Witches' Spells

      All spells are taught by Granny in Bad ass or Old Auntie Ogg-san in Bes Palargic. They will only teach you a spell when they thinks you are ready to learn it. (In other words, when you get to a high enough level in Magic.spells.xx for that spell.) You can also get a list of spells from Nanny Ogg or Old Auntie Ogg-san by asking her what spells Granny teaches. When casting spells, make sure you spell the name exactly with proper capitalization. Making an alias for your spells will make it easier for you when casting spells.

      Skills with a * by them are Primaries for Witches.

      If you cast spells while moving or following/pursuing someone, it weakens them and makes them harder to cast.

      Spells are more likely to succeed and more effective if they are cast inside a magic circle. If the background enchantment level of magic gets too high in any area, it can cause the Dungeon Dimensions to open up. Then little demons leap out and break your legs.
Background
Enchantment Levels:
  

1. Residual Taste of Magic.
2. Some Magic.
3. Concentrated Amount of Magic.
4. Very Large Quantity or Magic.
5. Little sparks flash in from the Dungeon Dimensions.

      This list of spells is in alphabetical order according to the spell name. However, the spells listed below this list is in order according to Nanny Ogg. It seems that she lists them in order by how hard they are to learn and cast, which will be helpful for wet hens.

Offensive Spells:
Gammer Shorga's Helpful Undergrowth
Mother Brynda's Call of Gravity
Mother Feelbright's Busy Bees

Defensive Spells:
Banishing of Prying Eyes
Banishing of Unnatural Urges
Grammer Scorbic's Household Guard
Mama Kolydina's Instant Infestation
Wee Flaudia's Fluffy Ear Muffs

Spell Related Wossnames:
Tricks
Unlucky Charlie
Old Mother Dismass's Crystal Ball

              

Miscellaneous Spells:
Banishing of Loquacious Spirits
Biddy Amble's Bee Buzzer
Delusions of Grandeur
Goody Whemper's Apple Divination
Gammer Tumult's Amalgamator
Granny Beedle's Cooperative Credits
Granny Benedict's Bond of Loyalty
Granny Lipintense's Layer of Lard
Hag's Blessing
Jorodin's Magnificent Communicator
Mama Blackwing's Potent Preserver
Mother Harblist's Fruity Flyer
Mother Twinter's Yarrow Enchantment
Nanny Revere's Traitorous Talisman

 

Mother Twinter's Yarrow Enchantment
Description: This spell strengthens or magicalizes an object. Any item that is enchanted is more durable. If the object is a weapon, it makes it more deadly and harder to use. This works best when cast inside a magic circle. Most higher level witches can enchant to steady or intense. You need around a 300 bonus level in ma.me.ph.enchanting to enchant most heavy items to steady. Repeated castings on an object can increase the enchantment level depending on the skills of the witch. All objects have a cap where they can't be enchanted any higher*. Lighter objects have lower caps, but can reach that cap in fewer castings. Heavier objects have higher caps, but take a lot longer to enchant to that level. Items like elegant stilettos and custom daggers cap at level 3 and you need a lot higher enchanting to get them past that. They skip level 4 and go straight to level 5. Miscasts involve garlic breath, hallucinations, or nothing at all.
*Wizards have a spell that can allow them to enchant objects past their cap, but the spell uses purple mineral nuggets. They cost about $50 in a shop. But thieves will steal them and sell them for less. There are places to find purple mineral powder for free. Each level past steady or intense uses about one handful of powder.
When Learned: about 5 levels in ma.sp.misc
Items Needed: Stalk of Yarrow (consumed)
Cost: 60 gp
Skills Used:  Ma.sp.misc*
Ma.me.ph.evoking
Ma.me.ph.enchanting
Ma.me.ph.chanting*
Ma.me.ph.enchanting

Enchantment Levels:   1.    It occasionally pulses with octarine light.
2.    It emits a slight octarine glow.
3.    It softly pulses in dull octarine shades.
4.    It gives off a steady, but dull, octarine glow.
5.    It gives off a steady octarine glow.
6.    It glows an intense octarine.
7.    It emits a bright octarine colour.
8.    It brightly pulses octarine.
9.    It glows brilliant octarine shades.
10.   It radiates pure octarine brilliance.

