Fable: The Lost Chapter's Spell FAQ.
Version FINAL.

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Table of Contents.
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For easier reference, each section is marked, press Ctrl+F and type in the 
number to find which section you want.

Intro. (1.0)
Spells. (2.0)
 Attack Spells (2.1)
 Suround Spells (2.2)
 Phsyical Spells (2.3)
Q&A (3.0)
Contact (4.0)
Legal stuff / Credits (5.0)
History (6.0)

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Intro. (1.0)
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Why a FAQ on the spells?
I was bored, plus there was no FAQ already present.

Spell questions come up on the boards on occasion, so this FAQ was written.

This is how the spells are laid out: 
================================================================================
  Spell Name.
  Score: x/10
Experience costs: Experience needed per level.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Note!                                                                       +
+ Certain spell costs may differ from the ones that are listed.               +
+ These spells are based on your allignment. As such, that means Exp could be +
+ added or deducted to the spells listed Exp cost. An example is Berserk.     +
+ Berserk is an evil spell, meaning if you are good, you will end up spending +
+ more Exp in order to buy it. Whereas, if you're evil, you will spend LESS   +
+ Exp in order to buy it.                                                     +
+ The spell cost listed is the costs that would be if you were completely in  +
+ the Neutral area.                                                           +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Damage: 
Damage the spell does per level.
Damage listed may NOT be the same damage you see. I base the damage by the
numbers I get when I test the spells out myself.
The creatures I tested spell damage on are as follows:
Guards, Villagers, Bandits, Minions, Earth Trolls.

Other: 
Should the spell have different side effects, such as a timer or arrows or hits
it will be listed

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Note:                                                                       +
+ Should N/A appear on any of the damages/etc, that means I was unable to get +
+ whatever it is.                                                             +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Pros: 
Pros of the spell.

Cons: 
Cons of the spell.

Notes:
Should it have any other effect that doesn't really classify under Pro/Con, it
is listed under this one.

Comment: 
My comments.

Game Description: 
Decription of the spell in game.
================================================================================


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Spells. (2.0)
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There are 3 different types of spells in the game.
Attack, Suround and Phsyical.

Attack spells deal with dealing direct damage to the enemies.
Surround spells deal with effecting the area around you.
Phsyical spells deal with spells that effect yourself.

I give all spells a rating between 1 and 10 out of 10. 
1 being the worst, 10 being the best.

================================================================================

   Magic Power
   Score: 10/10
 Experience costs:
   Level 1: 500
   Level 2: 1,200
   Level 3: 2,800
   Level 4: 6,200
   Level 5: 11,500
   Level 6: 25,000
   Level 7: 54,000
   Total: 101,200

Game Description:
The more mana you have, the more energy you have for casting spells - magic 
power defines the length of your mana energy bar.

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 Attack spells. (2.1)
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================================================================================

   Enflame.
   Score: 10/10
 Experience costs:
  Level 1: 3,500
  Level 2: 8,100
  Level 3: 22,000
  Level 4: 58,000
  Total: 91,600

 Damage:
  Level 1: 80
  Level 2: 180
  Level 3: 330
  Level 4: 500

   Pros 
Knocks target(s) down.
Excellent damage.
Excellent range.
Does not hurt Friendly targets around you.
Quick cast speed.

   Cons: 
Expensive experience costs.

  Comments 
Simply the BEST spell in the game. Hands down.

Game Description: 
Blasts the area surrounding the caster with a wave of fire.
Higher levels spread fire across a much larger area, causing much more damage.

================================================================================

   Fireball
   Score: 4/10
 Experience costs:
  Level 1: 500
  Level 2: 4,500
  Level 3: 17,800
  Level 4: 54,000
  Total: 77,300

 Damage:
  Level 1: 80 uncharged. 180 charged.
  Level 2: 80 uncharged. 180 charged.
  Level 3: 80 uncharged. 180 half charged. 230-350 fully charged.
  Level 4: N/A

   Pros
Cheap experience costs.
Good damage for low levels.
Fully charged deals area damage.

   Cons:
Later levels damage is insignificant.
Charging takes long time.
Fully charged blasts will injure nearby friendlies.

  Comments
Not a fan of this spell. The first level uncharged does great damage, but after
that, it's kind of useless because the charge is slow, and the damage isn't
that great.
Hitting someone in town with the splash damage (NOT the fireball) will not
trigger a bounty.

