Below is a list of all spells in Bane of the Cosmic Forge.
There is 77 Spells in Bane of the Cosmic Forge which are divided in 6 Families known as Realm, Fire, Water, Air, Earth, Mental and Magic.
These 77 Spells are then grouped into 4 different Spellbooks, Mage's Spellbook, Priest's Spellbook, Psionic's Spellbook and Alchemist's Spellbook. Not to be confused with the actual Profession, a Samurai learns spells from the Mage's Spellbook while the Bard learns from the Mage's Spellbook.
Some professions prefers one realm to another. Psionics use more Mental spells than Air skills while Alchemist use mainly Air and Earth spells.
Fire Spell
Level
|
Spell Name
|
Spell Book
|
When
|
Base Cost
|
Affects
|
Description
|
|
1
|
Energy Blast
|
Mage
|
Combat
|
2
|
1 Monster
|
A jolting spark of electric energy doing 1-7 hit points of damage per power level.
|
2
|
Blinding Flash
|
Alchemist
|
Combat
|
3
|
1 Monster per power level
|
A giant flash of light which may temporarily blind opponents.
|
3
|
Fireball
|
Mage
|
Combat
|
6
|
3 Monsters plus power level
|
Blazing fireballs which burn opponents and can do 2-10 hit points of fire damage per power level.
|
3
|
Fire Shield
|
Mage
|
Combat
|
8
|
Party
|
Creates a barrier impervious to fire which protects the party from fire-type spells.
|
4
|
Fire Bomb
|
Alchemist
|
Combat
|
8
|
4 Monsters plus power level
|
An exploding incendiary spell which does 3-9 hit points of fire damage per power level.
|
5
|
Lightning
|
Priest
|
Combat
|
8
|
3 Monsters plus power level
|
A bolt of electrical energy hurled at the opponents doing 1-10 hit points of electric damage per power level.
|
5
|
Prismic Missile
|
Mage
|
Combat
|
9
|
3 Monsters plus power level
|
Also known as Dancing Light and Rainbow Rays, the various spectrums have different random effects upon the monsters.
|
6
|
Firestorm
|
Mage
|
Combat
|
12
|
Cloud
|
A sweeping cloud of fire that lasts for several rounds of combat and burns all monsters within it. Monsters affected, duration and damage done all depend on the power level of spell.
|
7
|
Nuclear Blast
|
Mage
|
Combat
|
16
|
All Monsters
|
A miniature fusion bomb. This spell burns all monsters and does 5-25 hit points of fire damage per power level.
|
Water Spell
Level
|
Spell Name
|
Spell Book
|
When
|
Base Cost
|
Affects
|
Description
|
|
1
|
Chilling Touch
|
Mage
|
Combat
|
2
|
1 Monster
|
A freezing blast of cold which does 1-6 hit points of cold damage per power level.
|
1
|
Stamina
|
Priest, Psionic, Alchemist
|
Anytime
|
2
|
1 Character
|
Replenishes some of the character's stamina. Amount depends on the power level.
|
1
|
Terror
|
Mage, Psionic
|
Combat
|
3
|
1 Group
|
Evokes fear and terror in monsters and may cause them to flee or otherwise reduce their ability to fight against the party.
|
2
|
Weaken
|
Mage, Psionic
|
Combat
|
4
|
3 Monsters plus power level
|
Physically drains the monsters making them more vulnerable to attack, and causing them to fight and react poorly.
|
2
|
Slow
|
Priest, Psionic
|
Combat
|
4
|
3 Monsters plus power level
|
Slows monsters down. They can't move as fast to hit you, and are easier to hit themselves
|
3
|
Haste
|
Priest, Psionic
|
Combat
|
5
|
Party
|
Speeds up characters' movements by giving them extra energy. Also helpful to counteract a Slow spell.
|
3
|
Cure Paralysis
|
Priest, Psionic, Alchemist
|
Anytime
|
6
|
1 Character
|
Attempts to cure one character of paralysis. Success depends on strength of paralysis relative to the strength of the spell.
