Occult Spells


















Here is a list of all the spells you will acquire as an occultist, including a short description of the spell itself.








































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Cursing

Chill Touch
Skill Used / Level Needed: Occult.Spells.Cursing 50
Gp Cost: 200
Usage: cast chill touch <target>
Description: This spell when cast allows you to direct energies form the negative material plane onto a living creature disrupting their lifeforce. This disruption will temporarily weaken them until the trauma has worn off.
Notes:Decent attack spell for lower level players. Equivelent to half of a Dark Fist approximately.

Bleeding Pores
Skill Used / Level Needed: Occult.Spells.Cursing 65 / Occult.Methods.Chanting
Gp Cost: 500
Usage: cast bleeding pores <target>
Description: A spell calls upon the Gods of Darkness and Evil to cause your opponent's wounds to bleed profusely. Any wounds received during the duration of the spell will do more damage as a result.
Notes: This spell lasts for several rounds, and can work wonders in combination with a good weapon or offensive spell. A Bleeding Pores / Hell Fury combination can be quite devastating to your opponent.

Dark Fist
Skill Used / Level Needed: Occult.Spells.Cursing 125
Gp Cost: 400
Minimum Casting Level: 25
Usage: cast dark fist <target>
Description: This spell allows you to call upon the Gods of Darkness and Evil to reach into the Earthly plane and strike your foe with a prodigious fist.
Notes: Arguably the most useful spell an occultist can get, dark fist is practical and powerful. The caster's mind projects a shadow hand, punching the victim with incredible skill and force. Although it is a mid-level spell, dark fist can enable a low level guild member to kill much higher level opponents. As with all of these curses, the damage inflicted depends on your powers of the mind and your cursing ability. It ranges from simply a hard hit to reducing the victim's body to a gelatinous corpse in a single blow. It takes surprisingly little power, and can give a large amount of experience. Get this great spell as soon as possible - it will make life much, much more easy!

Curse Weapon
Skill Used / Level Needed: Occult.Spells.Cursing 155
Gp Cost: 350
Usage: cast curse weapon <target>
Description: This spell allows you to call upon the powers of evil to cause your target to mishandle their weapon, damaging it and even possibly breaking it. If your target is powerful enough it may be able to resist your curse.
Notes: Although occultists' curses have much more effect upon animate things, which can feel the full wrath and fright of an angry member, they also are able to gain the ability to curse an opponent's weapon. The curse weakens the item, lessening the damage done to you. Monster's or other victim's hands, feet, or claws are not included- the victim must be carrying and wielding an actual weapon such as a sword, staff, mace, or so on.

Banish
Skill Used / Level Needed: Occult.Spells.Cursing 195
Gp Cost: 500
Usage: cast banish <target>
Description: This spell allows you to call upon the powers of evil to banish your foe into the depths of the Abyss from which only death will be their only joy and their tortured screams are their only revenge.
Notes: Do not use this spell lightly! The Abyss is full of nasty auto-attack critters that will shred a weak player to bits. Use this spell on players only if you get guild permission or in a life-or-death situation. Abuse this spell, and the entire guild may deem it necessary to reprimand you with not-so-nice force... not to mention that the guilds that you've offended will hunt you down like a dog. On the other hand, this spell becomes a handy shortcut when you become powerful enough to want to brave the Abyss to collect Occultist goodies that can be found there.

Power Word Pain
Skill Used / Level Needed: Occult.Spells.Cursing 235
Gp Cost: 400
Usage: cast power word pain <target>
Description: This spell allows you to call upon the powers of evil to strike your foe with intense nerve shattering pain.
Notes: A single word in the hands of a high level follower of the occult path can be a powerful thing. By concentrating your mental focus, your shout of the word "PAIN!" can cause your victim to double over in agony, the shout serving like a psychic blow. This curse does a moderate amount of damage and does not cost too much mana.

Vile Curse
Skill Used / Level Needed: Occult.Spells.Cursing 275
Gp Cost: 1000 (minimum)
Usage: cast vile curse <target>
Description: This spell allows you to call upon the powers of Evil to curse your foe which causes to befall them the five scourges of weakness, clumsiness, feeblemindedness, foolishness and sickness. You need a shrunken skull as a sacrifice in order to appease the Gods of Darkness and Evil, a severed head may also be used with lesser chance of success.
Notes: Good spell to use on opponents much stronger than you. In combination with Dimensional Tentacles, your opponent will be much, much easier to dispatch.

