dragon001 Spells By Guild dragon002

Note: This list is not finished. broken pics are because I have not acquired them yet!

Guild Class Spell Picture Name Resistance Level Learned Starting Cost Minimum Mana Level Attack Damage Defense Damage 95% Resistance Level STR INT WIS CON CHA DEX Monster Groups Monsters per Group Range Spell Book Prose
Artisan Location Establish Mystic Portal   1 1 1         12 12               Casting this spell will set the caster's "Establish Mystic Portal" location. This means that when the character casts "Open Mystic Portal," he or she will then be returned to the exact location where Establish Mystic Portal was last cast.
Artisan Magical Magical Entry   12 227 421       12 14 14 10   14         Casting this spell will unlock many Magically Sealed chests
Barbarian Location Establish Mystic Portal   1 1 1         12 12               Casting this spell will set the caster's "Establish Mystic Portal" location. This means that when the character casts "Open Mystic Portal," he or she will then be returned to the exact location where Establish Mystic Portal was last cast.
Barbarian Magical Magical Entry   6 113 195       12 14 14 10   14         Casting this spell will unlock many Magically Sealed chests
Cleric Banish Banish Demon Magic 6 66 113 20 21     16 16 14   12 4 8 3   A dark spell of old. Much like Banish Devil, this Spell calls upon Hades to take back those who have escaped
Cleric Banish Banish Devil Magic 5 62 105 15 16     14 10 12   12 4 8 2   An ancient spell that invokes the fury of Hell to yank the specified target(s) back to the plane whence they came
Cleric Damage Cause Fatal Wounds Magic 7 87 153 20 9     17 17 14   16 4 9 4 Codex of Fatality This hideous spell causes the bones of the designated target(s) to explode, causing instant death.
Cleric Damage Cause Heavy Wounds Magic 3 45 69 13 4     12 13 10   12 4 6 2   An advanced form of Cause Wounds, this spell not only attempts to rupture the tissures of the designated target(s) with more force, it also attempts to implode the victim as well by bursting the organs.
Cleric Damage Cause Wounds Magic 1 22 23 10 2     10 12 8   10 2 4 1   When cast, this spell attempts to rupture the internal and external tissues of the target(s) and kill them.
Cleric Damage Deadly Harm Magic 6 75 131 20 7     17 16 13   16 4 7 3   A more devestating form of Killing Power that functions slightly differently. This spell dranings the life force of its victim(s) and feeds it to the earth.
Cleric Damage Draining Touch Magic 6 74 127 40 26     17 17 12   14 1 1 3   A deadly spell, when involked and the caster touches the designated target,their life force is usually drained into the groud, leavinv a lifeless shell
Cleric Damage Killing Power Magic 5 66 111 15 6     15 14 12   14 4 6 2   Not much is known about how this spell functions, but it causes the life force of the targets to be yanked from their bodies.
Cleric Damage Word of Death Magic 12 208 385 30 51   15 21 21 18   20 4 14 6 Grimoire of Death One of the most feared Magic Spells in the world since there are few known Resistences to it, Word of Death, which is known by only the most advanced spell-casters, calls upon the wrath of Nardun, the God of Pain, and asks him to dispose of the caster's target(s). When summoned in full it is said that Nardun can never be overcome.
Cleric Dispell Abolish Undead Magic 8 142 253 80 13     16 16 18   12 2 4 4 Codex of Abolishment The most advanced Dispel Spell ever devised, the magic induced when it is invoked is so great that it usually annihilates all targets. The only drawback is that the magic is usually too focused to affect a large number of targets
Cleric Dispell Dispell Elemental Magic 4 47 75 15 16     15 15 14   10 4 8 2   Even though the true nature of most Elemental creatures is unknown, this spell is said to act much like Dispel Undead, as it breaks apart the Elemental targets and turns them back into the Elements from which they were formed.
Cleric Dispell Dispell Undead Magic 3 37 57 15 16     12 12 10   10 4 8 2   A useful spell when one is attacted by Unded. Any targets affected by this spell will instantly break down and become dust.
Cleric Elemental Leprosy Disease 4 47 75 20 9     12 12 12   12 3 4 2   When invoked, this spel causes the target(s) to become infected with such an advanced case of Leprosy that, quite often, they fall apart and die horribly.
