---SpellCraft: Aspects of Valor Spell guide--- v. 1 July 2007 PC version Written by grumblecakes E-mail: piratesgalore2000 at yahoo.com Send any corrections/additions to piratesgalore2000 at yahoo.com (but there shouldn't be any). ********************* * TABLE OF CONTENTS * ********************* 1. Spell Recipes: 1A. Attack spells 1B. Defense spells 1C. Personal Modifier spells 1D. Terrain Modifier Spells 1E. Transformation spells 1F. Conjuration spells 2. Full Spell Descriptions: 2A. Attack spells 2B. Defense spells 2C. Personal Modifier spells 2D. Terrain Modifier Spells 2E. Transformation spells 2F. Conjuration spells o--------------------------------------------------------------------o | 1. SPELL RECIPES | o--------------------------------------------------------------------o Spells marked with ** are available only to an Adept of that elemental college. For example, the spell "Turn to Fire**" can only be mixed by those who chose to be an adept of the Fire college at the start of the game. Attempting to mix the spell when you are not a Fire adept will result in failure. ************************************************************ * 1A. ATTACK SPELLS * ************************************************************ Spell Name: Magic Sword | College: Earth | Potency: 1 | Magic Word: Erde Aspects: 1(2) Protection (Onion) Jewels: -- Powders: 06 Candles: 03 Stones: -- *** Spell Name: Fireball | College: Fire | Potency: 1 | Magic Word: Lux Aspects: 1(2) Rage (Red Fez) Jewels: -- Powders: 03 Candles: 06 Stones: -- *** Spell Name: Lightning | College: Air | Potency: 1 | Magic Word: Aer Aspects: 1(2) Falling Birds (Domino Mask) Jewels: 03 Powders: -- Candles: 06 Stones: -- *** Spell Name: Ice Arrows | College: Water | Potency: 1 | Magic Word: Aqua Aspects: 1(2) Pinpricks (Fishhook) Jewels: -- Powders: 06 Candles: 03 Stones: -- *** Spell Name: Water Hose | College: Water | Potency: 2 | Magic Word: Lacus Aspects: 2(3) Sauna (Black Mushroom) Jewels: 05 Powders: 11 Candles: 08 Stones: -- *** Spell Name: Bow Of Power | College: Earth | Potency: 2 | Magic Word: Solum Aspects: 2(3) Pinpricks (Fishhook) Jewels: 05 Powders: 11 Candles: 08 Stones: -- *** Spell Name: Icy Storm | College: Air | Potency: 2 | Magic Word: Briza Aspects: 2(3) Teardrops (White Egg) Jewels: 08 Powders: 05 Candles: 11 Stones: -- *** Spell Name: Dragon Flame | College: Fire | Potency: 2 | Magic Word: Ignis Aspects: 2(3) Rage (Red Fez) Jewels: -- Powders: 05 Candles: 11 Stones: 08 *** Spell Name: Boil Blood | College: Fire | Potency: 2 | Magic Word: Ignis Aspects: 2(3) Passion (Silver Ingot) Jewels: 11 Powders: 05 Candles: 08 Stones: -- *** Spell Name: Explosion | College: Ether | Potency: 2 | Magic Word: Kosmos Aspects: 2 Falling Birds (Domino Mask) Jewels: 08 Powders: -- Candles: 11 Stones: 05 *** Spell Name: Mind Attack | College: Mind | Potency: 2 | Magic Word: Mens Aspects: 2 Mad Dreams (Gold Chalice) Jewels: 05 Powders: 11 Candles: 08 Stones: -- *** Spell Name: Catapult | College: Earth | Potency: 3 | Magic Word: Wereld Aspects: 3(4) Hard Heart (Brick) Jewels: 09 Powders: 25 Candles: 16 Stones: -- *** Spell Name: Poison Vapor | College: Air | Potency: 3 | Magic Word: Zephyrus Aspects: 3(4) Serpent's Breath (Hourglass) Jewels: 15 Powders: 07 Candles: 31 Stones: -- *** Spell Name: Incinerate | College: Fire | Potency: 3 | Magic Word: Infernum Aspects: 3(4) Falling Birds (Domino Mask) Jewels: 16 Powders: -- Candles: 25 Stones: 09 *** Spell Name: Steal vigor | College: Ether | Potency: 3 | Magic Word: Astralis Aspects: 3 Breath (Mink Fur) Jewels: 18 Powders: -- Candles: 30 Stones: 08 *** Spell Name: Agony | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Falling Birds (Domino Mask) Jewels: 16 Powders: -- Candles: 25 Stones: 09 *** Spell Name: Command Foe | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Stiffeners (Lemon) Jewels: 16 Powders: 09 Candles: 25 Stones: -- *** Spell Name: Thunderstorm**(?) | College: Water | Potency: 3 | Magic Word: Tranken Aspects: 3(4) Teardrops (White Egg) Jewels: 16 Powders: 09 Candles: 25 Stones: -- Notes: This spell is SUPPOSED to be exclusive to the Water college but I was able to create it as an Air college adept. Don't forget to add an extra aspect. *** Spell Name: Meteor Storm | College: Ether | Potency: 4 | Magic Word: Universum Aspects: 4 Hard Heart (Brick) Jewels: 16 Powders: 40 Candles: 28 Stones: -- *** Spell Name: Battle Ram** | College: Air | Potency: 4 | Magic Word: Hvirfilvindr Aspects: 4 Charging Beast (Moccasin) Jewels: 16 Powders: 40 Candles: 28 Stones: -- Notes: This spell is available to Air College Adepts only. *** Spell Name: Fire Storm** | College: Fire | Potency: 4 | Magic Word: Illuminatus Aspects: 4 Rage (Red Fez) Jewels: -- Powders: 09 Candles: 64 Stones: 25 Notes: This spell is available to Fire College Adepts only. ************************************************************ * 1B. DEFENSE SPELLS * ************************************************************ Spell Name: Air Barrier**/Fire Barrier**/Mist Barrier**/Magic Field** | College: Air/Fire/Water/Earth| Potency: 1 | Magic Word: Aer/Lux/Aqua/Erde Aspects: 1 Friendship (Knife) Jewels: -- Powders: 02 Candles: -- Stones: 03 Notes: Air Barrier is only available to Air College Adepts. Fire Barrier is only available to Fire College Adepts. Mist Barrier is only available to Water College Adepts. Magic Field is only available to Earth College Adepts. *** Spell Name: Return Home | College: Ether | Potency: 1 | Magic Word: Sceo Aspects: 1 Protection (Onion) Jewels: 03 Powders: -- Candles: -- Stones: -- *** Spell Name: Magic Shield | College: Air | Potency: 2 | Magic Word: Briza Aspects: 2(3) Aegis (Wood Mallet) Jewels: -- Powders: 07 Candles: 05 Stones: 09 *** Spell Name: Dispel | College: Mind | Potency: 2 | Magic Word: Mens Aspects: 2 High Hopes (Bottle of Green Liquid) Jewels: 05 Powders: -- Candles: 07 Stones: 09 *** Spell Name: Mind Shield | College: Mind | Potency: 2 | Magic Word: Mens Aspects: 2 Aegis (Wood Mallet) Jewels: -- Powders: 07 Candles: 05 Stones: 09 *** Spell Name: Wall of Air**/Wall of Fire**/Water Wall** | College: Air/Fire/Water | Potency: 2 | Magic Word: Aer/Lux/Aqua Aspects: 2 Invisible First (Horseshoe Magnet) Jewels: 05 Powders: 07 Candles: -- Stones: 09 Notes: Wall of Air is only available to Air College Adepts. Wall of Fire is only available to Fire College Adepts. Water Wall is only available to Water College Adepts. *** Spell Name: Icy Web** | College: Water | Potency: 2 | Magic Word: Lacus Aspects: 2 Sticky Honey (Spoon) Jewels: 05 Powders: -- Candles: 07 Stones: 09 Notes: This spell is available to Water College Adepts only. *** Spell Name: Immobilize | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Charging Beast (Moccasin) Jewels: 20 Powders: -- Candles: 15 Stones: 08 *** Spell Name: Vapor Web | College: Ether | Potency: 3 | Magic Word: Astralis Aspects: 3 Honey Dreams (Human Finger) Jewels: 08 Powders: -- Candles: 15 Stones: 20 *** Spell Name: Confuse | College: Ether | Potency: 3 | Magic Word: Astralis Aspects: 3 Passion (Silver Ingot) Jewels: 25 Powders: 09 Candles: 16 Stones: -- *** Spell Name: Mental Wall | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Solid Fist (Quill Pen) Jewels: 08 Powders: 20 Candles: -- Stones: 15 *** Spell Name: Mental Web | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Honey Dreams (Human Finger) Jewels: 08 Powders: -- Candles: 15 Stones: 20 *** Spell Name: Flame Web**/Snare Web** | College: Fire/Earth | Potency: 3 | Magic Word: Infernum/Wereld Aspects: 3 Sticky Honey (Spoon) Jewels: 08 Powders: -- Candles: 15 Stones: 20 Notes: Flame Web is only available to Fire College Adepts. Snare Web is only available to Earth College Adepts. *** Spell Name: Ice Wall**/Stone Wall** | College: Water/Earth | Potency: 3 | Magic Word: Tranken/Wereld Aspects: 3 Solid Fist (Quill Pen) Jewels: 08 Powders: 20 Candles: -- Stones: 15 Notes: Ice Wall is only available to Water College Adepts. Stone Wall is only available to Earth College Adepts. *** Spell Name: Stone Hand** | College: Earth | Potency: 4 | Magic Word: Terrestris Aspects: 4 Hard Heart (Brick) Jewels: 50 Powders: 80 Candles: -- Stones: 30 Notes: This spell is available to Earth College Adepts only. ********************************************************************** * 1C. PERSONAL MODIFIER SPELLS * ********************************************************************** Spell Name: Cure Poison | College: Air | Potency: 1 | Magic Word: Aer Aspects: 1(2) Hope Restored (Mandrake Root) Jewels: -- Powders: -- Candles: -- Stones: 03 *** Spell Name: Magic Wings | College: Air | Potency: 1 | Magic Word: Aer Aspects: 1(2) Rising Air (Fern) Jewels: 05 Powders: 03 Candles: -- Stones: -- *** Spell Name: Star Healing | College: Ether | Potency: 1 | Magic Word: Sceo Aspects: 1 Benefice of Nature (Garlic Clove) Jewels: -- Powders: -- Candles: -- Stones: 03 *** Spell Name: Water Breath | College: Water | Potency: 2 | Magic Word: Lacus Aspects: 2(3) Fish Mouths (Green Brass Amulet) Jewels: 11 Powders: 05 Candles: 08 Stones: -- *** Spell Name: Revelation | College: Earth | Potency: 2 | Magic Word: Solum Aspects: 2(3) Third Eye (Acorn) Jewels: 09 Powders: -- Candles: 05 Stones: 14 *** Spell Name: Read Map | College: Ether | Potency: 2 | Magic Word: Kosmos Aspects: 2 Third Eye (Acorn) Jewels: 09 Powders: -- Candles: 05 Stones: 14 *** Spell Name: Mental Cure | College: Mind | Potency: 2 | Magic Word: Mens Aspects: 2 Benefice of Nature (Garlic Clove) Jewels: 14 Powders: -- Candles: 09 Stones: 05 *** Spell Name: Detect | College: Mind | Potency: 2 | Magic Word: Mens Aspects: 2 Third Eye (Acorn) Jewels: 09 Powders: -- Candles: 05 Stones: 14 *** Spell Name: Repel Heat** | College: Air | Potency: 2 | Magic Word: Briza Aspects: 2 Freedom from Fear (White Mushroom) Jewels: 05 Powders: 09 Candles: -- Stones: 14 Notes: This spell is available to Air College Adepts only. *** Spell Name: Repel Cold** | College: Air | Potency: 2 | Magic Word: Briza Aspects: 2 Sauna (Black Mushroom) Jewels: 05 Powders: 09 Candles: 14 Stones: -- Notes: This spell is available to Air College Adepts only. *** Spell Name: Teleport | College: Ether | Potency: 3 | Magic Word: Astralis Aspects: 3 The Gateway (Red Rose) Jewels: 08 Powders: 18 Candles: -- Stones: 30 *** Spell Name: Invisible | College: Water | Potency: 3 | Magic Word: Tranken Aspects: 3(4) Blurry Vision (Green Apple) Jewels: 18 Powders: 08 Candles: -- Stones: 30 *** Spell Name: Energize | College: Ether | Potency: 3 | Magic Word: Astralis Aspects: 3 Stiffeners (Lemon) Jewels: 18 Powders: 08 Candles: 30 Stones: -- *** Spell Name: Remove Agony | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Hope Restored (Mandrake Root) Jewels: 30 Powders: -- Candles: 18 Stones: 08 *** Spell Name: Fly Swat | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Blurry Vision (Green Apple) Jewels: 18 Powders: -- Candles: 30 Stones: 08 *** Spell Name: Psychoimmune | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Freedom from Fear (White Mushroom) Jewels: 08 Powders: 18 Candles: 30 Stones: -- *** Spell Name: Invulnerable** | College: Earth | Potency: 3 | Magic Word: Wereld Aspects: 3 Freedom from Fear (White Mushroom) Jewels: 08 Powders: 18 Candles: -- Stones: 30 Notes: This spell is available to Earth College Adepts only. *** Spell Name: Repel Fire** | College: Fire | Potency: 3 | Magic Word: Infernum Aspects: 3 Sauna (Black Mushroom) Jewels: 08 Powders: 18 Candles: -- Stones: 30 Notes: This spell is available to Fire College Adepts only. *** Spell Name: Repel Water** | College: Water | Potency: 3 | Magic Word: Tranken Aspects: 3 Sauna (Black Mushroom) Jewels: 08 Powders: 18 Candles: 30 Stones: -- Notes: This spell is available to Water