|
3
|
Ice Shield
|
Mage
|
Combat
|
8
|
Party
|
A barricade which resists the effects of cold and protects the party from cold and cold-type spells. Strength and duration relative to the power level of the spell.
|
4
|
Iceball
|
Mage
|
Combat
|
8
|
Party
|
A flurry of stinging ice balls which cause 3-12 hit points of ice damage per power level.
|
4
|
Paralyze
|
Priest, Psionic
|
Combat
|
5
|
1 Monster
|
Attempts to solidify a monster. Duration and success depend on the power level of spell.
|
5
|
Deep Freeze
|
Mage
|
Combat
|
6
|
1 Monster
|
Attempts to freeze a monster's bodily fluids solid doing 3-30 hit points of severe ice damage per power level.
|
Air Spell
Level
|
Spell Name
|
Spell Book
|
When
|
Base Cost
|
Affects
|
Description
|
|
1
|
Poison
|
Alchemist
|
Combat
|
2
|
1 Monster
|
Turns the air poisonous around the monster, and causes 1-5 hit points damage per power level plus poisoning. Strength of poison relative to the power level of the spell.
|
2
|
Missile Shield
|
Mage
|
Combat
|
5
|
Party
|
Protects party from missiles, arrows and hurled weapons, etc., by hardening the air around the party into a shield.
|
3
|
Stink Bomb
|
Mage, Alchemist
|
Combat
|
4
|
3 Monsters
|
A odorous cloud of stinking fumes that can do 1-6 hit points damage per power level plus nausea.
|
3
|
Air Pocket
|
Mage, Alchemist
|
Combat
|
8
|
Party
|
Protects party from air spells such as stinking clouds and suffocation by creating a pocket of clean air around the party. Strength and duration relative to the power level of the spell.
|
3
|
Silence
|
Priest, Psionic
|
Combat
|
4
|
3 Monsters plus power level
|
Causes air around monsters to stop transmitting sound, thus preventing them from casting spells. Strength and duration relative to power level.
|
4
|
Poison Gas
|
Alchemist
|
Combat
|
7
|
Cloud
|
Poison cloud which lasts several rounds and surrounds the monsters. Monsters inside the cloud suffer from poisoning and damage. The monsters affected, duration and damage done all depend on the power level of the spell.
|
4
|
Cure Poison
|
Priest, Alchemist
|
Anytime
|
8
|
1 Character
|
Attempts to cure one character of poisoning. Success depends on strength of paralysis relative to the strength of the spell.
|
4
|
Whildwind
|
Priest
|
Combat
|
8
|
3 Monsters plus power level
|
A swirling tornado whipping around the monsters and blasting them with 1-7 hit points damage per power level.
|
5
|
Purify Air
|
Priest, Alchemist
|
Combat
|
10
|
Party
|
Attempts to clean the air of any dangerous clouds such as Firestorm and Poison Gas. Success depends on the strength and amount of clouds relative to the strength of the spell
|
5
|
Deadly Poison
|
Alchemist
|
Combat
|
8
|
1 Monster
|
Kills monster outright or does extremely heavy poisoning plus 3-15 damage per power level..
|
5
|
Levitate
|
Mage
|
Anytime
|
12
|
Party
|
Holds party in air several inches above the floor helping to prevent damage in case they fall. Duration of the spell is relative to the power level of the spell
|
6
|
Toxic Vapors
|
Alchemist
|
Combat
|
8
|
Cloud
|
A giant, sticking cloud of vapors which surrounds the monsters and causes 2-6 hit points damage per power level. Monsters affected depends on the power level of the spell
|
6
|
Noxious Fumes
|
Mage, Alchemist
|
Combat
|
10
|
3 Monsters plus power level
|
Horrid smelling torrents which blast the monsters' noses and cause 1-6 hit points damage per power level plus nausea.
