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In Eternal Darkness, Magick can be performed using runes that have been inscribed in a circle. Nearly all player characters can cast magick as soon as they find the Tome of Eternal Darkness, in which the obtained Spells and Runes are inscribed. Magick is used not only in combat, but also to solve many of the puzzles throughout the game. There are also many yellow-aligned barriers marked with Runes that cannot be passed until the denoted Rune is obtained.

In order to cast a spell, the character needs a Circle of Power, an Alignment Rune, an action Rune, a target Rune, and up to six Pargon (Power) Runes. The name and thus meaning of a Rune remains unknown to the characters until its Codex is also found, although this does not prevent the Rune from being used. Similarly, a Spell's recipe and effects remain unknown until its Spell Scroll is found.

The first Circle of Power found has 3 points, and produces the lowest power spells. During Heresy! (Chapter 7), Paul Luther finds the 5-point Circle of Power by playing the Oublié Cathedral's organ to open a cabinet, and during A war to end all wars (Chapter 9), Peter Jacob finds the 7-point Circle by using a Trapper to remove a soldier blocking a door in the cathedral's basement. These circles allow two and four Pargon Runes to be added, respectively, in order to enhance the spells created with them. There also exists a 9-point Circle of Power, although it cannot actually be used during standard gameplay. It is only used by Pious Augustus to summon the Black Guardian and later to summon his Ancient back into existence, and by Edward and Alexandra Roivas to summon a destructive wave on Ehn'gha against the antagonistic Ancient's forces within the city, and to summon the antagonistic ancient's superior rival before the final battle (as well as seal it back up after Pious is defeated) via Ehn'gha's energy pylons.

Spells

Name Runes Description MP Cost
Verb Noun 3 5 7
Enchant Item Antorbok (Rune)
Antorbok
(Project)
Magormor (Rune)
Magormor
(Item)
That which is broken, shall be fixed. That which is dull, will be sharp. Thus is the nature of the Enchant Item magick.

When cast, Enchant Item will fix a broken object, or imbue a weapon with the energy of one of the Ancients. Enchanted weapons will remain imbued for two minutes, and do extra damage against enemies weak to their alignment; x1.375 at level 3, x1.5 at level 5, and x2 at level 7. If the weapon is imbued with Mantarok's energy, its attacks will instead inflict a sapping effect on enemies.
The Enchant Item Scroll is found by Anthony in the Inner Sanctum of Oublié Cathedral.

5 10 15
Recover Narokath (Rune)
Narokath
(Absorb)
Santak (Rune)
Santak
(Self)
This spell enables the transfer of magickal power from the environment to the self. Restoration of the body, spirit and mind is this spell's purpose.

When cast, Recover will replenish the user's gauges as determined by the spell's alignment. The gauges will recover 24 points at level 3, 40 at level 5, and 100 at level 7. Ulyaoth Recovers will simply recoup the Magick cost of the spell for no net gain, Xel'lotath Recovers will restore Sanity, Chattur'gha Recovers will restore Health at an increased cost, and Mantorok Recovers, the most expensive, will restore both Sanity and Health.
The Recover Scroll is found by Karim in the Lower Catacombs of the Forbidden City.

X:
C:
M:
10
30
40
20
40
50
30
50
60
Reveal Invisible Narokath (Rune)
Narokath
(Absorb)
Redgormor (Rune)
Redgormor
(Area)
With this enchantment the invisible is rendered visible. Use it wisely, for some things are invisible for a reason, and mortalkind not meant to see them.

When cast, Reveal Invisible will remove the glamour from a hidden target so that it is once again visible; these objects are usually marked with the alignment the spell must subjugate, as well as the level of spell that must be used. When aligned with Mantorok, it will instead render the character invisible to enemies for one minute.

CXU:
M:
10
20
15
30
30
40
Damage Field Bankorok (Rune)
Bankorok
(Protect)
Redgormor (Rune)
Redgormor
(Area)
This incantation exerts a force of mystical power within the confines of its runes. Nothing may enter till it is dispelled.

When cast, Damage Field will generate a magical barrier that damages enemies on contact; 50 points at level 3, 100 at level 5, and 200 at level 7. When aligned with Mantorok, the barrier will also inflict a sapping effect on enemies. It can be dispelled with Dispel Magick.

30 40 50
Dispel Magick Nethlek (Rune)
Nethlek
(Dispel)
Redgormor (Rune)
Redgormor
(Area)
For every magick there is a counter. That which is protected, is protected no more. That which is bound, is unbound. Be warned that a more powerful magick than this will endure its ravages.

When this spell is cast under an alignment, shields and barriers weak against that alignment are dispelled (e.g., Chattur'gha Dispel works only on Xel'lotath shields and barriers). Has no effect on barriers of greater strength even if they are of a weaker alignment (e.g, a 3-point Chattur'gha Dispel cannot work on a 5-point or 7-point Xel'lotath barrier). When this spell is cast under Mantorok's alignment, shields and barriers of any alignment, even Mantorok's, are dispelled.