Game Description: 
The Mage's favorite! This creates a ball of fire in the palm of the caster's
hand which flies towards the target when released. 
Higher levels allow the caster to charge up an extremely powerful fireball that
deals explosive force on impact.

================================================================================

   Battle Charge.
   Score: 8/10
 Experience costs:
  Level 1: 750
  Level 2: 5,400
  Level 3: 17,500
  level 4: 52,000
  Total: 75,650

 Damage: 
  Level 1: 50-100
  Level 2: 128
  Level 3: 240-300
  Level 4: 290-500

   Pros 
Knocks all targets in your path down.

   Cons:
Running into a wall stuns you for 1 second.

   Comments
An excellent spell for melee combat. Allowing you to charge forward to bash your
enemy and deal damage and cover a short distance.

Game Description: 
The Battle Charge propels the caster forward at great speed, smashing into any
in his path, and blasting all nearby aside.
Higher levels are much more powerful.

================================================================================

   Multi Strike
   Score: 7/10
 Experience costs:
  Level 1: 1,200
  Level 2: 4,600
  Level 3: 15,700
  Level 4: 43,500
  Total: 65,000

 Hits: 
  Level 1: 2 swings
  Level 2: 3 swings
  Level 3: 4 swings
  Level 4: 5 swings

   Pros:
Melee strike hits multiple times.

   Cons: 
Must be recast after every hit.
Damage is reduced after the first hit.

   Comments
Another spell for the warrior. This spell is more annoying than great.
Everytime you hit a target, you must recast the spell.
But, it is still good... Combine it with Berserk for some EXCELLENT damage.

Game Description: This spell imbues the user's blade with the ability to strike
(Number) times with a single blow. Combined with other spells, this little trick
is devestating.

================================================================================

   Lightning
   Score: 7/10
 Experience costs:
  Level 1: Free. (Given to you by the Guild Master during Will Training.)
  Level 2: 5,760
  Level 3: 18,200
  Level 4: 48,000
  Total: 71,960

 Damage: 
  Level 1: 18-21. Single target only.
  Level 2: 30 First target. 15 for Second target.
  Level 3: 40 First target. 25 for additional targets.
  Level 4: 60 first target. 30 for additional targets.

 Hits: 
  Level 1: 1 Target. Every second.
  Level 2: 2 Targets. Every second.
    Hits targets in a line.
  Level 3: 3 targets. Roughly every .75th second. 
    Hits additional targets 3-4 feet around the target.
  Level 4: 4 targets. Every half second.
    Hits additional targets in about 6~ feet around the target.


   Pros
Low mana costs at all levels.
Stuns target(s).
Levels 2+ hits multiple targets.
First level is free.
Higher levels can hit targets through walls.
Locks onto targets.

   Cons:
None...?

   Notes:
Higher levels will decapitate enemies more often.

   Comments
An excellent spell at levels 3 and 4. At level 1 and 2, it sucks because they
fire VERY slow, and the damage sucks.

Game Description: 
This spell creates an arc of pure energy which leaps from the fingertips of the
caster to the target. Higher levels can strike more than one foe at a time.

================================================================================

   Divine Fury & Infernal Wrath
   Divine Fury Score: 6/10
   Infernal Wrath Score: 7/10 (Because it looks awesome)
 Experience costs:
  Level 1: 4,000
  Level 2: 9,000
  Level 3: 25,000
  Level 4: 66,000
  Total: 104,000

   Damage: 
 Level 1: 10 damage, every second.
 Level 2: 10 damage, every half second.
 Level 3: 20 damage, every half second.
 Level 4: 20 damage, every .25th of a second.
Spell lasts 30 seconds.
(NOT EXACT DAMAGE AND SPEED!)

   Pros
Hits EVERY target within (Roughly) 10 feet around you.
Paralyzes and damages most target it hits.
MASSIVE damage.

   Cons:
Long cast delay. (10 seconds)
Massive mana costs.
High experience costs.
Cannot move or defend.
Cannot cancel spell once it has been activated.
Cannot use potions while spell is active.

   Coments:
Despite the... Massive drawbacks to these spells... They are actually pretty 
good when you learn how to correctly use them and can churn out MASSIVE ammounts
of damage.
It is HIGHLY reccomended that you use Phsyical Shield with this spell.
Enemies not within the circle can still hurt you via ranged attacks.