Power Word Die
Skill Used : occult.spells.cursing
GP Cost : 666
Spell Usage : cast power word die <target>
Description : This spell allows you to call upon the powers of evil to cause
your target to die instantly. If the victim is powerful enough it
may survive. You need a shrunken skull as a sacrifice in order to
appease the Gods of Darkness and Evil, a severed head may also be
used with lesser chance of success.
Notes: To gain the ultimate curse- the ability to kill with a single word, you must advance in your skills beyond the level usually attainable. Your cry is a mental blow so commanding that the victim's own body can only rarely disobey. The whiplash of your word, at its most powerful, can completely twist their head around and cause instant death. Like your other high level spells, this requires a sacrifice, and the person or monster it is cast upon may resist it. Resist death can often defeat the spell, and a high level character has a better chance of making their saving throw then a low level. It does not require an overly large amount of guild points, but gives you no experience, and if you fail, the victim will automatically return your attack.




Charming

Detect Alignment
Skill Used / Level Needed: Occult.Spells.Charming 9
Gp Cost: 20
Usage: cast detect alignment <target>
Description: This spell allows the caster to call upon their deity to reveal the alignment of a player or NPC.
Notes: Like priests, occultists are able to call forth the attention of the gods on a being, divining their alignment. Knowing your alignment becomes especially helpful at higher levels, when some spells will be affected by your sway toward good or evil.

Soulwrack
Skill Used: Occult.Spells.Charming 30
Gp Cost: 150
Usage: cast soulwrack <targets>
Description: This spell allows you to call upon the powers of evil to cause your foes to experience Hell on Earth.
Notes: I never really use this spell. By the time you have it, you should already have and be using Dark Fist.

Control Undead
Skill Used / Level Needed: Occult.Spells.Charming 60
Gp Cost: 800
Usage: cast control undead <target>
Description: This spell allows the caster to issue commands to any undead creature. A Talisman is created for you to command the creature and can be used anytime, as long as the creature is alive.
Type: mcommand <action> , to invoke the talisman's magic.
Notes: This spell allows you to control the mind and will of an undead creature such as a zombie or ghoul. It requires only moderate mana, and will permit you to take your undead servants through special exits such as portals. When you cast the spell, you draw forth some of the spirit, some of the soul of the creature, using it to form a talisman of control. The length of time the spell lasts depends on how many commands you use this talisman for. The number of commands that the talisman will perform before you lose control is based on your chanting ability. Good spell in combination with Create Undead. If you know your way around RoD, you can sit in one spot and move the undead almost anywhere, as you need not be in the same area as the creature. Good for triggering auto-attack critters from a safe spot, and for generally having a bit of fun :)

Scare
Skill Used / Level Needed: Occult.Spells.Charming 90 / Occult.Methods.Chanting
Gp Cost: 333
Usage: cast scare <target>
Description: This spell allows you to call upon the powers of evil to cause your target to flee the scene. If the victim is powerful enough it may be able to resist.
Notes: Not all of the things that you will want or need to kill can be found alone. Some of them will be in the company of friends or aides who upon your attack will join the fight. Casting scare can be used to separate and isolate a victim, or to force someone to leave combat. When cast, the target will flee one or more rooms. It requires no sacrifice, moderate mana, and gives you no experience. Also good for a bit of fun ;)

Paranoia
Skill Used / Level Needed: Occult.Spells.Charming 130
Gp Cost: 350
Usage: cast paranoia <target>
Description: This spell allows you to call upon the Gods of Darkness and Evil to create paranoia within the hearts of your foes. They will not know who to trust! Everyone is their enemy! The target of this spell will attempt to attack all within its sight.
Notes: Great spell for just having some good, dark fun. Try taking a nasty charmed critter into a highly poplulated room, cast this, and run :)

Dark Sleep
Skill Used / Level Needed: Occult.Spells.Charming 160 / Occult.Methods.Chanting
Gp Cost: 350
Usage: cast dark sleep <target>
Description: This spell allows you to call upon the powers of evil to cause your opponent to fall into a deep sleep. Undead are immune to this spell and powerful opponents may resist it.
Notes: This spell causes the victim stop doing everything and fall into a deep sleep instantly. The victim will awake if attacked. Very useful spell for stopping a fight that is occuring.

