Makes the selected PC move faster for a while. All haste spells take effect at the beginning of the next round.
Strength
Makes the selected PC more skilled for a short time. Works like the priest spell ‘Bless.’
Scare
Decreases the morale of the victim. Casting this on a weak foe will make the foe flee. If the monster doesn't flee, later castings have a higher chance of success.
Minor Poison
Poisons the target creature. This does a fair amount of damage, but it takes time to happen.
Flame
Fires a decent-sized bolt of flame at the target. The damage done increases with the level of the caster.
Slow
Makes the victim get half its usual number of actions for a while.
Dumbfound
Makes the victim incompetent: easier to hit, easier to damage, and less able to attack you.
Envenom
This spell puts poison on the weapon of the selected PC, with no chance of failure or accidental poisoning.
Unlock Doors
Some doors are magically locked, and others are just hard to open. This spell can unlock them. However, it isn’t guaranteed to succeed, and won’t work on all doors.
Haste
Makes the selected PC get twice the usual number of actions for a long time. All haste spells take effect at the beginning of the next round.
Fireball
Fires a powerful ball of flame, which affects the target space and every space adjacent. The damage done increases with the level of the caster.
Long Light
Like the first level light spell, but much more effective.
Fear
Like scare, but much more powerful.
Poison
This makes poison run thick in the veins of the target. Repeated castings will have a devastating effect.
Ice Bolt
Slams the target with a heavy, pointed bolt of ice. Effective against monsters who are resistant to fire. Damage increases as level of caster increases.
Slow Group
Makes all monsters within a 12 space radius move at half speed for a time.
Magic Map
This powerful spell gives you a vision of the entire level. Your map will show you the entire area. However, to cast this spell requires a sapphire.
Stealth
This powerful spell makes monsters less likely to see you for a time which depends on your level. Try casting it before walking through a room crowded with monsters.
Major Haste
Gives the entire party double the actions for a time depending on the level of the caster. All haste spells take effect at the beginning of the next round.
Fire Storm
This spell is like fireball, but does more damage, and affects all creatures within two spaces of the space you target. Be careful not to fry your party!
Dispel Barrier
This spell has a chance (increasing with level) of destroying magical barriers. Some barriers are harder to dispel than others; some cannot be dispelled. Some barriers can be walked through.
Major Poison
This spell makes the targeted monster very poisoned. This spell does a huge amount of damage, but it takes time to take effect.
Group Fear
When cast, the caster begins to radiate a horrible aura of fear. All monsters within 12 spaces lose a lot of morale. This spell gains effectiveness rapidly with the level of the caster.
Kill
The deadly Kill spell deals a devastating blow to one target you select.
Ravage Enemy
When cast, all monsters within 8 spaces of the caster are slowed and heavily cursed.
Shockwave
This spell sends a wave of force out from the caster, damaging everyone nearby. The farther someone is from the caster, the more damage is taken, out to a radius of 10. Don’t cast in towns.
Major Blessing
When cast, the entire party is blessed and hasted, and has their weapons mildly poisoned.
Recharge
When cast, you select a wand, staff, or rod in your possession, and it gains a charge. There is a chance of melting the item, which increases with the number of charges already there.
Protection
One of the most powerful spells in the mage’s repertoire. It makes the whole party temporarily magic resistant, and makes one PC you select immune to ALL damage for a short time.