|
6
|
Asphyxiation
|
Mage, Alchemist
|
Combat
|
12
|
1 Group
|
Swallos air around monsters leaving none to breathe. Chance of monsters' death depends on their strength and susceptibility relative to the strength of the spell. Creatures or things that don't breathe, like rocks, can't be asphyxiated.
|
7
|
Deadly Air
|
Alchemist
|
Combat
|
16
|
All Monsters
|
Makes air surrounding the monsters entirely unbreathable and causes 4-16 hit points damage per power level.
|
Earth Spell
Level
|
Spell Name
|
Spell Book
|
When
|
Base Cost
|
Affects
|
Description
|
|
1
|
Acid Splash
|
Alchemist
|
Combat
|
2
|
1 Monster
|
A rushing wave of bubbling acid which causes 1-7 hit points of damage per power level.
|
1
|
Itching Skin
|
Alchemist
|
Combat
|
2
|
3 Monsters
|
A sprinkle of powder which causes the monsters' skin to itch. It also irritates the monsters and lessens their ability to attack and defend.
|
1
|
Armor Shield
|
Alchemist
|
Combat
|
2
|
1 Character
|
Creates a magical shield in front of the party and lowers AC of party members by one point per power level.
|
1
|
Direction
|
Mage
|
Anytime
|
3
|
Party
|
Shows direction party is facing (N,S,E,W) in the dungeon. The duration of spell is relative to its power level.
|
2
|
Knock-Knock
|
Mage, Psionic
|
At A Door or Treasure Chest
|
6
|
Locked Doors and Treasure Chests
|
Magically alters the lock on a door (jammed or not) or a chest in an attempt to unlock it. When used on a chest, there is a percent chance that it may set the trap off.
|
3
|
Blades
|
Priest, Psionic
|
Combat
|
6
|
3 Monters plus power level
|
Hurls slicing razor blades through the air doing 2-8 hit points damage per power level.
|
3
|
Armorplate
|
Priest
|
Anytime
|
6
|
Party
|
Creates a magic armor plating around the party, protecting them and lowering their armor class.
|
3
|
Web
|
Mage, Alchemist
|
Combat
|
7
|
1 Monster
|
Attempts to capture 1 monster in a sticky web. Success depends on the strength of the monster relative to the power level of the spell.
|
4
|
Acid Bomb
|
Alchemist
|
Combat
|
8
|
Cloud
|
A giant acid cloud that surrounds monsters and causes acid damage. The monsters affected, duration and damage done all depend on the power level of the spell.
|
4
|
Armormelt
|
Mage, Psionic
|
Combat
|
8
|
1 Group
|
Softens the armor of monsters and raises their AC in proportion to the power level of the spell. The softened armor and hide are easier to penetrate.
|
5
|
Create Life
|
Alchemist
|
Combat
|
10
|
Party
|
Summons a group of organic monsters to come and fight for the party. The power and number of monsters summoned is relative to the power level of the spell.
|
6
|
Cure Stone
|
Priest, Alchemist
|
Anytime
|
18
|
1 Monster
|
Attempts to restore a stoned character to normal flesh and bone. Success depends on the strength of the stone relative to the power level of the spell
|
Mental Spell
Level
|
Spell Name
|
Spell Book
|
When
|
Base Cost
|
Affects
|
Description
|
|
1
|
Mental Attack
|
Psionic
|
Combat
|
3
|
1 Monster
|
An invading pressure of thought swirling the monster's brain and causing 1-7 hit points of mental damage per power level. May cause insanity.
|
1
|
Sleep
|
Mage, Psionic, Alchemist
|
Combat
|
3
|
3 Monsters plus power level
|
Causes monsters to fall asleep and prevents them from attacing the party members and defending themselves from attack. Success depends on the power of the monsters relative to the power level of the spell.
|
1
|
Bless
|
Priest, Psionic
|
Combat
|
4
|
Party
|
Magically lowers the party's AC and enhances their chance to hit a monster relative to the power level of the spell.
