispel the haste spell if present; otherwise, it increases the time required for all actions by one third.

Smite

Antipaladin:75Arbiter:50Cleric:25
Druid:50Inquisitor:50Paladin:50
      
Prerequisite:Know Alignment 40    
Required for:Fanaticism 100Required for:Fist of Valor 70Required for:Judgement Day 100
Required for:Spiritual Hammer 70Required for:War Disciple 50  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Divine
School:Divine MagicsSave:Willpower halfDamage:Lots; Level and alignment-based

By means of this most potent prayer, a priest can summon the power of his deity to smite the body of his foe. The deity's level of response is highly dependent on the standing of both the priest and his target in His eyes. This spell will only damage equipment offensive to the deity in question.

Solar Gate

Mage:99    
      
Prerequisite:Gate 70Prerequisite:Pyromancy 70  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:Multiple RoomsDuration:InstantaneousType:Fire
School:PyromancySave:Fortitude half; -20 at centerDamage:Leveld26 or d10

This spell will open up a temporary gate to the nearest star, unleashing an inferno of heat and fire into the close vicinity.

All creatures in the room where the spell was cast except the caster will take leveld26 damage. All creatures in the rooms adjacent to the caster will take leveld10 damage.

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.

Soulfeast

Antipaladin:101    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Drain
School:NecromancySave:Fortitude halfDamage:3 per Level

A dark spell used by antipaladin avatars in horrible rites, Soulfeast rips the life energy from creatures around the caster, allowing him to gorge on them and vampirically regenerate hit points. While it does three times as much damage as a Specter Touch, it is not as efficient—the spell-caster is only healed one hit point for every four drained. This is a very evil spell.

Sparks

Antipaladin:20Arbiter:20Druid:15
Inquisitor:20Mage:10Ranger:20
      
Required for:Static Charge 50    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Electrical
School:AeromancySave:Fortitude halfDamage:Leveld5; max of 50d5

Sparks arc from your hand to your victim, causing convulsions and slight burns. The convulsions interfere with the target's coordination severely, sometimes resulting in the temporary loss of dexterity.

Speak With Dead

Cleric:35Mage:37  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:InstantaneousType:Information
School:Geomancy; NecromancySave:None  

This spell allows the caster to commune briefly with any spirit remaining in a corpse. The dead are notoriously uncommunicative, however, and are generally only interested in talking about how they died.

Specter Touch

Shadowmage:95    
      
Prerequisite:Wight Touch 80    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:1 Hour/24 HoursType:Drain
School:NecromancySave:Fortitude half/negates, modified by levelDamage:3 per Level

This enhanced form of the energy drain spell drains 3 hit points per caster level from its victim and adepts from many of his proficiencies. The caster is, in turn, healed for half of the damage inflicted—that is, one and one half hit points per caster level, absent any adjustments for sanctuary, saving throw, etc. Additionally, the victim is paralyzed for one hour and withered for one day, temporarily draining 1 point from each of his five primary attributes for every 3 caster levels.

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

Spell Immunity

Cleric:95    
      
Prerequisite:Dispel Magic 100Prerequisite:Spellcraft 100  
      
Aggressive:MaybeWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:12 HoursType:Protection
School:AbjurationSave:Willpower negates  

Spell immunity, as the name suggests, renders you completely immune to all effects of the chosen spell, even to the extent of protecting your possessions from damaging magics. You may choose any spell, but an immunity to a spell that doesn't affect a living being (for example, Create Food) will have no effect.

When cast against a violent spell, on yourself, or on another player who trusts you, Spell Immunity is non-aggressive and has no saving throw. Otherwise, a willpower saving throw will negate the effect, and your target will attack you.

Spell Immunity works against spells no matter their source—whether from scrolls, potions, foodstuffs, wands, rods, staves, talismans, weapons, or simply cast—but not against abilities that merely appear to be spells, such as a vampire's draining bite, faerie fire from a pointing drow, or a medusa's paralyzation gaze. Also, while Spell Immunity will prevent a spell cast by an item, it will not prevent spell-affects caused simply by wearing an item.

Spell Immunity also doesn't work against spells that duplicate each other—immunity to Blindness doesn't work against Word of Blindness; immunity to Terror doesn't work against Mass Terror; immunity to Weakness doesn't work against a blue Prismatic Beam; and vice-versa.

