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Elemental spells


Fire - Air - Water - Earth

Fire

Torch Light
SP cost: 1 Damage type: -
Torch light increases the radius of light surrounding your party in the dark.
Normal: Duration 1 hour per point of skill
Expert: Brighter light
Master: Brightest light

Flame Arrow
SP cost: 2 (N), 1 (E), 0 (M) Damage type: Fire
Creates and fires a single flaming arrow. Unlike most spells, this spell is notoriously inaccurate and has the same chance of hitting as a regular arrow (using your Fire skill as a bonus to hit). The arrow does 1-8 points of damage when it hits.
Normal: Casting costs 2 spell points
Expert: Casting costs 1 spell point, faster recovery
Master: Casting costs no spell points, even faster recovery

Protection From Fire
SP cost: 3 Damage type: -
Increases all your characters’ resistance to fire by an amount equal to your skill in Fire Magic and lasts one hour per point of skill in Fire Magic.
Normal: 1 point of resistance per point of skill
Expert: 2 points of resistance per point of skill
Master: 3 points of resistance per point of skill

Fire Bolt
SP cost: 4 Damage type: Fire
Launches a burst of fire at a single target. Damage is 1-4 points of damage per point of skill in Fire Magic, but casting cost is low. Firebolt is safe and effective - the “Old Reliable” of the Sorcerer’s arsenal.
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Fastest recovery rate

Haste
SP cost: 5 Damage type: -
Reduces the time it takes to recover from casting a spell or attacking with a weapon. Characters will be weak for six hours after this spell wears off.
Normal: Duration 1 hour + 1 minute per point of skill
Expert: Spell affects entire party
Master: Duration 1 hour + 3 minutes per point of skill

Fireball
SP cost: 8 Damage type: Fire
Another Sorcerer’s favorite, fireball targets a single monster, but explodes to hurt anyone else caught in the blast. If your party is too close to the blast, they will be hurt as well. Fireball does 1-6 points of damage per point of skill in Fire Magic.
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Fastest recovery rate

Ring Of Fire
SP cost: 10 Damage type: Fire
Generates a ring of fire around the party that damages all monsters it contacts. Happily, Ring of Fire is safe and will not damage your own characters. Ring of Fire does six points of damage plus one per point of skill in Fire Magic. (Note: You can fry monsters through the walls with this spell)
Normal: Small radius of effect around party
Expert: Larger radius
Master: Faster recovery

Fire Blast
SP cost: 15 Damage type: Fire
Launches streaks of fire in the direction the characters are facing. The bolts only hit monsters that stand in their way, so a little aiming practice will help you get the most benefit from Fire Blast. Fire Blast does 4 points of damage plus 1-3 per point of skill in Fire Magic.
Normal: Slow rate of recovery and 3 shots
Expert: Moderate rate of recovery and 5 shots
Master: Fast rate of recovery and 7 shots

Meteor Shower
SP cost: 20 Damage type: Fire
Summons flaming rocks from the sky in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell. A single meteor does 8 points of damage plus 1 per point of skill in Fire Magic. This spell only works outdoors.
Normal: Slow rate of recovery and 8 meteors
Expert: Moderate rate of recovery and 12 meteors
Master: Fast rate of recovery and 16 meteors

Inferno
SP cost: 25 Damage type: Fire
Inferno burns all monsters in sight when cast, excluding your characters. Good for cleaning out rooms full of weak or moderate strength monsters in one or two easy castings. Each monster takes 12 points of damage plus 1 per point of skill in Fire Magic. This spell only works indoors.
Normal: Slow recovery
Expert: Fast recovery
Master: Even faster recovery

Incinerate
SP cost: 30 Damage type: Fire
Amongst the strongest direct damage spells available, Incinerate inflicts massive damage on a single target. Only the strongest of monsters can expect to survive this spell. Damage is 15 points plus 1-15 per point of skill in Fire Magic.
Normal: Slow recovery
Expert: Fast recovery
Master: Even faster recovery


Air

Wizards Eye
SP cost: 1 Damage type: -
Wizard Eye causes the automap located in the upper right corner of the main gaming screen to show the locations of monsters and other points of interest. The spell lasts 1 hour per point of skill in Air Magic.
Normal: Only shows terrain and monsters
Expert: Shows treasure
Master: Shows points of intrest

Static Charge
SP cost: 2 (N), 1 (E), 0 (M) Damage type: Electricity
Targets a single monster with a jolt of static electricity. It only does 2-6 points of damage, but it always hits
Normal: Casting costs 2 spell points
Expert: Casting costs 1 spell point, faster recovery
Master: Casting costs no spell points, even faster recovery

Protection From Electricity
SP cost: 3 Damage type: -
Increases all your characters’ resistance to Electricity by an amount equal to your skill in Air Magic.
Normal: 1 point of resistance per point of skill
Expert: 2 points of resistance per point of skill
Master: 3 points of resistance per point of skill

