Spells in Black Geyser Couriers of Darkness 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, NaturalUnnaturalSpecial AbilitySpiritualOriental, and Summoning Spells. Each category focuses on different strengths and effects. This page covers a list of all spells types, spells and details.

 

 

All Black Geyser Spells

Spell
Class
Description
Slot Type
Cast time
Acid Rain

Natural

Calls forth a cloud of corrosive, poisonous fumes to rain down on the caster's enemies in a wide range. Affected targets are dealt Poison and Acid damage each turn, and become Pervious. Elevated 2.5 sec
Heal

Natural

?? Base 2.5 sec
Celestial Barrage
Natural Summons a hail of molten rocks to pellet a wide area, each impact dealing damage in a circular area. Targets affected by an impact are dealt Heat and Pulse and Blow damage. Elevated 4.5 sec
Chain Lightning
Natural Upon being cast, a crackling stream of lightning springs forth from the caster's palms, damaging the target on arrival. The stream will then jump to further hostile targets in range, damaging them in the process. Targets are dealt
Pulse and Blow and Heat damage, and gain Stunned.
Base 3 sec
Sapphire Dispersion
Natural ?? Base 2 sec
Dune Ripple
Natural The caster of this spell commands a wave of thick sand to rush forth in a target direction. All targets caught by the wave take Pulse and Blow damage and gain Knocked Down. Base 2.5 sec
Entangle
Natural This spell conjures strong vines that spring forth from the ground, entvining their target. The spell inflicts Immobilize on its target. Base 2sec
Fireball
Natural This spell sends forth an immense ball of fire that explodes at the target location, damaging anyone that might be caught in the balst. Affected targets take Heat damage as well as gaining Burning and Toasting. Elevated 2 sec
Gale Shroud
Natural This spell summons a dome of gale force winds to shield an area from ranged attacks. Any ranged attacks made against friendly targets inside the dome gain an increased chance to Miss. Additionally, all hostile creatures that
enter the dome gain Slowed.
Elevated 3.5 sec
Glacial Rush
Natural One of the most devastating spells from the arsenal of Wintermages, this spell conjures a huge slab of ice above the target that is slammed down against them with sheer force. The target is dealt Cold and Pulse and Blow damage,
as well as gaining Brittle and Concussion.
Base 3.5 sec
Gundemund's Freezing Fingertips
Natural Said to be a favorite technique of the ancient demigod Gundemund, this spell conjures an array of sharp pointed icicles over a target area, then lets them loose on whoever happens to stand underneath them.
All targets in the area of effect are dealt Cold damage.
Base 2.5 sec
Hand of Mercy
Natural Natural energy issues forth from the caster’s hands to heal their target. The target is healed for 15 Health Points. Base 2 sec
Healing Mist
Natural The caster is surrounded by a pleasant mist which closes the wounds of any allies inside it. For 3 rounds, each ally within 4 meters of the caster is healed for 10-12 Health Points. Base 2.5 sec
Icicle Lance
Natural This spell conjures a sharp-pointed lance of ice, that is sent to impale the target at high speed. The target is dealt Cold and Stabbing damage, and gains Softened and Exposed Base 2.5 sec
Infernal Wave
Natural This spell hurls a series of infernal flames in front of the caster in quick succession, damaging all creatures caught in the area. Affected targets take Heat damage and gain Burning. Elevated 10.5 sec
Lightning bolt
Natural ?? Base 2.5 sec
Magic Egg: Scorpion
Natural A large egg appears on the battlefield, followed soon by the scorpion inside. Elevated 2.5 sec
Natural Instinct
Natural This spell imbues allied creatures in the targeted area with wild natural energy. Affected targets gain Anticipating and Invigorated. Base 3 sec
Ride the Lightning
Natural Move like lightning, and leave some behind for anyone unfortunate enough to be nearby. The caster quickly jumps away to a targeted location in range, while discharging a blast of lightning in a circular area around them.
Targets caught in the discharge take Pulse and Blow and Heat damage.
Elevated 1.5  sec
Severine's Sparkle
Natural A ball of concentrated nature energy is conjured at the caster's fingertips. This swirling ball of force can be hurled at a target to inflict serious damage. The target is dealt 4-6 Heat and 3-5 Pulse and Blow damage. Base 2.5  sec
Snake acid breathing
Natural Acid breath used by snake Base 2 sec
Snow
Natural Conjure the very elemental essence of cold. Then throw it at someone you don’t like. Deals 3-7 Cold Damage to the target on impact. Base 2 sec
Soothing Tides
Natural The caster sends forth a wave of crystal clear, enchanted water in a straight line, to douse all allied targets in its way. All allied targets touched by the wave are healed for a moderate amount. In addition, Burning, Freezing and Poisoned
effects are removed from them as well.
Base 3 sec
Suicidal breath
Natural Suicidal breath Base 5.2 sec
Verdant Growth
Natural This spell summons a group of verdant roots around the target, imbuing them in the natural healing properties energies of Tilindia. The target regains Health each turn over multiple turns. Health regained each turn is
increased between turns.
Base 2.5 sec
Wildfire
Natural This spell summons an incendiary boulder at the target area that bursts into flame on impact, covering an area in a wildfire. The fire spreads over several turns to cover a wide area in flames. Targets caught in the initial explosion are
dealt Heat damage instantly. Targets caught in the spreading fire gain Burning and Toasting.
Elevate 4 sec
Blood Cloud

