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Argentum Regio has plans to expand to well over a thousand scripted Custom spells for Spellcasters, as of this writing, the total scripted spells is in excess of 110. For the most part these are divided into:

  • 'Arcane' spells (Sorcerers and Wizards, and for bards) which are stored in the PC's 'Spell Book'
  • 'Nature' spells, for druids and rangers, which appears in the PC's 'Nature Magic' Book.
  • 'Divine' spells, for Clerics and Paladins, which appear in the PC's Prayer Book.
  • 'Song' spells, Bard specific, which appear in the PC's Music Book

This page will not list all the currently availble spells, as most are intended to be a secret. However, this page will list the commonly known ones, decribe how these spells work, how one can go about getting them and using their spell book.

Argentum Regio has also scripted it so that certain standard NwN spells can interact with the world in unique ways.

Arcane Spells[]

Who can learn them:[]

Wizards and Sorcerers can learn these spells (A few are bard spells as well, which are noted).

How can these spells be learnt:[]

These spells can be taught from PC to PC, providing the student is of high enough level to learn the spell. They can also be learnt from using a Research Desk. A player must put their spellbook inside the research desk with an item they think might be connected to the spell at hand.

A free hint given here is to try putting in a sponge and your spellbook into a research desk.

If the character is of a high enough level, and of the right class, they will learn the spell. Research desks can be found in the College, at Pels, and other areas.

How can I use these spells? []

You use these spells by typing them in and speaking them. Even if you know the spell command, unless you have the spell memorised in your book, nothing will happen. For example the clean spell is 'poik'. To use this spell, the caster must type '-poik' and press enter. Spells are case sensitive and might also be sensitive to spaces before or after the word.

If the caster has this spell in their spell book, and has it memorised, they will be cleaned. If they do not know the spell, or have not memorised it, nothing will happen.

To to memorise a spell, 'use' your spell book and choose 'memorize spell'. The spells you should know should be listed at the top- if they are not and you see a bunch of '-1' then click 'next page', which will fix the list. The spell will have a number from 0-4 next to it. If it is lower than four, click it to 'memorise' another spell. The number represents how many times you can use that spell before needing to memorise this again.

My spells/ spell book isn't working/I've lost my spellbook![]

First, make sure you have the spell memorised by following the above instructions. If that doesn't work, try using the purple stone called 'spell book won't memorize fix' in the pc tool chest, which can be found in the starting ooc area near the fountain and merchants, or in the hall of gods (which is accessable to a few sneaky PC's who discover Noob U's secrets and use the wand of misc). Use the stone on your book, then retry memorizing the spell.

A good way of telling if your spell book is not memorizing properly is that you are getting a message in the action box that looks like " Name of book= Spell book, i=1, 1=2, i+19page=3" when you should be getting that PLUS the name of the spell, PC, the spell number and a message saying 'memorizing' and 'spell memorized'. Note that the numbers will be different according to the spell.

If that still doesn't work, putting the spellbook into a research desk by itself should try and fix any kinks.

Also make sure that you are saying the spell correctly (paying attention to case and spaces), have any materials ready the spell needs, and aren't currently suffering any effects that would affect casting skill.

If this is still not working, and a DM can't help, and you really don't want to loose all those spells you learnt, go talk to haggis and be asked to reverted back to your character saved of last monday. You might loose anything you gained inbetween time, but you'll get your spells back.

