Spells
Spells in Grimoire are split into 12 schools of magic:
1) Fire, 2) Frost, 3) Air, 4) Water, 5) Earth, 6) Spirit, 7) Psyche, 8) Astral, 9) Infernal, 10) Necromantic, 11) Arcanum, 12) Eldritch (this one is initially hidden, see below)
Contents
- 1 All Spells by Class (complete)
- 2 All Arcanum Spells (complete)
- 3 All Eldritch Spells (complete)
- 4 Spell Descriptions (incomplete)
All Spells by Class (complete)
Necromancer
Frost
- Chilling Touch lvl 2
- Shivers lvl 3
- Freezing Sphere lvl 8
Air
- Stinking Cloud lvl 5
- Suffocate lvl 8
Water
- Irritation lvl 1
- Wither lvl 2
- Blister lvl 3
Earth
- Poison lvl 1
- Toxic Vapours lvl 3
- Armor Rot lvl 7
Psyche
- Cerebral Shield lvl 12
Astral
- Magic Drain lvl 5
- AntiMagic lvl 7
Infernal
- Dread lvl 1
- Insect Swarm lvl 1
- WitchHex lvl 1
- Blight lvl 3
- Demon Ward lvl 3
- Crushing Hand lvl 4
- Nightmare lvl 4
- Cosmic Gate lvl 6
- DevilWind lvl 6
- Summon Hellspawn lvl 10
Necromantic
- Brain Rot lvl 1
- Hold Undead lvl 2
- Ward Undead lvl2
- Summon Undead lvl 4
- Banish Undead lvl 5
- Finger of Death lvl 8
- Crypt Clarion lvl 9
- Death Cloud lvl 12
- Death Gaze lvl 12
- Life Drain lvl 13
- Death Wish lvl 21
Sage
Fire
- Biophosphor lvl 1
Frost
- Paralysis lvl 7
- Comet of Doom lvl 12
Air
- Sleep lvl 2
- Shrill Sound lvl 2
- Sonic Barrier lvl 2
- Missile Shield lvl 3
- Feather Fall lvl 4
- Ventriloquism lvl 4
- Silence lvl 7
- Gaze Reflection lvl 7
- Purify Air lvl 10
Water
- Haste lvl 4
Earth
- Poison lvl 1
- Direction lvl 1
- Knock Knock lvl 5
Spirit
- Cure Light Cond. lvl 1
- Cure Light Wounds lvl 2
- Cure Disease lvl 4
- Neutralize Poison lvl 4
- Sound Mind lvl 4
- Cure Heavy Wounds lvl 6
- Resurrection lvl 8
Psyche
- Charm lvl 1
- Detect Secret lvl 1
- Identify lvl 1
- Confusion lvl 2
- Psyonic Blast lvl 2
- Cerebral Shield lvl 3
- MindRead lvl 4
- Improved Identify lvl 4
- True Seeing lvl 4
- Locate Item lvl 5
- Divination lvl 6
- Locate Person lvl 7
Astral
- Read Magic lvl 1
- Detect Magic lvl 2
- Danger Sense lvl 3
- Magic Bells lvl 3
Infernal
- Dread lvl 2
Necromantic
- Brain Rot lvl 2
Wizard
Fire
- Energy Bolt lvl 1
- Blinding Flash lvl 1
- Dancing Light lvl 2
- Magic Missile lvl 2
- Fireball lvl 4
- Fire Shield lvl 5
- Lightning Bolt lvl 8
- Firestorm lvl 12
- Solar Flare lvl 18
Frost
- Chilling Touch lvl 1
- Cold Shield lvl 4
- Iceball lvl 4
- Deep Freeze lvl 6
- Cone of Cold lvl 6
- Paralysis lvl 6
- Fog of Frost lvl 8
- Hailstorm lvl 8
- Glacier Burst lvl 11
- Freezing Sphere lvl 14
Air
- Sleep lvl 1
- Silence lvl 4
- Missile Shield lvl 4
