Spells for Eternal Chaos III

This page is split into two sections:

Spell Groups which details the seventeen distinct groups of spells and the spells that they contain. When a character is first created, the spells that they will have access to in the future are determined by which groups the character knows.

Spells Listing which gives an alphabetical listing of all of the spells available to players in Eternal Chaos III, including the syntax for using them, their effects, and which spell groups they belong to.



Spell Groups

Key: spell group usable by Cleric, Mage, Thief, Warrior.

ATTACK

The attack spells are essentially powerful curses, fueled by divine energy rather than magical power (like the combat spells are). They are less powerful than the combat spells, but can still deal out a stinging blow. Mages and thieves cannot use this group. The attack spell group consists of the following spells:

BEGUILING

This insideous spell group is used to invade the minds of others. It consists of various charming magics, well suited for turning your foes to your cause. Only mages and thieves have access to the beguiling magics, which consist of the following:

BENEDICTIONS

Benedictions are priestly spells, used to bestow divine favor upon your allies. They are often restricted to those of like alignment. Only clerics and warriors may use these spells. The benedictions spell group consists of the following:

COMBAT

These sorcerous spells are, in the words of one famous mage, just 'more ways to toss energy around'. They are the most powerful of the damaging spells, and considered an essential part of most wizards' collections. Clerics and thieves do not have access to these spells. In order of power, the combat spell group contains the following magics:

CREATION

The creation spell group is used to create objects, of temporary or permanent duration. Skilled creators can travel without food or drink, and use their powers to create nourishment as required. All classes may become learned in this group, which contains these spells:

CURATIVE

The curative spells are used to heal various unpleasant conditions that can befall an adventurer. For healing of damage, see the healing spell group. Curative spells cannot be used by mages or thieves.

DETECTION

The detection spells have may uses, all related to gathering information. They can be used to see hidden objects, give information about treasure, or even scry out the true nature of your foe. All classes except warriors can use detection spells.

DRACONIAN

The Draconian spell group deals with the magic of dragons — in this case, bringing forth the devastating power of their breath weapons upon your foes. Only mages have the mental training necessary to cast these spells, and few of them ever reach the level of mastery required to use them.

ENCHANTMENT

The enchantment spell group is used to imbue items with magical properties. Only mages may enchant.

ENHANCEMENT

The enhancement spells improve upon the body's pontential, allowing feats of superhuman strength and speed. However, these spells may often have harmful effects upon the recipient.

HARMFUL

This spell group is the opposite of healing. The harmful spells are designed to tear flesh from bone, rupture arteries, and generally turn the body against itself. Only priests and warriors may use this spell group. In order of power, the harmful spells are:

HEALING

The healing spells are used to cure the wounds that adventurers inevitably suffer in battle. For curing other conditions, such as poison, see the curative spell group. Only warriors and priests have access to this group. In order of power, the healing spells are:

ILLUSION

The illusions spells are dedicated to deception and trickery. They can be used to mask appearances, or create distractions for the party. Currently, the illusion group is very small, but it will be expanded in the future. Only thieves and mages can cast illusion spells, which consist of the following:

MALADICTIONS

Maladictions are a group of curses and other baneful spells, designed to cripple, inconvenience, or torture, rather than kill outright. These spells may be cast by any class.

PROTECTIVE

The protective spells are used to shield against harm, whether from spells or physical attack. They range from the weak armor spell to the sought-after sanctuary charm. Also included in this group are several spells for dispelling hostile magics. Any class may use this group, which consists of the following spells:

TRANSPORTATION

The transportation group is used for travel, whether by flight, magical teleportation, or walking through walls. All classes may learn these spells, which are among the most useful in the game.

WEATHER

These spells allow the caster to manipulate local weather conditions, as well as summon fog clouds, lightning, or even electrical glows. This group is usable by all classes.





Spells Listing

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

ACID BLAST

ACID BREATH

ARMOR

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

BLESS

BLINDNESS

BURNING HANDS

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

CALL LIGHTNING

CALM

CANCELLATION

CAUSE CRITICAL

CAUSE LIGHT

CAUSE SERIOUS

CHAIN LIGHTNING

CHANGE SEX

CHARM PERSON

CHILL TOUCH

COLOUR SPRAY

CONTINUAL LIGHT

CONTROL WEATHER

CREATE FOOD

CREATE ROSE

CREATE SPRING

CREATE WATER

CURE BLINDNESS

CURE CRITICAL

CURE LIGHT

CURE POISON

CURE SERIOUS

CURSE

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

DEMONFIRE

DETECT EVIL

DETECT GOOD

DETECT HIDDEN

DETECT INVIS

DETECT MAGIC

DETECT POISON

DISPEL EVIL

DISPEL GOOD

DISPEL MAGIC

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

EARTHQUAKE

ENCHANT ARMOR

ENCHANT WEAPON

ENERGY DRAIN

ENLIGHTENMENT

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

FAERIE FIRE

FAERIE FOG

FARSIGHT

FIREBALL

FIRE BREATH

FIREPROOF

FLAMESTRIKE

FLOATING DISC

FLY

FRENZY

FROST BREATH

FULL HEAL

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

GAS BREATH

GATE

GIANT STRENGTH

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

HARM

HASTE

HEAL

HEAT METAL

HOLY WORD

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

IDENTIFY

INFRAVISION

INVIS

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

KNOW ALIGNMENT

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

LIGHTNING BOLT

LIGHTNING BREATH

LOCATE OBJECT

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

MAGIC MISSILE

MASS HEALING

MASS INVIS

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

NEXUS

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

PASS DOOR

PLAGUE

POISON

PORTAL

PROTECTION EVIL

PROTECTION GOOD

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

RAY OF TRUTH

RECHARGE

REFRESH

REMOVE CURSE

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

SANCTUARY

SHOCKING GRASP

SHIELD

SLEEP

SLOW

STONE SKIN

SUMMON OBJECT

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

TELEPORT

TEMPTER

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

VENTRILOQUATE

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

WEAKEN

WORD OF RECALL

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

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