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The Bard's Archive

Conjurer Spells

CODE, Pt. Cost, Range, Duration
SPELL NAME Description
Level 1
MAFL, 2, View, Medium
MAGE FLAME a small, mobile "torch" will appear, and float
above the spell caster as he travels.

ARFI, 3, 1 Foe, ---
ARC FIRE A fan of blue flames will shoot from the caster's
fingers, doing hits of damage to a select opponent, times caster's

SOSH, 3, Self, Combat
SORCERER SHIELD The mage is protected by an invisible "shield"
of magic, that turns aside many blows that would otherwise hit

TRZP, 2, 30 feet, ---
TRAP ZAP This spell will disarm any trap within 30 feet, in the
direction the party is facing. It will also disarm traps on chests.

Level 2

FRFO, 3, Group, Combat
FREEZE FOES This spell binds your enemies with magical force,
slowing there movements and making them easier to hit.

MACO, 3, ---, Medium
KIEL'S MAGIC COMPASS a compass of shimmering magelight appears
above the party, telling the direction they face.

BASK, 4, Character, Combat
BATTLESKILL This spell increases one of your party member's
skill with weapons, increasing the accuracy and ferocity of his

WOHL, 4, Character, ---
WORD OF HEALING With the utterance of a single word the spell
caster can cure a party member of minor wounds, healing 2-8
points of damage.

Level 3

MAST, 5, Group, ---
ARCYNE'S MAGESTAR A bright flare will ignite in front of a
group of your enemies, temporarily blinding them and causing
them to miss the next combat round.

LERE, 5, View, Long
LESSER REVELATION This is an extended "Mage Flame" spell which
also reveals secret doors.

LEVI, 4, Party, Short
LEVITATION Partially negates the effect of gravity on the
party, causing them to float over traps or up through portals.

WAST, 5, Group, ---
WARSTRIKE Causes a spray of energy to spring from the caster's
extended finger, sizzling a group of opponents for 4-16 hits damage.

Level 4

INWO, 6, Special, ---
ELIK'S INSTANT WOLF With this spell the caster can make a real
wolf appear and join the party, fighting in its defense.

FLRE, 6, Character, ---
FLESH RESTORE This powerful healing spell will restore 6-24 hit
points to a party member and cure poisoning and insanity.

POST, 6, Foe, ---
POISON STRIKE This spell hurls porcupine-sharp needles from the
mage's finger into a selected monster, poisoning it.

Level 5

GRRE, 7, View, Long
GREATER REVELATION This spell functions like "Lesser
Revelation" spell, only it illuminates a wider area.

WROV, 7, Character, Combat
WRATH OF VALHALLA Makes a member of your party fight with the
strength and accuracy of ancient Norse heroes for the entire

SHSP, 7, Group, ---
SHOCK SPHERE a large globe of intense electrical energy
envelops a group of enemies, doing 8-32 hits of damage.

Level 6

INOG, 9, Special, ---
ELIK'S INSTANT OGRE This incantation will cause a real ogre to
appear and join the party.

MALE, 8, Party, Indefinite
MAJOR LEVITATION This will make the party levitate as does the
level 3 spell, but its effects will last until dispelled.

Level 7

FLAN, 12, Party, ---
FLESH ANEW This spell behaves like the "Flesh Restore" spell,
except that it will affect every member of the party.

APAR, 15, Party, --
APPORT ARCANE Allows the party to teleport anywhere within a
dungeon, except for places protected by teleportation shields.


Magician Spells
CODE, Pt. Cost, Range, Duration
SPELL NAME Description
Level 1
VOPL, 3, Character, Combat
VORPAL PLATING This spell causes the weapon (or hands) of a
party member to be covered with a magical field, which causes
him to do an additional 2-8 points of damage.

AIAR, 3, Self, Combat
AIR ARMOR This spell will make the air around the spell caster
to bind itself into a weightless suit of "armor."

STLI, 2, View, Short
SABHAR'S STEELIGHT SPELL Causes all metal near the party to
glow with magical light, illuminating the surrounding area.

SCSI, 2, Party, ---
SCRY SITE The walls themselves will speak, under direction of
this spell, revealing to the spell caster his location in the

Level 2

HOWA, 4, 1 Foe, ---
HOLY WATER A spray of water will emanate from the mage's
fingers, doing 6-24 points of damage to any undead foe (e.g.
skeleton, zombie, vampire)

WIST, 5, 1 Foe, ---
WITHER STRIKE Any foe at whom this spell is cast is likely to
be turned old, thus reducing his ability to attack and defend
in combat.