College Adepts only. *** Spell Name: Ghost Walk | College: Air | Potency: 4 | Magic Word: Hvirfilvindr Aspects: 4(5) Nothingness (Maple Leaf) Jewels: 28 Powders: 16 Candles: -- Stones: 40 *** Spell Name: Replenish (Air)**/Replenish (Fire)**/Replenish (Water)**/Replenish (Earth)** | College: Air/Fire/Water/Earth | Potency: 4 | Magic Word: Hvirfilvindr/Illuminatus/ Lacrimalus/Terrestris Aspects: 4 Plentitude (White Rose) Jewels: 16 Powders: -- Candles: 32 Stones: 64 Notes: Replenish (Air) is only available to Air College Adepts. Replenish (Fire) is only available to Fire College Adepts. Replenish (Water) is only available to Water College Adepts. Replenish (Earth) is only available to Earth College Adepts. ********************************************************************** * 1D. TERRAIN MODIFIER SPELLS * ********************************************************************** Spell Name: Steam Vapor | College: Fire | Potency: 1 | Magic Word: Lux Aspects: 1(2) Cat's Feet (Vial of White Liquid) Jewels: 02 Powders: 03 Candles: -- Stones: 01 *** Spell Name: Remove Vapor | College: Ether | Potency: 1 | Magic Word: Sceo Aspects: 1 Tower of Air (Vial of Brown Liquid) Jewels: 02 Powders: -- Candles: 03 Stones: 01 *** Spell Name: Dust Devil | College: Air | Potency: 2 | Magic Word: Briza Aspects: 2(3) Tower of Air (Vial of Brown Liquid) Jewels: 09 Powders: 12 Candles: -- Stones: 06 *** Spell Name: Create Lake | College: Water | Potency: 2 | Magic Word: Lacus Aspects: 2(3) High and Low (Bottle of Blue Liquid) Jewels: 06 Powders: 12 Candles: -- Stones: 09 *** Spell Name: Remove Lake | College: Water | Potency: 2 | Magic Word: Lacus Aspects: 2(3) Absence (Pewter Mug) Jewels: 06 Powders: -- Candles: 09 Stones: 12 *** Spell Name: Gel Water | College: Water | Potency: 2 | Magic Word: Lacus Aspects: 2(3) Jelly (Vial of Red Liquid) Jewels: 06 Powders: 12 Candles: 09 Stones: -- *** Spell Name: Create Vapor | College: Ether | Potency: 2 | Magic Word: Kosmos Aspects: 2 Cat's Feet (Vial of White Liquid) Jewels: 09 Powders: 12 Candles: -- Stones: 06 *** Spell Name: Clear Skies | College: Ether | Potency: 2 | Magic Word: Kosmos Aspects: 2 Tower of Air (Vial of Brown Liquid) Jewels: 09 Powders: -- Candles: 12 Stones: 06 *** Spell Name: Make Dark | College: Ether | Potency: 2 | Magic Word: Kosmos Aspects: 2 Mad Dreams (Gold Chalice) Jewels: 06 Powders: 12 Candles: 09 Stones: -- *** Spell Name: Make Light | College: Ether | Potency: 2 | Magic Word: Kosmos Aspects: 2 Lanterns (Bottle of Yellow Liquid) Jewels: 06 Powders: 12 Candles: -- Stones: 09 *** Spell Name: Make Chasm | College: Earth | Potency: 3 | Magic Word: Wereld Aspects: 3(4) Cutting Knife (Bottle of Purple Liquid) Jewels: 08 Powders: 32 Candles: -- Stones: 24 *** Spell Name: Close Chasm | College: Earth | Potency: 3 | Magic Word: Wereld Aspects: 3(4) Needles (Iron Nail) Jewels: 08 Powders: -- Candles: 24 Stones: 32 *** Spell Name: Earthquake | College: Earth | Potency: 3 | Magic Word: Wereld Aspects: 3(4) Jelly (Vial of Red Liquid) Jewels: 08 Powders: 32 Candles: 24 Stones: -- *** Spell Name: Whirlwind | College: Air | Potency: 3 | Magic Word: Zephyrus Aspects: 3(4) Tower of Air (Vial of Brown Liquid) Jewels: 15 Powders: 24 Candles: -- Stones: 08 *** Spell Name: Create Lava | College: Fire | Potency: 3 | Magic Word: Infernum Aspects: 3(4) Cutting Knife (Bottle of Purple Liquid) Jewels: 08 Powders: 32 Candles: -- Stones: 24 *** Spell Name: Remove Lava | College: Fire | Potency: 3 | Magic Word: Infernum Aspects: 3(4) Needles (Iron Nail) Jewels: 08 Powders: -- Candles: 24 Stones: 32 *** Spell Name: Make River | College: Water | Potency: 3 | Magic Word: Tranken Aspects: 3(4) Cutting Knife (Bottle of Purple Liquid) Jewels: 08 Powders: 32 Candles: -- Stones: 24 *** Spell Name: Remove River | College: Water | Potency: 3 | Magic Word: Tranken Aspects: 3(4) Needles (Iron Nail) Jewels: 08 Powders: -- Candles: 24 Stones: 32 *** Spell Name: Speed Time | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Motion (Bottle of Black Liquid) Jewels: 32 Powders: -- Candles: 24 Stones: 08 *** Spell Name: Slow Time | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Stillness (Vial of Black Liquid) Jewels: 32 Powders: -- Candles: 08 Stones: 24 *** Spell Name: Create Rocks | College: Earth | Potency: 4 | Magic Word: Terrestris Aspects: 4(5) High and Low (Bottle of Blue Liquid) Jewels: 30 Powders: 60 Candles: -- Stones: 40 *** Spell Name: Remove Rocks | College: Earth | Potency: 4 | Magic Word: Terrestris Aspects: 4(5) Absence (Pewter Mug) Jewels: 30 Powders: -- Candles: 40 Stones: 60 *** Spell Name: Fire Geyser | College: Fire | Potency: 4 | Magic Word: Illuminatus Aspects: 4(5) High and Low (Bottle of Blue Liquid) Jewels: 30 Powders: 60 Candles: -- Stones: 40 *** Spell Name: Snowstorm | College: Air | Potency: 4 | Magic Word: Hvirfilvindr Aspects: 4(5) Teardrops (White Egg) Jewels: 40 Powders: 30 Candles: 60 Stones: -- *** Spell Name: Fall Skyward | College: Ether | Potency: 4 | Magic Word: Universum Aspects: 4 Jelly (Vial of Red Liquid) Jewels: 30 Powders: 60 Candles: 40 Stones: -- ********************************************************************** * 1E. TRANSFORMATION SPELLS * ********************************************************************** Spell Name: Turn to Fire** | College: Fire | Potency: 2 | Magic Word: Ignis Aspects: 2 Inside Out (White Bone) Jewels: -- Powders: 06 Candles: 09 Stones: 13 Notes: This spell is available to Fire College Adepts only. *** Spell Name: Transform | College: Earth | Potency: 3 | Magic Word: Wereld Aspects: 3(4) That Which Is Not (Red Ram's Horn) Jewels: 11 Powders: 19 Candles: -- Stones: 27 *** Spell Name: Fiery Forge | College: Fire | Potency: 3 | Magic Word: Infernum Aspects: 3(4) That Which Is Not (Red Ram's Horn) Jewels: 11 Powders: 19 Candles: -- Stones: 27 *** Spell Name: Turn to Toad | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Fish Mouths (Green Brass Amulet) Jewels: -- Powders: 11 Candles: 19 Stones: 27 *** Spell Name: Banish | College: Mind | Potency: 3 | Magic Word: Sanus Aspects: 3 Mad Dreams (Gold Chalice) Jewels: 11 Powders: 19 Candles: -- Stones: 27 *** Spell Name: Turn to Air**/Rock-Bound** | College: Air/Earth | Potency: 3 | Magic Word: Zephyrus/Wereld Aspects: 3 Inside Out (White Bone) Jewels: -- Powders: 11 Candles: 19 Stones: 27 Notes: Turn to Air is only available to Air College Adepts, Rock- Bound is only available to Earth College Adepts. *** Spell Name: Shape Water** | College: Water | Potency: 3 | Magic Word: Tranken Aspects: 3 That Which Is Not (Red Ram's Horn) Jewels: 11 Powders: 19 Candles: -- Stones: 27 Notes: This spell is available to Water College Adepts only. *** Spell Name: Animate | College: Fire | Potency: 4 | Magic Word: Illuminatus Aspects: 4(5) Breath (Mink Fur) Jewels: 25 Powders: -- Candles: 60 Stones: 15 *** Spell Name: Transmute | College: Ether | Potency: 4 | Magic Word: Universum Aspects: 4 That Which Is Not (Red Ram's Horn) Jewels: 15 Powders: 25 Candles: -- Stones: 60 ********************************************************************** * 1F. CONJURATION SPELLS * ********************************************************************** Spell Name: Orc | College: Earth | Potency: 1 | Magic Word: Erde Aspects: 1(2) Slaves (Copper Earring) Jewels: 03 Powders: 02 Candles: 04 Stones: -- *** Spell Name: Undead | College: Water | Potency: 2 | Magic Word: Lacus Aspects: 2(3) The Almost Forgotten (Yellow Glass Sphere) Jewels: 08 Powders: 06 Candles: -- Stones: 12 *** Spell Name: Illusion | College: Air | Potency: 2 | Magic Word: Briza Aspects: 2(3) Nightmares (Red Crystal Orb) Jewels: 08 Powders: 12 Candles: -- Stones: 06 *** Spell Name: Dragon | College: Fire | Potency: 3 | Magic Word: Infernum Aspects: 3(4) Scales of Justice (Blue Marble) Jewels: 40 Powders: 12 Candles: 25 Stones: -- *** Spell Name: Demon | College: Ether | Potency: 4 | Magic Word: Universum Aspects: 4 Despair (Black Crystal Bead) Jewels: 26 Powders: 72 Candles: -- Stones: 46 *** Spell Name: Phantasm | College: Mind | Potency: 4 | Magic Word: Mentalis Aspects: 4 Paradox (Clear Crystal Ball) Jewels: 30 Powders: 80 Candles: 50 Stones: -- o------------------------------------------------------------------------o | 1. SPELL DESCRIPTIONS | o------------------------------------------------------------------------o ************************************************************ * 2A. ATTACK SPELLS * ************************************************************ Magic Sword: You have created a Magic Sword, an Earth College attack spell. The sword seeks out enemy beings and objects to engage in combat until it is destroyed or the spell ends. The sword grows more powerful and lasts longer at higher potency levels. At the highest levels, it poisons. The sword is useful in all domains. Elasticity: Jewels (average to good) - Powders (average to good) – Candles (good) - Stones (good). Fireball: You have created a Fireball, a Fire College attack spell. A fireball travels around the domain, seeking out the most threatening enemy being or object to attack. A fireball attacks only once, and it does increasingly more damage at higher potency levels. It is useful in all domains except Water. Elasticity: Jewels (average) - Powders (limited) - Candles (average) - Stones (limited to average). Lightning: You have created Lightning, an Air College attack spell. Lightning travels in a straight line to attack an enemy being or object. Turn to face the enemy when you cast this spell. The lightning strikes whatever is in its path. It attacks only once. At the higher levels, it also confuses enemies. Lightning is useful in all domains. Elasticity: Jewels (limited) - Powders (average) – Candles (good) - Stones (limited to average). Ice Arrows: You have created Ice Arrows, a Water College attack spell. A series of arrows seek out the most threatening enemy beings and objects to attack. Each arrow attacks only once. At higher levels, the arrows cause more damage. Ice arrows are useful in all domains. Elasticity: Jewels (average) - Powders (limited to good) – Candle (average) - Stones (average). Water Hose: You have created a Water Hose, a Water College attack spell. A stream of water attacks every being and object in its path. Turn to face the enemy when you cast this spell. The water attacks as long as it has strength, and it pushes an enemy back a few steps with each blow. The spell is useful in all domains except Fire. Elasticity: Jewels (average) - Powders (good) - Candles (average to good) - Stones (average). Bow of Power: You have created a Bow of Power, an Earth College attack spell. The bow shoots arrows that seek out the most dangerous enemy beings and objects. Select the place where the bow is to appear. The bow has limited strength and can easily be destroyed. Each arrow attacks only once. Arrows can attack flying beings. The spell is useful is all domains. Elasticity: Jewels (limited) - Powders (good) - Candles (good) - Stones (good). Icy Storm: You have created an Icy Storm, an Air College attack spell. When the spell is cast, a glowing ball rises to the heavens, and a short time later, ice begins to fall. The ice attacks all enemy beings and objects in the domain. It does increasingly more damage at higher potency levels. Ice also slows the movement of walking beings. This spell cannot be cast in the Fire or Water Domain. Elasticity: Jewels (average) - Powders (limited) - Candles (average) - Stones (good). Dragon Flame: You have created Dragon Flame, a Fire College attack spell. The flames travel in a straight line, attacking everything in their path. Turn to face the enemy when you cast this spell. The flames attack as long as they have strength. The spell is useful in all