Praying Spells
Praying, or divine magic, allows you to channel power (grace) from a god into spells. To cast prayers, you must do two things: acquire the praying skill, and worship a god who gives you grace points.
There are many prayer spells (more than any single wizardry discipline has) covering many offensive, defensive, self-improvement, and informational functions. Prayers belong to many different paths, so a caster who is repelled or denied a particular path should still find plenty of useful prayers.
Gods may give unique prayers to their followers on reaching a certain level or achievement, as noted below. Instead of learning these spells from books when you reach their level, they are bestowed upon you by your god when you pray at his or her altar, assuming your grace points are high enough. Many of these prayers are diseases.
Grace
Grace points are the measure of how much power the god is providing you, functions much as Mana does except for Praying type spells. Your maximum Grace rises as your praying skill level increases. Unlike Mana, which recovers over time and whose regeneration can be sped up with +Magic on rings and items, or instantly refilled with Magic Crystals, the main way to restore Grace is to use the prayer skill to directly restore Grace points. Binding a button to
use_skill praying; use_skill praying; use_skill praying; use_skill praying; use_skill praying;
will allow you to repeatedly stop and pray multiple times in a row, refilling large amounts of Grace quickly and between castings. This works much like Meditation, a skill exclusive to the Monk class who cannot use weapons ever, but can refill Mana and Health quickly by repeatedly using the Meditation skill.
There is another extremely important difference with prayers compared to other types of spells: unlike Mana, Grace can actually go into the negatives when used. If your Grace goes to far into the negatives, your god may actually kill you! This is extremely dangerous and can happen easily if you accidentally try to cast several god given prayers in a row.
General Prayers
This is a list of the praying spells which can be used by followers of any god, sorted by level. Prayers granted by the gods are listed in a separate section below. As updates to the game take place, this list or the information in it may not be complete/exhaustive.
Higher levels of the Praying skill will boost the damage and range of attack spells, as well as the duration of protection spells (but does not appear to boost how much % resistance you gain from the spell itself).
Turn Undead
| Level: | 1 | GP: | 2 | Path: | Turning |
| Attack Types: | turn_undead | Sources: | books, rods, staffs |
| In-Game Description: | A cone spell which sometimes inflicts fear in the undead. |
| Notes: | Of limited practical use given that Holy Word exists. You might as well just use that and kill your undead targets. |
Holy Word
| Level: | 1 | GP: | 4 | Path: | Turning |
| Attack Types: | holyword | Sources: | books |
| In-Game Description: | A cone spell which does damage to the enemies of your god and to the undead. It has no effect on living creatures that are not enemies of your god. As with all cone spells, use the “stay fire” command to fire it in a short-ranged ring all around you. |
| Notes: | Its ability to destroy enemies without damaging any loot is rather helpful, though your exact choice of targets will depend on the deity you're worshipping. Once the Banishment spell becomes available you should switch to that as it's functionally the same, except with a massive damage boost. |
Minor Healing
| Level: | 1 | GP: | 4 | Path: | Restoration |
| Attack Types: | N/A | Sources: | books, rods, staffs |
| In-Game Description: | Heals your own wounds or the wounds of the creature you target. Can be used to heal other players by standing next to them and casting the spell in their direction. |
Cause Light Wounds
| Level: | 1 | GP: | 4 | Path: | Wounding |
| Attack Types: | godpower | Sources: | books |
| In-Game Description: | Fires a bullet to damage your enemies. |
| Notes: | Godpower attack type means it will work against nearly any enemy, though the shots themselves are quite weak. Quickly becomes obsolete once Cause Medium Wounds and Cause Heavy Wounds become available. |
Light
| Level: | 1 | GP: | 4 | Path: | Light |
| Attack Types: | magic, blind | Sources: | books |
| In-Game Description: | Lights a fixed area. |
| Notes: | Creates a small permanent square of light directly in front of you where you fire the spell. This isn't terribly useful; the light doesn't follow you around, and it's exceptionally time consuming casting this repeatedly to light up an area. If you need a proper light source, you're better off getting a flint kit and torches, or a lantern. |
Curse
| Level: | 2 | GP: | 8 | Path: | Abjuration |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Causes your god to curse the target. |
| Notes: | Temporarily lowers enemy stats, basically serving as the offensive equivalent of the Bless spell. Does not appear to work on other players, only monsters. (Needs confirming: what stats does Curse affect and does religion affect the stats/resistances lowered?) |
Cause Cold
| Level: | 2 | GP: | 10 | Path: | Wounding |
| Attack Types: | godpower | Sources: | books, rods, scrolls, staffs |
| In-Game Description: | Causes a disease to spread. This disease is highly contagious and somewhat debilitating, but rarely fatal, unless it is complicated by other infections. Players and monsters affected will move more slowly, and be weaker, until the disease runs its course or is cured. |
| Notes: | A fantastic source of exp early on if combined with Cause Flu. Cast one followed by the other and watch rooms full of Goblins get cleared quickly and easily. The damage is rather low so until your praying really gets high level this won't be good for more than just weaker mobs, but a great way for some religions to gain early praying experience without needing to resort to using Cause Light Wounds over and over. See diseases for more information. |
Cause Flu
| Level: | 2 | GP: | 10 | Path: | Wounding |
| Attack Types: | godpower | Sources: | books, rods, scrolls, staffs |
| In-Game Description: | Unleashes an outbreak of the flu. It is rarely deadly of itself, except to weak monsters, but it is very debilitating. |
| Notes: | Functionally similar to Cause Cold; you can use one, then use the other as the first wears off to maximize the time enemies are slowed down, or inflict both at the same time to maximize damage to large rooms full of enemies. Can also be used at the same time as stronger diseases like Typhoid, Red Death, Rabies, etc. See diseases for more information. |
Bless
| Level: | 2 | GP: | 8 | Path: | Abjuration |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Gives you a blessing from your god, increasing some stats and resistances. The exact effect varies depending on which god you worship. |
| Notes: | Can be cast on other players by standing next to them and invoking/firing the spell in their direction. |
Staff To Snake
| Level: | 2 | GP: | 8 | Path: | Creation |
| Attack Types: | physical, poison | Sources: | books |
