The Known Spellbook

Listed below are the 8 circles of power, named thus for the spells that reside within each. These are the spells available for you to purchase or perhaps find while adventuring in the land. You are not limited to these spells, however. You may create new spells of any Circinate using the Spellmaker, but you must have the gold to purchase it, and the level of power necessary to cast it. The spell's duration is expressed in rounds. One round equals 5 seconds of real time. This should aid you in understanding the extent of the spell's power. Remember that this conversion should be used by you when creating spells also.

A brief description of the spells follows. The raw cost of each spell is listed below the name. This is the cost in gold to purchase the spell. Dividing this cost by your level will give you your casting cost of the particular spell.

WARNING: If you don't have more spell points than the calculated casting cost (Cost in spell points/Your current level), you will not be able to cast this spell!!!


The 1st Circinate

Levitate (Cost: 50 Spell Points)
This spell allows the caster to float slightly above the ground for 5 rounds, plus 1 round for each level of the caster. Floating thus the caster can traverse pits, lava flows, or water chasms.
Stamina (Cost: 60 Spell Points)
Replenishes 1-15 points of fatigue to caster, plus 1-3 additional points for every level of the caster.
Light (Cost: 125 Spell Points)
Creates a globe of light that will follow the caster, illuminating roughly a 12 meter radius around the caster. The duration is 5 rounds per level of the caster.
Heal (Cost: 125 Spell Points)
Heals 1-15 points of health to caster, plus 1-5 additional points for every level of the caster.
Orc Strength (Cost: 125 Spell Points)
Imbues the caster with an additional 15 points of Strength. The duration is 5 rounds per level of the caster.
Invisibility (Cost: 150 Spell Points)
Renders the caster invisible to normal vision for a period of 5 rounds per level of the caster.
Wanderlight (Cost: 150 Spell Points)
Fires a globe of light in whatever direction the caster wishes, illuminating all around it while it travels. Upon impact with an object the light globe will dissipate. The globe illuminates a 12 meter radius circle.
Wizard's Fire (Cost: 187 Spell Points)
Fires a dart of fire at a single targeted enemy, inflicting 1-15 points of damage to health, plus an additional 1-5 points for each level of the caster.

The 2nd Circinate

Shock (Cost: 225 Spell Points)
Creates a charge of electricity to cover the caster's body. The next creature touched will take 1-35 points of electrical damage to health, plus an additionla 1-5 points for every level of the caster.
Strength Leech (Cost: 225 Spell Points)
Will drain any single targeted creature of 10 points of Strength. Recovery will begin after 5 rounds plus 1 round for every level of the caster.
Shield (Cost: 250 Spell Points)
Will create an invisisble shield around the caster, which will absorb 15 points of damage, plus an additional 5 points for every level of the caster before being dissipated.
Free Action (Cost: 260 Spell Points)
This spell will remove the effects of paralyzation from the caster's body, allowing him free movement again.

The 3rd Circinate

Open (Cost: 300 Spell Points)
Caster will have a 20% chance, plus 2% for every level to open a locked door or chest of his level.
Resist Cold (Cost: 300 Spell Points)
Caster has a 30% chance, plus a 2% chance per level to resist the damaging effects of cold, whether these effects are carried by spell or in the environment. The duration is 1 round per level of the caster.
Resist Fire (Cost: 300 Spell Points)
Caster has a 30% chance, plus a 2% chance per level to resist the damaging effects of fire, whether these effects are carried by spell or in the environment. The duration is 1 round per level of the caster.
Resist Shock (Cost: 300 Spell Points)
Caster has a 30% chance, plus a 2% chance per level to resist the damaging effects of electricity, whether these effects are carried by spell or in the environment. The duration is 1 round per level of the caster.
Sanctuary (Cost: 300 Spell Points)
Caster has a 50% chance, plus an additional 2% per level of being ignored by attacking people or monsters. The duration is 1 round per level of the caster. The caster may not cast offensive spells while in sanctuary.
Wizard Lock (Cost: 300 Spell Points)
The caster has the ability to magically seal a portal or door. The chance is 20% plus an additional 2% per level of the caster. Wizard Locked doors must be opened using an Open spell, or be broken down in order to gain entry.
Fireball (Cost: 325 Spell Points)
Caster can channel vast amounts of energy into a ball of fire, which will travel to the selected target and explode, doing damage to all creatures within one meter of the target point. The damage to health is 4-12 points per level of the caster. Care must be taken for if the Fireball impacts a target within a meter of the caster, he too will be enveloped in the explosion.
Cure Poison (Cost: 350 Spell Points)
Caster has a 60% plus 2% per level attained chance to clear his system of the effects of poison.
Ice Bolt (Cost: 367 Spell Points)
Caster can project a bolt of intense cold at a single creature, inflicting 5-35 points of cold damage to health, plus an additional 1-5 points for every level attained.
Cure Disease (Cost: 375 Spell Points)
The caster can rid his body of any disease. The chance is 50% plus an additional 5% per level of the caster.

