<-- Spells
DK Spells
Enchanting Spells

Of all categories, enchanting has some of the DKs'
most useful spells, notably Damage Field.



Darklight + Damage Field + Steelskin + Dark Shield + Resist


Spell Name: Darklight
Skill Used: Occult.Spells.Enchanting [minimum: 1]
Gp Cost: 30
Usage: cast darklight [target]

This spell allows you to call upon the powers of evil to cause your target to shed light.
When cast, this spell grants you the ability to see in almost total darkness.

This spell is terrible. Once good to help keep us free of lanterns, this spell is so incredibly buggy that it's practically useless. It makes dark areas light alright, but then you are blinded in any other area. Junk. Use the Hooded Lantern from Mystic Keep.


Spell Name: Damage Field
Skill Used: Occult.Spells.Enchanting [minumum: 40]
Gp Cost: 400 GP
Usage: cast damage field weapons

This spell creates a field of negative energy around any weapons you are holding. The effect of the negative energy field is an increase in the damage done to the creature you are attacking. The more aligned towards good your foe is, the greater the effect of the damage field, and vice-versa. The power of your field is dependant on your skill in occult.spells.enchanting.
This spells is a temporary "enchant" on your weapons. Using the forces of Darkness, you create an energy field around your weapon to enhance its ability to cut, and to do more damage, even with glancing blows.

This spell ROCKS!!! This is the one spell that no DK would EVER EVER give up. Damage Field has changed and only gets 2 times the damage on good aligned things but one does not have to drop weapons when fighting evil things (which was annoying when one is fighting!) and the weapons will simply act under normal melee on evil things now. Damage Field is the best spell the DKS have in my opinion making them the truly Anti-Paladins that they are meant to be. DKS have a strong offensive spell to balance the VERY strong defensive spell that Paladins have (Shield of Faith). Just think - 2x melee damage!


Spell Name : Steelskin
Skill Used : Occult.Spells.Enchanting [minumum: 50?low]
GP Cost : 200
Spell Type : defensive (targetted)
Spell Usage : cast steelskin me

This spell calls upon the favor of your evil god who may grant you the strength to withstand blows as though your skin were steel. In addition to the protection this enchantment will also damage any weapons that your enemy may use against you, possibly breaking them.

This is a personal spell. In other words, it can only be cast on yourself; not even your wyvern can have this spell cast on them. It is supposed to raise our defensiveness to around 75% and thus be fairly even with Paladins who defend up to 75% against evil things. I haven't really tested that aspect of it, but I will say it does tend to break weapons.


Spell Name: Dark Shield
Skill Used: Occult.Spells.Enchanting [minumum: 90]
Gp Cost: 250
Usage: cast dark shield [target]
dispel [defense name] (this will remove your protection)

This spell puts a strong protective shield around you, protecting you from many minor injuries, and deflecting part of even the worst blows. You can use the power of Night to form a shield around you that will deflect enemy attacks, and keep you from harm.

This is the best DK defense spell that a DK can cast him or herself. A DK's Dark Shield now can be cast others besides DKs and Wyverns as long as they are evil to neutral aligned. But if you want a really good shield for tough things, one must recommend a Demonic Shield or Abyssal Shield. Additonally, it must be noted that the max level of damage that a Dark Shield can absorb is "large amount" of damage - which is approximately 50%. This is not the strongest shield around but it's not timebased, but damaged based (runs out depending on how much damage it absorbs, not how long it's on you).


Spell Name: Resist
Skill Used: Occult.Spells.Enchanting
GP Cost : (Amount varies dependent on skill level)
Usage: cast resist [resistance] on [recipient]

This spell allows you to call upon the powers of gods, nature, and magic to bestow the ability to resist effects magical and non-magical forces upon the recipient of this spell.

The resistances available to you are : sharp, psionic, electricity.

This is not a learned spell. This spell must be obtained by passing the dragon Astillar, a dragon east of Kilderah on Raven's Island. You don't have to kill the dragon to get the resist, simply go south beyond him and 'enter pillar'. If you do decide to kill the dragon (he has an ESC and Amber which are good for cash), you cannot use spells. Resists are very helpful and not to be scoffed at. As soon as you hit 200 and can go to Raven's, this spell should be obtained.


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This page recreated 24 December 1999.
This page modified 24 December 1999.
Created by Vireyda

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