| In-Game Description: | Converts a staff into a snake which you can control with the Fire keys, like a golem. You receive any XP from the snake's kills. You must be carrying a quarterstaff for this spell to work. |
| Notes: | More of an amusing curiosity rather than a practical spell, especially considering the far more powerful Call Holy Servant prayer. |
Perceive Self
| Level: | 2 | GP: | 5 | Path: | Information |
| Attack Types: | N/A | Sources: | rods, scrolls, staffs |
| In-Game Description: | Shows most of your character's attributes. |
| Notes: | Helpful for Dragons in particular to check on their elemental attunement in case they've forgotten to switch as they're levelling up. |
Summon Cult Monsters
| Level: | 3 | GP: | 12 | Path: | Summoning |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Summons pet monsters from your god. The pets will move around on their own and attack your enemies. You receive all XP from their kills. |
| Notes: | The monster types depend on the exact god you're worshipping, with them appearing to be randomly chosen from 3 to 4 types per god. |
Detect Evil
| Level: | 3 | GP: | 3 | Path: | Information |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Detects all enemies in the area with evil minds. |
| Notes: | Can apparently detect some enemies, usually things like undead such as Skulls or Demiliches, that the standard Evocation spell Detect Monster will not. |
Protection From Cold
| Level: | 3 | GP: | 15 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves resistance to cold damage for yourself, or an allied player within touching distance. |
Cause Medium Wounds
| Level: | 3 | GP: | 8 | Path: | Wounding |
| Attack Types: | godpower | Sources: | books |
| In-Game Description: | Fires a bullet which does medium damage to a creature in its path. |
Pacify
| Level: | 4 | GP: | 10 | Path: | Mind |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Makes a target turn unaggressive and stop attacking you. |
| Notes: | Attacking a pacified target will anger it and make it attack you again! |
Cure Poison
| Level: | 4 | GP: | 7 | Path: | Restoration |
| Attack Types: | poison | Sources: | books |
| In-Game Description: | Cures the poison ailment from yourself, or a target ally at touch range. |
Protection From Electricity
| Level: | 4 | GP: | 15 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves resistance to electrical damage for yourself, or an allied player within touching distance. |
Medium Healing
| Level: | 4 | GP: | 7 | Path: | Restoration |
| Attack Types: | N/A | Sources: | books, rods, staffs |
| In-Game Description: | Heals medium wounds on you or a target. |
Consecrate
| Level: | 4 | GP: | 35 | Path: | Abjuration |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Consecrates an altar to your god. |
| Notes: | You'll need this if you purchase an apartment building and buy an altar; after buying the altar you need to cast this to consecrate it to your chosen deity. Also helpful for unaligned altars in dungeons which you can then use to get a nice Grace boost by praying over them. It's also possible to forcibly change an already aligned altar from another god into your own, but this requires your praying level be much higher than it would for converting an unaligned altar. |
Protection From Fire
| Level: | 5 | GP: | 20 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves resistance to fire damage for yourself, or an allied player within touching distance. |
Darkness
| Level: | 5 | GP: | 15 | Path: | Light |
| Attack Types: | N/A | Sources: | books, rods, staffs |
| In-Game Description: | Invokes a wall of darkness. The wall can be crossed, but creatures cannot see through it. |
| Notes: | Magically created darkness will eventually wear off on its own, but depending on the map layout clever use of this could let you blast enemies from afar before they're alerted. Stealth isn't always practical or usable depending on the map's design. |
Cause Heavy Wounds
| Level: | 5 | GP: | 16 | Path: | Wounding |
| Attack Types: | godpower | Sources: | books |
| In-Game Description: | Fires a bullet which damages any creature in its path. |
| Notes: | Because Godpower is so rarely resisted, it's a reliable spell for gaining praying levels, but it's rather slow to actually fire so it can take a while to kill tough targets. Once you learn Banishment or have better diseases or special prayers you're better off using those to gain praying experience. |
Banishment
| Level: | 5 | GP: | 10 | Path: | Turning |
| Attack Types: | death, holyword | Sources: | books, rods, staffs |
| In-Game Description: | Fires a cone of divine energy that targets undead as well as enemies of your god. Deals tremendous damage and has a chance of instantly killing weaker, low-level targets. |
| Notes: | An incredibly hard-hitting prayer which fires a cone of divine energy that enemies of your god and undead without damaging any items they carry. It deals enormous amounts of damage and has a chance of instantly killing enemies that are low level. It's generally the most powerful turning spell in your arsenal, being both more powerful and efficient than Holy Word, Holy Orb, or Holy Wrath. Note that a lot of gods actually have Turning spells set as denied, but Banishment is still accessible to them via a Staff of Banishment which can flood a room with energy and tear through enemies effectively. |
Cure Disease
| Level: | 5 | GP: | 30 | Path: | Restoration |
| Attack Types: | disease | Sources: | books, scrolls |
| In-Game Description: | Cures yourself or any allied player within touching distance of any diseases. |
| Notes: | An essential spell. You need your praying skill to be the same level or higher as the disease level in order to cure it. Normally this isn't an issue as diseases on doors and traps are low level, and enemies rarely use diseases, but if an allied player is casting high level diseases you may not have Praying high enough to cure them yourself. There's also currently some unusual behaviour in how Cure Disease works when cast via a scroll (it casts it based on your player level, not the scroll level) and when cast via the altar at the House of Healing in Scorn (it casts a level 10 Cure Disease apparently) so be careful about using high level scrolls of leprosy or typhoid, or be careful about casting things like Rabies around, as you may need to rush over and cure anyone who is accidentally afflicted. Also note that unlike diseases, Blindness, Poison, and Confusion do not appear to be level specific, and the respective scrolls/spells will always fix those particular ailments. |
Command Undead
| Level: | 5 | GP: | 12 | Path: | Mind |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Turns nearby undead creatures into your pets. May affect any or all of the creatures standing next to you. |
Cause Leprosy
| Level: | 5 | GP: | 20 | Path: | Wounding |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Infects a target with leprosy. The damage Leprosy deals starts off very weak, but increases slowly over time. Even powerful creatures will eventually succumb to it if the caster is patient. Leprosy is not very contagious but can spread via touch. |
