You either know, or may learn the following spells:

Damaging, target hell fury hell minion dark fist
  chill touch dark mote brain death
Damaging, area awaken nightmare evil blast soulwrack
Deteriorative dimensional tentacles dark sleep vampiric aura
  soul trap conjoin  
  scare paranoia banish
Defensive summon speed demon chaos net  
  demonic shield demon armour evil wall
  resist    
Clairvoyance detect alignment detect magic  
Servants summon servant summon foul servant  
  summon being bind summoning create undead
  charm being dispel being control undead
Enchantments invisibility unholy enchant foul touch
  demonic light dark sphere  
Curses curse weapon vile curse power word die
  power word pain bleeding pores  




Cursing The trademark of a member of the occult is his or her cursing ability. Through the use of arcane words and gestures, an occultist can call the attention of the ancient gods of the abyss to their victim. Depending upon the guild member's level of learning, these spells can do anything from cause rank illness to instant death.
Power Word Die
Vile Curse
Power Word Pain
Banish
Curse Weapon
Dark Fist
Bleeding Pores
Chill Touch
(level 315)
(level 275)
(level 235)
(level 195)
(level 155)
(level 125)
(level 65)
(level 50)



  (to the top)
Spell name
Evil Eye
This spell is long forgotten
A basic and relatively simple skill, which requires little training or mana is the ability to cause your opponent pain through altering your features and expressions. Done correctly, a mere look from your then horrible countenance will do a minor amount of damage.


  (to the top)
Spell name
Oozing Sores
This spell is long forgotten
Useful to the beginning occultist is this curse, which causes a mass of filthy, leaking pustules to break out on the skin. The damage is relatively low, but it is effective when you are just beginning against the less powerful things in the realms.


Chill Touch (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Chill Touch
occult.spells.cursing
200
attack (targetted)
cast chill touch [target]

This spell when cast allows you to direct energies form the negative material plane onto a living creature disrupting their lifeforce. This disruption will temporarily weaken them until the trauma has worn off.



Bleeding Pores (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Bleeding Pores
occult.spells.cursing
225
attack (targetted)
cast bleeding pores [target]

This spell calls upon the Gods of Darkness and Evil to cause your opponent's wounds to bleed profusely. Any wounds received during the duration of the spell will do more damage as a result.
As you rise in your cursing ability, you will gain the power to call upon the gods of darkness and evil to rupture the skin of your adversary, opening the pores so that their blood flows freely from their body. Cast once, they bleed for several rounds of attack, and any wounds received during the duration of the spell will do more damage as a result.
Excellent way to start a fight to win it twice faster.


  (to the top)
Spell name
Flesh Rot
This spell is long forgotten
Because of the sickening effects of this curse, good aligned beings often find it very distasteful. Your words cause the flesh to peel from the body, rotting in foul decay. Like bleeding pores, one time casting will provide several rounds damage.


Dark Fist (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Dark Fist
occult.spells.cursing
400
attack (targetted)
cast dark fist [target]

This spell allows you to call upon the Gods of Darkness and Evil to reach into the Earthly plane and strike your foe with a prodigious fist.
Arguably the most useful spell an occultist can get, dark fist is practical and powerful. The caster's mind projects a shadow hand, punching the victim with incredible skill and force. Although it is a mid-level spell, dark fist can enable a low level guild member to kill much higher level opponents. As with all of these curses, the damage inflicted depends on your powers of the mind and your cursing ability. It ranges from simply a hard hit to reducing the victim's body to a gelatinous corpse in a single blow. It takes surprisingly little power, and can give a large amount of experience.
Looks like in the past it took much less mana than now. Not very practical spell today, 'hell minion' is more effective.


Curse Weapon (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Curse Weapon
occult.spells.cursing
350
attack (targetted)
cast curse weapon [target]

This spell allows you to call upon the powers of evil to cause your target to mishandle their weapon, damaging it and even possibly breaking it. If your target is powerful enough it may be able to resist your curse.
Although occultists' curses have much more effect upon animate things, which can feel the full wrath and fright of an angry member, they also are able to gain the ability to curse an opponent's weapon. The curse weakens the item, lessening the damage done to you. Monster's or other victim's hands, feet, or claws are not included- the victim must be carrying and wielding an actual weapon such as a sword, staff, mace, or so on.


