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Player Guide: Mage Spells


First Circle Description
Clumsy Reduces target's dexterity. Interupts mage spells and slows down weapon swing speed.
Create Food Useful for when your horse is about to go wild. It is, however, usually cheaper to recall to the provisioner to buy a few apples.
Feeble mind Reduces target's intelligence. Very useful versus both warriors and mages alike, as it effectively lowers the mana cap of those characters until the spell is countered. May lower opponents mana regeneration rate. Also interupts mage spells.
Heal Heals damage. Vital in combat; fastest way to heal for a mage.
Magic Arrow Causes Fire damage. Damage depends on caster's Evaluate Intelligence and Inscription skill. Useful for a quick final blow against an almost dead target.
Night Sight Turns the lights into daytime, even in dark dungeons, that lasts until the next day- or nighttime. Seeing is extremely necessary in surviving. Target must have at least 10 points of magery skill for any effect to happen, and will be best at GM magery.
Reactive Armor Increases caster's Physical Resistance by at least 15 points, and decreases caster's Fire, Cold, Energy and Poison Resistance by 5 points each. If the caster has Inscription skill, they will receive additional increase in Physical Resistance. Lasts until cast again. Very handy spell for whenever you encounter opponents that deal solely physical damage.
Weaken Reduces target's strength. Useful against physically strong opponents, to lower their hit points temporarily.
Second Circle Description
Agility Increases dexterity points and stamina cap. Cannot be resisted. Also increases attack speed if you manage to hit a new breakpoint in swing speed.
Cunning Increases intelligence points and mana cap. Cannot be resisted. Can also increases mana regeneration speed.
Cure Cures the poison that has been eating away at you. Can cure lethal poison (level 5) at higher levels, whether or not you succeed in curing is based on your Magery skill level.
Harm Harm is distance based, and does Cold damage. Damage is based on Eval. Int. and Inscription. Because of the short casting delay very useful against fast swinging opponents.
Magic Trap Useful for trapping containers, which can break a paralyze spell, but triggering the trap will do 10-50 points damage.
Magic Untrap Remove the Magic Trap spell from an object that has been trapped.
Protection Allows you to cast spells without being interrupted. Lowers physical resistance, resist magic skill and spell casting speed (by 2). Lasts until cast again.
Strength Increases strength points and hit points. Cannot be resisted. Also increases weapon damage. Handy if you want to carry more than your regular strength would allow you to carry, and for canceling the effect of a weaken cast on you.
Third Circle Description
Bless Combines the spells Agility, Cunning and Strength into one spell. Counteracts the stat part of the Curse spell. Very efficient if used right before battle in combination with a health and a stamina potion and a wee bit of meditation to max out all stats.
Fireball A quick Fire damage spell. Damage depends on the Eval Int and Inscription skill. Fireball is the *perfect* spell to cast when you need to finish off an opponent at very low health.
Magic Lock Magically locks a chest. Lasts until smashed or magic unlocked.
Poison Poisons your target. Poison prevents bandages from healing damage, heal spells will also not work. Can be fully resisted at high resist magic levels.
Telekinesis Allows you to open/manipulate objects from a distance. Good for opening trapped chests, as telekinesis will trigger any trap on them.
Teleport Allows you to teleport to a seen location up to 11 tiles away. Good for getting out of block-ins, extremely useful to gain enough distance to hide. Teleport also forces monsters to re-target you in battle.
Unlock Good for characters without lock picking for unlocking magic locked or level 1 to 2 treasure chests. Success on treasure chests depends on the magery skill. Is also the counter for the "Magic Lock" spell.
Wall of Stone Good for blocking in opponents. Lasts for 10 seconds.
Fourth Circle Description
Arch Cure Cures poison with a greater success than the normal cure spell. At GM level Magery there is a 87% chance of success against level 5 poison. Cures all friendly targets that are within 2 tiles of the target. Casts at the same speed as a 3rd circle spell.
Arch Protection Casts the Protection spell on all party members (including self) that are up to 3 tiles away. Only interesting if you are actually in a party.
Curse Acts like Clumsy, Feeblemind and Weaken all in one spell.
Fire Field Does 2 points damage per second, great to cast over a fence or on an immobile opponent. Spell casting monsters will dispel these. Duration is based on Magery skill level.
Greater Heal One of the best spells in the game for one obvious reason: it heals lots of damage; the difference between life and death.
Lightning Instantly makes a lightning bolt hit your target for Energy damage. Damage level depends on Eval Int and Inscription skill. Better than fireball and only costs 2 more mana points.
Mana Drain Decreases mana level of target. After 4 seconds mana level is restored back to normal. Can be lethal as it's almost assured to drain some mana, leaving your opponent no way to heal/cure.
Recall This spell lets you move from place to place in an instant. Probably the most commonly used spell in the game. Requires that you have a rune marked by the Mark spell.
Fifth Circle Description
Blade Spirit Summons Blade Spirits that will attack anything in a 6 tile radius. It targets nearby creatures with high Strength and/or Tactics first. Does up to 15 points of damage per hit. Great for killing Ogre Lords and other physically tough monsters. Can be dispelled.
