Divine Magic Spell List

Progressive Spells

Some spells become more powerful as more points are dedicated to them.

Each level must be unlocked sequentially, increasing the spell's potency.

Blessing Lv1 – 3

  • Spell Point Cost: Lv1 – 1 point, +1 spell point per additional level (max 3)

  • Casting Time: 30 seconds

  • Effect: Target gains +2 HP and is immune to Binding spells until death or round end.

  • Range: Touch

  • Chant Word: “Blessing”

  • Physical Representation: White headband

  • Restrictions:

    • Target must be alive

    • Lv1: Caster may only have one blessing active at a time

    • Lv2: Up to two blessings may be active at a time

    • Lv3: Up to three blessings may be active at a time

  • Prerequisite: Each subsequent level requires obtaining the previous one first

Blessed Weapon Lv1 – 3

  • Spell Point Cost: Lv1 – 1 point, +1 spell point per additional level (max 3)

  • Casting Time: 30 seconds

  • Effect: Target weapon deals 2 HP to all locations and counts as magical

  • Range: Touch

  • Chant Word: “Blessed Weapon”

  • Physical Representation: White weapon sock

  • Restrictions:

    • Target must be a 1-handed weapon (under 130 cm)

    • Lv1: Only one blessed weapon may be active at a time

    • Lv2: Up to two blessed weapons may be active at a time

    • Lv3: Up to three blessed weapons may be active at a time

  • Prerequisite: Each subsequent level requires obtaining the previous one first

Greater Blessed Weapon Lv1 – 3

  • Spell Point Cost: Lv1 – 1 point, +1 spell point per additional level (max 3)

  • Casting Time: 30 seconds

  • Effect: Target 2-handed weapon (over 130 cm) deals 2 HP to all locations and counts as magical

  • Range: Touch

  • Chant Word: “Greater Blessed Weapon”

  • Physical Representation: White weapon sock

  • Restrictions:

    • Lv1: Only one greater blessed weapon may be active at a time

    • Lv2: Up to two greater blessed weapons may be active at a time

    • Lv3: Up to three greater blessed weapons may be active at a time

  • Prerequisite: Each subsequent level requires obtaining the previous one first

Holy Ward Lv1 – 3

  • Spell Point Cost: Lv1 – 1 point, +1 spell point per additional level (max 3)

  • Casting Time: 30 seconds

  • Effect: Target shield blocks all magical damage; wielder is immune to Bind effects

  • Range: Touch

  • Chant Word: “Holy Ward”

  • Physical Representation: White shield cover

  • Restrictions:

    • Wielder must take 5 steps back if hit by siege damage

    • Lv1: Only one shield may be warded

    • Lv2: Up to two shields may be warded

    • Lv3: Up to three shields may be warded

  • Prerequisite: Each subsequent level requires obtaining the previous one first

Fixed-Level Spells

Resurrection

  • Spell Point Cost: 1

  • Casting Time: 10 seconds

  • Effect: Restores a dead player to their full starting HP (2 or 4 HP depending on class)

  • Range: Touch

  • Chant Word: “Resurrection”

  • Restrictions:

    • Target must be at 0 HP

    • Cannot be cast on self

    • This spell does not cause backlash damage

  • Prerequisite: None

Heal

  • Spell Point Cost: 1

  • Casting Time: 10 seconds

  • Effect: Restores 2 HP to a living player

  • Range: Touch

  • Chant Word: “Heal”

  • Restrictions:

    • Target must be alive

    • Cannot be cast on self

    • This spell does not cause backlash damage

  • Prerequisite: None

Full Heal

  • Spell Point Cost: 2

  • Casting Time: 20 seconds

  • Effect: Restores a living player to full total HP, including bonuses from armour etc.

  • Range: Touch

  • Chant Word: “Full Heal”

  • Restrictions:

    • Target must be alive

    • Can be self-cast.

  • Prerequisite: Must know Heal

Mass Heal

  • Spell Point Cost: 3

  • Casting Time: 40 seconds

  • Effect: Restores up to 5 living players to full total HP, including bonuses from armour etc.

  • Range: Touch

  • Chant Word: “Mass Heal”

  • Restrictions:

    • Targets must be touching each other or a shared item

    • Caster may be included as one of the 5 being healed

  • Prerequisite: Must know Full Heal

Control & Disabling Spells

Bind Person Lv 1

  • Spell Point Cost: 2

  • Casting Time: 30 seconds

  • Effect: After chanting, the caster points at a target and calls “Bind.” The target is bound and cannot move their feet for 30 seconds or until reduced to 0 HP. Target may still fight.

  • Range: 5 meters

  • Chant Word: “Bind”

  • Physical Representation: None

  • Restrictions:

    • While casting Bind Person, the caster must remain stationary, following normal spellcasting rules.

    • Once the spell has been successfully cast, the caster may either take up to 5 steps to select a target, or remain stationary for up to 20 seconds while waiting for a valid target to appear.

    • A clear line of sight is required between the caster and the target. Bind Person may be cast over water and low walls.