Spell List:[]

(Attention, these are the spells already researchable by player characters, there are more that yet need a possibility to learn Icly added which ist worked on)

Circles: Arcane 1 (Cantrips included *Circle 0*)

  • Detect Secret Doors (+Bard) (Shows where secret doors MAY be found, depending on your skills)
  • Alarm (+Bard) (Places a keyword secured Alarm on a small are, that, if crossed without uttering the keyword will alarm you of intrusion via sound and message)
  • Protection From Chaos (+Bard) (Short time protection against wild magic)
  • Obscuring Mist (Summons a physical mist/fog, that blocks the view of anything, even truesight)
  • Clean (Cleans you or someone else, off soot as an example)
  • Dry (Dries you or someone else)
  • Mending (+Bard) (Repairs minor damage of your equipment)
  • Dispel (Lifts Buffs from yourself)
  • Fumble (Makes a character/NPC drop their weapon, interrupts their recent doing, spellcasting, climbing etc)

Arcane 2

  • Rope Trick (Summons a rope that will lead you into a pocket plane where you can rest/plan/have a break)
  • Silver Weapon (Coats your equipped weapon with silver, good against Lycanthropes)
  • Arcane Lock (Locks a door or container with a magical lock that is harder to open than an average lock)

Arcane 3

  • Fly (Gives your character wings for a short time he can use to fly)
  • Blink / Displace Self (+Bard) (Teleports you a short distance to a random spot around you)
  • Silver Shards (Sends a bunch of silver shards flying to pierce the flesh of your enemy)
  • Scrying (+Bard) (Clairvoyance cast onto yourself enables you to scry via the rest menue or the runestone menue)
  • Halt Undead (Will paralyze up to 3 undead creatures around you, only intelligent undead get a saving throw)

Arcane 4

  • Illusion Wall (Let's you choose to summon a few limited illusions)
  • Wall of Ice (Conjures a wall of Ice that melts overtime and blocks the way)
  • Iron Shower (Conjures a circle of cheap iron helmets that rust monsterseat first before chasing after you again, 1 helmet consumed per round for each rust monster)

Arcane 5

  • Polymorph Other (Changes the shape of an ally to one of 3 animal shapes)
  • Baleful Polymorph (Changes the shape of the nearest/chosen enemy into a deer, chicken, child, or other "harmless" fauna)
  • Teleport Memorize (Places a mark to which you can teleport back later)
  • Teleport *Flawed* (This teleport can fail and transports you to a place you memorized first
  • Wall of Stone (Conjures a wall of stone, blocking the way, fades away after a while)
  • Vitriolic Sphere (Acidic sphere splashing a character or NPC, either chosen or the nearest one)

Arcane 6

  • Summon Portal (Summons a portal, enables you to travel to other portals, keywords needed)
  • Antimagic Field (Makes your character immune to all magic for a short time and surpresses all magic in close proximitry)
  • Fly, Mass (Gives all party members wings to fly with)

Wizard 7

  • Forcecage (Conjured up a cage around the chosen character/NPC, can be destroyed/dispelled)
  • Teleport without Error (A teleportation that enables you to teleport in between planes and that always works)

Wizard/Sorcerer 8

  • Binding (Binds a character/NPC with a magical chain to you and pulls them towards your character)


Wizard/Sorcerer 9

  • Wish (For a bar of gold and an amnethyst you form a wishing lamp, that onces used, if a DM is on, and the call of the lamp is successful, will bring forth a genie that will grant you a single wish, PHRASE CAREFULLY)
  • Abyssal Army (A coiling flaming fog forms around your character and from this fog a number of weak to relatively strong demons step forth to fight any enemy around you, they cannot attack you)

Wizard/Sorcerer Epic

  • Enslave (A will save is made, if failed, a slave's collar appears around the neck of the chosen character, forcing them into enslavement, *GM please fill in how far this affects RP*, which makes it impossible for them to attack the wielder of the control remote)
  • Conjure Golem (Conjures either a iron, diamond, mithral, adamantine, or silver golem that fights for you, if control is lost or the conjurer killed, the golem goes rampant and attacks everything around)
  • Conjure Horse (Conjures one of many horses from their home plane which you can use as a mount)

Nature Spells[]

Note: Druids also get custom shapes that work the same as custom spells, in that they must be typed as '-name of shape' but do not need to be memorised or added to the spell book, and are learnt automatically upon leveling and are added to the journal.

Who can learn them:[]

Druids can learn all Nature spells, and Rangers can learn some. You must be of a high enough spell casting level.