MAGA, 5, Character, Combat
MAGE GAUNTLETS Makes a party member's hands (or weapons) more
deadly, adding 4-16 points of damage to every wound he inflicts.

AREN, 5, 30 Feet, Short
AREA ENCHANT This spell will cause the dungeon walls within 30
feet of a stairway to call out, if the party is traveling
toward it.

Level 3

MYSH, 6, Party, Medium
YBARRA'S MYSTIC SHIELD The air in front of the party will bind
itself into metallic hardness and will accompany the party when
it moves, as a sort of invisible "shield."

OGST, 6, Character, Combat
OSCON'S OGRESTRENGTH Allows a member of your party to damage
monsters as if he were as incredibly strong as an ogre.

MIMI, 7, Party, Combat
MITHRIL MIGHT Increases the armor protection of each party
member by enhancing their armor's natural strength by magic.

STFL, 6, Group, ---
STARFLARE The air surrounding a group of your enemies will
instantly ignite, causing them to be burnt for 6 to 24 damage

Level 4

SPTO, 8, 1 Foe, ---
SPECTRE TOUCH This spell will drain a single enemy of 12 to 48
points of damage, as if touched by a spectre.

DRBR, 7, Group, ---
DRAGON BREATH Allows the mage to breathe fire at a group of
foes, doing 8 to 32 points of damage to each.

STSI, 7, View, Medium
SABHAR'S STONELIGHT SPELL Makes all stone and earth within
range of the party glow with magical light, revealing even
secret doors.

Level 5

ANMA, 8, Party, Combat
ANTI-MAGIC Causes the ground to absorb a portion of the magical
energies cast at the party, frequently allowing the members to
escape all damage. Also aids in disbelieving illusions and in
turning back magical fire, like a dragon's breath.

ANSW, 8, Special, Combat
AKER'S ANIMATED SWORD A magical sword will appear and fight
like a summoned monster in defense of the party.

STTO, 8, 1 Foe
STONE TOUCH This spell will often turn an enemy to stone, or a
stone monster from living stone to dead stone. But it doesn't
always work.

Level 6

PHDO, 9, 1 Wall, 1 Move
PHASE DOOR This incantation will alter the structure of almost
any wall directly in front of the party, turning it to air for
exactly 1 move.

YMCA, 10, Party, Indefinite
YBARRA'S MYSTICAL COAT OF ARMOR causes an effect like "Air
Armor" to cover every member of the party, lasting indefinitely.

Level 7
REST, 12, Party, ---
RESTORATION Makes all wounds disappear as your entire party is
reforged into unflawed bodies. Also cures poisoning and insanity.

DEST, 14, 1 Foe, ---
DEATHSTRIKE This incantation is very likely to kill one
selected enemy, big or small.


Sorcerer Spells
CODE, Pt. Cost, Range, Duration
SPELL NAME Description
Level 1
MIJA, 3, 1 Foe, ---
MANGAR'S MIND JAB The mage casts a concentrated blast of
psychic energy at one opponent doing 2-8 hits of damage for
each experience level of the mage.

PHBL, 2, Party, Combat
PHASE BLUR The entire party will seem to waver and blur in the
sight of the monsters, making the party very difficult to

LOTR, 2, 30 Feet, Short
LOCATE TRAPS In a state of magically-heightened awareness, the
spell caster will be able to sense a trap within 30 feet, if he
faces it.

HYIM, 3, Group, ---
HYPNOTIC IMAGE If successfully cast, this spell will make a
group of your enemies miss the following attack round.

Level 2

DISB, 4, Party, ---
DISBELIEVE This spell will reveal the true of any illusion
attacking the party, causing it to instantly vanish.

TADU, 4, Special, Combat
TARGET-DUMMY A magical illusion appears in the party's special
slot. Unable too attack, it will serve to draw enemy attacks to

MIFI, 4, 1 Foe, ---
MANGAR'S MIND FIST A higher power "Mind Jab," does 3-12 hits of
damage to one foe, times the experience level of the mage.