Sparks
SP cost: 4 Damage type: Electricity
Sparks fires small balls of lightning into the world that bounce around until they hit something or dissipate. It is hard to tell where they will go, so this spell is best used in a room crowded with small monsters. Each spark does 2 points plus 1 per point of skill in Air Magic.
Normal: Moderate recovery, 3 sparks
Expert: Faster recovery, 5 sparks
Master: Even faster recovery, 7 sparks

Feather Fall
SP cost: 5 Damage type: -
Feather Fall prevents your characters from being hurt when falling more than ten feet by slowing the speed of the fall. Feather Fall affects your entire party with one casting and has a duration based on your skill in Air Magic.
Normal: Duration 5 minutes per point of skill
Expert: Duration 10 minutes per point of skill
Master: Duration 1 hour per point of skill

Shield
SP cost: 8 Damage type: -
Halves damage from incoming ranged attacks (such as rocks and arrows) by slowing the missiles down just before they hit.
Normal: 1 hour + 5 minutes per point of skil
Expert: Spell affects entire party
Master: Duration 1 hour + 15 minutes per point of skill

Lightning Bolt
SP cost: 10 Damage type: Electricity
Sorcerer’s Darling, Lightning Bolt discharges electricity from the caster’s hand to a single target. It always hits and does 1-8 points of damage per point of skill in Air Magic.
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Even faster recovery rate

Jump
SP cost: 15 Damage type: -
Jump launches your party up in the air, landing you 60 feet from where you started. Your party takes no falling damage from the jump.
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Even faster recovery rate

Implosion
SP cost: 20 Damage type: Physical
Implosion is a nasty spell that affects a single target by destroying the air around it, causing a sudden inrush from the surrounding air, a thunderclap, and 10 points plus 1-10 points of damage per point of skill in Air Magic.
Normal: Duration 1 hour per point of skill
Expert: Brighter light
Master: Brightest light

Fly
SP cost: 25 Damage type: -
Grants the power of flight to your characters! This spell is very expensive and only works outdoors, but it is very useful. Fly will drain one spell point every five minutes it is in use (I.E. when you aren't touching the ground).
Normal: Duration 5 minutes per point of skill
Expert: Duration 10 minutes per point of skill
Master: Duration 1 hour per point of skill

Starburst
SP cost: 30 Damage type: Electricity
Calls stars from the heavens to smite and burn your enemies. Expert and Master ranking in this spell both increase the number of stars called and speed recovery. The damage for each star is 20 points plus 1 per point of skill in Air Magic, and Starburst only works outdoors. Try not to get caught in the blast…
Normal: Slow rate of recovery and 8 stars
Expert: Moderate rate of recovery and 12 stars
Master: Fast rate of recovery and 16 stars


Water

Awaken
SP cost: 1 Damage type: -
Automatically awakens all of your characters from a normal sleep and will awaken them from a magical sleep if they haven't had the sleep condition for too long. The greater your skill in Water Magic, the longer the sleep condition could have been present before this spell becomes ineffective.
Normal: Works if asleep less than 3 minutes per point of skill
Expert: Works if asleep less than 10 minutes per point of skill
Master: Works if asleep less than 1 day per point of skill

Cold Beam
SP cost: 2 (N), 1 (E), 0 (M) Damage type: Cold
Targets a single monster with a field of extreme cold for an instant. It only does 2-6 points of damage, but it always hits. The more skill you have in Water Magic, the faster you will recover from casting Cold Beam. Masters of Water can cast this spell without cost.
Normal: Casting costs 2 spell points
Expert: Casting costs 1 spell point, faster recovery
Master: Casting costs no spell points, even faster recovery

Protection From Cold
SP cost: 1 Damage type: -
Increases all your characters’ resistance to Cold by an amount equal to your skill in Water Magic. This spell lasts for one hour per point of skill in Water Magic.
Normal: 1 point of resistance per point of skill
Expert: 2 points of resistance per point of skill
Master: 3 points of resistance per point of skill

Poison Spray
SP cost: 4 Damage type: Poison
Sprays poison at monsters directly in front of your characters. Damage is low, but few monsters have resistance to poison, so it usually works. Each shot does 2 points of damage plus 1-2 per point of skill in Water Magic.
Normal: Moderate recovery rate and 1 shot
Expert: Faster recovery rate and 3 shots
Master: Even faster recovery rate and 5 shots

Torch Light
SP cost: 5 Damage type: -
Only useful outdoors, Water Walk lets your characters walk along the surface of water without sinking. This spell can be very useful, but constantly drains one spell point every 20 minutes while in contact with water.
Normal: Duration 5 minutes per point of skill
Expert: Duration 10 minutes per point of skill
Master: Duration 1 hour per point of skill

Ice Bolt
SP cost: 8 Damage type: Cold
Fires a single bolt of ice at a single target. It always hits and does 1-7 points of damage per point of skill in Water Magic.
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Even faster recovery rate

Enchant Item
SP cost: 10 Damage type: -
Gives a chance to imbue a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Experts manage better enchantments, and only masters can enchant weapons.
Normal: Weak enchantments only
Expert: Stronger enchantments
Master: Allows enchantment of weapons