How can these spells be learnt:[]

Nature spells can be learnt from Player to player, providing the student is of high enough level and the right class. They can also be learnt through doing quests for the 'Old Druid' who the birds speak to you of (Note: The Old Druid detests anyone who kills animals, and may attack you or deny teaching you based on that.) They can also be learnt through completing the right sequence of actions (such as meditating in a certain spot).

How can I use these spells? []

You use these spells by typing them in and speaking them. Even if you know the spell command, unless you have the spell memorised in your book, nothing will happen. For example the 'Detect plants and animals' is 'utuolva ar'kelvar'. To use this spell, the caster must type '-utuolva ar'kelvar' and press enter. Spells are case sensitive and might also be sensitive to spaces before or after the word.

If the caster has this spell in their Nature Magic book, and has it memorised, they will be given a list of certain types of creatures and plants around. If they do not know the spell, or have not memorised it, nothing will happen.

To to memorise a spell, 'use' your spell book and choose 'memorize spell'. The spells you should know should be listed at the top- if they are not and you see a bunch of '-1' then click 'next page', which will fix the list. The spell will have a number from 0-4 next to it. If it is lower than four, click it to 'memorise' another spell. The number represents how many times you can use that spell before needing to memorise this again.

My spells/ spell book isn't working/I've lost my spellbook![]

First, make sure you have the spell memorised by following the above instructions. If that doesn't work, try using the purple stone called 'spell book won't memorize fix' in the pc tool chest, which can be found in the starting ooc area near the fountain and merchants, or in the hall of gods (which is accessable to a few sneaky PC's who discover Noob U's secrets and use the wand of misc). Use the stone on your book, then retry memorizing the spell. (This should work fro Nature Magic books as well as Spellbooks).

A good way of telling if your spell book is not memorizing properly is that you are getting a message in the action box that looks like " Name of book= Spell book, i=1, 1=2, i+19page=3" when you should be getting that PLUS the name of the spell, PC, the spell number and a message saying 'memorizing' and 'spell memorized'. Note that the numbers will be different according to the spell.

If that still doesn't work, try digging a hole and burying the Nature Magic book for a moment.

Also make sure that you are saying the spell correctly (paying attention to case and spaces), have any materials ready the spell needs, and aren't currently suffering any effects that would affect casting skill.

If this is still not working, and a DM can't help, and you really don't want to loose all those spells you learnt, go talk to haggis and be asked to reverted back to your character saved of last monday. You might loose anything you gained inbetween time, but you'll get your spells back.

Spell List[]

More To be added. Still partially in testing.

  • Animal Messenger
  • Dire Animal Form
  • Druid Scry Pool
  • Halt Undead
  • Living Oak - causes the awakening of a large tree into the form of a Treant.
  • Plant Door
  • Purify Food and Drink
  • Reptile Shape
  • Small Mammal Form
  • Tree Shape - allows the caster to assume the form of a tree, so true it is impossible to tell a real tree from a Druid in this form.
  • Wood Shape

Divine Spells[]

Who can learn them:[]

How can these spells be learnt:[]

How can I use these spells? []

My spells/ spell book isn't working/I've lost my spellbook![]

Spell List:[]

More To be added. Still partially in testing.

  • Create Food or Drink
  • Daylight
  • Delay Poison - A spell for those who cannot neutralize a poison, using this spell, one can at least sustain the victim, delaying effects, in the hope of gaining a cure before all is lost.
  • Detect Animals or Plants
  • Detect Poison
  • Detect Undead
  • Disrupt Undead
  • Faerie Fire
  • Hide from Animals
  • Hide from Undead
  • Purify Food and Drink - renders any contaminated potables salubrious.

Song Spells[]

Who can learn them:[]

How can these spells be learnt:[]

How can I use these spells? []

My spells/ spell book isn't working/I've lost my spellbook![]

Spell List:[]

More To be added. Still partially in testing.

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