Spells

Mysticism

 * Ghost Sound: Creates a sound (5)


 * Detect Life: Detects a life source within 100 Feet. (5)
 * Starlight: Creates a glowing orb (9)
 * Calm: Calms target (9)
 * Detect Magic: Detects nearby magic. (10)
 * Swift Swim: Swim with haste. (12)
 * Lock: Create a magic seal (13)
 * Jump: Jump a distance equal to your Agility + Speed / 5 up or across (14)
 * Comprehend Language: Understand any verbal language (14)
 * Blind: Blind target (14)
 * Waterwalking: Walk on water for one day (15)
 * Waterbreathing: Breath underwater for one day (15)
 * Nightvision: See in the dark (15)
 * Burden: Slow target movement. (15)
 * Feather: Increase target movement. (15)
 * Hallucinate: causes hallucinations toward target.(15)
 * Element Shield: High resistance to certain elements. (16)
 * Slowfall: Creates a bubble of slow falling (16)
 * Cause Poison: Poisons target (16)
 * Blink Object: Item can be teleported to another player (16)
 * Detect lie: Detects lie (16)
 * Telekinesis: Lifts an item from up to 100 feet (17)
 * Fear: Causes fear (17)
 * Chameleon: Cause chameleon (18)
 * Reflect: Reflects magical spells (18)
 * Levitate: Causes one to float upwards for 3-6 Turns (18)
 * Sleep: Cause target to sleep (18)
 * Blink: Teleport within 30 feet. (19)
 * Frenzy: Cause frenzy (20)
 * Recall: Place an 'anchor' then Teleport to the 'anchor' (20)
 * Invisibility: Become invisible (20)
 * Paralyze: Paralyze target (20)
 * Mass Paralyze: Paralyze all living creatures within 25 Feet (25)

Arcanic

 * Bubbles: 1D2 Soap gets into eyes, 10 Feet (5)
 * Ember: 1D4 Fire Damage on target 25 feet (6)
 * Breeze: 1D4 Wind Damage on target 25 feet (7)
 * Chill: 1D4 Frost Damage 25 feet (7)
 * Jolt: 1D4 Shock Damage 25 feet (7)
 * Flame Touch: 1D6 Fire Damage on target (8)
 * Frost Touch: 1D6 Frost Damage (9)
 * Electric Touch: 1D6 Shock Damage on target (9)
 * Rune: 1D6 Damage + 1D4 splash Damage once stepped on (10)
 * Acid: Acid Poison on target 10 feet (11)
 * Disintegrate: Disintegrate target weapon or armor (12)
 * Drain Attribute: Drains a select attribute instantly on target. Target regains attribute over time. (13)
 * Gust: Creates a powerful tailwind (13)
 * Wind Slash: A Wave of wind on all forward targets for 20 feet. 1D4 Damage (13)
 * Fireball: 1D6 Damage on target + splash damage 50 Feet. (13)
 * Weakness to (Element): Create a weakness to a certain element (14)
 * Frost Spike: 1D6 Damage on target 40 Feet -5 Speed (14)
 * Thunderbolt: 1D6 Damage on target 60 Feet (14)
 * (Element)skin: 1D4 (Element) Damage to any creature within 5 feet of you. Constant (15)
 * Explosion: 2D4 Damage on target + splash damage (16)
 * Hellstorm: 1D6 Fire Damage on forward targets 25 Feet (16)
 * Greater Rune: 1D8 Damage + 1D4 splash Damage once stepped on (17)
 * Blizzard: 1D6 Frost Damage and -5 Speed on all creatures within 25 Feet (17)
 * Voidbolt: 1D8 Void Damage plus 1 damage per turn for 3 turns (17)
 * Drain Health: Drain target health continually (17)
 * Vortex: 1D4 Shock Damage on 3 targets within 80 Feet for 3 turns (18)
 * Hurricane: 1D6 Wind Damage on all creatures within 40 Feet (18)
 * Solar Flare: Takes one turn to charge up. 2D8 Fire Damage on forward targets 100 Feet (20)
 * Flood: Takes two turns to charge up. Creates a flood over the next 3 turns (20)
 * Electrocution: 2D6 Damage on target, bolt moves to next target and does 1D6 damage (20)
 * Gale Wave: Wind Damage 1D8 All Forward Targets for 75 Feet (20)
 * Ice Age: Takes two turns to charge up. 2D8 Ice Damage on all targets within 50 Feet. (20) 
 * Black Hole: takes three turns to charge up. 3D10 rips hole in space within 25 Feet. (25)

