Spells/Quests Needed Following are the spells/quests we need to put in the game. Areas can be built for these purposes. I want final approval of any ideas people have to be given by me before they put any of these in, however. I wont be too picky, just dont think up gay quest ideas.. Each one has a difficulty rating by it to give you an idea of what I expect. RATING DESCRIPTION 1: Relatively easy..a mob which ppl have to find can drop it. 2: Easy but complex. A single trade of some item can be involved to get the item/scroll. 3: Complex. More than one trade needs to be involved. 4: Complex and dangerous. More than one trade, and some mob or mobs need to be involved which need to be defeated and drop one or more of the items. 5: Complicated and dangerous. Items need to be gained and mobs killed for items all over the map. At least 4 steps need to be involved, with clues being put in to guide players. There should always be a way for people to be thrown off...like assuming the wrong thing. Q#: Spell also needs to be a quest. # is xp for quest. earth-tremor(5)(Q2000) cure-blindness(3)(Q500) earthquake(5)(Q3000) curse(5)(Q2000) hurricane(5)(Q3000) dispel-good(4)(Q1000) flamefill(5)(Q2000) dispel-magic(4)(Q1000) inferno(5)(Q3000) drain-shield(3)(Q500) earth-shield(2) tsunami(5)(Q3000) heal(4)(Q1200) lightning-bolt(2) remove-curse(4)(Q750) thunderbolt(5)(Q2000) chain-lightning(5)(Q3000) remove-fear(4) chill(1) remove-silence(3) frostbite(2) word-of-recall(4)(Q1400) cold-cone(4)(Q1000) room-vigor(4)(Q2000) iceblade(5)(Q2000) silence(4)(Q1000) blind(4)(Q500) transport(4)(Q1500) breath-water(3) clairvoyance(3)