domains except Water. Elasticity: Jewels (average) - Powders (good) – Candles (excellent) - Stones (good). Boil Blood: You have created Boil Blood, a Fire College attack spell. The spell heats the blood of enemy beings, causing them damage and making them writhe in pain. To cast this spell, select a being within range for it to attack. The spell attacks only once. The spell is useful in all domains. Elasticity: Jewels (average) - Powders (good) - Candles (good) - Stones (average). Explosion: You have created an Explosion, an Ethereal College attack spell. A powerful explosive force moves to attack the target. To cast this spell, select a target within range for it to attack. It attacks only once. The spell is useful in all domains. Elasticity: Jewels (good) – Powders (average) - Candles (good) - Stones (average). Mind Attack: You have created Mind Attack, a Mind College attack spell. A bolt of mental energy attacks the target being or wizard. To cast this spell, select a being within range for it to attack. It attacks only once, and the target is both damaged and confused. The spell is useful in all domains. Elasticity: Jewels (good) - Powders (good) – Candles (good to excellent) -Stones (average). Catapult: You have created Catapult, an Earth College attack spell. A boulder rises from the ground and rolls in a straight line, crushing everything in its path. Turn to face the enemy when you cast this spell. The boulder attacks for as long as it has strength. This is the most powerful attack spell of the Earth College. The spell is useful in all domains except Air. Elasticity: Jewels (average to good) – Powders (good to excellent) - Candles (good) - Stones (average). Poison Vapor: You have created Poison Vapor, an Air College attack spell. A mist of poison appears and moves randomly around the domain, poisoning enemy beings on contact. To cast this spell, select the area where the vapor is to appear. The vapor moves more directly toward enemy beings as Jewels are added. The spell is useful in all domains. Elasticity: Jewels (excellent) - Powders (good) – Candles (good) - Stones (good). Incinerate: You have created Incinerate, a Fire College attack spell. An orb of blazing heat sears the target being. To cast this spell, select a being within range for it to attack. It attacks only once, and the target is both damaged and writhes in pain. The spell is useful in all domains. Elasticity: Jewels (average) - Powders (good) - Candles (good) - Stones (average). Steal Vigor: You have created Steal Vigor, an Ethereal College attack spell. It drains life energy from an enemy being and transfers it to you. To cast this spell, select a target within range for it to attack. It attacks only one enemy being. The spell is useful in all domains. Elasticity: Jewels (excellent) - Powders (average) - Candles (good) - Stones (good). Agony: You have created Agony, a Mind College attack spell. A pulse of agony causes an enemy being to writhe in pain. When you cast this spell, select a being within range for it to attack. It attacks only once, and the target is slightly damaged and writhes helplessly in pain. The spell causes longer writhing as Candles are added. The spell is useful in all domains. Elasticity: Jewels (excellent) – Powders (good) - Candles (good) - Stones (good). Command Foe: You have created Command Foe, a Mind College attack spell. It temporarily changes the allegiance of an enemy being to your side. To cast this spell, select a being within range for it to attack. The spell controls one target. The spell does no damage, but it commands an enemy longer as Candles are added. The spell is useful in all domains. Elasticity: Jewels (excellent) - Powders (good) - Candles (average) - Stones (good). Thunderstorm: You have created a Thunderstorm, the most powerful attack spell exclusive to the Water College. It creates a glowing ball that rises to the heavens. Soon rain falls and lightning hits. Rain does minor damage, but it slows movement of beings. The lightning does devastating damage. The spell cannot be cast in the Fire or Water Domain. Elasticity: Jewels (average) - Powders (good) - Candles (good) - Stones (good). Meteor Storm: You have created a Meteor Storm, the most powerful Ethereal College attack spell. Meteors rain down to attack the enemy. To cast this spell, select the place for the center of the storm. A glowing ball rises to the heavens, and a short time later, a series of meteors impact around the selected spot. The spell can be cast in all domains. Elasticity: Jewels (excellent) - Powders (good) – Candles (good) - Stones (average). Battle Ram: You have created a Battle Ram, the most powerful attack spell exclusive to the Air College. A powerful battering ram travels around the domain to attack the enemy. To cast this spell, select the spot where the ram is to appear. It continues to attack for as long as it has strength or the spell lasts. The spell is useful in all domains. Elasticity: Jewels (excellent) - Powders (good) - Candles (good) - Stones (good). Fire Storm: You have created a Fire Storm, the most powerful attack spell exclusive to the Fire College. Flames from the sun rain down to attack the enemy. To cast this spell, select the spot for the center of the storm. A glowing ball rises to the heavens, and soon, flames fall from the sky. The flames do devastating damage. The spell can be cast in all domains except Water. Elasticity: Jewels (good) – Powders (excellent) - Candles (good) - Stones (good). ************************************************************ * 2B. DEFENSE SPELLS * ************************************************************ Air Barrier: You have created an Air Barrier, a defense spell exclusive to the Air College. The element of your Magic College gives you limited protection from danger. To cast this spell, select the spot where the barrier is to appear. The barrier exists until it is destroyed or the spell ends. The spell is useful in all domains. Elasticity: Jewels (average) - Powders (average) - Candles (average) - Stones (average). Fire Barrier: You have created a Fire Barrier, a defense spell exclusive to the Fire College. The element of your Magic College gives you limited protection from danger. To cast this spell, select the spot where the barrier is to appear. The barrier exists until it is destroyed or the spell ends. The spell is useful in all domains. Elasticity: Jewels (average) - Powders (average) - Candles (average) - Stones (average). Mist Barrier: You have created a Mist Barrier, a defense spell exclusive to the Water College. The element of your Magic College gives you limited protection from danger. To cast this spell, select the spot where the barrier is to appear. The barrier exists until it is destroyed or the spell ends. It is useful in all domains. Elasticity: Jewels (average) - Powders (average) - Candles (average) - Stones (average). Magic Field: You have created a Magic Field, a defense spell exclusive to the Earth College. The element of your Magic College gives you limited protection from danger. To cast this spell, select the spot where the barrier is to appear. The barrier exists until it is destroyed or the spell ends. It is useful in all domains. Elasticity: Jewels (average) - Powders (average) - Candles (average) - Stones (average). Return Home: You have created Return Home, an Ethereal College spell. It opens a gateway between dimensions through which you travel. This spell causes you to leave the domain you are in and return safe and in full health to your stone circle. This spell, once learned, is permanent. You never have to make additional copies of it. It can be used in all domains of the living. Magic Shield: You have created a Magic Shield, an Air College defense spell. A physical shield appears to protect you from physical objects. To cast this spell, select the spot where the shield is to appear. The shield turns to face approaching enemy beings and objects. The shield exists until destroyed or the spell ends. It is useful in all domains. Elasticity: Jewels (average) - Powders (average) – Candles (average) - Stones (average). Dispel: You have created Dispel, a Mind College defense spell. A bolt of mental energy disrupts enemy physical and non-physical spells. Select a target within range for the spell to disrupt. The spell, if strong enough, damages or eliminates an enemy spell or being. It affects only one target and is gone The spell is useful in all domains. Elasticity: Jewels (good) - Powders (average to good) – Candles (good) - Stones (average to good). Mind Shield: You have created a Mind Shield, a Mind College defense spell. A shield of mental power protects you from non-physical forces. Select the spot where the shield is to appear. The shield turns to face approaching enemy non-physical spells. It exists until destroyed or the spell ends. The spell is useful in all domains. Elasticity: Jewels (good) - Powders (average) - Candles (good) – Stones (good). Wall of Air: You have created a Wall of Air, a defense spell exclusive to the Air College. A wall of solid air appears to protect you from attack by enemy beings and objects. Select the spot over level ground where the first wall section is to appear, and follow the direction arrows to lay out the wall's path. It exists until destroyed or the spell ends. The spell is useful in all domains. Elasticity: Jewels (average) - Powders (average) - Candles (average) - Stones (good). Wall of Fire: You have created a Wall of Fire, a defense spell exclusive to the Fire College. A wall of fire appears to protect you from attack by enemy beings and objects. Select the spot over level ground where the first wall section is to appear, and follow the directional arrows to lay out the wall's path. It exists until destroyed or the spell ends. The spell is useful in all domains except Water. Elasticity: Jewels (average) - Powders (average) - Candles (average) - Stones (good). Water Wal: You have created a Water Wall, a defense spell exclusive to the Water College. A wall of water appears to protect you from attack by enemy beings and objects. Select the spot over level ground where the first wall section is to appear, and follow the directional arrows to lay out the wall's path. It exists until destroyed or the spell ends. The spell is useful in all domains except Fire. Elasticity: Jewels (average) - Powders (average) - Candles (average) - Stones (good). Icy Web: You have created an Icy Web, a defense spell exclusive to the Water College. The icy snare traps enemy beings and objects. Select a spot on a solid surface where the web is to appear. The web captures and holds any enemy being or object entering its space. It does limited damage for as long as it survives. The spell is useful in all domains. Elasticity: Jewels (good) - Powders (good) - Candles (good) - Stones (good). Immobilize: You have created Immobilize, a Mind College defense spell. A bolt of mental power temporarily freezes an enemy being in its tracks. To cast this spell, select a being that is within range for it to affect. It affects only one target. The spell freezes an enemy increasingly longer as Candles are added. The spell is useful in all domains. Elasticity: Jewels (good) - Powders (good) - Candles (good) - Stones (good). Vapor Web: You have created a Vapor Web, an Ethereal College defense spell. Mists of air gel into a snare which traps enemy beings and physical objects. Select a spot on any flat surface where the web is to appear. The web captures and holds any enemy being or object entering its space. It does limited damage for as long as it survives. The spell is useful in all domains. Elasticity: Jewels (excellent) - Powders (good) - Candles (excellent) - Stones (good). Confuse: You have created Confuse, an Ethereal College defense spell. Vapors befuddle an enemy being and cause it to move around randomly. To cast this spell, select a being that is within range for it to affect. It affects only one target. The spell confuses for a longer time as Candles are added. The spell is useful in all domains. Elasticity: Jewels (good) - Powders (good) - Candles (good) - Stones (good). Mental Wall: You have created a Mental Wall, a Mind College defense spell. A wall of mental energy appears to protect you from attack by enemy non-physical forces. Select the spot over level ground where the first wall section is to appear, and follow the direction arrows to lay out the wall's path. It exists until destroyed or the spell ends. The spell is useful in all domains. Elasticity: Jewels (good) – Powders (good) - Candles (good) - Stones (good). Mental Web: You have created a Mental Web, a Mind College defense spell. Your mind forms a snare which traps enemy non-physical spells. Select a spot on any flat surface where the web is to appear. It captures and holds any enemy non-physical forces entering its space. It prevents the enemy force from moving for as long as it survives. The spell is useful in all domains. Elasticity: Jewels (excellent) - Powders (good) - Candles (excellent) - Stones (good). Flame Web: You have created a Flame Web, a defense spell exclusive to the Fire College. Ropes of fire weave into a snare which traps enemy beings and physical objects. Select a spot on a solid surface where the web is to appear. The web captures and holds any enemy being or object entering its space. It does damage for as long as it survives. The spell is useful in all domains except Water. Elasticity: Jewels (excellent) - Powders (good) - Candles (excellent) - Stones (good). Snare Web: You have created a Snare Web, a defense spell exclusive to the Earth College. Vines form a snare which traps enemy beings and physical objects. Select a spot on a solid surface where the web is to appear. The web captures and holds any enemy being or object entering its space. It does damage for as long as it survives. The spell is useful in all domains. Elasticity: Jewels (excellent) – Powders (good) - Candles (excellent) - Stones (good). Ice Wall: You have created an Ice Wall, a defense spell exclusive to the Water College and stronger than a Water Wall. A wall of solid ice protects you from attack by enemy beings and objects. Select the spot over level ground where the first wall section is to appear, and follow the direction arrows to lay out the wall's path. It exists until destroyed or the spell ends. The spell is useful in all domains. Elasticity: Jewels (good) - Powders (good) - Candles (good) – Stones (good). Stone Wall: You have created a Stone Wall, a defense spell exclusive to the Earth College. A wall of solid stone protects you from enemy beings and objects. Select the spot over level ground where the first wall section is to appear, and follow the direction arrows to lay out the wall's path. It exists until destroyed or the spell ends. The spell is useful in all domains with solid ground. Elasticity: Jewels (good) - Powders (average) - Candles (good) - Stones (good). Stone Hand: You have created a Stone Hand, a defense spell exclusive to the Earth College. A stony hand rises from the ground to seize and crush enemy beings and objects that come near it. To cast this spell, select the spot on solid ground where the hand is to appear. It is the most powerful defensive spell and causes extensive damage. The spell is useful in all domains with solid ground. Elasticity: Jewels (good) - Powders (good) - Candles (good) – Stones (good). ********************************************************************** * 2C. PERSONAL MODIFIER SPELLS * ********************************************************************** Cure Poison: You have created Cure Poison, an Air College personal modifier spell. It draws out the miasmic vapors of poison from a being. Select yourself or a conjured being as the target to be cured. The poison is removed automatically upon contact. There is no additional effect beyond the first potency level. Adding extra ingredients is a waste. The spell can be used in all domains. Magic Wings: You have created Magic Wings, an Air College personal modifier spell. It creates invisible wings to lift you into the sky. Select yourself or a conjured being as the target. The target rises into the air and moves across the domain. The spell's effect is lengthened by adding Candles. The spell can be used in all domains. Elasticity: Jewels (excellent) - Powders (excellent) - Candles (excellent) - Stones (average). Star Healing: You have created Star Healing, an Ethereal College personal modifier spell. It draws upon the restorative powers of the heavens to heal. Select yourself or a conjured being as the target of the spell. Life force is restored upon contact. More life force is restored as Stones are added. The spell can be used in all domains. Elasticity: Jewels (limited) - Powders (average) - Candles (average) - Stones (average). Water Breath: You have created Water Breath, a Water College personal modifier spell. It allows a being to absorb the oxygen in water and so survive underwater. Select yourself or a being as the target. The target can breathe while underwater and can walk through lakes and rivers without taking damage. The effect lasts longer as Candles are added. The spell is useful in domains with liquid water. Elasticity: Jewels (good) - Powders (average) - Candles (good) - Stones (average). Revelation: You have created Revelation, an Earth College personal modifier spell. It causes the earth to reveal its hidden treasures. This spell makes all the hidden treasure chests and vials in the domain visible. This spell, once learned, is permanent. You never have to make additional copies of it. The spell can be used in all domains of the living. Read Map: You have created Read Map, an Ethereal College personal modifier spell. It reveals the domain as seen from high overhead. This spell creates a small, detailed map of the domain, showing the location and number of enemy beings in the domain. This spell, once learned, is permanent. You never have to make additional copies of it. The spell can be used in all domains of the living. Mental Cure: You have created a Mental Cure, a Mind College personal modifier spell. Your mental energy stimulates and revives a being. Select yourself or a being as the target. The spell restores life, and also removes agony, poison, or confusion. (You cannot cast it while agonized or confused). More life is restored as Stones are added. The spell can be used in all domains. Elasticity: Jewels (average) - Powders (average) - Candles (average) - Stones (good). Detect: You have created Detect, a Mind College personal modifier spell. Your mental vibrations nullify those used to make beings unseen. When this spell is cast, it makes any invisible beings in the domain visible again. The spell can be used in all domains. Elasticity: Jewels (average) - Powders (good) - Candles (limited) - Stones (average). Repel Heat: You have created Repel Heat, a personal modifier spell exclusive to the Air College. It creates a field around the target which reduces damage caused by fire-based spells and objects. Select yourself or a conjured being as the target. The active spell is indicated by a small orange ball circling above the target. The spell can be used in all domains. Elasticity: Jewels (average to excellent) - Powders (good) - Candles (good) - Stones (average to good). Repel Cold: You have created Repel Cold, a personal modifier spell exclusive to the Air College. It creates a field around the target which reduces damage caused by air and water-based spells and objects. Select yourself or a conjured being as the target. The active spell is indicated by a small blue ball circling above the target. The spell can be used in all domains. Elasticity: Jewels (average to excellent) - Powders (good) - Candles (good) - Stones (average to good). Teleport: You have created Teleport, an Ethereal College personal modifier spell. It creates a temporal wormhole which allows instantaneous movement over a long distance. Select the location to which you wish to move. When the spell takes effect, you automatically move across the domain to that location. Added Jewels increase the distance of travel. The spell can be used in all domains. Elasticity: Jewels (average) - Powders (limited) - Candles (limited) - Stones (average). Invisible: You have created Invisible, a Water College personal modifier spell. You project mental vibrations which cloak the appearance of a being. Select yourself or a conjured being as the target. The target becomes invisible to most enemy beings and objects, although non-physical spells may see through the invisibility. The spell can be used in all domains. Elasticity: Jewels (good) – Powders (good) - Candles (good) - Stones (average). Energize: You have created Energize, an Ethereal College personal modifier spell. It calls upon the radiance of the stars and sun to intensify your life force. When you cast this spell on yourself, your life level and combat strengths are temporarily increased for the spell's duration. The spell can be used in all domains. Elasticity: Jewels (excellent) - Powders (average) - Candles (good) - Stones (good). Remove Agony: You have created Remove Agony, a Mind College personal modifier spell. It counteracts agony by blocking the pain receptors. Select a friendly being that is writhing in pain. (You cannot cast this spell while you are writhing.) The agony is removed upon contact. The spell has no other effect beyond its base potency level. Adding extra control ingredients is a waste. The spell can be used in all domains. Fly Swat: You have created Fly Swat, a Mind College personal modifier spell. It sends out a bolt of mental energy that removes the ability of a being to fly. Select a flying enemy being as the target. If the spell is strong enough, it causes the target to settle to the ground. The spell causes no damage to the target. The spell can be used in all domains. Elasticity: Jewels (average) - Powders (good) – Candles (good) - Stones (average). Psychoimmune: You have created Psychoimmune, a Mind College personal modifier spell. It creates a field around the target which reduces damage caused by non-physical spells, particularly of the Mind and Ethereal Colleges. Select yourself or a conjured being as the target. The active spell is indicated by a small purple ball above the target. The spell can be used in all domains. Elasticity: Jewels (good to excellent) - Powders (good) - Candles (good) - Stones (average to good). Invulnerable: You have created Invulnerable, a personal modifier spell exclusive to the Earth College. It creates a field around the target which reduces damage caused by physical beings and spells. Select yourself or a conjured being as the target. The active spell is indicated by a small gray ball circling above the target. The spell can be used in all domains. Elasticity: Jewels (good to excellent) – Powders (good) - Candles (good) - Stones (good). Repel Fire: You have created Repel Fire, a personal modifier spell exclusive to the Fire College. It creates a field around the target which reduces damage done by fire-based spells and objects. Select yourself or a conjured being as the target. The active spell is indicated by a small orange ball circling above the target. The spell can be used in
all domains. Elasticity: Jewels (good to excellent) - Powders 
(average) - Candles (good) - Stones (average to good). 

