Conjurer Spells
Level 1
MAFL 2 VIEW MEDIUM
MAGE FLAME: a small self-propelled "torch" appears and
floats
above the spellcaster as he travels.
ARFI 3 1 FOE (10')
N/A
ARC FIRE: a fan of blue flames jets from the spellcaster's
fingers, inflicting 1 to 4 hits of damage, which are multiplied
by the spellcaster's level, on the selected opponent.
TRZP 2 30' N/A
TRAP ZAP: disarms any trap within 30 feet (3 squares), in the
direction the spellcaster is facing. TRZP also works on chests,
but still costs the same amount of spell points.
Level 2
FRFO 3 GROUP COMBAT
FREEZE FOES: binds your enemies in magical force, slowing them
down and making them easier to hit.
MACO 3 N/A MEDIUM
KIEL'S MAGIC COMPASS: a compass of shimmering magelight appears
above the party and shows the direction they face.
WOHL 4 CHAR N/A
WORD OF HEALING: lets a spellcaster heal a party member who
suffers from 4 to 16 points of damage by uttering a single word.
Level 3
LERE 5 VIEW LONG
LESSER REVELATION: an extended MAGE FLAME spell that also
reveals secret doors.
LEVI 4 PARTY SHORT
LEVITATION: partially nullifies gravity, causing the party to
float over traps, or up or down through portals.
WAST 5 GROUP (20')
N/A
WARSTRIKE: an energy stream shot from the spellcaster's finger
that sizzles a group of foes for 5 to 20 hits of damage.
Level 4
INWO 6 PARTY N/A
ELIK'S INSTANT WOLF: summons a giant, extremely fierce wolf to
join your party.
FLRE 6 CHAR N/A
FLESH RESTORE: a powerful healing spell that restores 10 to 40
hit points to a party member, including those stricken with
insanity or poisoning.
Level 5
GRRE 7 VIEW LONG
GREATER REVELATION: operates like LESSER REVELATION, but
illuminates a wider area for a longer period of time.
SHSP 7 GROUP (20')
ì N/A
SHOCK-SPHERE: creates a large globe of intense electrical
energy that envelops a group of enemies and inflicts 10 to 40
hits of damage.
Level 6
INOG 9 PARTY N/A
ELIK'S INSTANT OGRE: materialize the biggest, meanest ogre
you've ever met to ally with your party.
MALE 8 PARTY INDEF
MAJOR LEVITATION: operates like LEVI from level 3, but it lasts
dispelled (i.e., until the spell is terminated by some event
such as activating an anti-magic square).
Level 7
FLAN 12 PARTY N/A
FLESH ANEW: operates like FLRE, but affects every member of the
party.
APAR 15 PARTY N/A
APPORT ARCANE: teleports the party within a dungeon to any
location that's not protected by a teleportation shield. Also
teleports the party between cities that are in the range of +1
to 6. Your party always arrives in the city's Adventurer's
Guild.
FAFO 18 GROUP N/A
FAR FOE: moves a group of foes 40 feet further away from your
party, up to a maximum distance of 90 feet.
INSL 12 PARTY N/A
ELIK'S INSTANT SLAYER: materializes a slayer that joins your
party. What's a slayer? The name speaks for itself...
Magician Spells
Level 1
VOPL 3 CHAR COMBAT
VORPAL PLATING: causes the weapon (or hands) of a party member
to emit a magical field that inflicts, which causes 2 to 8
points of additional damage.
QUFI 3 CHAR N/A
QUICK FIX: regenerates a character for precisely 8 hit points
up to the character's maximum hit point level.
SCSI 2 PARTY N/A
SCRY SITE: causes a dungeon or wilderness pathway to reveal the
party's location.
Level 2
HOWA 4 1 FOE (10')
N/A
HOLY WATER: holy water sprays from the spellcaster's fingers,
inflicting 6 to 24 points of damage on any foe of evil or
supernatural origin.
MAGA 5 CHAR COMBAT
MAGE GAUNTLETS: makes the hands (or weapon) of a party member
more deadly by adding 4 to 16 points of damage to every wound
it inflicts on a foe.
AREN 5 30' SHORT
AREA ENCHANT: causes the dungeon walls within 30 feet (3
squares) of a stairway to call out if the party is headed
toward the stairs.
Level 3
MYSH 6 PARTY MEDIUM
YBARRA'S MYSTIC SHIELD: causes the air in front of the party to
form an invisible shield that's as hard as metal and precedes
the party as they move.
OGST 6 CHAR COMBAT
OSCON'S OGRESTRENGTH: endows a specific party member with the
strength of Elik's ogre for the duration of the battle.
STFL 6 GROUP (40')
ì N/A
STARFLARE: ignites the air around your enemies, scorching them
for 10 to 40 damage points.
