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Arcane Spells

Spell SP needed Gems needed Level required to buy Effect
Light 1 0 All users of Arcane spells start out with this spell. When you enter an area and find that you can't see a thing, this spell will light up the darkness.
Awaken 1 0 Sorcerers start out with this spell, Archers can buy it at level 1. Awakens all members of your party that were put to sleep. Extremely handy if you're ambushed while camping.
Detect Magic 1 0 All users of Arcane spells start out with this spell. If you have any magical items, this spell will show the amount of charges they have left. Make good use of this knowledge, for if you use up the last charge in an item, it may very well disintegrate.
Elemental Arrow 2 0 Sorcerers start out with this spell, Archers can buy it at level 1. With this spell, you can fire a small bolt of Fire, Cold, Electricity, or Acid. You can choose the element of the bolt you will fire when you cast the spell. It will deal 8 damage of the chosen type.
Energy Blast 1/level 1 You can buy this spell at level 2. This spell hits one enemy for 2-6 points of Energy damage per level of the caster.
Sleep 3 1 You can buy this spell at level 2. This spell attempts to put an enemy to sleep. If successful, the enemy won't be able to take any action for a short time. Hitting the enemy will break the spell. It has no effect on undead.
Create Rope 3 0 You can buy this spell at level 3. You'll need a rope if you want to climb down into deep pits. If you don't have one, you can use this spell instead. It only works if you're standing directly above the pit when you cast the spell.
Toxic Cloud 4 1 You can buy this spell at level 3. This spell will envelop a group of enemies in a cloud which deals 10 points of Poison damage.
Jump 4 0 You can buy this spell at level 4, at any Guild except Raven's Guild. Use this spell to move the party two spaces ahead. This may not sound like much, but it will enable you to avoid traps which are directly in front of you. However, you can't pass through physical or magical walls with this spell.
Acid Stream 5 0 You can buy this spell at level 4, at any Guild except Raven's Guild. A blast of acid will strike one enemy, dealing 25 points of Acid-based damage.
Levitate 5 0 You can buy this spell at level 5, at any Guild except Raven's Guild. When you cast this spell, a gargoyle at the left side of the screen will animate to indicate you are levitating. While you are levitating you can avoid some traps, like hidden trap doors.
Wizard Eye 5 2 You can buy this spell at level 5, at any Guild except Raven's Guild. This is one of the most useful spells, in my opinion. It will cause a small map of your surroundings to be displayed in the upper-right corner of the screen for the remainder of the day.
Identify Monster 5 0 You can buy this spell at level 6, at any Guild except Raven's Guild. This spell will scan the monsters directly in front of you, and inform you how much HP they have, what their AC value is, how many times they can attack per round, and what special abilities they have, if any.
Lightning Bolt 2/level 2 You can buy this spell at level 6, at any Guild except Raven's Guild. Blasts a group of enemies for Electric damage. The damage is equal to 4-6 points per level of the caster.
Lloyd's Beacon 6 2 You can buy this spell at level 7, at any Guild except Raven's Guild or Albatross' Guild. Another very useful spell. You can use it to set a beacon at your current location. When you cast it again, you can select to either set a new beacon at your current location, or teleport back to where you set your last beacon.
Power Shield 2/level 2 You can buy this spell at level 7, at any Guild except Raven's Guild or Albatross' Guild. This spell creates an invisible wall of force which will absorb a great deal of damage before letting any pass through to the character protected by the shield. In effect, the damage the character takes is reduced by a number equal to the level of the caster.
Detect Monster 6 0 You can buy this spell at level 8, at any Guild except Raven's Guild or Albatross' Guild. This spell scans your immediate surroundings for monsters. Useful if you want to see if anything is waiting for you around the corner.
Fireball 2/level 2 You can buy this spell at level 8, at any Guild except Raven's Guild or Albatross' Guild. Hits a group of enemies for Fire damage. The damage is equal to 3-7 points per level of the caster.
Time Distortion 8 3 You can buy this spell at level 9, at any Guild except Raven's Guild or Albatross' Guild. Even in the most dangerous places there are safe spots. This spell will randomly teleport you to one of those spots in your vicinity. Usually, if you're in a dungeon, this spell will teleport you back to the entrance. You can even use it to escape from combat.