Charm Being
Skill Used / Level Needed: Occult.Spells.Charming 205
Gp Cost: 900
Usage: cast charm being <target>
Description: This spell allows the caster to issue commands to any living being. A Talisman is created for you to command the creature and can be used anytime, as long as the creature is alive. Type: mcommand <action> , to invole the talisman's magic.
Notes: Great spell! You can charm lots of NPC critters and have them follow and protect you.

Soul Trap
Skill Used / Level Needed: Occult.Spells.Charming 250
Gp Cost: 1000
Usage: cast soul trap <target>
Description: This spell allows you to call upon the powers of evil to trap the soul of target within an extra-dimensional container, rendering them incapable for ANY action. You will need the Miniature Tower to serve as the container for the trapped soul. The severed head of the target from the victim's previous life will help in the successful casting of this spell. Powerful being may resist this spell as well as undead which have no souls.
Notes: One of our greatest spells! Soul Trap a player or critter, and they basically stand there defenseless! Lasts a good while as well.

Brain Death
Skill Used / Level Needed: Occult.Spells.Charming 300
Gp Cost: 1000
Usage: cast brain death <target>
Description: This spell allows you to call upon the powers of evil to cause your target to believe that its brain is being consumed by demonic maggots if it fails to resist your magic. The effects of this spell does not take immediate effect but builds up to a torturous hell for its victim who will surely expire from the ordeal. Undeads and demons are immune to this spell. Notes: One of the more useful spells against other players, when you cast brain death you go inside someone's mind, wreaking havok with their thought patterns and reflexes until they can no longer function properly. The spell, which requires a huge amount of mana but no sacrifice, does damage in increasing amounts every few rounds until the target is dead or the power of the spell runs out. Although you must be in the same room as the victim to initially cast the spell on them, the effect continues even should they run. Great spell for hit-and-run tactics. Use in combination with Vile Curse and Dimensional Tentacles and your opponent will waste away.



Enchanting

Evil Wall
Skill Used / Level Needed: Occult.Spells.Enchanting 3 / Occult.Methods.Chanting
Gp Cost: 50
Usage: cast evil wall <target>
Description: This spell allows you to call upon the powers of evil to awake the evil spirits within the air around to deflect blows that tries to strike the recipient of this spell. The spell grows in power as your skill in enchanting increases and lasts longer as your skill in chanting increases.
Notes: The first protection spell you will get, in casting evil wall you bring forth the powers of the darkness to coat your skin and clothing, making them darker and preventing a small amount of damage. It costs very little mana. The spell lasts for a set amount of time (not very long), and the level of protection depends on your overall enchanting ability. Although available early in your studies, it is one of the best protection spells available.

Demonic Light
Skill Used / Level Needed: Occult.Spells.Enchanting 7
Gp Cost: 30
Usage: cast demonic light <target>
Description: This spell allows you to call upon the powers of evil to cause your target to shed light.
Notes: For those races that do not have infravision or good night vision, travelling after the sun has set can be tedious. Because occultists do most of their work in the welcome night, they have developed the ability to make a target or room exude light.

Detect Magic
Skill Used / Level Needed: Occult.Spells.Enchanting 11
GP Cost : 50
Spell Type : miscellaneous (targetted)
Spell Usage : cast detect magic [target]
Description : This spell detects an item for the presence of magic with in it.
If the spell detects magical power within the item, it will cause
the item to glow. The color of the glow determines the power of
the magic within it. The colored hues are:
Rainbow
Golden
Silver
Azure
Emerald
Crimson
Yellow
Aquamarine
Octarine
White.

Foul Touch
Skill Used / Level Needed: Occult.Spells.Enchanting 11
Gp Cost: 150
Usage: Cast foul touch <recipient>
Description: This spell allows the recipient to do much unarmed damage as their hands receive the property of the undead, doing arcane damage with their bare hands. This is a guild only spell. It can also be cast on monster that you specifically summoned.
Notes: Although the amount of damage this spell does is much less then some of the higher level spells, it should not be forgotten as a beginner's skill (using Foul Touch early in your career will gain you more experience than using a weapon). When you cast foul touch, your hands (or the hands of the target) become invested with the powers of evil, greatly increasing the amount of damage done in a hit without the wielding of weapons. You can use this spell on your summoned creatures to increase the damage they do, or on yourself. When first starting out, this spell can actually do more damage and bring you more experience than you would get wielding weapons. The effect lasts for a certain amount of time, and the damage increase is based on your overall enchanting level.

