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Seventh Kingdom IGE

Witch Spell List

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*All spells cost 5 build to learn.

Note: Witch Spells are divided into five major elements: 

  • Fury Spells are spells of flame, passion and destruction.
  • Locus Spells are spells of earth, restoration and protection.
  • Maia Spells are spells of water, healing and clarity.
  • Muse Spells are spells of wind, mobility and glibness.
  • Wisp Spells are spells of darkness, deception and binding.

FURY SPELLS

Fury Spells call upon the Furies, fiery spirits of destruction, illumination and passion.

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.

Doom of Fierce Flame: Burns a distant enemy with summoned fire.

Doom of Mocking Flame: Taunts a distant enemy into engaging you.

Gift of Wrathful Flame: Imbues yourself or an ally with fire and fury, making your/their next attack more powerful.

Gift of Branding Flame: Places a Glyph on a target that infuses them with fiery energy; their strikes now burn with elemental flame.

Gift of Vengeful Flame: Places a Glyph on you that infuses you with vengeful flames; you can perform fiery retributive strikes upon those who injure you in close combat.

Gift of Leaping Flame: Allows a target to escape Force effects, which include effects that would restrain or bind them.

Gift of Bright Flame: Burns away Blindness and Mortal effects from a target.

Gift of Brilliant Flame: Allows you to sense the presence of Invisible creatures and pinpoint their location.

Doom of Torturing Flame: Burns a target's flesh and spirit, to forcibly gather information from it.

 

Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

Doom of Binding Flame: Shackles a target and then hits them with a powerful, fiery attack.

Doom of Waiting Flame: Infuses a doorway or a container with fiery energy that will spring upon those who open it. Alternatively, can be placed on a Favored ally in order to strike them down upon your command.

Gift of Warding Flame: Places a Glyph upon a target that can protect it against Maia spells and Ice attacks.

Gift of the Flickering Flame: Temporarily turns you into a flickering, fiery form that is difficult to damage.

Gift of Cleansing Flame: Removes basic Poisons or lesser Diseases from a target, although some injury is also inflicted. Components can be expended to cure more potent ailments.

Gift of Forging Flame: Summons a flame to field-repair weaponry or armor.

 

Erudite Spells: can be learned from select Non-player Characters only.

Doom of Vicious Flame: Stuns a target with excruciating pain, preventing him or her from taking any and all actions.

Gift of Radiant Flame: Summons the power of the Sun to heal you and to blind your enemies.

Gift of Protective Flame: Summons a wall of flames upon you that inflicts damage upon everyone that touches you or attacks you in melee.

Crown of Elemental Flame: Places a Glyph upon a target that infuses him or her with a powerful Fire spirit; the spirit grants its strengths and weaknesses to its Host.

 

 


LOCUS SPELLS

Locus spells are spells of earth, of stability, of stagnancy and of growth.

 

 

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.

Gift of Grey Mountain: Places a Glyph on you that allows you to strengthen your strikes with the earth spirits' might.

Doom of Howling Mountain: Infuses you with the strength to knockback two creatures with powerful weapon strikes.

Gift of Vengeful Mountain: Places a Glyph upon you that allows you to perform powerful retributive strikes against those who injure you in close combat.

Gift of Shielding Mountain: Places a Glyph upon you that grants you AP (Armor Points). When you receive damage, AP is depleted before HP (Hit Points).

Gift of Warding Mountain: Places a Glyph upon a target that protects it against melee attacks that inflict normal (non-elemental) damage.

Gift of Resilient Mountain: Places a Glyph upon you that protects you against attacks that would inflict debilitating pain upon your or break your limbs.

Gift of Father Mountain: Summons restorative magic from the earth to field-repair weapons, shields and armor. When cast in Annie's Inn, it can completely restore these items to optimum capacity.

Sanctum of Watchful Mountain: Places a Glyph upon a room that wards it from intrusion by preventing trespassers from entering.

 

Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

Gift of Silver Mountain: Places a Glyph upon you that allows you to strike with the purity of silver and the might of a mountain.

Doom of Grasping Mountain: Infuses you with vital, binding energies; those you strike are bound to the earth by grasping vines and roots.

