First, here's the rune chart.
The Ancients' power is that of a rock-paper-scissors relationship. Chattur'gha-god of strength and flesh whose rune is red-wins over Xel'lotath-goddess of the mind and madness whose rune green. Xel'lotath wins over Ulyoath-god of Magick whose rune is blue. Ulyoath wins over Chattur'gha. Mantorok-the corpse god of decay and chaotic order whose rune is violet-has power over all the other Ancients.
Magormor-Narokath-chosen alignment; the 3 point Enchant Item spell. With any chosen alignment, that spell can be used to fix broken items. The other use for this spell is to coat a weapon (any weapon) with the whatever chosen alignment is required to defeat the different monsters of Xel'lotath, Ulyoath, and Chattur'gha.
The 5 point version of this spell goes: Redgormor-Narokath-Pargon-chosen alignment-Pargon
7 point version (but to use this one is overkill); Redgormor-Narokath-Pargon-Pargon-Pargon-chosen alignment-Pargon
Dispel Magick ---> Redgormor-Nethlek-chosen alignment
This spell is used for bringing down damage fields; around certain areas or around Xel'lotath's lesser guardians for example.
5 point version; Redgormor-Nethlek-Pargon-chosen alignment-Pargon
7 poin version; Redgormor-Nethlek-Pargon-Pargon-Pargon-chosen alignment-Pargon
Summon Trapper Spell ---> Tier-Aretak-chosen alignment
Only the three point spell can work on summoning the trappers. The trappers are creatures that sort of look like scorpions, but are blind and have very acute hearing. They die if they catch you nearby and send you into a seperate dimension. In the Trapper Dimension, SPELLS CANNOT WORK. Keep that in mind. I don't know why the spells don't work there in the game. They just don't. And I'm trying to keep these spells as canon as possible.
Anyway, when a trapper is summoned, the character's consciousness is transferred to it, and you can manipulate it to send inanimate objects to the Trapper Dimension that are blocking your way. Neat, huh? Just be careful not to stay in Trapper form for too long, because little by little, your sanity drains away.
Summon Zombie Spell ---> Tier-Aretak-Pargon-chosen alignment-Pargon
Only the five point system can have this spell work. You can manipulate the zombie for various purposes. Like...if there's a pressure point trap, you can send the zombie there to do the work for you, so you won't get killed. The zombie can be used for fighting purposes too. If a character's too injured, the Summon Zombie spell can be of use. Those are just a few examples. Depending on how mentally strong a character is, the longer you could have control over the creature. If your character doesn't have all that gut and willpower to manipulate a zombie creature (the same for a Horror and a Trapper, in which I'll list in a bit), then it's wise not to do so for too long. Otherwise, your character will go mad. It's pretty much common sense if you think about it.
Summon Horror Spell ---> Tier-Aretak-Pargon-Pargon-Pargon-chosen alignment
Only the seven point system works for summoning a Horror. A Horror is a giant creature with three small mouths, no eyes, muscular arms (with long clawed four fingers on each one) and legs. They have the ability to zap and drain another's certain power. If a Horror of Xel'lotath zaps your character for example, the character may tend to lose just a bit of sanity. Horrors are very vicious and violent monsters.
Summoning a Horror can be used especially to fight another Horror. Remember the rock-paper-scissors relationship between the alignments (Red beats Green, Green beats Blue, Blue beats Red). It's easier to summon a Xel'lotath Horror to beat an Ulyoath Horror for example.
If you wish to use the Horror for fighting others (or scaring them shitless), then that works too.
Recover Spell ---> Santak-Narokath-chosen alignment
Depending on the different alignments, the three point system restores a bit of life, magick/spirit, or sanity back. This is a very useful spell. The five and seven point systems restore more of whatever is lost (remember, the more Pargon rune symbols there are in a spell, the more powerful the effect). The Chattur'gha rune restores life, the Ulyoath rune the magick and spirit, and Xel'lotath rune recovers sanity.
Reveal Invisible Spell ---> Narokath-Redgormor-domniant alignment required
This is to take down invisible, harmless barriers. The alignment choosing once again is involved with the rock-paper-scissors relationship between the Ancients' power. Depending on the point system around the rune...like if there's a five point circle around a rune symbol on a wall for example, the requirement would to match with a five point spell casting.
Magickal Attack Spell ---> Antorbok-Redgormor-chosen alignment
When the solid weapon fails to kill a very powerful foe, even when the Enchant Item doesn't work, the three point system and five point system casting for this spell is best.
