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"Celestial Magic invokes great power through magic crystals that tap celestial energy emanating from the stars."

Celestial Magic is one of the four schools of magic in Dungeon Lords. Its abilities are similar to holy or white magic in many other fantasy games. It focuses mainly on healing and defense, though it has some offensive spells that are very effective against enemies who are classified as Undead, Shadow, or Demon.

FUNCTIONEdit

"The Star Crystals absorb the celestial energies emanating from the stars and all heavenly things. Each different Star Crystal channels a unique ordained power, determined by the nature of the celestial forces it harbors..."

Celestial Spells are stored in Star Crystals. Star Crystals work like the Spellbooks of Arcane Magic, i.e. every copy of a crystal is another use of the spell. However, there are two differences. First, the central portrait on Star Crystals loses color as its energy is used, and slowly regains it so a player can readily tell how close it is to recharging. The Channel skill increases the rate that the Star Crystal recharge. Second, Star Crystals merge, so cannot be sold off without sacrificing all copies of a spell.

Potions are not considered a form of any of the schools of magic, but many Potions do have the same effect as Celestial spells. These include: Heal, Greater Heal, Neutralize Poison, and Air. Potions work independent of the player's Celestial Magic Skill, which is both a benefit and a liability. The benefit is that a Potion will never fail from the user not having enough Celestial Magic Skill. The liability is that a Potion will never gain the bonus from the user having a high Celestial Magic Skill.

SUPPORTEdit

The Adept starting class, as well as all of its upgraded versions, has a Learning bonus for Celestial Magic. The Enchantress and War Witch class of the Sisterhood also has a learning bonus for the Celestial Magic Skill.

The Celestial Order offers the Celestial/Stargazer and Paladin/Crusader upgrade paths, and also sells Star Crystals. Some Star Crystals, and thus spells, are available to all classes, while those of the order are offered a much wider selection.

Several Heraldry items also support Celestial Magic. The Astrologer gives a ten percent bonus when casting a Celestial Spell. The Knave of Stars gives a five percent bonus when casting a Celestial Spell, and a five percent bonus to Crystal Mana recharging. The Heirophant gives a ten percent bonus to Star Crystal and Rune Stone recharging. The Healer gives a twenty percent boost to Healing spells, which of course are the school’s specialty. The Watcher gives a fifteen percent bonus to Celestial Magic, a ten percent bonus to Pro Petrify, and a bonus to Parry. The Vixen gives a ten percent bonus to all magic, in addition to all of its other effects.

The Channel Magic Skill is the direct support of both Celestial and Rune Magic, both of which involve mana. This increases the rate at which the mana of a Star Crystal or Rune Stone is recharged. The higher its level, the faster any and all celestial spells will recharge. Most of the upgrade paths for Adept have this skill, and the level three versions often have a learning bonus towards it. There are also several Diabolic Skills that support or boost Celestial Magic. The Spellfire skill, unique to the Wizard class, boosts the amount of damage inflicted by a character’s magic spells, and improves their ability to penetrate anti-magic fields and barriers. The Drainlife skill, available to the Cabalist, War Witch, and Warlock classes, grants the user the ability to absorb Life directly from enemies when they are hit by the character’s magical attacks. It is unknown if the Divine Strike would gain any bonus from these skills, as it is an indirect attacks. The Iron Will skill, available to the Kenjasai and Stargazer classes, prevents spell interruption, which can be a great boost.

SPELL LISTEdit

Level 1

Heal- Heal yourself

The player swirls his or her arms and a symbol appears on the ground, and the player is bathed in a light blue glow. This happens even if the player is running, the symbol simply moves with him or her like a shadow.

This is the basic healing spell for Dungeon Lords. It is simple to understand, easy to use, hard to interrupt, and fairly easy to improve. As a level one spell, it gains a very large bonus from higher Celestial Magic skill levels. The Crystal of Healing is sold at the Temple of Circerne in Fargrove to all classes. It is also sold at the Temple of the Empyreon in Arindale to members of the Celestial Order.

Pacify- Puts an enemy to sleep

The player dips his or her primary hand down and then raises it skyward, and a turquoise swirl appears over the target’s head.