Banish (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Banish
occult.spells.cursing
500
miscellaneous (targetted)
cast banish [target]

This spell allows you to call upon the powers of evil to banish your foe into the depths of the Abyss from which death will be their only joy and their tortured screams a fading reminder of life.

Our only teleportation spell, and works almost on anyone including yourself and almost anywhere. Sometimes it may be faster to travel through Abyss, sometimes it may be the best way to escape. Keep an eye on inventory, they say some items may be lost.


Power Word Pain (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Power Word Pain
occult.spells.cursing
400
attack (targetted)
cast power word pain [target]

This spell allows you to call upon the powers of evil to strike your foe with intense nerve shattering pain.
A single word in the hands of a high level follower of the occult path can be a powerful thing. By concentrating your mental focus, your shout of the word "PAIN!" can cause your victim to double over in agony, the shout serving like a psychic blow. This curse does a moderate amount of damage and does not cost too much mana.


Vile Curse (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Vile Curse
occult.spells.cursing
1000
miscellaneous (targetted)
cast vile curse [target]

This spell allows you to call upon the powers of Evil to curse your foe which causes to befall them the five scourges of weakness, clumsiness, feeblemindedness, foolishness and sickness. You need a shrunken skull as a sacrifice in order to appease the Gods of Darkness and Evil, a severed head may also be used with
lesser chance of success.
This spell allows you to call upon the powers of Evil to put a vile curse upon your foe which causes to befall them the five scourges of weakness, clumsiness, feeblemindedness, foolishness and sickness. You need a shrunken skull as a sacrifice in order to appease the Gods of Darkness and Evil, a severed head may also be used with lesser chance of success.


Power Word Die (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Power Word Die
occult.spells.cursing
666
attack (targetted)
cast power word die [target]

This spell allows you to call upon the powers of evil to cause your target to die instantly. If the victim is powerful enough it may survive. You need a shrunken skull as a sacrifice in order to appease the Gods of Darkness and Evil, a severed head may also be used with lesser chance of success.
To gain the ultimate curse- the ability to kill with a single word, you must advance in your skills beyond the level usually attainable. Your cry is a mental blow so commanding that the victim's own body can only rarely disobey. The whiplash of your word, at its most powerful, can completely twist their head around and cause instant death. Like your other high level spells, this requires a sacrifice, and the person or monster it is cast upon may resist it. Resist death can often defeat the spell, and a high level character has a better chance of making their saving throw then a low level. It does not require an overly large amount of guild points, but gives you no experience, and if you fail, the victim will automatically return your attack.
Chance of success is about 1%.




Enchanting The group of enchanting spells for an occultist contain most of their defensive spells. Like charming, it is considered one of the weaker groups of spells.
Invisibility
Demonic Shield
Unholy Enchant
Create Undead
Evil Blast
Dark Sphere
Dark Mote
Foul Touch
Demonic Light
Evil Wall
(level 270)
(level 225)
(level 180)
(level 135)
(level 90)
(level 45)
(level 30)
(level 11)
(level 7)
(level 3)


  (to the top)
Spell name
Dark Missile
This spell is long forgotten
A very low level spell, in dark missile you cause dust, rocks, and other such matter to coalesce into a hard mass. This flies forth at your utterance, striking your target for a minimal amount of damage.


Detect Magic (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Detect Magic
magic.spells.misc
50
miscellaneous (targetted)
cast detect magic [target]

This spell detects an item for the presence of magic with in it. If the spell detects magical power within the item, it will cause the item to glow. The color of the glow determines the power of the magic within it. The colored hues are:
 Rainbow
 Golden
 Silver
 Azure
 Emerald
 Crimson
 Yellow
 Aquamarine
 Octarine
 White.



