Kharne Encyclopedia


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MAGIC SPELLS


Magic Scrolls
Here are the official descriptions of all the spells.
The combinations differ from game to game.

ACID BLAST

As this spell is cast a deluge of corrosive fluid smites the chosen target causing unpleasant burns. Although the spell causes less damage to creatures than some of the other magical attacks it also causes extensive damage to weapons, armour and other equipment.

Due to the disfiguring effects of this spell it is favoured by those mages with a warped sense of humour. Most cities can boast a few cripples courtesy of this spell.

The target for this spell is the monster type, monster group, or player party to be affected.


© finalfantasy.wikia

AWAKEN

An effective spell against most kinds of magical or drug induced slumber. If cast successfully any characters affected will immediately wake up.

The spell target is the monster type, monster group, character, or player party to be affected.


© riseearth.com

BALL OF FIRE

With this spell a mage can summon a searing ball of flames to scorch his enemies. Although summoned by magic the flames are ordinary in other respects and will therefore not affect creatures immune to ordinary fire. The flames will cause damage to any wooden or flammable material carried by the target.

The target for this spell is the monster type, monster group, or player party to be affected.


© lostkingdom.net

BATTLE LUST

A powerful but risky spell. When cast the mage's own party will fight with berserk disregard for danger, injury or pain. Their combat strength will be higher than usual and their obvious insanity may well cause timid enemy groups to flee in terror. The spell causes your party to ignore your own retreat factors and there is a good chance of serious losses if the battle goes against you.

The target for this spell is '99'.


© Bell of Lost Souls

BLACK VOID

A deadly offensive spell against creatures of all kinds. When the spell is cast a magical gate is opened into another plane. Anyone, or anything, close to the gate is sucked towards it and will be lost for ever in the void. The pull is fortunately not too powerful and most creatures will be strong enough to resist it unless they are unlucky or very close.

The target for this spell is the monster type, monster group, or player party to be affected.


© pmwiki

CHOKING GAS

With this spell a mage summons a dense cloud of gas to plague his enemies. Weak opponents will find it almost impossible to breathe and their speed will be reduced. More powerful opponents will be affected less and undead creatures not at all.

The target for this spell is the monster type, monster group, or player party to be affected.


© Fidelicant

CONFUSION I,II

Although they cause no physical damage these are very effective combat spells against all creature types. The target is confused and unable to think straight which makes fighting very difficult. CONFUSION I affects just weak creatures whereas CONFUSION II will affect most things.

The spell target is the monster type, monster group, or player party to be affected.


© wide-wallpapers

CURE DISEASE

A useful spell for the curing of all most illnesses but not all. The most potent diseases will be eased but not wholly cured. Only a devout priest of Baldor can cure these. The spell will not restore toughness lost as a result of the illness.

The spell target is the character number of the ill character.


© jesscarlson.com
DEFLECT MAGIC I,II,III

The three DEFLECT MAGIC spells provide useful protection against attacks by enemy mages. They reduce the effectiveness of any magical spells cast against the user's party. DEFLECT MAGIC I is the weakest of these spells and DEFLECT MAGIC III the most powerful.

There is a small chance that the magic deflected will actually be reflected towards the mage who cast it.

The spell target is '99'.


© PHOENIXLU

DESTROY UNDEAD I,II

The DESTROY UNDEAD spells are the most cost effective method for mages wishing to remove undead creatures from a combat. Only the weakest undead creatures will be destroyed outright but others will suffer considerable damage. The spells affect up to two or three undead creatures in the targeted group, starting with the toughest.

The target for the spell is the type or group number of the monsters to be affected.


© boards.fireden.net

DETECT TREASURE I,II,III

Information spells which provide the location of any nearby buried treasure. The spells only work in the wilderness. DETECT TREASURE I has a range of just a few sectors. The higher level spells have progressively greater ranges.

The spell target is '0'.


© shesmelting

DISPEL I,II

Useful spells for dispelling creatures or items. The target will disappear from the mage's location and reappear further away.

DISPEL I works on a single creature or item, whereas DISPEL II will affect any number of creatures of the specified type or group.

The target for these spells is the monster type, monster group, player party, item, or item type to be affected. (If DISPEL I is used against a monster group then the target will be chosen at random from within the group.)


© DevBurmak

DISINTEGRATE

A powerful offensive spell. The main effect is the destruction of non-living material, ie weapons and armour. As such this spell is not very effective against creatures relying on claws, teeth or other natural weaponry.

The target for this spell is the monster type, monster group, or player party to be affected.


© Peter C. Lee

DRAIN LIFE

A spell to strike fear into the bravest of foes. When cast the spell sucks the vitality from the target creature. Weaker creatures will be killed outright but even the strongest of foes will be greatly weakened. Undead creatures are obviously unaffected by this spell.