Acid Burst
SP cost: 15 Damage type: Poison
Acid burst squirts a jet of extremely caustic acid at a single victim. It always hits and does 9 points of damage plus 1-9 per point of skill. The big advantage of this spell is few monsters are resistant to acid.
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Even faster recovery rate

Town Portal
SP cost: 20 Damage type: -
Town Portal teleports the party to the central fountain of the last town visited. Town Portal has a 10% chance per point of Water Magic skill of working when cast.
Normal: Outdoors only
Expert: Indoors OK
Master: Works anywhere and gives choice of destination

Ice Blast
SP cost: 25 Damage type: Cold
Fires a ball of ice in the direction the caster is facing. The ball will shatter when it hits something, launching 7 shards of ice in all directions except the caster’s. The shards will ricochet until they strike a creature or melt. Each shard does 12 points of damage plus 1-2 per point of skill in Water Magic.
Normal: Slow recovery rate
Expert: Faster recovery rate
Master: Even faster recovery rate

Lloyd's Beacon
SP cost: 30 Damage type: -
Lloyd’s Beacon lets you place a marker at a location you want to teleport back to in the future. Just how far in the future depends on your skill and ranking in Water Magic. Cast this spell whenever you wish to either place a marker or return to one.
Normal: 1 Beacon, decays in 1 hour per point of skill
Expert: 3 Beacons, decays in 1 day per point of skill
Master: 5 Beacons, decays in 1 week per point of skill


Earth

Stun
SP cost: 1 Damage type: Magic
Slaps a monster with magical force, forcing it to recover from the stun spell before it can do anything else. Stun also knocks monsters back a little, giving you a chance to get away while the getting is good. The greater your skill in Earth Magic, the greater the effect of the spell.
Normal: Normal effect
Expert: Stronger effect
Master: Strongest effect

Magic Arrow
SP cost: 2 (N), 1 (E), 0 (M) Damage type: Physical
Creates and fires a single magical arrow. Unlike most spells, this spell is inaccurate and has the same chance of hitting as a regular arrow (using your Earth Magic skill as a bonus to hit). Also unlike most spells, Magic Arrow is free to cast when you become a Master of Earth. The arrow does 3-8 points of damage.
Normal: Casting costs 2 spell points
Expert: Casting costs 1 spell point, faster recovery
Master: Casting costs no spell points, even faster recovery

Protection From Magic
SP cost: 3 Damage type: -
Increases all your characters’ resistance to magic by an amount equal to your skill in Earth Magic.
Normal: 1 point of resistance per point of skill
Expert: 2 points of resistance per point of skill
Master: 3 points of resistance per point of skill

Deadly Swarm
SP cost: 4 Damage type: Physical
Summons a swarm of biting, stinging insects to bedevil a single target. The swarm only does 5 points of damage plus 1-3 per point of skill in Earth Magic, but it never misses and the damage is physical, making resistance to this spell unlikely.
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Even faster recovery rate

Stone Skin
SP cost: 5 Damage type: -
Increases the armor class of a character by 5 + 1 point per point of skill in Earth Magic
Normal: 1 hour + 5 minutes per point of skill
Expert: Spell affects entire party
Master: Duration 1 hour + 15 minutes per point of skill

Blades
SP cost: 8 Damage type: Physical
Fires a rotating, razor-thin metal blade at a single monster. This spell can miss, and damage and chance to hit rely heavily on Earth Magic skill. The blade does 1-5 points of damage per point of skill in Earth Magic.
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Even faster recovery rate

Stone To Flesh
SP cost: 10 Damage type: -
Removes the stoned condition from a character if you cast this spell in time. The greater the skill and rank in Earth Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
Normal: Works if stoned less than 3 minutes per point of skill
Expert: Works if stoned less than 1 hour per point of skill
Master: Works if stoned less than 1 days per point of skill

Rock Blast
SP cost: 15 Damage type: Physical
Releases a magical stone into the world that will explode when it comes into contact with a creature or enough time passes. The rock will bounce and roll until it finds a resting spot, so be careful not to be caught in the blast. The explosion causes 1-8 points of damage per point of skill in Earth Magic.
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Even faster recovery rate

Turn To Stone
SP cost: 20 Damage type: Magic
Temporarily turns a target to stone. These stone statues are invulnerable to any sort of attack.
Normal: Duration 5 minutes per point of skill
Expert: Duration 10 minutes per point of skill
Master: Duration 20 minutes per point of skill

Death Blossom
SP cost: 25 Damage type: Physical
Fires a magical stone far into the air that creates a very large and powerful explosion when it lands. The damage is 20 points plus 1 per point of skill in Earth Magic. This spell can only be used outdoors.
Normal: Moderate recovery rate
Expert: Faster recovery rate
Master: Even faster recovery rate

Mass Distortion
SP cost: 30 Damage type: Magic
Increases the weight of a single target enormously for an instant, causing internal damage equal to 25% of the monster’s hit points plus another 2% per point of skill in Earth Magic. The bigger they are, the harder they fall.
Normal: Slow recovery rate
Expert: Faster recovery rate
Master: Even faster recovery rate





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