Dark Mote
Skill Used / Level Needed: Occult.Spells.Enchanting 30
Gp Cost: 100
Usage: cast dark mote <target>
Description: TThis spell calls forth a small mote of pure evil that you can hurl at your enemies. The negative energy will react violently to any living creature it comes in contact with.
Notes: Pretty poor offensive spell. You'll soon forget you have it ;)

Dark Sphere
Skill Used / Level Needed: Occult.Spells.Enchanting 45
Gp Cost: 100
Usage: cast dark sphere <target>
Description: This spell allows you to call upon the powers of evil to cause a sphere of darkness to envelop your target, obscuring their sight.
Notes: This spell will cast a sphere of darkness on a target effectively blinding everyone within the room. Since the monsters of the realms can fight effectively in complete darkness, this spell is most useful against other players, causing confusion and fear.

Evil Blast
Skill Used / Level Needed: Occult.Spells.Enchanting 90
Gp Cost: 120
Usage: cast evil blast <targets>
Description: This spell allows you to call upon the powers of evil to cause blasts of evil energy gotten from the deepest hatred of Hell to strike your foes.
Notes: When you attain a higher level in enchanting, Evil Blast becomes more useful. With it, you assault the victim with a wave of dark foulness, doing several magic attacks. This is an area spell, and so can be used to take out groups of targets. Each target takes a moderate amount of mana to hit.

Create Undead
Skill Used / Level Needed: Occult.Spells.Enchanting 135 / Occult.Methods.Chanting
Gp Cost: 200
Usage: cast create undead corpse
Description: This spell allows you to animate a corpse to become your mindless undead servant.
Notes: This spell gives you the ability to create an undead servant. With the spell you imbibe a corpse with evil animation, making it come to "life", automatically following and protecting you. It costs very little mana and you need only the corpse to cast it upon. For making the undead servant do more complex commands, you will need the spell Control Undead.

Unholy Enchant
Skill Used / Level Needed: Occult.Spells.Enchanting 180 / Occult.Methods.Brewing
Spell Cost: 550
Spell Usage: cast unholy enchant <target>
Description: This spell will enchant any item that is not already enchanted with the evil spirit of inhabiting the demonic planes. The value of the enchantment is based upon the casters alignment to a maximum value of 10. Enchanting weapons and armour will increase the amount of damage and protection they give. If demon ichor is available, you may bestowe an acid attack upon a weapon, the strength of the acid is determined by your occult.methods.brewing skill.
Notes: Decent enchanting spell. When used on a weapon, it can do quite a bit of damage, although even at the highest levels, an occultists' enchant is never as powerful as a high level wizard's enchant. The extra attack makes it a popular spell for other guilds, so make sure to charge people for enchanting their weapons.

Demonic Shield
Skill Used / Level Needed: Occult.Spells.Enchanting 225 / Occult.Methods.Chanting
Gp Cost: 666
Usage: cast demonic shield <recipient>
Description: This spell allows you to call upon the unholy powers of the Gods of Darkness and Evil to divert any harmful forces directed the recipient of this spell.
Notes: At high levels, demonic shield is an incredibly powerful protective spell, deflecting some of _all_ damage done, no matter what type the damage is. Casting it costs a flat amount of mana, and the percentage it protects is based on your overall enchanting ability. As it absorbs damage, it reaches a threshold, based on your chanting skills. After this threshold, the percent of damage which it protects you from decreases slowly with each hit.

Invisibility
Skill Used / Level Needed: Occult.Spells.Enchanting 270
Gp Cost: 600
Usage: cast invisibility <target>
Description: This spell will turn you invisible. The following actions will turn you back to being visible: All communications except for guild and tells, emote, soul commands, and attacking. You can look at other people, but they will see you looking, but it will not turn you visible. If you move, people will not see, your movement, just as if you were invisible. But the protection is not perfect, you leave very faint traces in the air which can be seen if actively looked for. This spell will also turn any one object invisible. The object must be in your inventory, and it must not already be invisible. The spell will last until you logout or the item is destroyed.
Notes: Great spell. Use when going to the bank to avoid being robbed, use for sneaking up on people, and use to avoid auto-attack NPC's and critters. I'd suggest having this before attempting to enter the Abyss for some Occultist goodies. Can also be used on backpacks and bags in your inventory to keep them from the sight of thieves and pirates.


