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Spells
The world of Enroth consists of nine different magic circles. Each circle has about 20 different spells. This section will NOT list the spells and their descriptions, it will rather tell about which spells are good against certain enemies or situation. The spell descriptions can be found in the MMVI User Manual.  The poll results at the bottom will help those of you who are wondering what spells to buy.


Spell
(Skill Class)
Description
Lloyd's Beacon
(Water)
This was voted the best spell for a very good reason. It will save your current location anyplace once you achieve the status of Water Expert or Master. At the master level you should have a minimum of 56 day's to return to the point the spell was cast, you get one week of persistence per skill level at master level, 3 day's at expert.

Many people use this spell while in a dungeon along with Town Portal to get healed quickly. Set the beacon (30 SP's), and use Town Portal (25 SP's) to return to New Sorpigal to heal at the temple for 10 gold per person.

The spell is also useful for setting a beacon at Ironfist as Town Portal does not go there. You just need to remember to go and refresh the beacon before the days are up, or else you will lose the place.

If you find that the three or five slots are not enough, set your beacons. Change the slot that the magician is in. He will have new slots available. If you change him back to the old position those are still there as well. You will have to keep an eye on the days as they will not be seen until you change slots.

Meteor Shower
(Fire)
What can you say? There's not much better than clearing a field of enemies by raining fire down on them. Be careful who you target though, if they are too close you could be rained on as well.
Dragon Breath
(Dark)
This is a spell for delivering massive amounts of damage when you are outnumbered in a dungeon, or outside. The significant cost will keep most party's from casting it in rapid succession, but at 1-25 damage per skill point plus damage to surrounding units, you shouldn't need to. The recovery time is significant as well, so user be warned.
Armageddon
(Dark)
If you are looking to spend a little time in jail, do unleash this in a town. It does plenty of damage to ALL on the map including you, so make sure you can take it better than the townsfolk.
Starburst
(Air)
Much like Meteor Shower, Starburst is not what would be called a precision spell. It rains damage causing sparks over a fairly large area. If you find that Meteor Shower is not working try this, they may have strong fire resistance. You need to be careful of who you target, or you might be in the damage area as well.
Incinerate
(Fire)
This is the strongest focused spell you can have. It works great until you find someone that is immune, or highly resistant to fire. With a decent recovery time, and only 20 SP's to cast it will be one you will surely use.
Wizard Eye
(Air)
This spell is not an offensive or defensive spell, but you may find yourself using it even more. When active, you will see enemies, and treasures at master levels. It is great for making sure you have cleaned up all of those bodies lying around after a Meteor Shower. It can also warn you of enemies that you might find around the corner.
Shrapmetal
(Dark)
This spell works great at short distances to inflict large amounts of damage. It is commonly used against dragons, as it is neither fire nor water, they don't usually have a resistance to it.
Day of Protection
(Dark)
This is a great general spell to have. The protections to all of the magic types, plus Wizard Eye, and Feather fall. The higher your skill, the better it is. 70 SP's is quite a bit, but you'll save SP's in the long run. Since the healing spells are less than great in the game.
Town Portal
(Water)
This is a great spell for travel, it will save you many day's later in the game. The quick jump to New Sorpigal for the "bargain healing" 10 gold to basically cure anything, and fill your HP's and SP's.
Incinerate
(Fire)
Early in the game this is one of the best spells you can have. Its low cost, and decent damage makes this a staple of any party using magic.


Poll Results (July 31 - December 31)

Spell Name Votes Spell Name Votes
Lloyd's Beacon 266 Meteor Shower 183
Dragon Breath 166 Armageddon 124
Starburst 85 Incinerate 85
Wizard Eye 73 Shrapmetal 72
Day of Protection 69 Town Portal 63
Enchant Item 52 Day of the Gods 51
Dark Containment 51 Fireball 48
Fly 45 Hour of Power 42
Ring of Fire 36 Implosion 34
Mass Distortion 31 Power Cure 29
Sparks 28 Divine Intervention 24
Finger of Death 20 Sunray 20
Inferno 19 Prismatic Light 17
Feather Fall 15 Reanimate 15
Moon Ray 14 Toxic Cloud 13
Shrinking Ray 11 Heroism 9
Cure Wounds 9 Acid Burst 8
Flying Fist 7 Fire Blast 7
Rock Blast 6 Psychic Shock 6
Create Food 6 Death Blossom 5
Paralyze 5 Fire Bolt 5
Torch Light 5 Ice Bolt 5
Lightning Bolt 5 Poison Spray 4
Turn to Stone 4 Shared Life 4
Meditation 3 Raise Dead 3
Deadly Swarm 3 Cure Poison 3
Water Walk 3 Resurrection 3
Harm 3 Remove Curse 2
Ice Blast 2 Stone to Flesh 2
Mass Fear 2 Cure Insanity 2
First Aid 2 Blades 2
Stone Skin 2 Speed 2
Static Charge 2 Mass Curse 1
Guardian Angel 1 Magic Arrow 1
Jump 1 Healing Touch 1
Mind Blast 1 Protection from Magic 1
Power 1 Feeblemind 1
Haste 1 Flame Arrow 1
Golden Touch 1 Protection from Poison 1
Protection from Fire 1 Precision 1
Protection from Cold 1 Telekinesis 1
Shield 1 Slow 1
Bless 1 Awaken 1
Lucky Day 1 Turn Undead 0
Cure Weakness 0 Destroy Undead 0
Dispel Magic 0 Cure Disease 0
Stun 0 Cold Beam 0
Charm 0 Spirit Arrow 0
Remove Fear 0





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