Spell Name | Description | |
![]() | Bolt of Fire | This is the most basic of the damage-dealing Mage spells. It strikes one foe for a small amount of fire damage. As you learn this spell at higher levels, it will do more damage, eventually becoming quite an efficient damage source. |
![]() | Light | This spell is a great comfort in places of darkness. It creates a floating light source which follows you around, enabling you to see better. As you learn this spell at higher levels, the duration of this spell increases. |
![]() | Call Beast | This is the first of the summoning spells. It summons a single beast to aid you in combat. As you learn this spell at higher levels, the quality of the creature summoned increases. |
![]() | Bind Foe | This spell ensnares a single foe, interfering with its movement. At first, it only surrounds the target with webs. As you learn this spell at higher levels, it will put the foe to sleep and can even paralyze it. |
![]() | Haste | This extremely useful spell doubles the target’s number of actions in combat for a short time. As you learn this spell at higher levels, the duration increases. At the highest level, it aids the entire party. |
![]() | Slow | Slows several of your enemies, causing them to only act every other combat round. As you learn this spell at higher levels, it affects more of your foes. |
![]() | Ice Lances | This damage-dealing spell is a great improvement over Bolt of Fire. The lances of cold it fires do more damage and to a number of targets. As you learn this spell at higher levels, it will do more damage. |
![]() | Unlock Doors | This spell will unlock all nearby doors, even those with magical locks. At higher levels, the chance of success increases. Certain doors are locked with such powerful magic that they can only be unlocked by this spell at its highest level. |
![]() | Create Illusions | This spell summons several illusionary monsters, which fight at your side. Illusions function just like normal creatures, except that they disappear when they take any damage. As you learn this spell at higher levels, it summons more and more powerful illusions. |
![]() | Far Sight | This spells sends out a roving eye which explores the indoor area around you. The terrain in your immediate area is added to your AutoMap. As you learn this spell at higher levels, it can map a larger area and even work when you are outdoors. |
![]() | Lightning Spray | This spell sprays lightning at your foes, doing considerable damage. At higher levels, this spell does more damage. |
![]() | Dispel Barrier | When cast, this spell has a chance of destroying all magical barriers adjacent to the party. |
![]() | Summon Aid | This powerful summoning spell summons several creatures to aid you. As you learn this spell at higher levels, the quality of the summoned creatures increases. |
![]() | Beast Ceremony | When cast, this spell magically blesses and shields everyone in your group. It is very powerful, but casting it takes a lot of concentration. It can only be cast when no foes are in sight. As you learn this spell at higher levels, it does more and more beneficial things. |
![]() | Fireblast | Shoots out powerful and damaging lances of fire, searing several of your foes. As you learn this spell at higher levels, it affects more targets and does more damage. |
![]() | Arcane Summon | This is the first of the three Arcane spells, spells of unmatched difficulty and power. It summons one huge, dangerous creature to fight for you. As you learn this spell at higher levels, a better creature is summoned. |
![]() | Arcane Shield | This Arcane spell places a powerful magical shield around the target, making him or her very difficult to damage. As you learn this spell at higher levels, it can even make the beneficiary invulnerable for a short period of time. |
![]() | Arcane Blow | This is the most powerful spell available to mages. It throws intense, searing waves of energy at your foes. Damage from this spell is very difficult to resist. As you learn this spell at higher levels, the damage increases. |
Spell Name | Description | |
![]() | Healing | This spell heals a base 3-12 + Bonus points of damage. As you learn this spell at higher levels, this amount increases. |
