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Kept getting a "you're post is too long" message, so I couldn't complete the list in one thread. Kind of an irritating forum system, if I may say...

Part 1 is here.

Elements Spells Continued

Nihilatio Graviti
Lore: Magician/Magicienne
Attributes: WD/ST/ST
AP Cost: 10
Duration: One Turn
'Of all things heavy I'll be free:' Nullifies gravity
for a while in the area around the caster.

Solidirid Rainbow's Hue
Lore: Elf
Attributes: IN/AG/ST
AP Cost: 14
Duration: 10 Rounds
'Carry to my goal true.' Creates a magic rainbow bridge of up to 50 paces in length.

Healing Spells

Balm Of Roond
Lore: Elf
Attributes: CR/IN/CH
AP Cost: 7+
Duration: Permanent
'Heal this wound.' Turns astral points of the caster's into life points of the patient's.

Heal Animal
Lore: Witch/Warlock
Attributes: CR/IN/CH
AP Cost: Varies
Duration: Permanent
Works the same as balm, but only on animals.

Pure And Clear, Herbal Tea
Lore: Magician/Magicienne
Attributes: WD/WD/CH
AP Cost: Varies
Duration: Permanent
'Free From Poison Thou Shalt Be.' Removes poison from the targets system.

Rest The Body, Rest The Mind
Lore: Elf
Attributes: WD/CH/ST
AP Cost: Varies
Duration: One Sleep
'In healing sleep new strength you`ll find.' Enhances the regeneration attained during the following sleep period.

Witch's Spit
Lore: Witch/Warlock
Attributes: IN/CH/ST
AP Cost: Varies
Duration: Permanent
Used as a Balm, but with different results depending on whether it is used on poison, illness or wounds.

Illusion Spells

Camouflage
Lore: Witch/Warlock
Attributes: WD/CH/AG
AP Cost: 6
Duration: Short
The caster appears to any observer in some quite harmless guise, for example as a child or an old woman.

Chameleony Mimicry
Lore: Elf
Attributes: IN/CH/AG
AP Cost: 5
Duration: Combat End
'To my foe disguised I'll be.' This spell allows the caster to blend in with the surrounding area, becoming almost invisible, as long as he or she does not move.

Duplication Double Me
Lore: Magician/Magicienne
Attributes: WD/CH/AG
AP Cost: 8
Duration: Combat End
'Accursed the foeman's eye shall be.' The caster conjures up a ghostly double of himself (herself) which makes him or her much harder to hit in combat.

Witch's Knot
Lore: Witch/Warlock
Attributes: WD/IN/CH
AP Cost: 4
Duration: Combat End
This spell creates an illusory barrier that is impassable for any opponents.

Movement Spells

Acceleratus Speedy Steed
Lore: Elf
Attributes: WD/AG/ST
AP Cost: 7
Duration: 10 Rounds
'Fly away with lightning speed.' Doubles the caster's speed, improving his or her combat values.

Foramen Foraminor
Lore: Magician/Magicienne
Attributes: WD/WD/DX
AP Cost: Varies
Duration: One Use/Permanent
'Open up, lock and door.' Opens the lock on a chest or door.

Motoricus Motilitens
Lore: Magician/Magicienne
Attributes: WD/DX/ST
AP Cost: Varies
Duration: Special
'Lifeless item, get thee hence.' Allows the caster to move small items without touching them.

Transversalis Telporti
Lore: Magician/Magicienne
Attributes: WD/ST/ST
AP Cost: Varies
Duration: Immediate
'Get me where I want to be.' A teleport spell that can carry the caster to any place he or she knows. Difficult to learn.

Walk On Ice, Walk On Snow
Lore: Elf
Attributes: WD/AG/ST
AP Cost: Varies
Duration: Special
'Just as I walk on ground I know.' The Caster can move across any frozen surface as if it were solid ground.

Without A Trace, Without A Track
Lore: Elf
Attributes: IN/AG/ST
AP Cost: Varies
Duration: Special
'Be My Step On Sand.' Allows the caster to move without leaving any trace of his or her passing.

Transformation Spells

Arcano Psychostabilur
Lore: Magician/Magicienne
Attributes: CR/WD/CH
AP Cost: 7
Duration: One Hour
'That spell I shall resist.' Raises the spell targets magic resistance. Cannot be cast as self.

Eagle Wolf And Great White Shark
Lore: Elf
Attributes: CR/IN/AG
AP Cost: 7
Duration: One Hour
'Like an animal In the dark.' Allows the caster to take on an animal shape.

Fire's Bane
Lore: Witch/Warlock
Attributes: CR/CR/ST
AP Cost: 7
Duration: Level*Hours
Makes the caster a lot less susceptible to fire, dragon breath and the Ignifaxus spell.

Increase CR, WD etc
Lore: Varies
Attributes: WD/CH/<attribute>
AP Cost: 7
Duration: Two Hours
Increases the stated attribute value by a number of points. Cannot be cast at self.

Magic Armour
Lore: Elf
Attributes: IN/AG/ST
AP Cost: Equal to Armor Value Lowered
Duration: Five Minutes
Creates a magic armour of variable strength around the caster.