- Shrill Sound lvl 5
- Stinking Cloud lvl 6
- Deflection Screen lvl 7
- Suffocate lvl 9
Water
- Irritation lvl 1
- Slow lvl 2
- Haste lvl 4
- Wither lvl 5
- Drain Cloud lvl 6
- Vitality Drain lvl 6
- Hurricane lvl 14
Earth
- Direction lvl 1
- Knock Knock lvl 4
- Armor Rot lvl 7
- Earthquake lvl 8
Spirit
- Create Light lvl 2
- Resurrection lvl 10
Psyche
- Charm lvl 1
- Identify lvl 1
- Confusion lvl 3
- Locate Item lvl 6 (reveals the whole map, including items on the map - casting at Level VII will put it all on your map)
- True Seeing lvl 7
- MindRead lvl 8
- Cerebral Shield lvl 10
- Locate Person lvl 10
Astral
- Detect Secret lvl 1
- Detect Magic lvl 1
- Direction lvl 1
- Read Magic lvl 3
- Magic Bells lvl 3
- Wizard Eye lvl 5
- Hold Monster lvl 5
- Magic Screen lvl 6
- Fizzle Shield lvl 8
- Dispel Magic lvl 8
- Magic Drain lvl 10
- AntiMagic lvl 13
Infernal
- Crushing Hand lvl 5
- Cosmic Gate lvl 9
Thaumaturge
Fire
- Leaping Sparks lvl 1
- Blinding Flash lvl 1
- Fire Ball lvl 3
- Fire Shield lvl 4
- Lightning Bolt lvl 6
- Firestorm lvl 16
Frost
- Chilling Touch lvl 1
- Cold Shield lvl 3
- Shivers lvl 3
- Iceball lvl 4
- Deep Freeze lvl 6
- Hailstorm lvl 6
- Cone of Cold lvl 8
- Glacier Burst lvl 9
- Fog of Frost lvl 10
Air
- Purify Air lvl 4
- Feather Fall lvl 5
- Stinking Cloud lvl 6
- Suffocate lvl 11
Water
- Irritation lvl 2
- Strength lvl 2
- Wither lvl 3
- Vitality Drain lvl 5
- Drain Cloud lvl 7
- Aquagenesis lvl 9
- Hurricane lvl 12
Earth
- Poison lvl 1
- Direction lvl 1
- Toxic Vapours lvl 5
- Acid Cloud lvl 5
- Create Golem lvl 8
- Armor Rot lvl 10
- VivoGenesis lvl 16
Spirit
- Cure Light Wounds lvl 1
- Cure Light Cond lvl 1
- Cure Heavy Wounds lvl 4
- Cure Disease lvl 5
- Neutralize Poison lvl 7
Infernal
- WitchHex lvl 1
- Insect Swarm lvl 5
- Pentagram lvl 14
Necromantic
- Undead Ward lvl 7
- Finger of Death lvl 12
- Death Gaze lvl 16
Cleric
Fire
- Fire Shield lvl 3
- Lightning Bolt lvl 6
- Fire Walking lvl ??
Frost
- Cold Shield lvl 5
- Paralysis lvl 5
Air
- Silence lvl 2
- Sleep lvl 2
- Missile Shield lvl 3
- Feather Fall lvl 5
- Purify Air lvl 6
Water
- Refresh lvl 1
- Haste lvl 2
- Strength lvl 2
- Hurricane lvl 8
- Water Walking lvl 10
Earth
- Armorplate lvl 4
- Flesh to Stone lvl 7
- VivoGenesis lvl 8
- Earthquake lvl 10
Spirit
- Bless lvl 1
- Cure Light Wounds lvl 1
- Cure Light Cond lvl 1
- Create Light lvl 1
- Cure Heavy Wounds lvl 3
- Sound Mind lvl 3
- Cure Disease lvl 4
- Neutralize Poison lvl 4
- Resurrection lvl 6
- Stone to Flesh lvl 7
- Cure Paralysis lvl 12
- Miracle lvl 14
- Holy Word lv ??