![]() | Curing | This spell cures all of the poison in the recipient. As you learn this spell at higher levels, it will cure disease and then acid. |
![]() | Battle Rage | This spell blesses the recipient, enabling him or her to hit more often and do more damage in combat. At higher levels, it will give a stronger blessing and even haste the target. |
![]() | Shielding | Provides the target with a magical shield, protecting him or her from enemy blows for a time. As you learn this spell at higher levels, it will create a stronger shield and, at the highest level, other useful benefits. |
![]() | Repel Spirit | Priests can do great damage to the undead and other other-worldly creatures. This spell deals a sharp blow to a single undead target. As you learn this spell at higher levels, it will affect more targets, and, at its highest level, also damage demons. |
![]() | Smite | Fires a powerful bolt of ice at one of your foes, doing good damage (plus more as your bonus increases). As you learn this spell at higher levels, it will fire more bolts and do more damage. |
![]() | Summon Shade | Summons a shade to fight for you. It will disappear after helping you for a while. As you learn this spell at higher levels, it will summon stronger shades to fight. |
![]() | Safe Travel | This spell enables your group to walk over swamps without harm. As you learn this spell at higher levels, it will last longer and start to also protect you from lava and other damaging floors. |
![]() | Unshakle Mind | This spell cures someone who has been put to sleep, dumbfounded, enfeebled, or terrified. As you learn this spell at higher levels, it will become able to cure paralysis and charming. |
![]() | Mass Healing | This spell functions exactly the same as Healing, but benefits the entire party. |
![]() | Mass Curing | This spell functions exactly the same as Curing, but benefits the entire party. |
![]() | Sanctuary | This is a powerful defensive spell. A character under the benefit of sanctuary will almost never be attacked by foes. Attacking something removes your sanctuary. As you learn this spell at higher levels, it will have a longer duration and provide other useful protections. |
![]() | Divine Fire | One of the strongest offensive priest spells. Fires several powerful bolts of fire. As you learn this spell at higher levels, the damage will increase. |
![]() | Control Foes | This spell will cloud the mind of the target, confusing it and maybe even causing it to fight on your side. As you learn this spell at higher levels, it will have a better effect, eventually even charming your foes. |
![]() | Return Life | If you have Balm of Life, you can use this spell to restore the life to your fallen comrades. At the lowest level, it can revive someone who’s been turned to stone. At higher levels, it can cure people who are Dead and then, even, Dust. |
![]() | Divine Warrior | The power of this spell makes the target a mighty warrior for a short time, better in every way. As you learn this spell at higher levels, it will give more and more advantages. |
![]() | Divine Restoration | This is the most powerful healing spell known. It heals all damage and cures all negative effects. As you learn this spell at higher levels, it can even increase its target’s health over the normal maximum, giving a great advantage in combat. |
![]() | Divine Host | This awesome spell summons a host of powerful shades, who fight to protect you from your foes. As you learn this spell at higher levels, more and more spirits will come to your aid. |
Spell Name | Level | Cost | Range | Ability |
Light | 1 | 1 | N/A | Creates a weak light. |
Spark | 1 | 1 | 6 | Fires a weak bolt of electricity at an enemy. |
Minor Haste | 1 | 1 | N/A | Makes the selected PC move faster for a while. All haste spells take effect at the beginning of the next round. |
Strength | 1 | 1 | N/A | Makes the selected PC more skilled for a short time. Works like the priest spell 'Bless.' |
Scare | 1 | 1 | 6 | Decreases the morale of the victim. Casting this on a weak foe will make the foe flee. Even if the monster doesn't flee, later castings have a higher chance of success. |
Flame Cloud | 1 | 2 | 7 | This spell fills the selected space with a short-lasting wall of fire. |