Repel Water:
You have created Repel Water, a personal modifier spell exclusive 
to the Water College.  It creates a field around the target which 
reduces damage caused by air and water-based spells and objects. 
Select yourself or a conjured being as the target.  The active spell 
is indicated by a small blue ball circling above the target. The spell 
can be used in all domains. Elasticity: Jewels (good to excellent) – 
Powders (good) - Candles (good) - Stones (average to good).         

Ghost Walk:
You have created Ghost Walk, a most potent Air College personal 
modifier spell.  It makes all terrain types that normally block 
movement as easy to pass through as the air you breathe. Select 
yourself or a conjured being as the target.   The spell does not 
prevent the target from being attacked by enemy objects, beings, 
and non-physical spells. The spell can be used in all domains. 
Elasticity: Jewels (excellent) - Powders (excellent) - Candles 
(good) - Stones (good). 

Replenish (Air):
You have created Replenish, one of the most potent personal 
modifier spells unique to the Air College.  It calls upon the element 
you serve to augment the Aspects of your College. You must cast 
this spell while in a domain.  When you leave the domain, your 
inventory of Air Aspect ingredients will be increased.  Adding 
extra control ingredients to the spell is a waste.  Casting more than 
one spell per domain visit is a waste.   

Replenish (Fire):
You have created Replenish, the most potent personal modifier 
spell unique to the Fire College.  It calls upon the element you 
serve to augment the Aspects of your College. You must cast this 
spell while in a domain.  When you leave the domain, your 
inventory of Fire Aspect ingredients will be increased.  Adding 
extra control ingredients to the spell is a waste.  Casting more than 
one spell per domain visit is a waste.   