   Game decriptions: 
Divine Fury: THis tremendously powerful spell channels the white fury of the
gods, drawing huge pillars of energy from the sky and striking all within a wide
wide radius where they stand. 
Higher levels increase the damage inflicted.

Infernal Wrath: This formidable, dark spell calls forth vortices of energy from
the nether realms. A portal opens beneath each victom, draining their life into
the underworld.
Higher levels increase the damage inflicted.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Note:                                                                        +
+ These spells are grouped together because they are the EXACT same spell.     +
+ The only difference is the visual. You do NOT need to good or evil to master +
+ either spell.                                                                +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

--------------------------------------------------------------------------------
Surround spells (2.2)
--------------------------------------------------------------------------------

===============================================================================-

   Force Push
   Score: 3/10
 Experience costs:
  Level 1: 600
  Level 2: 3,600
  Level 3: 12,600
  Level 4: 40,000
  Total: 56,800

 Damage: 
  Level 1: 1-40.
  Level 2: 1-82.
  Level 3: 1-85.
  Level 4: 3-90.

 Radius:
  Level 1: 3 feet.
  Level 2: 5 feet.
  Level 3: 10 feet.
  Level 4: 15 feet.
(These are rough estimates.)

   Pros
Can continually knock targets away.
Range increases with level.
Cheap experience costs.

   Cons:
Weak damage.
Hits friendlies near you.

   Comments:
May the force be with you! ...Sorry, couldn't help it.
Nothing more then a weak version of Enflame. The only saving grace this spell
has when compared to Enflame is the fact it can continually knock enemies away
from you, whereas Enflame only knocks them down, but not away and they must
get up again in order to be knocked down.

   Game Description:
This spell creates a powerful blast of energy which radiates out from the
caster, sending nearby enemies sprawling.
Useful when greeatly outnumbered. Higher levels of the spell create a more
damaging force.

================================================================================

   Turncoat
   Score: 1/10
 Experience costs:
  Level 1: 3,200
  Level 2: 6,500
  Level 3: 16,000
  Level 4: 45,000
  Total: 70,700
Can only be mastered by people with an Evil allignment.

   Pros 
Turns an enemy into an ally.

   Cons:
Long cast time.
If target kills something, you get no experience orbs.

   Comments:
The long cast timer makes this spells almost worthless.

Game description:
This insidious spell manipulates the enemies mind whilst the caster is close
enough, gradually turning the target into an unwitting ally.
Higher levels allow control of the victoms mind for longer.
Only the evil can master this spell.

================================================================================

   Slow Time
   Score: 10/10
 Experience costs:
  Level 1: 2,000
  Level 2: 6,500
  Level 3: 18,800
  Level 4: 47,500
  Total: 74,800

 Timer: 
  Level 1: 10 seconds.
  Level 2: 15 seconds.
  Level 3: 20 seconds.
  Level 4: 30 seconds.

   Pros
Slows time down.

   Cons:
Timer based.
Massive mana cost.

  Comments
Slows time down for the enemy, allowing you to kill them faster. 

This can be a double egded sword. If you rely on arrows, mercenaries, or any
sort of projectile spell, they will be slowed as well.
Spells such as Infernal Wrath, Enflame, Force push, etc are unaffected.

Game description:
This spell affects the very fabric of time itself: slowing down everything
around you to a crawl while leaving the user or caster immune.
Higher levels allow the caster to maintain this state for longer, and bring the
world nearly to a standstill. 

================================================================================

   Drain Life
   Score: 2/10
 Experience costs:
  Level 1: 2,800
  Level 2: 6,750
  Level 3: 16,500
  Level 4: 44,000
  Total: 70,050
Can only be mastered by people with an Evil allignment.

  Pros
Heals you.

  Cons:
Low damage inflicted.
Only heals you.

 Comments: 
A spell that heals you, and only you...
Useless! It's damage is reletivly weak, and the healing side effect is relativly
pointless, as Heal Life heals for more.

Game descriptiona:
A singularly unpleasant spell, Drain Life allows the caster to heal himself by
sapping the life force out of his enemies.
Higher levels drain more from the victom with each use.
Only the Evil can master this spell.

