Batmud: Dismiss rift entity spell

Unsummons your rift entity. This is useful if you want to stop playing for a while but don’t have a secure place to go linkdead. If you’re in a situation where you feel certain your entity will die and want to prevent rep loss, this might be useful, although it’s rather slow to cast. Rift scramble isn’t any slower however.

The in game help reads:

No saving throw.
Casting time: 4 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: rift.
Spell point cost: 50.
This spell will scramble the link between a rift entity and the world where it
was created. Disrupting the link effectively means the entity will lose less
power when it dies. However, the entity master will suffer a reduction in the
amount of experience he/she gains.
This spell will use a variable amount of rift sparks depending on the number
of deaths since the entity was last pacified.

Batmud: Iron will spell

My knowledge of this spell is limited. As far as I know, it’s a situational spell to protect or lower the effect of some kinds stunning. In those situations it’s probably a wonderful spell, but I know of no value to it in day to day play.

The in game help reads:

No saving throw.
Casting time: 4 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: protection.
Spell point cost: 99.
One of the most dangerous times for any warrior in battle, is when they are
knocked senseless and left unable to defend themselves. Death is usually
only an instant away, as foes readily jump to take advantage of such a
striken target. One protective spell grants the target an 'iron will'
with which to shrug off hits that may normally leave them at their
assailant's mercy..

Batmud: Invisibility spell

This spell is the most common way for players to become invisible. Invisibility has many uses, most notably it allows one to avoid attack from most aggressive monsters and even walk right past many blockers.

The in game help reads:

No saving throw.
Casting time: 1 round.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: transformation.
Spell point cost: 63.
One of the most useful spells from the illusion  schools, is the spell of
invisibility. This spell will  make the target and all his possesions
invisible to the naked eye. There is no better way to go places you normally
shouldn't be caught in. Of course there are also magical ways to detect
invisible beings, this spell does not offer total impunity.

Batmud: Spark birth spell

One of the core riftwalker spells. Does some damage to the target, and does a small amount of damage over time as well. Targets affected by this spell will display as <wrapped>. If a wrapped target dies and you’re in the room, you will get one or more rift sparks, which are the main component of most riftwalker spells. Killing wrapped targets can also generate the paper fragments for finding the rift bosses.

Lower level riftwalkers will get quite a lot of mana back when killing monsters wrapped by this spell. The cutoff level seems to be about 50, after that the benefit drops a great deal.

This spell can’t be recast on a target that is already wrapped.

The in game help reads:

No saving throw.
Casting time: 2 rounds.
Damage type: cold.
Type of spell: attack spell.
Affecting stats: int.
Cast type: rift.
Spell point cost: 25.
A riftwalker can use this spell to encapsulate a spark of otherworld energy. A
death is required in order to form the rift spark, therefore this spell needs
to be active when an opponent dies. There is a chance that some additional
energy will be generated when the opponent dies, which will be converted into
mana for the riftwalker. As the level of the adversary increases, the number
of sparks increases, as well as the chance of additional energy, and the
amount of mana gained.
The skill 'rift energy flow' is known to increase how long the spell lasts.

Batmud: Bind rift entity spell

Gives your mature entity a permanent name at a cost of 500 rift sparks. I don’t know of any power bonus from this, but at the very least it cuts down on the constant stream of silly questions in parties. You know the ones.

UristMcTarm [party]: How do I target your entity?
GlassTank [party]: target entity
UristMcTarm [party]: Oh.

The in game help reads:

No saving throw.
Casting time: 20 rounds.
Type of spell: neutral spell.
Affecting stats: int/wis.
Cast type: rift.
Spell point cost: 28.
Your entity will gradually grow in power and size as it experiences more of
this world. When your entity reaches medium size, you can bind it to yourself
giving it a permanent name.
Syntax: cast bind rift entity at <name>
This spell uses 500 rift sparks.

Batmud: Heal self spell

Heal yourself about 50 hit points for about 50 spell points. Not as good as cure light wounds, but vastly better than waiting on natural regeneration.

One of the more self explanatory spells, and primarily used by magical and civilized background character.

The in game help reads:

No saving throw.
Casting time: 2 rounds.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 50.
Not suprisingly, one of the first forms of magic that was perfected was the
magic to heal one's own wounds.

Batmud: Create rift spell

Riftwalkers primarily use this spell to visit the guild sphere or the shaman’s cave without needing to travel to Rothkiegen. The spell needs to be studied to a percentage equal to or greater than your player level.

In a pinch this spell can be used to escape danger and heal up, although its long cast time and huge spark cost tend to make it inferior to regular navigation spells for this purpose. It always returns you to the same room you left, which might may or may not be a good thing.