On Oceans Floor In Lake And Stream
Lore: Elf
Attributes: CR/WD/ST
AP Cost: Varies
Duration: Special
'Breathe the water as in a dream.' Allows breathing under water.

Paralyze Paralone
Lore: Magician/Magicienne
Attributes: IN/CH/ST
AP Cost: 13
Duration: Permanent
'Be still as stone.' Petrifies the spell's target for a long time.

Salother Mutother
Lore: Magician/Magicienne
Attributes: WD/IN/CH
AP Cost: (Magic Resistance of Target*3)*Astral Points used
Duration: Permanent
'Be another.' Turns the spell target permanently into a toadstool.

Visibili Vanitene
Lore: Elf
Attributes: WD/WD/AG
AP Cost: 5
Duration: Variable
'Magic turn me unseen.' Turns the entire team invisible allowing them to explore a dungeon without constant attack by various monsters.

Transmutation Spells

Abvenenum Bile And Rot
Lore: Elf
Attributes: WD/WD/DX
AP Cost: 5
Duration: Permanent
'Leave this food without a spot.' Purifies poisoned or spoiled food.

Aeolitus, Come And Veer
Lore: Elf
Attributes: WD/CH/ST
AP Cost: 5
Duration: Special
'Blow the dust and smoke from here.' Creates a small breeze.

Burn!
Lore: Magician/Magicienne
Attributes: CR/WD/ST
AP Cost: 1-20
Duration: One Use
Can be used to light flammables, for example, torches without benefit of a tinder box.

Calm The Storm And Still The Winds
Lore: Elf
Attributes: WD/CH/ST
AP Cost: Varies
Duration: Special
Creates a zone of calm around the caster, protecting him or her and any within that zone from being harmed by a gale.

Claudibus Clavistibor
Lore: Magician/Magicienne
Attributes: WD/DX/ST
AP Cost: Varies
Duration: One Hour
'Locked and bolted is my door.' Magically locks doors, chests etc. for a certain time.

Darkness
Lore: Druid/Druidess
Attributes: WD/WD/DX
AP Cost: 3
Duration: Level+3 Hours
Creates a magical darkness that is penetrable for no ones eyes but the casters on whom it is centered. In combat this spell reduces the attack chances of the caster's opponents unfortunately, it does the same for his or her companions.

Fiat Lux
Lore: Elf
Attributes: WD/WD/DX
AP Cost: 1
Duration: Level+3 Hours
This spell creates a magic source of light resting on the
casters hand and shining with the approximate brightness of a torch.

Freeze The Soft, Stop The Flow
Lore: Magician/Magicienne
Attributes: CR/WD/ST
AP Cost: 1-20
Duration: Special
Turns any fluids into Solid material.

Melt The Solid, Flow The Hard
Lore: Magician/Magicienne
Attributes: CR/WD/ST
AP Cost: 1-20
Duration: Special
Turns any lifeless materials soft and easy to shape.

Silentium Silentill
Lore: Elf
AttributWD/WD/CHes:
AP Cost: 5
Duration: One Turn
'All is still.' Suppresses all sound around the caster.

Hope everyone finds this useful!
Post edited March 23, 2016 by gully_dwarf
Does anybody have a guide on which spells are best?
avatar
renkcub: Does anybody have a guide on which spells are best?
In the clairvoyance school Analyse All Things (identify magic items) and Penetrating Wood And Stone are useful. Penetrating will reveal dungeon maps, so if you see a place you can't reach after using it you know to keep bumping the walls till you find a secret door.

In combat, Fulminictus is an attacking spell but heavy on the astral points, Ignifaxus is a fireball spell and you can choose the level at which to cast and is one of the better combat spells. Lightening Find Thee is a blind spell and good for when outnumbered and a good early level spell for elves.

Banish spirits, conjure and skeletarus are worth starting to build up if you are planning on starting the other ROA games.

Domination has a lot of good spells, Somnigravus is a sleep spell, astral theft steals magic points from other users.

Balm and Roond, pure and clear are heal and the anti - poison spells.

In Movement, Acceleratus is the haste spell, Foramen is open lock and Transversalis will let you teleport round a dungeon if you have already been there.

Transformation, Eagle, Wolf is very useful to start building up if you have elves in your party, in ROA 2 you will need it.

A lot of the transmutation spell are more 'adventure' spells, helping you deal with situations in game.

Elements, demonology and domination have a lot of the higher level stuff you should throw a few points at every level.
Bumping this and part one for new players. This hould be stickied really.
Post edited May 31, 2014 by Dude902
Bump and thanks OP.


More useful spells:

Increase (attribute): +2 to a main attribute is very good, alas the duration is somewhat short.

Lightning: Takes out (blinds) one enemy for 3 rounds, Works on most enemies.

Paralyze: Petrifies (and thus instantly kills) one target. Somewhat high-cost, but a very strong spell.

Eagle Wolf, Camouflage, or Visibili: either one of these for magic-users (elves included), since there are parts in RoA2: Star Trail, where otherwise they won't let them in some places.
I have added a link in both Parts 1 and 2 so that it'll be easier to find them.