For more information on each Discipline and its corresponding spells click on the type title.
*All spells cost 5 build to learn
GREATER DISCIPLINES:
Diablerie is the magic wielded by Diabolists and by Diabolists alone, magic taken from the Vaults of Secrets and set loose upon the world.
Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
Word of Hellfire: conjures hellish flames from the Underworld and hurls it at a distant target.
Word of Baelfrost: conjures freezing winds from the Underworld and hurls it at a distant target.
Oath of Hellfire: places a Glyph upon you that infuses your weaponry with hellish wrath and infernal flames.
Oath of Baelfrost: places a Glyph upon you that infuses your weaponry with unearthly cold and bitter winds.
Word of Torment: inflicts a sharp pain upon a distant target; the pain is so excruciating that the target cannot cast Spells or Feats for a short duration.
Word of Soul Reaving: sacrifices spiritual energy and gambles vitality in an attempt to inflict horrendous wounds upon an opponent and steal some of their life essence.
Oath of Fell Influence: places a Glyph upon you that allows you to deceive others and goad them irresistibly into attacking you.
Oath of Fell Charm: places a Glyph upon you that grants you a dark charisma; you are capable of quickly making friends and calming hot heads.
Inquisition of Demonic Presence: unerringly determine if someone is a demon or possessed by one.
Word of Demonic Reaving: destroy the spells that are cast upon a helpless victim.
Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Word of Demon-Slaying: conjure energy that is deadly to demons and hurl it at a distant target.
Howl of Hellfire: infuse yourself and your weaponry with a fiery wrath and strike down multiple enemies with infernal flames.
Howl of Baelfrost: infuse yourself and your weaponry with a bitter rage and strike down multiple enemies with unearthly cold.
Oath of Blinding Blood: place a Glyph upon yourself that infuses your blood with demonic energies; those that injure you in melee can be blinded by your accursed blood.
Oath of Fell Counsel: ply the Vault for information, whether it is aid in deciphering a language or uncovering a piece of lore.
Oath of False Flesh: places a Glyph upon you that disguises you; with the right components, this spell can even disguise you as someone from another Race.
Erudite Spells: can be learned from select Non-player Characters only.
Graft of the Hellfire Demon: places a Glyph on a target that infuses their soul with the power of a Hellfire Demon; the target can use the Demon's fiery rage and is possessed by the Demon when he is dying.
Graft of the Baelfrost Demon: places a Glyph on a target that infuses their soul with the power of a Baelfrost Demon; the target can use the Demon's frozen power and is possessed by the Demon when he is dying.
Graft of the Ironscale Demon: places a Glyph on a target that infuses their soul with the power of an Ironscale Demon; the target can use the Demon's iron-bound tenacity and is possessed by the Demon when he is dying.
Graft of the Barbed Demon: places a Glyph on a target that infuses their soul with the power of a Barbed Demon; the target can use the Demon's cruel fury and is possessed by the Demon when he is dying.
NECROMANCY
Necromancy comes from the Tome of Ordeals, a magic that focuses on the shaping of flesh and spirit to the desired ends of a Necromancer. Only Necromancers can learn Necromancy spells.
Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
Word of Pain: conjures soul-rending agony unto a distant target.
Word of Grim Reaping: conjures energies that are deadly to undead creatures and hurls them at a distant target.
Oath of Grim Strength: infuses your form and weaponry with the strength of the grave, allowing you to perform a powerful melee strike.
Word of Palsy: paralyzes a distant target from the waist down, preventing it from moving for its position.
Oath of the Grim Facade: places a Glyph upon you that suppresses and preserves your life energies when you are struck down, enabling you to get back up when the time for safety arrives.
Word of Flesh Mending: mercilessly mends a creature's body to its correct form, restoring some HP albeit, with some agony to the patient.
Word of Grim Mending: restores the HP of two of your Eldritch Minions at the same time.
