Mentalist Spell List:

Referenced : Morgar.

Pick the Spell Skill level you want to see
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This page contains an updated list of mentalist spells for Drakkar. Additional notes have been added to some spells based on current Drakkarzone conditions, as of July 6th, 2002. The listing is derived from a spell list originally put online by Genesis of MoY.

Pick the skill level from the list to the left, or simply scroll to review the entire list.

Morgar


1 - Beginner
ENMISS
energy cost: 5
stress factor: 10
side effect: none
Requires Target: YES
This discipline create a small arrow of energy that can be directed at any visible target. The damage done by this discipline is an average of 8 points per skill level of the mentalist.

Note: This is your primary skilling spell under current Drakkarzone conditions.

form enmiss
[cast this on a target]
2 - Trainee
DETECT
energy cost: 10
stress factor: 10
side effect: none
Requires Target: NO
Detect places a glowing halo around all illusionary walls within the casters view. The discipline's duration is based on the skill level of the caster.
form detect
3 - Jester
SENSE
energy cost: 10
stress factor: 10
side effect: none
Requires Target: NO
This discipline enables the psionicist to determine which disciplines, if any, are imbued in an item, and/or how much energy the item has. High-level psionicists can also determine the aura of an imbued item, the number of charges, and even the location a succor twig returns to.

At 14th skill - Worker of Force, a mentalist can sense amulets, bracers, and the location a twig was set at. The mentalist will see the screen change showing the location and the crits that are there. HOWEVER, the ment cannot sense Aleria or Guild Hall, or COB twigs in Nork or Nork twigs in those other locations. In other words, you must be on the same game server that the twig will take you to if dropped.

At 15th Skill you can sense leather rings. Stat rings will tell you they affect "Physical Properties".

hold object in your right hand:
form sense
4 - Student
RESPIRATE
energy cost: 20
stress factor: 10
side effect: none
Requires Target: YES
Respirate enables the recipient to maneuver easily in water for the duration of the discipline. The duration is based on the skill level of the psionicist who forms the discipline.
form respirate
[cast this on yourself or others]
5 - Mentalist
PROTFIRE
energy cost: 10
stress factor: 5
side effect: none
Requires Target: YES
This discipline foarms a protective barrier around the recipient that will resist most fire damage. The amount of protection bestowed is based on the skill level of the psionicist who forms the discipline.
form protfire
[cast this on yourself or others]
6 - Forger of Fire
FIREBALL
energy cost: 10
stress factor: 15
side effect: none
Requires Target: YES
This discipline creates a searing blast around the target. On average, this does twelve points of damage per skill level in a 30' x 30' area.

Note: Many mentalists fall prey to using this spell a lot. Its the first of the area effect spells they obtain. This spell will allow you to gain experience points quickly, however you gain skill for killing only the targeted crit with this spell. The best use of this spell would be to knock the crits down to a point where you can enmiss them to death in one shot.

form fireball
[cast this on a target or along a path]

ILLUSION
energy cost: 25
stress factor: 30
side effect: none
Requires Target: NO

This discipline creates an illusion of terrain so vivid that it takes on all the qualities of the specified terrain as if it were actually there. The duration of this discipline is dependent upon the skill level of the psionicist. You can create illusions of water, ice, fire, wall, empty, path, or bridge.

This spell is particularily useful in areas like Maeling -3 and the Betty area.

form illusion <kind> <path>
7 - Defender from Ice
PROTICE
energy cost: 25
stress factor: 20
side effect: none
Requires Target: YES
This discipline forms a protective barrier around the recipient that will resist most cold damage. The amount of protection bestowed is based on the skill level of the psionicist who forms the discipline.
form protice
[cast this on yourself or others]
8 - Forger of Ice
ICESTORM
energy cost: 15
stress factor: 25
side effect: none
Requires Target: NO
This discipline causes freezing rain and hail to pelt the targeted creature or location in a 30' x 30' area. Icestorm will cause an average of twelve points of damage per skill level of the psionicist against protected creatures and even more damage against unprotected creatures.

form icestorm
[cast this on a target or along a path]
9 - Controller of Fire

FIREBREATH
energy cost: 50
stress factor: 20
side effect: none
Requires Target: YES

This discipline allows the psionicist to spew forth a burning cloud of flame at a target in a 90' x 90' area. Firebreath causes an average of 18 points per damage per skill level of the psionicist.

Note: This spell can cause significant damage. To the crits, and to yourself. Sooner or later you will need Mama scales or a SNR to minimize the damage this causes to you. Be careful using this around party members.

form firebreath
[cast this on a target or along a path]

DOOR
energy cost: 10
stress factor: 45
side effect: none
Requires Target: NO

This discipline is used to create a temporary door in wood or stone walls and some varieties of bedrock. Creatures or characters can move freely through the door for the duration of the discipline. The amount of time that the door remains in effect is dependent upon the skill level of the psionicist.
form door <path>
10 - Concealer of Paths
TRANSMUTE
energy cost: 10
stress factor: 10
side effect: none
Requires Target: NO
This discipline causes most items in a square to wink out of existence and be transformed into gold. Those items held or carried by a living creature are unaffected by this discipline. Due to the nature of some items, a high skill level may be necessary to affect them.