| Notes: | Leprosy can and will kill anything in the game eventually, making it a last resort for patient players who are struggling to find another way to defeat a difficult enemy. It takes a very, very long time for the damage to actually kill enemies (as in literally hours for powerful, unique creatures) so a bit of patience is required. You also need to stay on the same map as the enemy otherwise if you use leprosy on a creature and then leave the map for a few minutes, the disease will actually be cured from the enemy (to avoid making it too easy to kill boss level creatures). Leprosy can also transfer back to the caster if you try to melee the afflicted target, so you'll frequently have to cast Cure Disease or Restoration to recover unless you're undead (playing a Wraith or worshipping The Devourers). See diseases for more information. |
Detect Curse
| Level: | 5 | GP: | 10 | Path: | Information |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Marks all cursed or damned objects in your inventory. |
Invisible To Undead
| Level: | 6 | GP: | 25 | Path: | Null |
| Attack Types: | N/A | Sources: | scrolls |
| In-Game Description: | Makes you invisible to undead creatures. |
Immunity To Cold
| Level: | 6 | GP: | 60 | Path: | Null |
| Attack Types: | N/A | Sources: | |
| In-Game Description: | Makes you immune to cold damage. |
Call Holy Servant
| Level: | 6 | GP: | 30 | Path: | Summoning |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Calls a strong fighter from your god, whom you control with the Fire keys, like a golem. You receive all XP from his kills. |
| Notes: | In addition to killing enemies, once you get this you can use your summoned monster to trigger door traps as well as floor traps. Very useful if you don't have the Disarm spell! |
Protection From Poison
| Level: | 6 | GP: | 20 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves resistance to poison for yourself, or an allied player within touching distance. |
Holy Orb
| Level: | 7 | GP: | 10 | Path: | Turning |
| Attack Types: | holyword | Sources: | books |
| In-Game Description: | Fires a ball which explodes on contact like a fireball, casting Holy Word on the area. Damage type depends on your god. Kills enemies of your God and undeads. |
Protection From Confusion
| Level: | 7 | GP: | 20 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves resistance to confusion for yourself, or an allied player within touching distance. |
Show Invisible
| Level: | 7 | GP: | 10 | Path: | Information |
| Attack Types: | N/A | Sources: | books, rods, scrolls, staffs |
| In-Game Description: | Attempts to reveal invisible monsters or objects in the area. |
| Notes: | Required for certain quests to find invisible switches and items that can't be interacted with until revealed. It's also possible to find this spell on scrolls or staves, so you don't necessarily need to train Praying to use this. |
Regeneration
| Level: | 7 | GP: | 15 | Path: | Abjuration |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Increases healing speed for a short period of time on yourself or another player. |
| Notes: | The faster regeneration speed, as with other regeneration effects on things like amulets and rings, increases your metabolism and thus how quickly you get hungry whenever you're injured and recovering health. Amulets or rings of sustenance can offset this and help prevent excessive food consumption or starvation. Note that there is an upper limit to how much Regeneration you can have (it maxes at +3 or 4?) so if you already have a lot of equipment that gives bonus regeneration this spell may no longer have an effect. |
Protection From Depletion
| Level: | 7 | GP: | 20 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves resistance to depletion for yourself, or an allied player within touching distance. |
Cure Confusion
| Level: | 7 | GP: | 8 | Path: | Restoration |
| Attack Types: | confusion | Sources: | books, scrolls |
| In-Game Description: | Removes confusion from the target player. |
| Notes: | Cannot be cast on yourself. If you're confused, it both messes up your ability to move, and it also acts as a silence effect as your spells will either fail or will instead be cast at random from your known spells. The only way to Cure Confusion from yourself is to use a Scroll of Cure Confusion as spell items do not fail when confused. This spell at least lets you cure allies without them needing a scroll, but you'll have to touch them to cast it. |
Protection From Slow
| Level: | 7 | GP: | 20 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves resistance to slow spells for yourself, or an allied player within touching distance. |
Major Healing
| Level: | 8 | GP: | 10 | Path: | Restoration |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Heals major wounds on you or a target. |
| Notes: | It's quite useful early on for patching up your wounds so you can get back to fighting. Note that late in the game this spell is entirely obsoleted by the Heal and Restoration spell, which heals you to full health in one shot and recovers vastly more health than this. |
Remove Curse
| Level: | 8 | GP: | 80 | Path: | Restoration |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Removes all curses from applied objects in your inventory. Unapplied objects are not affected. |
| Notes: | This spell only uncurses things you've accidentally worn/wielded/equipped, and doesn't affect any other types of items such as potions, scrolls, and other consumable items. Note that it is actually possible to uncurse everything in your inventory including consumables, but in order to do so you need to be at a sufficiently high level of Wisdom and Praying and pray over your god's altar while carrying the items in your open inventory. Most gods (basically all but The Devourers) will do this, and don't require particularly high levels of Wisdom or Praying for uncursing to become available. |
Cause Typhoid
| Level: | 8 | GP: | 60 | Path: | Wounding |
| Attack Types: | godpower | Sources: | books, scrolls |
| In-Game Description: | Infects a target with typhoid. Typhoid is deadly to human, goblin, giant, and troll races but is harmless to other creatures. See diseases for more information. |
| Notes: | Very powerful at moderate to high praying levels, and can eventually be used to take down things like Titans. It's particularly helpful in the hands of the various races that are immune to typhoid as they never need to worry about infecting themselves. |
Immunity To Electricity
| Level: | 8 | GP: | 65 | Path: | Null |
| Attack Types: | N/A | Sources: | |
| In-Game Description: | Makes you immune to electrical damage. |
Protection From Paralysis
| Level: | 8 | GP: | 20 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves your resistance to paralysis. |
Protection From Draining
| Level: | 9 | GP: | 25 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves your resistance to draining. |
Holy Possession
| Level: | 9 | GP: | 30 | Path: | Abjuration |
| Attack Types: | physical | Sources: | books |
| In-Game Description: | Blesses your character with the holy power of your god, and may give you immunity to some damage. |