Inquisition of the Dead: forcibly gather information from a dying, dead or undead creature.
Inquisition of Life and Death: unerringly determines whether a character is undead or possessed by the undead. Alternatively, this spell allows you to sense the presence of invisible creatures and pinpoint their location.
Oath of Grim Counsel: ply the realms of the dead for specific bits of knowledge or for the ability to decipher foreign languages.
Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Word of Grim Binding: Shackles a creature in place, preventing it from moving but also protecting it from all damage.
Word of Desolation: conjures despair and hopelessness unto a distant target, destroying SP (Spirit Points) or preventing them from using Feats or Spells for a short duration.
Oath of the Grim Form: infuses your form with deathly energies and sends fear into the hearts of those you strike.
Oath of the Grim Shield: places a Glyph upon you that can protect you from the attacks of any Undead creature.
Oath of the Fleshless Form: temporarily turns you into an intangible spirit, making you incredibly difficult to damage. This only lasts for a short duration.
Word of Blood Mending: cures a lesser disease or a basic poison from a target's bloodstream. With the right components, greater maladies can also be cured.
Word of Soul Mending: bring a dead character back to life or revive a creature at death's door. Alternatively, this spell can also remove Mortal effects and lesser curses. With the correct components, greater and anathemic curses can also be cured.
Memory of the Forsaken: places a Glyph upon an area that imbues it with psychic emanations of despair and hopelessness. At your command, you can utilize these energies against intruders to rob them of their spiritual energy or to prevent them from using any Feats or Spells.
Erudite Spells: can be learned from select Non-player Characters only.
Graft of the Soulless: places a Glyph on a target that infuses their soul with the power of a Soulless Undead; the target can use the Soulless' mindless persistence and is possessed by the Undead creature when they are dying.
Graft of the Ghoul: places a Glyph on a target that infuses their soul with the power of a Ghoul; the target can use the Ghoul's cunning savagery and is possessed by the Ghoul when he is dying.
Graft of the Wight: places a Glyph on a target that infuses their soul with the power of a Wight; the target can use the Wight's undying hatred and is possessed by the Wight when he is dying.
Graft of the Vampire: places a Glyph on a target that infuses their soul with the power of a Vampire; the target can use the Vampire's fell charm and blood-thirst to his advantage. However, he is possessed by the Vampire when he is dying.
Graft of the Wraith: places a Glyph on a target that infuses their soul with the power of a Wraith; the target can use the Wraith's spectral might to his advantage. However, he is possessed by the Wraith when he is dying.
SHADOW-BINDING
Shadow-binding is the fell magics of the Shadowsoul; it uses internal and external darkness to bind, tear or deceive other creatures. Only Shadowsouls can learn Shadow-binding spells.
Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
Word of Sharp Shadows: Manipulates the shadows of a distant target so that they slice him into ribbons.
Oath of Sharp Shadows: places a Glyph upon you that empowers you and your weaponry with sharpened shadows.
Word of Twinned Shadows: places illusions and mirages in the minds of a distant target, fooling them into attacking shadowy images of you.
Oath of the Shadow Shroud: places a Glyph upon you that empowers your shadows with resilience. You are granted AP (Armor Points), which are the first to be depleted when you take damage. When you have no more AP, that is when you take HP (Hit Point) damage.
Word of Unbinding: conjures shadowy energy that allows you to slip through bonds.
Word of Shadowy Blood: allows fell energies to course through your bloodstream. This hurts you but can cure lesser diseases and basic poisons. With the right components, more potent ailments can be cured from you.
Inquisition of Shadows: unerringly determines whether a character is a Shadow or possessed by a Shadow.
Oath of Dark Influence: places a Glyph upon you that makes you very good at lying to people and making friends.
Oath of Dark Scrying: places a Glyph upon you that allows you to sense the deceptions of others and when invisible creatures are about; this spell also allows you to pinpoint the location of invisible creatures.
