The means to enchant, because this is fantasy game!


Possesing a spell doesn't make you a full scale magician. Some things are crucial to be remembered. When you posess a spell, you have to activate it - Equipment => Spells Book. If it is active, you MAY HAVE THE CHANCE to cast it during the fight, or just before it if it's a defensive spell. The precise chance depends on how good a sorcerer (MAGIC lvl) you are, and what is the difficulty of the spell to cast. Various professions have additionally diminished or boosted effectivness and chance of casting. It is needless to say that a recruit will surely come upon many more problems when casting a spell, compared to a typical adept. And frustration won't take you anywhere, although some practise would surely proove useful.

Spells use up MANA and the amount of it is shown next to every spell. So to cast a spell you should have at least so much mana that a spell needs.
To buy a spell you need a minimum level of MAGIC skill (min. Magic).


Origin of a spell matters as well, because a lot of monsters can be immune to some spheres and vulnerable to others. A classical example is a revenant that won't be hurt by death magic for sure; however, a spell from magic of life can be very painful.
(Editor's note: The above about the origin of a spell is not implemented yet.)


All the spells that you cast during a battle to deal direct magical damage to your opponent. Usually a more complicated spell requires higher magic skills and it consumes more mana, yet it inflicts comparably bigger damage. The undoubtful advantage of magic attack is, you can hardly protect yourself against its effects at all.

Such spells will be cast if you choose "distance magic" as your fighting tactic.
MAGIC skill affects damage of these spells.


Spells cast at the very beginning of the fight, before foes charge at each other, regardless of their tactics. It passes without question that those spells are worth their price, as they can boost characters capabilities a great deal, rising the combat potential and thus the chance to win.

Effects of such magic are active throughout the entire combat, and disappear afterwards.


Magic available only to clergy and professions rooting from it. It is the widely understood divine magic, representing the force of life, and furthermore it mostly protects the life of the affected. It can be further divided into spells which heal, regenerate, and protect against both magical and physical attacks.

The healing spells raise the vitality (regardless of actual damage taken), the regenerating ones do that also, in smaller amounts, but across several combat turns. The protecting spells (prayers, blessings, sanctuaries) reduce the damage you take while they are active.

The duration of the effects of such magic ends with the end of the combat.
The spells are active when the character is using the distance-magic tactic.
Both the duration and strength of the effects are determined by the MAGIC skill.


In other words, the mischievous one. A wizard casting such spell enchants the feelings, senses and the very psychic of his opponent, to the point when he can drastically lower the opponent's combat efficiency. Such magic is therefore not that efficient when applied to an undead, yet does very well on everyone else.

Magic of this sort is reserved for the more advanced wizards.

Both the duration and the strength of the effects are determined by the MAGIC skill.