This is an example of the manual not getting the effect right. A victim of this spell does not go to sleep; rather it walks away from the caster and does not react to the caster’s presence until the effect wears off. Naturally it is not as effective on certain enemies, especially bosses. Certain magic users will rarely drop this spell. The Crystal of Peace is sold at the Temple of Circerne in Fargrove to all classes.

Level 2

Dispel Undead- Damage an undead creature

The player dips his or her primary hand down and then raises it skyward, and a small cloud like an explosion occurs around or on the nearest undead creature.

This spell can be both extremely useful and extremely useless. Some of the undead enemies are the most annoying and powerful in the game. Its range improves with the level, and at high levels it is excellent for taking out those annoying ghosts. A player does not even really need to see, simply activate this spell. It can even work when the target is behind cover or around corners, which block direct attacks. However, this spell only works on one at a time, and many foes attack in groups. Also, this only works on undead enemies. Enemies that are considered shadow or demon are NOT affected by it, and while the spell will cast if used, the enemy will NOT take any damage and the spell charge will be wasted. For what it is worth, it also affects summoned creatures, which is handy as some enemies favor the Summon Undead Nether Spell. The Crystal of Dispel Undead is sold at the Temple of Empyreon in Arindale to members of the Celestial Order.

Divine Radiance- Temporarily reduce damage received

This spell has not been used yet. Judging by its effect, it is either a boost spell that increases the caster’s armor or a defensive shield that reduces damage.

Despite its low level, this spell has not been seen anywhere as of this writing. There are also several accounts of online players that the spell is not even really in the game. These accounts state that the only way to get this spell is to “hex edit” a save file, which is tricky, and then while the icon shows up in the player’s arsenal, it remains inert and useless. It may be just another unfinished detail in the game.

Vision- Temporarily increases your mapping ability

The player dips his or her primary hand down and then raises it skyward, and the mini-map becomes completely filled. There is no glow or other visual distinction to show the spell worked, the mini-map simply shows the entire area along with chests, enemies, and NPCs.

Comments: This spell completely fills in the mini map, showing ever chest, NPC, and enemy in the area. It is as if the player was everywhere at once, as the player can see a NPC moving around outside of his view. Naturally, it doesn’t help very much if the min-map is not active, but can be handy if looking for something in a hurry. It is important to know that when this spell wears off, then the mini-map will only show what the player has explored. It is not a permanent map, and once the spell ends, it will go back to normal. The Crystal of Vision is sold at the Temple of Empyreon in Arindale to members of the Celestial Order.

Level 3

Silence- Target enemy can't cast spells

The player dips his or her primary hand down and then raises it skyward, and a blue swirl appears over the target’s head. It is identical in shape to the Peace spell, but Peace is turquoise while Silence is blue.

This spell does as advertised. If the spell hits an enemy who can use magic, the victim will not be able to use it anymore for a short time. However, this spell has a high failure rate against magic specialists, who would be prime targets, except at higher levels. On an interesting note, with a high level of Celestial Magic Skill, this spell affected several enemies at once. It is does not appear that this spell blocks or affects spell abilities, i.e. attacks by various creatures that mimic spells used by the player. All of the enemies were in melee range, but they had the same status effect. The Crystal of Silence is sold at the Temple of Circerne in Fargrove to members of the Celestial Order.

Solar Ray- Shoots a beam of light damaging any enemies within it

The player does a double punch, and two bright yellow light beams shoot out from the player’s now glowing fists. The player can run around and move while the beams are shooting to target multiple enemies.

This spell isn’t too useful at first. Most early enemies have no weakness to this spell, and take minimal damage from it. However, at higher levels it does decent damage. Some tougher monsters do have a slight weakness to it (e.g. the Vampiress from the CE), and it also has a good range and knocks enemies away, making it somewhat useful as a delaying or resort weapon. Later in the game, monsters that DO have a weakness to this spell appear. Also, at higher levels, Celestial Magic 10, undead and shadow enemies really take damage from it. The Solar Ray Crystal is sold at both the Temple of Circerne in Fargrove and the Temple of Empyreon in Arindale to members of the Celestial Order.

Time Warp- Slows time

The player crouches down and puts his or her hands together, and then waves them in a large circle. A weird music starts playing, and now the game is using “bullet time”.

