There is a total of 96 spells, divided into six different realms that represent the substance of the magical universe: Fire, Water, Air, Earth, Mental and Divine. Each of these realms gets its power from the "element," such as fire or water, over which it presides. Within the Water realm, for example, you will find a spell to increase a character's stamina (replenishing water to the body), and yet another which freezes water and hurls it in a gust at opponents.

From the six realms of spells, four different schools of magic were formed, each complete with its own spellbook.

Your ability to learn spell from new level depends on your Spellcasting ability level (Alchemy, Theology, Theosophy or Thaumaturgy). You may freely learn all spells from level 1 (assuming that you have proper skill). Spell from other levels must meet requirements:

Bishops will learn Wizard's spells whel advancing to even levels, and Priest's spells when advancing to odd levels.

Each spell has seven different power levels that are used when casting the spell. In general, the higher the power level, the more powerful the spell and the more skill required to cast it (Oratory). Characters with poor oratory may fail to cast a spell, or spell may backfire at the party. For damage-oriented and healing spells, the power level will affect the amount of damage or healing done. For other spells, such as Knock-Knock or Direction, the power level of the spell will increase its effectiveness or duration.

For each spell your character learns, he or she will be given a certain amount of spell points in this spells realm. Learning spells from books won't give you additional spell points.

Summoning spells allow you to summon a monster from another plane to fight for your party. Once you have summoned one group of monsters, however, you may not summon another group until the first group dies or the encounter ends.

One of the most important skills of the spell caster, Oratory is the practice of successfully reciting a spell while under the duress of combat. A character proficient in oratory should be able to zip off a deadly spell while simultaneously dodging a sword's blow.