Spell immunity only works against spells as they're being cast—it won't hide your alignment from Detect Evil, but prevents Detect Evil from being cast upon you; it won't keep you from entering a Gate, but prevents others from gating to you; it won't cure paralysis, but prevents Paralyze from being cast upon you. However, an immunity to Fireshield will both prevent Fireshield from being cast upon you and prevent others' fireshields from harming you; immunities to Shockshield, Prismatic Sphere, and Retribution work similarly.

Spellmirror

Shadowmage:99    
      
Prerequisite:Backlash 70Prerequisite:Dispel Magic 70  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:4 HoursType:Protection
School:AbjurationSave:None  

This spell surrounds its beneficiary with a field of reflective magical energy that duplicates any hostile spell that targets only him, sending a copy back at its caster.

Spells that have already been countered, turned, or mirrored are not themselves mirrored; and by the time a spell has been mirrored, it's too late to counter or turn it.

Spellmirror works on actual spells, spells recited from scrolls, and spells invoked from wands and rods. It cannot reflect spells charged into weapons, which have already physically pierced the spellmirror; nor does it have any effect on spell-like abilities, such as a spider's webbing or a banshee's shrieks.

Spider Climb

Antipaladin:14Mage:13Shadowmage:17
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:1 Hour per LevelType:Movement
School:Hydromancy; Nature's BlessingsSave:None  

This spell causes the palms of your hands and soles of your feet to secrete a fluid allowing you to climb walls. However, it does not grant any significant skill in climbing, so traversing vertical surfaces will be slow and tiring.

Spiritual Hammer

Cleric:104    
      
Prerequisite:Hammer Throwing 70Prerequisite:Smite 70  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:Five roomsDuration:InstantaneousType:Blunt
School:Divine MagicsSave:Reflex halfDamage:(Level-35)d18; max of 70d18

Due to their status, avatar clerics are able to call forth greater manifestations of their deity's power. When used in combat, this materializes as a mystic hammer, throbbing with divine might, that the priest can hurl towards his enemies by merely willing it.

Spring

Druid:12Ranger:32  
      
Prerequisite:Create Water 40    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RoomDuration:6 HoursType:Creation
School:Hydromancy; Nature's BlessingsSave:None  

This spell creates a pool of pure, drinkable water in the room.

Static Charge

Druid:50Mage:45Ranger:50
      
Prerequisite:Faerie Fire 50Prerequisite:Sparks 50  
Required for:Ball Lightning 50    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Electrical
School:AeromancySave:Fortitude halfDamage:(Level-20)d11; max of 60d11

Rubbing your hands quickly together, you point them at your opponent, delivering a vicious shock. Your opponent will frequently become charged with the excess energy, resulting in a glowing aura equal to Faerie Fire.

Stone Skin

Arbiter:101Cleric:55Druid:30
Inquisitor:101Monk:63Paladin:101
Ranger:60    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per LevelType:Protection
School:Abjuration; GeomancySave:None  

Stone skin makes your skin stone-like, improving your armor class by forty points and making you resistant to piercing attacks.

Storm of Vengeance

Druid:75    
      
Prerequisite:Control Weather 60Prerequisite:Shockshield 60  
      
Aggressive:YesWhen:Combat, During a StormWhere:Outside
Range:Multiple RoomsDuration:InstantaneousType:Electrical
School:AeromancySave:Fortitude half; -20 at centerDamage:Leveld26 or d10

This spell aggravates an already-existing storm in the vicinity of the caster into a terrible maelstrom of lightning and thunder, annihilating anything nearby. Some conjecture that this spell represents the manifest ire of Nature itself against those who might despoil her.

All creatures in the room where the spell was cast except the caster will take leveld26 damage. All creatures in the rooms adjacent to the caster will take leveld10 damage.

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.

Stormguard

Arbiter:64Druid:23Inquisitor:64
Mage:49Monk:58Ranger:41
Shadowmage:66    
      
Required for:Lightning Bolt 60    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per 2 LevelType:Protection
School:Abjuration; AeromancySave:None  

This useful spell creates a halo of ion-charged gas about your person, which helps to negate some of the impact of electrical and storm damage.

Strength

Antipaladin:74Arbiter:60Druid:15
Mage:26Paladin:60Ranger:50
      
Required for:Geomancy 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 Hours per LevelType:Protection
School:Geomancy; Nature's BlessingsSave:None  

An attribute favored by many, the ability to haul weights like a beast of burden or to lift massive objects has long been admired by society. It is little wonder, then, that elixirs and other enchantments that boost strength have always been popular.

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

Succor

Antipaladin:55Arbiter:50Cleric:38
Druid:44Inquisitor:50Mage:38
Paladin:50Ranger:73Shadowmage:46
      
Prerequisite:Read Magic 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Creation
School:TranslocationSave:None  

This spell creates a scroll scribed with Word of Recall.