With One on one against a very powerful guardian beast of Xel'lotath, it's best to use the three point system. Once again, the rock-paper-scissors relationship works best if you want to make good hits.
The five point system works best when attacking all the summoned zombies and the guardian all at once.
Lots of magick and spirit draining. If the character's unable to find something to help restore large amounts of that, then he or she will either die, or almost die. OOC convos is required as to how that worst case scenario will turn out to be.
Damage Field Spell ---> Bankorok-Redgormor-chosen alignment
I shouldn't have to mention the relationship between the Ancients again, as you may have probably figured it out. If not, I'll be happy to explain it to you via LJ or instant messenger.
What this spell does is put a protective barrier around you. Depending on which alignment you're fighting, of course you'd have to pick the alignment that could beat the enemy alignment for the most effective results. You could pick the other alignments too I believe, but as long as it doesn't match the alignment you're fighting. It just might as be a harmless hologram or somewhat if that happens.
The more power (Pargon runes, the seven point version being the strongest) that go into this spell, the stronger the protective barrier will be.
Shield Spell ---> Bankorok-Santak-chosen alignment
Protective glowing orbs surround the character once this cast. Time and time again, the stronger the spell, the stronger the shield will be. The more softly glowing orbs fly around your character, protecting him or her from harm.
The best magick shield there is would be the Chattur'gha alignment seven point Shield Spell. It comes in handy sort of when fighting one or more nasty monsters. If you get attacked, one of the flying red orbs goes away. If there's a bunch of orbs around the person or persons casting the spell, the less likely the chance to get killed right on the spot.
Magick Pool Spell ---> Tier-Redgormor-chosen alignment
This is essentially a regen spell. When cast, you'll gain back Health (Chattur'gha), Sanity (Xel'lotath), Magick (Ulyaoth), or all three (Mantorok). The higher level the
spell, the longer it will last. On a sidenote, a level 7 purple Magick Pool is undoubtedly the most useful spell in the entire game.
Bind Spell ---> Bankorok-Aretak-alignment
This spell will let you take an enemy under your control...well, you don't control them, but they ally with you, and go take out other monsters. I don't recall using this one really, but to think in common sense terms, to gain an ally monster would have the alignment match with the creature's alignment. This could come in handy for whoever gets to possess the Tome of Eternal Darkness. :D
The Ancients' power is that of a rock-paper-scissors relationship. Chattur'gha-god of strength and flesh whose rune is red-wins over Xel'lotath-goddess of the mind and madness whose rune green. Xel'lotath wins over Ulyoath-god of Magick whose rune is blue. Ulyoath wins over Chattur'gha. Mantorok-the corpse god of decay and chaotic order whose rune is violet-has power over all the other Ancients.
Magormor-Narokath-chosen alignment; the 3 point Enchant Item spell. With any chosen alignment, that spell can be used to fix broken items. The other use for this spell is to coat a weapon (any weapon) with the whatever chosen alignment is required to defeat the different monsters of Xel'lotath, Ulyoath, and Chattur'gha.
The 5 point version of this spell goes: Redgormor-Narokath-Pargon-chosen alignment-Pargon
7 point version (but to use this one is overkill); Redgormor-Narokath-Pargon-Pargon-Pargon-chosen alignment-Pargon
Dispel Magick ---> Redgormor-Nethlek-chosen alignment
This spell is used for bringing down damage fields; around certain areas or around Xel'lotath's lesser guardians for example.
5 point version; Redgormor-Nethlek-Pargon-chosen alignment-Pargon
7 poin version; Redgormor-Nethlek-Pargon-Pargon-Pargon-chosen alignment-Pargon
Summon Trapper Spell ---> Tier-Aretak-chosen alignment
Only the three point spell can work on summoning the trappers. The trappers are creatures that sort of look like scorpions, but are blind and have very acute hearing. They die if they catch you nearby and send you into a seperate dimension. In the Trapper Dimension, SPELLS CANNOT WORK. Keep that in mind. I don't know why the spells don't work there in the game. They just don't. And I'm trying to keep these spells as canon as possible.
Anyway, when a trapper is summoned, the character's consciousness is transferred to it, and you can manipulate it to send inanimate objects to the Trapper Dimension that are blocking your way. Neat, huh? Just be careful not to stay in Trapper form for too long, because little by little, your sanity drains away.
