Curse spells

Curse spells (or Curses) are a subclass of Combat spells in the arts of Magic and are mainly used to cause a negative effect to the caster's target other than damage. Curses are an underused part of Magic, mainly because spellcasters have little time to waste on casting non-combat spells. In prolonged fights, using a curse spell or two at the beginning may be a good idea. Curses also are useful when competing for a monster respawn, as the curse immediately engages the monster. Curse spells can only be used again on the same target once the first spell wore off, unless the curse 'splashes' and does not affect the opponent.

Standard spellbook
Member only spells are indicated with a "(m)" behind the spells name.

Lunar spells
All Lunar spells are members only.

All spells that affect players within a 3x3 area around the caster will also affect players standing in the caster's square.


 * Spells marked with an asterisk ( * ) require completion of Dream Mentor to cast.
 * Spells marked with two asterisks ( ** ) can be used once unlocked at the Livid Farm activity.

Ancient Magicks
The use of Ancient Magicks is members only.

The Ancient Magicks combat spells are Elemental spells with an added Curse effect, making them some of the most dangerous combat spells in the game. These curse effects are linked to the elemental specific Each of the four elemental classes has a different effect:

In addition to these effects, the Burst and Barrage spells are Area of Effect (AoE), which will hit both the target and any other player or NPC standing in a 3x3 zone around the target. Rush and Blitz spells will only hit a single target.

Note: The special effects and AoE traits only apply to auto-attacks and Momentum. When using abilities, the Ancient Magicks lose their effects and become typical spells, albeit spells of a higher level. So while using abilities negates the use of runes, it also negate the specific AoE and Curse effects.

Trivia

 * The use of the term "Curse" is similar to the use of the word "Positive" in Operant conditioning, in that it adds something to the target regardless if this is seen as beneficial or not.