Summon

Antipaladin:45Arbiter:50Cleric:22
Druid:27Inquisitor:50Mage:19
Monk:54Paladin:50Ranger:61
Shadowmage:28    
      
Required for:Astral Walk 50Required for:Regroup 50Required for:Translocation 50
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RealmDuration:InstantaneousType:Movement
School:TranslocationSave:None/Willpower negates  

This spell will summon a person of the name specified. Bear in mind that it is not nice to summon someone without first asking their permission. If the target does not consent, he cannot be summoned by other players, and will get a willpower saving throw against summons by mobiles.

Summon Animal One

Druid:13Ranger:17  
      
Prerequisite:Forestry 30    
Required for:Serpent Seed 50Required for:Summon Animal Two 40  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:24 HoursType:Summoning
School:Compulsion; Nature's BlessingsSave:None  

The seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal One will summon an animal of level up to 10.

Summon Animal Two

Druid:26Ranger:34  
      
Prerequisite:Charm Animal 40Prerequisite:Summon Animal One 40  
Required for:Summon Animal Three 50    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:24 HoursType:Summoning
School:Compulsion; Nature's BlessingsSave:None  

The seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Two will summon an animal of level up to 20.

Summon Animal Three

Druid:39Ranger:51  
      
Prerequisite:Summon Animal Two 50Prerequisite:Track 50  
Required for:Summon Animal Four 60    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:24 HoursType:Summoning
School:Compulsion; Nature's BlessingsSave:None  

The seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Three will summon an animal of level up to 30.

Summon Animal Four

Druid:52Ranger:68  
      
Prerequisite:Sneak, Outside 60Prerequisite:Summon Animal Three 60  
Required for:Animal Growth 70Required for:Summon Animal Five 70  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:24 HoursType:Summoning
School:Compulsion; Nature's BlessingsSave:None  

The seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Four will summon an animal of level up to 40.

Summon Animal Five

Druid:65Ranger:85  
      
Prerequisite:Enchant Fang 70Prerequisite:Summon Animal Four 70  
Required for:Summon Animal Six 80    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:24 HoursType:Summoning
School:Compulsion; Nature's BlessingsSave:None  

The seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Five will summon an animal of level up to 50.

Summon Animal Six

Druid:78    
      
Prerequisite:Know Monster 80Prerequisite:Summon Animal Five 80  
Required for:Summon Animal Seven 90    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:24 HoursType:Summoning
School:Compulsion; Nature's BlessingsSave:None  

The seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Six will summon an animal of level up to 60.

Summon Animal Seven

Druid:91    
      
Prerequisite:Animal Growth 90Prerequisite:Summon Animal Six 90  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:24 HoursType:Summoning
School:Compulsion; Nature's BlessingsSave:None  

The seven Summon Animal spells, from Summon Animal One to Summon Animal Seven, summon animals from the four corners of the realms to aid you, fight for you, and protect you. Summon Animal Seven will summon an animal of level up to 70.

Sun Ray

Arbiter:80Cleric:58Paladin:80
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Divine
School:BrillianceSave:Reflex halfDamage:Leveld10

This spell unleashes a flood of holy light from the caster's outstretched hands. Any undead creature which is hit by the light will take full damage from the spell. Demons and horrors will take half damage, while all other creatures will be unhurt.

Sustenance

Cleric:54Druid:13Ranger:44
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:SelfDuration:24 + 1 Hour per 2 LevelsType:Healing
School:Nature's BlessingsSave:None  

This spell allows you to completely ignore the effects of starvation and dehydration. However, eating a bite of food, drinking a sip of water, or even salivating too much will dispel the magic.

Telepathy

Shadowmage:56    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per 3 LevelsType:Information
School:Divination; TranslocationSave:None  

While under the effects of this spell, you can give orders to your followers even if you cannot speak, they cannot hear, or they aren't in the same room as you.

Teleport

Mage:10Shadowmage:43  
      
Required for:Blink 50    
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:SpecialType:Movement
School:TranslocationSave:Willpower negates  

This spell transports the target to a random location in the world. While you cannot be teleported directly into a deathtrap, there is a chance of landing in a location of extreme danger. Moreover, you will be unable to use further magical movement spells until you find your way home by offering or renting at a friendly receptionist. Thus, this spell should be used on oneself or one's allies only with considerable caution.