Hag's Blessing
Description: You can oroduce a following light (fireflies) with this spell. This must be cast outside for it to work, but can then be brought inside. Miscasts involve the fireflies humming by peacefully. You can "shoo" the fireflies to get rid of them. Since they breath fire, do not attack your fireflies.
      An amethyst crystal has this spell imbued into it. Once someone wears this crystal, there is a delay before the fireflies show up. They stay around for about the same amount of time as if the witch who imbued the spell had cast the spell. The fireflies then buzz off for a while before returning again. When this spell is imbued into a magick crystal, it can then summon fireflies indoors.
When Learned: 10 levels in ma.sp.misc
Items Needed: None
Cost: 25 gp
Skills Used:  Ma.sp.misc*
Ma.me.sp.divining
Ma.me.me.charming*
Ma.me.sp.summoning

Grammer Scorbic's Household Guard
Description: With this spell, you can float a utensil that can be used as a sheild. The lighter the item, the easier it is to float, but they block more blows, but can get knocked out of orbit easier. Heavier objects are harder to float and they don't block as many blows as lighter objects at lower levels in magic.spells.defensive, but they stay floating longer when hit. The more you advance magic.spells.defensive, the more it will block and the longer it will stay floating when hit. Fighting.special.tactics also helps your floater to swoop more and block more hits. You need more magic.method.physical.binding to float heavier utensils.
      If you type "shields", you can check the condition and enchantment of your floating utensil without having to cast Mother Brynda's Call of Gravity on it. You can type "locate utensil" to see if something in your inventory can be floated. Your floating utensil is more likely to get knocked out of bounds by someone using a blunt weapon then if they are unarmed.
      Dodge and parry used to be tested while using a floating utensil, but it doesn't seem like they are tested at all when you have a floating utensil. Having a floater will also really eat up tactics. You'll attack less while trying to make your shield swoop around you, as apposed to dodge or parry. A miscast has many effects including garlic breath, hallucinations, or the utensil falling to the ground.
When Learned: 15 levels in ma.sp.defensive
Items Needed: One Household Item (sharp butterknife, small knife, rolling pin, frying pan, flatiron, cleaver, wok, chopsticks, rice cooker, washboard, broomstick and a few other utensils from CWC) (not consumed)
Cost: 50 gp
Skills Used:  Ma.sp.defensive*
Ma.me.ph.evoking
Ma.me.me.channeling*
Ma.me.ph.binding

Mother Brynda's Call of Gravity
Description: This spell pulls down floating objects. It's cast on the person, not the objects. The floating objects are not automatically put into your inventory, they always fall to the ground (knocked or pulled down). A miscast will leave the objects floating. When ever this spell is cast (successfully or not) you will drop the withe. This spell can be cast on NPCs if they have something floating around them (i.e. a wizard with a floating shield). It can be cast on other players if both you and the other player are PKs.
      This spell will also pull down a target that is floating.
When Learned: 15 levels in ma.sp.offensive
Items Needed: Willow Withe (not consumed)
Cost: 50 gp
Skills Used:  Ma.sp.offensive*
Ma.me.ph.evoking
Ma.me.me.channeling*
Ma.me.ph.binding

Granny Lipintense's Layer of Lard
Description: With this spell, you can protect yourself or others from moisture of rain, sleet, hail, snow, and snowball fights. It doesn't protect from swimming or bathing. A miscast can leave you or your target completely drenched. This spell can be imbued into a magick crystal, turning it to an aquamarine color. When someone wears this crystal, it can prevent the wearer from catching colds and maybe other things caused by being wet. In a crystal, this spell will help the wearer float in water. Witches float, so they don't need to worry about wearing a crystal.
When Learned: 20 levels in ma.sp.misc
Items Needed: Eel Skin (not consumed) & Duck's Feather (consumed)
Cost: 30 gp
Skills Used:  Ma.sp.misc*
Ma.me.ph.dancing*
Ma.me.me.charming*
Ma.me.me.channeling*