Evil Wall (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Evil Wall
occult.spells.enchanting
50
defensive (targetted)
cast evil wall [target]

This spell allows you to call upon the powers of evil to awake the evil spirits within the air around to deflect blows that tries to strike the recipient of this spell.
The first protection spell you will get, in casting evil wall you bring forth the powers of the darkness to coat your skin and clothing, making them darker and preventing a small amount of damage. It costs very little mana. The spell lasts for a set amount of time (not very long), and the level of protection depends on your overall enchanting ability. Although available early in your studies, it is one of the best protection spells available.
Maybe it WAS one of the best defs, yet it is hard to believe. Currently it is rather decoration than protection.


Demonic Light (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Demonic Light
occult.spells.enchanting
30
miscellaneous (targetted)
cast demonic light [target]

This spell allows you to call upon the powers of evil to cause your target to shed light.
For those races that do not have infravision or good night vision, travelling after the sun has set can be tedious. Because occultists do most of their work in the welcome night, they have developed the ability to make a target or room exude light.
Want to save yourself from headache, buy a lantern.


Foul Touch (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Foul Touch
occult.spells.enchanting
150
miscellaneous (targetted)
cast foul touch [target]

This spell allows the recipient to do much unarmed damage as their hands receive the property of the undead, doing arcane damage with their bare hands. This is a guild only spell. It can also be cast on monsters that you specifically summoned.
Although the amount of damage this spell does is much less then some of the higher level spells, it should not be forgotten as a beginner's skill. When you cast foul touch, your hands (or the hands of the target) become invested with the powers of evil, greatly increasing the amount of damage done in a hit without the wielding of weapons. You can use this spell on your summoned creatures to increase the damage they do, or on yourself. When first starting out, this spell can actually do more damage and bring you more experience then you would get wielding weapons. The effect lasts for a certain amount of time, and the damage increase is based on your overall enchanting level.
It indeed is better than any of low saving weapons, including guild stuff. Depending on enemy, it may be much worse, but may be even better than high level weapons.
Foul Touch may be useful in case you don't have or cannot wield weapons, or going to melee against somebody heavy armored (but lacking magic defense), or just want to hold a shield...


Dark Mote (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Dark Mote
occult.spells.enchanting
100
attack (targetted)
cast dark mote [target]

This spell calls forth a small mote of pure evil that you can hurl at your enemies. The negative energy will react violently to any living creature it comes in contact with.



Dark Sphere (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
dark sphere
occult.spells.enchanting
100
miscellaneous (targetted)
cast dark sphere [target]

This spell allows you to call upon the powers of evil to cause as sphere of darkness to envelop your target, obscuring their sight.

This spell will cast a sphere of darkness on a target effectively blinding everyone within the room. Since the monsters of the realms can fight effectively in complete darkness, this spell is most useful against other players, causing confusion and fear.


Evil Blast (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Evil Blast
occult.spells.enchanting
120
attack (area)
cast evil blast [target(s)]

This spell allows you to call upon the powers of evil to cause blasts of evil energy begotten from the deepest hatred of Hell to strike your foes.
When you attain a higher level in enchanting, Evil Blast becomes more useful. With it, you assault the victim with a wave of dark foulness, doing several magic attacks. This is an area spell, and so can be used to take out groups of targets. Each target takes a moderate amount of mana to hit.
Quite effective considering its low cost. Three attacks to every target, magic/fire/poison.


Create Undead (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Create Undead
occult.spells.enchanting
200
miscellaneous (targetted)
cast create undead [target]

This spell allows you to animate a corpse to become your mindless undead servant.
This spell gives you the ability to create an undead servant. With the spell you imbibe a corpse with evil animation, making it come to "life", automatically following and protecting you. It costs very little mana and you need only the corpse to cast it upon. For making the undead servant do more complex commands, you will need the spell Control Undead.
Nice spell. Your victim can carry its stuff to the shop after slain and even sell it and give you cash when controlled.
If you plan to use your undead for awhile, use 'bind summoning' to make it 'live' longer.