Cleric Elemental Poison Poison 2 24 33 15 6     12 12 10   13 2 4 1   This useful spell introduces a deadly poison into the system of the caster's target(s). This fast-acting toxin causes paralysis of the respiratory system, asphyxiating even the strongest creatures
Cleric Heal Cure Disease   5 43 77         15 15               This spell will both Heal the receiving character's wounds and remove any ailments that the character may be suffering from, such as Poison and Disease.
Cleric Heal Cure Paralysis   4 45 73       6 11 11 10   6         Another useful spell, involking this magic will remove any type of Disease that the receiving character may be suffering from.
Cleric Heal Cure Poison   3 26 39         13 13               This spell will remove any type of Paralysis that has been inflicted upon the receiving character.
Cleric Heal Cure   8 96 173 20 15   12 18 18 12           Codex of Curing Very useful to any adventurer, this spell will remove any form of Poison that has been inflicted on a victim
Cleric Heal Heal   4 49 79 15 6     15 15 8             A more powerful Heal Spell, this magic is used to repair both small and large wounds. However, just and Minor Heal, other ailments are not affected.
Cleric Heal Mass Heal   8 104 185 15 6     16 16             Codex of Healing An advanced heal spell that affects the entire party
Cleric Heal Minor Heal   2 24 33 5 3     13 13               This general Heal Spell is useful for removing small wounds only, so it will not help any other type of injury
Cleric Heal Raise Dead   7 87 153       14 16 16 12   8       Codex of Life This spell recalls the spirit of the receiving character's body and attempts to reunite the two. Be aware that this spell will only bring the recipient to life, not heal them.
Cleric Heal Restoration   7 91 159 40 13     17 17 12           Codex of Restoration Restoration is the most advanced Heal Spell. It usually renews a character to full health after only one casting
Cleric Heal Resurrect   12 275 501         21 21 14   18       Grimoire of Light A more powerful version of Raise Dead, this magic also brings the receiving character back to full health.
Cleric Heal Stone to Flesh   8 104 185         18 18 16   15       Codex of Revival Specifically used to return a Stoned character to flesh, this spell is the only Resurrection Spell which will restore those who have suffered such a fate.
Cleric Location Establish Mystic Portal   1 1 1         12 12               Casting this spell will set the caster's "Establish Mystic Portal" location. This means that when the character casts "Open Mystic Portal," he or she will then be returned to the exact location where Establish Mystic Portal was last cast.
Cleric Magical Amphibious Breathing   6 159 273       12 16   12   14         This spell enables the skin of the recipient to absorb oxygen from the water, thus allowing longer breathing periods while under water.
Cleric Mind Blinding Darkness Mental 4 47 75 15 6     15 9     9 4 6 2   When invoked, this spell creates a menally prohected and amplified light so bright that many are instantly killed
Cleric Mind Impending Doom Mental 12 208 385 25 41     18 15 10   14 4 14 6 Grimoire of Doom The most powerful of all Mind Spells, this dark form of magic convinces the target(s) that they have died, causing their bodily functions to stop - effectively killing them from inside
Cleric Mind Sleep Mental 1 22 23 10 1     12 1     8 2 2 1   When cast, this spell attempts to tack over the mind and put the designated target(s) to sleep so that they may be killed without a struggle.
Cleric Mind Summon Shade Mental 6 72 123 20 9     14 12 10   8 4 7 3   A ghastly spell that creates a mental demon so terrifying that is scares most creatures to death
Cleric Morkal Damage Dark Power Magic 7 150 277 18 8   10 16 19   16 18 2 2 4 Treatise of Dark Power Dark Power drains the life force from it's targets, returning some of it to the caster.
Cleric Morkal Damage Death Drain Magic 9 195 353 22 10   16 18 20   18 20 2 2 4 Treatise of Death Drain Death Drain, like its predecessors in the Morkal Damage Class, sucks the life force from the victims, adding some of this illicit power to the caster in the form of additiona health. This spell can and will drain many creatures to death
Cleric Morkal Damage Displace Life Magic 5 96 161 14 6   18 12 12   20 18 2 2 2 Treatise of Displacement Building on the strength of Life Drain, Displace Life sucks more life force from the victims, adding some to the caster in the form of additional health.
Cleric Morkal Damage Life Drain Magic 1 22 23 8 2   14 16 16   12 16 2 2 1 Treatise of Draining Only capable of affecting a bare handful of creatures for a fairly minor effect. Life Drain sucks the life force from the victims, adding some of this illicit power to the caster in the form of additional health.
