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Spells

Conjurer / Magician / Sorcerer / Wizard


Spell Key Glossary

CODE / Name
Description
Spell Pts.
Range
Duration
  • Range Terms
    View: spell affects line of sight
    1 Foe: spell affects a single monster
    Group: spell affects 1 of 4 monster groups
    All Foes: spell affects all monsters, regardless in how many groups
    Self: spell affects spellcaster only
    30 Feet: 3 squares in the direction you face
    Character: one of 6 party members or special
    Party: spell affects all 6 party members
    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"
    Indefinite: spell lasts until party enters the Adventurer's Guild or an anti-magic zone

 

Conjurer-Spells:

Artwork Conjurer

Level 1:

MAFL / Mage Flame
 A small, mobile "torch" will appear, and float above the spell caster as he travels.
2
View
Medium

ARFI / Arc Fire
 A fan of blue flames will shoot from the spell caster's fingers, doing 1-4 hits of damage per level to a selected opponent.
3
1 Foe
-

SOSH / Sorcerer Shield
 The mage is protected by an invisible "shield" of magic, that turns aside many blows that would otherwise hit him.
3
Self
Combat

TRZP / 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.
2
30 feet
-


Level 2:

FRFO / Freeze Foes
 This spell binds your enemies with magical force, slowing their movements and making them easier to hit.
3
Group
Combat

MACO / Kiel's Magic Compass
 A compass of shimmering magelight appears above the party, telling the direction they face.
3
-
Medium

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

WOHL / 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.
4
Character
-


Level 3:

MAST / 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.
5
Group
-

LERE / Lesser Revelation
 This is an extended "Mage Flame" spell which also reveals secret doors.
5
View
Long

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

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


Level 4:

INWO / Elik's Instant Wolf
 With this spell the caster can make a real wolf appear and join the party, fighting in its defense.
6
Special
-

FLRE / Flesh Restore
 This powerful healing spell will restore 6-24 hit points to a party member and cure poisoning and insanity.
6
Character
-

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


Level 5:

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

WROV / Wrath of Valhalla
 Makes a member of your party fight with the strength and accuracy of ancient Norse heroes for the entire combat.
7
Character
Combat

SHSP / Shock Sphere
 A large globe of intense electrical energy envelops a group of enemies, doing 8-32 hits of damage.
7
Group
-


Level 6:

INOG / Elik's Instant Ogre
 This incantation will cause a real ogre to appear and join the party.
9
Special
-

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


Level 7:

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

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

 

Magician-Spells:

Artwork Magician

Level 1:

VOPL / 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.
3
Character
Combat

AIAR / Air Armor
 This spell will make the air around the spell caster to bind itself into a weightless suit of "armor."
3
Self
Combat

STLI / Sabhar's Steelight Spell
 Causes all metal near the party to glow with magical light, illuminating the surrounding area.
2
View
Short

SCSI / Scry Site
 The walls themselves will speak, under direction of this spell, revealing to the spell caster his location in the labyrinth.
2
Party
-


Level 2:

HOWA / 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)
4
1 Foe
-

WIST / 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.
5
1 Foe
-

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

AREN / 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.
5
30 feet
Short


Level 3:

MYSH / 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."
6
Party
Medium

OGST / Oscon's Ogrestrength
 Allows a member of your party to damage monsters as if he were as incredibly strong as an ogre.
6
Character
Combat

MIMI / Mithril Might
 Increases the armor protection of each party member by enhancing their armor's natural strength by magic.
7
Party
Combat

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


Level 4:

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

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

STSI / Sabhar's Stonelight Spell
 Makes all stone and earth within range of the party glow with magical light, revealing even secret doors.
7
View
Medium


Level 5:

ANMA / 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.
8
Party
Combat

ANSW / Aker's Animated Sword
 A magical sword will appear and fight like a summoned monster in defense of the party.
8
Special
Combat

STTO / 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.
8
1 Foe
-


Level 6:

PHDO / 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.
9
1 Wall
1 Move

YMCA / Ybarra's Mystical Coat of Armor
 Causes an effect like "Air Armor" to cover every member of the party, lasting indefinitely.
10
Party
Indefinite