The higher the skill, the greater value you recieve for popping an item. Remember the Mentalist Motto, "A dirty dungeon is your best friend!". Transmute is what makes a ment such a great coining crit.

form transmute
DARKNESS
energy cost: 10
stress factor: 20
side effect: none
Requires Target: NO
Darkness prevents the incursion of light into a 30' x 30' area. The discipline may be centered at a specific location or upon a targeted creature. Darkness will counteract the effects of the Light Discipline.
form darkness
[cast this on a target or along a path]
11 - Maker of Paths

BLAST
energy cost: 20
stress factor: 20
side effect: none
Requires Target: NO

Blast creates a sphere of concussive force centered in a specified location and extending 30' outward in each direction. Blast will destroy non-reinforced walls, damage flesh, and shatter small objects on the ground.

Note: If you cast this spell within 3 hexes of your location, you and your party mates will take damage from the blast.

form blast <path>

INFRAVISION
energy cost: 25
stress factor: 20
side effect: none known
Requires Target: YES

This discipline allows the recipient to see in the dark.

The biggest problem with this spell is that the crits can't always see you, even if you can see them. Hence you will find some crits wandering off because you're in darkness and don't know it.

At skill 11 you can cast infravision on yourself, at skill 12, you can cast it on others.

form infravision
[cast this on a target or along a path]

DISINTEGRATE
energy cost: 10
stress factor: HIGH
side effect: stressful
Requires Target: NO

This discipline will destroy any object that is on the ground and all walls in view of the character.

Be extremely careful with this spell. Not only can it shatter walls, but it can release major zoos onto you. And if you cast it while standing next to one or more walls you will recieve damage from the explosion.

form disintegrate <path>
12 - Enchanter

ENCHANT
energy cost: 30
stress factor: HIGH
side effect: stressful
Requires Target: NO

This discipline attempts to increase the combat efficiency of an item by psionically removing its flaws. Each use of this discipline increases the combat bonus of the item by one, up to a normal maximum of three.

  • At skill 12 items can be enchanted to a maximum of +3
  • At skill 17 items can be enchanted to a maximum of +5. Enchanting items to a maximum of five costs the psionicist 8 permanent health points per plus point above 4.
  • At skill 19 to a maximum of +6. Enchanting items to a maximum of six costs the psionicist 15 permanent health points per plus point above 4.
  • At skill 24 to a maximum of +9. Enchanting items to a maximum of nine costs the psionicist 15 permanent health points per plus point above 4.

Enchanting above +4 costs the caster in permanent hit points, stat losses, skill loss and experience point losses. Not all Mentalists are willing to enchant to that high a level. Please respect their wishes as it is extremely difficult, if not impossible, to recover all of the points lost. Some enchanters are willing to enchant to high levels, usually in exchange for pots and coin. Check the marketplace message boards for people offering such services.

Hold the item in your right hand:
form enchant

IMBUE
energy cost: 30
stress factor: 30
side effect: none
Requires Target: NO

This discipline attempts to recharge a magical item. Though the power of the recharge depends on the skill level of the psionicist, the energy cost remains the same whether the item contains a full charge or is nearly depleted of energy. The number of charges that can be imbued into an item depends on the quality of the item and your skill level. Only disciplines gained at half your current skill level can be imbued in items. To recharge an item hold it in your right hand: form imbue. Do not wear HP adds when casting the discipline imbue. Mentalists who attain the psionic skill level of Defier of Vision can imbue wooden twigs of exceptional quality with new disciplines. Wooden twigs of this quality are available from the Healer's Guild in the Healer Trainer's shop in Nork. Mentalists who attain the psionic skill level of Wizard can imbue a discipline on gold bracers. There is permanent health point loss using this discipline. Through skill 20 it will cost the mentalist 5 health points for each imbue. Skill 20 and beyond it will cost 6 health points, and for every 50 imbue the mentalist will lose 3 to 5 constitution points.

Note: There are reports of items exploding if you attempt to imbue BEFORE you reach skill 18. Approach this spell with extreme caution and be careful that the item you're planning on imbueing can be easily replaced!

form imbue <discipline>

FINDFRIENDLY
energy cost: 30
stress factor: 50
side effect: none
Requires Target: NO

This discipline searches out the nearest friendly creature and then teleports it to your square. The creature does not obey your every command, but it will fight alongside you. The length of time the creature remains to fight depends on the psionicist's skill.