Cleric Morkal Damage Shatter Spirit Magic 3 60 91 11 4   16 18 18   14 17 2 2 2 Treatise of Shattering Spirits Shatter Spirit is a slightly stronger version of Life Drain, sucking the life force from the victims and adding some of it to the caster in the form of additional health.
Cleric Morkal Damage Spiritual Domination Magic 12 281   45 12   18 20 20   21 21 2 2 6 Treatise of Domination The ultimate Morkal Damage Spell, Spiritual Domination sucks the life force from the victims, adding some of it to the caster in the form of additional health. This is a very dangerous spell.
Cleric Morkal Heal Morkal Heal   3 30 45 15 6                   2 Treatise of Healing An evil form of Healing, when cast on a ompanion or a fellow adventurer, it Drains their health away bestowing it on the caster.
Cleric Morkal Heal Morkal Restoration   9 91 165 15 6     18 17 18 17 12 16   4 Treatise of Restoration  
Cleric Resistant Resist Cold   6 60 105     433   14 14               This spell will increase the caster's resistence to Cold attacks.
Cleric Resistant Resist Disease   8 72 129     333   12 12 10             This spell will increase the caster's resistence to Disease attacks.
Cleric Resistant Resist Draining   6 60 105     433   13 13 10             This spell will increase the caster's resistence to Draining attacks.
Cleric Resistant Resist Fire   6 56 97     433   13 13               This spell will increase the caster's resistence to Fire attacks.
Cleric Resistant Resist Magic   10 87 159     253   14 12 12           Libram of Magic This spell will increase the caster's resistence to Magic spells.
Cleric Resistant Resist Paralysis   8 72 129     333   14 14 8   12         This spell will increase the caster's resistence to Paralyzing attacks.
Cleric Resistant Resist Poison   8 72 129     333   10 12 10             This spell will increase the caster's resistence to Poison and venom attacks.
Cleric Resistant Resist Stoning   8 75 135     333   12 13 12   12         This spell will increase the caster's resistence to Petrifying attacks.
Explorer Location Beast Search   10 191 349                         Codex of Enemies Created in the time before the destruction of the Guilds by the grandfather of the current Seer, this spell will permit the caster to look for a particular creature or, at least, the area that it frequents. It isn't nearly as accurate as paying the Seer himself to find the monster.
Explorer Location Detect Depth   3 43 65         14 13 12             Useful in helping lost Explorers 'find themselves.'
Explorer Location Establish Mystic Portal   1 1 1         12 12               Casting this spell will set the caster's "Establish Mystic Portal" location. This means that when the character casts "Open Mystic Portal," he or she will then be returned to the exact location where Establish Mystic Portal was last cast.
Explorer Location Find Direction   6 85 147         14 12     14         Also useful in helping lost Explorers 'find themselves.'
Explorer Location Item Search   13 292                           Grimoire of Artifacts Created in the time before the destruction of the Guilds by the grandfather of the current Seer, this spell will permit the caster to look for a creature that carries a particular item. It isn't nearly as accurate as paying the Seer himself to find the item, but is can be much less expensive.
Explorer Location Retrieve Soul   14 256 479       16 18 18 16   18       Grimoire of Retrieval When an unlucky character teleports or walks into solid rock, the only way to retrieve them is with this spell. The caster of the spell must be on the same level that the Rocked character is, or as close as they can get, If the spell is successful, the retrieved character's body will appear at the feet of teh caster ready to be carried or resurrected.
Explorer Location Soul Search   6 66 131       8 15 14 8   12         This spell allows the caster to search for another character. The caster will redeive the offset coordinates, relative to their position and orientatio, of wher the searched-for soul is, provided they are on the same level. It the character being searched for is not on the same level as the cater, an up or down value will be returned.
Explorer Magical Amphibious Breathing   12 303         12 16   12   14         This spell enables the skin of the recipient to absorb oxygen from the water, thus allowing longer breathing periods while under water.
Explorer Magical Identify Trap   6 85 147       8 14 12     14         This spell will ensure a trap is correctly identified.
