SPELL KEY GLOSSARY Range Terms View: spell affects line of sight 1 Foe: spell affects a single monster All Foes: spell affects all monsters you face Group: spell affects 1 of 4 monster groups Self: spell affects spellcaster only 30': 3 squares in the direction you fact 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 mem- bers are killed or until party runs away. Short: spell lasts only a few minutes. Medium: spell lasts a little longer than short. Long: spell lasts twice as long as 'short' Indef.: spell lasts until party enters the Adventurer's Guild or an anti-magic zone. CONJURER SPELLS Spell Name/Description Code, Pt. Cost,Range,Duration Conjurer Spells - Level 1 MAGE FLAME, MAFL, 2, View, Medium a small, mobile torch will appear & float above the spell caster as he travels ARC FIRE, ARFI, 3, 1 Foe,... a fan of blue flames 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 kill him. TRAP ZAP, TRZP, 2, 30',... this spell will disarm any trap within 20 feet, in the direction the party is facing. It will also disarm traps on chests. Level 2 FREEZE FOES, FRFO, 3, Group, Combat binds your enemies with a magical force, slowing their movements & 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 increases one of your party memeber'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 ARCYNES MAGESTAR, MAST, 5, Group,... a bright flare will ignite in front of a group of your enemies, tempor- arily blinding them & 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 ginger, sizzling a group of opponents for 4-16 hits damage. Level 4 ELIK'S INSTANT WOLF, INWO, 6, Special, ... caster can make a real wolf appear & join the party, fighting in its defense. FLESH RESTORE, FLRE, 6, Char, ... powerful healing spell will restore 6-24 hit points to a party member & cure poisoning & insanity. POISON STRIKE, POST, 6, Foe, ... hurls porcupine sharp needles from the mages finger into a selected monster poisoning it. Level 5 GREATER REVELATION, GRRE, 7, View, Long functions like a lesser revelation spell only it illuminates a wider area WRATH FO 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 wlectrical energy envelopes 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. will make the party levitate as does the level 3 spell, but its effects will last until dispelled. Level 7 FLESH ANEW, FLAN, 12, party, ... 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 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. AIR ARMOR, AIAR, 3, Self, Combat will make the air around the spell caster bind itself into a weightless suit of armor. SABHARS STEELLIGHT 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 will speak under direction of the 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 weapons] more deadly, adding 4-16 points of damage to every wound he inflicts AREA ENCHANT, AREN, 5, 30', Short will cause the dungeon walls within 30' 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 mpoves, 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 in- credibly strong as on ogre. MITHRIL MIGHT, MIMI, 7, Party, Combat increases the armor protection of each party member by enhancing their armors 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 6-24 damage points. Level 4 SPECTRE TOUCH, SPTO, 8, 1 Foe, ... will drain a single enemy of 12-48 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 8-32 points of damage to 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 disblieving illusions and in turning back magical fire, like dragon's breath. AKERS ANIMATED SWORD, ANSW, 8, Spec, Combat a magical sword will apear and fight like a summonded monster in defense of the party. STONE TOUCH, STTO, 8, 1 Foe, ... 