Identify | 1 | 50 | N/A | This draining spell makes all of your parties unidentified items identified. |
Scry Monster | 1 | 2 | 14 | When cast, you receive information about the monster you target: current health, spell points, etc. In addition, this monster will now appear on your Monster Info menu. |
Goo | 1 | 1 | 8 | This spell covers the target with sticky goo, slowing it down and interfering with its attacks. |
True Sight | 1 | 3 | N/A | This spell lets you see everything in a short radius around you, even spaces blocked off by walls. It's useful for finding secret passages, for example. |
Minor Poison | 2 | 2 | 6 | Poisons the target creature. This does a fair amount of damage, but it takes time to happen. |
Flame | 2 | 3 | 8 | Fires a decent-sized bolt of flame at the target. The damage done increases with the level of the caster. |
Slow | 2 | 2 | 7 | Makes the victim get half its usual number of actions for a while. |
Dumbfound | 2 | 2 | 10 | Makes the victim incompetent: easier to hit, easier to damage, and less able to attack you. |
Envenom | 2 | 2 | N/A | This spell puts poison on the weapon of the selected PC, with no chance of failure or accidental poisoning. |
Stinking Cloud | 2 | 2 | 8 | When cast, a 3x3 area you select becomes filled with choking gasses. Anyone entering will be cursed. The gas will slowly fade on its own. |
Summon Beast | 2 | 4 | N/A | This spell summons one low-level non-magical monster to fight on your side. It disappears after a short time. |
Conflagration | 2 | 4 | 8 | This spell makes the air in a radius 2 circle burst into flames, charring anyone inside the cloud. After creation, the cloud will rapidly fade. |
Dispel Field | 2 | 2 | 10 | This spell erases a magical field in a target space. It does not work on certain powerful sorts of field. |
Sleep Cloud | 2 | 6 | N/A | This spell creates a small sleep field around the target space. |
Unlock | 3 | 3 | N/A | Some doors are magically locked, and others are just hard to open. This spell will crack them. However, it isn't guaranteed to succeed, and won't work on all doors. |
Haste | 3 | 3 | N/A | Makes the selected PC get twice the usual number of actions for a long time. |
Fireball | 3 | 5 | 12 | Fires a powerful ball of flame, which affects the target space and every space adjacent. The damage done increases with the level of the caster. |
Long Light | 3 | 3 | N/A | Like the first level light spell, but much more effective. |
Fear | 3 | 3 | 10 | Like scare, but much more powerful. |
Wall of Force | 3 | 5 | 12 | This powerful spell creates a line of force walls, which are like fire walls but more damaging and lasting. Hitting space while targeting this spell makes the wall rotate. |
Weak Summoning | 3 | 6 | 4 | When cast, a group of monsters appears and attacks all enemies of the caster. The number of monsters depends on the level of the caster. After a time, they disappear. |
Flame Arrows | 3 | 4 | 10 | This spell is like flame, but the caster gets to select several targets. The number of missiles increases with the level of the caster. If you don't want to use all the missiles, hit space to cast the spell. |
Web | 3 | 6 | 8 | This spell covers a large circle with icky webs, slowing down everyone inside. The webs last until torn down. |
Resist Magic | 3 | 4 | N/A | You can cast this spell on another PC to make him/her resistant to magical damage and effects. Note this does not help against damage from fire and cold. |
Poison | 4 | 4 | 8 | This makes poison run thick in the veins of the target. Repeated castings will have a devastating effect. |
Ice Bolt | 4 | 5 | 12 | Slams the target with a heavy, pointed bolt of ice. Effective against monsters who are resistant to fire. Damage increases as level of caster increases. |
Slow Group | 4 | 4 | 12 | Makes all monsters within a 12 space radius move at half speed for a time. |
Magic Map | 4 | 8 | N/A | This powerful spell gives you a vision of the entire level. Your map will show you the entire area. However, to cast this spell requires a sapphire. |
Capture Soul | 4 | 30 | 10 | When you cast it on a monster, you attempt to store a copy of it in your minds, so you can later recreate it with the simulacrum spell. The stronger the monster, the lower the chance of success. |