Dispel Field Dispels one tile of a field spell (fire, poison, etc). Can be handy for closing a gate after you (and your friends) moved through it to stop people from following you.
Incognito Changes your name and appearance (not your clothes) for a while. Duration is based on Magery skill level.
Magic Reflect Decreases caster's Physical Resistance by at most 25 points, and increases caster's Fire, Cold, Energy and Poison Resistance by 10 points each. The Physical Resistance decrease is reduced based on amount of caster's Inscription skill. Almost opposite of Reactive Armor spell. Lasts until cast again.
Mind Blast Makes a mind blast hit your target for Cold damage. Damage level depends on Magery and Intelligence. Has a small delay on it, making it excellent for combos.
Paralyze Good tactic: First paralyze the target, then hit him with a combo of Explosion and Energy Bolt, finish with a combo of lower level spells. Paralyze can be countered by opening a Magic Trapped pouch. The paralyzation duration is based on caster's Eval Int and Target's Magic Resist, or until broken by any kind of damage done to target.
Poison Field Creates a wall of poison similar to Fire Field. Damage levels are equal to those of the Poison spell and duration based on Magery.
Summon Creature Summons low level creature to assist. Duration based on Magery.
Sixth Circle Description
Dispel Dispels a summoned creature. Can be resisted.
Energy Bolt Makes an energy bolt hit your target for Energy damage. Damage level depends on Eval Int and Inscription. A favourite spell!
Explosion After an initial delay of 2 seconds; Makes an explosion hit your target for Fire damage. Damage level depends on Eval Int and Inscription. Excellent spell when used as first spell in a combo.
Invisibility Hides you from sight for a short while. Duration based on Magery.
Mark Lets you mark a rune that you can later recall or gate to. Not all areas in the game allow you to mark a rune there. In such cases it's best to mark a rune close to the entrance to that area.
Mass Curse Casts Curse on all creatures within a 3 tile radius.
Paralyze Field Basically a paralyze spell in form of a field. Effectiveness is determined directly by the targets resisting spells.
Reveal Reveals a hidden player. Useful against stealthing thieves, Orc Scouts, a hiding orange, or people that are up to no good. Reveal will always reveal players hidden by the Invisibility spell, but against players using the Hiding skill it will check the hiders Hiding and Stealth skills against your Magery and Detect Hidden Skills.
Seventh Circle Description
Chain Lightning Hits a series of targets with a lightning bolt for Energy damage. Less targets means more damage per target. Damage level depends on Eval Int and Inscription. Its a good high level energy damage spell.
Energy Field Longer lasting and longer physical length version of the wall of stone spell, except this wall is made of energy instead of stone.
Flame strike Hits the target with a huge burst of flames that does Fire damage. Damage depends on Eval Int & Inscription. Groups of mages casting simultaneous flame strikes is often instant death to their victim.
Gate Travel A sort of mass recall spell. Opens a moongate which is great for transporting an entire group of people (or you and your unbonded pets) to a specific marked location. Some areas of the map cannot be gated to. Lasts for 30 seconds.
Mana Vampire This spell drains your opponents mana and adds it to your own. The amount transferred is equal to caster Eval Int - target Resist Magic. You can not drain more mana than your victim has left, and you cannot raise your own mana over your mana cap.
Mass Dispel Good for dispelling lots of summoned critters, blade spirits, elementals, and daemons in an 8 tile radius. Can be resisted, but much harder to do so than Dispel.
Meteor Swarm Hits a series of targets with meteors for Fire damage. Less targets means more damage per target. Damage level depends on Eval Int and Inscription.
Polymorph An amusing spell that turns you into any number of creatures, but serves no real purpose. Duration based on Magery skill.
Eighth Circle Description
Earthquake One of the most powerful spells in the game. A percentage damage-based attack that does approximately 33% Physical damage against total hit points. Best of all, it can hit multiple targets within its effective radius, with no limit, as long as the targets are in sight of the caster. This means you cannot cast Earthquake to damage targets at the other side of a wall, or who are hidden.
Energy Vortex Summons an Energy Vortex that will attack anything in a 6 tile radius. It targets nearby creatures with high Magery and/or Intelligence first. Great for killing Orc Brutes and other physically tough monsters. Can be dispelled. Lasts for 90 seconds.
Resurrection Brings a ghost back to life. Only resurrects players, not pets.
Air Elemental Summons an air elemental to fight for you. The Air Elemental will focus on casting spells rather than meleeing. Takes 2 pet control slots. Duration based on Magery skill.
Earth Elemental Summons an earth elemental. Earthies don't use magic, but have stronger melee attacks. Takes 2 pet control slots. Duration based on Magery skill.
Water Elemental A confused elemental, trying to be an Air Elemental, when its in reality a better meleer. Takes 3 pet control slots. Duration based on Magery skill.
Fire Elemental More powerful than the Air and Water Elementals in both melee and magery. Takes 4 pet control slots. Duration based on Magery skill.
Summon Daemon Summoned daemons combine powerful melee attacks with 7th circle magic. Takes 4 pet control slots. Caster takes a large Karma hit. Duration based on Magery skill.