Psyche
- Cerebral Shield lvl 6
- True Seeing lvl 7
Astral
- Magic Bells lvl 3
- Enchanted Blade lvl 4
Infernal
- Insect Swarm lvl 3
- Remove Curse lvl 4
- Crushing Hand lvl 6
- Cosmic Gate lvl 8
- Pentagram lvl 9
Necromantic
- Hold Undead lvl 3
- Undead Ward lvl 4
- Banish Undead lvl 7
- Raise Dead lvl 10
All Arcanum Spells (complete)
Spoiler |
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Arcanum spells are quite powerful and rely on the Arcanum skill. You need to find spellbooks to learn these spells - they cannot be learned on levelup. Scribing Arcanum or Eldritch spellbooks can drive the scriber insane, which can be fixed with the Sane Mind spell or with enough sleep afterwards. |
Rainbow Rays: 3d6 damage per level + random effects vs. one group of up to 6 enemies. |
Recharge: Recharges items, eg. magic wand charges. |
Matter clone: Creates additional units of stackable items. |
Mirror Mirage: Absorbs and can reflect gaze attacks or other magic requiring a line of sight between caster and castee. |
Invisibility: Turns one character invisible, "makes them virtually immune to attack, because none of the enemies can see the character." |
Illusion: Creates an illusion of a powerful entity to aid your party in combat; majority of monsters must fall for it to have effect. |
Hermetic Gag: prevents up to 6 monsters from making incantations (reading scrolls) |
Power Nimbus: Restores hit points, vitality, and morale to entire party. |
Astral Travel: Transports party to another plane. Never did anything for me. |
Dimension Door: Paired with the Teleport spell, sets the location to which you will return with the Teleport spell. |
Teleport: Paired with the Dimension Door spell, teleports party to the location set by the Dimension Door spell. |
All Eldritch Spells (complete)
Spoiler |
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This hidden spell page can be unlocked by asking wizards you meet about it. Scribing Eldritch and Arcanum spellbooks can drive the scriber insane, which can be fixed with the Sane Mind spell or with enough sleeping afterwards. Eldritch spells are the most powerful attack spells in the whole game. |
Deadly Blades: 10D8 cutting damage per level vs. all enemies (probably the best offensive spell) |
Disintegrate: instant death to one enemy (powerful enemies usually save against it) |
Destroyer Vortex: 6d8 damage per level + random effects vs. all enemies. |
Summoning I: summons minor set of monsters to fight for party |
Summoning II: summons major set of powerful monsters to fight for party (Silver Dragons, Earth Titans, Blink Cats, etc.) |
Time Stop: stops time so that party can attack while enemies are frozen in time |
Detect Invisible: makes invisible enemies visible in combat (never really a problem anyway) |
Etherwarp: 4D8 damage per level vs. all astral enemies |
Moonbeam: mass insanity in all animals, werewolves start fighting amongst themselves |
Protect Vs Plants: repelling field against all forms of plant life |
Spell Descriptions (incomplete)
Note: This section is incomplete. For a full list of spells and at what levels you get them, scroll up to the list of All Spells by Class. Arcanum and Eldritch spells (see above) can only be learned from spellbooks.
Fire Spells
Biophosphor
With this spell, a wizard can take almost any small organic object, be it a leaf or a scrap of wood and cause it to glow dimly for several hours according to the strength of the spell. This is useful for dark areas and places where some light is required.
Effect: Create Light.
Target: Party.
Mana Cost/Power Level: 2
Blinding Flash
A brilliant flash of light that will blind foes in combat. Creatures that are sightless or that see by echo location will be unaffected. Affects one group of monsters for a duration determined by the power level of the spell.
Effect: Blind enemies.
Target: 1 Group of Enemies.
Mana Cost/Power Level 4
Energy Bolt
A single rippling bolt of electrical energy that does 1D4 damage for each power level. Affects 1 monster. Electrical Elementals are strengthened by this energy, while creatures composed of liquid or water may ground the bolt and transfer its effects back to the caster. Casting this spell while swimming is not recommended.
Effect: 1D4 damage per power level.
Target: Single Enemy.
Mana Cost/Power Level 4
Fire Shield
Increases resistance to heat of one member of caster's party. The party member's saving throw against fire based attacks is greatly augmented.
Effect: Heat Resistance Up.
Target: Single Ally.
Mana Cost/Power Level 8
Fireball
A fiery ball of fire rockets towards opponents, exploding on contact. Does 3D4 hit points of damage per power level. Affects 1 monster for each level of power it is cast at. Can actually restore hit points to creatures from the plane of fire or who are composed of fire.
Effect: 3D4 damage per power level.
Target: Single Enemy + 1 per power level.
Mana Cost/Power Level: 12
Leaping Sparks
Dangerous popping sparks burst out of thin air around 1 monster, doing 2D2 hitpoints of damage per power level cast. Electrical elementals are strengthened by the effects of this spell.
Effect: 2D2 damage per power level.
Target: Single Enemy.
Mana Cost/Power Level: 6
Magic Missile
A classic sorcerer's spell that never backfires, never misses and against which there is no saving throw. Does 1D6 damage per power level. This missile is always targeted at a single monster. Some enchanted creatures can absorb the magical energy of this spell and regenerate damage.
Effect: 1D6 damage per power level.
Target: Single Enemy.
Mana Cost/Power Level: 4
Frost Spells
Chilling Touch
A billowing plume of freezing gas affects 1 monster, doing 1D6 hit points of damage per power level. Monsters composed of crystal or glass become more brittle and have their armor shielding reduced.
Effect: 1D6 damage per power level.