This is spell is only one step above all of the inert spells. While it does do as advertised and slow down enemies, it also slows down everything else. Therefore the player must also adjust his or her fighting style to compensate, as attacks and spells will also be slower. If the spell had slowed down enemies only, it would have been perhaps the best spell in the game. However, as it is, its use is questionable and its abilities not wanted. There are some points in the game where it could be useful, but these are rare and other spells can do the job just as well if not better. However, some players claim that it is a big help in opening chests. The Crystal of Time is sold at the Temple of Circerne in Fargrove to all classes.

Unpetrify- Removes paralyzing effects (hold, freeze, sleep, vines)

The player does something and a symbol appears on the ground, and the player is bathed in glow. This happens even if the player is running, the symbol moves with him or her like a shadow. It is identical to the Healing Spell.

This spell has one use and one use only, to free the caster.  It does not affect any status effects except those that prevent the caster from moving.  It does not matter what the source is whether it is the Vines Nether Spell, an effect of an ice Arcane Spell, or even the breath of a ghost, this spell restores the player to full motion.  The Crystal of Unpetrify is sold at the Temple of Empyreon in Arindale to members of the Celestial Order.  

Level 4

Blink- teleport to a nearby location instead of blocking

This spell has not been used yet. Judging by its effect, it replaces the block with the ability to “jump” away from an enemy’s attack or spell. What rules would govern this is unclear.

Despite its medium level, this spell has not been seen anywhere as of this writing. There are also several accounts of online players that the spell is not even really in the game. These accounts state that the only way to get this spell is to “hex edit” a save file, which is tricky, and then while the icon shows up in the player’s arsenal, it remains inert and useless. It may be just another unfinished detail in the game. However, due to the complexities of making this spell viable (e.g., moving away from an enemy towards another, getting stuck in a wall, being locked in a secret room with the trigger elsewhere, warping outside a dungeon unable to come back in, teleporting into mid-air and crashing down, warping down into the bottom of water, and more) could have some reason why the spell was never finished.

Dispel Evil- damages a group of undead, demons, or shadow creatures

The player dips his or her primary hand down and then raises it skyward, and a small cloud like an explosion occurs around or on the nearest undead, demon, or shadow creatures.

This is the upgraded version of the Dispel Undead spell, and it shows. This affects multiple creatures at once and affects more types of enemies. It is unclear if its range or damage is any greater, but with the ability to injure four foes at once, it is a little redundant. It is a little harder to power up with its higher level, but it is still more powerful and useful than its lower level sibling. There are many dungeons where players will encounter groups of undead, shadow, or demon (depending upon the dungeon), and this spell will make softening them up and thinning out crowds much easier. For those with learning bonuses to Celestial Magic, it becomes very useful in those areas as they can easily power it up. The Crystal of Dispel Evil is sold at the Temple of the Circerne to members of the Celestial Order.

Restoration- Heals you back to full health

The player does something and a symbol appears on the ground, and the player is bathed in glow. This happens even if the player is running, the symbol moves with him or her like a shadow. It is identical to the Healing Spell.

Just as the Dispel Evil is the upgraded form of the Dispel Undead, Restoration is the upgraded form of Healing. When used, it completely restores the caster to full health. It does NOT affect any status effects such as poison, paralysis, etc. at all. Since the spell does its job, i.e. completely refills the caste’s health, it is unclear how the spell could be improved via skill. How does one improve on full health? Most likely, the spell simply takes less time to cast, so is harder to interrupt. The Crystal of Restoration is sold at the Temple of the Circerne to members of the Celestial Order.

Ward Fire- Protects you from fire

The player dips his or her primary hand down and then raises it skyward, and the player is then engulfed in a yellow and orange sphere with two slowly spinning rings of runes, one near the top of the sphere and the other on the bottom.

This spell is so crucial to the game that it defies explanation. The shield that the spell creates does not boost the caster’s resistance to fire. The shield absorbs fire based attacks, whether it is a goblin warlock’s Fireball Spell, a dragon’s fire breath, or a fire trap in a chest. The sheer number of times that this spell can be used makes it as useful as the Healing spell. Since it has a medium level, it is difficult to improve without learning bonuses, but the number of times it can keep the caster out of the fire (literally) can make it a worth wile investment. The Crystal Ward of Fire is sold at the Temple of Empyreon in Arindale to all classes.