Replenish (Water):
You have created Replenish, the most potent personal modifier 
spell unique to the Water College.  It calls upon the element you 
serve to augment the Aspects of your College. You must cast this 
spell while in a domain.  When you leave the domain, your 
inventory of Water Aspect ingredients will be increased.  Adding 
extra control ingredients to the spell is a waste.  Casting more than 
one spell per domain visit is a waste.   

Replenish (Earth):
You have created Replenish, the most potent personal modifier 
spell unique to the Earth College.  It calls upon the element you 
serve to augment the Aspects of your College. You must cast this 
spell while in a domain.  When you leave the domain, your 
inventory of Earth Aspect ingredients will be increased.  Adding 
extra control ingredients to the spell is a waste.  Casting more than 
one spell per domain visit is also a waste.   



**********************************************************************
*  2D.                  TERRAIN MODIFIER SPELLS                      *
**********************************************************************


Steam Vapor:
You have created Steam Vapor, a Fire College terrain modifier 
spell.  Hot mists form a cloud which moves randomly around the 
domain and scalds any being or object it contacts. To cast this 
spell, select the center spot where the vapor is to appear.  The 
vapor moves more directly towards the enemy as extra Jewels are 
added. The spell is useful in all domains except Water. Elasticity: 
Jewels (average) - Powders (average) - Candles (excellent) – 
Stones (average). 

Remove Vapor:
You have created Remove Vapor, an Ethereal College terrain 
modifier spell.  It removes any ground-level vapor clouds that 
annoy you. To cast this spell, select an area where vapor is present.  
If the spell is sufficiently strong, it eliminates the vapor. The spell 
is useful in any domain where vapors have been cast. Elasticity: 
Jewels (average) - Powders (good) - Candles (average) - Stones 
(average). 