Gift of Unmoving Mountain: Places a Glyph upon you that protects you against Control effects that would move you, physically, emotionally or spiritually.

Gift of Healing Mountain: Summons rejuvenating power from the earth spirits to heal your injures and restore HP (Hit Points)

Gift of Mother Mountain: a difficult spell that can fully rejuvenate your body and partially rejuvenate your spirit.

Gift of Forbidding Mountain: Imbues an area that you designate as a place of sanctity and power; you can summon energies from the earth to prevent others from entering it and to reduce the damage of ranged attacks that come from outside its boundaries.

Sanctum of Grasping Mountain: places a Glyph upon a doorway or a container that entraps those who enter/open it with binding spectral vines.

Sanctum of Inspiring Mountain: places a Glyph upon a small area that imbues those within it with creative talent; those who are affected will find their crafting skills improved by the earth magics.

Sanctum of Sacred Mountain: places a Glyph upon an area that strengthens its defenders against intruders.

 

Erudite Spells: can be learned from select Non-player Characters only.

Doom of Sundering Mountain: breaks a weapon or shield of a distant target, although at some cost to your health.

Gift of Indomitable Mountain: turns you into unbreakable stone for a few minutes.

Crown of Elemental Mountain: Places a Glyph upon a target that infuses them with a greater earth spirit; this earth spirit grants its strengths and its weaknesses to its Host.

 


MAIA SPELLS

Maia Spells use the power of water to cleanse, to vitalize and to protect their targets.

 

 

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.

Gift of Healing Waters: Heals a target, restoring some HP (Hit Points) up to its maximum.  

Gift of Reviving Waters: Revives targets in their critical death count or brings dead targets back to life.

Doom of Lethargic Waters:  Weakens a target, preventing it from inflicting more than 1 damage with its attacks.

Doom of Frozen Waters:  Freezes a target in place, preventing it from moving from its position. 

Gift of Shielding Waters:  Places a Glyph on a target that grants AP. When taking damage, Armor Points (AP) are depleted first before HP.

Gift of Warding Waters:  Places a Glyph on a target that protects it against Fury spells and Fire attacks.

Gift of Cleansing Waters: Removes basic Poisons, lesser Diseases and lesser Curses. If components are spent, more potent ailments can be removed.  

Gift of Purifying Waters: Removes most all Pain, all Charm, all Mortal or all Incapacitate effects upon a target.  

Gift of Tranquil Waters: Pacifies a target, preventing it from attacking you until the spell is broken.  

Gift of Clear Waters: Places a Glyph upon you that allows you to detect the lies of others or to gather information from them.  

Gift of Halcyon Waters: Befriends a target through the use of tranquil water magics.

 

Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

Gift of Graceful Waters: Surrounds you with a field of tranquil water magics, reducing all damage against you while you sustain it; when it is done protecting you, it heals an ally you touch.

Gift of Curing Waters: Summons a powerful water spirit of healing and heals you and everyone around you for a 100 HP or up to your/their maximum.

Sanctum of Healing Waters: Creates a minor sanctum that enhances your healing spells while you are in it.  

 

Erudite Spells: can be learned from select Non-player Characters only.

Doom of Churning Waters: Sends a wave of serene energy over your targets, Confusing them and preventing them from taking any action.

Gift of Rising Waters: Heals targets that you touch based on how long you spend casting this spell; the more time you spend, the more HP you restore.

Gift of Raining Waters: Heals Favored allies only, but can do so from afar.

Crown of Elemental Waters: Places a Glyph upon a target that infuses him or her with a powerful water spirit; the spirit grants its strengths and weaknesses to its Host.



MUSE SPELLS

Muse Spells are air spells; spells of movement, of lightning and of perception.


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.

Doom of Stormy Winds: Summons lightning to electrify a distant target.

Gift of Stormy Winds:  Places a Glyph on a target that infuses their spirit and their attacks with the power of lightning.

Doom of Tempest Winds: Summons a powerful wind to repel a distant target away from you.  

Gift of Vengeful Winds: Places a Glyph on you that grants you the power to make powerful, retributive strikes against those who injure you in close combat.