Level 5

Levitation- The caster now levitates above the ground

The player dips his or her primary hand down and then raises it skyward, and the player rises off the ground and remains floating until the effect wears off.

This spell is fairly useful for traveling fast. While floating, the player takes less damage from enemies who cannot reach him easily (e.g. snakes), and tends to float over obstacles. However, it offers no protection from ranged attacks, flying foes, or humanoid enemies who can swing at the player. The player moves a little slower, unable to run, but does not slow done as much over water. Strangely, though this spell is in the game, there was no mention of it online. It may be because it is only in the CE version of the game. The Crystal of Levitation is sold at the Temple of Empyreon in Arindale to members of the Celestial Order.

Lightning- Shoots lighting electrocuting nearby enemies

The player does a double punch, and a bolt of blue lightning shoots out from the player’s now glowing fists. The player can run around and move while the beams are shooting to target multiple enemies.

This spell is identical to the Zap Arcane Spell, except that it is one level higher and thus harder to improve. Since Celestial Magic has so few attack spells, and most of these are highly specialized, this is a welcome addition. As the player’s Celestial Magic Skill grows, the bolt will last longer, do more damage, and reach father. The Crystal of Lightning is sold at the Temple of Circerne in Fargrove to members of the Celestial Order.

Radiant Heal- Heal yourself and nearby allies

The player does something and a symbol appears on the ground, and the player is bathed in glow. This happens even if the player is running, the symbol moves with him or her like a shadow. It is identical to the Healing spell.

This spell is rather interesting. It has the same power as the Healing spell, but being level 5 makes it much harder to improve. However, the difference is that this spell heals nearby allies and possibly summons as well. If the caster is alone, the spell works like the Healing Spell, only not as powerful. If the caster is part of a party or has several minions, it is far more useful. Otherwise, it functions more like a backup for the Healing spell. The Radiant Heal Crystal is sold at the Temple of Circerne in Fargrove to members of the Celestial Order.

Resurrection- Resurrect yourself or an ally to full health without attribute loss

This spell can only be used when the caster has died. A blue ring of runes appears beneath the caster’s body and he or she is reanimated.

Normally when reviving, a character loses points from a stat and all accumulated ADV points. With this spell, only the accumulated ADV points are wasted, which at high levels can be more than frustrating. Since ADV points can be used while “dead”, it is advised to spend them before using this spell. If the player is trying to accumulate a high number of points in order to increase already high skills, it may be worth it to simply reload rather than waste the points on less important skills. The Crystal of Life cannot be bought or sold. The player only has the one that is gained through an in game event. It is a reward from Seer Augustus for saving him from a wraith that attacks him in his own sanctuary. It is not sold anywhere else, and cannot be sold from the player’s inventory in order to buy more of them.

Level 6

Prismatic Rays- Shoots multicolored rays causing various negative effects to enemies

This spell has not been used yet. Judging by its effect, it most likely acts like the Solar Ray spell. The caster would do a double punch and a rainbow beam would shoot out. The victims of this spell would most likely suffer things like poison, paralysis, fear, etc.

This spell has not been seen anywhere as of this writing. There are also several accounts of online players that the spell is not even really in the game. These accounts state that the only way to get this spell is to “hex edit” a save file, which is tricky, and then while the icon shows up in the player’s arsenal, it remains inert and useless. It may be just another unfinished detail in the game.

Breath of Air- Breathe underwater and protect yourself from choking

The player dips his or her primary hand down and then raises it skyward, and the player is then engulfed in a mostly clear bubble.

This spell is mimicked by the liquid air potion. This defensive spell has a two fold purpose. It surrounds the caster with breathable air. This allows the user to swim underwater until the spell wears out. It also adds some protection from choking and poisonous gasses, but will not save the player from actually being poisoned from gas attacks, and it does not work against direct poison attacks. While not as useful as the wards of fire or ice, it is nonetheless very useful to have at times. The Crystal of Air is sold at the Temple of Empyreon in Arindale to members of the Celestial Order.

Purify- Cures poison and other harmful effects

The player does something and a symbol appears on the ground, and the player is bathed in glow. This happens even if the player is running, the symbol moves with him or her like a shadow. It is identical to the Healing spell except that it is green.