Unholy Enchant (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
unholy enchant
occult.spells.enchanting
550
miscellaneous (targetted)
cast unholy enchant [target]

This spell will enchant any item that is not already enchanted with the evil spirit of inhabiting the demonic planes. The value of the enchantment is based upon the casters alignment to a maximum value of 10. Enchanting weapons and armour will increase the amount of damage and protection they give. If demon ichor is available, you may bestowe an acid attack upon a weapon, the strength of the acid is determined by your occult.methods.brewing skill.
At high levels, you can gain the ability to cast evil favor onto a weapon or other item, making them more protective or do more damage. The strength of the enchant is based on your alignment. A sacrifice of a demon ichor will add an acid attack to a weapon, the strength of which is based on your brewing skill. That can do quite a bit of damage, although even at the highest levels, an occultists' enchant is never as powerful as a high level wizard's enchant.
Skill of enchanting has nothing to do with strength of Unholy Enchant, it is only necessary to learn it.
Power of enchantment won't ever go better than Aquamarine which is 3, and I did not ever have it less.


Demonic Shield (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Demonic Shield
occult.spells.enchanting
666
defensive (targetted)
cast demonic shield [target]

This spell allows you to call upon the unholy powers of the Gods of Darkness and Evil to divert any harmful forces directed the recipient of this spell.
At high levels, demonic shield is an incredibly powerful protective spell, deflecting some of _all_ damage done, no matter what type the damage is. Casting it costs a flat amount of mana, and the percentage it protects is based on your overall enchanting ability. As it absorbs damage, it reaches a threshold, based on your chanting skills. After this threshold, the percent of damage which it protects you from decreases slowly with each hit.
Protection of any shielding spell in the game does not go above 65%.


Invisibility (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Invisibility
magic.spells.misc
600
miscellaneous (targetted)
cast invisibility [target]

This spell will turn your target invisible. The following actions will turn you back to being visible:

 Anything you 'say', soul, 'emote', anytime you attack, or anytime you cast a non-defensive spell.

You can look at other people, they will not see you looking, and it will not turn you visible. If you move, people will not see, your movement, just as you would expect when you are invisible.

The spell will last until you cause yourself to become visible.
This spell will turn any one object invisible.

The object must be in your inventory, and it must not already be invisible.

The spell will last until you logout or the item is destroyed.
This spell, successfully cast with the sacrifice of an invisible stalker's brain, bends the light rays around the target, rendering them invisible. With this on, you can sneak past almost any monster or player, whether they attack automatically or not. Any action on your part aside from tells, chats, guild says, or clan or house says will render you visible. That includes casting, attacking, or picking things up. The effect lasts until you perform one of these things to make you visible. Also useful for keeping someone from teleporting to you.
Currently no sacrifice necessary.
Invisibility does not really protect from teleportation nor from being attacked.




Charming The group of charming spells is a miscellaneous collection containing offensive and defensive spells. Although considered one of the weaker genre of occultist spells, there are several highly useful ones which fall under this category.
Brain Death
Soul Trap
Charm Being
Dark Sleep
Paranoia
Scare
Control Undead
Soulwrack
Detect Alignment
(level 300)
(level 250)
(level 205)
(level 160)
(level 130)
(level 90)
(level 60)
(level 30)
(level 9)


Detect Alignment (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Detect Alignment
occult
20
miscellaneous (targetted)
cast detect alignment [target]

This spell allows you to call upon your deity to reveal the targets alignment. This spell works both on NPC's and PC's.
Like priests, occultists are able to call forth the attention of the gods on a being, divining their alignment. Knowing your alignment becomes especially helpful at higher levels, when some spells will be affected by your sway toward good or evil.


Soulwrack (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Soulwrack
occult.spells.charming
150
attack (area)
cast soulwrack [target(s)]

This spell allows you to call upon the powers of evil to cause your foes to experience Hell on Earth.



