Twenty-two workings in seven schools. Study at a temple or mage tower for eight hours. Skill 10 / 30 / 50 for levels 1 / 2 / 3. Knowledge must be at least spell level + 1. Gold: 60 / 250 / 750.
Schools and teachers
School
Taught at
Light
Temple
Dark, Necromancy, Nature, Infernal, Elementalism
Temple or Mage Tower
Arcana
Mage Tower
Culture can widen which schools a building offers. Shadowmere’s mage tower is the widest bazaar of the dark arts.
Light
Spell
Lv
En
Effect
Heal
1
8
15 + 5×Spell Power. Usable outside battle.
Bless
2
10
Max damage 3 rounds; outside: a day of fortune.
Protection
2
12
+4 defense, 3 rounds.
Greater Heal
3
20
50 + 8×Spell Power. Outside battle too.
Elementalism
Spell
Lv
En
Effect
Fire Bolt
1
6
8 + 3×SP to one stack.
Ice Bolt
2
10
13 + 4×SP; target slowed next round.
Stone Skin
2
10
+6 defense, 3 rounds.
Lightning
3
18
26 + 6×SP to one stack.
Nature
Spell
Lv
En
Effect
Haste
1
8
+3 speed, 3 rounds.
Regeneration
2
15
Heal 8 + 2×SP each round for 4 rounds.
Summon Wolves
3
25
2 + SP/4 wolves for this battle.
Arcana
Spell
Lv
En
Effect
Illusion
1
8
+40% flee chance, 3 rounds.
Teleport
2
20
Instant travel to a known settlement (or home from the wild).
Enchant Weapon
3
25
+4 attack, 3 rounds.
Dark
Spell
Lv
En
Effect
Curse
1
6
Enemy deals minimum damage, 3 rounds.
Weakness
2
10
−4 attack, 3 rounds.
Life Drain
2
12
12 + 4×SP; heal half.
Shadow Bolt
3
16
20 + 5×SP.
Necromancy
Spell
Lv
En
Effect
Bone Spear
1
7
9 + 3×SP.
Raise Dead
2
15
After battle, raise fallen as skeletons (20% + 2% per Necromancy).
Soul Harvest
3
25
22 + 6×SP; heal half.
Infernal
Spell
Lv
En
Effect
Summon Imp
1
10
2 + SP/4 imps for this battle.
Hellfire
2
14
12 + 4×SP to all enemy stacks.
There is no level-3 Infernal working in the live catalog yet.
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