This spell will cure almost anything ailing the caster, except for silence of course. Like the Restoration spell, this spell would be difficult to imagine being improved upon, except for its casting time. Considering the sheer number of enemies that use poison, this spell is well worth buying if one can find it. It is borderline vital in the Naga Temple, for example. The Crystal of Purify is sold at the Temple of Empyreon in Arindale to members of the Celestial Order.

Divine Strike- Increases damage done to undead, demons, and shadow creatures

The caster dips his or her weapon hand down, and then lifts it skyward as it is encased in a glow like the solar beam. A solar explosion occurs whenever the weapon makes contact with an enemy, and the victim is engulfed in energy, almost like fire.

This spell acts much like the Freezing Touch and Burning Hands Arcane spells. It powers up the caster’s primary melee weapon (not ranged weapons or secondary melee weapons). It is also not compatible with weapons that already have a magic strike ability. It is not as versatile as its Arcane counterparts, being far more specialized. The enchantment on the weapon does extra damage to undead, demon, and shadow based enemies. This makes it more ideal for some of the later dungeons and enemies. However, it is much more difficult to increase with skill. The Divine Strike Crystal is sold at the Temple of Circerne in Fargrove and the Temple of Empyreon in Arindale to members of the Celestial Order.

Level 7

Divine Cure- Heals you back to full health and removes negative effects

This spell has not been used yet.

Comments: This spell has not been encountered as of this writing.

Ward of Ice- Protects you from ice

The player dips his or her primary hand down and then raises it skyward, and the player is then engulfed in a light blue sphere with two slowly spinning rings of runes, one near the top of the sphere and the other on the bottom.

This spell is not as useful as the ward of fire. The shield that the spell creates does not boost the caster’s resistance to ice. The shield absorbs ice based attacks, whether it is a ghost’s ice breath, or an ice trap in a chest. There are not as many enemies that are ice based rather than fire based, and there are no known environments that really require it. Since it has a high level, it is difficult to improve without learning bonuses, but it is always handy to have a few on hand for the troublesome enemies who do use ice attacks. The Crystal Ward of Ice is sold at the Temple of Empyreon in Arindale to all players.

Blessed Spirit- Summons a blessed spirit that will heal you and your allies

The player dips his or her primary hand down and then raises it skyward, as a circle of runes appears on the ground. There is a glow and a creature like the Elven Banshee appears. Interestingly, the first time it was used the glow was blue like the healing spells, but the second time the glow was purple like the Nether summon spells.

This spell summons a “blessed spirit”, who is identical to the Elven Banshee found in the Trial of Elders. The blessed spirit floats above and behind the caster, and constantly heals the caster and any nearby allies of wounds they are taking. The Elven Banshee can be attacked and slain/destroyed by enemies. The spell is handy at times, as the presence of the spirit can let the player ignore healing and focusing on killing. The Star of the Blessed Spirit is sold at the Temple of Empyreon in Arindale to members of the Celestial Order.

Level 8

Regeneration- Increase the speed you recover health

This spell has not been used yet.

Comments: This spell has not been encountered as of this writing.

Ward of Petrification- Protection from immobilizing effects

The player dips his or her primary hand down and then raises it skyward, and the player is then engulfed in a lime green sphere with two slowly spinning rings of runes, one near the top of the sphere and the other on the bottom.

This spell is not as useful as the fire and ice wards. It does come in handy against certain enemies, and can be used in a pinch against ice wielding enemies in order to avoid being frozen. The Crystal Ward of Petrification is sold at the Temple of Circerne in Fargrove to members of the Celestial Order.

Level 9

Divine Intervention- Summons a battle spirit to fight with you

The player dips his or her primary hand down and then raises it skyward, as a circle of runes appears on the ground. There is a glow and a creature like the Elven Banshee appears.

This spell summons a “battle spirit”, who is identical to the Elven Banshee found in the Trial of Elders. Like the blessed spirit, the battle spirit floats above and behind the caster. Unlike the blessed spirit, the battle spirit, called the Angelic Avenger, is armed with a giant sword and a Lightning Spell ability, which allows her to shoot lightning bolts from her hands at any enemies who attack from afar.

Level 10

Divine Grace- You Temporarily become immune to all damage

This spell has not been used yet.

This spell has not been encountered as of this writing.