The spell target is the monster type, monster group, or player party to be affected.


© Brina Williamson

ENCHANT WEAPONS I,II,III

The ENCHANT WEAPON spells are eagerly sought after by all warlike parties. Using these spells a mage can temporarily enhance the performance of any weapon type. ENCHANT WEAPONS I provides just a minor improvement. ENCHANT WEAPONS II is more potent, whereas ENCHANT WEAPONS III provides a strong enchantment.

The target for the spells is the character carrying the weapon or '99' for the whole party.


© wowhead.com

ENGULFING GLOBE

A black sphere of nothingness appears at the mage's command. It then moves randomly, sucking up anything that gets in the way. Once sucked into the globe nothing is ever seen again. The globe is unpredictable and often floats away from the target after sucking up just a few enemies.

Due to the unpredictable nature of the spell, it takes a long time to put into place necessary precautions to prevent the globe from appearing too close to the caster. This makes this a slow spell to cast.

The target for this spell is the monster type, monster group, or player party to be affected.


© wired.com

EXIT DUNGEON

Escape is often high on the list of a party's priorities. With this simple spell a party can teleport from any dungeon location to the wilderness just outside the dungeon entrance.

The spell target is '0'.


© Alexlinde

FEAR

The fear spells cause no physical damage but instead fill the target with terror. FEAR I only affects weak willed opponents causing them to flee. FEAR II affects most opponents, and weak willed opponents may even be struck dead on the spot out of pure terror!

The target for these spells is the monster type, monster group, or player party to be affected.


© tentonhammer

FLESH ROT

A spell which most mages save for use against their worst enemies. The spell causes a dreadful rotting disease to afflict one character, or thing, in the target group. Wounds suffered by an afflicted character will fester and rot making healing, even by magical means, impossible until the disease is cured.

The target for this spell is the monster type, monster group, or player party to be affected.


© jamon-jamon

HEALING I,II,III,IV

The healing spells are very useful for restoring the health of injured party members. HEALING I and II affect just a single character, but III and IV affect all members of the target party. HEALING II and IV heal more damage than I and III.

The target for I and II is the character to be affected. For III and IV write '99' for your own party.


© Karla Ortiz

IDENTIFY ITEM

The ideal spell for finding out what an item is, or what it does. It will reveal all magical properties of an item (and its history, purpose, and true name if appropriate).

The spell target is the item to be identified.


© 983 Sea Gate Oracle

INVISIBILITY

One of the most potent defensive spells. Although it only lasts for a short while the mage's party will be totally invisible for the spell's duration. Most enemy creatures or parties will not even realise they exist while the spell is working.

The spell target is '99'.


© pmwiki

JAUNT I,II

The JAUNT spells are a specialised form of teleportation devised for use in dungeons. (The presence of so much solid rock makes ordinary teleportation suicidal!) JAUNT I enables a mage to move his party up or down a single dungeon level. JAUNT II enables a mage to move his party to any level within the current dungeon. N.B. You must have been to that level of the dungeon before you can jaunt there.

The spell target is the level you wish to move to. To JAUNT out of a dungeon write a target of '0'.


© sindresolhaug

LIGHTNING BLAST

A bolt of electrical energy will strike wherever the mage directs causing burns and shock to any creatures unfortunate to be stood in the way. It is especially effective against opponents clad in metal armour. A few rare creatures will be immune to the effects of this spell.

The target for this spell is the monster type, monster group, or player party to be affected.


© Kaytara

LOCATE

A very powerful information spell which reveals information about the location of a particular item, monster or player party. The information may be a direction, a distance, the name of a town, or some other clue.

The spell target is the monster group, player party, or item number to located.


© solarlunarx

MAGIC BLAST

This is a general purpose magical attack, useful against all kinds of foe. A burst of magical energy will strike without fail causing serious damage.

This spell can take many forms when cast. At times, strange clouds of multicoloured smoke can wrap around the target blistering them or effects similar to lightning are quite common. There has even been reports that strange entities are summoned with the spell and attack with sharp claws and teeth.

The spell target is the monster group, monster type, or player party to be affected.


© Jaime Jones

MAGIC DART

A small dart of magical energy shoots from the mage's hand towards the target. The damage inflicted is small but all creature types are affected and the dart will always strike true.

This is a very effective combat spell as it is fast to cast and in many cases can blast an enemy when they are still advancing.

The target for this spell is the monster type, monster group, or player party to be affected.


© HELMUTTT

MAKE FOOD

Essential for any party lost in the wilderness without food. This spell will provide sufficient food to prevent starvation.

The spell target is '0'.


© Final Fantasy XIV

MAP DUNGEON LEVEL

A useful information spell to save time exploring dungeons. The spell provides a complete map of the dungeon level on which it is cast.