Mama Blackwing's Potent Preserver
Description: This spell preserves food by drying it. Corpse items can't be dried. Be careful with this spell; the candles don't last very long. It's best to make an alias that will light and extinguish the candle before and after the spell, to make your candle last longer. A miscast will turn you into a frog, or at least you will act like one. Also, miscasts will dry out your frog. If it get's too dry, it will bugger off and you'll have to go get a new one.
When Learned: 20 levels in ma.sp.misc
Items Needed: Food to Dry (not consumed), Speckled Frog (not consumed), & Lit Candle (eventually consumed).
Cost: 75 gp
Skills Used:  Ma.sp.misc*
Ma.me.el.fire
Ma.me.ph.chanting*
Ma.me.me.channeling*
Ma.me.el.water

Wee Flaudia's Fluffy Ear Muffs
Description: This spell prevents you (or someone else) from dancing during the hedgehog song, will help protect against a Wizard's EHA spell and will help protect from a Warrior's warcry. This can be cast on multiple targets are once. I have never seen a failed cast for this spell. This spell can be imbued into a magick crystal, turning the crystal to an emerald color, and can protect the wearer from loud noises, just like the spell. This spell and crystal shows up in your "shields" when you are using it.
When Learned: 20 levels in ma.sp.defensive
Items Needed: None
Cost: 20 gp per person
Skills Used:  Ma.sp.defensive*
Ma.me.ph.chanting*
Ma.me.me.channeling*
Ma.me.el.air

Goody Whemper's Apple Divination
Description: This spell names the owner of a quest item or a bonded item. Fresh apples work better than dried apples. If you use a dried apple for this spell, then it will spell out an anagram of the owner's name. If you use Grammer Smith apples for this spell, it gives the deluded name of the item if the person trying to turn it has forgotten the name.
When Learned: 25 levels in ma.sp.misc
Items Needed: Quest item or bonded item, Knife, & Unpealed apple (None of which is consumed, the apple can only be pealed once per cast.)
Cost: 40 gp
Skills Used:  Ma.sp.misc*
Ma.me.me.channeling*
Possibly no spell check?
Possibly no spell check?
Ma.me.sp.divining

Banishing of Unnatural Urges
Description: When this spell is cast on someone, it makes it harder for someone to use the tempt command on them. When this spell is imbued into a magick crystal, it turns to crystal a ruby crystal, and will help to prevent the wearer from being tempted. A crystal with this spell imbued into it will effect the wearer until it break or until they remove it. This spell and crystal show up in "shields" when you are using it.
When Learned: 25 levels in ma.sp.defensive
Items Needed: None
Cost: 25 gp
Skills Used:  Ma.sp.defensive*
Ma.me.sp.conjuring
Ma.me.el.fire
Ma.me.sp.banishing

Banishing of Prying Eyes
Description: This spell helps to prevent someone from scrying the person it is cast on. The duration of this spell is relatively short and the spell seems a bit limited. If it's cast while someone is scrying you, it stops them from scrying you if your skills are good enough. You can imbue this spell into a magic crystal, turning the crystal into a jet color. The crystal then protects the wearer from scrying. This crystal will last for as long as the person wears the crystal or until it breaks. If you cast this spell or wear a crystal with this spell in it, it shows up when you look at someone.
When Learned: 25 levels in ma.sp.defensive
Items Needed: None
Cost: 25 gp
Skills Used:  Ma.sp.defensive*
Ma.me.el.air
Ma.me.sp.banishing
Ma.me.sp.abjuring

Banishing of Loquacious Spirits
Description: This spell makes a talker into an ordinary object. If you miscast this spell, it could make another item in your inventory into a talker. It's best to put all of your items in containers or in a vault incase you fail.
When Learned: 25 levels in ma.sp.misc
Items Needed: Talker (Not consumed)
Cost: 20 gp
Skills Used:  Ma.sp.misc*
Ma.me.ph.scrying
Ma.me.sp.abjuring
Ma.me.sp.banishing