================================================================================

   Summon
   Score: 7/10
 Experience costs:
  Level 1: 1,800
  Level 2: 5,030
  Level 3: 14,400
  Level 4: 52,900
  Total: 74,130
Can only be mastered by people with a Good allignment.

 Recomended summons:
  Low/beginning-level: Bandit Leader.
  Mid-level: Balverine.
  High-level: Minion or White Balverine.

 Time:
  Level 1: 25 seconds.
  Level 2: 40 seconds.
  Level 3: 60 seconds.
  Level 4: 90 seconds.

  Pros 
Summons a spirit to fight beside you.
Excellent spell to increase Will experience.

  Cons:
Timer based.
If summon kills a target, the target will drop no experience orbs.

 Notes:
Bosses, Trolls, Summoners, villagers, or guards cannot be obtained as a summon.

   Comments
When first used, it seems unremarkable. A bee, big deal.
However, the key to using this spell is forcing the spell to kill something.
When your summons kills something, a check is done. If the current summon has
less life then the enemy it kills, the current summon is replaced by a new one.
Of course, the downside to this is you could get your current summon -which 
might be half decent- could be replaced with something that is crap.
(Example: A Minion could kill a Dreadwing. That's bad because the Dreadwing
attacks VERY slow.)

Game Description:
Summon wrenches a creature's soul from the netherworld to help the caster. 
If this creature kills another, it is replaced by the soul of the newly fallen
victim. Higher levels allow the caster to keep the creature summoned for longer.
Only the virtuous can master this spell.

================================================================================

--------------------------------------------------------------------------------
  Phsyical Spells. (2.3)
--------------------------------------------------------------------------------

================================================================================

   Physical Shield
   Score: 10/10
 Experience costs:
  Level 1: 900
  Level 2: 5,350
  Level 3: 17,700
  Level 4: 45,500
  Total: 69,450
Can only be mastered by people with a Good allignment.

  Pros
Uses mana for health.
You cannot be knocked down.
Slightly stuns certain things that hit you.

  Cons:
Uses mana for health.
Has a VERY, VERY, VERY annoying Buzzing sound while it is active.

  Notes:
While this spell is activated, and you get hit you will not lose your combat
meter.
Prevents Scaring that would normally occur without this spell on.
While activated, you will not regen mana through "natural" means. (Mana 
Augmentation and mana potions of course will still regen your mana, but it 
will not regen like it normally would.) (Submission by Johnny Death)

  Comments:
This spell is a MUST! It prevents your Combat meter from going down when you
get hit. As an added bonus, you cannot get any Scars with this spell on.
The only problem with this spell is that it has this OH-SO-ANNOYING Buzzing
noise that occurs ALL the while the spell is on. 

Game Description:
Surrounds the caster with a protective aura of energy that will absorb all 
damage at the expense of Mana, until the caster has no Mana remaining. 
The shield will removed if the spell is cast again. Higher levels allow for 
absorbtion of more damage. 
Only the Viruous can master this spell.

================================================================================

   Berserk
   Score: 10/10
 Experience costs:
  Level 1: 1,600
  Level 2: 6,210
  Level 3: 20,500
  Level 4: 51,000
  Total: 79,310
Can only be mastered by people with an Evil allignment.

 Timer:
  Level 1: 10 seconds
  Level 2: 25 seconds
  Level 3: N/A
  Level 4: N/A

  Pros:
Increases damage.
Increases attack speed.
When cast, it knocks away nearby enemies.

  Cons:
Lowers Attractivness.
Increases Scariness.

  Comments:
HULK SMASH!!! Literally!
This spell turns you into the Hulk, only with a red hue instead of a Green one.
The increase in Speed and Damage is VERY significant. You can attack SUPER FAST
with a two handed weapon, and EVEN faster with a 1 handed weapon!
This spell is a must if you want to use a two handed weapon. Really, it's a must
have for any character who uses melee weapons.

Game description:
This spell sends the caster into a hulking frenzy, increasing speed and strength
while conversly decreasing reason and civilised manners.
Higher levels allow the caster to become even more powerful and to maintain this
state for longer.
Only the evil can master this spell.

================================================================================

   Assassin Rush
   Score: 1/10
 Experience costs:
  Level 1: 400
  Level 2: 2,700
  Level 3: 8,100
  Level 4: 20,000
  Total: 31,200

  Pros:
Quick movement

  Cons:
Useless for Combat.