Dust Devil:
You have created a Dust Devil, an Air College terrain modifier 
spell.  A small tornado appears and moves randomly around the 
field, causing damage to anything physical it contacts. To cast this 
spell, select the spot where the dust devil is to appear.  It exists 
until destroyed or the spell ends. The spell is useful in all domains. 
Elasticity: Jewels (average) - Powders (good) - Candles (excellent) 
- Stones (average). 

Create Lake:
You have made Create Lake, a Water College terrain modifier 
spell. It makes a depression in the ground filled with a form of 
water. To cast this spell, select the center spot of a flat area where 
the lake is to appear.  The lake takes up as much area as the 
surrounding terrain features and the spell's potency allow. The 
spell cannot be used in the Fire or Air Domain. Elasticity: Jewels 
(average) - Powders (average) - Candles (excellent) - Stones 
(average). 

Remove Lake:
You have created Remove Lake, a Water College terrain modifier 
spell.  It removes an annoying lake containing a form of water. To 
cast this spell, select any portion of the lake that is to be removed.  
The lake  must be surrounded on all sides by land.  If the spell is 
strong enough, it removes the lake. The spell is useful in any 
domain where lakes of water appear. Elasticity: Jewels (average) – 
Powders (good) - Candles (average) - Stones (good). 

Gel Water:
You have created Gel Water, a Water College terrain modifier 
spell.  It gels water for a short time, in effect creating a solid 
bridge. To cast this spell, select the spot on a watery lake or river 
that is to be solidified.  The gelled water becomes passable for 
walking beings and wizards. The spell can be used in domains with 
liquid water. Elasticity: Jewels (good) - Powders (limited) – 
Candles (average), -Stones (average). 

Create Vapor:
You have made Create Vapor, an Ethereal College terrain modifier 
spell.  Thick mists form a cloud which moves randomly around the 
domain and confuses any being or object entering the vapor. To 
cast this spell, select the center spot where the vapor is to appear.  
The vapor moves more directly towards the enemy as extra Jewels 
are added. The spell is useful in all domains. Elasticity: Jewels 
(good) - Powders (good) - Candles (excellent) - Stones (average). 

Clear Skies:
You have created Clear Skies, an Ethereal College terrain modifier 
spell.  It removes any annoying clouds in the domain's skies. When 
this spell is cast, a glowing ball rises into the sky.  If the spell is 
strong enough, it evaporates any clouds from which precipitation is 
falling. The spell is useful in domains where watery storms appear. 
Elasticity: Jewels (good) - Powders (good) - Candles (excellent) – 
Stones (average). 

Make Dark:
You have created Make Dark, an Ethereal College terrain modifier 
spell.  It temporarily shrouds the face of the sun with vapors. When 
this spell is cast, it has two possible effects: either the domain 
becomes shrouded in darkness or a Make Light spell is 
counteracted.  Enemy beings and objects in a shrouded domain 
move around confusedly in the darkness. The spell is useful in all 
domains. Elasticity: Jewels (limited) - Powders (good) - Candles 
(limited) - Stones (average). 

Make Light:
You have created Make Light, an Ethereal College terrain modifier 
spell.  It temporarily intensifies the rays of the sun. When this spell 
is cast, it has two possible effects: either the domain becomes 
blindingly bright or a Make Dark spell is counteracted.  Enemy 
beings and objects in a blindingly bright domain suffer damage 
from heat exhaustion. The spell is useful in all domains. Elasticity: 
Jewels (limited) - Powders (good) - Candles (limited) - Stones 
(average). 

Make Chasm:
You have made Make Chasm, an Earth College terrain modifier 
spell. It creates a great rip in the land's surface. To cast this spell, 
select the center spot of a flat area where the chasm is to appear.  
The chasm takes up as much area as the surrounding terrain 
features and the spell's potency allow. The spell is useful in all 
domains with ground. Elasticity: Jewels  (good) - Powders 
(average) - Candles (average) - Stones (good). 

Close Chasm:
You have created Close Chasm, an Earth College terrain modifier 
spell.  It removes any annoying chasm in the ground. To cast this 
spell, select any portion of the chasm that is to be removed.  The 
chasm must be surrounded on all sides by land. If the spell is 
strong enough, it removes the chasm. The spell is useful in 
domains where chasms appear. Elasticity: Jewels (average) – 
Powders (good) - Candles (average) - Stones (average). 

Earthquake:
You have created an Earthquake, an Earth College terrain modifier 
spell.  It causes the ground to shake uncontrollably. When this 
spell is cast, the nearby area undergoes an earthquake which 
damages every physical thing present except the casting wizard.  
The quake's duration increases as Powders are added. The spell is 
useful in all domains with ground. Elasticity: Jewels (limited) – 
Powders (good) - Candles (good) - Stones (good). 

Whirlwind:
You have created a Whirlwind, an Air College terrain modifier 
spell.  A great tornado appears and moves randomly around the 
domain, causing damage to anything it contacts. To cast this spell, 
select the spot where the whirlwind is to appear.  The tornado 
exists until destroyed or the spell ends. The spell is useful in all 
domains. Elasticity: Jewels (average) - Powders (good) - Candles 
(good) - Stones (good). 

Create Lava:
You have made Create Lava, a Fire College terrain modifier spell. 
It creates a groove in the ground filled with lava. To cast this spell, 
select the initial spot on flat ground where the lava river is to 
appear, and follow the direction arrows to lay out its path.  The 
length of the lava increases at the next potency level. The spell is 
useful only in the Fire Domain. Elasticity: Jewels (average) – 
Powders (good) - Candles (good) - Stones (good). 

Remove Lava:
You have created Remove Lava, a Fire College terrain modifier 
spell.  It removes any annoying lava river. To cast this spell, select 
a portion of the lava river that is to be removed.  If the spell is 
strong enough, it removes the lava. The spell is useful only in the 
Fire Domain. Elasticity: Jewels (average) - Powders (excellent) – 
Candles (good) - Stones (good). 

Make River:
You have made Make River, one of the two most potent Water 
College terrain modifier spells.  It creates a groove in the earth 
filled with water. To cast this spell, select the initial spot on flat 
ground where the water river is to appear, and follow the direction 
arrows to lay out its path. The spell is useful only in the Earth 
Domain. Elasticity: Jewels (average) - Powders (good) - Candles 
(good) - Stones (good). 

Remove River:
You have created Remove River, one of the two most potent Water 
College terrain modifier spells.  It removes any annoying water 
river. To cast this spell, select a portion of a water river that is to 
be removed.  If the spell is strong enough, it removes the river. The 
spell is useful only in the Earth Domain. Elasticity: Jewels 
(average) - Powders (excellent) - Candles (good) - Stones (good). 

Speed Time:
You have created Speed Time, one of the two Mind College terrain 
modifier spells.  Your mental energy accelerates the movement of 
your spells and yourself. This spell affects you and your spells' 
movement rate throughout the domain.  The enemy spells and 
wizard move at their normal speed.  This spell also counteracts a 
Slow Time spell. The spell is useful in all domains. Elasticity: 
Jewels (average) - Powders (good) - Candles (average) - Stones 
(good). 

Slow Time:
You have created Slow Time, one of the two Mind College terrain 
modifier spells.  Your mental energy retards the movement of your 
enemies. This spell reduces the movement rate of the enemy 
wizard and all his spells in the domain.  You and your spells 
continue to move at normal speed.  This spell also counteracts a 
Speed Time spell. The spell is useful in all domains. Elasticity: 
Jewels (average) - Powders (average) - Candles (average) - Stones 
(good). 

Create Rocks:
You have made Create Rocks, one of the two most potent Earth 
College terrain modifier spells.  It rips rocks off the moon and 
sends them hurtling down to the ground. To cast this spell, select 
the center spot on flat ground where the rocks are to appear.  The 
rocks replace most types of terrain when they land, and they exist 
until destroyed or the spell ends. The spell is useful in all domains 
except Air. Elasticity: Jewels (excellent) - Powders (good) – 
Candles (good) - Stones (good). 

Remove Rocks:
You have created Remove Rocks, one of the two most potent Earth 
College terrain modifier spells.  It removes any annoying pile of 
rocks. To cast this spell, select a portion of a rock pile (not cliffs) 
that is to be removed.  The spell removes the rocks. The spell is 
useful in domains containing rock piles. Elasticity: Jewels 
(excellent) - Powders (good) - Candles (good) - Stones (good). 

