KEY --- SPELL NAME CODE / Point Cost / Range / Duration Description CONJURER SPELLS --------------- Level 1 ------- MAGE FLAME MAFL / 2 / View / Medium A small, mobile "torch" will appear, and float above the spell caster as he travels. ARC FIRE ARFI / 3 / 1 Foe / --- A fan of blue flame will shoot from the caster's fingers, doing 1-4 hits of damage to a select opponent, times caster's level. SORCERER SHIELD SOSH / 3 / Self / Combat The mage is protected by an invisible "shield" of magic, that turns aside many blows that would otherwise hit him. TRAP ZAP TRZP / 2 / 30' / --- This spell will disarm any trap within 30 feet, in the direction that the party is facing. It will also disarm traps on chests. Level 2 ------- FREEZE FOES FRFO / 3 / Group / Combat This spell binds your enemies with a magical force, slowing their movements and making them easier to hit. KIEL'S MAGIC COMPASS MACO / 3 / --- / Medium A Compass of shimmering magelight appears above the party, telling the direction they face. BATTLESKILL BASK / 4 / Char / Combat This spell increases one of your part member's skill with weapons, increasing the accuracy and ferocity of his attacks. WORD OF HEALING WOHL / 4 / Char / --- 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 ------- ARCYNE'S MAGESTAR MAST / 5 / Group / --- 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. LESSER REVELATION LERE / 5 / View / Long This is an extended "Mage Flame" spell which also reveals secret doors. LEVITATION LEVI / 4 / Party / Short Partially negates the effect of gravity on the party, causing them to float over traps or up through portals. WARSTRIKE WAST / 5 / Group / --- 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 ------- ELIK'S INSTANT WOLF INWO / 6 / Special / --- With this spell the caster can make a real wolf appear and join the party, fighting in it's defense. FLESH RESTORE FLRE / 6 / Char / --- This powerful healing spell will restore 6-24 hit points to a party member and cure poisoning and insanity. POISON STRIKE POST / 6 / Foe / --- This spell hurls porcupine-sharp needles from the mages finger into a selected monster, poisoning it. Level 5 ------- GREATER REVEALATION GRRE / 7 / View / Long This spell functions like a "Lesser Revealation" spell, only it illuminates a wider area. WRATH OF VALHALLA WROV / 7 / Char / Combat Makes a member of your party fight with the strength and accuracy of ancient Norse heroes for the entire combat. SHOCK-SPHERE SHSP / 7 / Group / --- A large glove of intense electrical energy envelops a group of enemies, doing 8-32 hits of damage. Level 6 ------- ELIK'S INSTANT OGRE INOG / 9 / Special / --- This incantation will cause a real ogre to appear and join the party. MAJOR LEVITATION MALE / 8 / Party / Indef. This will make the party levitate as the level 3 spell, but it's effects last until dispelled. Level 7 ------- FLESH ANEW FLAN / 12 / Party / --- This spell behaves like the "Flesh Restore" spell, except that it will affect every member of the party. APPORT ARCANE APAR / 15 / Party / --- Allows the party to teleport anywhere within a dungeon, except for places protected by teleportation shields. MAGICIAN SPELLS --------------- Level 1 ------- VORPAL PLATING VOPL / 3 / Char / Combat This spell causes the weapon (or hands) of a party member to be covered in a magical field, which causes him to do an additional 2-8 points of damage. AIR ARMOR AIAR / 3 / Self / Combat This spell will make the air around the spell caster bind itself into a weightless wuit of "armor". SABHAR'S STEELIGHT SPELL STLI / 2 / View / Short Causes all metal near the party to glow with a magical light, illuminating the surrounding area. SCRY SITE SCSI / 2 / Party / --- The walls themselves will speak, under direction of this spell, revealing to the spell caster his location in the labyrinth. Level 2 ------- HOLY WATER HOWA / 4 / 1 Foe / --- 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). WITHER STRIKE WIST / 5 / 1 Foe / --- Any foe at whom this spell is cast is likely to be turned old, thus reducing his ability to attack and defend in combat. MAGE GAUNTLETS MAGA / 5 / Char / Combat Makes a party member's hands (or weapon) more deadly, adding 4-16 points of damage to every wound he inflicts. AREA ENCHANT AREN / 5 / 30' / Short This spell will cause the dungeon walls within 30 feet of a stairway to call out, if the party is