  Comments:
This spell is "supposed" to allow you to move behind your opponent.
However I have NEVER EVER been able to get it to work. No matter what enemy, I
cannot get it to work.

Game description:
THis spell propels the caster through space in the blink of an eye. 
If a victom is targeted, the spell enables the caster to move this unfortunate 
instantaneously.
Higher levels propel the caster even further!

================================================================================

   Heal Life
   Score: 6/10
 Experience costs:
  Level 1: 2,300
  Level 2: 5,820
  Level 3: 15,900
  Level 4: 49,000
  Total: 73,020
Can only be mastered by people with a Good allignment.

  Pros:
Heals you.
Heals those around you.

  Cons: 
Doesn't heal much

  Comments:
A pointless spell if you're playing solo. A health potion will serve you better.
It has its uses since it heals ANY friendlies who are in range, making it a
VERY useful spell in a couple of escort quests.

Game description:
This allows the caster to trade in his magical energy for health. Health can
also be passed on to non-hostile entities in the vicinity.
Higher levels provide more health with each use.
Only the virtuous can master this spell.

================================================================================

   Ghost Sword
   Score: 1/10
 Experience costs:
  Level 1: 2,500
  Level 2: 6,300
  Level 3: 17,200
  Level 4: 51,500
  Total: 77,500

 Blades:
  Level 1: 1 Blade.
  Level 2: 2 Blades.
  Level 3: 3 Blades.
  Level 4: 4 Blades.
Lasts roughly 30 seconds.

  Pros:
Summons a blade(s) to help kill stuff.

  Cons:
Low life on the blades. (242)
Doesn't attack very fast.
Terrible AI.
Low damage.
Spell cannot be cast again if a blade is still out.
Enemies killed by the blades will not drop experience orbs.

  Comments:
Eh. Not a very good spell. Summon is a much more useful spell in comparison.

Game description:
Summons an etheral blade from the the netherworld to do battle on behalf of the
caster.

================================================================================

   Multi-arrow
   Score: 6/10
 Experience costs:
  Level 1: 1,000
  Level 2: 5,140
  Level 3: 19,500
  Level 4: 47,000
  Total: 72,640

 Arrows:
  Level 1: 3 additional arrows.
  Level 2: 4 additional arrows.
  Level 3: 5 additional arrows.
  Level 4: 6 additional arrows.

  Pros:
Single Arrow splits into extra arrows.
Can shoot up to 4 times before needing to be re-cast.
Arrows track the target.

  Cons:
Split arrows can hit any nearby walls or ground.
Terrible for closed qaurters.
Damage is reduced by half on all arrows.

  Comments:
A good spell for the archer, but has its downsides. One of the main problems
of this spell is at higher levels, some of the arrows can actually smash into
the ground when you fire in a straight line, on a straight path.

Game description:
Once this spell is cast, each arrow fired is magically transformed into a
multitude of lethal projectiles, causing much greater damage.
Higher levels generate even more arrows.

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Q&A. (3.0)
--------------------------------------------------------------------------------

