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Amazon

Living Staff (using mana & hp they create a staff from their own essence. This staff can be healed using mana.
Heal Staff (heals living staff)

Anti Paladin

 

Bard

Bless
Create Food
Create Water
Fly
Haste
Identify
Continual Light
Water Breathe
Force of Nature

Cleric

Consecrate (makes !recall room "holy" and good align able to recall from it for a short period of time)
Holy Word (blesses all good & curses all evil align players/mobs in room)
Utter Heal (heals all wounds/disease/poison/blind of similar align players)
Group Fly
Remove Disease
Continual Light (makes a ball of light, time dependant on level)
Cure Insanity

Druid

Poison Dust (throws a cloud of poison up in room, poisoning all mobs)
Instill Life (animates weapon- making it a charmie)
Conjure Elemental (water/air/fire/earth- charmie)
Defensive Shield (-2 to all saves)
Lend Health (lends half current hps to target player)
Create spring (makes a temporary fountain)
Fire Seeds (demon fire renamed)
Continual Light (makes a ball of light, time dependant on level)
Remove Disease

Mage

Continual Light (makes a ball of light, time dependant on level)

Monk

 

Necromancer

Agony (similar to harm)
Death (mega damage spell. 2%chance of killing mob. level dependant)
Energy Drain
Protection Good
Death Trance
Spontaneous Combustion (like sacrafice throw)
Cause Insanity (makes mob agg to everything untill they die)
Turn Dead (makes all "dead" mobs leave the room w/o harming caster or group)
Domination (like charm)
Animate Dead (charm for corpse)
Havoc (mass insanity)
Astral (teleport)
Phantom Horse (when we add "ride" skill)
Preserve (preserves body parts)
Create Zombie (must have 2 legs, 2 arms a torso and a head. creates charmie)
Make Sack (makes a sack out of a corpse)
Crimson Wall (like fireshield)
Levitate (fly)
Poison cloud (makes room a poison room untill zone repop)
Mist of Death (like earthquake for damage & area effect)
Entomb (safe place to sleep- like being entombed in stone- until awkae)
Dancing fire (does [level/2]damage per round to everyone in room untill end of battle)

Paladin

Consecrate (makes !recall room "holy" and good align able to recall from it for a short
period of time)

Psionic

Mind Thrust (an attack spell)
Thought Shield (like armor spell)
Heighten Senses (like detect hidden)
Levitation (fly)
Chameleon Power (hide)
Mental Barrier (- to save spell)
Enhanced Strength (strength)
Aura Sight (detect align)
Inflict Pain (weaken)
Psychic Drain (energy drain)
Energy Containment (shield spell)
Agitation (burning hands)
Share Strength (lets you lend up to 3 points of str to group member, but only up to
racial max)
Hypnosis (charm)
Fist (allows multiple attacks with this damage spell)
Psychic Healing (healing themselves only)
Shadow Form (pass door)
Cell Adjustment (remove poison/disease from own body)
Lend Health (give hp to group memeber)
Psychic Crush (web)
Mass Hypnosis (area charm spell)
Adrenaline Control (berserk)
Combat Mind (animal sense- but given to whole group)
Molecular Disruption (causes target to catch fire for 3 rounds)
Flesh Armor (stone skin)
Psionic Blast (area Psycic Fist)
Death Field (ripple effect to all nearby rooms, % of outright death of mobs)
Detonate (can cause items on target to explode, doing damage)
Ectoplasmic form (combination of fly and passdoor)
Deflect Weapon (like turn blade)
Complete Healing (takes half mana and half moves to heal disease/poison and hps)
Ultrablast (affects entire zone)
Disintegrate (destroys target's eq/spells)
Wall of Iron Will (gives group stone skin and saving spells)

Ranger

Pacify
Chameleon (like hide)

Thief

Not a spell casting class.

Warrior

Not a spell casting class.

Non Race Restrictive Spells

These skills are not class dependant, but you must be a casting class to learn them, and you may want to make your players find an NPC (non playing character or mob) to teach them.

Death Trance- Fools mobs into thinking that you are dead. Lasts 5 tics. It has same restrictions as sleeping, but also same benifits.
Acid Blast- Has the possibility of destroying eq.
Protection Fire/Cold/Acid- Protects the caster from these elements, but only one protect on at a time. Does not protect eq or inv.
Fire/Cold/Acidproof- Protects eq & inv from being destroyed by these elements. Only one protect on at a time.
Circle of Protection- Makes a room !mom for X ammount of time for safety of sleeping.
Plague- Disease that takes away hp each tic, also brings your str down until it wears off.
Darkness- Halts all combat for one round.
Atrophy- Prevents vicim from healing themselves.

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