Here is a complete list of all the spells in Eschalon: Book I, with the descriptions as printed within the game. Possible spoiler for people who like to discover new spells on their own (which is why this list was not printed in the User's Manual). Green represents first level (easy) spells, Yellow second level (moderate), and Red is third level (difficult) spells.
The spell information listed here should be considered more accurate than the spell description in the game. Due to balance adjustments, a few of the in-game spell descriptions may not be 100% accurate.
This incantation bestows upon the caster a divine blessing, increasing the caster's ToHit and Maximum Damage. The effect of blessing is +1 ToHit probability and +1 Damage per casting level, lasting 100 rounds.
Gives the caster cat-like vision in low light. Duration of spell is 40 rounds per Casting Level.
Removes poisons from the bloodstream of the caster. The higher the casting level, the more powerful the detoxification effect is.
Upon casting, you are bathed in divine light which binds your physical wounds. Heals 3-6 Hit Points for every casting level. Does not cure disease or remove poisoning.
Causes vines and tanglebrush to rise from the ground, ensnaring a target. Spell duration is 4 rounds per Casting Level. Large or very strong creatures may cut the spell's duration in half.
A ranged spell which bathes a single target with divine energy, causing blisters and lesions upon exposed flesh. Effect is 2-4 hit points of Magick damage per casting level.
Causes the skin of the caster to become thick and leathery, increasing the caster's Armor Rating and reducing the effects of physical damage. Casting level determines amount of effect and duration is 100 rounds.
Used to identify unknown items. Effectiveness of the spell is determined by the casting level.
Sprays the target creature with a vaporous mist of toxic fumes, causing the target to become sickened with poison. Casting level determines the potentcy of the poisonous effect.
Temporarily increases the Dexterity of the caster, improving any stat affected by Dexterity such as combat accuracy or base Armor Rating. The effect is +5 Dexterity points per casting level, the duration is 160 rounds.
Temporarily increases the Strength of the caster, improving any stat affected by Strength such as combat damage or encumbrance limit. The effect is +5 Strength points per casting level, the duration is 160 rounds.
Charms a single creature, causing it to turn and fight any other creature attacking the caster. The duration of the charm is 60 rounds. The charmed creature will not follow the caster around, but as long as the charm is active it will attack any other creature nearby that is aggressive towards the caster. The casting level determines the level of creature that can be charmed.
Cures any disease that may be inflicting the caster. Each casting level represents a certain chance for the disease to be eliminated, with the highest casting level (6) being a guaranteed removal of the disease.
This spell, while active, temporarily enchants any weapon placed in the caster's hand. Enchanted weapons deliver an additional 2 points magickal damage upon striking a target. The target may save versus Magick to avoid this extra damage. The spell's duration is 30 rounds per casting level.
Causes the caster to move at increased speed, allowing him to perform an extra action per round. The duration is 4 rounds per casting level.
Casting upon an ememy causes their flesh to rip apart, inflicting 5-7 points of magick damage per casting level.
Causes the skin of the caster to become hard like stone, greatly increasing the caster's Armor Rating and reducing the effects of physical damage. Casting level determines amount of effect and duration is 160 rounds.
Causes an undead target to be repulsed by the caster; at lower casting levels, there is a chance that the spell may fail. At higher casting levels, the spell works every time and additionally may distress the target to the point of causing physical damage as well.
Much like the spell Fleshboil, Massboil causes all living creatures in view (except the caster himself) to be bathed in searing divine light, causing blisters and lesions. The effect is 3-5 points of magick damage per casting level.
The caster lays his hands upon his opponent, channeling a higher power to inflict terrible damage into the target creature. The effect of the spell is 6-10 points of magick damage per casting level.
Removes any curses or hexes that may be plaguing the caster.
Causes some enemies to flee in fright of the magical display of lights. Larger or more intelligent creatures require a higher casting level for the spell to be effective.
Creates a bubble of dense, high-pressure air around the caster, shielding him from most projectiles. Duration is 20 rounds per casting level. Note: Air Shield works only when the source of the projectile is greater than one space away. It does not prevent damage from melee weapons or point-blank (adjacent square) shot projectiles.
Causes a searing hot ember to shoot from the caster's hands towards the target. Effect is 2-4 hit points of fire damage per casting level.
This spell creates a magickal torch that floats above the caster's head, illuminating the darkness around him. The duration of the spell is based on the casting level.
Gives the caster an increased level of protection from elements (fire, cold, electricity). Duration of the spell is 75 rounds and the effect is +10% Resistance to Elements per casting level.
This spell grants the caster +3 points of Cartography Skill per casting level, and the duration of the spell is 10 rounds per casting level.
This spell allows the caster to see the faint electromagnetic aura that all creatures emit, whether they are living, animated or extra dimentional. In daylight this has practically no effect, but in darkness the caster is able to see all creatures glowing green which clearly reveals their location. Using Predator Sight, a caster does not receive any penalty for attacking in low light conditions. Spell duration is 40 rounds per casting level.
This spell creates an intense subsonic wave which temporarily stuns all nearby targets, lowering their combative and defensive abilities. The casting level determines the overall power and range of the blast.
This spell creates a bubble of crushing air around several targets, inflicting 4-6 points of damage per casting level.
This spell, while active, temporarily imbues any weapon held in the caster's hand with bonus fire damage. The effect of the spell is 2 points of fire damage per casting level. The spell duration is 50 rounds.
This spell blasts a single living target with a sub-freezing ball of ice, inflicting a massive 5-8 hit points of freeze damage per casting level. However, the extremely cold temperature generated by this spell has no effect on inanimate objects.
Caster projects a fireball towards his target. Effect is 4-7 points of fire damage per casting level, affecting both living and non-living targets. The concussion of the fireball's blast also produces collateral damage to surrounding creatures and objects.
Causes the caster to blend with the environment, making him harder To hit. Duration is 20 rounds per casting level.
This spell concentrates heat onto the lock mechanism of a door or chest, softening the metal components of the lock and causing them to fail. Higher quality locks require a more powerful casting level as the quality of the metal and craftsmanship of the lock are less susceptible to heat damage.
When cast upon a trap or trapped object, waves of atmospheric pressure compress upon the trap forcing it into mechanical failure. Most traps, especially those of simpler design, are susceptible to these rapid fluxations of pressure and can fail or be remotely triggered through the casting of this spell. The stronger the casting level, the better chance there is of the trap being eliminated. This spell may be cast multiple times on the same trap in effort to disarm it.
This spell allows the caster to set an anchor point anywhere in the world, and then later recast the spell to open a portal back to that anchor point. Each casting level represents a different portal anchor point, so the more locations you wish to anchor, the more Mana it costs to teleport back to that location.
Renders the caster invisible by physically warping light around him, making him completely invisible and impossible to visually track by enemies. The duration of the spell is 5 rounds per casting level.
Supernova sends a fiery blast that emanates from the caster causing 3-4 points of fire damage per casting level on every object and creature in the area.