FEAR, 4, Group, Combat
WORD OF FEAR This incantation will make a group of your enemies
shake in fear, reducing their ability to attack and do damage.
Level 3
WIWO, 5, Special, ---
WIND WOLF This spell creates an illusionary wolf to join the
party. This and other illusions are only effective as long as
an enemy "believes" them. Depending on power and location, the
monster may see through the illusion, and cause it to vanish.
VANI, 6, Self, Combat
KYLEARAN'S VANISHING SPELL The mage casting this spell will
turn nearly invisible in the eyes of his enemies, who will have
great difficulty in striking him.

SESI, 6, 30 Feet, Medium
SECOND SIGHT The mage will experience heightened awareness and
be able to sense stairways, special encounters, spell negation
zones, and other unusual occurrences.

CURS, 5, Group, Combat
CURSE Causes a group of your enemies to fear you greatly,
lessening their morale and their ability to hit and damage you.
Level 4
CAEY, 7, View, Indefinite
CAT EYES The member's of the mage's party will all receive
perfect night-vision, which will last indefinitely.

WIWA, 6, Special, ---
WIND WARRIOR This spell will create the illusion of a
battle-ready warrior that joins your party.

INVI, 7, Party, Combat
KYLEARAN'S INVISIBILITY SPELL This invocation will perform a
Vanishing Spell on the entire party.
Level 5
WIOG, 7, Party, ---
WIND OGRE This spell will create the illusion of an ogre, which
will accompany and fight with your party.

DIIL, 8, Party, Combat
DISRUPT ILLUSION This spell will destroy any illusion fighting
the party, and any new illusions created later in the combat.
It will also point out any dopplegangers in the party.

MIBL, 8, All Foes, ---
MANGAR'S MIND BLADE A sharp explosion of psychic energy that
inflicts 10-40 hits to each and every enemy you face
Level 6
WIDR, 10, Special, ---
WIND DRAGON This incantation will create an illusionary red
dragon to fight with your party.

MIWP, 9, Character, ---
MIND WARP This spell will make a member of your party go
totally insane. Useful for possessions.
Level 7
WIGI, 12, Special, ---
WIND GIANT This spell will create an illusionary storm giant,
to join with, and fight for, your party.

SOSI, 11, 30 Feet, Indefinite
SORCERER SIGHT This spell functions the same as the "second
sight", but it will last indefinitely.


Wizard Spells
CODE, Pt. Cost, Range, Duration
SPELL NAME Description
Level 1
SUDE, 6, Special, ---
SUMMON DEAD This will gate into our universe a zombie or
skeleton to fight for the party.

REDE, 4, Group, ---
REPEL DEAD This spell will do 16 to 80 points of damage to a
group of undead creatures.
Level 2
LESU, 8, Special, ---
LESSER SUMMONING This spell will gate into our universe a lower
power elemental or demon, who will (under protest) join the

DEBA, 8, 1 Foe, ---
DEMON BANE This spell will do 32 to 128 points of damage to a
single demon. The power to summon is the power to destroy.
Level 3
SUPH, 10, Special, ---
SUMMON PHANTOM This spell will bring a medium level undead
creature into the party.

DISP, 10, Character, ---
DISPOSSESS This spell will make any possessed party member to
his normal state.
Level 4
PRSU, 12, Special, ---
PRIME SUMMONING This spell gates in a medium level elemental or
demon, to fight with the party.

ANDE, 11, Character, ---
ANIMATE DEAD Gives a dead character undead strength, making him
attack your enemies as though he were truly alive.
Level 5
SPBI, 14, 1 Foe, ---
BAYLOR'S SPELL BIND This spell if successful possesses the mind
of any enemy, forcing him to join your party and fight in its
DMST, 14, Group, ---
DEMON STRIKE This spell works like Demon Bane, but it will
affect an entire group of demons.
Level 6
SPSP, 15, Special, ---
SPELL SPIRIT This spell will gate in a higher-level undead
creature to fight for the party.
BEDE, 18, Character, ---
BEYOND DEATH This spell will restore life and one hit point to
a character.
Level 7
GRSU, 22, Special, ---
GREATER SUMMONING This spell will gate a greater demon into our
universe and bind him to the party.


Bard Songs

This tune increases the damage your party will do in combat, by
driving them into a berserker rag.

This song will produce light when exploring, and during combat
it will increase the party's chance of hitting a foe with a

This song will soothe your savage foes, making them do less
damage in combat.

This is an ancient Elven melody, which will heal the Bard's
wounds during traveling, and heal the party's wounds during

This melody makes the members of your party more dexterous and
agile, and thus more difficult to hit.

This song sets up a partial "anti-magic" field, which gives
party members some increased protection against spell casting.