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, 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.
All Black Geyser Spells
|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|
|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|
|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.
|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|
|Natural||This spell conjures strong vines that spring forth from the ground, entvining their target. The spell inflicts Immobilize on its target.||Base||2sec|
|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|
|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.
|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.
|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.
|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|
|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|
|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|
|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|
|Natural||A large egg appears on the battlefield, followed soon by the scorpion inside.||Elevated||2.5 sec|
|Natural||This spell imbues allied creatures in the targeted area with wild natural energy. Affected targets gain Anticipating and Invigorated.||Base||3 sec|
|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.
|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|
|Natural||Acid breath used by snake||Base||2 sec|
|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|
|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.
|Natural||Suicidal breath||Base||5.2 sec|
|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.
|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.
|Necromancer boss' big spellcast.||Base||2.85 sec|
|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|
|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|
|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|
|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|
|Unnatural||A whisper goes out to the souls of the dead… and ghouls answer.Base||Elevated||3sec|
|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|
|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|
|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|
|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|
|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|
|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.
|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|
|Unnatural||The caster of this spell expends some of their own Health to heal another target in range for the same amount.||Base||3sec|
|Unnatural||This spell envelops its target in a cloud of corrosive fumes. The target gains Dissolving and Weakened.||Base||2sec|
|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|
|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|
|Unnatural||Causes a foe’s limbs to bend in all the wrong ways, and reduces their combat ability as a result.||Base||2.5sec|
|The user of this ability enters a vigilant posture, enhancing their defensive capabilities. The user is granted Anticipation, Firm Stand, and Steadiness.||Base||3sec|
|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|
|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|
|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|
|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|
|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.
|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|
|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|
|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|
|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.
|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.
|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|
|Spiritual||Gives a small temporary bonus to Bargain and Persuasion.||Base||2.5sec|
|Spiritual||Bonus to Resist Illusion and Manipulation||Base||2.5sec|
|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|
|Spiritual||Do you even need allies when your enemies are this helpful? Turns one foe into a temporary friend.||Elevated||1.5sec|
|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.
|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.
|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.
|Spiritual||This spell lets the user unveil the true nature of an item with unknown or magical properties.||Base||2sec|
|Spiritual||This spell takes away the will to cause harm to others from its target. The affected target is Pacified.||Base||1.5sec|
|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.
|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|
|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|
|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|
|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.
|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|
|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.
|This spell magically fills its target with otherworldly rage, turning them into a rampaging menace. Grants Enrage and Indomitability to the target.||Base||3sec|
|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|
|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|
|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|
|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|
|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|
|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.
|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|
|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.
|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.
|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|
|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|
|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.
|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|
|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.
|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|
|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|
|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|
|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|
|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|
|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|
|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|
|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|
|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|
|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|
|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|
|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|
|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|