Spell Library
Every spell in the Wishmaster grimoire, chapter by chapter. Use On this page to jump to a chapter, or press Ctrl + K and type a spell name.
How to read the cards
Type shows who the spell affects: Self (only you), Target (one avatar or object you choose) or Area (everything nearby). Controls tells you what to do after casting. Some spells have variants: different looks you choose from a menu.
Astral
Magic of the mind and spirit.
Projection
You fall into a trance and your spirit leaves your body. Your spirit can travel and talk to anyone it can see while your body stays behind. When you cast it, the HUD explains the extra options, such as changing your spirit's name. Click the button again to return to your body.
Nightmare
A psychic trap. Avatars within 10 meters of you are frozen in place for a few seconds.
Paravectus
You can walk on air, or stop yourself in the middle of a fall. Use mouselook to walk up or down at an angle.
Telepathy
Listen to a target and the people around them, from anywhere in the region. A visible effect appears around the target's head, as Second Life's rules require.
Psi-Wave
Psionic energy that moves avatars and objects. Once it is active:
- Push away: left-click once.
- Pull closer: hold Page Down (crouch) and left-click once.
- Blast forward: hold W or ↑ (walk forward) and left-click once.
Charms

Helpful and decorative magic. Several charms are also useful in a duel.
Aura
Surrounds you with a visible magical aura. Choose its look from the variants menu. You can design your own aura with the free Aura Editor, found under Dimensional → Conjure.
Bless
Cures a target of curses, hexes and other ailments. It also affects a small area around the target, so it can free a friend in a duel.
Clairvoyance
A ball of magical energy guides you toward your target. It pulses faster as you get closer.
Levitate
Lift a target and move it through the air. When you leave it alone, it floats in orbit around you.
Light
Summons a glowing crystal that lights up the area around you.
Push / Pull
Throws a target away from you, or pulls it toward you.
Shield
A barrier around you. Spells that hit it bounce off and fade away. The trade-off: no magic works inside the shield, including yours. How Shield works in a duel.
Stupefy
Stuns a target and breaks their focus. A spell they are still charging, such as Explosion, fails.
Candle
An enchanted candle that follows you and gives off a warm light.
Kiss
Blows a ball of light at your target. It bursts into a kiss.
Love
Showers your target with hearts.
Dimensional

Magic that moves you, and others, through space.
Teleport
Teleports you within the region, with a choice of effects.
- To an avatar: choose them as the target.
- Save: remember where you are standing.
- Load: return to your saved spot.
- Camera: go to where your camera is pointing.
To travel to another region, use Portal.
RLV makes teleporting faster
With RLV turned on in your viewer, Teleport moves you straight away. Without it, you click the orb that appears. See RLV in Second Life Basics.
Portal
Opens a portal that you, or a whole group, can walk through. Portal is the only spell that can take you to another region, using a saved mark. With RLV turned on, you simply step in.
Summon
Brings a target to where you are.
Group Teleport
Teleports you and your group to another place.
Invisibility
Hides your avatar from view.
Conjure
Summons items you have stored in the HUD, with a magical effect of your choice. Use Import to add your own items to the HUD. The free Aura Editor is in this list too.
Eldritch

Powerful, destructive magic. In crowded places, consider Safe Mode first.
Bombard
A barrage of fiery explosions across the target area.
Energyball
A huge blast of energy that throws everyone in the target area away.
Explosion
A giant storm of hellfire. Everything in the target area goes flying, and the ground is left with large craters.
Meteor
Brings one meteor down from the sky onto your target.
Meteor Storm
A series of meteors rains down on the target and the area around it.
Rapture
A brilliant light lifts the target high into the sky, out of sight. A Shield blocks it.
Vanquish
Blasts the target upward in a column of light.
Elementals

Elemental spells are made for dueling. When you prepare one, an aura forms at your feet in the color of its element, so a sharp-eyed opponent can see what is coming.
Many elementals are charged: click and hold the left mouse button to build them up, then let go. To cast by chat, type the element, a target and the spell, for example /9 elec torley strike.
Elements react to each other
Ice puts out fire and freezes water. Fire melts ice. Two Wind Gusts that meet go wild. See Dueling & Combat for every interaction.
Earth
Pillar
A column of earth shoots up and launches you, or your target, into the air. Good for attack or escape, and it can knock a target out of a Shield.
Spike
Earth spikes burst from the ground and throw aside anything in their path. Turn your avatar, or use mouselook, to aim.
Fire
Ball
A fireball. The longer you charge it, the bigger it gets. When it bursts, it sets fire to the objects and people it touches.
Fury
A storm of fire circles around you until you send it forward. Melts ice.
Flame
A stream of flame that sets fire to whatever it touches. Melts ice.
Wind
Ball
A dense ball of air. It throws off small gusts as it travels and bursts with a big blast when it arrives.
Gust
Gathers the air into your hands and releases it in a strong blast.
Sail
Ride a pocket of air at high speed. Mouselook gives you the best control.
Cyclone
You spin into a small tornado that knocks people and objects out of your way.
Electricity
Shock
An arc of lightning that strikes physical objects in front of you.
Strike
Calls a bolt of lightning down on your target. Deals damage in DCS and Spellfire combat systems.
Chain Lightning
An electric aura forms at your feet. Click and hold to charge it, then let go. The lightning jumps between nearby avatars and physical objects.
Ice
Spray
A stream of ice that freezes whatever it touches. It puts out fire, and it can freeze Second Life water solid.
Spear
Ice gathers around your hand, ready to throw at a target.
Walk on water
Freeze the water with Ice and you can walk across on a bridge of ice.
Water
Drown
A ball of water flies at your target and pulls them down into a pool.
Hexes

Curses that hinder a target. Bless removes any hex. The mage who cast a hex can also end it with /9 dispel.
Bind
Glowing glyphs bind the target to the ground.
Dwarf
Turns the target into a dwarf.
Gravity
Pulls the target down to the ground with a force they can't resist.
Paralyze
A beam of light that leaves the target unable to move.
Swarm
A swarm of gremlins pesters the target.
Tree Hex
A nature spirit turns the target into a tree.
Weather
Blizzard
Summons a blizzard.
Thunderstorm
Summons a thunderstorm. Its lightning strikes deal damage in DCS and Spellfire combat systems.
Jetstream
Hits the target with a powerful blast of wind.
Tornado
A tornado that wanders around and pulls up everything in its path.
Land tools
Teleport Home, Eject and Unsit are on the Utilities page. They only work on land where you have rights.