More rarely, riftwalkers will need to ‘cast create rift’ to visit the rift world and hunt for entities. This doesn’t require any particular amount of spell knowledge to do.

Syntaxes:

cast create rift at sphere
cast create rift at cave
cast create rift

The in game help reads:

No saving throw.
Casting time: 10 rounds.
Type of spell: neutral spell.
Affecting stats: int/wis.
Cast type: rift.
Spell point cost: 157.
The very essence of being a true riftwalker is the ability to create rifts
which act as doorways into other dimensions. A riftwalker who has good
knowledge of this spell can ride the rift pathways to the guild 'sphere', or
'cave'. One particular dimension contains strange beings of power which the
guild is showing much interest in.
Commands while in the rift world: seek, ensnare, escape
This spell uses 10 rift sparks.

Batmud: Consume weapon spell

Permanently destroys a weapon and adds it to your stock of rift entity weapons. The better you are at this spell, the longer the weapon can be used for before being depleted. The higher the weapon’s power, the longer it can be used before being depleted. Wise riftwalkers complete the ‘clever hands’ task and have their entity ‘heft’ a candidate weapon before using this spell on a valuable weapon.

Unusable or unwanted weapons can be put up for sale in the shaman’s cave.

You could in theory ask a higher end riftwalker to cast the spell and then use the riftwalker shop to sell the weapon to you, although this has obvious risks.

The in game help reads:

No saving throw.
Casting time: 20 rounds.
Type of spell: neutral spell.
Affecting stats: int/wis.
Cast type: rift.
Spell point cost: 261.
This spell is used to add a weapon to the riftwalkers weapon store ('gem
weapons' to list your available weapons). The weapon needs to be in your
inventory, and not in your keep list. Once your weapon is consumed, it will
remain in your weapon store for as long as it has energy. Unfortunately while
your entities make use of your arsenal, the entity will drain the weapons
power. Hence the more powerful the weapon you use, the longer it will last.
Spell chance effects the weapons maximum energy value.
You will be prompted [Y/N] before the spell completely consumes the weapon.
WARNING: The weapon will be PERMANENTLY DESTROYED!
Syntax: cast consume weapon at <weapon/shield>

Batmud: Mirror image spell

Mirror image is a powerful but unreliable defensive spell. It conjures images of the target that can each fully absorb one hit of damage or one offensive skill/spell. At its best, it can easily stop 1000 or more points of damage for about 100 spell points. At its worst, it will do nothing at all. Due to its limitations, many newbies never learn to use this spell correctly, but when used properly it is quite useful. Mirror image is probably most valuable for riftwalkers and for 3 man vertical parties.

Drawbacks: High powered monsters may ignore images, the spell’s duration is random and low, the number of images created are often very random, the spell’s cast time is quite high at 12 rounds. Area spells destroy all images. Doesn’t protect against stuns, for no justified reason.

The in game help reads:

No saving throw.
Casting time: 12 rounds.
Type of spell: neutral spell.
Affecting stats: int.
Cast type: protection.
Spell point cost: 93.
One family of magicians which have been around since the conception of magic,
is that of the illusionists. Using magic to fool the naked eye was one of the
first testing grounds of magical power. One of the most useful applications of
illusionary magic, is that of the mirror magic. By casting this spell,
duplicate images of the target will appear, confusing any attacker into
hitting false targets. Unfortunately, moving will cause the mirror images  to
disappear.

Batmud: Teleport with error spell

Teleports you to your starting location, but usually causes some falling damage. If you are immune to falling damage due to racial wings or a similar ability, this spell is strictly better than teleport without error. In the old days this spell could kill by teleporting into solid rock, this drawback has been removed as far as I know.

The in game help reads:

No saving throw.
Casting time: 3 rounds.
Type of spell: neutral spell.
Affecting stats: int.
Cast type: teleportation.
Spell point cost: 46.
Long ago, when early studies into teleportation magic  were being conducted, a
way to magically move oneself was discovered. Unfortunately, a few of the
early scholars were lost when they teleported themselves into cliffs and
building walls. This set back the study of this art many centuries. With time,
a different method was found to make the memory of location more precise.
After a bit, some adventuring scholars went back and managed to find twists to
the first teleportation spells that made them  work. Well, at least a little
better. This spell, while not perfect, is still much easier to use then the
later discovered spells. For the most part there have been no recent records
of users of this chant teleporting into solid objects, most may find
themselves a couple of metres above the air and land on  their rump, and that 
only hurts pride, doesn't it?