Conjuration

 * Bind Club (6)
 * Bind Waraxe (8)
 * Bind Warhammer (8)
 * Bind Shortsword (8)
 * Bind Longsword (8)
 * Bind Claymoore (10)
 * Bind Armour (12)
 * Summon Rat (13)
 * Bind Mace (14)
 * Bind Bow (14)
 * Summon Familiar (14)
 * Summon Flame Vard (15)
 * Summon Bear (15)
 * Summon Lesser Spider (15)
 * Summon Plague (15)
 * Summon Skeleton (15)
 * Summon Zombie (15)
 * Summon Drought (16)
 * Summon Ghost (16)
 * Summon Wind Vard (16)
 * Summon Khymerin (17)
 * Summon Skeleton Champion (17)
 * Summon Storm Vard (17)
 * Summon Wraith (17)
 * Summon Frost Vard (18)
 * Summon Greater Spider (19)
 * Summon Lich (20)
 * Summon Flesh Vard (20)
 * Open Dimension Gate: Opens a gate to another portal (20)

Healing

 * Purify Water: Makes water safe to drink. (8)
 * Minor Heal: Cure 1D4 Health on touch. (10)
 * Cure Poison: Cures poison from the body. (10)
 * Hallow: Creates holy ground (12)
 * Restore Attribute: Restore an attribute that has been damaged on touch (12)
 * Sanctuary: Target temporarily gains 1 extra AC (13)
 * Lesser Ward: Creates a ward that does 1D4 damage on undead who touch it (14)
 * Holy Touch: Damage undead 1D6 on touch (14)
 * Bless: Target temporarily gains +1 on a saving roll and +1 on attack rolls (15)
 * Holy Water: Makes water holy (15)
 * Purify Air: Purifies air of disease or toxins (16)
 * Far Heal: Heal target 1D4 HP for 30 feet (16)
 * Cure Ailment: Cures target from paralysis, sleep or blindness (16)
 * Fortify Attribute: Target temporarily gains 1D10 bonus in attribute (16)
 * Cure Minor Wounds: Cures one minor wound on touch (17)
 * Major Heal: Cure 2D4 Health on touch (17)
 * Turn Undead: Undead target flees in terror (17)
 * Holy Orb: Target undead take 1D8 damage for 60 feet (17)
 * Healing Circle: Create 3 by 3 area that heals 1D4 allies in it and damages 1D4 undead (18)
 * Cure Disease: Cures common disease (18)
 * Unsummon: Return a conjured creature to Atheria (18)
 * Greater Ward: Creates a ward that does 1D8 damage on undead who touch it (18)
 * Exorcism: Remove an evil spirit on touch or do 3D6 damage on undead (19)
 * Cure Major Wounds: Cures one major wound on touch (20)
 * Divine Intervention: Call for the aid of one of the Divines (25)
 * Miracle: Raise an ally from the dead (25)

Necromancy

 * Grave Noises: The voice of a lost loved one will infect/distract target (9)
 * Command Undead: Undead follow your commands (10)
 * Revive Animal: Revive any animal as undead (12)
 * Unhallow: Pollute an area with darkness (12)
 * Reap: Capture a soul in your orb (13)
 * Blood Vex: -1D4 dmg on self + 5 speed + 5 strength + 1D4 damage temporarily (14)
 * Wake Spirit: Communicate with the spirit of a corpse (14)
 * Mend Dead: Heals an undead by 2D4 Health (14)
 * Wisdom of the Dead: +5 Wisdom from spirits. Can gain insights as well (14)
 * Dead Eye: See invisible entities, spirits and gain infrared vision (15)
 * Horrific Beast: Enemies see what they most fear (15)
 * Curse Item: Curses an item (15)
 * Nightmare: Cause Dimentia/Fear in sleeping target. Gain info from their mind (15)
 * Revive Mortal: Revive any mortal as undead temporarily (16)
 * Disease Cloud: 1D4 dmg + create a cloud of diseases (16)
 * Gather Shadows: Invisible if in shadows or darkness (16)
 * Vampires Kiss: 2D4 Health Absorb on human/mortal target (17)
 * Vampire Seduction: Mind Control target (17)
 * Shadow Strike: A Black Arrow that deals 3D4 on target within 40 feet (18)
 * Mass Revive: Revive all dead entities within 50 feet to fight for you temporarily (19)
 * Resurrect: Resurrect a human/mortal permanently (20)
 * Destroy Soul: Destroys an entities soul forever (20)