Level 7:

REST / Restoration
 Makes all wounds disappear as your entire party is reforged into unflawed bodies. Also cures poisoning and insanity.
12
Party
-

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

 

Sorcerer-Spells:

Artwork Sorcerer

Level 1:

MIJA / 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.
3
1 Foe
-

PHBL / Phase Blur
 The entire party will seem to waver and blur in the sight of the monsters, making the party very difficult to strike.
2
Party
Combat

LOTR / 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.
2
30 feet
Short

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


Level 2:

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

TADU / Target-Dummy
 A magical illusion appears in the party's special slot. Unable to attack, it will serve to draw enemy attacks to himself.
4
Special
Combat

MIFI / 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.
4
1 Foe
-

FEAR / Word of Fear
 This incantation will make a group of your enemies shake in fear, reducing their ability to attack and do damage.
4
Group
Combat


Level 3:

WIWO / 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.
5
Special
-

VANI / 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.
6
Self
Combat

SESI / Second Sight
 The mage will experience heightened awareness and be able to sense stairways, special encounters, spell negation zones, and other unusual occurrences.
6
30 feet
Medium

CURS / Curse
 Causes a group of your enemies to fear you greatly, lessening their morale and their ability to hit and damage you.
5
Group
Combat


Level 4:

CAEY / Cat Eyes
 The member's of the mage's party will all receive perfect night-vision, which will last indefinitely.
7
View
Indefinite

WIWA / Wind Warrior
 This spell will create the illusion of a battle-ready warrior that joins your party.
6
Special
-

INVI / Kylearan's Invisibility Spell
 This invocation will perform a Vanishing Spell on the entire party.
7
Party
Combat


Level 5:

WIOG / Wind Ogre
 This spell will create the illusion of an ogre, which will accompany and fight with your party.
7
Special
-

DIIL / 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.
8
Party
Combat

MIBL / Mangar's Mind Blade
 A sharp explosion of psychic energy that inflicts 10-40 hits to each and every enemy you face.
8
All Foes
-


Level 6:

WIDR / Wind Dragon
 This incantation will create an illusionary red dragon to fight with your party.
10
Special
-

MIWP / Mind Warp
 This spell will make a member of your party go totally insane. Useful for possessions.
9
Character
-


Level 7:

WIGI / Wind Giant
 This spell will create an illusionary storm giant, to join with, and fight for, your party.
12
Special
-

SOSI / Sorcerer Sight
 This spell functions the same as the "second sight", but it will last indefinitely.
11
30 feet
Indefinite

 

Wizard-Spells:

Artwork Wizard

Level 1:

SUDE / Summon Dead
 This will gate into our universe a zombie or skeleton to fight for the party.
6
Special
-

REDE / Repel Dead
 This spell will do 16 to 80 points of damage to a group of undead creatures.
4
Group
-


Level 2:

LESU / Lesser Summoning
 This spell will gate into our universe a lower power elemental or demon, who will (under protest) join the party.
8
Special
-

DEBA / 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.
8
1 Foe
-


Level 3:

SUPH / Summon Phantom
 This spell will bring a medium level undead creature into the party.
10
Special
-

DISP / Dispossess
 This spell will make any possessed party member to his normal state.
10
Character
-


Level 4:

PRSU / Prime Summoning
 This spell gates in a medium level elemental or demon, to fight with the party.
12
Special
-

ANDE / Animate Dead
 Gives a dead character undead strength, making him attack your enemies as though he were truly alive.
11
Character
-


Level 5:

SPBI / Baylor's Spell Bind
 This spell if successful possesses the mind of any enemy, forcing him to join your party and fight in its defense.
14
1 Foe
-

DMST / Demon Strike
 This spell works like Demon Bane, but it will affect an entire group of demons.
14
Group
-


Level 6:

SPSP / Spell Spirit
 This spell will gate in a higher-level undead creature to fight for the party.
15
Special
-

BEDE / Beyond Death
 This spell will restore life and one hit point to a character.
18
Character
-


Level 7:

GRSU / Greater Summoning
 This spell will gate a greater demon into our universe and bind him to the party.
22
Special
-




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