LIST OF MAGIC SPELLS.... {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
KEY TO SPELLS ------------- EFFECT: DAMAGE OR OTHER EFFECTS RANGE : DISTANCE THE SPELL CAN BE CAST TARGET: WHO IS AFFECTED BY SPELL TIME : DURATION OF SPELL POWER : POWER POINTS TAKEN CHAR: 1 CHARACTER GROUP: 1 GROUP OF MONSTERS PARTY: EVERY CHARACTER IN YOUR PARTY VAR: VARIABLE. THE MORE POINTS YOU EXPEND, THE MORE DAMAGE OR EXPENDED TIME.
MAXIMUM EQUALS 2 TIMES YOUR SKILL IN THAT MAGIC CLASS.
1-6 X P: DAMAGE SHOWN MULTIPLIED BY POWER POINTS EXPENDED.
HR.: HOUR IN THE GAME (NOT REAL TIME)
COMBAT: DURATION OF ENTIRE ENCOUNTER. ONCE ONE SIDE OR THE OTHER IS DEFEATED OR
1. MAGE FIRE --------- THE BEGINNING ZAP SPELL, AND ALWAYS WORTH FALLING BACK ON IF NOTHING MORE
POWERFUL IS AT HAND.
EFFECT: 1-8 PTS
RANGE : 30'
TARGET: 1 FOE
TIME : --
POWER : 2
2. CHARM -----
THIS SIMPLE ENCHANTMENT OFFERS A SMALL BONUS TO A CHARACTER'S ABILITY IN COMBAT, AND WILL HEAL 1-2 POINTS OF DAMAGE.
EFFECT: +1 AV
RANGE : HEAL
TARGET: CHAR
TIME : COMBAT
POWER : 3
3. LESSER HEAL -----------
A SIMPLE HEAL SPELL, RESTORING UP TO FOUR POINTS OF HEALTH. HEAL SPELLS ARE VERY IMPORTANT, BECAUSE YOU CAN'T USE THE BANDAGE SKILL IN COMBAT. LEARN A HEAL
SPELL IF YOU WANT TO SURVIVE!
EFFECT: 1-4 POINTS
RANGE : HEAL
TARGET: CHAR
TIME : --
POWER : 2
4. DISARM ------
THIS INCANTATION DISARMS ONE FOE--THAT IS, IF HE CARRIES A WEAPON. DRAGONS'
CLAWS NOT AFFECTED.
EFFECT: DISARM
RANGE : 30'
TARGET: 1 FOE
TIME : --
POWER : 4
5. LUCK ----
IF YOU'D RATHER BE LUCKY THAN GOOD, CAST THIS SPELL ON YOURSELF OR A FRIEND. IT
IMPROVES YOUR DV FOR THE DURATION OF THE COMBAT.
EFFECT: +2 DV
RANGE : --
TARGET: CHAR
TIME : COMBAT
POWER : 3
6. MAGE LIGHT ----------
USEFUL FOR EXPLORING DARK PLACES WHEN A MUNDANE SOURCE OF LIGHT IS NOT AVAILABLE. A "TORCH" ICON WILL APPEAR FOR THE DURATION OF THE SPELL.
EFFECT: LIGHT
RANGE : --
TARGET: PARTY
TIME : VARIABLE
POWER : 1=3 HR
HIGH MAGIC {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
1. FIRE LIGHT ----------
AN IMPROVED ZAP SPELL. THE GREATER THE POWER OF THE CASTER, THE MORE DAMAGE THIS SPELL WILL DO.
EFFECT: 1-6 X P
RANGE : 30'
TARGET: 1 FOE
TIME : --
POWER : VAR
2. ELVAR'S FIRE ------------
THIS WAS LANAC'TOOR'S FAVORITE METHOD OF DISPERSING AUTOGRAPH SEEKERS. WHILE
THIS SPELL DOESN'T PACK MUCH PUNCH, IT IS AN AREA-EFFECT WEAPON, AND CAN
SOMETIMES TAKE OUT WHOLE GROUPS OF LESSER FOES.
EFFECT: 2-12 PTS
RANGE : 30'
TARGET: GROUP
TIME : --
POWER : 6
3. POOG'S VORTEX -------------
AN IMPROVED VERSION OF ELVAR'S FIRE, CREATED BY THE ARCH-WIZARD POOG TO SUCK
AWAY THE LIFE FORCE OF HIS FOES.
EFFECT: 4-24 PTS
RANGE : 20'
TARGET: GROUP
TIME : --
POWER : 11
4. ICE CHILL ---------
A PRECISE SPELL THAT USUALLY RESULTS IN A FRIGID DEATH FOR THE VICTIM. LIKE THE
FIRE LIGHT SPELL, ICE CHILL IS POWER-BASED, AND WHILE NOT SO POTENT AS FIRE
LIGHT FOR BEGINNERS, IT WORKS AT GREATER RANGE.
EFFECT: 1-4 X P
RANGE : 50'
TARGET: 1 FOE
TIME : --
POWER : VAR
5. BIG CHILL ---------
AN AREA-EFFECT VERSION OF ICE CHILL THAT WILL INFLICT UP TO 24 POINTS OF DAMAGE
TO ALL OPPONENTS WITHIN RANGE.
EFFECT: 4-24 PTS
RANGE : 30'
TARGET: ALL
TIME : --
POWER : 15
6. DAZZLE ------
USE THIS SPELL TO BEFUDDLE SIMPLE FOES, BUT MAKE SURE SOMEONE IS ON HAND TO
EXPLOIT YOUR ENEMY'S HESITATION.