The spell target is '0'.


© http://fantasy-maps.com
MAP WILDERNESS I,II

These spells can only be used by a party travelling through the wilderness. They will provide mapping information around the sector in which your turn ends.

The spell target is '0'.


© sapiento
PETRIFY

A powerful spell but effective against just one person or creature who will be turned instantly to stone. The unfortunate individual will be chosen at random from the target group.

The target for this spell is the monster type, monster group, or player party to be affected.


© nexusmods.com
PLAGUE WIND

As this spell is cast a foul pestilence gusts towards the mage's foe. Any creature inhaling the foul air will be infected by a terminal disease which saps toughness and health. Death usually results within several weeks unless a cure can be found.

The target for this spell is the monster type, monster group, or player party to be affected.


© Aeflus
POISON CLOUD

A poisonous gas cloud will engulf the target, causing damage and reducing the combat strength of all creatures affected. Small or very weak creatures may be killed outright by this spell but undead creatures will suffer no effect at all.

The target for this spell is the monster type, monster group, or player party to be affected.


© wikia.nocookie.net
REVEAL MONSTERS

Usable only in dungeons, this spell will reveal the locations of all monsters on the current dungeon level, irrespective of whether you have yet to visit the room.

The spell target is '0'.


© FFXV Guide
REVEAL TRAPS

An essential spell for any party hurrying through a dungeon. Cast this spell at the beginning of your turn and you will be able to detect and avoid most traps along your route. (The location of the traps will be reported for future reference.) The spell will also show up trapped items in the rooms you pass through during the turn.

The spell target is '0'.


© The Adventurer's Tomb
REVEAL TREASURE

Very useful when your party is fed up with straining their eyes searching for clues in a dark dingy dungeon. This spell will reveal the location of most of the rooms which contain treasure on the level where your party is located. (This spell only works in dungeons.)

The spell target is '0'.


© ak0.pinimg
SHIELD I,II,III

These spells are guaranteed to make a mage popular with the fighters in his party. When the spell is cast the party's armour is magically enhanced, thus reducing the damage taken in combat. SHIELD I has a fairly minor effect, with SHIELD II and SHIELD III being progressively stronger. These spells only affect characters with armour.

The spell target is '99'.


© santharia.com

SLEEP I,II

Useful spells against the weaker monster types and against other parties. SLEEP I will only affect the weakest monster types, sending them into a deep slumber. SLEEP II works in the same way but will affect more powerful creatures.

When cast in combat the effects of the spell are generally quite short lived due to the chaos and noise. Attacks against those that have been effected immediately cancel the effects of the spell.

The spell target should be the monster type, monster group, or player party to be affected.


© zzZMagic
SLOW POISON

This will not cure a poisoned character but it will prevent any poison damage for the duration of the turn. The poison remains and will be fully effective on the following turn unless the spell is cast again.

The target for this spell is the character number of the poisoned character.


© Brina Williamson

STOP POISON

Any poison present in the target character will be completely neutralised. This effects all types of poison, but obviously only while the target is alive.

The target for the spell is the character number of the poisoned character.


© roojoom.com

TOTAL DEATH

A spell guaranteed to strike fear into any living creature. When cast in combat one member of the target group, chosen at random, will be killed instantly. Only powerful magical protection can prevent this. The spell does not affect the undead.

The spell target is the monster type, monster group, or player party to be attacked.


© death-wallpapers

TARGET ILLUSION

A shimmering haze surrounds the mage's party making it hard for the enemy to strike them in combat.

This is quite a powerful spell as even the best warriors are effected. This can make all the difference between a clash between two very powerful groups of adventurers.

The spell target is '99'.


© nexusmods.com

TELEPORT I,II,III

The teleport spells have two main uses. Getting TO somewhere fast and getting OUT of trouble. The distance covered is a little unpredictable but direction is at the mage's control. TELEPORT I will move the party between 1 and 5 sectors, TELEPORT II about 6 to 10, and TELEPORT III about 11 to 15. (Mapping information gained prior to teleportation will be lost. You will only receive a map of movement made after the teleport.)

The spell target is the direction in which you wish to move, eg '1' for north, '2' for north-east, etc.


© CristianAC

TURN UNDEAD I,II

These necromantic spells allow a mage to protect his party from attacks by undead creatures. The spells have been created using the laws of contagion, thus they have sacrificed adaptability for power. In this case the spells will blast undead with greater force than an elemental spell of similar power but against the living are useless.

These spells will damage all types of undead and can even reduce the weaker ones to dust and bones. While there is no control over which undead are effected, the more powerful version of the spell will target more undead and do greater amounts of damage.

The target for these spells must be the type number or group number of the undead you wish to affect.


© boards.fireden


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