Explorer Morkal Movement Dark Displacement   6 96 167 10 10   12 16 16 12   18     3 Treatise of Transportation A more powerfull form of Displacement, this spell draws on the caster's life force to provide additional energy
Explorer Morkal Movement Morkal Teleport   10 191 349 15 13   14 16 10 16   20     5 Treatise of Teleportation A more powerful form of Teleport, this spell draws on the caster's life fource to break throught the limitations that normally restrict teleportation
Explorer Morkal Movement Portal of Souls   15 227 427 20 16                   8 Treatise of Souls A most powerful spell, Portal of Souls is capable of permitting the caster to travel almost anywhere, but at a terrible cost in personal health.
Explorer Movement Detect Distant Rock   3 47 71                         Libram of Hidden Places A more powerful version of the Detect Rock Spell, this enchantment will check to see is a space two squares ahead is stone or not, permitting checking through thick stome walls.
Explorer Movement Detect Rock   1 20 21         12 12 12             This spell allows the caster to detect whether rock exists behind the wall in front of them or not. Very useful for mapping and finding secret rooms.
Explorer Movement Displacement   8 123 219       12 15 14     14         A useful spell for Teleporting around in the dungeon on the current level. Be warned that if the caster displaces themselves outside the bounds of the dungeon or into rock, the caster (and entire party) will die.
Explorer Movement Ethereal Portal   5 74 123       12 18 16 10   16         When cast, the character, and all members of their party, will move through the solid wall in front of the caster and appear on the other side. If the square behind the wall is rock, all members of the party will die.
Explorer Movement Levitation   3 28 43         14 14 10   10         This spell will cause its recipient to hover in the air, avoiding pits and other dangerous areas. However, this magic only works when there is stable floor under the person, since the magic is based on the distance from them to the floor. While Levitation will protect the beneficiary from taking damage while falling down a chute or off a ledge, they will still fall. There is always the slight (EDITOR'S GUESS FOLLOWS) chance that the spell will occasionally fail while passing over a pit.
Explorer Movement Magical Flight   9 148 267       13 17 16 12   15         Unlike the Levitate spell, the magic from this conjuration actually allows the target to fly into the air a specific distance. It will allow the caster not only Levitate above the florr, but fly up and down (thus allowing the caster to avoid dangerous ledges and chutes.
Explorer Movement Map Area   6 79 137                         Codex of Foreknowledge A much improved version of Detect Rock, Map area will fully determine what is in the surrounding area. This spell will detect water, pits, teleporters, et al, as well as areas of solid rock
Explorer Movement Mass Levitate   8 113 203       12 16 16 14   12       Codex of Levitation This spell accomplishes the same thing as Levitation, except it affects an entire party
Explorer Movement Open Mystic Portal   12 227 421       16 18 18 14   16       Grimoire of Portals When invoked, this spell will instantly transport the caster and any party members to the location that 'Eastablish Mystic Portal' was cast last. If 'establish Mystic Portal' has not been cast, nothing will happen. Be warned that using this spell takes a great deal of energy and ages the caster approximately one month.
Explorer Movement Teleport   12 199 369         18 18 14   18       Grimoire of Transportation One of the Explorers' and Warlocks' most useful spells that can move the caster and any party up or down, as well as around the dungeon. This spell can also be used in Combat to transport attacking enemies so far away they will end up in solid rock! When used in combat, the effectiveness of this spell is based on the creature's Magic Resistance.
Explorer Resistant Resist Cold   9 91 165     433   14 14               This spell will increase the caster's resistence to Cold attacks.
Explorer Resistant Resist Disease   12 110 203     333   12 12 10             This spell will increase the caster's resistence to Disease attacks.
Explorer Resistant Resist Draining   9 91 165     433   13 13 10             This spell will increase the caster's resistence to Draining attacks.
Explorer Resistant Resist Fire   9 85 153     433   13 13               This spell will increase the caster's resistence to Fire attacks.
Explorer Resistant Resist Magic   15 131 245     253   14 12 12           Libram of Magic This spell will increase the caster's resistence to Magic spells.
Explorer Resistant Resist Paralysis   12 110 209     333   14 14 8   12         This spell will increase the caster's resistence to Paralyzing attacks.
Explorer Resistant Resist Poison   12 110 203     333   10 12 10             This spell will increase the caster's resistence to Poison and venom attacks.
Explorer Resistant Resist Stoning   12 110 203     333   12 13 12   12         This spell will increase the caster's resistence to Petrifying attacks.
Explorer Visual Brightness   12 193 357       12 12       14         The most basic of Visual Spells, using this magic will cause a glowing aura to appear around the caster for the duration of a trip in the dungeon.