Summoning

Summon Servant
Skill Used / Level Needed: Occult.Spells.Summoning 12
Gp Cost: 30
Usage: cast summon servant <target>
Description: This spell summons a servant of evil to come to your aid. When you no longer need its help, command it to go back to the demonic lords who sent it, with the "dismiss" command. The summoned creature will disappear once it is finished protecting you. The spells success depends on your skill and your alignment. The strength of the servant depends upon your skill.
Notes: The first spell with which an occultist can bring forth creatures to your aid, the summonings are relatively low level- imps, orcs, goblins, gargoyles and the like. However, when you are just learning, these creatures are most likely more powerful then you are. Cast at a target, they automatically attack that being and protect you. Casting foul touch upon the summoned creature can greatly enhance the damage it does, while casting one of your defensive spells on it will increase the amount of damage it can take. Although these can enable you to take on opponents much higher then yourself, a word of caution is necessary. This spell is an attack spell, when cast at a target the target automatically attacks back (assuming the spell succeeds). Almost inevitably a few of the enemy's attacks will get through your servant's guard to hit you, so be extremely wary of taking on an opponent, even with a servant, which can kill you in only a few hits. In any fight during which you employ a summoned being- be it through this spell or the more powerful ones you will learn later on, your experience will be shared by your creature. Two other notes; first, occultists have the innate ability to "dismiss" your servants at any time. It is imperative that you do this once they are no longer needed. Second, do not bring forth your creatures for your friends to kill. Nebethet frowns upon this, and should it start happening with frequency or in large amounts, that power will be taken away.

Dispel Being
Skill Used / Level Needed: Occult.Spells.Summoning 42
Gp Cost: 250 (minimum)
Usage: cast dispel being <target>
Description: This spell allows you to call upon the powers of evil to dispel any summoned creatures, either your own or those summoned by others.
Notes: With dispel being, you can dismiss any summoned creature- even one brought forth by someone else. Be careful using this around lower level players, as their summoned creatures often mean the difference between life and death.

Summon Foul Servant
Skill Used / Level Needed: Occult.Spells.Summoning 72
Gp Cost: 120
Usage: cast summon foul servant <target>
Description: This spell summons a servant of evil to come to your aid. You must have a severed head as a sacrifice in order to appease the summoned being. Remember to "dismiss" it when you no longer need its help, so it can go back to where it belongs.
Notes: This is almost identical to the Summon Servant spell. The only difference is in the power of the spell- this one brings forth stronger creatures- and the complexity- this spell requires a severed head as sacrifice.

Hell Minion
Skill Used / Level Needed: Occult.Spells.Summoning 75
Gp Cost: 300
Usage: cast hell minion <target>
Description: This spell will call forth the malevolent spirits from the shadows in the form of a hideous beast. The evil conjuration will lash out at its target with all of the deads hatred of life. The beast is a mindless thing and will only last for a brief moment.
Notes: Probably our best xp spell against a single target. This spell provides 5 hits of decent damage, and can be quite effective if used in conjunction with Bleeding Pores.
Be aware that this spell is NOT learned from Nebethet in the Occultist guild. You must seek Nebethet's brother, Corinthet, and ask him to bestow the power of this spell upon you.

Awaken Nightmare
Skill Used / Level Needed: Occult.Spells.Summoning 102 / Occult.Methods.Chanting
Gp Cost: 200
Usage: cast awaken nightmare <targets>
Description: This spell allows you to call upon the powers of evil to summon the demon guardian of the nightmare gate to attack your foes.
Notes: Our best xp'ing spell. Period. Awaken Nightmare is an area spell- good for casting on groups of creatures. This skill requires no sacrifice, and not an overly large amount of guild points. Learn it soon, and use it often.

Dimensional Tentacles
Skill Used / Level Needed: Occult.Spells.Summoning 142 / Occult.Methods.Chanting
Gp Cost: 350
Usage: cast dimensional tentacles <target>
Description: This spell will causes a mass of tentacles from an inter-dimensional beast to cover the target, immobilizing them. The victim's defensive ability is also reduced. The tentacles will return to the demonic void after some time.
Notes: Useful against those pesky enemies who won't stand still and let you beat on them, you can open a portal to another dimension, though which come long, serpentine arms. They wrap around your victim, preventing normal movement and slightly reducing their defensive ability the length of time are able to hold open the portal is based on your skill in chanting. Really cuts down on your opponent's defensive capability. Great all around spell.