Fire Geyser:
You have created a Fire Geyser, the most potent Fire College 
terrain modifier spell.  It sinks a deep hole in the earth to draw up 
the fiery magma. Select the spot on level ground where the geyser 
is to appear. The geyser ejects molten lava which attacks nearby 
beings and objects. It exists until destroyed or the spell ends. The 
spell is useful in all domains except Air. Elasticity: Jewels (good) – 
Powders (excellent) - Candles (good) - Stones (good). 

Snowstorm:
You have created a Snowstorm, the most potent Air College terrain 
modifier spell.  It creates a blinding snowstorm. When this spell is 
cast, a glowing ball rises to the heavens, and soon, snow begins to 
fall, eventually blanketing the domain.  The snow extinguishes 
burning objects, damages beings and objects, and slows the 
movement of walking beings. The spell is most useful in the Earth 
Domain. Elasticity: Jewels (limited) - Powders (average) - Candles 
(good) - Stones (average). 

Fall Skyward:
You have created Fall Skyward, the most potent Ethereal College 
terrain modifier spell.  It temporarily makes gravity a repelling 
force. When this spell is cast, it reverses gravity in the nearby area 
and causes most spells and beings, except wizards, to lift 
heavenward and be destroyed. The spell is useful in all domains. 
Elasticity: Jewels  (limited) - Powders (limited) - Candles (limited) 
- Stones (good). 



**********************************************************************
*  2E.                  TRANSFORMATION SPELLS                        *
**********************************************************************


Turn to Fire:
You have created Turn to Fire, a transformation spell exclusive to 
the Fire College.  It temporarily converts the substance of the 
target into flames. Select a friendly being to alter.  The target turns 
into a pillar of flame and attacks with the properties of fire while in 
this state.  Candles lengthen the spell's effect. The spell is useful in 
all domains. Elasticity: Jewels (good) - Powders (good) - Candles 
(good) - Stones (limited). 

Transform:
You have created Transform, an Earth College transformation 
spell. It temporarily changes an enemy object into an object or 
entity you control for the spell's duration. Select an enemy 
conjured being as the target.  The innate instability of the spell 
makes the transformation haphazard, and the altered object may or 
may not be useful to you. The spell can be used in all domains. 
Elasticity: Jewels (good) - Powders (excellent) - Candles (good) – 
Stones (average). 

Fiery Forge:
You have created Fiery Forge, a Fire College transformation spell. 
It temporarily changes an enemy into an entity you control for the 
spell's duration. Select an enemy conjured being as the target.  The 
innate instability of the spell makes the transformation haphazard, 
and the altered object may or may not be useful to you. The spell 
can be used in all domains. Elasticity: Jewels (good) - Powders 
(excellent) - Candles (good) - Stones (average). 

Turn to Toad:
You have created Turn to Toad, a Mind College transformation 
spell.  You temporarily convince a being that it has become 
amphibian. Select an enemy being or wizard.  If the spell hits, it 
turns the being into a toad.  While in toad form, the target is 
immobile and cannot attack (or cast magic).  Candles lengthen the 
effect. The spell can be used in all domains. Elasticity: Jewels 
(good) - Powders (good) - Candles (excellent) - Stones (excellent). 

Banish:
You have created Banish, a Mind College transformation spell.  It 
temporarily exiles the target to another dimension by making its 
substance incompatible with magic. Select an enemy conjured 
being as the target.  The target disappears from the domain for a 
time, until it regains its true identity and reappears. The spell can 
be used in all domains. Elasticity: Jewels  (good) - Powders 
(excellent) - Candles (good) - Stones (average).     

Turn to Air:
You have created Turn to Air, a transformation spell exclusive to 
the Air College.  It temporarily converts the material substance of 
the target into gases. Select a friendly being to alter.  The target 
turns into a pillar of air and attacks with the properties of air. 
Candles lengthen the spell's effect. The spell can be used in all 
domains. Elasticity: Jewels (good) - Powders (good) - Candles 
(good) - Stones (average). 

Rock-Bound:
You have created Rock-Bound, a transformation spell exclusive to 
the Earth College.  It temporarily changes the material substance of 
the target to stone. Select an enemy being as the target.  While 
turned to stone, the target is immobilized and may suffer damage if 
attacked.  Candles lengthen the spell's effect. It is useful in all 
domains. Elasticity: Jewels (good) - Powders (good) - Candles 
(good) - Stones (average). 

Shape Water:
You have created Shape Water, a transformation spell exclusive to 
the Water College.  It temporarily changes an enemy into an entity 
you control for the spell's duration. Select an enemy conjured 
being as the target.  The innate instability of the spell makes the 
transformation haphazard, and the altered object may or may not 
be useful to you. The spell can be used in all domains.  Elasticity: 
Jewels (good) - Powders (excellent) - Candles (good) - Stones 
(average). 

Animate:
You have created Animate, the most potent transformation spell of 
the Fire College.  It breathes the fire of life back into a being that 
has died. Select a conjured being as the target.  (You cannot cast 
the spell on yourself.)  The spell brings the being back to life in 
full vigor at the moment of death. The spell can be used in all 
domains. Elasticity: Jewels (excellent) - Powders (average) – 
Candles (excellent) - Stones (good). 

Transmute:
You have created Transmute, the only transformation spell of the 
Ethereal College.  It temporarily changes an enemy non-physical 
spell into an entity you control for the spell's duration. Select an 
enemy non-physical spell as the target.  The innate instability of 
the spell makes the transformation haphazard, and the transformed 
object may or may not be useful to you. The spell can be used in 
all domains. Elasticity: Jewels (excellent) - Powders (good) – 
Candles (good) - Stones (good). 



**********************************************************************
*  2F.                  CONJURATION SPELLS                           *
**********************************************************************


Orc:
You have created an Orc, the Earth College conjuration spell.  It 
brings an orc from the dimension it inhabits into the domain. The 
orc attacks the most dangerous enemy with its sword until it 
expires or is destroyed.  Orcs become more intelligent and 
powerful at higher potency levels. The spell can be used in all 
domains, although the conjured orc may require personal modifiers 
to survive in some domains. Elasticity: Jewels (average) - Powders 
(average) - Candles (average) - Stones (average). 

Undead:
You have created an Undead, the Water College conjuration spell. 
It brings a zombie from the dimension it inhabits into the domain. 
An undead grapples and attacks the most dangerous enemy until it 
expires or is destroyed.  An undead grows stronger at higher 
potency levels, and at the highest levels, it poisons beings. The 
spell can be used in all domains. Elasticity: Jewels (good) – 
Powders (good) - Candles (good) - Stones (good). 

Illusion:
You have created an Illusion, the Air College conjuration spell. It 
brings a wraith from the dimension it inhabits into the domain. An 
illusion holds and attacks the most dangerous enemy, sapping the 
enemy's life force.  The illusion continues to attack until it expires 
or is destroyed. The spell can be used in all domains. Elasticity: 
Jewels (average) - Powders (good) - Candles (good) - Stones 
(good). 

Demon:
You have created a Demon, the Ethereal College conjuration spell.  
It brings a star creature from its dimension into the domain. The 
demon primarily seeks out the enemy wizard, but it will attack 
anything it encounters.  It attacks with both magic and its wilting 
breath of death while it survives. The spell can be used in all 
domains, although the conjured demon may require personal 
modifiers to survive in some domains. Elasticity: Jewels 
(excellent) - Powders (excellent) - Candles (good) - Stones (good).         

Dragon:
You have created a Dragon, the Fire College conjuration spell. It 
brings a dragon from the dimension it inhabits into the domain. 
When the dragon appears, it flies over the domain, using its 
flaming breath and fire magics to attack until it expires or is 
destroyed.  A dragon uses more powerful magic at the highest 
potency level. The spell can be used in all domains except Water. 
Elasticity: Jewels (good) - Powders (excellent) - Candles (good) – 
Stones (good). 

Phantasm:
You have created a Phantasm, the Mind College conjuration spell.  
It brings a mutating creature from its dimension into the domain. A 
phantasm appears as an orc, undead and demon.  When destroyed 
in one form, it appears in the next. It attacks with both magic and 
the weapon of choice for its current incarnation. The spell can be 
used in all domains, although each form may require personal 
modifiers to survive in some domains. Elasticity: Jewels 
(excellent) - Powders (good) - Candles (average) - Stones (good).


*** End FAQ

Enjoy the game!

Iris