Spells
During the course of the game, the player may see a need to exercise his/her magic powers. Spells are cast using mana and normally have a minimum magic level and character level. Here's a list of all known spells:
All or Nothing
magic level: none
character level: none
mana used: 1
when used: combat
Has a chance of working based on monster experience and character magic level. When it works, it hits the monster just enough to kill it. If it fails, the monster's quickness and strength double. Paralyzed monsters wake up much quicker as a result of this spell.
Magic Bolt
magic level: 5
character level: none
mana used: variable
when used: combat
Hits the monster based upon the amount of mana expended and magic level.
Increase Might
magic level: 15
character level: none
mana used: 30 + 1/2 * magic level
when used: combat
Used during combat with monsters. Increases strength for that battle only.
Cloak
magic level: 20
character level: 7
mana used: 35
when used: normal play
Cloak prevents monsters from finding the character, as well as hiding the player's coordinates from others. Maintaining a cloak costs mana equal to the size of the monsters you're hidden from. While cloaked, players cannot collect mana, hunt monsters, find trading posts or objects in the realm, use special powers or teleport.
Haste
magic level: 25
character level: none
mana used: 35 + 1/2 * magic level
when used: combat
Makes it harder for the monster to attack by temporarily increasing the player's quickness.
Force Field
magic level: 35
character level: none
mana used: 60 + 1/2 * magic level
when used: combat
Throws up a shield to protect from damage. The shield is added to actual energy level and based on magic level. Normally, damage occurs first to the shield, and then to the players actual energy level.
Teleport
magic level: 40
character level: 15
mana used: variable
when used: normal play
Allows the player to move with much more freedom than with the compass or move option, at the price of expending mana. This spell is more efficient as magic level increases.
Transport
magic level: 45
character level: none
mana used: 100
when used: combat
Transports the monster away from the player. Success is based upon player's magic level and the monster's experience. If successful, there is a 50% chance the monster will drop any treasure it was carrying. If it fails, the player may be transported instead.
Paralyze
magic level: 60
character level: none
mana used: 125
when used: combat
"Freezes" the monster by putting its quickness slightly negative. The monster will slowly wake up. Success is based upon the player's magic and the monster's experience. If it fails, nothing happens.
Transform
magic level: 75
character level: none
mana used: 150
when used: combat
Transforms the monster randomly into one of the 100 monsters from the monster file. This spell can fail and backfire in inter-terminal combat.
New spells
Once your magic level reaches 10, the last button of the combat spell menu becomes More Spells. It opens a second page with these spells, Transform, and Back and Cancel buttons. Gear with Focus makes them cheaper, and gear with Arcana raises the magic level they use.
| Spell | Magic level | Mana | Effect |
|---|---|---|---|
| Frost Lance | 10 | 25 + ¼ magic level | A bolt of ice that also slows the monster, so you strike first more often. |
| Mending Light | 20 | 40 + ½ magic level | Restores 30% of your energy. Not against other players. |
| Drain Life | 30 | 50 + ½ magic level | Damages your foe and heals you for half the damage dealt. |
| Fireball | 50 | 90 + magic level | Heavy damage, with a 1 in 5 chance to engulf the foe for double. |
| Banish | 90 | 200 | Sends a monster out of the realm: no fight, but no reward either. Stronger monsters resist more often. Not against players, the Dark Lord or Morgoth. |
Frost Lance, Drain Life and Fireball deal damage like a Magic Bolt of the same mana, and grow stronger with your magic level. Against other players they can fizzle, just as a Magic Bolt can, and the Dark Lord shrugs them off.