|In an effort to control oneís surroundings, the Warlock's guild focused
their study towards the ability of traveling and moving by the use of magic.
Ranging from the ability to walk through walls to teleporting a long distance
away, these spells are very handy in moving around in the dungeon.
Effect: Will Detect Rock.
Base Level:Explorer (1), Mage (1), Warlock (1)
Required Stats: 12 Int, 12 Wis,
This spell allows the caster to detect whether rock exists behind the
wall in front of them or not. Very useful for mapping and finding secret
Effect: Will Levitate a Character.
Base Level: Explorer (3), Mage (3), Warlock (3)
Required Stats: 14 Int, 14 Wis, 10 Con, 10 Dex
This will cause its recipient to hover in the air, avoiding pits
and other dangerous areas. However, this magic only works when there is
stable floor under the person, since the magic is based on the distance
from them to the floor. While Levitation will protect the beneficiary from
taking damage while falling down a chute or off a ledge, they will
still fall. There is always the slight chance that Levitation will fail.
Effect: Will Portal through a wall.
Base Level: Explorer (5), Mage (5), Warlock (5)
Required Stats: 12 Str, 18 Int,
16 Wis, 10 Con, 16 Dex
When cast, the character, and all members of their party, will move through
the solid wall in front of the caster and appear on the other side. If
the square behind the wall is rock, all members of the party will die.
Effect: Will Displace the party.
Base Level: Explorer (8), Warlock (8)
Required Stats: 12 Str, 15 Int,
14 Wis, 14 Dex
A useful spell for Teleporting around in the dungeon on the current
level. Be warned that if the caster displaces themselves outside the bounds of the
dungeon or into rock, the caster (and entire party) will die.
Effect: Will enable a Character to Fly.
Base Level: Explorer (9), Mage (10), Warlock (12)
Required Stats: 13 Str, 17 Int,
16 Wis, 12 Con, 15 Dex
Unlike the Levitate spell, the magic from this conjuration actually
allows the target to fly into the air up to a specific height based on the
spellís power. It will allow the caster to not only levitate above the
floor and hover over water, but fly up and down (thus
allowing the caster to avoid dangerous ledges and chutes). However, there
is still a chance of failure when hovering over pits.