Enroth Atlas

Reference

Magic

Nine schools: four elemental, three self, and the two alignment schools that open up after your party commits to the Light or Dark path. Each holds eleven spells, and all 99 are listed here with the level they are learned at, the mastery needed to cast them, and the element they use.

Elemental

Fire Magic

SorcererGMArcherMDruidM

Straightforward damage plus Haste, the single best early-game buff. Fire Aura is the standard weapon enchantment.

  • L1Torch LightNWidens the party's circle of light underground.
  • L2Fire BoltNCheap single-target fire damage. The reliable early attack.fire
  • L3Fire ResistanceNRaises the party's fire resistance for an hour per skill point.
  • L4Fire AuraNEnchants a plain weapon with fire damage. Permanent at Grandmaster.
  • L5HasteEParty-wide recovery speed buff. Leaves everyone Weak when it ends.
  • L6FireballEBursts on the target and hurts everything nearby — the party included, if it is too close.fire
  • L7Fire SpikeELays a proximity mine that waits for a monster and lasts until you leave the map.fire
  • L8ImmolationMWreathes the party in fire, burning every monster that stays close.fire
  • L9Meteor ShowerMRains rock over a wide area around the target. Outdoors only.fire
  • L10InfernoMBurns every monster in sight. Clears a crowded room in a casting or two.fire
  • L11IncinerateGMThe school's heaviest single-target nuke.fire

Air Magic

SorcererGMArcherMDruidM

The utility school: Wizard Eye, Feather Fall, Fly, and the Shield spell that halves ranged damage. Implosion is one of the hardest-hitting spells in the game.

  • L1Wizard EyeNShows monsters and points of interest on the minimap.hire a Cartographer
  • L2Feather FallNCancels falling damage for the whole party.air
  • L3Air ResistanceNRaises the party's air resistance for an hour per skill point.
  • L4SparksNFires bouncing lightning balls. Best in a small room full of weak monsters.air
  • L5JumpELaunches the party forward about sixty feet, landing without damage.
  • L6ShieldEHalves incoming ranged damage by slowing missiles before they land.
  • L7Lightning BoltESingle-target lightning that always hits.air
  • L8InvisibilityMHides the party until it attacks or speaks. Cannot be cast with hostiles nearby.
  • L9ImplosionMHeavy single-target damage from a collapsing pocket of air.air
  • L10FlyMOutdoor flight, draining a spell point every few minutes aloft.hire a Wind Master
  • L11StarburstGMCalls twenty stars down over a wide area. Outdoors only.air

Water Magic

SorcererGMArcherMDruidM

Travel and item management. Town Portal and Lloyd's Beacon alone justify a Water caster in the party.

  • L1AwakenNWakes the party from ordinary sleep, and from magical sleep if caught in time.
  • L2Poison SprayNSprays poison forward. Low damage, but few monsters resist water.water
  • L3Water ResistanceNRaises the party's water resistance for an hour per skill point.
  • L4Ice BoltNSingle-target ice damage that always hits.water
  • L5Water WalkEWalk on water outdoors, draining a spell point every twenty minutes.hire a Water Master
  • L6Recharge ItemERefills a charged item, permanently lowering the charges it can hold.water
  • L7Acid BurstESingle-target acid damage that always hits.
  • L8Enchant ItemMChance to make a plain item magical. Better results at Grandmaster.water
  • L9Town PortalMTeleports the party to any town it has visited. Can fail, less often with skill.hire a Gate Master
  • L10Ice BlastMAn ice ball that shatters into ricocheting shards.water
  • L11Lloyd's BeaconGMSets a marker and returns to it later. Beacons decay a week per skill point.

Earth Magic

SorcererGMArcherMDruidM

Defensive buffs and heavy area damage. Stone Skin is the party's Armour Class buff; Telekinesis pulls levers and chests from a distance.

  • L1StunNKnocks a monster back and makes it recover before it can act.earth
  • L2SlowNHalves a monster's speed and doubles the time it needs to recover.earth
  • L3Earth ResistanceNRaises the party's earth resistance for an hour per skill point.
  • L4Deadly SwarmNSummons biting insects at one target. Modest damage, never misses.earth
  • L5Stone SkinERaises the whole party's Armour Class.
  • L6BladesEFires a spinning blade at a single monster.earth
  • L7Stone to FleshERemoves the Stoned condition, if cast in time.
  • L8Rock BlastMReleases a bouncing stone that bursts on contact or after a delay.earth
  • L9TelekinesisGMThrows switches, opens doors and lifts objects from a safe distance.
  • L10Death BlossomMLobs a stone that bursts overhead and rains explosive shards.earth
  • L11Mass DistortionGMDamages a monster for a share of its own health. The bigger it is, the worse it hurts.earth

Self

Spirit Magic

ClericGMPaladinMDruidMRangerE

Death insurance and party buffs. Resurrection, Preservation and Heroism live here.