Gift of Warding Winds: Places a Glyph on a target that protects them against ranged weapon attacks (such as arrows or thrown weapons) and against Force effects that would restrain them.  

Gift of Watchful Winds: Allows you to sense the presence of hidden creatures, pinpoint their position or determine if someone is telling you lies.

Gift of Cunning Winds: Places a Glyph upon you that makes you better at lying to people and befriending them.

 

Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

Doom of Winter Winds: Summons a gust of winter wind to freeze targets and hammer them while they shiver.

Doom of Four Winds: Summons four different winds to freeze, repel, fry or chill up to one target four times or up to four different targets.

Doom of Silencing Winds: Steals the voice of a distant target, preventing them from speaking in-game.

Doom of Thieving Winds: Steals a Glyph from another target.

Gift of the Fluttering Winds: Places a Glyph upon you that creates wings; these wings can bear you aloft or speed you away from an unwanted fight.

Sanctum of Silent Winds: Creates a ward upon a room that prevents its inhabitants from detecting lies and deceptions and  allows you to silence anyone you choose. 

 

Erudite Spells: can be learned from select Non-player Characters only.

Doom of Blinding Winds: Steals the sight of a distant target, effectively blinding them and preventing them from defending themselves.  

Gift of Tempest Winds: Summons a tiny storm to bear you aloft and deflect arrows and spells that are cast upon you.

Crown of Elemental Winds: Places a Glyph upon a Target that infuses it with a powerful wind spirit; the spirit grants its strengths and weaknesses to its Host.



WISP SPELLS

Wisp Spells channel the powers of night, allowing a Witch to summon cold and darkness for her own purposes.

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.

Doom of Scything Darkness: slices into a distant target with bone-chilling ice; this spell inflicts greater amounts of damage during the night hours.

Gift of Scything Darkness: places a Glyph upon a target that infuses their weaponry with bone-chilling darkness; the targets of this spell will strike significantly harder when attacking from behind.

Doom of Barbed Darkness: inflicts a sharp pain upon a distant target; the pain is enough to prevent the target from using Spells or Feats for a short while.

Gift of Fluttering Darkness: turns you into a flock of ravens and allows you to escape an unwanted encounter.

Gift of Devouring Darkness: siphons health and vitality from one of your Favored allies.

Gift of Insightful Darkness: seeks out the aid of the mysterious night spirits to decipher another language or to uncover more information about a topic.

Sanctum of Warding Darkness: places a Glyph upon an area that prevents intruders from discovering, much less entering, it.

 

Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

Doom of Banishing Darkness: Summons energies that are dangerous to a Spirit and hurls it at a distant target.  

Gift of Warding Darkness: places a Glyph upon a target that can protect it from spells, although at some cost to vitality and spirit.

Doom of Insightful Darkness: forcibly gather information from a target at some expense to one's health or discover any elemental weaknesses that a creature might have.

Gift of Shrouding Darkness: places a Glyph upon you that conceals the identity of the beneficial spells and effects that you have.

Gift of Veiling Darkness: places a Glyph upon you that changes your appearance; by sacrificing enough elemental components, you can even disguise yourself as a member of another Race.

Sanctum of Waiting Darkness: places a Glyph upon a room that summons dark energies into it; at your command, these energies can be unleashed upon intruders to deadly effect.

 

Erudite Spells: can be learned from select Non-player Characters only.

Doom of Slithering Darkness: inflicts horribly, mind-numbling pain upon a distant target and allows you to feast upon their agony.

Doom of Horrifying Darkness: inflicts terror upon up to three targets, causing them to flee from you in fear.

Gift of Lying Darkness: places a Glyph upon you that allows you to reflect spells that have been cast upon you; doing so also costs you vitality and spiritual energy.

Gift of Protecting Darkness: creates a wall of shadows that you sustain; anything that touches this wall is Confuse -- they are unable to think or act for a short time.

Gift of Encircling Darkness: creates a circle of power that can be used to trap and bind a creature that you name.

Crown of the Elemental Darkness: places a Glyph on a target that infuses them with the powers of a night spirit; the night spirit shares its strengths and weaknesses with its Host.  

 

Last Updated ( Thursday, 18 August 2011 08:58 )  

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