Control Undead (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Control Undead
occult.spells.charming
800
miscellaneous (targetted)
cast control undead [target]

This spell allows the caster to issue commands to any undead creature. A Talisman is created for you to command the creature and can be used anytime, as long as the creature is 'living'. Type: mcommand <action>, to invoke the talisman's magic.
This spell allows you to control the mind and will of an undead creature such as a zombie or ghoul. It requires only moderate mana, and will permit you to take your undead servants through special exits such as portals. When you cast the spell, you draw forth some of the spirit, some of the soul of the creature, using it to form a talisman of control. The length of time the spell lasts depends on how many commands you use this talisman for. The number of commands that the talisman will perform before you lose control is based on your chanting ability. This spell is a good addition to the Create Undead spell.


Scare (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Scare
occult.spells.charming
333
attack (targetted)
cast scare [target]

This spell allows you to call upon the powers of evil to cause your target to flee the scene. If the victim is powerful enough it may be able to resist.
Not all of the things that you will want or need to kill can be found alone. Some of them will be in the company of friends or aides who upon your attack will join the fight. Casting scare can be used to separate and isolate a victim, or to force someone to leave combat. When cast, the target will flee one or more rooms. It requires no sacrifice, moderate mana, and gives you no experience.
Despite it belongs to 'attack' group, it does not start a fight, neither when target resists, nor after fled and returned.


Paranoia (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Paranoia
occult.spells.charming
350
attack (targetted)
cast paranoia [target]

This spell allows you to call upon the Gods of Darkness and Evil to create paranoia within the hearts of your foes. They will not know who to trust! Everyone is their enemy! The target of this spell will attempt to attack all within its sight.
With the spell, paranoia, you can bring forth the powers of the evil gods to haunt your victim, making them think that anyone and everyone is out to hurt them. They become so frightened that they attack everything in the room, even things much too difficult for them to take on.
Nice to use on critters that protect each other, if you need something from their corpses.


Dark Sleep (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Dark Sleep
occult.spells.charming
350
miscellaneous (targetted)
cast dark sleep [target]

This spell allows you to call upon the powers of evil to cause your opponent to fall into a deep sleep. Undead are immune to this spell and powerful opponents may resist it. Your skill in chanting will determine the amount of time before they manage to wake up.
This spell causes the victim stop doing everything and fall into a deep sleep instantly. The victim will awake if attacked. Very useful spell for stopping a fight that is occuring.
No, it cannot stop a fight, it may only prevent it. Use before trying to charm someone dangerous.
If you are in the killing mood, dark sleep may delay victim's retaliation, nice to see when they wake up nearly dead.


Charm Being (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Charm Being
occult.spells.charming
900
miscellaneous (targetted)
cast charm being [target]

This spell allows the caster to issue commands to any living being. A Talisman is created for you to command the creature and can be used anytime, as long as the creature is alive. Type: mcommand <action>, to invoke the talisman's magic.
Similiar to control undead, charm being gives you the power to enter a target's mind and take over, bending them to your dark will. This spell can be cast at anything or anyone, and requires no sacrifice, although it is expensive in mana. One of the more useful spells since you can make the target do things you are not willing to do yourself. One possible use is to get something powerful to follow and protect you.
Great spell! If failed, however, frustrated victim will try to kill you.


Soul Trap (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage
Components

Description
Soul Trap
occult.spells.charming
1000
miscellaneous (targetted)
cast soul trap [target]
miniature tower

This spell allows you to call upon the powers of evil to trap the soul of target within an extra-dimensional container, rendering them incapable for ANY action. You will need the Miniature Tower to serve as the container for the trapped soul. The severed head of the target from the victim's previous life will help in the successful casting of this spell. Powerful being may resist this spell as well as undead which have no souls.
Soultrap is a very powerful spell that takes the soul from the target and places it into a small statue of a tower. While the soul is in the tower, the victim will lie helpless, unable to respond to your actions or attacks. This spell requires the use of this miniature tower which you will have to find at some points during your career. If you provide a sacrifice of a severed head, or better yet, the victim's severed head, the spell is much more difficult to resist.



