Oriental Spells in Black Geyser Couriers of Darkness are a category of Spells. They are magic abilities that can be used in various ways during combat or to benefit players during gameplay. Spells can be casted to produce different effects such as applying different status effects, damage enemies, summon items or creatures, grant bonuses, heal, increase resistance and many others. In Black Geyser, spells are categorized into seven classes, Natural, Unnatural, Special Ability, Spiritual, Oriental, and Summoning Spells. Each category focuses on different strengths and effects. This page covers a list of all spells types, spells and details.
Black Geyser Oriental Spells
Spell | Description |
Slot Type |
Cast Time |
Berserk |
This spell magically fills its target with otherworldly rage, turning them into a rampaging menace. Grants Enrage and Indomitability to the target. | Base | 3sec |
Brickfall |
Summons a rain of bricks to fall onto your enemies and deal 3-6 Pulse and Blow damage twice every round for 2 rounds to all in the area. Don’t think too hard about whose wall they came from. | Base | 3sec |
Dance of the Desert Wind |
Like a storm through the wastelands, you begin to move with vicious grace. Increases allied characters' movement speed and Aim and Accuracy by 20% within 10 meters of the caster for 3 rounds. | Elevated | 2.5sec |
Elenuator's Boots |
This spell enchants the target's feet with the quickness of Elenuator, granting them increased movement speed. The target gains Quickened. | Base | 1.5sec |
Eternity Awaits |
This spell sets up a vision of cosmic endlessness around the target, affecting their sense of sight, hearing, motion and touching. The affected target gains Pacified, and when the effect ends, it gains Confused. | Elevated | 2sec |
Incense of Sariah |
Sariah, the Rillow songstress, they say, could sing a whole company of mercenaries to sleep in mere moments. The truth is, she had some magical help. | Elevated | 3.5sec |
Never Seen |
This spell causes a visual distortion around its target, hiding them from prying eyes. The target still needs to be caraful with their actions, as the effect can be broken easily. It also does not cover sounds made by the user. Grants Invisible to the target. |
Base | 1.5sec |
Jump |
This spell teleports the caster to a desired point in range, to get away from danger or gain tactical advantage over their opponents. | Elevated | 1sec |
Marching Powder |
This spell summons a cloud of fine powder that filters down from above in a circulating area. The powder has a simulating effect over allied targets when coming into contact with their skin. Allies inside the area of effect gain Strengthened, Inspired and Indomitable. |
Base | 3sec |
Permafrost |
One of the most devastating tricks of a Wintermage, this spell drains away all warmth from the target area, freezing and coating it in brittle ice. Targets in the area of effect take Cold damage each turn, and gain Freezing. Targets that spend two consecutive turns in the area gain Frozen and Brittle. |
Base | 4.5sec |
Phoenix Bomb |
?? | Elevated | 2.5sec |
Raging Sandstorm |
The caster of this spell summons a thick, enchanted sandstorm at the target area to disable enemies caught in it. Targets inside the area of effect gain Slowed and Blinded. | Base | 3sec |
Red Sun Rises |
Conjures a blood-red sun to rise over a target, granting them bravery and restoring their will to fight. The target gains Strengthened and Inspired. | Elevated | 1.5sec |
Sands Gave Shelter |
This spell summons the protective forces of the desert to envelop its target in swirling waves of enchanted sand that defends from attacks both physical and elemental in nature. The target gains Hardened, Reinforced, Bracing, Warm and Fortified. |
Base | 2sec |
Stonewall |
Sometimes all you need is a good, thick wall to solve your problems. Creates one of those, which blocks movement and projectiles. | Elevated | 2sec |
Unbearable Heat |
Bakes well-armored foes in their armor like a hot day in the sun, dealing progressively more heat damage over time to those wearing heavier armor. For 5 turns, deals 1-2 damage to lightly armored, 1-4 damage to medium armored, and 2-6 damage to heavily armored enemies each turn. Has no effect on targets without armor. |
Base | 3sec |
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