Mind

 
As the Sorcerers were working on destructive elemental forces, two other guilds, the Clerics’ and Warlocks’ guilds, joined together in the study of the mind, and in the process, came up with many powerful defensive and aggressive spells. The effectiveness of these spells depends on the experience of the caster and the Mind Resistance of the monster. 

Sleep 
Effect: Will Sleep up to 4 Monsters in 2 Groups. 
Type: Combat   Power: 12/3   Range:
Base Level: Cleric (1), Warlock (1) 
Required Stats: 12 Int, 11 Wis, 8 Dex 
When cast, this spell attempts to take over the mind and put the designated targets to sleep so that they may be killed without a struggle. 

Blinding Darkness 
Effect: Will Dazzle up to 6 Monsters in 4 Groups. 
Type: Combat   Power: 15/6   Range:
Base Level: Cleric (4), Warlock (4) 
Required Stats: 15 Int, 9 Wis, 9 Dex 
When invoked, this spell creates a mentally projected and amplified light so bright that many are instantly killed. 

Summon Shade 
Effect: Will Scare up to 7 Monsters in 4 Groups. 
Type: Combat   Power: 20/9   Range:
Base Level: Cleric (6), Warlock (6) 
Required Stats: 14 Int, 12 Wis, 10 Cha, 8 Dex 
A ghastly spell that creates a mental demon so terrifying that it scares most creatures to death.

 
 
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