Brain Death (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Brain Death
occult.spells.charming
1000
attack (targetted)
cast brain death [target]

This spell allows you to call upon the powers of evil to cause your target to believe that its brain is being consumed by demonic maggots if it fails to resist your magic. The effects of this spell does not take immediate effect but builds up to a torturous hell for its victim who will surely expire from the ordeal. Undeads and demons are immune to this spell.
One of the more useful spells against other players, when you cast brain death you go inside someone's mind, wreaking havok with their thought patterns and reflexes until they can no longer function properly. The spell, which requires a huge amount of mana but no sacrifice, does damage in increasing amounts every few rounds until the target is dead or the power of the spell runs out. Although you must be in the same room as the victim to initially cast the spell on them, the effect continues even should they run.




Summoning  
Hell Fury
Summon Speed Demon
Bind Summoning
Chaos Net
Summon Being
Demon Armour
Dimensional Tentacles
Awaken Nightmare
Hell Minion
Summon Foul Servant
Dispel Being
Summon Servant
(level 300)
(level 242)
(level 225)
(level 200)
(level 192)
(level 170)
(level 142)
(level 102)
(level 75)
(level 72)
(level 42)
(level 12)


Summon Servant (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
summon servant
occult.spells.summoning
30
miscellaneous (targetted)
cast summon servant [target]

This spell summons a servant of evil to come to your aid. When you no longer need its help, command it to go back to the demonic lords who sent it, with the "dismiss" command. The summoned creature will disappear once it is finished protecting you. The spells success depends on your skill and your alignment. The strength of the servant depends upon your skill.
The first spell with which an occultist can bring forth creatures to your aid, the summonings are relatively low level- imps, orcs, goblins, gargoyles and the like. However, when you are just learning, these creatures are most likely more powerful then you are. Cast at a target, they automatically attack that being and protect you. Casting foul touch upon the summoned creature can greatly enhance the damage it does, while casting one of your defensive spells on it will increase the amount of damage it can take. Although these can enable you to take on opponents much higher then yourself, a word of caution is necessary. This spell is an attack spell, when cast at a target the target automatically attacks back (assuming the spell succeeds). Almost inevitably a few of the enemy's attacks will get through your servant's guard to hit you, so be extremely wary of taking on an opponent, even with a servant, which can kill you in only a few hits. In any fight during which you employ a summoned being- be it through this spell or the more powerful ones you will learn later on, your experience will be shared by your creature. Two other notes; first, occultists have the innate ability to "dismiss" your servants at any time. It is imperative that you do this once they are no longer needed. Second, do not bring forth your creatures for your friends to kill. Nebethet frowns upon this, and should it start happening with frequency or in large amounts, that power will be taken away.
A lot of words. Much less is the use.


Dispel Being (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Dispel Being
occult.spells.summoning
250
miscellaneous (targetted)
cast dispel being [target]

This spell allows you to call upon the powers of evil to dispel any summoned creatures, either your own or those summoned by others.
With dispel being, you can dismiss any summoned creature- even one brought forth by someone else. Be careful using this around lower level players, as their summoned creatures often mean the difference between life and death.


Summon Foul Servant (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Components

Description
summon foul servant
occult.spells.summoning
120
miscellaneous (targetted)
cast summon foul servant [target]
severed head

This spell summons a servant of evil to come to your aid. You must have a severed head as a sacrifice in order to appease the summoned being. Remember to "dismiss" it when you no longer need its help, so it can go back to where it belongs.
This is almost identical to the Summon Servant spell. The only difference is in the power of the spell- this one brings forth stronger creatures- and the complexity- this spell requires a severed head as sacrifice.


Hell Minion (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Hell Minion
occult.spells.summoning
300
attack (targetted)
cast hell minion [target]

This spell will call forth the malevolent spirits from the shadows in the form of a hideous beast. The evil conjuration will lash out at its target with all of the deads hatred of life. The beast is a mindless thing and will only last for a brief moment.

Good attack spell when you cannot or don't want to use Hell Fury. To learn it, travel to Hylar and find Funeral Parlor.


Awaken Nightmare (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage


Description
Awaken Nightmare
occult.spells.summoning
[variable]
attack (area)
cast awaken nightmare [target(s)]

This spell allows you to call upon the powers of evil to summon the demon guardian of the nightmare gate to attack your foes.