  • skill 12: bear
  • skill 14: roc
  • skill 17: red dragon
  • skill 25: silver dragon

Note: It is against DrakkarZone rules to FF in the steel flower. Additionally if you are going to play with your spell (and most ments do), try to find a place where no newbies will be inadvertantly killed by your creature.

form findfriendly

ENERGYSHIELD
energy cost: 20
stress factor: 10
side effect: none
Requires Target: NO

This discipline creates an invisible barrier around the recepient that reduces the damage from any physical attack such as a punch or a sword blow. The strength of the energyshield is proportional to the skill level of the psionicist.

This spell is your friend. Once you get it, you'll never be without it.

form energyshield
[cast this on yourself or others]
13 - Controller of Ice

ICEBREATH
energy cost: 55
stress factor: 20
side effect: none
Requires Target: NO

With icebreath the psionicist exhales a freezing vapor at a targeted area of 90' x 90'. Icebreath causes an average of 18 points of damage per skill level of the psionicist.
form icebreath
[cast this at a target or along a path]
14 - Worker of Force

ENERGYSPEAR
energy cost: 35
stress factor: 50
side effect: none known
Requires Target: YES

This discipline launches a piercing shaft of psionic force from the fingertips of the psionicist. The damage caused by this discipline is based upon the skill level of the psionicist. This discipline may stun the victim in addition to doing physical damage.

Note: This is a primary skilling spell under current Drakkarzone conditions. Especially in cob.

form energyspear
[cast this on a target]

ABSORPTION
energy cost: 20
stress factor: 10
side effect: none
Requires Target: YES

This discipline creates a barrier around the recepient that reduces damage from psionic attacks. The strength of Absorption depends upon the skill level of the psioncist.

The one nice thing about this spell is, combined with Energy Shield, and you'll take no damage from poison.

form absorption
PUSH
energy cost: 20
stress factor: 20
side effect: none
Requires Target: YES
This discipline attempts to move a creature a space or two in a random direction. It is possible to push opponents off cliffs or to move stunned allies away from danger.
form push
[cast this on a target]
15 - Defier of Gravity

CONFUSION
energy cost: 25
stress factor: 10
side effect: none
Requires Target: NO

This discipline attempts to cause a group of creatures to become so enraged that they direct their attacks at random targets, including their companions. The number of creatures affected is based on the skill level of the psionicist who forms the discipline and the experience level of the target group. In a given group some members may be affected, while others are not.

Fairly useless. Ineffective in most lairs, and ineffective for mid level skill ranges beyond N-3. Any kills made by crits while confused, earn you no experience and no skill.

form confusion

SCRY
energy cost: 25
stress factor: 5
side effect: none
Requires Target: YES

This discipline allows the psionicist to momentarily see through the eyes of another player character. The target need not be on the screen with the psionicist. This is useful to see where another player is, and how many hp that player has. There are, however, several limitations.

  • You must spell the name exactly, including guild tag.
  • You cannot scry across ALTS or game segments.
  • You cannot scry crits that have clubhouse access, unless you also have that access.

Do not scry a player when you're inside a dungeon unless surrounded by friends. During the 10 seconds or so that you're viewing the other player, you are totally defensless.

form scry <target>

FEATHERFALL
energy cost: 30
stress factor: 15
side effect: none
Requires Target: YES

This discipline enables the receipient to fall great distances without physical harm. The duration of the discipline depends on the skill level of the psionicist.
form featherfall
[cast this on yourself or others]

ACID BREATH
energy cost: 10
stress factor: low
side effect: none
Requires Target: YES

This spell surrounds the target in a 3x3 pool of highly corrosive acid. If you're casting it in Nork, you need Mama scales to prevent yourself from taking damage. This really isn't a skill 15 level spell. Rather you can get this spell when you turn experience level 18 AND have gone over to the Cobrahn scenario. There is a special NPC in Tree Town that bestows the spell on any experience level 18 Ment that doesn't have it already. Since an 18/15 Ment is considered to be minimum acceptable level for Cob, the spell gets placed at skill 15.
form acidbreath
[cast this on yourself or a crit]
16 - Master of Earth

EARTHCRUSH
energy cost: 100
stress factor: 5000
side effect: very stressful
Requires Target: YES

With the power of the mind, the psionicist causes the earth itself to rise up in a cresting wave and smash all creatures, friend and foe alike, in a one square area. Use this discipline with caution. This spell causes no damage to the caster.

Note: This is a serious aging spell. Do not use until you've managed to accumulate a stash of Youth Pots. Keep an eye on your age if you use this spell with any regularity.

form earthcrush <path>
17 - Defier of Vision
LIMINV
energy cost: 10
stress factor: 20
side effect: none
Requires Target: YES
This discipline renders the recipient completely invisible to most creatures. Invisibility is not broken when damage is taken by the recipient, but it is broken when the recipient takes a hostile action.