travelling toward it. Level 3 ------- YBARRA'S MYSTIC SHIELD MYSH / 6 / Party / Medium 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." OSCON'S OGRESTRENGTH OGST / 6 / Char / Combat Allows a member of your party to damage monsters as if he were as incredibly strong as an ogre. MITHRIL MIGHT MIMI / 7 / Party / Combat Increases the armor protection of each party member by enhancing their armor's natural strength by magic. STARFLARE STFL / 6 / Group / --- The air surrounding a group of your enemies will instantly ignite, causing them to be burnt for 6 to 24 damage points. Level 4 ------- SPECTRE TOUCH SPTO / 8 / 1 Foe / --- This spell will drain a single enemy of 12 to 48 points of damage, as if touched by a spectre. DRAGON BREATH DRBR / 7 / Group / --- Allows the mage to breathe fire at a group of foes, doing 8 to 32 points of damage each. SABHAR'S STONELIGHT SPELL STSI / 7 / View / Medium Makes all stone and earth within range of the party glow with magical light, revealing even secret doors. Level 5 ------- ANTI-MAGIC ANMA / 8 / Party / Combat 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. AKER'S ANIMATED SWORD ANSW / 8 / Special / Combat A magical sword will appear and fight like a summoned monster in defense of the party. STONE TOUCH STTO / 8 / 1 Foe / --- 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 ------- PHASE DOOR PHDO / 9 / 1 Wall / 1 Move This incantation will alter the structure of almost any wall directly in front of the party, turning it to air for exactly 1 move. YBARRA'S MYSTICAL COAT OF ARMOR YMCA / 10 / Party / Indef. Causes an effect like "Air Armor" to cover every member of the party, lasting indefinitely. Level 7 ------- RESTORATION REST / 12 / Party / --- Makes all wounds disappear as your entire party is reforged into unflawed bodies. Also cures poisoning and insanity. DEATHSTRIKE DEST / 14 / 1 Foe / --- This incantation is very likely to instantly kill one selected enemy, big or small. SORCEROR SPELLS --------------- Level 1 ------- MANGAR'S MIND JAB MIJA / 3 / 1 Foe / --- 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. PHASE BLUR PHBL / 2 / Party / Combat The entire party will seem to waver and blur in the sight of the monsters, making the party very difficult to strike. LOCATE TRAPS LOTR / 2 / 30' / Short In a state of magically-heightened awareness, the spell caster will be able to sense a trap within 30 feet, if he faces it. HYPNOTIC IMAGE HYIM / 3 / Group / --- If successfully cast, this spell will make a group of your enemies miss the following attack round. Level 2 ------- DISBELIEVE DISB / 4 / Party / --- This spell will reveal the true nature of any illusion attacking the party, causing it to instantly vanish. TARGET-DUMMY TADU / 4 / Special / Combat A magical illusion appears in the party's special slot. Unable to attack, it will serve to draw enemy attacks to himself. MANGAR'S MIND FIST MIFI / 4 / 1 Foe / --- A higher power "Mind Jab", does 3-12 hits of damage to one foe, times the experience level of the mage. WORD OF FEAR FEAR / 4 / Group / Combat This incantation will make a group of your enemies shake in fear, reducing their ability to attack and do damage. Level 3 ------- WIND WOLF WIWO / 5 / Special / --- This spell creates an illusionary wolf to join the party. This and other illusions are only effective as long as the enemy "believes" them. Depending on power and location, the monster may see through the illusion, and cause it to vanish. KYLEARAN'S VANISHING SPELL VANI / 6 / Self / Combat The mage casting this spell will turn nearly invisible in the eyes of his enemies, who will have great difficultly in striking him. SECOND SIGHT SESI / 6 / 30' / Medium The mage will experience heightened awareness and be able to sense stairways, special encounters, spell negation zones, and other unusual occurrences. CURSE CURS / 5 / Group / Combat Causes a group of your enemies to fear you greatly, lessening their morale and their ability to hit and damage you. Level 4 ------- CAT EYES CAEY / 7 / View / Indef. The members of the mage's party will all receive perfect night-vision, which will last indefinitely. WIND WARRIOR WIWA / 6 / Special / --- This spell will create the illusion of a battle-ready warrior that joins your party. KYLEARAN'S INVISIBILITY SPELL INVI / 7 / Party / Combat This invocation will perform a Vanishing Spell on the entire