| Notes: | A much more powerful version of the Bless spell. Gives you a few stat boots, huge resistance bonuses determined by the god you worship, and also adds your god's attack type elements to your melee attacks (such as gaining Poisoning strikes with Gnarg, Cold damage with Ixalovh, etc). Slightly unusual in that you can't have Bless and Holy Possession active together at the same time, and you can't recast Bless or Holy Possession to refresh their duration before they run out, unlike other protection spells. |
Cure Blindness
| Level: | 9 | GP: | 30 | Path: | Restoration |
| Attack Types: | blind | Sources: | books, scrolls |
| In-Game Description: | Cures your character or a target ally of blindness. |
Protection From Magic
| Level: | 10 | GP: | 30 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves your resistance to magic damage. |
Immunity To Fire
| Level: | 10 | GP: | 70 | Path: | Null |
| Attack Types: | N/A | Sources: | |
| In-Game Description: | Makes you immune to fire damage. |
Word of Recall
| Level: | 10 | GP: | 40 | Path: | Teleportation |
| Attack Types: | N/A | Sources: | books, rods, scrolls, staffs |
| In-Game Description: | Returns you from any location to the most recent Bed of Reality you have used. |
| Notes: | There's a slight charge up time before the teleportation actually kicks in so be aware that escape is not instantaneous! |
Heal
| Level: | 10 | GP: | 50 | Path: | Restoration |
| Attack Types: | N/A | Sources: | books, rods, staffs |
| In-Game Description: | Heals all wounds on you or a friendly player standing next to you. It does not cure ailments like blindness, disease, or poison. |
| Notes: | This spell has a massive Grace cost and a very long casting time (the delay before you can move again after casting). Using heavy equipment also increases the chances of fumbling, based on the total weight of equipped items. This all makes it rather impractical for use during a fight, though it's useful for immediately patching up wounds after a battle. Use a Rod or Staff of Heal for restoring health during battles which has no failure chance and no delay after casting. Also, while rather expensive at around 1000 Platinum each, consider bringing Healing Potions as an emergency backup which also work instantly, and can be used even in areas that are set as No Spells if you find yourself fighting in an area where spells are not allowed. |
Summon Avatar
| Level: | 10 | GP: | 60 | Path: | Summoning |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Summons the strongest fighter from your god, whom you control with the Fire keys like a golem. You receive all XP from your avatar's kills. This is the strongest summoning spell. |
Protection From Cancellation
| Level: | 11 | GP: | 30 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves your resistance to cancellation. |
Holy Wrath
| Level: | 12 | GP: | 40 | Path: | Turning |
| Attack Types: | holyword | Sources: | books |
| In-Game Description: | Divine energy instantly erupts under a target enemy, damaging them and any other nearby foes. Requires a line-of-sight enemy to work. |
| Notes: | Instead of firing a ray, a cone, or an exploding ball, this spell works a bit differently. If you fire this and there's no valid target in the direction you fire it, nothing will happen. If there is an enemy in the direction you fire, the enemy will instantly get hit by a small explosion of holy energy. It's fairly difficult to hit small enemies with this, but it works at long range and can't be dodged or reflected like ray or exploding ball spells can be. Banishment still tends to be much better though, due to its raw damage and how you can flood an entire room with it very effectively. |
Immunity To Poison
| Level: | 12 | GP: | 60 | Path: | Null |
| Attack Types: | N/A | Sources: | |
| In-Game Description: | Makes you immune to poison. |
Cause Anthrax
| Level: | 12 | GP: | 50 | Path: | Wounding |
| Attack Types: | godpower | Sources: | books, scrolls |
| In-Game Description: | Causes an outbreak of anthrax, which is deadly to animals, but not usually harmful to other creatures. See diseases for more information. |
| Notes: | Animal is the only race that this disease works against, so its utility is situational at best and requires some experimentation to figure out what's considered an animal and what isn't. Mundane creatures like snakes and wolves are animals, but mythical creatures are less consistent about what's technically an animal or isn't (dragons are not animals for instance). |
Glyph
| Level: | 12 | GP: | 5 | Path: | Creation |
| Attack Types: | N/A | Sources: | books |
| In-Game Description: | Creates a special rune which encapsulates another praying spell of your choosing. When the rune is triggered, the encapsulated spell is cast on the target. Example: cast glyph summon cult monsters |
Restoration
| Level: | 13 | GP: | 80 | Path: | Restoration |
| Attack Types: | confusion, poison, blind, disease | Sources: | books, scrolls |
| In-Game Description: | Heals all wounds, cures all disease and poison, and fills the belly of you or a target. |
| Notes: | The ultimate healing spell, if you're fighting something that's suddenly afflicted you with several ailments at once, using this will generally immediately fix everything. You never have to worry about starvation once you can cast this as you can always replenish your food with this prayer. It's rather expensive on Grace though, and if your regeneration is high enough that you're depleting your food rapidly, you'll still want to carry emergency reserves like waybread on hand. |
Protection From Attack
| Level: | 13 | GP: | 50 | Path: | Protection |
| Attack Types: | N/A | Sources: | books, scrolls |
| In-Game Description: | Improves your resistance to physical damage. |
Immunity To Slow
| Level: | 14 | GP: | 60 | Path: | Null |
| Attack Types: | N/A | Sources: | |
| In-Game Description: | Makes you immune to slow spells. |
Immunity To Paralysis
| Level: | 16 | GP: | 60 | Path: | Null |
| Attack Types: | N/A | Sources: | |
| In-Game Description: | Makes you immune to paralysis spells. |
Immunity To Draining
| Level: | 18 | GP: | 75 | Path: | Null |
| Attack Types: | N/A | Sources: | |
| In-Game Description: | Makes you immune to draining damage. |
Immunity To Magic
| Level: | 20 | GP: | 150 | Path: | Null |
| Attack Types: | N/A | Sources: | |
| In-Game Description: | Makes you immune to magical damage. |
Immunity To Attack
| Level: | 26 | GP: | 170 | Path: | Null |
| Attack Types: | N/A | Sources: | |
| In-Game Description: | Makes you immune to physical damage. Has no effect on magical damage. |
Invulnerability
| Level: | 80 | GP: | 225 | Path: | Null |
| Attack Types: | N/A | Sources: | |
| In-Game Description: | Makes you immune to all forms of attack. |
Cause White Death
| Level: | 85 | GP: | 350 | Path: | Wounding |
| Attack Types: | godpower | Sources: | |
| In-Game Description: | Causes an outbreak of the most contagious and deadly disease of all. See diseases for more information. |
| Notes: | Not actually available to players; this is meant as a high level unique / boss monster creature spell to use against players. Uniquely, undead players (Wraiths or worshippers of Devourers) are not immune to this disease, making it the only disease in the game that can hurt them. |
Prayers Granted by Gods
These prayers are granted by the gods to faithful followers who reach certain levels of Grace. The prayers are granted when praying at the god's altar.
