Magical

 
Spells of this nature vary depending on type. Being purely magical and created by various guilds, spells of this type usually revolve around some effect that is not supported by any of the other classes. 

Identify Trap 
Base Level: 1 Guilds: Artisan (9), Ninja (5), Barbarian (3), Thief 
Required Stats: 8 Str, 12 Int, 12 Wis, 8 Con, 12 Dex 
NON-COMBAT Spell 
This spell will ensure a trap is correctly identified. 

Magical Entry 
Base Level: 3 Guilds: Artisan (12), Ninja (9), Barbarian (6), Thief 
Required Stats: 12 Str, 14 Int, 14 Wis, 10 Con, 14 Dex 
NON-COMBAT Spell 
Casting this spell will unlock many Magically Sealed chests. 

Amphibious Breathing 
Base Level: 6 Guilds: Explorer (12), Cleric 
Required Stats: 12 Str, 16 Int, 12 Con, 14 Dex 
NON-COMBAT Spell 
This spell enables the skin of the recipient to absorb oxygen from the water, thus allowing longer breathing periods while under water. 

 
 
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