party. Level 5 ------- WIND OGRE WIOG / 7 / Party / --- This spell will create the illusion of an ogre, which will accompany and fight with your party. DISRUPT ILLUSION DIIL / 8 / Party / Combat This spell will destroy and illusion fighting the party, and any new illusions created later in the combat. It will also point out any dopplegangers in the party. MANGAR'S MIND BLADE MIBL / 8 / All Foes / --- A sharp explosion of psychic energy that inflicts 10-40 hits to each and every enemy you face. Level 6 ------- WIND DRAGON WIDR / 10 / Special / --- This incantation will create an illusionary red dragon to fight with your party. MIND WARP MIWP / 9 / Char / --- This spell will make a member of your party go totally insane. Useful for possessions. Level 7 ------- WIND GIANT WIGI / 12 / Special / --- This spell will create an illusionary storm giant, to join with, and fight for, you party. SORCERER SIGHT SOSI / 11 / 30' / Indef. This spell functions as the "Second Sight" spell, but it will last indefinitely. WIZARD SPELLS ------------- Level 1 ------- SUMMON DEAD SUDE / 6 / Special / --- This spell will gate into our universe a zombie or skeleton to fight for the party. REPEL DEAD REDE / 4 / Group / --- This spell will do 16-80 points of damage to a group of undead creatures. Level 2 ------- LESSER SUMMONING LESU / 8 / Special / --- This spell will gate into our universe a lower power elemental or demon, who will (under protest) join the party. DEMON BANE DEBA / 8 / 1 Foe / --- 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 ------- SUMMON PHANTOM SUPH / 10 / Special / --- This spell will bring a medium level undead creature into the party. DISPOSSESS DISP / 10 / Char / --- This spell will make any possessed party member return to his normal state. Level 4 ------- PRIME SUMMONING PRSU / 12 / Special / --- This spell gates in a medium level elemental or demon, to fight with the party. ANIMATE DEAD ANDE / 11 / Char / --- Gives a dead character undead strength, making him attack your enemies as though he were truly alive. Level 5 ------- BAYLOR'S SPELL BIND SPBI / 14 / 1 Foe / --- This spell, if successful, possesses the mind of any enemy, forcing him to join your party and fight in its defense. DEMON STRIKE DMST / 14 / Group / --- This spell works like "Demon Bane", but it will affect an entire group of demons. Level 6 ------- SPELL SPIRIT SPSP / 15 / Special / --- This spell will gate in a higher-level undead creature to fight for the party. BEYOND DEATH BEDE / 18 / Char / --- This spell will restore life and one hit point to a character. Level 7 ------- GREATER SUMMONING GRSU / 22 / Special / --- This spell will gate a greater demon into our universe and bind him to the party. BARD SONGS ---------- 1. FALKENTYNE'S FURY This tune increases the damage your party will do in combat, by driving them into a berserker rage. 2. THE SEEKER'S BALLAD This song will produce light when exploring, and during combat it will increase the party's chance of hitting a foe with a weapon. 3. WAYLAND'S WATCH This song will sooth your savage foes, making them do less damage in combat. 4. BADH'R KILNFEST This is an ancient Elven melody, which will heal the Bard's wounds during traveling, and heal the party's wounds during combat. 5. THE TRAVELLER'S TUNE This melody makes the members of your party more dexterous and agile, and thus more difficult to hit. 6. LUCKLARAN This song sets up a partial "anti-magic" field, which gives party members some increased protection against spell casting. SPELL KEY GLOSSARY ------------------ Range Terms ----------- View spell affects line of sight 1 Foe spell affects a single monster, regardless of how many you face All Foes spell affects all monsters you face Group spell affects 1 of 4 monster groups Self spell affects spellcaster only Skuz a friendly, purple-haired goblin 30' 3 squares in the direction you face Char one of 6 party members or special Party spell affects all 6 party members and special Special spell affects "S" slot only; summoned creature enters combat next round Duration Terms -------------- Combat spell lasts until all monsters or all party members are killed, or until party runs away Short spell lasts only a few minutes Medium spell lasts a little longer Long spell lasts twice as long as "Short" Indef. spell lasts until party enters the Adventurer's Guild or an anti-magic zone