(Need to insert the requirements for the levels here.)
Devourers
Notes: Uniquely, Devourers have no enemy monster types set, including undead, so they cannot use Staves of Banishment, something other gods that are denied Turning spells can still use such as Valkyrie and Ixalovh followers. In exchange for this, they get Cause Red Death, which can target basically all living creatures unless they're specifically immune to diseases (which is very rare) giving them essentially a supercharged version of Cause Cold or Flu to work with, in addition to all their other tools.
See also: Devourers
Cause Red Death
| Level: | 12 | GP: | 100 | Path: | Wounding |
| Attack Types: | godpower | Sources: | Devourers |
| In-Game Description: | Unleashes a very deadly and contagious plague. See diseases for more information. |
| Notes: | The signature spell of Devourers, this is basically a supercharged version of Cause Cold / Flu that hits nearly anything and can demolish entire maps at higher praying levels. If enemies survive it they do gain immunity to it, just like Cold and Flu, so it's not quite as lethal as Rabies potentially is (which enemies can never recover from unless you leave the map). |
Cause Many Wounds
| Level: | 12 | GP: | 30 | Path: | Wounding |
| Attack Types: | godpower | Sources: | Devourers, Sorig |
| In-Game Description: | Creates many missiles which strike as a swarm of Cause Light Wounds bullets. |
| Notes: | Functionally similar to the Bullet Swarm spell, except in prayer form. Fires a stream of Cause Wounds at an enemy. Helpful if you want to defeat an enemy without destroying any items they drop, but Divine Shock is generally much more damaging. |
Finger of Death
| Level: | 14 | GP: | 50 | Path: | Death |
| Attack Types: | death | Sources: | Devourers |
| In-Game Description: | Attempts to make a target die immediately. |
| Notes: | The spell works similar to Holy Wrath targeting; if there's no enemy in the direction you fire it, nothing happens. If there is an enemy, it attempts to inflict instant death on it. There's no area of effect blast whatsoever, with the spell being strictly single target. There's not really any reason to use this over Face of Death which covers a much wider area of effect once you get that prayer, unless you're travelling with other party members you don't want to accidentally hit with an instant death spell! |
Cause Black Death
| Level: | 15 | GP: | 120 | Path: | Null |
| Attack Types: | godpower | Sources: | Devourers |
| In-Game Description: | Unleashes a very deadly plague and contagious to human, goblin, giant, troll, animal, insect. See diseases for more information. |
Nightfall
| Level: | 16 | GP: | 120 | Path: | Light |
| Attack Types: | N/A | Sources: | Devourers, Gaea |
| In-Game Description: | Brings about a general darkness in the area. |
Face of Death
| Level: | 22 | GP: | 80 | Path: | Death |
| Attack Types: | death | Sources: | Devourers |
| In-Game Description: | Fires a cone of death, which either kills creatures or leaves them unharmed. |
| Notes: | Extremely useful as it leaves enemies and their items unharmed. There's a lot of high powered enemies with immunity to death so it's not universally useful, but many enemies throughout the game such as dragons and titans are quite susceptible to instant death, and this spell can sweep them aside with little trouble. |
Gaea
Notes: Followers of Gaea deal additional bonus damage to undead with Turning spells, and also get to target unnatural enemies which includes several species including Beholders and Dreads. Banishment in a Gaea follower's hands will shred through undead quite easily, and they also get a variety of other useful prayers to play with.
See also: Gaea
Iron Skin
| Level: | 1 | GP: | 8 | Paths: | Protection, Self |
| Attack Types: | N/A | Sources: | Gaea |
| In-Game Description: | Toughens the skin of your target (which may be you), giving it some protection against hits and damage. Only offers protection against physical attacks. |
| Notes: | Gives you a temporary physical resistance boost. At high levels with particularly good equipment, the boost this provides appears to be rather limited. Useful early on perhaps, but not super noteworthy. |
Spiderweb
| Level: | 4 | GP: | 10 | Path: | Creation |
| Attack Types: | N/A | Sources: | Gaea |
| In-Game Description: | Fires a cone of cobwebs, nearly immobilizing any creatures caught in the web. |
| Notes: | More annoying for other players, especially if layered, whereas enemies don't seem to be slowed down by them nearly as much. They're burnable, freezable, etc, so spellcasting enemies will also quickly remove the webs, and you have to get the enemy to move onto the web to slow them down. Casting it on an enemy that's beside you doesn't appear to slow them all unless they move onto another webbed tile. Interesting, but not necessarily tremendously useful? |
Wall of Thorns
| Level: | 6 | GP: | 20 | Path: | Creation |
| Attack Types: | physical | Sources: | Gaea, Mostrai |
| In-Game Description: | Creates a line of thorns on the ground. Creatures crossing the thorns are slowed and damaged. |
| Notes: | Lays down a wide line of thorny bushes that deal damage over time for anything standing on top of them. You do need to lure enemies into remaining in place on them for them to work, and you can't grow new thorns on squares where there are enemies already in place, but it's possible to layer a large number of thorns on empty tiles which can deal rather significant damage over time to enemies standing in place. Not exceptionally useful, but not bad by any means. |
Sanctuary
| Level: | 7 | GP: | 30 | Path: | Protection |
| Attack Types: | counterspell | Sources: | Gaea |
| In-Game Description: | Surrounds you with a shield that may block incoming spells. |
| Notes: | Works similarly to Flaming Aura that Gorokh and Ruggilli grant, but instead of a ring of flames it's a ring of counterspells that block several types of magical attacks. Typically won't do anything against cone spells or explosive blasts that detonate outside of the ring, and also doesn't appear to stop magic missiles, but will stop bullets, various ray based spells like firebolt, and fireballs. The spell will NOT block attacks fired by enemies that are next to you and thus can hit you pointblank with spells. It will also NOT block comets/meteors/asteroids which will happily fire through the barrier without dissipating. |
Insect Plague
| Level: | 9 | GP: | 45 | Path: | Summoning |
| Attack Types: | physical, magic | Sources: | Gaea, Ixalovh |
| In-Game Description: | Summons insect pets which attack your enemies. You receive all XP from their kills. |