Summon Trapper/Zombie/Horror Tier (Rune)
Tier
(Summon)
Aretak (Rune)
Aretak
(Creature)
Evoking this magick brings into existence a creature known as the 'Trapper'. Trappers possess the unique ability to transcend space and time, and to relocate objects and creatures to their own plane.

Summons a Trapper of the corresponding alignment. The only alignment that cannot cast this is Mantorok.

Shield Bankorok (Rune)
Bankorok
(Protect)
Santak (Rune)
Santak
(Self)
From all manner of magick will you be protected when encased in this geas. The alignments can help but never hinder, for within well-conjured magick comes greater protection.

Casts a shield spell, which manifests as balls of light. The color depends on the alignment, but Mantorok adds a sapping effect for each ball of light.

Summon Zombie Tier (Rune)
Tier
(Summon)
Aretak (Rune)
Aretak
(Creature)
This conjuration summons a shambling corpse from the Planes of Eternal Darkness, where the dead, and all manner of fell things, dwell. This magick should not be undertaken lightly, for its toll on the psyche of mortalkind is not pleasant. To see with the eyes of the dead is to become them...

Summons a Zombie of the corresponding alignment. The only alignment that cannot cast this is Mantorok.

Magickal Attack Antorbok (Rune)
Antorbok
(Project)
Redgormor (Rune)
Redgormor
(Area)
This incantation saturates an area with aligned magickal energy, inflicting massive damage to all enemies within its influence. This magick will affect both large and small - for even the greatest of enemies are made of many small parts.

Deals damage to enemies struck by the spell. Appears to strike one enemy, then quickly bounce to others.

Summon Horror Tier (Rune)
Tier
(Summon)
Aretak (Rune)
Aretak
(Creature)
The bestial fury of the 'Horror' is unleashed by this magick. The Horror's abilities are yours - enemies may be crushed or rent apart, wracked by magick. This spell should not be undertaken lightly, for its toll on the psyche of mortalkind is high.

Summons a Horror of the corresponding alignment. The only alignment that cannot cast this is Mantorok.

Magick Pool Tier (Rune)
Tier
(Summon)
Redgormor (Rune)
Redgormor
(Area)
This magick transfers the innate magickal energy of the environment to the self. The limitless power of the Ancients will be at your disposal for the duration of the magick. Once the magick has waned, you will be bereft of spiritual power, until it naturally seeps back into your being.

Causes the player to regenerate the associated bar. Casting with Mantorok causes regeneration of all bars. Spell level seems to effect duration, but not speed of regeneration. In the cutscene accessed after finding the third chapter of the Tome of Eternal Darkness, Pious uses a similar spell to summon a communication channel with the ancient he is aligned with.

Bind Bankorok (Rune)
Bankorok
(Protect)
Aretak (Rune)
Aretak
(Creature)
This magick enables the caster to bind a creature with magick forcing it to ally with them.

Causes an enemy of a weaker alignment to attack and be attacked by others in the area.

Runes

Name Meaning Rune Location Codex Location Used by
Chattur'gha (Rune)
Chattur'gha
Claw Depends on the alignment chosen at the begining of the game[citation needed] Depends on the alignment chosen at the beginning of the game[citation needed] All
Ulyaoth (Rune)
Ulyaoth
Veil Depends on the alignment chosen at the begining of the game[citation needed] Depends on the alignment chosen at the begining of the game[citation needed] All
Xel'lotath (Rune)
Xel'lotath
Sigil Depends on the alignment chosen at the begining of the game[citation needed] Depends on the alignment chosen at the begining of the game[citation needed] All
Mantorok (Rune)
Mantorok
Black Heart In Edwin Lindsey's chapter at the second level of the temple. Hidden behind a wall opened with a switch only accesible via a summoned Trapper In Edwin Lindsey's chapter at the second level of the temple. Located behind the wall protected by the puprle magick barrier. All except Summon Trapper/Zombie/Horror
Bankorok (Rune)
Bankorok
Protect Damage Field
Shield
Bind
Tier (Rune)
Tier
Summon Summon X
Magick Pool
Narokath (Rune)
Narokath
Absorb Recover
Reveal Invisible
Nethlek (Rune)
Nethlek
Dispel Dispel Magick
Antorbok (Rune)
Antorbok
Project Enchant Item
Magickal Attack
Magormor (Rune)
Magormor
Item Enchant Item
Redgormor (Rune)
Redgormor
Area Reveal Invisible
Damage Field
Dispel Magick
Magickal Attack
Magick Pool
Aretak (Rune)
Aretak
Creature Summon X
Bind
Santak (Rune)
Santak
Self Recover
Shield
Pargon (Rune)
Pargon
Power All except Summon Trapper
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