Misc Spells

Lore: 
Fills your elemental pet with mystical valor, rendering them immune to fear effects.
Level: 
59
Lore: 
Summons your pet to your current location.
Summary: 
summon pet to you
ID: 
1285
Level: 
36

This can be a very helpful spell especially in places where your pet takes strange paths or if you move a lot faster than your pet. It is also useful for moving a pet that is fixed in place. It does not work if you or your pet is in combat.

The same effect is available via the instant-cast Alternate Ability Summon Companion. There are also several items which have this effect, such as

Lore: 
Binds the soul of your target to their current location. Use of this spell is often limited to towns and cities.
Summary: 
Binds your soul
ID: 
35
Level: 
12

This is the place you return to when you die and release your soul, or when you cast the Gate spell.

Use of this spell on others is generally limited to towns and cities, and they must be in your group. (The gypsy camp in North Karana is one of the few places in the wilderness that melee-types can be bound.)

There are some places where even the caster cannot bind. This is particularly true of some of the other planes of existence.

Lore: 
Conjures a bolt of light that illuminates the surrounding area briefly.
ID: 
310
Level: 
1

Fairly useless spell, not even that good for practicing your Evocation skill because of the long recast time.

Lore: 
Provides a magical sense of direction, changing your heading to point directly North.
Summary: 
points north
ID: 
205
Level: 
1

Since we all start out with a trusty compass now, the only use you are likely to have for this spell is to practice your divination skill. Magicians don't use a lot of divination spells, so the skill tends to rise slowly unless one practices. Invisibility is a divination spell and it is a good idea to practice divination if you don't want to fizzle while casting it.

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