| Notes: | Misleading description, this is actually an alternate version of Holy Wrath that instead can be used against a variety of targets instead of simply ones that are undead or enemies of your god. It's a single spell that requires a target in line of sight to work, and causes short-lived explosion of ants to appear and bite on the enemy as well as any nearby enemies. It's not terribly powerful but it won't damage items, giving it some use as a long ranged attack. |
Raise Dead
| Level: | 10 | GP: | 150 | Path: | Restoration |
| Attack Types: | N/A | Sources: | Gaea, books |
| In-Game Description: | Casting this spell on the corpse of a slain character will bring the character back to life with 1 hit point, at the cost of some loss of experience points and Constitution. |
| Notes: | This spell is the only way to come back to life on permadeath servers. The vast majority of servers are not permadeath, so there's no need to have a Gaea follower waiting to rescue your corpse, and dying causes you to instantly respawn in the last Bed to Reality you used (with some severe exp loss). You can still learn this spell on normal servers, but it serves no purpose. |
Remove Damnation
| Level: | 15 | GP: | 150 | Path: | Restoration |
| Attack Types: | N/A | Sources: | Gaea, scrolls |
| In-Game Description: | Removes damnation from all applied items in your inventory. Unapplied items are not affected. |
Nightfall
| Level: | 16 | GP: | 120 | Path: | Light |
| Attack Types: | N/A | Sources: | Devourers, Gaea |
| In-Game Description: | Brings about a general darkness in the area. |
Daylight
| Level: | 18 | GP: | 120 | Path: | Light |
| Attack Types: | N/A | Sources: | Gaea, Valriel |
| In-Game Description: | Lights up the area. |
Resurrection
| Level: | 20 | GP: | 250 | Path: | Restoration |
| Attack Types: | N/A | Sources: | Gaea, books |
| In-Game Description: | Like Raise Dead, this spell brings the corpse of a player back to life, but it also fully heals the character and causes less loss of Constitution and experience points. |
Peace
| Level: | 20 | GP: | 80 | Path: | Protection |
| Attack Types: | N/A | Sources: | Gaea |
| In-Game Description: | Causes monsters affected to permanently turn non-violent. |
Reincarnation
| Level: | 25 | GP: | 350 | Path: | Restoration |
| Attack Types: | N/A | Sources: | Gaea, books |
| In-Game Description: | Brings a dead character back to life like Resurrection, but does not require a corpse. The character may be a different race. |
Gnarg
Notes: Gnarg gets boosts to Wounding spells making Cause Heavy wounds a decent option against a variety of targets. While Turning spells are repelled, Banishment will still hit alarmingly hard against dwarves and faeries, which includes elves as well as living trees and ents.
See also: Gnarg
Poison Fog
| Level: | 5 | GP: | 15 | Path: | Wounding |
| Attack Types: | poison | Sources: | Gnarg |
| In-Game Description: | Releases a dense cloud of poisonous fog to engulf Gnarg's foes. Will not poison the caster. |
| Notes: | Fires a very wide fog cloud 3 tiles wide that advances forwards and attempts to poison enemies. Can also poison allies so be careful with how you aim it! Unusually, the fog cloud starts on top of the caster, but you cannot poison yourself with this spell, and it also pierces through large crowds instead of exploding when it hits an enemy, both distinct advantages over the Poison Cloud Sorcery. Unfortunately, Poison Fog's usefulness is limited by its relatively low damage, and the fact that your weapon will likely already be enchanted with the Poison attacktype that will be inflicted when you melee enemies. Gnarg's later unique prayers are far more powerful and interesting. |
Cause Smallpox
| Level: | 10 | GP: | 85 | Path: | Wounding |
| Attack Types: | godpower | Sources: | Gnarg |
| In-Game Description: | Unleashes an outbreak of smallpox. This disease is highly contagious and often fatal to weaker monsters, but its deadliness is restricted to humanoids. |
| Notes: | An incredibly powerful, far more contagious version of Cause Typhoid that tears through large groups of specific races. With this disease, Gnarg is really an anti-human, goblin, troll, and giant deity in addition to being anti-dwarf and faerie. Useful if the player is a race which isn't a target of the disease such as a dragon, quetzal, serpentfolk, etc. Giants are particularly good sources of exp as there are many high level giants to hunt down. See diseases for more information. |
Cause Rabies
| Level: | 12 | GP: | 120 | Path: | Wounding |
| Attack Types: | N/A | Sources: | Gnarg |
| In-Game Description: | Inflicts the target enemy with Rabies, a highly contagious disease that can only be cured with Cure Disease. The afflicted targets have their speed and stats cripples, and Rabies deals increasing damage the longer the disease remains, ensuring death to Gnarg's enemies. |
| Notes: | A uniquely terrifying disease that, like Leprosy, cannot be cured by simply waiting out the disease and will eventually kill its targets. Unlike Leprosy, Rabies is highly contagious and deals enormous amounts of damage given enough time. The speed loss enemies suffer is also massive, even at modest levels of Praying, making it easy to clean up enemies once they're afflicted. Be warned though that unlike the real-life disease, Rabies in CF is airborne and massively contagious, spreading rapidly through the air! It's entirely possible to kill other players in the area with it unintentionally, so be aware that once you see the disease messages appear you only have a short period to cast Cure Disease or Restoration before your movement speed is crippled. Be especially careful when using it if you're not sure if there are tiles where spells are denied, as you could accidentally move into an area where you can't readily cure yourself! You will likely need to use Cure Disease repeatedly when using Rabies, but once it kills most of the enemies on a map, you can then leaving the map briefly for a few minutes which causes Rabies (and Leprosy) to dissipate, allowing you to explore it with ease. Or, playing as a Wraith will make you immune to diseases, which is the only way to use Rabies without worrying about infecting yourself. See diseases for more information. |
Gorokh
Notes: Magic resist, Fear immunity, and access to all magic schools makes Gorokh very versatile. Their Banishment is particularly useful for taking on hordes of angels, of which there's at least one popular, easy to locate map with many high level angels to target with it. Flaming Aura gives you handy bonus fire damage when meleeing tough targets, though it will burn up items, and Vitriol is an extremely rare source of Acid damage, something the player has limited ways of inflicting.
