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Lands of Lore 2

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Lands of Lore 1

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Lands of Lore 3 Spells

Summon

Summon Lesser Imp
Summons an imp that will fight on your behalf until it receives a specified amount of damage. When defeated, the imp will vanish.
Summon Greater Imp
Summons an imp that will fight on your behalf until it receives a specified amount of damage. When defeated, the imp will vanish.
Summon Ancient Imp
Summons a spell casting imp that will fight on your behalf for a limited amount of time. When the timer expires, the imp will vanish.
Summon Imp Lord
Summons an imp that will fight on your behalf until it receives a specified amount of damage. When defeated, the imp will vanish.
Banish
This spell summons up a vortex of energy that has a percentage chance of sucking your opponent away into limbo. If it fails, the spell does no additional damage. Requires Ancient Magic to cast.

Spark

Lesser Spark
This close range spell releases a small shower of electrical sparks that can damage a single opponent as well as igniting combustible materials.
Greater Spark
This close range spell releases a large shower of electrical sparks that can damage a single opponent as well as igniting combustible materials.
Chain Spark
This spell releases a sphere of electrical energy that will travel to your nearest opponent and release a large shower of damaging sparks. The sphere will then travel to and damage your next closest opponent, continuing on in this fashion until it has spent itself (3-6 charges).
Lightning
This long range spell strikes a single opponent with a bolt of concentrated electrical energy.
Lightning Storm
This Ancient magic spell releases a multitude of lightning bolts that will rain down from the sky/ceiling and strike all targets within the spells area of affect (about 50'). Requires Ancient Magic to cast.

Heal

Lesser Heal
This spell will restore a small amount of the casters hit points.
Damage Shield
This spell surrounds the caster in an invisible shield of energy for a limited time. It will halve any damage taken by the caster, and also increases his protection by 25% for the duration of the spell.
Poison Shield
This spell will purge the casters body of any toxins (including radiation), as well as giving complete protection from poisons for a limited time.
Greater Heal
This spell will restore a large amount of the casters hit points.
Regeneration
This Ancient magic spell has multiple effects. In addition to restoring all of the casters missing hit points, for the duration of the spell the caster will recover from damage at such a rapid rate that he will be almost unkillable. Regenerate will also cure any type of poison. Requires Ancient Magic to cast.

Prism

Blind
This spell causes a brilliant flash of light to spring from the palm of the caster, blinding all opponents within a 10' radius.
Invisibility
This spell renders the caster invisible for a limited period of time. Note that this spell only affects the visual senses. The caster may still be located through smell and sound.
Hologram
This spell causes a holographic image of the caster to appear 10' in front of him. The image is static, and will not move from its position once placed. The image is dispelled when struck.
Sunray
This spell creates a powerful ray of artificial sunlight that concentrates its heat on a specific point.
Trinity
This Ancient magic spell unleashes a massive concussive wave of energy, inflicting serious damage on all opponents in the same room. It will also destroy some structures as well. Requires Ancient Magic to cast.

Mists of Doom

Lesser Apparition
Calls forth a weak aspect of the reaper to strike out at you enemies. Beings summoned with the Mists of Doom spells carry with them the chill of the grave, and as a result do devastating cold damage in addition to their normal attacks.
Greater Apparition
Calls the spirit of a ravenous giant from the nether world to devour the souls of your enemies. Beings summoned with the Mists of Doom spells carry with them the chill of the grave, and as a result do devastating cold damage in addition to their normal attacks.
Ghost
This spell summons up a powerful Reaper spirit to carve away at a nearby foe. Beings summoned with the Mists of Doom spells carry with them the chill of the grave, and as a result do devastating cold damage in addition to their normal attacks.
Spectral Phantoms
Calls forth the talons of a powerful, long dead beast to rip the life from your opponent. Beings summoned with the Mists of Doom spells carry with them the chill of the grave, and as a result do devastating cold damage in addition to their normal attacks.
Lich
This Ancient magic spell temporarily turns the caster into a lord of the undead. Physical attacks will have no affect of the caster, and magical attacks will have their damage halved. In addition, any opponents coming within 10' of the caster will be repeatedly assaulted by spirits from the netherworld, who will rise up to defend their newly arrived Lord. Requires Ancient Magic to cast.

Plasma

Lesser plasma bolt
A non-tracking bolt of plasma energy that delivers fire and electrical damage.
Greater plasma bolt
A tracking bolt of plasma energy that delivers fire and electrical damage.
Plasma spray
Releases a set ring of lesser plasma bolts that will track and target nearby creatures.
Plasma wall
Creates a small cluster of temporary columns of plasma that do damage to those that come in contact with them.
Plasma form
Creates an amorphous sphere of plasma energy that will track to a nearby target and attach itself, doing significant damage. The Plasma form can be outrun. Requires Ancient Magic to cast.

Blades

Lesser Blades
Creates a single, non-tracking, blade of energy.
Greater Blades
Creates a single, target tracking, double bladed axe formed of energy.
Blade Turret
Summons a magical generator that will hurl rotating, tracking, disks of energy that will attack nearby targets.
Blade Strike
Calls down a storm of energy blades onto a single nearby target.
Blade Storm
Calls down a storm of energy blades onto all opponents within a 50 radius. Requires Ancient Magic to cast.