Strongest area attack, but also most expensive. Grows in power and cost along with chanting skill.


  (to the top)
Spell name
Insect plague
This spell is long forgotten
Insect plague is an area spell- good for casting on groups of creatures. Bringing forth a host of buzzing, biting insects, they attack all the targets of your spell for several rounds, doing moderate damage. This skill requires no sacrifice, and not an overly large amount of guild points. Note that this spell hits the opponents three times in a row.


Dimensional Tentacles (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage


Description
Dimensional Tentacles
occult.spells.summoning
350
miscellaneous (targetted)
cast dimensional tentacles [target]

This spell will causes a mass of tentacles from an inter-dimensional beast to cover the target, immobilizing them. The victim's defensive ability is also reduced. The tentacles will return to the demonic void after some time.
Useful against those pesky enemies who won't stand still and let you beat on them, you can open a portal to another dimension, though which come long, serpentine arms. They wrap around your victim, preventing normal movement and slightly reducing their defensive ability the length of time are able to hold open the portal is based on your skill in chanting.
'Pesky enemies' are another players.


Demon Armour (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Demon Armour
occult.spells.enchanting
150
defensive (targetted)
cast demon armour [target]

This spell summons a minor demon which is then bound to the caster's body, forming a protective suit of armour.
This spell calls forth a demon from the abyss who will form a thick, black layer of armour to protect you from your enemies. This armour protects fairly well and lasts for a decent amount of time depending on your chanting skill.
Real protection against physical attacks. Won't save from strongest enemies, but excellent defense for xping.


Summon Being (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage
Components

Description
summon being
occult.spells.summoning
500
miscellaneous (targetted)
cast summon being [target]
severed head

This spell summons a servant of evil to join the recipient of your spell on their evil quest. You must have a severed head as a sacrifice in order to appease the summoned being.
Be wary of whom you cast this spell upon. The being brought forth is similar to, although slightly stronger than those you bring forth in two previously mentioned summoning spells, but in this case, the creature follows and protetcs whomever the target is- be they friend or foe. Do _not_ cast this spell on a creature that you are attacking! Otherwise, it is identical to the summon foul servant spell. Note that the creature will only protect those who are following the dark path.
At last there's a summon who will come along with you. Note that if you summon another being, first one will not try to protect you anymore.


Summon Speed Demon (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage
Components

Description
Speed Demon
occult.spells.summoning
500
defensive (targetted)
cast speed demon [target]
demon ichor

This incantation summons a small demon who will loyally protect you. The speed demon is only about two feet tall and is covered in tough spiney plates. They do not posess much intelligence and have no fear of injury or death thus they will eagerly leap in front of blows meant for the caster.
Through casting this spell you bring forth the powers of a small, extremely quick demon. The effect temporarily increases the target's dexterity by some amount, the range based on your ability to chant. It costs a flat amount of guild points (rather high) plus extra for each point by which you increase their skill. It requires an ichor from the guild shop to cast successfully.
Weaker analog of images/winds/stoneskins/clones/whatever, able to deflect 8 hits and lets through about 1/3 of them. May save your life, may fail. Anyway, it is better to have this than to have none. But before serious combat it would be wise to ask someone else for images or winds.
Also, it does not touch dexterity or other stats.


Bind Summoning (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Bind Summoning
occult.spells.summoning
[variable]
miscellaneous (targetted)
cast bind summoning [target]

This spell allows you to call upon the powers of evil to bind any summoned creatures, either your own or those summoned by others to force them in this world for a longer period of time. To make a summoning permanent type the permanent word after the summoning name. i.e. "cast bind summoning servant permanent" Making a summoning permanent costs 3 times as much GP.
Requiring a moderate amount of guild points, but no sacrifice, the bind summoning spell, cast on your summoned creature, will increase your control over it, and therefore the amount of time it remains at your side. However, this spell has no effect on the amount of damage that your creature can sustain- the bindings will not keep the creature from death.