Level 4
SPTO 8 1 FOE (70')
N/A
SPECTRE TOUCH: drain a single enemy of 15 to 60 points of
damage; like a touch from death itself.
DRBR 7 GROUP (30')
ì N/A
DRAGON BREATH: let's the spellcaster breathe fire at a group of
monsters, inflicting 11 to 44 points of damage on each monster.
Level 5
ANMA 8 PARTY COMBAT
ANTI-MAGIC: causes the ground to absorb a portion of the spells
cast at the party by monsters. Often allows the party to escape
unharmed. This spell also aids in disbelieving illusions and
shielding against magical fire such as Dragon Breath.
STTO 8 1 FOE (10')
N/A
STONE TOUCH: usually turns an enemy to stone (except those
already made of stone).
Level 6
PHDO 9 1 WALL 1 MOVE
PHASE DOOR: turns almost any wall to air for exactly one move.
YMCA 10 PARTY INDEF
YBARRA'S MYSTICAL COAT OF ARMOR: operates like YBARRA'S MYSTIC
SHIELD, but lasts indefinitely.
Level 7
REST 12 PARTY N/A
RESTORATION: regenerates the body of every party members to
perfect condition; it even cures insanity or poisoning.
DEST 14 1 FOE (10')
N/A
DEATHSTRIKE: very likely to kill one selected enemy.
WZWA 11 PARTY N/A
WIZARD WALL: create a wall of force that travels with the party
and absorbs many of the enemy's attacks.
SASP 30 PARTY N/A
SAFETY SPELL: teleports your entire party to the Adventurer's
Guild in Tangramayne, minus all gold. Use this spell only in
dire emergencies because it is not 100% reliable.
Sorcerer Spells
Level 1
MIJA 3 1 FOE (40')
ì N/A
MANGAR'S MIND JAB: casts a concentrated blast of energy at one
opponent, inflicting 2 to 8 points of damage for each
experience level of the spellcaster.
PHBL 2 PARTY COMBAT
PHASE BLUR: causes the entire party to waver and blur in the
sight of the enemy, rendering your party difficult to strike.
LOTR 2 30' SHORT
LOCATE TRAPS: heightens the spellcaster's awareness in order to
detect traps within 30' along the direction the spellcaster is
facing.
Level 2
DISB 4 PARTY N/A
DISBELIEVE: reveals the nature of any attacking illusion,
causing it to vanish.
WIWA 5 PARTY N/A
WIND WARRIOR: creates the illusion of a battle-ready ninja
among the ranks of your party. The ninja will fight until
defeated or disbelieved.
FEAR 4 GROUP COMBAT
WORD OF FEAR: an incantation that causes a group of enemies to
quake in fear, thus reducing their ability to attack and
inflict damage.
Level 3
WIOG 6 PARTY N/A
WIND OGRE: similar to ELIK'S OGRE, but the WIOG is an illusion.
INVI 6 PARTY N/A
KYLEARAN'S INVISIBILITY SPELL: an invocation that renders the
party nearly invisible to the enemy.
SESI 6 30' MEDIUM
SECOND SIGHT: heightens the spellcaster's awareness in order to
detect all manner of traps and tricks that lie directly ahead.
Level 4
CAEY 7 VIEW INDEF
CAT EYES: endows the entire party with perfect night vision for
an indefinite periods of time.
WIDR 12 PARTY N/A
WIND DRAGON: creates an illusionary red dragon to join the
ranks of your party.
Level 5
DIIL 8 ALL FOES
COMBAT
DISRUPT ILLUSION: destroys any illusions among the ranks of the
enemy and prevents new illusions from appearing. This spell
also exposes any Dopplegangers within the party.
MIBL 10 ALL FOES
(30') ì COMBAT
MANGAR'S MIND BLADE: strikes every opposing group within range
with an explosion of energy capable of inflicting 25 to 100
points of damage.
Level 6
WIGI 13 PARTY N/A
WIND GIANT: creates an illusionary storm giant that joins and
fights for the party.
SOSI 11 30' INDEF
SORCERER SIGHT: operates like the SECOND SIGHT spell, but lasts
indefinitely.
Level 7
WIMA 14 PARTY N/A
WIND MAGE: creates an illusionary Archmage to join your party.
WIHE 16 PARTY N/A
WIND HERO: creates an illusionary hero to join your party.
MAGM 40 ALL FOES
(90') N/A
MAGE MAELSTROM: assaults a group of spellcasters and may do one
of the follow: inflict 60 to 240 points of damage, turn them to
stone, or kill them outright. However, because the maelstrom is
illusionary in nature, a disbelieving monster can totally
disarm it.