Horror

Terror
Infects all nearby creatures with great horror. Affected creatures will flee from the terror zone until they are free of it.
Lesser Drain
Drains targeted creatures of health and mana in the form of red and blue spheres of energy. If the spheres reach the player, they will be absorbed on a 1 for 1 basis.
Rage
All nearby creatures are infected with a powerful, uncontrollable anger. Alliances are forgotten, and creatures will attack their own young. Even after the effects of the spell wear off, the bloodshed will probably continue.
Greater Drain
Drains targeted creatures of health and mana in the form of red and blue spheres of energy. If the spheres reach the player, they will be absorbed on a 2 for 1 basis.
Rune of Terror
When triggered, this rune causes great horror in monsters that enter its sphere of influence. The spell attaches itself to and moves with nearby creatures. The creatures will flee until the spell expires. Any creatures that are brought into the terror zone by the creatures flight are also struck with terror until the spell expires. Effected creatures will flee from the terror zone until they are free of it. Requires Ancient Magic to cast.

Light

Lesser Light
Creates a temporary, short-range light source (like a flare) at the players current location in the world.
Lesser Light Pulse
Creates a non-tracking pulse of light.
Greater Light
Creates a temporary, long-range light source (like a flare) at the players current location in the world.
Greater Light Pulse
Creates a tracking pulse of light.
Light Storm
Creates a random formation of lesser light pulses that will track and target nearby opponents. Requires Ancient Magic to cast.

Shield

Lesser Shield
Creates a shield that offers limited protection against physical attacks that come from the front and flank facings. There is also a 25% chance that frontal attacks will be deflected entirely.
Greater Shield
Creates a shield that offers substantial protection against physical attacks that come from the front and flank facings. There is also a 50% chance that frontal attacks will be deflected entirely.
Lesser Magic Shield
Creates a shield that offers limited protection against magical attacks that come from the front and flank facings. There is also a 25% chance that frontal attacks will be deflected entirely.
Greater Magic Shield
Creates a shield that offers substantial protection against magical attacks that come from the front and flank facings. There is also a 50% chance that frontal attacks will be deflected entirely.
Warding Shield
Creates a shield that conveys immunity to all attacks that come from the front and flank facings. Requires Ancient Magic to cast.

Fire

Lesser Firespark
This close range spell releases a small shower of fiery sparks that can damage a single opponent as well as igniting combustible materials.
Greater Firespark
This close range spell releases a large shower of fiery sparks that can damage a single opponent as well as igniting combustible materials.
Lesser Fireball
Casts a lesser fireball.
Greater Fireball
Casts a greater fireball.
Firestorm
This Ancient magic spell releases a furious hail of mini-fireballs that will rain down from the sky/ceiling and strike all targets within the spells area of affect (about 50'). Requires Ancient Magic to cast.

Ice

Shard
Launches a shard of ice at a nearby target that will shatter upon impact.
Cold Spray
Creates a random formation of icy spheres that will track and target nearby opponents.Sphere of ColdCondenses and freezes the air around the caster into a large sphere of swirling ice and snow. The sphere can then be hurled through the air at a nearby target.
Freezing Touch
When cast, this enchantment causes the creature nearest to the player to be temporarily frozen.
Blizzard
This Ancient magic spell calls up a massive hailstorm that will rain down from the sky/ceiling and strike all targets within the spells area of affect (about 50'). Requires Ancient Magic to cast.

Explosion

Lesser Detonation sphere
Launches a small, non-tracking sphere. If the spell key is released within 1 second of casting, the sphere will travel until it collides with an object or creature, and detonate in a single explosion. If the spell key is held down for longer then 1 second, the sphere will detonate when the key is released.
Explosive Runes
When cast, this spell creates a spell target cursor. The object or location clicked on after the spell is cast will be affixed with a magical rune visible only to the player. If a creature comes within the proximity of the rune, it will cause a single medium explosion at the location of the rune. The rune will be destroyed when it is triggered.
Greater Detonation Sphere
Launches a small, non-tracking sphere. If the spell key is released within 1 second of casting, the sphere will travel until it collides with an object or creature, and detonate in a group of medium explosions. If the spell key is held down for longer then 1 second, the sphere will detonate when the key is released.
Greater Explosive Runes
When cast, this spell creates a spell target cursor. The object or location clicked on after the spell is cast will be affixed with a magical rune visible only to the player. If a creature comes within the proximity of the rune, it will send out 4 small spheres, which will each cause a single medium explosion after traveling 5 feet. The rune will be destroyed when it is triggered.
CataclysmWhen cast, this spell creates a spell target cursor. The object or location clicked on after the spell is cast will be affixed with a magical rune visible only to the player. If a creature comes within the proximity of the rune, it will send out 6 small spheres, which will each cause a single large explosion after traveling 10 feet. At the same time, a large earthquake will tear through the area, doing damage to creatures and objects. The rune will be destroyed when it is triggered. Requires Ancient Magic to cast.

Familiar

Shroud Familiar
While under the effects of the shroud, the casters familiar cannot be seen or sensed by any means. More effective then normal invisibility, this spell allows to familiar to continue to attack opponents without breaking the enchantment.
Enlarge Familiar
This spell will increase the casters familiar to two times its normal size. While under the effects of this spell, the familiar will do additional damage in its chosen form of combat, and be resistant to physical attacks.
Empower Familiar
This spell restores your familiars HP and SP to maximum, and increases the familiars might and protection by 50%. The might and protection effects last for 1 minute.
Ward Familiar
This spell places a shield of invulnerability around your familiar for 10 seconds.
Resurrect Familiar
This spell will resurrect the players familiar if it has been slain. Requires Ancient Magic to cast.




Copyright 1998-2008 by Computer Game Player.
Please notice that much images, text etc. in reality is copyright Westwood Studios, now EA.