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. |