Enter the Realm II

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  Enter the Realm -- Inventory -- Spells -- Spellbook System Life Force: OK Magic: POWER ON INVENTORY   You have no pack.


** SYSTEM ON **

Welcome to the Super Ultra Fun Laptop notebook system. This item will allow you to view all spells in existence. If you cast them is another matter. Many spells listed here can be cast by appending their name to the URL of the current page -- if they'd be useful. Displayed after their name in parentheses is their material components, if any. Generally, the name should be used without spaces (e.g. powerweapon, summoncrab).

Enchantment

Enchantment spells allow modification of otherwise-nonmagical objects, and modification of human minds in such a way as to enchant them, hence the name.


Charm [White amulet]: Makes one being your friend.

Power Weapon [Griffin feather]: Makes a weapon more powerful.

Power Armor [Griffin feather]: Makes a suit of armor or clothing more powerful.

Dominate [soul shard]: Take psychical control of one being.

Daze: Dazes a being.

Mind Shield [blue headband]: Prevent the use of Charm, Dominate, or Daze against self.

Divination

Divination spells allow reading into the future and past, aqcuisition of information one may not else have, and manipulation of time.


Accuracy: Next attack is more accurate.

Find Civilization: Find nearest civilization.

Insight: Remote view up to twenty paces away.

Clerical

Clerical magic is less flashy than other schools; what it does do is heal, aid, and protect.


Restore Life: Restore 4-20 life force.

Aid: Increases all abilities.

Universal

Universal magic modifies the cosmos in general.


Wish: Make a wish!

Teleport: Teleport somewhere.

Conjuration

Conjuration magic creates things that would otherwise not be there.


Motes of Fire: Creates a gaggle of motes of white, red, or blue fire.

Thicket of Blades: Causes swords to appear and attack one or multiple enemies.

Summon Crab: Uhh... summons a crab?

Ray of Death: Instantly kills one target.