See also: Gorokh
Rage
| Level: | 1 | GP: | 5 | Path: | Wounding |
| Attack Types: | N/A | Sources: | Gorokh, Ruggilli |
| In-Game Description: | Fills you with the rage of your god, temporarily enhancing your strength, speed, endurance, and regeneration. |
| Notes: | This spell tries to temporarily raise your Strength, Dexterity, Constitution, and also massively raises your regeneration speed. It won't increase these stats past the upper limit of 30, but if you're having trouble getting them there with equipment it can be quite helpful since the boosts you get from having these stats in the 28 to 30 range are massive. Even if your stats are already maxed out, the regeneration boost is quite significant, being much more potent than the Regeneration prayer. |
Flaming Aura
| Level: | 1 | GP: | 5 | Path: | Fire |
| Attack Types: | fire | Sources: | Gorokh, Ruggilli |
| In-Game Description: | Surrounds you with an aura of fire which burns everything near you. |
| Notes: | Creates a ring of fire around you that follows you, damaging anything in melee range. Handy for extra bonus damage when you absolutely need to kill something, but tends to set off traps on chests and burn up useful items, which limits its general usefulness. |
Vitriol
| Level: | 5 | GP: | 15 | Path: | Detonation |
| Attack Types: | acid | Sources: | Gorokh |
| In-Game Description: | Fires a ball of acid which splashes on contact and does acid damage to creatures in the splashed area. |
| Notes: | A very interesting spell that fires a small pellet of acid. Unlike most explosive spells, it will not explode when hitting walls, but if it hits an enemy it will explode in a cone-like spray of acid that stays on the ground for a long while, dealing significant damage as well as destroying items beneath it. Acid is a fairly rare attack type, so it can be quite useful, but it's quite destructive. |
Ixalovh
Wave
| Level: | 3 | GP: | 8 | Path: | Null |
| Attack Types: | physical | Sources: | Ixalovh |
| In-Game Description: | Fires a cone of waves that smashes enemies and pushes them away with physical damage. The power of the waves is strong enough that they may destroy items caught in the water. |
| Notes: | Similar to other cone spells like Icestorm, it will destroy items, but unlike most spells the damage this deals is purely physical, giving it some use against otherwise magically resilient targets. It also has the interesting effect of pushing enemies back that it hits, even ones that are immune to physical attacks, allowing you to keep them at a safe distance while an ally perhaps uses other ranged attacks. |
Siren Call
| Level: | 7 | GP: | 20 | Path: | Mind |
| Attack Types: | N/A | Sources: | Ixalovh |
| In-Game Description: | Sings an enchanting melody that charms all nearby monsters. |
| Notes: | It's a Praying equivalent of Charm Monsters. It's every bit as useful and you can run through maps charming all the monsters (which gives you the same experience points as defeating them) then running around killing everything with your entourage, or using the killpets command to get their carried items. As you'd expect from Ixalovh's signature spell, Siren Call a fantastic way of earning praying experience from a wide variety of monsters, especially once you're high enough level to charm powerful creatures. |
Insect Plague
| Level: | 9 | GP: | 45 | Path: | Summoning |
| Attack Types: | physical, magic | Sources: | Gaea, Ixalovh |
| In-Game Description: | Summons insect pets which attack your enemies. You receive all XP from their kills. |
| Notes: | Misleading description, this is actually an alternate version of Holy Wrath that instead can be used against a variety of targets instead of simply ones that are undead or enemies of your god. It's a single spell that requires a target in line of sight to work, and causes short-lived explosion of ants to appear and bite on the enemy as well as any nearby enemies. It's not terribly powerful but it won't damage items, giving it some use as a long ranged attack. |
Lythander
Conflict
| Level: | 10 | GP: | 50 | Path: | Mind |
| Attack Types: | N/A | Sources: | Lythander |
| In-Game Description: | Confuses and distracts nearby monsters, causing them to attack the nearest target, whether friend or foe. |
| Notes: | You don't appear to gain experience for kills, and you can usually kill enemies a lot faster yourself. It hits all nearby enemies, even through walls, similar to Charm Monsters or Siren Call, but is generally less useful than those since the enemies aren't directly under your control. |
Defense
| Level: | 40 | GP: | 75 | Path: | Protection |
| Attack Types: | N/A | Sources: | Lythander |
| In-Game Description: | Asks Lythander to raise your resistance to many things. |
| Notes: | Temporarily gives 30% resistances to a massive number of things including physical, magic, fire, electricity, cold, acid, draining, ghosts, poison, slow, paralyze, turn undead, fear, depletion, death, and blinding. Also stacks with protection spells! Rather useful, and once you get this it kind of makes up for the acid a poison weaknesses Lythander has. It does boost resistance to several things you really want outright immunity to, such as Paralyze and Draining, but most players will appreciate receiving an overall defensive buff that can stack with other protection spells. |
Mostrai
Wall of Thorns
| Level: | 6 | GP: | 20 | Path: | Creation |
| Attack Types: | physical | Sources: | Gaea, Mostrai |
| In-Game Description: | Creates a line of thorns on the ground. Creatures crossing the thorns are slowed and damaged. |
Ruggilli
Rage
| Level: | 1 | GP: | 5 | Path: | Wounding |
| Attack Types: | N/A | Sources: | Gorokh, Ruggilli |
| In-Game Description: | Fills you with the rage of your god, temporarily enhancing your strength, speed, endurance, and regeneration. |
| Notes: | This spell tries to temporarily raise your Strength, Dexterity, Constitution, and also massively raises your regeneration speed. It won't increase these stats past the upper limit of 30, but if you're having trouble getting them there with equipment it can be quite helpful since the boosts you get from having these stats in the 28 to 30 range are massive. Even if your stats are already maxed out, the regeneration boost is quite significant, being much more potent than the Regeneration prayer. |