The 4th Circinate

Earth Wall (Cost: 400 Spell Points)
Caster can cause up to four walls to rise from the ground, useful for blocking passages or trapping foes. These walls are permanent.
Spell Shield (Cost: 400 Spell Points)
A field of negative energy surrounds the caster, giving a 50% chance plus an additional 2% per level of the caster to resist the effects of any spell. The duration is 1 round per level of the caster.
Heal True (Cost: 445 Spell Points)
Caster can heal 25-50 points of health plus an additional 5 points for every level of the caster.
Silence (Cost: 450 Spell Points)
Caster can silence another single creature, thus preventing it from casting spells. Upon a successful hit (touch) after the spell is cast, there is a 35% chance plus 2% for every level of the caster that the struck creature will be silenced. The duration of this silence is 1 round for every level of the caster.
Troll's Blood (Cost: 450 Spell Points)
Upon casting this spell the caster will begin regenerating health points. The rate at which the points will be regained is 1 health point per round. The duration of the spell is 60 rounds for every level of the caster.
Witch's Curse (Cost: 450 Spell Points)
The caster can curse a single creature, causing slow degradation to the target creature's Intelligence, Willpower, Personality, and Luck. Upon a successful hit (touch) after the spell is cast, there is a 30% chance plus 3% for every level of the caster that the offending creature be cursed. The afflicted creature will begin losing 1 point from the four aforementioned statistics every round. The spells duration is 1 round per level of the caster.
Ice Storm (Cost: 487 Spell Points)
The caster can send a ball of intense cold, which will explode upon contact with target or with any intervening structure, inflicting an explosion of 1-30 points of damage to health plus an additional 1-5 points for every level of the caster. All creatures caught within the 3 meter diameter explosion will suffer the damaging effects of the numbing cold.
Fire Storm (Cost: 490 Spell Points)
The caster can cause the very surrounding air to superheat, exploding outward. All creatures within 1 meter of the caster will take 10-30 points of fire damage to health, plus an additional 1-5 points for every level of the caster.

The 5th Circinate

Wyvern's Sting (Cost: 525 Spell Points)
The caster fires a magical dart which can poison a creature, causing slow degradation to the creatures health. The chance is 30% plus 2% per level of the caster that the targeted creature is poisoned. Creatures poisoned with this spell lose 1 health point per round. The spells duration is 5 rounds per level of the caster.
Resist Poison (Cost: 550 Spell Points)
The caster can magically enhance the ability to resist poisons of any sort. Once the spell is cast the caster has a 50% chance to resist any poison, plus an additional 5% per level. The spell's duration is 1 round per level of the caster.