|
1
|
Charm
|
Priest, Psionic, Alchemist
|
Combat/NPC
|
5
|
1 Monster or NPC
|
Attempts to charm a monster, thus preventing it from attacking the party. Any monster charmed will likewise be easier to hit. When cast in non-combat situations, the spell attempts to charm the NPC so that it will regard the party in a friendly manner. The higher the power level, the stronger the charm
|
2
|
Cure Lesser Cnd (Condition)
|
Priest, Psionic, Alchemist
|
Anytime
|
4
|
1 Character
|
Attempts to cure a character of one of the lesser maladies: Afraid, Asleep, Blindness, Nausea, and minor Irritations. Success depends on the strength of the malady relative to the strength of the spell.
|
2
|
Divine Trap
|
Priest, Psionic, Psionic
|
At a Treasure Chest
|
4
|
Caster
|
Permits the caster to determine the letters of a trap on a chest with excellent reliability. Success depends on the power of the trap relative to the power of the spell.
|
2
|
Detect Secret
|
Mage, Psionic
|
Anytime
|
5
|
Caster
|
Opens the caster's mind to anything which may be strange or out of place in a area and allows him or her to detect its presence within the party's immediate area. The Detect Secret eye in the magical windows will "blink" when this has happened. Duration and success of the spell is relative to the spell's power level.
|
2
|
Identify
|
Priest, Psionic
|
Combat/Anytime
|
8
|
1 Monster or an Item
|
Attempts to reveal the true name of a monster or an item. Success depends on the power of the monster or the cloak of the item relative to the power level of the spell.
|
3
|
Hold Monsters
|
Priest, Psionic
|
Combat
|
6
|
3 Monsters plus power level
|
Attempts to confuse the monsters into believing they are paralyzed. If successful, monsters will be temporarily paralyzed. Success depends on power of the monster relative to the power level of the spell.
|
3
|
Mindread
|
Psionic
|
NPC
|
8
|
Caster
|
Attempts to discern what's on an NPC's mind. Success depends on the power of the NPC relative to the power level of the spell.
|
3
|
Sane Mind
|
Priest, Psionic
|
Anytime
|
10
|
1 Character
|
Attempts to restore sanity to an insane character. Success depends on just how nuts the character is relative to the strength of the spell.
|
4
|
Psionic Blast
|
Psionic
|
Combat
|
8
|
3 Monsters plus power level
|
An extreme and powerful jolt of mental energy which scrambles the monsters' brains and causes 1-7 hit points mental damage per power level and may cause insanity.
|
4
|
Illusion
|
Psionic
|
Combat
|
10
|
Party
|
Attempts to conjure an illusion of a creature so real that it can fight and attack the monsters, and in turn, it can be attacked by the monsters. The amount of power of monsters in the illusion depends on the power level of the spell.
|
4
|
Wizard's Eye
|
Mage, Psionic
|
Exploring
|
10
|
Caster
|
Allows the caster to see the surrounding area from an overhead view. The size of the area seen depends on the power level of the spell.
- Just the floor.
- Obstructions with a 3 square radius.
- Full view with a 3 square radius
- Floor only with a 5 square radius.
- Obstructions with a 5 square radius.
- Full view with a 5 square radius.
|
5
|
Death
|
Priest, Psionic
|
Combat
|
10
|
1 Monster
|
Attempts to kill a single monster outright. Success depends on the power of the monster relative to the power level of the spell.
|
6
|
Locate Object
|
Priest, Psionic
|
Combat
|
8
|
Caster
|
Allows the caster to magically determine the whereabouts of a certain object. Success depends on the location of the item relative to the party, how well the item is hidden and the power level of the spell.