Word of Veiling: hides you from sight as long as you are near some cover and you do nothing while you are invisible. When cast at night, Feats and Spells cannot be used to pinpoint your position.
Word of Exodus: turns you into a swift shadow, allowing you to escape an unwanted fight.
Oath of Deep Shadows: places a Glyph upon you that punishes those who would pick your pockets and those who would loot your body.
Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Word of Shadow-binding: conjures dark energies to pin a distant to their shadow on the ground, pinning them in place.
Word of Coiling Shadows: conjures an invisible tentacled limb to pull a creature toward you and hold them in place.
Word of Shadow-breaking: conjures energy that is deadly to Shadows and hurls it at a distant target.
Howl of Sharp Shadows: infuses your form and your weaponry with deadly, writhing shadowy energy.
Oath of Dark Mirrors: Places a Glyph upon you that allows you to negate a spell that hits you and reflect it upon the one that cast it on you; doing this costs Spiritual energy and vitality.
Oath of the Shadow Mask: uses the malleability of shadow energy to create a disguise; with the right components, this spell can even disguise your true Race.
Erudite Spells: can be learned from select Non-player Characters only.
Graft of Midnight Shadows: places a Glyph on a target that infuses their soul with the power of a Midnight Shadow; the target can use the Shadow's ethereal elusiveness to their advantage and is possessed by the Shadow when he is dying.
Graft of Poisoned Shadows: places a Glyph on a target that infuses their soul with the power of a Poisoned Shadow; the target can use the Shadow's venomous deadliness to their advantage and is possessed by the Shadow when he is dying.
Graft of Desolate Shadows: places a Glyph on a target that infuses their soul with the power of a Desolate Shadow; the target can use the Shadow's potent magics to their advantage and is possessed by the Shadow when he is dying.
LESSER DISCIPLINES: Any Sorcerer can learn spells from a lesser discipline, provided that he or she has learned the appropriate Discipline skill.
FLESHCRAFT
Fleshcraft is a discipline that focuses on the fine manipulation of flesh and bone for offense and defense.
Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
Word of Flesh-Reaving: rip the flesh of a distant target, inflicting great pain upon him and preventing him from using Spells or Feats.Word of Withering: affect three different, distant enemies with a dark sorcery that shrivels a limb of your choice.
Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Oath of Flesh Girding: places a Glyph on you that grants you AP (Armor Points) and can protect you against Pain and Confusion. When you take damage, your AP is depleted before your HP (Hit Points).
Oath of the Winged Form: places a Glyph upon you that allows you to grow bat wings; with these wings you can fly across a battlefield or away from fights.
Oath of Flesh-Mending: suffuses you or a willing target you touch with powerful sorcerer that cures almost all wounds but inflicts massive amounts of pain.
Erudite Spells: can be learned from select Non-player Characters only.
Word of Bone-Rending: inflicts a paralyzing agony upon a target before destroying him from the inside through internal injuries.
Oath of the Bolstered Form: places a Glyph upon you that gives you Great Strength and augments your weapon strikes.
INSANOMANCY
Insanomancy is a discipline that focuses on the use of mental injury as a weapon, as a crutch and as a shield.
Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
Word of Confusion: Confuses a distant target, preventing him from performing any actions for a short time.
Word of Woe: Dazes up to 2 different targets, preventing them from using any Spells or Feats for a short time.
Oath of False Truths: places a Glyph upon you that makes you better at lying and better at discerning lies.
Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Memory of Insanity: places a Glyph upon a small room that veils it from view and prevents others from discovering it.
Word of False Victory: places a delusion upon the target; an attack of your choice that is made upon you automatically misses.
Erudite Spells: can be learned from select Non-player Characters only.
Breath of Nightmares: horrifies up to 3 different targets, causing them to flee from you.
Memory of Delirious Dreaming: Places a Glyph upon a small room that allows you to confuse those within it at your command.