Demon Armour
Skill Used / Level Needed: Occult.Spells.Summoning 170 / Occult.Spells.Enchanting
Gp Cost: 150
Usage: cast demon armour <target>
Description: This spell summons a minor demon which is then bound to the caster's body, forming a protective suit of armour.
Notes: This spell calls forth a demon from the abyss who will form a thick, black layer of armour to protect you from your enemies. This armour protects fairly well and lasts for a decent amount of time depending on your chanting skill. Does not actually count as armor, but can be used in tandem with normal armor.

Summon Being
Skill Used / Level Needed: Occult.Spells.Summoning 192
Gp Cost: 500
Usage: cast summon being <recipient>
Description: This spell summons a servant of evil to join the recipient of your spell on their evil quest. You must have a severed head as a sacrifice in order to appease the summoned being.
Notes: Be wary of whom you cast this spell upon. The being brought forth is similar to, although slightly stronger than those you bring forth in two previously mentioned summoning spells, but in this case, the creature follows and protetcs whomever the target is- be they friend or foe. Do _not_ cast this spell on a creature that you are attacking! Otherwise, it is identical to the summon foul servant spell. Note that the creature will only protect those who are following the dark path.

Chaos Net
Skill Used / Level Needed: Occult.Spells.Summoning 200
Gp Cost: 500
Usage: cast chaos net <target> <permanent>
Description: This defensive spell summons the wild threads of chaos into a shimmering field around you. The wild nature of this spell makes it difficult to control and it has been known to deliver unpleasant effects to the caster, as well as your enemies.
Notes: Good overall defensive spell. If you get hit, Chaos Net will sometimes transform into a Shadow Beast, which is quite nasty, and it will disembowel your opponent. Sometimes it will backfire when you've been hit, but it's rare (it's never happened to me yet). Has saved my butt a couple of times though ;)

Bind Summoning
Skill Used / Level Needed: Occult.Spells.Summoning 225
Gp Cost: 444 (minimum)
Usage: cast bind summoning <target> <permanent>
Description: This spell allows you to call upon the powers of evil to bind any summoned creatures, either your own or those summoned by others to force them in this world for a longer period of time. To make a summoning permanent type the permanent word after the summoning name. i.e. "cast bind summoning servant permanent". Making a summoning permanent costs 3 times as much GP.
Notes: Requiring a moderate amount of guild points, but no sacrifice, the bind summoning spell, cast on your summoned creature, will increase your control over it, and therefore the amount of time it remains at your side. However, this spell has no effect on the amount of damage that your creature can sustain- the bindings will not keep the creature from death.

Summon Speed Demon
Skill Used / Level Needed: Occult.Spells.Summoning 242
Gp Cost: 500
Usage: cast summon speed demon <recipient>
Description: This incantation summons a small demon who will loyally protect you. The speed demon is only about two feet tall and is covered in tough spiney plates. They do not posess much intelligence and have no fear of injury or death thus they will eagerly leap in front of blows meant for the caster.
Notes: Great defense spell. The demon will jump in front of an attack and absorb all damage from that hit, just like a wizard's images. It requires an ichor from the guild shop to cast successfully.

Hell Fury
Skills Used / Level Needed: Occult.Spells.Cursing 300 / Occult.Spells.Summoning / Occult.Methods.Chanting
Gp Cost: 100 GP each attack
Component: Severed head (optional)
Usage: cast hell fury <target>
Description: This spell will call the very wrath of Hell on your enemy. A level dependent number of violent gusts of hot air will strike randomly the specified target. If a severed head is supplied as sacrifice, dwellers of Hell may come to help you.
Notes: This is commonly considered their most effective and dangerous spell among occultists themselves, for it is not affected by the resist death spell, and does an incredible amount of damage. At your words, the forces of evil are unleashed, a maelstrom which will quickly devour all but the highest skilled opponents. It does several attacks in one round, a mix of fire and air based attacks. The exact number of attacks it does is based on your skill in chanting, while the damage is based on your skill in cursing. This spell is not cheap to use, since it has multiple attacks. Although a sacrifice is not required to cast this spell, a severed head makes it even more powerful. With the head, you also do a summoning attack for each fire or air attack, causing demons and devils to rise from the ground to rip into your opponent. This doubles the total number of attacks, but that also doubles the amount of mana required to cast it.