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