The 6th Circinate

Passwall (Cost: 600 Spell Points)
The caster has the ability to destroy up to 3 walls, vaporizing them instantly. The walls are destroyed permanently. Note, some walls will be protected against Passwall, and will not be destroyed by this spell.
Pitfalls (Cost: 600 Spell Points)
The caster can destroy up to 3 floor sections, creating tunnels under walls. These floor sections are destroyed permanently. Note, certain floors may be protected against Pitfalls, and will not be destroyed by this spell.
Force Wall (Cost: 600 Spell Points)
The caster can envelop himself in a protective shield, much stronger than the Shield spell. This protective barrier will absorb up to 50 points of damage, plus an additional 5 points for every level of the caster. it will persist until the damage points exceed its total points.
Wildfire (Cost: 607 Spell Points)
This spell will cause a bolt of fire to hit a selected target and inflict 1-15 points of damage plus an additional 1-5 points for every level of the caster, then continue to inflict the same damage at 5 round intervals. The spells duration is 15 rounds.
Spell Drain (Cost: 630 Spell Points)
The caster can damage a single selected target's spell point reserve, inflicting 1-560 points of damage to the spell points, plus an additional 1-5 points for level of the caster. Spell points, like health points, regenerate with rest.
Far Silence (Cost: 675 Spell Points)
The caster can silence a single creature at range, having a 35% chance plus 2% per level to succeed. Silenced creatures are unable to cast spells. The duration of the spell is 1 round per level of the caster. See Silence for more details.
Lifesteal (Cost: 675 Spell Points)
Upon casting this spell the caster has the ability to transfer 40 points of health from the single creature at range to his or her own health reserve. The transfer is instant. The transfer will add health points to the caster's health up to the normal maximum for the caster.

The 7th Circinate

Toxic Cloud (Cost: 700 Spell Points)
The caster causes a gaseous ball of toxic gas to speed outward to a selected target. The single creature so affected will take 1-25 points of damage to both health and fatigue, plus an additional 1-5 points for every level of the caster.
Wizard Rend (Cost: 740 Spell Points)
This spell is the bane of wizards everywhere. When cast, the next creature struck (touched) has a 5% chance plus an additional 5% per level of the caster to be both silenced and paralyzed. In addition the spell does 15 points of damage to the target's spell point total for every level of the caster.
Shalidor's Mirror (Cost: 775 Spell Points)
By turning the very air surrounding the caster into a reflective shield, the caster has the ability to reflect spells cast at them back at the opposing caster. The chance is 40% plus 2% per level of the caster. If successful, the caster suffers no damage. The spell duration is 1 round per level of the caster.
Lightning (Cost: 780 Spell Points)
The caster can fire a bolt of electrical energy at a single creature. The creature struck will take 1-30 points of damage to both health and fatigue, plus an additional 1-5 points of damage for every level of the caster.

The Arch-Circinate

Medusa's Gaze (Cost: 840 Spell Points)
The caster has the ability to paralyze a single creature with his gaze. The chance is 50% plus 2% per level of the caster. A creature so afflicted is unable to move and/or protect itself. The duration of the paralysis is 1 round per level of the caster.
Cause Disease (Cost: 975 Spell Points)
The caster has a 25% chance plus 2% per level to cause a disease of one target at range. Targets inflicted with disease lose 2 pts. of STR, AGI, SPD, and END every round. The duration of this spell is 6 rounds per level of the caster.
Force Bolt (Cost: 1050 Spell Points)
By concentrating the magical aura that surrounds all beings, the caster can cause a magical implosion around a single creature at range. The targeted creature suffers 10-30 points of damage to health plus an additional 1-10 points for every level of the caster. The targeted creature also has a 10% chance plus 5% for every level of the caster to be paralyzed while the magical aura surrounding it realigns itself.
Purify (Cost: 2590 Spell Points)
Upon casting this spell the caster is healed 100 health points, cured of any poison, and enveloped in a Sanctuary spell that will cause other creatures to ignore him or her, but from which the caster can still cast offensive spells.
God's Fire (Cost: 3750 Spell Points)
The caster unleashes a bolt of fire that envelopes a single target, doing 100 points of fire damage, plus an additional 100 damage points for every level of the caster. Needless to say, for a higher level caster, this spell will vaporize almost any single foe.

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