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Q: Would you ever consider translating your FAQ into another langauge?      +
+                                                                             +
+ A: No offense but, why would I? >_>                                         +
+    GameFAQs is a primarily english speaking site, plus, English is the only +
+    language that I know.                                                    +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Q: Glowing tattoos through magic? How?                         +
+                                                                +
+ A: They appear through spending experience on Spells.          +
+    However, they aren't very noticible until you're older.     +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Q: Where do I get mana augmentations?                                       +
+                                                                             +
+ A: They can be found in a couple places.                                    +
+    1: One can be found in the 15 key chest at the bottom of headman's cave, +
+       Which is where you fight Thunder for the affections of Lady Grey.     +
+    2: In the snowspire weapon shop, one is for sale. They restock on Mana   +
+       Augmentations once every ten days or so. (Forgot the exact time)      +
+                                                                             +
+    However, various weapons come already augmented with a Mana augmention.  +
+    These weapons are as follows:                                            +
+    Sword Of Aeons (Recieved if you kill your Sister in the Camber Of Fate)  +
+    Avo's Tear (Obtained shortly after you throw away the Sword Of Aeons)    +
+    Dollmasters Mace (Please see Bad_Shroom's guide on the Legendary weapons +
+    on where to get this weapon)                                             +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Q: I wanna play a Spell-only character... What weapons would you recomend?  +
+                                                                             +
+ A: Well... Yeah I guess I could answer this. It DOES fit into the theme of  +
+    the FAQ. Sort of.                                                        +
+                                                                             +
+    Early on, I would suggest getting the Dollmasters Mace because of its    +
+    Mana Augmentation.                                                       +
+    Later on, I suggest switching to the Frying Pan, with 5 Mana             +
+    augmentations in it. Along with a Master Crossbow, loaded up with Mana   +
+    augmentations.                                                           +
+    With these, you will rarely -if ever- need to use a mana potion.         +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Q: Where's the strategies for spells!?                           +
+                                                                  +
+ A: This is NOT that kind of FAQ. This is merely an informational +
+    FAQ on all the spells.                                        +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Q: Help!! (Insert question about the PC version)!!!                      +
+                                                                          +
+ A: >_>                                                                   +
+    My FAQ was made, and will ONLY be made for the Xbox version of Fable: +
+    The Lost Chapters. So, do not E-mail me asking questions about the PC +
+    version because I do not have Fable: TLC for the PC, nor do I have a  +
+    computer good enough to run it.                                       +
+    Update! I now have a PC good enough to run Fable, however I will not  +
+    be getting Fable for the PC as I already have it for the Xbox.        +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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Contact. (4.0)
--------------------------------------------------------------------------------

FAQ WILL NO LONGER BE UPDATED AS OF SEPTEMBER 14TH 2013

--------------------------------------------------------------------------------
Legal stuff / Credits (5.0)
--------------------------------------------------------------------------------
Legal mumbo jumo:
This is property of Skeletal King.
You may not take and alter this in any shape way or form, post it on another
site and give you credit.
You may NOT post this on your website without my permission.
Fable: The Lost Chapters is a registered trademark of Lionhead Studios.



Credits:
Me - For writing this FAQ.
Lionhead Stuidos - For creating a down-right EXCELLENT game that I have spent
many hours playing.
CJayC - for creating GameFAQs.
J.T - Slow Time level 4 timer.
Johnny Death - Additional note regarding Phsyical Shield.
Kaleb - Location of an additional mana augmentation
Jason - Berserk note about not dying.
Kristopher Heidorn - Summon timers, and additional magic level costs.
Kyle Bruce - Assassin Rush entry.
Edwin Meyer - Summon description.
Guillaume Pinat - Fireball tip.

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History. (6.0)
--------------------------------------------------------------------------------
Version 1:
Everything you see.

Version 1.1:
Edited the contact list.
Squashed some typos.
Added the game description to Force Push.

Version 1.2:
Changed my E-mail adress. 
Added extra contact options.

Version 1.3:
Typo fixes.
Changed the comments for several spells.
Changed FAQ into Q&A.
Added Q&A.

Version 1.4:
Typo fixes.
Added 4 new Q&A's.
Added note to Phsyical Shield.
Added Magic Power experiance.

Version 1.5:
Typo fixes. (Don't you just hate these?)
Added timers to Summon.
Added Berserk note.
Added second location of a mana augmentation in Q&A.
Added new Q&A.

Version 1.6:
Typo fixes. 
Added a few more "DO NOT's" to the contact list.
Edited E-mail, to prevent spambots from spamming me.

Version 1.7:
Typo fixes.
Changed: Fireball: Comment.
Changed: Lightning: Score (4/10 to 7/10), comment.
Changed: Force Push: Comment, seperated Damage and Radius.
Changed: Drain Life: Comment.
Changed: Assassin Rush: Comment.
Changed: Divine Fury / Infernal Wrath: Added cons, edited comment, edited note.
Changed: Battle Charge: Comment.
Changed: Multi Arrow: Comment

Version 1.8:
Typo fixes.
Various small additions/fixes not big enough to mention.
Added: Summon description.
Added: A number depicting how much general exp/mana exp you need to spend to 
       master a given spell.

Version 1.9:
Changed: Assassin Rush. Neglected to actually put what it does.

Version 2.0:
Changed: Fireball. Added new note.

Version 2.1: 
Added: New Credit. Forgot to add someone to the credit list >_<;

Version FINAL:
Cleaned up the FAQ a bit
Cleared typos
Removed Contact info
FAQ will no longer be updated