Explorer Visual Charm of Concealment   6 85 147         12 14     12         This spell is a very useful defensive spell. When cast, the recipient becomes invisible to the naked eye. Only those with special abilitioes will be able to see the character.
Explorer Visual Flash of Sight   9 119 215         11 11 11   12         This spell enables the caster to see for an instant though the eyes of Infravision.
Explorer Visual See Invisible   6 85 147         14 12     12         This spell will enable a character to see those who are invisible to the naked eye.
Explorer Visual Shining Lights   18 269         16 17   12   15         The brightest of the Visual Spells, Shining Lights creates one dozen glowing orbs that constantly surround the caster, thus giving off extremely bright illumination.
Mage Bind Control   3 47 71         12 12   10            
Mage Bind Domination   12 218 403         18 18 18 18         Grimoire of Domination  
Mage Bind Life Domination   16 332           20 20 20 20         Grimoire of Imprisonment  
Mage Bind Restrain   6 94 163         14 14   16            
Mage Charm Charm Animal Magic 2 26 35 15 6     12 12   14   1 4 1    
Mage Charm Charm Dragon Magic 7 94 167 15 16     18 18   18   1 4 4 Codex of Dragonkind  
Mage Charm Charm Elemental Magic 3 41 63 15 6     13 13   15   1 4 2    
Mage Charm Charm Giant Magic 5 68 113 15 9     15 15   16   1 4 2    
Mage Charm Charm Humanoid Magic 4 51 83 15 9     14 14   14   1 4 2    
Mage Charm Charm Insect Magic 1 18 19 10 4     12 12       1 4 1    
Mage Charm Charm Monster Magic 6 79 137 15 13     12 17   10   1 4 3    
Mage Charm Charm Undead Magic 5 64 107 15 9     15 15   10   1 4 2    
Mage Charm Control Animal Magic 5 66 111 15 9     13 13   14   1 4 2    
Mage Charm Control Elemental Magic 6 83 143 30 13     15 15   12   1 4 3    
Mage Charm Dominate Demon Magic 8 113 203 16 16     15 17 12 17   1 4 4 Codex of Demons  
Mage Charm Dominate Devil Magic 8 117 209 15 16     15 18 12 18   1 4 4 Codex of Devils  
Mage Charm Dominate Giant Magic 10 161 293 15 21     18 18   18   1 4 5 Codex of Kings  
Mage Charm Dominate Humanoid Magic 8 117 209 15 21     16 16   16   1 4 4 Codex of Bipeds  
Mage Charm Dominate Undead Magic 9 144 259 15 21     16 17   12   1 4 4 Codex of the Dead  
Mage Charm Soul Domination Magic 12 180 333 25 51     18 21 18 22   1 4 6 Grimoire of Souls  
Mage Heal Cure Disease   10 87 159         15 15               Another useful spell, involking this magic will remove any type of Disease that the receiving character may be suffering from.
Mage Heal Cure Paralysis   8 91 163       6 11 11 10   6         This spell will remove any type of Paralysis that has been inflicted upon the receiving character.
Mage Heal Cure Poison   6 53 91         13 13               Very useful to any adventurer, this spell will remove any form of Poison that has been inflicted on a victim
Mage Heal Heal   8 98 175 15 6     15 15 8             A more powerful Heal Spell, this magic is used to repair both small and large wounds. However, just and Minor Heal, other ailments are not affected.
Mage Heal Minor Heal   4 49 79 5 3     13 13               This general Heal Spell is useful for removing small wounds only, so it will not help any other type of injury
Mage Kill Cause Death Magic 8 100 179 20 9     18 16 14   12 4 8 4 Codex of Dessertion A simple spell which drives the spirit from the flesh and attempts to shut down the mind and body
Mage Kill Field of Death Magic 10 121 221 25 41     22 22 18   21 4 20 7 Grimoire of Mortality  
Mage Kill Life Shatter Magic 3 30 45 15 3     13 8     8 4 6 2   A more advanced form of Paralysis, this spell also affects the spirit as well, attempting to extinguish it.
Mage Kill Paralysis Magic 1 18 19 37165       11 8     6 2 2 1   This spell causes all nerves in the designated targets to stop functioning, causing Death. It is similar to the Paralyzing Death Spell, but requires less ability ot master.