Note: Almost all of the lair crits can see you, however, this is a great spell for those days when you feel like doing nothing more than popping piles in peace.

form liminv
[cast this on yourself or others]
DEPLETE
energy cost: 100
stress factor: moderate
side effect: none
Requires Target: YES
This discipline removes the protection spells and energy points from the recipient. The amount of energy points taken from the recipient depends on the skill level of the psionicist who forms the discipline.

A pretty useless spell when you first get it, as you grow in skill, this spell becomes more and more useful, especially in lair hunts against heavy psi casting crits. In order to get this spell, you must go to frore. By the north gate in frore you will find a hole, drop down the hole into a water area, head south taking the water path. The path bends west, then north again until you come to a small meadow, inside the meadow is the deplete trainer. BRING A TWIG AS THERE IS NO WAY OUT OF HERE WITHOUT ONE.

form deplete <target>
18 - Wizard
PSIMIRROR
energy cost: 100
stress factor: Moderate
side effect: none
Requires Target: NO
This discipline will reflect back any spell that is cast to the person that originally cast it. The duration of this discipline depends on the skill level of the psionicist who forms the discipline.
form psimirror
[cast this on yourself or others]
SHOCKWAVE
energy cost: 100
stress factor: moderate
side effect: ?
Requires Target: YES
This discipline covers 20' x 20' area and knocks down walls. The only protection against it is psi cutters and psimirror. The duration of this discipline depends on the skill level of the psionicist who forms the discipline.
form shockwave <path>

PASSWALL
energy cost: 20
stress factor: 50
side effect: none
Requires Target: NO

This discipline allows the recipient to move through normal walls and some forms of stone. The duration of this discipline depends on the skill level of the psionicist who forms the discipline. This discipline is only intended to allow quick passage through stone, not existence there. Take care to be out of the wall at the end of the duration.
form passwall
[cast this on yourself or others]
19 - Master of Dimension
TELEPORT
energy cost: 50
stress factor: 500
side effect: none
Requires Target: NO
Teleport discharges a powerful bolt of energy that transports the psionicist to a previously designated place. To form this discipline, the mentalist must first have memorized a location through the memorize command: memorize <location>.
"Location" can be any name the psionicist wants up to ten letters long. The psionicist can memorize twenty separate locations. Teleportation requires a great deal of effort and may take several uninterrupted rounds. When ready: form teleport <location>.

The energy cost is incurred when the teleport discipline is formed. As several locations may be memorized, different location names are needed to identify each. Note that some teleporting devices and portals may confuse or even erase memorized locations. For this reason most high-level psionicists use disciplines instead of relying on established portals.

Teleport commands:

memorize location
forget location
list teleports

Memorizing a location causes the mentalist to be stunned for several rounds. Do not wear dancers while memorizing!!

You may memorize up to 80 total locations, 20 per segment, 2 alts, aleria and cob.

It is rumored that taking the boat either to or from aleria can cause you to lose your memorized list. Avoid the urmak and use the guild hall portal when possible.

form teleport location
20 - Master of Time
HASTE
energy cost: 25
stress factor: 5000
side effect: very stressful
Requires Target: YES
Haste doubles the speed of the recepient, effectively giving him two rounds of action for every round of normal time. A hasted person can also move at double speed. The duration of this discipline depends upon the level of the psionicist.
form haste
[cast this on yourself or others]
21 - Master Mentalist

MASSTELEPORT
energy cost: 100
stress factor: very stressful
side effect: drops health
Requires Target: NO

The spell Massteleport allows the caster to teleport parties to a specified location. It costs Healthpoints as well as energypoints, and the actual cost in health points depends upon the number in the party. Warning always carry extra heals along when casting this spell or a darn good healer who can completely heal you if you MT to a lair. Massteleport allows you a total of 60 locations (i.e. 20 Nork, 20 Aleria, 20 Cob)
form massteleport ~location~
[cast this on yourself or
others visible on same hex]
22 - Beholder of the Art
ENERGYSYPHON
energy cost: 10
stress factor: low
side effect:
Requires Target: NO
Energysiphon allows you to take psionic energy away from your psicasting opponent and gives it to you. Using Energysiphon you are able to deplete the psionic energy and add to your eps. You can "boost" your eps to double your maximum (i.e. I have 531eps and using esiphon I can boost to 1062eps) this is very good for going into lairs where you will be casting such discs as deplete and psimirror. This disc can be cast on other psicasting players before going into lairs to boost your eps.
form energysyphon at ~crit~
[cast this on hostile or ally]
24 - Student of the Elements
ELANCE
energy cost: 250
stress factor: HIGH
side effect: AGES
Requires Target: YES
Elance sends a powerful bolt of energy at the targeted crit. Its said that this spell can cause as much as 1400 points of damage.
form elance at ~crit~