Terror

Shadowmage:38    
      
Prerequisite:Fear 50    
Required for:Mass Terror 60    
      
Aggressive:On failureWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:3 HoursType:Illusion
School:Compulsion; NecromancySave:Willpower -20 negates  

This spell will cause lasting panic in the target, causing it to immediately flee whenever it sees a foe. While the magical effect lasts only three hours, some creatures will remain timid for quite some time afterwards.

Timestop

Shadowmage:110    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:SelfDuration:Three actionsType:Movement
School:TranslocationSave:None  

This fearsome spell temporarily allows a shadowmage grand avatar to manipulate time itself, granting him three instantaneous actions.

True Sight

Antipaladin:88Arbiter:72Cleric:49
Druid:61Inquisitor:72Mage:58
Monk:85Paladin:72Ranger:87
Shadowmage:34    
      
Prerequisite:Darksight 70Prerequisite:Detect Invisibility 70  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:2 Hours per LevelType:Information
School:Divination; TranslocationSave:None  

True sight allows you to see invisible creatures. It will also let you see in the dark.

Tsunami

Druid:83    
      
Aggressive:YesWhen:CombatWhere:Shore or Water Surface
Range:AreaDuration:InstantaneousType:Blunt
School:HydromancySave:Fortitude halfDamage:(Level-50)d25 or d30

This spell causes a towering wall of water to smash into your foes. The damage dealt is somewhat lessened when cast on the shore.

Turn

Arbiter:15Cleric:12Paladin:15
      
Required for:Exorcise 50Required for:Gravebane 40  
      
Aggressive:NoWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Divine
School:Divine MagicsSave:Special  

This manifestation of holy might forces undead, as well as demons and other extraplanar horrors, to flee in terror; especially weak ones will be weakened, paralyzed, or disintegrated on the spot.

Unholy Word

Antipaladin:40Cleric:75Inquisitor:42
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:4 RoundsType:Divine
School:Divine MagicsSave:Willpower negates  

This powerful spell causes a wave of unholy force to spring from the caster, stunning into submission those good creatures who hear it and are weak of heart. Foes of significantly lower level than the caster receive no saving throw. This is an evil spell.

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.

Ward Major

Druid:95    
      
Prerequisite:Ward Minor 80    
      
Aggressive:NoWhen:Non-CombatWhere:Outside
Range:RoomDuration:16 HoursType:Protection
School:Abjuration; CompulsionSave:None  

This spell creates potent magical wards in the area that actively and totally prevent creatures from approaching.

Ward Minor

Druid:58    
      
Required for:Ward Major 80    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RoomDuration:24 HoursType:Protection
School:Abjuration; CompulsionSave:None  

This spell creates magical wards in the area that create a mild feeling of wrongness, sufficient to prevent creatures from approaching too closely unless provoked.

Ward of Nature

Ranger:107    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per 3 LevelsType:Protection
School:Abjuration; Nature's BlessingsSave:None  

This spell places a ranger avatar in tune with the vast powers of nature. When protected by this spell the caster is immune to the forces of fire, cold, and electricity. In addition, the caster's skin becomes imbued with magical energy, strengthening him against the slashing power of weapons and providing almost complete immunity to piercing. As a final effect, the caster's skin glows with the energy of Mother Earth, improving his armor class by forty points and providing the benefits of a Sanctuary spell.

Water Breath

Antipaladin:55Arbiter:65Cleric:48
Druid:31Inquisitor:65Mage:43
Monk:53Paladin:65Ranger:46
Shadowmage:54    
      
Required for:Airy Water 60Required for:Hydromancy 50  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:1 Hour per LevelType:Movement
School:HydromancySave:None  

This spell allows the target to freely breathe water as if it were air. It does not, however, confer the ability to swim.

Watersheen

Antipaladin:51Druid:32Mage:43
Monk:58Ranger:54  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per 3 LevelsType:Protection
School:Abjuration; HydromancySave:None  

This spell bathes you in a protective and rejuvenating sheen of water, which lessens the impact of acid attacks made upon you.

Waterwalking

Antipaladin:31Arbiter:49Cleric:20
Druid:15Inquisitor:49Mage:21
Monk:25Paladin:49Ranger:29
Shadowmage:31    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:CharacterDuration:1 Hour per LevelType:Movement
School:Hydromancy; TranslocationSave:None  

This spell allows you to freely walk on top of water, reducing movement costs to one point. It also allows easy movement underwater without the need to know how to swim, but does not confer the ability to breathe water.