EFFECT: MISS TURN
RANGE : 30'
TARGET: 1 FOE
TIME : --
POWER : 3
7. MYSTIC MIGHT ------------
INSTANT MUSCLES FOR THE FRIEND OF YOUR CHOICE, LASTING FOR THE ENTIRE COMBAT.
EFFECT: +15 STR
RANGE : --
TARGET: CHAR
TIME : COMBAT
POWER : 4
8. REVEAL GLAMOUR --------------
A VERY IMPORTANT SPELL THAT WILL (USUALLY) DISPEL ILLUSIONS. ALL IS NOT AS IT
SEEMS, ESPECIALLY IN THE EASTERN ISLES.
EFFECT: DISPEL
RANGE : 40'
TARGET: GROUP
TIME : --
POWER : 2
9. COWARDICE ---------
FEARSOME FOES SUDDENLY FEAR YOU. THEY WILL EITHER RUN AWAY, OR CONTINUE TO STAND AND FIGHT IF THEY RESIST THE SPELL. WORKS BEST AGAINST WEAKER OPPENENTS.
EFFECT: FOES RUN
RANGE : 60'
TARGET: GROUP
TIME : --
POWER : 8
10. VORN'S GUARD ------------
ORIGINALLY DEVELOPED TO PROTECT A KING AND HIS ENTOURANGE, THIS SPELL IS
EXCELLENT FOR PARTIES DESIRING A BLANKET OF MAGICAL PROTECTION. IMPROVES ARMOR
CLASS (I.E. DAMAGE ABSORBED), BUT HAS NO EFFECT ON DV.
EFFECT: +2 AC
RANGE : --
TARGET: PARTY
TIME : COMBAT
POWER : 6
11. SALA'S SWIFT ------------
IMPROVES THE DEXTERITY OF A SINGLE CHARACTER, FOR THE DURATION OF AN ENTIRE
COMBAT. THIS WILL IMPROVE THE TARGET'S AV AND DV.
EFFECT: +8 DEX
RANGE : --
TARGET: CHAR
TIME : COMBAT
POWER : 5
12. HEALING -------
MORE POTENT THAN THE LOW MAGIC 'LESSER HEAL' SPELL, THIS ENCHANTMENT CAN SET
BROKEN BONES AND STOP INTERNAL BLEEDING.
EFFECT: 1-6 PTS
RANGE : --
TARGET: CHAR
TIME : --
POWER : 3
13. GROUP HEAL ----------
A GROUP MEDICAL PLAN THE ENTIRE PARTY WILL APPRECIATE. RESTORES UP TO SIX POINTS OF HEALTH TO EACH CHARACTER.
EFFECT: 1-6 PTS
RANGE : --
TARGET: PARTY
TIME : --
POWER : 6
14. AIR SUMMON ----------
CONJURES AN AIR ELEMENTAL FOR WHATEVER LOFTY GOAL YOU PURSUE.
EFFECT: SUMMON
RANGE : --
TARGET: --
TIME : VAR
POWER : 1=4 HR
15. EARTH SUMMON ------------
CREATES A POTENT CREATURE FROM STONE AND SOIL, UNDER YOUR COMMAND. THE EARTH
ELEMENTAL IS SOMEWHAT STRONGER AND MORE DURABLE THAN THE AIR ELEMENTAL.
EFFECT: SUMMON
RANGE : --
TARGET: --
TIME : VAR
POWER : 1=4 HR
16. WATER SUMMON ------------
ALLIES A SPIRIT OF THE WATER FOR A TIME. WATER ELEMENTALS ARE A BIT MORE
POWERFUL AND STRONG THAN THE EARTH ELEMENTALS.
EFFECT: SUMMON
RANGE : --
TARGET: --
TIME : VAR
POWER : 1=4 HR
17. FIRE SUMMON -----------
SUMMONS A FIR ELEMENTAL. GUARANTEED TO BRIGHTEN UP A PARTY. THE FIRE ELEMENTAL
IS THE MOST POWERFUL KNOWN.
EFFECT: SUMMON
RANGE : --
TARGET: --
TIME : VAR
POWER : 1=4 HR
18. SENSE TRAPS -----------
SAFELY GUIDES YOU PAST DANGEROUS DEADFALLS WITHOUT TRIPPING THE TRAPS.
EFFECT: SENSE
RANGE : --
TARGET: PARTY
TIME : VAR
POWER : 1=2 HR
19. CLOAK ARCANE ------------
RENDERS THE PARTY PARTIALLY INVISIBLE, DIVERTING BOTH THE LIGHT AROUND YOU AND
THE FORCE OR YOUR OPPENENTS' BLOWS.
EFFECT: +2 AC
RANGE : --
TARGET: PARTY
TIME : VAR
POWER : 1=1 HR
SUN MAGIC {CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}{CBM-Y}
1. SUN STROKE ----------
THE SUN MAGIC VERSION OF 'FIRE LIGHT.' SUBTLE DISTINCTIONS ARE CLAIMED BY THOSE
FAMILIAR WITH BOTH SPELLS.
EFFECT: 1-8 X P
RANGE : 20'
TARGET: 1 FOE
TIME : --
POWER : VAR
2. EXORCISM --------
THE UNDEAD CANNOT ABIDE THE LIGHT OF THE SUN. USUALLY. NOT EFFECTIVE AGAINST THE LIVING.