BLOODCRAFT
As life is blood, Bloodcraft focuses on life and the blood within all living creatures to achieve effective although gruesome outcomes.
Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
Word of Life-theft: Steals a distant target's vitality and regain up to 5 HP.
Oath of Blood Vengeance: Places a Glyph on you that allows you to inflict retributive shadow damage upon those who strike you.
Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Word of Blood-Sealing: Stabilizes a fallen ally; those in their Critical Death Count rise up and follow the caster mindlessly.
Word of Blood-Scouring: Purifies the blood of a patient, removing lesser diseases and basic poisons. If expensive components are spent, more powerful ailments can be treated.
Word of Crimson-Tongue: Silences a distant target, preventing them from speaking in-game or casting spells.
Erudite Spells: can be learned from select Non-player Characters only.
Word of Scarlet-Sight: Blinds a distant target, preventing them from defending themselves or moving.
Word of Blood Draining: Confuses a distant target and then drains their life force, healing the caster while damaging the target.
DESTRUCTION
The discipline of Destruction is a simple one: the use of the powers of entropy to bring forth ruin at a Sorcerer’s whim.
Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
Howl of Scattering: conjures a minor tempest to electrify an enemy or knock them back 10 steps.
Breath of Fire: inflicts fire damage on up to 3 different targets.
Breath of Shadow inflicts shadow damage or a Daze effect on up to 3 different targets.
Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Oath of Destruction: conjures a minor storm of destructive power to inflict lightning, ice, fire and shadow upon one's enemies.
Word of Disjunction: Destroys a Conjuration spell but inflicts massive magical backlash upon the caster.
Erudite Spells: can be learned from select Non-player Characters only.
Howl of Shadows: Imbues you with dark power to perform 3 melee attacks that can injure or Daze those you hit.
Word of Ruin: Destroys a weapon or shield that an enemy is holding at some cost to your vitality.
SUBJUGATION
The discipline of Subjugation uses powerful enchantments and mind-bending narcissism to bend the will of other creatures according to the Sorcerer’s twisted desires.
Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
Word of Menace: strike a distant target with mind-numbing fear, forcing him to flee from you.
Word of Peace: soothe a distant target with sorcery, preventing him from attacking until attacked first.
Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Oath of Majestic Charm: imbues the Caster with a Glyph that allows him to make befriend others or disorient them.
Word of Inquiry: forcibly rips information from the mind of a helpless target.
Oath of Majestic Influence: imbues the Caster with a Glyph that allows his words and lies to be believed by others.
Erudite Spells: can be learned from select Non-player Characters only.
Word of Majesty: strikes all those adjacent to the Caster with paralyzing awe, Confusing them for 15 seconds.
Word of Subjugation: usurps the will of the Caster's Eldritch Minion, Dominating him for 1 minute.
PESTILENCE
Pestilence is a corrupt discipline that uses vermin and disease as a source and a means of magical power.
Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
Word of Enervation: weaken a target's body and soul, preventing him for doing more than 1 point of damage with spell or weapon for a short time.
Word of Pestilence: infect yourself with a lesser Plague and then infect those who interact with you.
Word of Plague-bane: remove a lesser Disease from a target. Greater and Anathemic Diseases can be removed with the sacrifice of components.
Word of Pestilent Divination: Gain information from a diseased target by using his disease as a conduit for your magic.
Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
Oath of Ghoulish Hunger: places a Glyph upon you that allows you to eat carrion and cadavers to regain vitality.
Memory of Pestilent Sentinels: places a Glyph upon a small room that infests it with dangerous vermin that attack intruders at your command.
Erudite Spells: can be learned from select Non-player Characters only.
Howl of Enervation: conjure powerful sorcery that weakens all adjacent creatures, severely hampering their attacks.
Word of Swarming: conjure a swarm of tiny vermin that can disable or damage your enemies at your whim.