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 will alter the structure of almost any wall directly in front of the party, turning it to air for exactly 1 move. YBARRAS 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 & insanity. DEATHSTRIKE, DEST, 14, 1 Foe, ... is very likely to instantly kill 1 selected enemy big or small. SORCEROR SPELLS Level 1 MANGARS MIND JAB, MIJA, 3, 1 Foe, ... the mage casts a concentrated blast of psychic energy at 1 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 blue in the sight of the monsters, making the party very difficult to strike. LOCATE TRAPS, LOTR, 2, 30', Short the spell caster will be able to sense a trap within 30', if he faces it. HYPNOTIC IMAGE, HYIM, 3, Group, ... if successfully cast, will make a group of your enemies miss the following attack round. Level 2 DISBELIEVE, DISB, 4, Party, ... will reveal the true nature of any illusion attacking the party, causing it to instantly vanish. TARGET-DUMMY, TADU, 4, Spec, 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 1 foe, times the experience level of the maga. WORD OF FEAR, FEAR, 4, Group, Combat will make a group of your enemies shake in fear reducing their ability to attack and do damage. Level 3 WIND WOLF, WIWO, 5, Spec, ... creates an illusionary wolf to join the party. This & other illusions are only effective as long as an enemy believes them. Depending on power & location, the monster may see through the illusion & cause it to vanish. KYLEARNANS 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 difficulty 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, & 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 members of the mages party will all receive perfect night-vision, which will last indefinitely. WIND WARRIOR, WIWA, 6, Spec, ... will create the illusion of a battle-ready war- rior that joins your party. KYLEARNANS INVISIBILITY SPELL, INVI, 7, Party, Combat will perform a vanishing spell on the entire party Level 5 WIND OGRE, WIOG, 7, Party, ... will create the illusion of an ogre which will accompany fight with your party. DISRUPT ILLUSION, DIIL, 8, Party, Combat 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. MANGARS MIND BLADE, MIBL, 8, All Foes, ... a sharp explosion of psychic energy that inflicts 10-40 hits to each & every enemy you face. Level 6 WIND DRAGON, WIDR, 10, Spec, ... will create an illusionary red dragon to fight with your party. MIND WARP, MIWP, 8, Char, ... will make a member of your party go totally insane. Useful for possessions. Level 7 WIND GIANT, WIGI, 12, Spec, ... will create an illusionary storm giant, to join with and fight for your party. SORCERER SIGHT, SOSI, 11, 30', Indef functions the same as the Second Sight Spell but it will last indefinitely. WIZARD SPELLS Level 1 SUMMON DEAD, SUDE, 6, Spec, lll will gate into our universe a zombie or skeleton to fight for the party. REPEL DEAD, REDE, 4, Group, ... will do 16-80 points of damage to a group of undead creatures. Level 2 LESSER SUMMONING, LESU, 8, Spec, ... will gate into our universe a lower power elemental or demon, who will [under protest] join the party. DEMON BANE, DEBA, 8, 1 Foe, ... will do 32-128 points of damage to a single demon. The power to summon is the power to destroy. Level 3 SUMMON PHANTOM, SUPH, 10, Spec, ... will bring a medium level undead creature into the party. DISPOSSESS, DISP, 10, Char, ... will make any possessed party member return to his normal state. Level 4 PRIME SUMMONING, PRSU, 12, Spec, ... 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 was alive. Level 5 BAYLORS SPELL BIND, SPBI, 14, 1 Foe, ... if successful, possesses the mind of an enemy, forcing him to join your party & fight in its defense. DEMON STRIKE, DMST, 14, Group, ... works like Demon Bane, but it will affect an en- tire group of demons. Level 6 SPELL SPIRIT, SPSP, 15, Spec, ... will gate in a higher-level undead creature to fight for the party. BEYOND DEATH, BEDE, 18, Char, ... will restore life and 1 hit point to a character. Level 7 GREATER SUMMONING, GRSU, 22, Spec, ... will gate a greater demon into our universe and bind him to the party. BARD'S SONGS FALKENTYNES FURY: this tune increases the damage your party will do in combat, by driving them into a berserk rage. THE SEEKERS BALLAD: will produce light when exploring & during combat it will increase the party's chance of hitting a foe with a weapon. WAYLANDS WATCH: will sooth you savage foes, making them do less damage in combat. BADH'R KILNFEST: an ancient Elven melody, will heal the Bard's wounds during traveling & heal the party's wounds during combat. TRAVELLERS TUNE: makes the members of your party more desterous and agile, thus more difficult to hit. LUCKLARAN: sets up a partial 'anti magic' field which gives party members some increased protection against spell casting.