    • The target must be within 5 meters of the caster at the time the spell is released.

    • Bind Person may only affect players and non magical NPCs.

    • Bind Person Level 1 may be cast a maximum of 3 times per round

  • Prerequisite: None

Bind Person Lv 2

  • Spell Point Cost: 3

  • Casting Time: 10–30 seconds

  • Effect: Caster points at a target and calls “Bind.” The target is bound and cannot move their feet while the caster continues chanting for up to 30 seconds. Target may still fight.  If the caster is interrupted or the target is reduced to 0 HP, the spell ends.

  • Range: 5 meters

  • Chant Word: “Bind”

  • Physical Representation: None

  • Restrictions:

    • Caster must chant for a minimum of 10 seconds

    • If interrupted before 10 seconds, the caster remains bound for the remainder of the minimum 10 seconds

    • Line of sight required

    • Affects only players and non-magical NPCs

    • Bind Person Level 2 may be cast a maximum of 6 times per round

  • Prerequisite: Must know Bind Person Lv1

Immobilise

  • Spell Point Cost: 4

  • Casting Time: 30 seconds

  • Effect: Caster points at a target and calls “Immobilise.” The target cannot move or fight for 30 seconds or until reduced to 0 HP.

  • Range: 5 meters

  • Chant Word: “Immobilise”

  • Physical Representation: None

  • Restrictions:

    • The caster must remain stationary while casting, following normal spellcasting rules.

    • Once the spell has been successfully cast, the caster may either take up to 5 steps to select a target, or remain stationary for up to 20 seconds while waiting for a valid target to appear.

    • A clear line of sight is required between the caster and the target. Immobilise may be cast over water and low walls.

    • The target must be within 5 meters at the time the spell is released.

    • Immobilise may only affect players and non magical NPCs.

    • Immobilise has no casting limit per round

  • Prerequisite: Must know Bind Person Lv2

Taunt Lv1

  • Spell Point Cost: 1

  • Casting Time: 30 seconds

  • Effect: After chanting, the caster points at a target and calls “Taunt.” The target cannot move for 30 seconds or until reduced to 0 HP. They may still defend themselves.

  • Range: 5 meters

  • Chant Word: “Taunt”

  • Physical Representation: None

  • Restrictions:

    • The caster must remain stationary while casting, following normal spellcasting rules.

    • Once the spell has been successfully cast, the caster may either take up to 5 steps to select a target, or remain stationary for up to 20 seconds while waiting for a valid target to appear.

    • A clear line of sight is required between the caster and the target. Taunt may be cast over water and low walls.

    • The target must be within 5 meters of the caster at the time the spell is released.

    • Affects only human-sized magical creatures and magical NPCs

    • Taunt, Level 1 may be cast a maximum of 3 times per round.

  • Prerequisite: None

Taunt Lv2

  • Spell Point Cost: 1

  • Casting Time: 10–30 seconds

  • Effect: Caster points at a target and calls “Taunt.” The target is bound and cannot move their feet while the caster continues chanting for up to 30 seconds. Target may still fight.  If the caster is interrupted or the target is reduced to 0 HP, the spell ends.

  • Range: 5 meters

  • Chant Word: “Taunt”

  • Physical Representation: None

  • Restrictions:

    • Caster must chant for a minimum of 10 seconds

    • If interrupted before 10 seconds, the caster remains bound for the remainder of that time

    • Line of sight required

    • Affects all magical creatures and magical NPCs

    • Taunt, Level 2 may be cast a maximum of 6 times per round.

  • Prerequisite: Must know Taunt Lv1

Banish

  • Spell Point Cost: 2

  • Casting Time: 20 seconds

  • Effect: All magical NPCs and Arcane Servants within 5 meters of the caster must immediately disengage and move at least 5 meters away from the caster. Affected targets must continue to move away and may not re engage with the caster for 10 seconds

  • Range: 5 meters

  • Chant Word:  “Banish”

  • Physical Representation: None

  • Restrictions: May only be cast once per round

  • Prerequisite: None

Sanctuary

  • Spell Point Cost: 3

  • Casting Time: 30 seconds

  • Effect: All magical NPCs and Arcane Servants within 5 meters of the caster must immediately disengage and move at least 5 meters away from the caster. Affected targets may not re engage with the caster while the spell is active. While Sanctuary is active, the caster gains a protective aura through the use of a Sanctuary Orb. As long as the caster is actively spinning the orb:

    • Magical NPCs and Arcane Servants may not approach within 5 meters of the caster.

    • Players may not strike the caster with melee weapons.

    • All spells that directly target the caster are nullified on impact, whether they are thrown or targeted.

  • Range: 5 meters from the caster

  • Chant Word: “Sanctuary”

  • Physical Representation: Sanctuary Orb, (made like an arcane bolt attached to a string 1mt long)

  • Restrictions:

    • May only be cast once per round

    • The caster may not move from the spot where they began casting the spell for the duration of Sanctuary. If the caster stops spinning the orb or moves from their position, the spell immediately ends

  • Prerequisite: Must know Banish