???? 100 UNKNOWN
UNKNOWN
????: Known only as "The Dreamspell," it is the subject
of myth
and speculation and no one knows this spell's code. Legend has
it that this is a spell of such magnitude that it can actually
rip the fabric of reality in half.
Wizard Spells
Level 1
SUEL 10 PARTY N/A
SUMMON ELEMENTAL: creates a fire-being from the raw elements of
the universe to join and fight for your party.
FOFO 11 GROUP (10')
N/A
FANSKAR'S FORCE FOCUS: lands a cone of gravitational energy on
a group of your foes, inflicting 25 to 100 points of damage.
Level 2
GATE 12 PARTY N/A
GATE: bids a shadowy wraith to unwillingly join your party.
DEBA 11 1 FOE (30')
N/A
DEMON BANE: inflicts 100 to 400 points of damage on a single
creature of evil or supernatural origin.
Level 3
FLCO 14 GROUP (30')
N/A
FLAME COLUMN: creates a cyclone of flame that lashes out and
delivers 22 to 88 points of damage to a group of your foes.
DISP 12 CHAR N/A
DISPOSSESS: returns a possessed party member to the normal
state of consciousness.
Level 4
PRSU 15 PARTY N/A
PRIME SUMMONING: forces a powerful undead creature to join and
fight for your party.
ANDE 14 CHAR COMBAT
ANIMATE DEAD: reanimates a dead character with living strength
so he or she attacks enemies as if truly alive -- combat only
spell.
Level 5
SPBI 16 1 FOE N/A
BAYLOR'S SPELL BIND: If successful, this spell possesses the
mind of an enemy and forces him to join and fight for your
party.
SOWH 13 1 FOE (70')
N/A
STORAL'S SOUL WHIP: whips out a tendril of psionic (mind) power
to strike a selected foe, inflicting 50 to 200 damage points.
Level 6
GRSU 22 PARTY N/A
GREATER SUMMONING: operates like PRIME SUMMONING but causes a
powerful elemental creature to appear and fight for the party.
BEDE 18 CHAR N/A
BEYOND DEATH: restores life and one hit point to a deceased
character.
Level 7
WIZW 16 GROUP (50')
N/A
WACUM'S WIZARD WAR: creates a pyrotechnical storm over a group
of monsters, inflicting 50 to 200 damage points.
HERB 25 PARTY N/A
SUMMON HERB: summons Herb to join your party. Herb is really
busy, but he'll hang out with your party for a while if you
need him.
Archmage Spells
Level 1
HAFO 15 ALL FOES 1
ROUND
OSCON'S HALT FOE: if successful, this spell causes every
attacking group to do nothing during the next round.
MEME 20 GROUP (50')
N/A
MELEE MEN: pulls an attacking group into melee range (10')
regardless of how far they were when they began attacking.
Level 2
BASP 28 PARTY MISC
BATCH SPELL: performs the following multiple spells: GREATER
REVELATION, YBARRA'S MYSTICAL COAT OF ARMOR, SORCERER SIGHT,
MAJOR LEVITATION, and KIEL'S MAGIC COMPASS.
Level 3
CAMR 26 PARTY N/A
CAMARADERIE: has a 50% chance of calming any or all monsters in
your party that have turned hostile.
Level 4
NILA 30 GROUP (90')
N/A
FANSKAR'S NIGHT LANCE: launches a chilling missile against a
group of foes, inflicting 100 to 400 damage points.
Level 5
HEAL 50 PARTY N/A
HEAL ALL: a BEYOND DEATH spell that resurrects every dead
member (including those turned to stone), and heals all wounds,
paralysis and insanity.
Level 6
BRKR 60 PARTY N/A
THE BROTHERS KRINGLE: the brothers are always ready to help
friends in trouble. Enough brothers appear to fill the empty
slots in your party.
Level 7
MAMA 80 ALL FOES
(90') N/A
MANGAR'S MALLET: inflicts 200 to 800 bone-crushing damage
points against every monster group you face.
Bard Songs
The Bard has seven
tunes that he can sing one at a time while
exploring or during combat.
1. The Archer's
Tune: Double the party's missile damage, and
cuts the missile damage inflicted by a foe in half. Missile
weapons are those weapons that are thrown or shot such as
arrows, spears, and axes.
2. Spellsong:
Bonus to saving roll. This means the party is
less likely to be damaged by magic and traps.
3. Sanctuary Score: Lowers the Armor Class for all party members.
4. The Melee March:
Increases the party's hit points for extra
protection and also increase the damage points inflicted on
enemies.
5. Zanduvar Carack:
Protection from traps when played under normal
conditions, but heals during combat.
6. Rhyme of Duotime:
Regenerates spell points at twice the normal
speed when played under normal conditions, and provides extra
attacks during combat.
7. The Watchwood
Melody: Creates light. May work even in anti-magic
zones.