Simulacrum | 4 | ? | N/A | This spell summons a monster you select from the monsters youve captured by casting Capture Soul. The cost depends on the level of the monster being summoned. |
Venom Arrows | 4 | 8 | 8 | This spell is similar to Flame Arrows, except that your targets become poisoned. |
Wall of Ice | 4 | 6 | 8 | This spell is similar to Wall of Force, except that it creates an ice wall. Ice walls do as much damage as force walls, but last a lot longer. |
Stealth | 5 | 5 | N/A | This powerful spell makes monsters less likely to see you for a time which depends on your level. Try casting it before walking through a room crowded with monsters. |
Major Haste | 5 | 8 | N/A | Gives the entire party double the actions for a time depending on the level of the caster. |
Fire Storm | 5 | 8 | 14 | This spell is like fireball, but does more damage, and affects all creatures within two spaces of the space you target. Be careful not to fry your party! |
Dispel Barrier | 5 | 6 | N/A | In some towns, you will find magical barriers blocking you from certain areas. This spell will remove them. The chance of success starts low, but improves with the caster's level. Some barriers are harder to dispel than others, some cannot be dispelled, and it is rumored some barriers can be walked through. |
Fire Barrier | 5 | 9 | N/A | This spell creates a single fire barrier at the target space. Fire barriers are damaging and permanent. |
Summoning | 5 | 10 | N/A | This spell is like Minor Summoning, but summons more powerful monsters. |
Shockstorm | 5 | 6 | 10 | This spell creates a large sphere of force walls. |
Spray Fields | 5 | 6 | 12 | This spell creates a large number of small fields of a random sort, each of which may be individually targeted. The number of fields increases with the level of the caster. |
Major Poison | 6 | 7 | 8 | This spell makes the targeted monster very poisoned. This spell does a lot of damage, but it takes time to take effect. |
Group Fear | 6 | 6 | 12 | When cast, the caster begins to radiate a horrible aura of fear. All monsters within 12 spaces lose a lot of morale. This spell gains effectiveness rapidly with the level of the caster. |
Kill | 6 | 8 | 6 | The deadly Kill spell deals a devastating blow to one target you select. |
Paralyze | 6 | 7 | 8 | This spell has a chance of paralyzing the target. Paralysis lasts for a very long time. |
Daemon | 6 | 12 | N/A | This dangerous spell summons a beast from the netherworld to fight at your side. |
Antimagic Cloud | 6 | 10 | N/A | This spell creates a spherical field, from which no spells may be cast and in which no spells may be targeted. After creation, it slowly fades. |
Mindduel | 6 | 12 | N/A | When cast on a magic using enemy, the two creatures get in a mental battle, absorbing spell points from each other. The loser may end up dumbfounded or killed. Requires a Smoky Crystal to cast. |
Flight | 6 | 20 | N/A | When cast outdoors, the party can fly for a short time. |
Shockwave | 7 | 12 | N/A | A dangerous spell. It sends a wave of force out from the caster, damaging everyone nearby--monsters and PCs. The farther someone is from the caster, the more damage is taken, out to a radius of 10. Don't cast this spell in towns. |
Major Blessing | 7 | 8 | N/A | When cast, the entire party is blessed and hasted, and has their weapons mildly poisoned. |
Mass Paralysis | 7 | 20 | 8 | This spell has a chance of paralyzing any foes within 8 spaces of the caster. Very dangerous. |
Protection | 7 | 10 | N/A | One of the most powerful spells in the mage's repertoire. It makes the whole party temporarily magic resistant, and makes one PC you select immune to ALL damage for a short time. |
Major Summoning | 7 | 14 | N/A | This spell works like Summoning, but brings forth much more powerful creatures. |
Force Barrier | 7 | 10 | N/A | This spell creates an impenetrable, permanent barrier. Be careful not to trap yourself. |
Quickfire | 7 | 50 | N/A | Devastating beyond words, this spell creates a space of quickfire, which will sweep over the area killing everyone and everything. |
Death Arrows | 7 | 10 | 6 | This spell is like the previous Arrow spells, but strikes each target with a kill spell. The number of arrows increases with the level of the caster. |