Unnatural

Necromancer boss' big spellcast. Base 2.85 sec
Chattering

Unnatural

It can be hard to stay on target when all the warmth seems to leave the world. This spell causes intense shivering that disrupts physical activities. The target's Aim and Accuracy is decreased by 20% for 5 turns. Base 2sec
Coat of Darkness
 Unnatural The caster is enveloped in a coat of thick, churning fog to gain defense from close ranged attacks. Attacks made against the target gain extra chance to Miss, while hostile targets in close proximity may gain Panicking each turn. Elevated 2sec
Crimson Plague
Unnatural The caster lets loose a horrible disease on the target. The disease opens festering wounds on the affected target's body that bleed intensely. Each turn, the disease spreads forth to up to two unaffected targets in a short range. Base 2.5sec
Crippling Ray
Unnatural sing this spell, the caster can aim a beam of concentrated unnatural energy at the target, damaging and disabling them. The spell's target is dealt Stabbing damage, as well as gaining Weakened and Slowed. Base 2.5sec
Crypt Opening: Ghoul
Unnatural A whisper goes out to the souls of the dead… and ghouls answer.Base Elevated 3sec
Crypt Opening: Wight
Unnatural This spell animates an arcane wight to aid the caster in combat with spells from afar. Additional wights are summoned at higher character levels. Elevated 3sec
Crypt Opening: Skeleton
Unnatural A whisper goes out to the souls of the dead… and skeletons answer. This spell animates a skeleton equipped with a sword to aid the caster in combat. Additional skeletons are summoned at higher character levels. Elevated 2.5sec
Crypt Opening: Skeleton Archer
Unnatural This spell animates a skeleton equipped with a bow to aid the caster in combat from afar. Additional skeletons are summoned at higher character levels. Base 3sec
Crypt Opening: Skeleton Halberdier
Unnatural This spell animates a skeleton equipped with a halberd to aid the caster in combat. Additional skeletons are summoned at higher character levels. Base 3sec
Fever
Unnatural This spell sends a spell induced fever to attack its target, causing a sense of intense heat engulfing its body. Inflicts Weakness, Throbbing and Toasting on the target. Base 1.5sec
Ilzrot's Dance
Unnatural ?? Base 2.5sec
Handful of Sparks
Unnatural The caster of this spell calls down a handful of small, glowing gems from the sky that can be used as throwing weapons. The gems themselves explode upon impact with the target, dealing Pulse and Blow and Heat damage to the target.
The conjured gems take over the active weapon slot of the caster, and stay active until all charges are expended or until the caster takes rest. The remaining inventory slot can still be used if the caster desires.
Elevated 2sec
Drain Life
Unnatural This spell can be used to leech the life force of a target creature in range, damaging them and restoring Health to the caster. Base 3sec
Life Funnel
Unnatural The caster of this spell expends some of their own Health to heal another target in range for the same amount. Base 3sec
Melt Away
Unnatural This spell envelops its target in a cloud of corrosive fumes. The target gains Dissolving and Weakened. Base 2sec
Neversleep
Unnatural This spell causes a heightened sense of alertness in its target, waking them up from sleep. The induced stress that borders anxiety will also keep the target awake for a while. Removes Sleep from, and grants Alert to the affected target. Elevated 1.5sec
Pool of Blood
Unnatural The caster of this spell summons a wide pool of coagulating blood at the target area, hindering the movement of all creatures inside. Targets in the area of effect gain Slowed. Base 2sec
Rubber Bones
Unnatural Causes a foe’s limbs to bend in all the wrong ways, and reduces their combat ability as a result. Base 2.5sec
Vigilance

 Special Ability

The user of this ability enters a vigilant posture, enhancing their defensive capabilities. The user is granted Anticipation, Firm Stand, and Steadiness. Base 3sec
Slayer's Intent