Target: Single Enemy.
Mana Cost/Power Level: 2
Iceball
A frozen ball of ice shatters on any monster it hits. Does 3D4 hit points of damage per power level. Affects 1 monster for each level of power it is cast at.
Effect: 3D4 damage per power level.
Target: Single Enemy + 1 per power level.
Mana Cost/Power Level: 12
Air Spells
Silence
Causes a bubble of sound absorbing energy to form around a monster's head, preventing them from making incantations. Duration and strength relative to power level.
Effect: Silence, duration and strength increased per power level.
Target: Single Enemy.
Mana Cost/Power Level: 9
Sleep
This seemingly innocent but useful spell gently sends the monsters into lullaby land if it succeeds, softening them up for whatever their opponents have planned next. Whether or not it succeeds is relative to the power level at which it is cast and the resistance to mesmerism of the monster it affects.
Effect: Sleep
Target: Single Enemy(?)
Mana Cost/Power Level: 4
Water Spells
Haste
Casting this spell upon a party member magically augments their speed for a limited duration of time determined by the power level of this spell.
Effect: Speed Up, effect increased per power level.
Target: Single Ally
Mana Cost/Power Level: 6
Earth Spells
Direction
Creates a magical compass floating before the party that tells them the current direction they are facing. The power level determines how long the compass persists.
Effect: Adds compass to main viewport.
Target: N/A
Mana Cost/Power Level: 4
Knock Knock
Warps the wood within a chest or a door in an attempt to pop it open by magical means. Can set off a trap within a chest if cast with less than expert skill. Effectiveness is relative to power level.
Effect: Unlocks Chest/Door, effectiveness increased per power level.
Target: Chest/Door
Mana Cost/Power Level: 6
Spirit Spells
Bless
Bestows a divine prayer on the target that enhances their fighting attributes and makes them more likely to succeed in combat, both in offensive and defensive action. Relative to power level.
Effect: Increases chance of offensive/defensive action to succeed, chance increased per power level.
Target: Single Ally.
Mana Cost/Power Level: 2
Cure Light Wounds
Heals 1D6 hit points of damage to a party member per power level. This spell will not resurrect the dead or cure any conditions the target may suffer from.
Effect: Heal 1D6 hit points per power level.
Target: Single Ally.
Mana Cost/Power Level: 2
Psyche Spells
Charm
Causes an enemy to turn into an ally by enchanting their mind with a confusing array of benevolent and chummy sensations. If they are unable to overcome the effects of this spell, the former enemy will gleefully embark on a campaign to destroy his own companions until the effects wear off. Duration relative to power level.
Effect: Confusion, duration increased per power level.
Target: Single Enemy.
Mana Cost/Power Level: 2
Detect Secret
After casting this spell, a floating mystic eye appears overhead that will flash a question mark whenever something concealed or secret is nearby. An indispensable tool for detecting items, secret walls, doors and other hidden features. Duration is relation to power level.
Effect: Detects secrets, duration increased per power level.
Target: N/A
Mana Cost/Power Level: 4
Identify
Useful magical incantation that can reveal the true identity of both items and monsters. Lasts until it is successful. Its accuracy is affected by the power level it is cast at.
Effect: Identifies items & monsters, accuracy increased per power level.
Target: Items & Monsters
Mana Cost/Power Level: 4
Astral Spells
Wizard Eye
Useful mental projection allows a caster to concentrate to see all surrounding terrain features in his mind's eye. Circumference of area viewed is relative to power of the cast.
Effect: Reveals terrain (on map?), area viewed increased per power level.
Target: N/A.
Mana Cost/Power Level: 16
Infernal Spells
Crushing Hand
A colossal spectral hand materializes out of thin air under the control of the caster, smashing down on a single monster it is directed at doing 6D8 damage per power level.
Effect: 6D8 damage per power level.
Target: Single Enemy.
Mana Cost/Power Level: 12
Remove Curse
Attempts to remove both a physical curse on a player as well as freeing up any accursed items equipped to the body. Success relative to power level of spell when cast.
Effect: Removes curse on Ally & equipped items, success increased per power level.
Target: Single Ally.
Mana Cost/Power Level: 20
Necromantic Spells
Raise Dead
This spell can return to life many races that might be otherwise impossible to resurrect with ordinary magic, or characters that have been dead more than 7 days. It can also resurrect old bones to summon forth an ally from the ancient past. Success is relative to power level.
Effect: Resurrects the dead (undead races), success increased per power level.
Target: Single Target (dead).
Mana Cost/Power Level: 36