Here is a list of spells/abilities you can pick for your creature(s). When spells are upgraded, they generally deal more damage/have larger effect or have a longer effect time unless otherwise specified.
Normal Spells
Code:
Attack - Hits a target physically
Flame Breath - Alternative to 'Attack' (only for Dragons and Hell Hounds)
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Arrow - Hits a target with an arrow from a distance
Disruption - Launches a dark projectile to the target
Drain - Drains health points from target
Fart - Spreads out poisonous gas from the creature's that damages nearby creatures/heroes, including allies
(Bile Demons only)
Fear - Magic mimicing the Fear Trap that brings fear to all but the bravest of enemies, causing not only
hesitation and clumsiness but also a pair of yellow underwear
(Level 6 or above only)
Fireball - Fires a light damaging fiery projectile
Fire Spit - Shoots out a weaker version of the Fireball
Flight Creature - Allows an ally to fly
Flight Group - Allows the caster and two nearby allies to fly
(Level 6 or above only)
Flight Self - Allows the caster to fly
Freeze - Freezes target for a little time but doesn't do damage
Grenade - Bouncing projectile, pushback effect
Guided Bolt - Guided arrow that constantly aims a target
(Level 6 or above only)
Hailstorm - Hits all targets in the direction fired off
Heal Creature - Restores 5 to 25 percent health to an ally target. When upgraded, restores 10-40 percent health
Heal Group - Restores 5 to 20 percent health to the caster and two nearby ally targets. When upgraded, restores
5-35 percent health
(Level 6 or above only)
Heal Self - Restores 5 to 30 percent health to the caster. When upgraded, restores 15-45 percent health
Ice Shard - A slow ice based projectile attack that, although not very damaging, slows down the target slightly,
by 20% at the most
Invisibility - Turns the owner invisible for a short period of time, but becomes visible once attacking
Lightning - Electrical beam, may stun target for a short while
Meteor - Upgraded Fireball, pushback effect
Missile - Light damaging reptilian projectile
Navigating Missile - Guided reptilian projectile that constantly aims a target
(Level 6 or above only)
Poison - Poisons the target, disorientating it over time
Poison Cloud - Shoots a ball of toxic gas that spreads in the area, damaging any creatures/heroes, including allies
Protect Creature - Increases armor significantly of an ally target
Protect Group - Increases armor significantly to the caster and to two nearby ally targets for a short period of time
(Level 6 or above only)
Protect Self - Increases armor significantly to the caster for a short period of time
Rebound - Reflects incoming projectiles back at attackers
Shine - An "instant hit" attack that deals fairly light Holy damage. Especially effective against Undead
(Ghosts, Skeletons, and Vampires) but ineffective against Holy (Monk, Fairy, Priestess) enemies.
Sight (passive) - Allows the creature to see invisible things normally
Slow - Halves target speed
Speed Creature - Doubles the speed of a target
Speed Self - Doubles the speed of the owner
Teleport - Jumps to any position in a instant
Tornado - Creates a tornado that pulls all Creatures within the room towards it, catching all nearby Creatures
until it disperses. Lighter Creatures such as Flies or Beetles can be thrown out of the Tornado early
Web - Shoots out a web that traps the target on spot for a little moment
Whirlwind - Blows away all creatures, except Bile Demons and Giants
Remember that you can pick your creature's abilities that are within reason! A firefly can't learn for example how to fire a meteor and to cast World-of-Power.
If you are not sure then feel free to contact Metal Gear Rex for help.