|
7
|
Mind Flay
|
Psionic
|
Combat
|
18
|
All Monsters
|
A concentrated tide of mental assault which devastates the monsters doing 4-16 hit points damage per power level plus potential insanity
|
Magic Spell
Level
|
Spell Name
|
Spell Book
|
When
|
Base Cost
|
Affects
|
Description
|
|
1
|
Heal Wounds
|
Priest, Psionic, Alchemist
|
Anytime
|
4
|
1 Character
|
Heals 1-8 hit points per power level. Heal wounds will not cure lesser conditions or resurrect dead characters.
|
1
|
Make Wounds
|
Priest
|
Combat
|
3
|
1 Monster
|
Invokes divine powers to cause bodily harm inflicting 1-8 hit points of damage per power level.
|
2
|
Magic Missile
|
Mage
|
Combat
|
4
|
1 Monster plus power level
|
Small, but powerful, missiles of magical energy hurled at an opponent doing 1-7 hit points of magic damage per power level.
|
2
|
Dispel Undead
|
Priest
|
Combat
|
7
|
1 Monster per power level
|
Attempts to dispell an animated and undead monster. The success epends on the power of the monster relative to the power level of the spell.
|
2
|
Enchanted Blade
|
Priest
|
Anytime
|
4
|
Party
|
Magically enhances the characters' swords and increases the likelihood of a successful hit upon a monster. Also increases the chance a hit will penetrate the monster's armor. The duration and power of the effects are relative to the power level of the spell.
|
3
|
Blink
|
Mage, Psionic
|
Combat
|
7
|
Caster
|
Allows the caster to disappear for a brief time during combat. Once Blink is cast, the caster "blinks out" and will "blink in" sometime during each round of combat. He will always reappear in time to execute his or her normal combat option such as swinging a sword or casting a spell. The duration is relative to the power level of the spell.
|
4
|
Magic Screen
|
Mage
|
Anytime
|
8
|
Party
|
Creates a magical barrier which attempts to protect the party from all spells cast at them. The strength of the barrier is relative to the power of the monsters' spells and the power level of the Magic Screen.
|
4
|
Conjuration
|
Mage, Priest
|
Combat
|
10
|
Party
|
Summons monsters from the ethereal planes to fight for the party. The power and number of monsters summoned is relative to the power level of the spell.
|
5
|
Anti-Magic
|
Mage
|
Combat
|
7
|
Monsters
|
Forms a magical barrier around the monsters which may cause their spells to fizzle out and/or backfire. The strength of the barrier is relative to the power level of the spells the monsters cast and the power level of the Anti-Magic screen.
|
5
|
Remove curse
|
Priest
|
Anytime
|
10
|
Item
|
Attempts to lift a magical curse from an item so that a character can remove the item he or she had been forced to wear. Success depends on the strength of the curse relative to the strength of the spell.
|
6
|
Lifesteal
|
Priest, Psionic
|
Combat
|
12
|
1 Monster and Caster
|
Removes virtually all lifeforce from a monster and attempts to channel some of it back into the caster to heal him or her. Does 4-16 hit points magic damage per power level - multiplied by the power level of the spell. At the sixth power level, Lifesteal can deliver 144-576 hit points damage.
|
6
|
Astral Gate
|
Priest, Mage
|
Combat
|
8
|
1 Monster per power level
|
Attempts to banish a demon-type monster from this world. Success depends on the power of the monster relative to the power of the spell.
|
7
|
Word of Death
|
Priest
|
Combat
|
18
|
All Monsters
|
A divine word spoken so powerfully that it smashes the monsters with 4-16 hit points of magical damage per power level.
|
7
|
Resurrection
|
Mage, Priest, Psionic
|
Anytime
|
20
|
1 Character
|
Attempts to raise one character from the Dead. Success depends on the character's life force (vitality) relative to the power level of the spell. Each time a character is raised from the dead, he or she loses one point of vitality.
|
7
|
Death Wish
|
Priest
|
Combat
|
20
|
All Monsters
|
Attempts to kill all monsters outright through sheer magical force. Success depends on the power of the monsters relative to the power level of the spell.
|
References
External links