Spell Name | Level | Cost | Range | Ability |
Minor Bless | 1 | 1 | N/A | Makes the character harder to hit and take less damage from blows. It also makes the PC hit more often, and his or her blows do more damage. Its effects decay with time. |
Minor Heal | 1 | 1 | N/A | Increases the health of the selected PC a small amount, up to the PCs maximum health. |
Weaken Poison | 1 | 1 | N/A | Reduces the amount of poison running around in the veins of the selected PC. |
Turn Undead | 1 | 2 | 8 | When cast on an undead creature, it usually does a reasonable amount of damage to it. It has no effect on non-undead. |
Location | 1 | 1 | N/A | Returns the party's x-y location in the town or outdoors. |
Sanctuary | 1 | 1 | N/A | The target of this spell becomes magically shielded. For a time, monsters probably won't be able to attack him/her. The effects disappears when the PC attacks someone. |
Symbiosis | 1 | 3 | N/A | This spell has the caster absorb the damage taken by another character. The higher the caster's level, the less damage the caster takes per health point healed. |
Minor Manna | 1 | 5 | N/A | Casting this spell gives the party a little more food. |
Ritual - Sanctify | 1 | 50 | N/A | When cast on a location filled with evil magic, the location receives a blessing. This might drive out the evil magic. Then again, it might not. |
Stumble | 1 | 1 | N/A | The victim of this spell moves slower and has worse attacks for a short time. |
Bless | 2 | 2 | N/A | Like Minor Bless, but better. Its effect increases with the level of the caster. |
Cure Poison | 2 | 2 | N/A | Like Weaken Poison, but better. Its effect increases with the level of the caster. |
Curse | 2 | 2 | 10 | The opposite of bless. It makes everything work much worse for the victim, for a time. |
Light | 2 | 2 | N/A | Gives a short, reasonable quality magical light source. |
Wound | 2 | 3 | 5 | Deals a painful blow to the targeted victim. The damage increases with your level. |
Summon Spirit | 2 | 5 | N/A | This spell summons a shade from the netherworld to aid you. It will disappear after a short time. |
Move Mountains | 2 | 8 | N/A | When cast on a fragile wall or outcropping of rock, the wall or outcropping crumbles into rubble. It doesn't work on all walls. |
Charm Foe | 2 | 6 | 6 | This spell has a chance of making the target monster start to fight for the party. The chance of it working drops sharply with the level of the monster. |
Disease | 2 | 4 | N/A | The victim of this spell is afflicted by a disease, which slowly weakens it. The disease lasts a long time. |
Awaken | 2 | 2 | N/A | Casting this on a character immediately wakes him/her up. |
Heal | 3 | 3 | N/A | A much better version of Minor Heal. |
Minor Heal All | 3 | 4 | N/A | Casts one minor heal on each PC. |
Holy Scourge | 3 | 3 | 8 | This spell gives the victim a powerful curse, the effect of which increases with the level of the caster. |
Detect Life | 3 | 3 | N/A | This spell causes all other living things to appear on your map for a short time. Note, however, that this spell only detects creatures in areas you have explored. |
Cure Paralysis | 3 | 3 | N/A | This spell revives a paralyzed character. |
Manna | 3 | 10 | N/A | This spell magically creates a lot of food for the party. |
Forcefield | 3 | 5 | 8 | This spell fills an area with walls of force, which are fairly damaging and reasonably long lasting. |
Cure Disease | 3 | 3 | N/A | Casting this spell cures a PC's disease. |
Restore Mind | 3 | 4 | N/A | This spell completely undumbfounds the recipient. |
Smite | 3 | 6 | 8 | This spell fires a number of bolts of divinely inspired cold, the number of which increases with the level of the caster. To cast without using all the targets, hit the space bar. |
Cure All Poison | 4 | 5 | N/A | Causes everyone to become less poisoned. Useful for dealing with those nasty swamps. |
Curse All | 4 | 5 | 10 | Causes all monsters within ten spaces to receive a powerful curse. |
Dispel Undead | 4 | 5 | 8 | Deals a deadly blow to the targeted undead nasty. Chance of having effect increases with level. |
Remove Curse | 4 | 15 | N/A | Occasionally, you will put on an item which then refuses to be taken off. Casting this spell has a chance of removing the curse. |