  • L1Detect LifeNShows a monster's exact remaining health.
  • L2BlessNRaises the party's chance to hit, in melee and with missiles.hire a Chaplain
  • L3FateNRaises one character's chance to hit, or lowers a monster's, until the target next attacks.spirit
  • L4Turn UndeadNMakes every visible undead flee for the duration.spirit
  • L5Remove CurseERemoves the Cursed condition, if cast in time.
  • L6PreservationEDelays death from heavy damage, though not unconsciousness.
  • L7HeroismERaises the whole party's damage on a successful hit.hire a Piper
  • L8Spirit LashMClose-range damage that loosens the tie between body and soul.spirit
  • L9Raise DeadMReturns a dead character to life, if cast in time. They come back Weak.
  • L10Shared LifeMPools the party's hit points and shares them out evenly, with a bonus on top.
  • L11ResurrectionGMRestores an eradicated character. Recovery is very slow.

Mind Magic

ClericGMPaladinMDruidMRangerE

Crowd control and the cures for Fear, Insanity and Paralysis. Also the source of Berserk and Mass Fear.

  • L1Remove FearNRemoves the Afraid condition, if cast in time.
  • L2Mind BlastNSingle-target mental damage.mind
  • L3Mind ResistanceNRaises the party's mind resistance for an hour per skill point.
  • L4TelepathyNReveals exactly what gold and items a creature is carrying.
  • L5CharmECalms a creature until something damages it.mind
  • L6Cure ParalysisERemoves paralysis, if cast in time.mind
  • L7BerserkEDrives a monster to attack whatever is nearest, its own side included.mind
  • L8Mass FearMRouts every creature in sight. Undead are unaffected.mind
  • L9Cure InsanityMRemoves the Insane condition, if cast in time.
  • L10Psychic ShockMA far heavier Mind Blast against a single target.mind
  • L11EnslaveGMTakes a creature under the party's control for the duration.mind

Body Magic

ClericGMPaladinMDruidMRangerE

The workhorse healing school. Heal, Cure Disease, Cure Poison, Regeneration and Power Cure.

  • L1Cure WeaknessNRemoves the Weak condition, if cast in time.
  • L2HealNRestores hit points to one character.
  • L3Body ResistanceNRaises the party's body resistance for an hour per skill point.
  • L4HarmNDirect magical damage to a single creature.body
  • L5RegenerationEHeals one character steadily while it lasts.
  • L6Cure PoisonERemoves poison, if cast in time.
  • L7HammerhandsEAdds Body damage to unarmed strikes, scaled to the character's own damage.
  • L8Cure DiseaseMRemoves disease, if cast in time.
  • L9Protection from MagicMMakes the party immune to the conditions monsters inflict — poison, disease, stone, paralysis and the rest.
  • L10Flying FistMHeavy single-target force damage.body
  • L11Power CureGMHeals every character in the party at once.

Light

Light Magic

ClericGMPaladin?Sorcerer?

Available on the Light path. Day of the Gods and Hour of Power are the strongest party buffs in the game; Divine Intervention fully restores the party.

  • L1Light BoltNSingle-target light damage, doubled against undead.light
  • L2Destroy UndeadNHeavy damage to one target. Works on undead and nothing else.light
  • L3Dispel MagicNStrips every spell from every creature in sight, helpful ones included.
  • L4ParalyzeNHolds a monster still and defenceless, briefly.light
  • L5Summon ElementalESummons one light elemental to fight for the party until it dies or the spell ends.
  • L6Day of the GodsERaises all seven statistics for the whole party until you rest. The strongest buff in the game.
  • L7Prismatic LightMDamages every creature in sight. Indoors only.light
  • L8Day of ProtectionMCasts all six resistance buffs plus Feather Fall and Wizard Eye on the party at once.
  • L9Hour of PowerMCasts Haste, Heroism, Shield, Stone Skin and Bless on the party at once.hire a Fallen Wizard
  • L10SunrayMEnormous single-target damage. Outdoors, in daylight, only.light
  • L11Divine InterventionGMFully heals the party, restores spell points and clears every condition — at the cost of ageing the caster. Three times a day.

Dark

Dark Magic

Sorcerer?

Available on the Dark path. Shrapmetal and Souldrinker scale brutally with skill, and Armageddon damages everything on the map.

  • L1ReanimateNRaises a corpse as a zombie that fights for the party until it falls or you leave the map.
  • L2Toxic CloudNRolls a poison cloud away from the caster, damaging what it touches.dark
  • L3Vampiric WeaponNEnchants a weapon to return the damage it deals as hit points.
  • L4Shrinking RayNShrinks a monster so it deals a fraction of its normal damage.dark
  • L5ShrapmetalESprays jagged metal in a cone. Scales brutally with skill.dark
  • L6Control UndeadETakes an undead creature under the party's control for the duration.dark
  • L7Pain ReflectionETurns damage back on whatever hits the protected character.dark
  • L8SacrificeMKills one hireling to fully restore the caster. Costs the party significant reputation.
  • L9Dragon BreathMThe single most damaging spell in the game, hitting a target and everything near it.dark
  • L10ArmageddonMDamages every creature outdoors, the party included. Three times a day.dark
  • L11SouldrinkerGMDrains every creature in sight, friend or enemy, and gives the life to the party.dark

A spell’s level usually sets the mastery it needs — levels 1–4 at Normal, 5–7 at Expert, 8–10 at Master, 11 at Grandmaster. Two spells break that rule: Telekinesis (level 9 Earth Magic) needs Grandmaster and Prismatic Light (level 7 Light Magic) needs Master.