Chaos Net (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Chaos Net
occult.spells.summoning
500
defensive (targetted)
cast chaos net [target]

This defensive spell summons the wild threads of chaos into a shimmering field around you. The wild nature of this spell makes it difficult to control and it has been known to deliver unpleasant effects to the caster, as well as your enemies.



  (to the top)
Spell name
Summon Pure Evil
This spell is long forgotten
You need a sacrifice for this powerful summoning spell, and even that cannot completely guarantee your safety. The creatures called out are extremely powerful and difficult to control- it has been known to backfire, dragging the caster to the abyss. As with almost all other high level spells, the victim gets a saving throw, based on their skills. Unlike Power Word Die, Summon Pure Evil is not an attack spell. Should your spell fail to kill the target in one victim, they do not automatically attack back, which can give you time to get away should you need it. The success of your spell can be altered by a resist death spell, and you get no experience for casting it.


Hell Fury (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Hell Fury
occult.spells.cursing
[variable]
attack (targetted)
cast hell fury [target]

This spell will call the very wrath of Hell on your enemy. A level dependent number of violent gusts of hot air will strike randomly the specified target. If a severed head is supplied as sacrifice, dwellers of Hell may come to help you. Note the GP cost listed is per gust, not the total cost.
This is commonly considered their most effective and dangerous spell among occultists themselves, for it is not affected by the resist death spell, and does an incredible amount of damage. At your words, the forces of evil are unleashed, a maelstrom which will quickly devour all but the highest skilled opponents. It does several attacks in one round, a mix of fire and air based attacks. The exact number of attacks it does is based on your skill in chanting, while the damage is based on your skill in cursing. This spell is not cheap to use, since it has multiple attacks. Although a sacrifice is not required to cast this spell, a severed head makes it even more powerful. With the head, you also do a summoning attack for each fire or air attack, causing demons and devils to rise from the ground to rip into your opponent. This doubles the total number of attacks, but that also doubles the amount of mana required to cast it.
Our strongest targeted attack.




Healing  
Vampiric Aura (level <64)


Vampiric Aura (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Vampiric Aura
occult.spells.healing
225
curative (targetted)
cast vampiric aura [target]

This spell causes a faint aura to appear around your target. It will convert the damage done to your foe into healing energy for yourself. The higher your occult.spells.healing is, the more you heal. As you do damage to your target, the percent of health that you heal lessens.

Our only healing spell. Be careful, do not cast it on yourself. Casting vampiric aura will not start a fight, so it would be wise to cast on dangerous opponents before attacking them.



Other  
Resist
Conjoin
(quest)
(g.pra 75)


Resist (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Resist
occult.spells.enchanting
[variable]
defensive (targetted)
cast resist [target]

This spell allows you to call upon the powers of gods, nature, or magic to bestowe the ability to resist magical and non-magical effects upon the recipient of this spell. Your guild can resist: charm, death, acid.

'Quest' spell. Travel to Raven Island, be invisible before entering wastelands, sneak past Astilar...


Conjoin (to the top)
Spell name
Skill Used
GP Cost
Spell Type
Spell Usage

Description
Conjoin
magic
0
miscellaneous (area)
cast conjoin [target(s)]

This spell is used as the final step of the marriage process. It is expected to come at the end of the wedding ceremony, however you choose to conduct that.
It will not work in the following cases:
 The two people are not present.
 One is already married.
 The correct rings have not been obtained and exchanged.

Note: The messages generated by the spell are based solely on the alignment of the caster and do not reflect guild of the caster, nor the alignments of the couple being married.




Materials used to compile the grimoire:

The 'help' command
Invaluable source of information.


THE BOOK OF DARK LORE
This is the Occultist's 'Book of Dark Lore', written for all Occultist's to learn the spells available for them at each level.
Looks like it was last updated quite a time ago...


Syndre's Tome of Spells
This tome was written by Syndre as a guide to new Occultists so that they know what spells they can look foward to in the future.
Let me guess, it was never updated since written...

Many changes were made to spells, I had to add some comments.
Page last updated 2001/10/07

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