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Spells
Old Spells
Spell Name | Wizard Only? | Description | MP Cost | Zap | No | This powers up your weapon for one attack. The next attack will do much more damage than before. | 3 | Open | No | Open sesame! Actually, this can open doors and chests from a safe distance. | 2 | Calm | No | This spell causes a monster to relax from a safe distance, allowing you time to escape. It cannot be used in close combat. | 4 | Flame Dart | No | This shoots a fireball at the target. Good for damaging things from a distance. | 5 | Fetch | No | Something out of your reach? Just use Fetch, and you'll be able to get it! | 5 | Dazzle | No | The "hidden" spell from QFG1 is back, and just as useless. This blinds enemies, rendering them temporarily immoble. Calm has the same effect, and lasts longer, but this one can be used in close combat. | 3 | Detect Magic | No | A quick casting of this spell can reveal any magical enchantments in the area. Very useful in certain parts. | 2 | Trigger | No | Magical traps are nasty. The Trigger spell can "trigger" them from a safe distance, thereby avoiding the deadly effects. | 3 |
New Spells
Spell Name | Location | Description | MP Cost | Force Bolt | Magic Shop | A Force Bolt doesn't damage a target as much as a Flame Dart, but can knock things over, and can also bounce off walls for a bank shot. | 6 | Levitate | Magic Shop | You can't fly, but you can float straight up and down using this spell. Good for avoiding those long falls and some projectiles, but goes through MP like popcorn. | 7 (plus 7 for each second used) | Reversal | WIT | Reversal creates a magical barrier around the caster. Whenever a spell comes into direct contact with the caster, the spell bounces off. This doesn't always mean that it goes back to the adversary, though... | 8 |
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