Granny Beedle's Cooperative Credits
Description: With this spell you can learn more information about a Trick. It is cast on a large stone that contains the Trick. You can learn about who wrote the Trick, how old it is, how many times it has been cast sucessfully, the number of stones in the game that contain the trick, and more. At lower skills, you may only get one piece of information. Just recast the spell a few times to learn more about the Trick.
When Learned: 120 levels in ma.sp.misc
Items Needed: Large stone with Trick set into it.
Cost: 20 gp
Skills Used:  Ma.sp.misc*
Ma.it.talisman*
Ma.me.ph.chanting*
Ma.me.ph.scrying
Ma.me.sp.divining

Mama Kolydina's Instant Infestation
Description: This spell summons a swarm of insects to protect you. It absorbs most physical and fire damage, depending on the skills of the caster. The insects may also retailiate against whoever is beating on them, more so at higher levels. Flying will weaken the shield. It will stack with all other shields, except it will weaken a TPA. The insects don't like water. It will stack with itself for a stronger shield if you are able to summon the same type of insect again. With low skills, the spell will backfire and the insects will attack the witch.
      This spell can be imbued in a crystal, turning it amber. However, the insects that are summoned come and go as they please. The swarms are also a lot weaker, with some of the weakest insects.
When Learned: 75 levels in ma.sp.def
Items Needed: a lump or cube of sugar (consumed)
Cost: 70 gp
Skills Used:  Ma.sp.def*
Ma.me.sp.summoning
Ma.me.me.charming*
Ma.me.ph.chanting*
Ma.me.ph.binding
Ma.me.me.cursing*

Granny Benedict's Bond of Loyalty
Description: Once a magical talisman is bonded to someone with this spell, only that person can hold or use that item. Bonded floatable items cannot be floated by other people. However, worn items can still be worn by other people even though they are bonded. This spell is needed for making tricks (bonding a large round hag stone). You can also bond a whistle to your fruitbat so that when you blow the whistle, you can call your fruitbat back if it's buggered off. This will only work if your bat is near enough to hear the whistle. Bonding a broomstick to yourself, and advancing other.direction quite a bit will add an extra places on your broomstick to record more location. You can bond natural talismans found in the game and talismans made with Delusions of Grandeur.
      If cast for yourself, the syntax is: cast Granny Benedict's Bond of Loyalty with <object>. This spell can be cast for other people to bond items to them (syntax: cast Granny Benedict's Bond of Loyalty with <object> for <living>).
When Learned: level 80 in ma.sp.misc
Items Needed: Magical Talisman to be Bonded (Not Consumed)
Cost: 80 gp
Skills Used:  Ma.sp.misc*
Ma.it.talisman*
Ma.me.sp.summoning
Ma.me.me.charming*
Ma.me.ph.binding

Gammer Tumult's Amalgamator
Description: Using this spell, you can merge club badges together into one badge. The more badges you try to merge, the hard the spell is to cast. Your magic.methods.physical.binding determinds how many badges you can merge together. It's easier to merge a single club badge to a multi-club badge, than to merge several single club badges. A failed cast will destroy the badges and turn into a badger.
When Learned: level 100 in ma.sp.misc
Items Needed: Club Badges (not consumed)
Cost: 25 gp
Skills Used:  Ma.sp.misc*
Ma.me.ph.evoking
Cr.ma.weaving
Ma.me.ph.binding