Feeble Mind 8 0 You can buy this spell at level 9, at any Guild except Raven's Guild or Albatross' Guild. This will make a group of enemies unable to concentrate. An enemy affected by this spell will not attack you until it can overcome the spell. Undead are immune to this spell.
Teleport 10 0 You can buy this spell at level 10, at either Buzzard's Guild or Eagle's Guild. This is basically an improved version of Jump. It allows you to teleport the party up to 9 spaces ahead.
Finger of Death 10 4 You can buy this spell at level 10, at either Buzzard's Guild or Eagle's Guild. Summons the power of long dead Warlocks, which is briefly contained in the caster's finger. Any enemy the caster points at must successfully resist against Magic or be instantly turned to ashes.
Super Shelter 15 5 You can buy this spell at level 11, at either Buzzard's Guild or Eagle's Guild. I still think this is a ridiculously stupid name for a spell... but anyway, it lets you camp safely in areas in which it would normally not be safe. While resting under the effect of Super Shelter, no monsters will bother you. It doesn't work on water.
Dragon Breath 3/level 5 You can buy this spell at level 11, at either Buzzard's Guild or Eagle's Guild. Remember Elemental Arrow? Meet its big brother. This spell hits all foes in sight, and you can choose with what to hit them: Fire, cold, electricity or acid. A very powerful spell indeed, especially at higher levels. It deals 5 damage of the chosen type per level of the caster.
Recharge Item 15 10 You can buy this spell at level 12, at either Buzzard's Guild or Eagle's Guild. If you find your magical items are constantly running out of charges, this is the spell you need. If successful, it will add 1-6 charges to the item. Save before trying, because if you're not successful, you could drain charges from the item instead, or even destroy it completely.
Fantastic Freeze 15 5 You can buy this spell at level 12, at either Buzzard's Guild or Eagle's Guild. Hits a group of enemies for a fixed number of 40 points of Cold damage.
Duplication 20 50 You can buy this spell at level 13, at either Buzzard's Guild or Eagle's Guild. If you ever wished you had more of a certain item, this spell may just grant your wish: It attempts to make an exact duplicate of the item. It will not work if the item is too powerful, however. Also, in case of failure, there's a chance the original item will be destroyed, so save before you try.
Disintegrate 25 8 You can buy this spell at level 13, at either Buzzard's Guild or Eagle's Guild. This spell has two effects. First, the group of enemies you cast it on will be hit for some minor Energy damage. After that, the enemies must successfully resist against Magic or be disintegrated where they stand.
Etherealise 30 8 You can buy this spell at level 14, at Eagle's Guild only. In your quest you may run across some doors/walls you just can't seem to be able to pick the lock on/bash down. In such a case, come back once you get Etherealise. This spell will briefly give your party a mist-like form, allowing you to pass through doors or thin walls. You can also use it to avoid traps which are sneakily placed in a corner.
Dancing Sword 3/level 10 You can buy this spell at level 14, at Eagle's Guild only. This spell creates a huge sword out of thin air which hits a group of enemies for 6-14 points of physical damage per level of the caster.
Enchant Item 15 10 You can buy this spell at level 15, at Eagle's Guild only. With this spell, it's possible to give ordinary items some extra power. Of course, chances are you'll turn your Long Sword into a Wooden Long Sword, so save before you try. Also, this spell will only work on "basic" items, so it won't work on a Steel Long Sword, for example.
Incinerate 35 10 You can buy this spell at level 15, at Eagle's Guild only. One foe is completely enveloped in flame. The unfortunate victim will take 250 points of Fire damage.
Mega Volts 40 10 You can buy this spell at level 16, at Eagle's Guild only. Chain lightning rips through a group of enemies, hitting them for 150 points of Electric damage.
Inferno 75 10 You can buy this spell at level 16, at Eagle's Guild only. A group of enemies is hit by a torrent of flame for 250 points of Fire damage.
Implosion 100 20 You can buy this spell at level 17, at Eagle's Guild only. This is the most powerful damage-dealing spell there is. It causes an enemy's body to collapse in on itself, inflicting a whopping 1000 points of Energy damage.
Star Burst 200 20 You can buy this spell at level 17, at Eagle's Guild only. Implosion is still stronger than even this, the spell that causes a star to explode and the pieces to rain on your enemies. But Implosion targets only one enemy and Star Burst hits all the enemies in your line of sight - for 500 points of Physical damage.



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