Flaming Aura
| Level: | 1 | GP: | 5 | Path: | Fire |
| Attack Types: | fire | Sources: | Gorokh, Ruggilli |
| In-Game Description: | Surrounds you with an aura of fire which burns everything near you. |
| Notes: | Creates a ring of fire around you that follows you, damaging anything in melee range. Handy for extra bonus damage when you absolutely need to kill something, but tends to set off traps on chests and burn up useful items, which limits its general usefulness. |
Retributive Strike
| Level: | 18 | GP: | 100 | Path: | Wounding |
| Attack Types: | godpower | Sources: | Ruggilli |
| In-Game Description: | Damages the targeted creature with godpower, against which very few creatures have any resistance. |
| Notes: | This is a version of Holy Wrath that blasts an enemy with a pure godpower type explosion. The explosion in this case is very fast and short-lived, and instead of remaining centered on the enemy it blasts immediately outward in a ring, hitting the target and any other nearby enemies. It also won't do anything if there's no enemy in the direction you fire it. It's incredibly expensive, it's a bit tricky to hit small, quick enemies with it, and it's very dangerous as if used at close range the blast can deal enormous damage to yourself (since no equipment resists godpower). The enormous cost makes it difficult to fire it multiple times in a row, and generally this loses out in damage to Sorig's Divine Shock unless the enemy's got tremendous electricty resistance, although Retributive Strike does have the advantage of not destroying items or chests. |
Sorig
Divine Shock
| Level: | 1 | GP: | 3 | Path: | Wounding |
| Attack Types: | electricity, godpower | Sources: | Sorig |
| In-Game Description: | Fires a ball of lightning. |
| Notes: | Sorig's signature spell, a modified version of the Evocation spell Ball Lightning that instead comes as a Prayer with godpower as an attack type. Ball Lightning is already useful for sending a ball that automatically homes in aggressively on enemies, and the fact that Sorig's version deals godpower type damage means it's useful on almost anything in the game, making it a tremendous way to kill a wide variety of monsters from afar. It's particularly powerful on large targets like demons, since the ball remains on top of them every time it moves. The automatic tracking also allows it to be used to hit enemies behind walls, and as a bonus it'll aggressively tear down doors to get to enemies behind them. This versatile prayer is typically what makes Sorig a very popular choice. |
Windstorm
| Level: | 3 | GP: | 3 | Path: | Null |
| Attack Types: | physical | Sources: | Sorig |
| In-Game Description: | A cone spell which does minor wind damage and pushes away creatures and loose, lightweight items on the ground. |
| Notes: | At first glance you'd think it's similar to Ixalovh's Wave spell, but Windstorm actually appears to deal no damage whatsoever to enemies, even minor enemies like goblins. Instead, it fires a wide area cone that tries to push items around without apparently destroying them? Potentially useful for moving some items off of trapped tiles or something, but this is of extremely limited, situational use (and maps fortunately are not designed around requiring a spell specific to one particular god). |
Forked Lightning
| Level: | 5 | GP: | 15 | Path: | Electricity |
| Attack Types: | electricity | Sources: | Sorig |
| In-Game Description: | Fires a lightning bolt which forks into multiple smaller bolts, covering a somewhat cone-shaped area. |
| Notes: | This used to be classified as magic + electricity elemental but more recent updates have changed this to be a pure electricity damage spell, allowing it to hit enemies that are otherwise immune to magic. This spell is similar to the pyromancy Large Lightning, except that in addition to firing a large beam of lightning it will randomly split off at 45 degree angles into other bolts of lightning. It's still not as effective at filling a room as cone spells tend to be, and is typically not as useful as Divine Shock, which can chase down enemies and tear through large targets quite effectively. |
Cause Critical Wounds
| Level: | 7 | GP: | 25 | Path: | Wounding |
| Attack Types: | godpower | Sources: | Sorig |
| In-Game Description: | Fires a bullet which inflicts damage on any creature it strikes. |
| Notes: | It's a more damaging version of Cause Heavy wounds. |
Cause Many Wounds
| Level: | 12 | GP: | 30 | Path: | Wounding |
| Attack Types: | godpower | Sources: | Devourers, Sorig |
| In-Game Description: | Creates many missiles which strike as a swarm of Cause Light Wounds bullets. |
| Notes: | Functionally similar to the Bullet Swarm spell, except in prayer form. Fires a stream of Cause Wounds at an enemy. Helpful if you want to defeat an enemy without destroying any items they drop, but Divine Shock is generally much more damaging. |
Valriel
Wrathful Eye
| Level: | 5 | GP: | 30 | Path: | Self |
| Attack Types: | blind | Sources: | Valriel |
| In-Game Description: | Summons an image of Valriel's Eye, which may temporarily blind creatures in the cone-shaped area in front of it. |
Sunspear
| Level: | 6 | GP: | 8 | Path: | Light |
| Attack Types: | fire, blind | Sources: | Valriel, rods, staffs |
| In-Game Description: | Fires a bolt of blindness and heat. |
| Notes: | It's quite decent, being basically a version of Firebolt that blinds enemies and gives praying experience. Unusually, you can actually find Sunspear on staves and rods sometimes, being perhaps the only god-granted spell to appear that way. |
Daylight
| Level: | 18 | GP: | 120 | Path: | Light |
| Attack Types: | N/A | Sources: | Gaea, Valriel |
| In-Game Description: | Lights up the area. |
Credits
All information retrieved from the archetype files in the
SVN repository, or from the
Spells section of the main Crossfire site.