Wave of Darkness

Shadowmage:15    
      
Prerequisite:Bolt of Darkness 40Prerequisite:Ever Darkness 40  
Required for:Shadow Swarm 60    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Cold
School:BlackmagicSave:Fortitude halfDamage:Leveld5; max of 50d5

This spell summons forth scores of gallons of liquid blackness, which washes toward the caster's enemies, attempting to submerge and drown them in its viscid embrace. The wave then evaporates, leaving a pall of darkness over the area.

Weakness

Antipaladin:30Arbiter:60Druid:25
Inquisitor:60Mage:20Monk:15
Shadowmage:13    
      
Required for:Deep Freeze 50Required for:Shadow Touch 50  
      
Aggressive:On successWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:1 Hour per 2 LevelsType:Malediction
School:Compulsion; NecromancySave:Fortitude negates  

This spell will dispel the strength spell if present; otherwise, it will cause the target to lose significant strength.

Web

Antipaladin:16Druid:10Mage:7
Ranger:26Shadowmage:8  
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:AreaDuration:1 Hour per LevelType:Malediction
School:Hydromancy; Nature's BlessingsSave:Reflex negates  

This spell will encase your opponents in sticky webbing, restricting their movement.

Wight Touch

Shadowmage:83    
      
Prerequisite:Ghoul Touch 70    
Required for:Specter Touch 80    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:24 HoursType:Drain
School:NecromancySave:Fortitude half/negatesDamage:5 per 2 Levels

This enhanced form of the energy drain spell drains 2½ hit points per caster level from its victim and adepts from many of his proficiencies. The caster is, in turn, healed for 55% of the damage inflicted—that is, one and three eighths hit points per caster level, absent any adjustments for sanctuary, saving throw, etc. Additionally, the victim is withered, temporarily draining 1 point from each of his five primary attributes for every 3 caster levels.

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

Wild Hunt

Druid:106    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:1 Hour per 2 LevelsType:Summoning
School:Compulsion; Nature's BlessingsSave:None  

This spell allows the most powerful of druids to call to himself a number of wolves from the fabled wild hunt. These wolves will serve the druid for a short while, and then depart.

Witchsting

Antipaladin:26Cleric:29Shadowmage:41
      
Prerequisite:Curse 50    
Required for:Backlash 50    
      
Aggressive:On successWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:1 Hour per 4 LevelsType:Malediction
School:Compulsion; NecromancySave:Willpower -15 negates  

A witchstung character is dealt one hit point of damage for every point of mana he spends casting spells.

Wizard Eye

Mage:54Shadowmage:57  
      
Prerequisite:Clairvoyance 50Prerequisite:Scry 50  
      
Aggressive:YesWhen:Non-CombatWhere:Anywhere
Range:RealmDuration:InstantaneousType:Information
School:Divination; TranslocationSave:Willpower negates, modified by level  

This spell shows the caster the location of another player or mobile anywhere in his realm. Your scrying, however, won't always go unnoticed....

Word of Binding

Mage:72    
      
Prerequisite:Paralyze 50    
      
Aggressive:On failureWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:1 HourType:Malediction
School:Compulsion; HydromancySave:Fortitude negates, modified by level  

This spell is a more expensive, but much faster to cast, version of the paralyze spell. It is impossible to utter a word of binding while silenced, even with the silent casting specialty.

Word of Blindness

Antipaladin:76Cleric:72Druid:66
Mage:41Shadowmage:29  
      
Prerequisite:Blindness 50    
      
Aggressive:On successWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:1 Hour per 10 LevelsType:Malediction
School:Blackmagic; CompulsionSave:Fortitude negates  

This spell is a more expensive, but much faster to cast, version of the blindness spell. It is impossible to utter a word of blindness while silenced, even with the silent casting specialty.

Word of Death

Cleric:87Mage:83  
      
Prerequisite:Curse 70    
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:CharacterDuration:InstantaneousType:Divine
School:Compulsion; NecromancySave:Fortitude -20 negates  

This spell will kill an opponent outright if his level is less than ⅔ of yours and he fails a fortitude save. It is impossible to utter a word of death while silenced, even with the silent casting specialty.

Word of Recall

Arbiter:62Cleric:27Druid:35
Inquisitor:62Monk:48Paladin:62
Ranger:82    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:RealmDuration:InstantaneousType:Movement
School:TranslocationSave:None  

The caster will be returned to the safe haven of wherever it was that he most recently entered the game. Usually this is the Reception of the Nevrast Inn, but this can be changed by renting at another establishment.

Recalling while fighting causes you to flee first, which may prove deadly.

It is impossible to utter a word of recall while silenced, even with the silent casting specialty.