Sticks to Snakes | 4 | 6 | N/A | This spell summons a bunch of snakes to aid the party. Skillful casters have a chance of getting asps instead of the weaker giant snakes. |
Martyr's Shield | 4 | 5 | N/A | When something strikes the recipient of this spell in hand-to-hand combat, it takes as much damage as the victim. The duration of this spell increases with the level of the caster. |
Cleanse | 4 | 5 | N/A | This spell purifies the recipient. The beneficiary is completely unwebbed, and all disease is cured. |
Firewalk | 4 | 8 | N/A | When cast, for a short time everyone in the party can walk across lava with no damage. The duration increases slowly with the level of the caster. |
Bless Party | 5 | 6 | N/A | Much like Bless, but affects everyone. |
Major Heal | 5 | 7 | N/A | Works like the Heal spell, but gives much more bang for the spell points. |
Raise Dead | 5 | 25 | N/A | This spell returns a dead character to life. However, you need to have Resurrection Balm for the spell to work, and there is a small chance (decreasing with your level) that it turns the corpse to dust. A dusted character can only be revived with a Resurrect spell. |
Flamestrike | 5 | 8 | 9 | The first good offensive priest spell. It chars all beings adjacent to the space you target. The damage done increases with level. |
Mass Sanctuary | 5 | 10 | N/A | This spell hides all PCs (like a sanctuary spell). As before, the effect for a PC is voided when that PC attacks. |
Summon Host | 5 | 12 | N/A | This powerful spell summons four spirits, and a magical being to lead them. They then fight on the side of the caster for a little while. |
Shatter | 5 | 12 | N/A | This spell strikes every space adjacent to the party with a Move Mountains spell. |
Dispel Fields | 5 | 6 | N/A | All magical walls, etc. in the large area affected by this spell will be dispelled. It has a small chance of affecting quickfire. |
Heal All | 6 | 8 | N/A | Like the Heal spell, but affects the whole party. Very efficient. |
Revive | 6 | 7 | N/A | This heals all damage and cures all poison for a PC. |
Hyperactivity | 6 | 8 | N/A | This spell wakes up all PCs, and provides a small amount of magical protection from sleeping. |
Destone | 6 | 8 | N/A | Certain rare monsters can turn one of your characters to stone. This valuable spell undoes the damage. |
Summon Guardian | 6 | 14 | N/A | This spell summons a powerful, invisible being to fight on the side of the party. Be careful not to damage it by mistake! |
Mass Charm | 6 | 17 | N/A | When cast, all creatures within eight spaces of the caster have a chance of coming under his/her control. |
Protective Circle | 6 | 8 | N/A | A very unusual and effective spell for a party on the defensive. The caster is surrounded by several layers of magical fields, which fend off anyone attacking. |
Prestilence | 6 | 7 | N/A | This spell afflicts everyone within eight spaces with an effective but slow-acting disease. |
Revive All | 7 | 10 | N/A | When cast, the party receives a powerful healing (increasing with level of the caster) and has poison cured as well. |
Ravage Spirit | 7 | 10 | 4 | Demons have a nasty tendency to resist any spells you throw at them. This spell gives them a blow which, most of the time, does a lot of damage. The chance of success increases with the level of the caster. |
Resurrect | 7 | 35 | N/A | Like raise dead, but much more effective, and works on even a dusted character. It still requires Resurrection Balm to cast. |
Divine Thud | 7 | 10 | 12 | The most powerful offensive priest spell. It delivers a stunning blow of force to all beings within two spaces of the targeted space. |
Avatar | 7 | 12 | N/A | This spell temporarily makes the caster an invulnerable, incredibly powerful avatar of the gods. |
Wall of Blades | 7 | 12 | 10 | This spell creates a wall of the most damaging (and long lasting) of the magic walls. Rotate the wall by hitting space. |
Word of Recall | 7 | 30 | N/A | This spell returns the party to the town where they began the scenario. Because of the danger of teleporting from narrow, windy tunnels, it can only be cast outdoors. |
Major Cleansing | 7 | 10 | N/A | This spell removes all webs and disease from the party. |