Gammer Shorga's Helpful Undergrowth
Description: This spell snares someone in vines and prevents them from running away when you attack them. This spell also drains fighting gp and other gp from your target if they try to leave the room. If this spell fails, your smelly seed will glare at you and disappear. This spell can last a very long time if cast successfully. If you try cutting someone from vines, you need a high bonus in a weapon skill that uses sharp and axes work better than other sharp weapons. The vines can also take your weapon from you while you are trying to cut through them, but they will eventually drop it. The vines may also spray a venom that causes the person trying to cut though the vines to go blind for a while. Higher magic.methods.mental.animating will increase the number of vines per cast.
      If your target is floating above the ground, you won't be able to vine them. However,
Mother Brynda's Call of Gravity will pull them down if you succeed.
When Learned: level 100 in ma.sp.offensive
Items Needed: Smelly Seed (Consumed) (Ivy Seed & Enchanted Goat Pellet)
Cost: 70 gp
Skills Used:  Ma.sp.offensive*
Ma.me.me.animating
Ma.me.me.cursing*

Nanny Revere's Traitorous Talisman
Description: With this spell, you can break the bond between a magical talisman and its owner. This spell can only be cast on yourself, unless both you and the other player are playerkillers.
When Learned: level 110 in ma.sp.misc
Items Needed: Magical Talisman that has been Bonded (Not Consumed)
Cost: 80 gp
Skills Used:  Ma.sp.misc*
Ma.it.talisman*
Ma.me.sp.divining
Ma.me.ph.chanting*
Ma.me.me.charming*

Mother Harblist's Fruity Flyer
Description: This spell cummons a fruitbat to carry your items. Creator will not replace items lost by your fruitbat, so don't give your fruitbat any valuable items. If you fail this spell, you can be covered in apple sauce. You can find more information on fruitbats in the
Fruitbat Guide.
When Learned: level 120 in ma.sp.misc
Items Needed: Apple (Consumed)
Cost: 200 gp
Skills Used:  Ma.sp.misc*
Ma.me.sp.summoning
Ma.me.ph.chanting*
Ma.me.me.charming*
Ma.me.ph.dancing*

Mother Feelbright's Busy Bees
Description: With this spell, you summon bees to attack someone. You can summon more bees per round if that person is dry (the honey slides of someone that is wet), so take a towel along with you. The more honey you use, the more bees that will be summoned per round, so the spell will last longer, but it's harder to hit someone and cast the spell with more honey. Also, make sure you cast the vines spell on the victim before you cast this spell. If you don't, the victim will run off swatting at the bees and you may never find them again. Whether or not you hit the victim with the honey depends on your fighting.range.throwing bonus and the victim's figthing.defence.dodge bonus, fighting.defence.parry bonus, or thier fighting.defence.blocking bonus. If your bonus isn't high enough, your victim will either dodge the honey or smash it aside, blocking it. A miscast will make you wipe the honey from your hand.
      Throwing doesn't tm well, but there are serveral way to practice throwing without have to always cast bees and try to tm that way. You can throw throwing knives at victims or have snowball fights with people. You can also play a game of darts with a friend. There are three dart boards in the game, I think. One is located in the Thieves' Guild in AM, but you can get heavied if you try to get in there and aren't a thief. There is also one in the Troll's Head Pub in the outer Shades, but you need to know the password (it has been changed recently). The final place to play darts is bar in KLK off of Rimwards Road and it probably the best place to play. You can also buy mud from the vendor in the Covered Market in northwest Bes Pelargic and throw that at people for tms.
When Learned: 140 levels in ma.sp.offensive
Items Needed: Honey (Consumed)
Cost: 75 gp
Skills Used:  Ma.sp.offensive*
Cr.po.fo.shaping
Ma.me.sp.summoning
Ma.me.me.charming*
Ma.me.el.air
Fi.co.ra.thrown

