Kharne Encyclopedia |
Powders |
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.
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© finalfantasy.wikia
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AWAKEN
An effective spell against most kinds of magical or drug induced slumber. If cast
successfully any characters affected will immediately wake up.
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© riseearth.com
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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.
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© lostkingdom.net
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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.
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© Bell of Lost Souls
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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.
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© pmwiki
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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.
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© Fidelicant
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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.
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© wide-wallpapers
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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.
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© 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.
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© PHOENIXLU
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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.
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© boards.fireden.net
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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.
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© shesmelting
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DISPEL I,II
Useful spells for dispelling creatures or items. The target will disappear from the
mage's location and reappear further away.
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© DevBurmak
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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.
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© Peter C. Lee
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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.
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© Brina Williamson
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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.
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© wowhead.com
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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.
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© wired.com
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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.
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© Alexlinde
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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!
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© tentonhammer
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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.
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© jamon-jamon
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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.
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© 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).
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© 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.
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© 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.
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© 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.
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© Kaytara
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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.
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© solarlunarx
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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.
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© Jaime Jones
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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.
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© HELMUTTT
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MAKE FOOD
Essential for any party lost in the wilderness without food. This spell will provide
sufficient food to prevent starvation.
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© Final Fantasy XIV
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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.
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© 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.
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© 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.
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© 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.
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© 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.
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© 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.
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© 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.
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© 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.)
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© 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.
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© santharia.com
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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.
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.
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© Brina Williamson
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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.
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© roojoom.com
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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.
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© death-wallpapers
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TARGET ILLUSION
A shimmering haze surrounds the mage's party making it hard for the enemy to strike
them in combat.
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© nexusmods.com
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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.)
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© CristianAC
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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.
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© boards.fireden
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