Special Ability

This ability fills the user with a rush of adrenaline, enhancing their physical capabilities and senses for a short while. The user is granted Quickness, Luck and Steadiness. Base 3sec
Challenging Howl
Special Ability This ability draws the attention of target creature over to the user with a horrible shout. That creature will focus the user with its attacks for two rounds. Base 3sec
Dirty Blow
Special Ability This ability makes the user prepare a dirty attack against the target, aiming disrupt their ability to fight. The user's next attack inflicts Silence, and has a 50% increased Status Effect chance. It can be used while using Hide and Sneak, and when used as such, inflicts Stun instead of Silence. Base 0sec
For the Eyes
Special Ability The user of this ability attempts a ranged attack aimed the target's eyes. The user's next ranged attack has a 30% increased Critical Strike Chance, and inflicts a status effect on its target, depending on where the attack comes from. The status effect is Blinded for an attack coming from the front, and Concussion from an attack coming from behind. Base 0sec
Malicious Strike
Special Ability This ability makes the user prepare a particularly potent attack against the target, aiming for their vitals. The user's next attack deals increased damage, and has a 30% increased critical strike chance. It can be used while using Hide and Sneak, and
receives the damage bonuses of a backstab attack.
Base 0sec
Prolonged Berserk
Special Ability This ability sends its target into a prolonged state of frenzy. Warriors who rely on primal might train rigorously to become able to summon their inner range at will. Grants Enrage and Indomitability to the target for several turns. Base 3sec
Shattering Shot
Special Ability The user of this ability attempts a ranged attack to disrupt the target's defenses. The user's next ranged attack inflicts Brittle, Exposed and Softened on the target. Base 0sec
Waylay
Special Ability The user of this ability attempts a disabling attack against a target, that aims to prevent their movement. The user's next attack inflicts a status effect on its target, depending on the weapon's main damage component. The status effect is Slow for Slash damage, Immobilize for Piercing damage and Knockdown for Pulse and Blow damage. Base 0sec
Armor of Alnarius

Spiritual

Alnarius will protect his children in their hour of need, dressing the caster in brilliant armor made of light. This armor requires no proficiency and does not interfere with spellcasting. Increases the caster's resistance to Slashing, Stabbing
and Pulse and Blow damage by 30% for 48 turns.
Elevated 4sec
Astral Dance
Spiritual By shifting partially into the astral plane, the spell's target becomes more likely to evade enemy attacks. In turn however, their ethereal forms may have a hard time carrying out physical attacks themselves. The target gains
Quickened, Calmed, Alert, Clarity and Weakened.
Base 1.5sec
Calm
Spiritual By channeling their own concentrated spiritual energy into the target, the caster can strengthen their mental posture and restore their spirits. Removes Panic from the affected target. Base 1.5sec
Charming Guise
Spiritual Gives a small temporary bonus to Bargain and Persuasion. Base 2.5sec
Clear Eyes
Spiritual Bonus to Resist Illusion and Manipulation Base 2.5sec
Divine Aid
Spiritual This spell conjures a great amount of divine force to heal its target from damage. Undead targets take the same amount of Heat damage as it would heal a living creature. Base 3.5sec
Enemy to Friend
Spiritual Do you even need allies when your enemies are this helpful? Turns one foe into a temporary friend. Elevated 1.5sec
Ex Machina
Spiritual This spell envelops its target with divine energy, preventing them from becoming sources of incoming attacks and harmful effects, at the cost of preventing the target from performing any such actions as well. The target can still move
for the duration, but cannot be the target or source of damaging, healing or disabling effects.
Elevated 3sec
Funnel Aura
Spiritual This spell latches onto the spiritual energies of hostile targets around the caster, and drawing their energies inwards. Grants one of the following effects to the caster for each hostile creature in range for one turn: Strength, Invigoration,
Quickness, Inspiration and Indomitability. Inflicts Slow on hostile creatures present in the area of effect.
Base 2sec
Mystic Bulwark
Spiritual This spell focuses a field of divine energy to surround its target, sheltering them from harm while the spell is active. Attacks made against the target are absorbed by the shield, until it's overpowered or the effect ends.
Grants Shield to the target.
Elevated 2.5sec
Identify
Spiritual This spell lets the user unveil the true nature of an item with unknown or magical properties. Base 2sec
Peace
Spiritual This spell takes away the will to cause harm to others from its target. The affected target is Pacified. Base 1.5sec
Reminder to Death
Spiritual ?? Elevated 2.5sec
Ride the Lightning
Spiritual Move like lightning, and leave some behind for anyone unfortunate enough to be nearby. The caster quickly jumps away to a targeted location in range, while discharging a blast of lightning in a circular area around them.