Delusions of Grandeur
Description: Since an item needs to be a magical talisman so that it can be bonded to people, this spell can can help an item become a talisman. Once this spell has been successfully cast on an object, it doesn't automatically become a talisman. A line in the item's description will show an octarine shadow. As an items moves toward becoming a talisman, the shadow will deepen. It doesn't show every single time it deepens, otherwise you would have tons of spam. However, it does show everytime the shadow fades, which isn't very often.
      To help it on the path to talisman-ness, it needs to be shown off to people and refered to by it's 'dubbed' name. You can 'dub <object> "<Proper Name>"' to help it become a talisman and it will have a new name. After becoming a talisman, it will have this new dubbed name, but can still be referred to by original name. Or 'dub <object> my <adjective> <object>' and the item will keep it's original name. Recasting the spell will also help it become a talisman. By handling the item, like looking at it, holding it, unholding it, weighing it, putting it in containers, getting it out from containers, saying it's name, and showing it to other people, you can help it become a talisman. As long as you use it's new dubbed name, it will help it become a talisman. It takes a certain amount of time (depending on the amount of time spent on the object) before an item can turn into a talisman. If the object's new name isn't used, the spell will wear off before becoming a talisman. If the object is not in someones active inventory (not in a container, vault, etc.), the shadow will not fade or deepen. Dubbing can be done by anyone, not just the witch that cast the spell. Also, if your skills are low and the items dubbed name is too long (probably over 20 characters long), the spell will wear off.
      Miscasts involve nothing at all, hallucinations, and garlic breath. The bonuses required to cast this spell are quite high and the skills are non-primaries, so it's a hard spell to cast.
When Learned: 150 levels in ma.sp.misc
Items Needed: An item to turn into a Magical Talisman (Not Consumed)
Cost: 100 gp
Skills Used:  Ma.sp.misc*
Ma.me.sp.divining
Ma.me.me.convoking
Ma.me.ph.enchanting
Talisman Levels:
1.  It has a faint octarine shadow about it that disappears if you look at it squarely.
2.  It has a faint octarine shadow about it.
3.  It has an octarine shadow about it that flickers occasionally out of the corner of your eye.
4.  It has a flickering octarine shadow about it.
5.  It has a flickering octarine haze about it.
6.  It has the hazy octarine sparkle of a magical talisman.

Biddy Amble's Bee Buzzer
Description: This spell can make the bees in a hive more active and productive to produce more honey for you to use.
When Learned: 160 levels in ma.sp.misc
Items Needed: None
Cost: 200 gp
Skills Used:  Ma.sp.misc*
Ma.me.me.charming*
Ma.me.ph.dancing*
Ma.me.ph.chanting*
Cr.hus.pl.herbal

Jorodin's Magnificent Communicator
Description: With this spell, you can make an ordinary object into a talker. This spell is not taught by Granny, but you can buy an imbued hag stone from Jorodin a few south south and one west from outside the Mended Drum. They cost $15. If you try to educe the spell from the stone when you have a lot of spells already memorized, the stone will explode and release the spell into the room.
Items Needed: Item to be talkerized (Not Consumed)
Cost: 100 gp
Skills Used:  Ma.sp.misc*
Ma.it.talisman*
Ma.me.me.channeling*
Ma.me.ph.binding
Ma.me.ph.evoking

Tricks
Description: Tricks let you write your own spells. For more info on Tricks, go here:
A Guild to Making Tricks.
Items Needed: Hag Stone (Large Round Stone), Imagination, and anything else you want to use in your trick.
Skills Needed:  ma.me.me.convoking
ma.me.el.earth
ma.me.ph.binding
Skills used to cast Granny Benedict's Bond of Loyalty
Skills in the Trick

Unlucky Charlie
Description: Unlucky Charlie is a life-like scarecrow that you can practice spells on. If your spell needs to be cast on a living target, you need to "remove" him from the pole he's usually on. If your spell is cast on an object, leave him on the pole. By "squint"ing at him, you can see what your spell looked like from the target's perspective. For more information, type "help here" in Charlie's room.
Items Needed: A spell to cast and it's components
Cost: Cost of the spell
Location: A field with crop circles in southern Lancre Town.

Old Mother Dismass's Crystal Ball
Description: Old Mother Dismass's Crystal Ball is a crystal ball that lets you "gaze" into it and see what the last spell cast looks like from the third person's perspective. For more information, type "help here" in the crystal ball's room.
Items Needed: A spell to cast and it's components
Cost: Cost of the spell
Location: A field with crop circles in southern Lancre Town.