Summon Zombie Spell ---> Tier-Aretak-Pargon-chosen alignment-Pargon
Only the five point system can have this spell work. You can manipulate the zombie for various purposes. Like...if there's a pressure point trap, you can send the zombie there to do the work for you, so you won't get killed. The zombie can be used for fighting purposes too. If a character's too injured, the Summon Zombie spell can be of use. Those are just a few examples. Depending on how mentally strong a character is, the longer you could have control over the creature. If your character doesn't have all that gut and willpower to manipulate a zombie creature (the same for a Horror and a Trapper, in which I'll list in a bit), then it's wise not to do so for too long. Otherwise, your character will go mad. It's pretty much common sense if you think about it.
Summon Horror Spell ---> Tier-Aretak-Pargon-Pargon-Pargon-chosen alignment
Only the seven point system works for summoning a Horror. A Horror is a giant creature with three small mouths, no eyes, muscular arms (with long clawed four fingers on each one) and legs. They have the ability to zap and drain another's certain power. If a Horror of Xel'lotath zaps your character for example, the character may tend to lose just a bit of sanity. Horrors are very vicious and violent monsters.
Summoning a Horror can be used especially to fight another Horror. Remember the rock-paper-scissors relationship between the alignments (Red beats Green, Green beats Blue, Blue beats Red). It's easier to summon a Xel'lotath Horror to beat an Ulyoath Horror for example.
If you wish to use the Horror for fighting others (or scaring them shitless), then that works too.
Recover Spell ---> Santak-Narokath-chosen alignment
Depending on the different alignments, the three point system restores a bit of life, magick/spirit, or sanity back. This is a very useful spell. The five and seven point systems restore more of whatever is lost (remember, the more Pargon rune symbols there are in a spell, the more powerful the effect). The Chattur'gha rune restores life, the Ulyoath rune the magick and spirit, and Xel'lotath rune recovers sanity.
Reveal Invisible Spell ---> Narokath-Redgormor-domniant alignment required
This is to take down invisible, harmless barriers. The alignment choosing once again is involved with the rock-paper-scissors relationship between the Ancients' power. Depending on the point system around the rune...like if there's a five point circle around a rune symbol on a wall for example, the requirement would to match with a five point spell casting.
Magickal Attack Spell ---> Antorbok-Redgormor-chosen alignment
When the solid weapon fails to kill a very powerful foe, even when the Enchant Item doesn't work, the three point system and five point system casting for this spell is best.
With One on one against a very powerful guardian beast of Xel'lotath, it's best to use the three point system. Once again, the rock-paper-scissors relationship works best if you want to make good hits.
The five point system works best when attacking all the summoned zombies and the guardian all at once.
Lots of magick and spirit draining. If the character's unable to find something to help restore large amounts of that, then he or she will either die, or almost die. OOC convos is required as to how that worst case scenario will turn out to be.
Damage Field Spell ---> Bankorok-Redgormor-chosen alignment
I shouldn't have to mention the relationship between the Ancients again, as you may have probably figured it out. If not, I'll be happy to explain it to you via LJ or instant messenger.
What this spell does is put a protective barrier around you. Depending on which alignment you're fighting, of course you'd have to pick the alignment that could beat the enemy alignment for the most effective results. You could pick the other alignments too I believe, but as long as it doesn't match the alignment you're fighting. It just might as be a harmless hologram or somewhat if that happens.
The more power (Pargon runes, the seven point version being the strongest) that go into this spell, the stronger the protective barrier will be.
Shield Spell ---> Bankorok-Santak-chosen alignment
Protective glowing orbs surround the character once this cast. Time and time again, the stronger the spell, the stronger the shield will be. The more softly glowing orbs fly around your character, protecting him or her from harm.
The best magick shield there is would be the Chattur'gha alignment seven point Shield Spell. It comes in handy sort of when fighting one or more nasty monsters. If you get attacked, one of the flying red orbs goes away. If there's a bunch of orbs around the person or persons casting the spell, the less likely the chance to get killed right on the spot.
Magick Pool Spell ---> Tier-Redgormor-chosen alignment
This is essentially a regen spell. When cast, you'll gain back Health (Chattur'gha), Sanity (Xel'lotath), Magick (Ulyaoth), or all three (Mantorok). The higher level the
spell, the longer it will last. On a sidenote, a level 7 purple Magick Pool is undoubtedly the most useful spell in the entire game.
Bind Spell ---> Bankorok-Aretak-alignment
This spell will let you take an enemy under your control...well, you don't control them, but they ally with you, and go take out other monsters. I don't recall using this one really, but to think in common sense terms, to gain an ally monster would have the alignment match with the creature's alignment. This could come in handy for whoever gets to possess the Tome of Eternal Darkness. :D