Spells: In order to cast a spell, you must have a few things. 1st) Level 1-4 spells require a caster level equal to double the spell minus 1. Level 5-9 spells require a caster level equal to double the spell level. 2nd) You must have the proper magicite equipped to cast a spell. 3rd) You must have the prerequisite ability score to cast the spell. Level 1-4 spells require at least 10 in your casting stat. Level 5-7 spells require at least 13. And level 8-9 spells require at least 16. Energy Types: Most spells have an element. The known elements are: Fire, Ice/Cold, Electricity/Thunder/Lightning, Holy/Light/Pearl, Darkness, Gravity, Space, Time, Sound, Water, Wind/Air, Earth, and Poison/Acid. Some spells will possess multiple elements (or all, in Ultima's case), and a very few will possess no element. Fire - Base Magicite - Level 1 Fire is one of the basic magic attack spells. It will deal 1d6+caster level in fire damage (max +5) in a 3 ft. radius, igniting the opponent and decreasing their DR by 3/- for 1d4 rounds. The opponent gets a reflex save for half damage and to avoid the ignition effect. Blizzard - Base Magicite - Level 1 Another of the most basic attack spells, this spell will deal 1d6+caster level in cold damage (max +5) in a 3 ft. radius. In addition, opponents hit are frozen and have their DR halved until hit again. The freezing effect lasts for as long as 1d2 rounds. Opponents hit by this spell get a Reflex save to reduce the damage by half and avoid the freezing effect. Thunder - Base Magicite - Level 1 Thunder is the third of the basic attack magic elements. This spell will electrify the area in a 3 ft. radius, dealing 1d6+caster level in electricity damage (max +5). Creatures hit by this are also stunned for 1d4 rounds. Stunned creatures cannot attack or move, but they defend normally. A successful fortitude save halves the damage and negates the effect. Cure - Base Magicite - Level 1 Probably THE most essential spell in all of adventuring, Cure will instantly heal, per use, 1d8+caster level (max +5) hit points. This spell has the opposite effect on undead, and has a radius of 2 ft. Poison - Base Magicite - Level 1 Poison inflicts the target with a stat-reducing poison. The statistic is up to you, but physical stats go against fortitude and mental stats go against will. A successful save negates the primary effect: a secondary save is required 1 minute later or the target suffers the effect again (or the first time, in some cases). Poison deals 1d3 primary temporary stat damage and 1d3 secondary temporary stat damage. Berserk - Fire + Poison - Level 2 The target of this spell must make an offensive action over all others. The target will always see attacking as the best course of action and act on this. Note that in the case of some characters, this isn't much different than normal. The character may not cast spells or use focus attacks. However, the target gains +4 strength, +4 constitution, and +4 will vs. fear effects. The target gets a will save to resist the effects, if they wish. It lasts for a number of rounds equal to the caster level. Mute - Blizzard + Poison - Level 2 By a complex work of anti-sound and sound, you completely silence the opponent from casting. Mute allows a Will save to negate this effect, and persists for 2 rounds per 3 caster levels. Mute can be bypassed by uses of the Silent Spell feat. Slow - Base Magicite - Level 2 The opposite of Haste, Slow will reduce the speed of the opponent's attacks and movement. The target of this spell receives a Will save to negate the effects. If the spell affects the target, the target loses one attack per round, suffers a -2 penalty to AC and attack rolls, and spells and abilities that normally take a standard action now take a full-round action. Slow cancels haste, and has a duration of 1 round/2 caster levels. Clear - Base Magicite - Level 2 A vital part of any adventurer's arsenal, clear will cure any number of status ailments, including freezing, burning, stunned, poisoned, hasted, slowed, stopped, and blinded. It will NOT solve the effects of zombie, polymorph, death, or cursed. Water - Blizzard + Fire - Level 2 Cool and Comfortable, that's how people will feel when you hit them with this spell. Or... not. Water deals 2d7+caster level (max +10) water damage. In addition, it deals 1d10 subdual damage to lightly armored creatures as well (DR less than 3). This spell has a burst radius of 5 ft. Water, in particular, has other uses, the most obvious of which is cooling down on a hot day. (Damage for this spell can be null for this spell at the caster's wish.) A reflex save is allowed for half damage and to negate the subdual effect. Aero - Thunder + Blizzard - Level 2 Aero is a lot like water. It hits opponents with air. This spell has an in-air radius of 8 ft. It deals 2d7+caster level (max +10) wind damage, and will also push back any opponent who fails their save by 1d10 ft. A fortitude save is allowed for half damage and, as stated, to negate the knock back. Stone - Fire + Thunder - Level 2 Basically chucking rocks at the opponent, the ground beneath them explodes in a fury of earth. This spell deals 2d7+caster level (max +10) damage. This spell has a radius of 10 ft. A reflex save is allowed for half damage. Life - Cure + Clear - Level 2 This spell will bring the target back to