Mage Kill Piercing Darkness Magic 10 121 221 20 13     19 18 10   12 4 10 5 Codex of Darkness It is said that this spell invokes a dark form from the spiritua world which penetrates its victims and consumes their life force.
Mage Kill Shimmering Death Magic 5 72 121 15 6     13 12     16 4 7 2   When invoked, this spell paralyzes the victims with a blinding light, then sucks the life force from their helpless bodies.
Mage Location Beast Search   8 163 291                         Codex of Enemies Created in the time before the destruction of the Guilds by the grandfather of the current Seer, this spell will permit the caster to look for a particular creature or, at least, the area that it frequents. It isn't nearly as accurate as paying the Seer himself to find the monster.
Mage Location Detect Depth   3 43 65         14 13 12             Useful in helping lost Explorers 'find themselves.'
Mage Location Establish Mystic Portal   1 1 1         12 12               Casting this spell will set the caster's "Establish Mystic Portal" location. This means that when the character casts "Open Mystic Portal," he or she will then be returned to the exact location where Establish Mystic Portal was last cast.
Mage Location Find Direction   6 85 147         14 12     14         Also useful in helping lost Explorers 'find themselves.'
Mage Location Item Search   11 246 453                         Grimoire of Artifacts Created in the time before the destruction of the Guilds by the grandfather of the current Seer, this spell will permit the caster to look for a creature that carries a particular item. It isn't nearly as accurate as paying the Seer himself to find the item, but is can be much less expensive.
Mage Location Retrieve Soul   14 256 479       16 18 18 16   18       Grimoire of Retrieval When an unlucky character teleports or walks into solid rock, the only way to retrieve them is with this spell. The caster of the spell must be on the same level that the Rocked character is, or as close as they can get, If the spell is successful, the retrieved character's body will appear at the feet of teh caster ready to be carried or resurrected.
Mage Location Soul Search   6 66 131       8 15 14 8   12         This spell allows the caster to search for another character. The caster will redeive the offset coordinates, relative to their position and orientatio, of wher the searched-for soul is, provided they are on the same level. It the character being searched for is not on the same level as the cater, an up or down value will be returned.
Mage Magical Identify Trap   6 85 147       8 14 12     14         This spell will ensure a trap is correctly identified.
Mage Morkal Death Destroy Spirit Magic 6 100 173 35 11     18 18 14   18 1 1 3 Treatise of Spiritlessness Destroy Spirit draws the life force out of its victim and adds part of it to the caster in the form of additional health. Indiscriminate use of this spell is considered very evil.
Mage Morkal Death Ripping Death Magic 9 176 319 45 21     20 18 18   20 1 1 4 Treatise of Ripping Death A much stronger form of Silence Soul, Ripping Death draws the life force out of a victim and adds part of it to the caster in the form of additional health. Indiscriminate use of this spell is considered very evil. It is capable of destroying most creatures.
Mage Morkal Death Silence Soul Magic 3 17 25 15 6     16 16 12   16 1 1 2 Treatise of Silence Targeted at a single creature, Silence Soul draws the life fource out of the victim and adds part of it to the caster in the form of additonal health. Indiscriminate use of this spell is considered very evil.
Mage Morkal Death Terminate Existance Magic 12 203 375 65 36   22 24 24 22 16 21 1 1 6 Treatise of Annhilation The top of the line in Morkal Death, Terminate Existence draws the life force out of the victim and adds part of it to the caster in the form of additional health. Indiscriminate use of this spell is considered very evil, though it is capable of bringing down all but the mightiest creatures.
Mage Morkal Heal Morkal Heal   4 34 55 15 6                   2 Treatise of Healing An evil form of Healing, when cast on a ompanion or a fellow adventurer, it Drains their health away bestowing it on the caster.
Mage Morkal Heal Morkal Restoration   11 98 165 15 6     18 17 18 17 12 16   4 Treatise of Restoration  
Mage Movement Detect Distant Rock   3 47 71                         Libram of Hidden Places A more powerful version of the Detect Rock Spell, this enchantment will check to see is a space two squares ahead is stone or not, permitting checking through thick stome walls.
Mage Movement Detect Rock   1 20 21         12 12 12             This spell allows the caster to detect whether rock exists behind the wall in front of them or not. Very useful for mapping and finding secret rooms.
Mage Movement Ethereal Portal   5 74 123       12 18 16 10   16