Dark Age of Camelot MARS SERIES (4) spells for Pilgrim, Ascetic, and Cavalier classes. Details on PP cost, range, and effects.
Pilgrim Spells:
- Douse: Costs 5 PP, has a ||| range, and summons a downpour that extinguishes fire.
- Drench: Costs 10 PP, has a ||| range, and strikes with a torrent of water.
- Deluge: Costs 20 PP, has a ||||| range, and strikes with a deadly flood.
- Prism: Costs 7 PP, has a ||| range, and strikes with ice crystals.
- Hail Prism: Costs 16 PP, has a ||||| range, and strikes with a crystal hail.
- Freeze Prism: Costs 31 PP, has a ||||| range, and strikes with chilling crystal.
- Cure Poison: Costs 2 PP, has a | range, and cleanses the body of poison.
- Restore: Costs 3 PP, has a | range, and removes sleep, stun, and delusion.
- Break: Costs 5 PP, has a |||||||| range, and eliminates an enemy's bonuses.
Wanderer Spells: The Wanderer has the same spells as the Pilgrim.
Ascetic Spells:
- Volcano: Costs 6 PP, has a | range, and strikes with volcanic might.
- Eruption: Costs 14 PP, has a ||| range, and strikes with a powerful volcanic blast.
- Pyroclasm: Costs 29 PP, has a ||||| range, and strikes with a massive blast of volcanic heat.
- Wish: Costs 9 PP, has a |||||||| range, and restores at least 80 HP to all allies.
- Wish Well: Costs 13 PP, has a |||||||| range, and restores at least 160 HP to all allies.
- Pure Wish: Costs 20 PP, has a |||||||| range, and restores at least 400 HP to all allies.
Water Monk Spells: The Water Monk has the same spells as the Ascetic.
Guru Spells: The Guru has the same spells as the Water Monk.
Cavalier Spells:
- Douse: Costs 5 PP, has a ||| range, and summons a downpour that extinguishes fire.
- Cutting Edge: Costs 5 PP, has a | range, and inflicts damage with a shock wave.
- Blast: Costs 5 PP, has a ||| range, and strikes with an explosive blast.
- Mad Blast: Costs 9 PP, has a ||| range, and strikes with a staggering explosive blast.
- Fiery Blast: Costs 19 PP, has a ||||| range, and strikes with a massive incinerating blast.
- Ply: Costs 4 PP, has a | range, and restores at least 100 HP with faith.
- Ply Well: Costs 8 PP, has a | range, and restores at least 200 HP with faith.
- Pure Ply: Costs 12 PP, has a | range, and restores at least 1000 HP with faith.
- Wish: Costs 9 PP, has a |||||||| range, and restores at least 80 HP to all allies.
- Wish Well: Costs 13 PP, has a |||||||| range, and restores at least 160 HP to all allies.
- Pure Wish: Costs 20 PP, has a |||||||| range, and restores at least 400 HP to all allies.
- Cure Poison: Costs 2 PP, has a | range, and cleanses the body of poison.
- Restore: Costs 3 PP, has a | range, and removes sleep, stun, and delusion.
- Guard: Costs 3 PP, has a | range, and boosts ally's Defense.
- Protect: Costs 5 PP, has a |||||||| range, and boosts party's Defense.
- Break: Costs 5 PP, has a |||||||| range, and eliminates an enemy's bonuses.
- Avoid: Costs 5 PP, has a | range, and encounters fewer monsters.
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