life, provided they died within two weeks of casting. Those who are brought back to life suffer no penalties, but have 2 temporary constitution damage, and return at 20% hit points. The constitution damage is cumulative with other castings of this spell or spells like it, but heals at the same rate as other ability damage. This magicite has a casting time of 5 minutes, and requires the body of the deceased. Their % of HP is their newly modified amount, not the old value. The target can refuse to be brought back to life, in which case the spell fails. Fira - Fire + Fire - Level 3 Fira is the second stage of basic magic attack spells. A level 3 spell, it will deal 3d8+caster level in fire damage (max +10) in a 5 ft. radius. This will ignite opponents and decrease their DR by 6/- for 1d5 rounds. The opponent gets a reflex save for half damage and to avoid igniting. Blizzara - Ice + Ice - Level 3 Another of the most basic attack spells taken to the second level, this spell will deal 3d8+caster level in cold damage (max +10) in a 4 ft. radius. In addition, opponents hit are frozen and have their DR halved until hit again. The freezing effect lasts for as long as 1d3 rounds. Opponents hit by this spell get a Reflex save to reduce the damage by half and avoid the freezing effect. Thundara - Thunder + Thunder - Level 3 Similar to Thunder, Thundara causes electricity damage. This spell will cause the damage in a 5 ft. radius, dealing 3d8+caster level damage (max +10). Creatures hit by this are stunned for 1d5 rounds. Stunned creatures cannot attack or move, but may defend normally. A successful fortitude save halves the damage and negates the effect. Cura - Cure + Cure - Level 3 A staple for many adventuring parties, Cura will instantly heal 3d10+caster level (max +10) hit points. Like Cure, this spell has the opposite effect on undead, and has a radius of 4 ft. Sleep - Aero + Poison - Level 3 Everyone knows the infamous sleep spell! Sleep causes the target to, yes, go to sleep. It cannot take effect on a creature HD higher than 2+caster level. Sleep persists for 1 round/level and is instantly broken if the target is attacked. Dispel - Base Magicite - Level 3 Required to cancel the magic of opponents, dispel magicite allows the use of the spell Dispel at will as listed in the 3.5 SRD, but only the single-target version. This magicite may not be used to counter spell. Gravity - Fire + Thunder + Blizzard - Level 3 Ah, gravity. Apart from the obvious grounding of airborne enemies, Gravity will also deal 5 damage/level (max 50) to the target up to HALF their current hit points. A fortitude save is allowed to negate the effects. This spell can only affect 1 target per cast. Haste - Slow + Life (Cure + Clear) - Level 3 Haste quickens the movements and abilities of the target recipient. It allows focus attacks and spells as a standard action, doubles base movement, and gives an extra attack per round on a full-attack action. The target gets a +2 dodge bonus to AC and a +2 speed bonus to all attack rolls. This spell has a duration of 1 round for every two caster levels. If a character can already focus/cast as a standard action, this spell does not augment that ability. Protect - Clear + Stone (Fire + Thunder) - Level 3 The most basic protection spell, this spell will double the target's DR for the duration of the spell. Protect lasts 1 round for every two caster levels the caster has. Shell - Clear + Areo (Thunder + Blizzard) - Level 3 A very important protection spell, this spell halves the elemental damage done to the target for the duration of the spell. This spell lasts 1 round for every two caster levels. Note that it will also affect healing magic as well. Bar - Clear + Poison - Level 3 A very important spell to resist status ailments, this spell offers a resistance bonus equal to the caster level to all saves vs. one type of ailment, decided upon casting. This spell lasts for 2 rounds/level. Reflect - Clear + Water (Blizzard + Fire) - Level 4 Reflect is possibly the strongest protection spell in the game. Once cast upon a target, reflect will cause any spell to fire back upon the caster. Multiple reflections are possible: If a spell is caught between two reflections, there is a 25% chance it will go against the caster, 25% it will go against the target, and 50% chance that it will affect another target. Reflect lasts 1 round for every two caster levels. Watera - Blizzara (Blizzard + Blizzard) + Fira (Fire + Fire) - Level 4 As Water, only 4d9+caster level (max +15) damage. 10 ft. radius, reflex allowed for half. Subdual damage takes effect on DR 6/- or lower and is 2d10. Aerora - Thundara (Thunder + Thunder) + Blizzara (Blizzard + Blizzard) - Level 4 As Aero, only 4d9+caster level (max |15) damage. 16 ft. radius, fort allowed for half. Knock back is 3d10 ft. Stonera - Fira (Fire + Fire) + Thundara (Thunder + Thunder) - Level 4 Same as Stone, only 4d9+caster level (max +15) damage. 