Targets caught in the discharge take Pulse and Blow and Heat damage.
Elevated 1.5sec
Serenity
Spiritual This spell can be used to restore the combatant nature of creatures to its original state. The Pacified effect is removed from the target if present, and the target also gains Alert. Base 1.5sec
Soul Twist
Spiritual This spell calls forth a malevolent spirit to haunt any hostile targets in the area. Each turn, the spirit jumps to a different target in range. Targets the spirit attaches itself to gain Panicking and Distracted. Elevated 2sec
Transcendent Meditation
Spiritual The caster conjures deep mental energy using this spell, to stay focused on their following tasks. The caster gains Anticipating and Focused. Elevated 4sec
Twisted Requiem
Spiritual Often believed to be the pinnacle of the Unnatural spell school, this spell can cheat death and return the allies of the caster in an area to life. An immense amount of life force must be sacrificed by the caster however, that can quickly
lead to their demise if the spell is not used carefully. All party members in the targeted area are revived at 75% Health and gain Strengthened and Indomitable. The caster takes damage equal to 80% of their Health as the spell takes effect. Allies are resurrected even if the caster dies in the process.
Elevated 4.5sec
Vengeful Spirit
Spiritual This spell summons a malefic spirit to torment its target. The spirit attaches itself to its prey, causing a horrific experience. It enjoys causing mayhem and havoc, and will seek out new targets to afflict. Inflicts Panic and Distraction to its target each turn, then jumps to another random target in range. Base 2sec
Wisp
Spiritual A small globe of bright light is summoned to follow the caster around, illuminating its surroundings. The friendly light shining from the globe aids any allies with aiming their attacks. Friendly creatures in the area of effect gain Steady,
while Stealthed and Invisible is removed from any hostile creatures.
Base 2.5sec
Berserk

Oriental

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
Oriental 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
Oriental 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
Oriental 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
Oriental 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
Oriental 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
Oriental 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
Oriental 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
Oriental 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
Oriental 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
Oriental ?? Elevated 2.5sec
Raging Sandstorm
Oriental 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
Oriental 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
Oriental 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
Oriental 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
Oriental 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
For the Master

Summoning

This spell encourages all creatures previously summoned by the caster to give their all to the fight. All creatures summoned by the caster gain Quickened and Enraged. Base 1.5sec
Marvelous Alembic
Summoning Craftsmanship has never been so easy! Temporarily replaces your normal tools with identical, yet mystically powerful versions of themselves. Increases proficiency with Brewing and Drying. Base 2.5sec
Summon Boar
Summoning This spell summons a boar at a desired location in range from the caster to aid in combat. At higher character levels, additional boars are summoned as well. Base 2sec
Summon Dire Wolf
Summoning This spell summons a menacing dire wolf at a desired location in range from the caster to aid in combat. Additional dire wolves are summoned at higher character levels. Base 2sec
Summon Goblin
Summoning This spell summons a vicious goblin armed with sword and shield at a desired location. It will aid the caster to aid in combat. Additional goblins are summoned at higher character levels. Base 2sec
Summon Wolf
Summoning This spell summons a wolf at a desired location in range from the caster to aid in combat. At higher character levels, additional wolves are summoned as well. Base 2sec
Summon Lurker
Summoning This spell summons a greater spider at a desired location in range from the caster to aid in combat. Additional spiders are summoned at higher character levels. Base 2sec
Summon Kobold
Summoning This spell summons a kobold warrior at a desired location in range from the caster to aid in combat. Additional kobolds are summoned at higher character levels. Base 2sec
Summon Ogre
Summoning This spell summons a lumbering ogre armed with a bladed mace at a desired location. The ogre aids the caster in combat. Additional ogres are summoned at higher character levels. Elevated 2sec
Summon Rat
Summoning This spell summons a group of rats at a desired location in range from the caster to aid in combat. Additional rats are summoned at higher levels. Base 2sec
Summon Spiders
Summoning This spell summons a group of spiders at a desired location in range from the caster to aid in combat. Additional spiders are summoned at higher character levels. Base 2sec
Summon Writher
Summoning This spell summons a white writher at a desired location in range from the caster to aid in combat. At higher character levels, additional writhers are summoned as well. Base 2.5sec
To the Rescue
Summoning In danger, a summoner can call out for help to the creatures they previously summoned. All creatures summoned by the caster gain Anticipating and Indomitable, as well as taunting any hostile creatures in range. Base 2sec



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