20 ft. radius, reflex allowed for half. Petrify - Stone (Fire + Thunder) + Poison - Level 4 Petrify turns the target to stone, making them impervious to all forms of attack but also keeping them from performing any action. This spell allows a fort save to resist its effects and persists for 1 round/level. Muddle - Poison + Haste (Slow + Life (Cure + Clear) ) - Level 4 Muddle confuses one target. This target is permitted a will save to negate this spell. If they fail, they enter a 'confused' state. They make an attack or cast a spell at a random target. Every round, they make a will save to return to a normal state. Additionally, one good hit can end this state, and the spell has a duration of 1 round/caster level. Firaga - Fire + Fire + Fire - Level 5 The third stage of fire magic, this level 5 spell will deal 5d10+caster level in fire damage (max +15) in a 8 ft. radius. In addition, opponents in the area ignite and have their DR reduced by 10/- for 1d6 rounds. Opponents get a reflex save for half damage and to avoid ignition. Blizzaga - Blizzard + Blizzard + Blizzard - Level 5 Third in the second line of the most basic attack, this spell will deal 5d10+caster level in cold damage (max +15) in a 5 ft. radius. In addition, opponents hit are frozen and have their DR halved until hit again. The freezing effect lasts for as long as 1d4 rounds. Opponents hit by this spell get a Reflex save to reduce the damage by half and avoid the freezing effect. Thundaga - Thunder + Thunder + Thunder - Level 5 Thundaga is the third in line in the thunder elemental attack magic. This spell will electrify the area in a 6 ft. radius, dealing 5d10+caster level in electricity damage (max +15) to all creatures caught in the radius. Creatures hit by this are also stunned for 1d6 rounds. Stunned creatures cannot attack or move, but they defend normally. A fortitude save is allowed to halve the damage and negate the effect. Curaga - Cure + Cure + Cure - Level 5 Curaga will, per cast, heal 5d12+caster level (max +15) hit points. Like its cousins, Curaga has an opposite effect on undead and has a radius of 6 ft. Revive - Life + Life + Cure - Level 5 An advanced form of Life, this spell can resurrect someone within a week of their death. Upon being revived, the target is returned at 30% of their HP. The same 2 temporary constitution damage is in place, but unlike life, Revive has a casting time of two rounds. The same rules apply for Revive as for Life, except where previously noted. Slowra - Slow + Slow - Level 5 This magicite has the same effect as slow, except the DC is higher (because of the higher spell level), lasts 1 round/caster level, and will affect 1 target/5 caster levels. Targets cannot be more than 30 ft. from all other targets. Cleara - Clear + Clear - Level 5 This spell has the same effect as clear, except it can remove curses if the caster level of the spell makes a caster level check (1d20+caster level) against a DC of the caster level of the curse + 11. Alternatively, this spell can have the same effect as clear, but targeting 1 group member for every five caster levels the caster has (minimum 2). Comet - Base Magicite - Level 5 Very rare, this magicite allows the use of the spell Comet. Comet deals 5d12+caster level bludgeoning (max +15) and 5d12+caster level (max +15) fire damage to all creatures within a 10 ft. radius of the target point. This spell has a casting time of 3 rounds. Quickening this spell reduces the casting time by one round. This magicite may only be used once per encounter typically. A reflex save is allowed for half damage. Stop - Slow + Slow + Gravity (Fire + Blizzard + Thunder) - Level 5 Extremely powerful, this magicite stops time for the target. When cast, the target is permitted a will save to resist the effects. If the target fails, time stops for them for 1d2/2 levels (max 5d2) rounds. During this time they cannot move, attack, or even defend themselves. Banish - Gravity (Fire + Blizzard + Thunder) + Life (Cure + Clear) - Level 5 The first offensive light element spell, it is particularly effective against undead and evil-aligned creatures. This spell will deal 5d12 divine damage + one per caster level (max +15) to the target monster and all creatures within a 3 ft. radius. Frog - Water (Fire + Blizzard) + Poison + Poison - Level 5 Frog, of course, turns someone into a frog. It can also be used to reverse the process. A fortitude save is allowed to negate the effects. The spell lasts for 1 minute/caster level, and while under the effects the target may not cast spells (unless they have silent and still uses available). While a frog, a character may focus attack but will find effects limited or non-existent. This condition can be reversed by Clear, Frog, or anything else stating it removes frog. Stonega - Unknown - Level 6 Imp - Unknown - Level 6 G. Dispel - Unknown - Level 6 Waterga - Unknown - Level 6 Hastera - Unknown - Level 6 Protectra - Unknown - Level 6 Shellra - Unknown - Level 6 Drain - Unknown - Level 6 Aeraga - Unknown - Level 6 Graviara - Unknown - Level 6 Full Heal - Unknown - Level 7 Zombie - Unknown - Level 7 Confuse - Unknown - Level 7 Full Life - Unknown - Level 7 Holy - Unknown - Level 7 Stopra - Unknown - Level 7 Slowga - Unknown - Level 8 Clearga - Unknown - Level 8 Break - Unknown - Level 8 Drown - Unknown - Level 8 Apsis - Unknown - Level 8 Flare - Unknown - Level 8 Freeze - Unknown - Level 8 L. Storm - Unknown - Level 8 Quake - Unknown - Level 9 Graviaga - Unknown - Level 9 Stopga - Unknown - Level 9 Whirlwind - Unknown - Level 9 Ultima - Unknown - Level 9 Quick - Unknown - Level 9 Revivify - Unknown - Level 9 Auto-Life - Unknown - Level 9 Pearl - Unknown - Level 9 Meteo - Unknown - Level 9 Meltdown - Unknown - Level 9