- School
- Cleric
- Level
- 1
- Spell Points Cost
- 1
Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. May be critical if party is attacked during rest.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Awakens all sleeping members of the party, instantaneously cancelling the sleep condition.
- School
- Cleric
- Level
- 1
- Spell Points Cost
- 1
Increases the accuracy with which all characters fight, for the duration of combat.
- School
- Cleric
- Level
- 1
- Spell Points Cost
- 1
Blinds the affected monster for the duration of combat. Forced to rely on other senses, the monster's chances of landing a blow are diminished.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Reveals any magical items in caster's back pack, and notes the number of magical charges remaining in any item which must be charged for use. Also detects any magic surrounding or inside containers.
- School
- Sorcerer
- Level
- 1
Zaps the monster with a blast of pure energy, inflicting 1-4 damage points per experience level of caster.
- School
- Cleric
- Level
- 1
- Spell Points Cost
- 1
Heals minor battle wounds, restoring 8 Hit Points to that character.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Sends a burning shaft into the monster, inflicting 1-6 points of fire damage, unless monster is immune to fire.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Toughens all characters' skin, so that attacks from monsters bounce off rather than hitting.
- School
- Cleric
- Level
- 1
- Spell Points Cost
- 1
Gives the party 1 light factor, which is sufficient to light up 1 dark area. Multiple light spells can be cast to accumulate multiple light factors.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Gives the party 1 light factor, sufficient to light a single darkened square. Multiple light spells can be cast, to accumulate light factors.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Gives precise information on party's location. This spell is the key to successful mapping.
- School
- Cleric
- Level
- 1
Restores character's health and 1-10 Hit Points per experience level of caster.
- School
- Cleric
- Level
- 1
- Spell Points Cost
- 1
Increases all characters' resistance to fear and spells of intimidation. Amount of the increase depends on experience level of the caster. Spell lasts 1 day.
- School
- Sorcerer
- Level
- 1
- Spell Points Cost
- 1
Casts monsters into a deep sleep, preventing them from attacking. Effective until monster is damaged.
- School
- Cleric
- Level
- 1
- Spell Points Cost
- 1
Destroys some or all undead monsters, depending on caster's experience level and monster's power level.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Cures more serious wounds, restoring 15 Hit Points to the character.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Electrocutes a monster, inflicting 2-12 damage points, unless monster is immune to electrical attack.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Bestows 6 additional Hit Points and temporarily elevates character 2 levels of experience.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Uses the power of suggestion to prevent a monster from attacking. Effective until monster is attacked.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Informs caster of the nature of any one monster during combat.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Gives all characters super strength, enabling them to jump 2 squares forward, providing there are no magical obstructions (force fields, etc.) in the way.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Raises all characters above ground level, protecting them from various dangers for 1 day.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Cripples monster with pain, inflicting 2-12 damage points, unless the monster is immune to pain.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Boosts that character's Might by 1-4 points for the duration of combat.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Increases all character's resistance to cold or freezing spells. Amount of the increase depends on the caster's experience level. Spell lasts 1 day.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Increases all character's resistance to fire or heat spells. Amount of the increase depends on the caster's experience level. Spell lasts 1 day.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Increases all characters' resistance to poison and poisonous spells. Amount of the increase depends on the caster's experience level. Spell lasts 1 day.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Boosts character's Speed by 1-4 points for the duration of combat, moving him/her further forward in order of combat.
- School
- Sorcerer
- Level
- 2
- Spell Points Cost
- 2
Strikes fear into the monster's heart, decreasing its probability of hitting a character during combat.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Prevents the monster from casting spells for the duration of combat.
- School
- Cleric
- Level
- 2
- Spell Points Cost
- 2
Coerces monster into refraining from attack, unless it is attacked. Lasts for the duration of combat
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Adds 6 food units to caster's food supply. Caster may then distribute food among other party members, if he/she desires.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Restores sight to that character, instantaneously removing the blinded condition.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Restores movement to that character, instantaneously removing the paralyzed condition.
- School
- Sorcerer
- Level
- 3
Rolls a deadly ball of fire into the monsters' midst, inflicting 1-6 damage points per level of experience on each monster.
- School
- Sorcerer
- Level
- 3
- Spell Points Cost
- 3
Grants magical flight to all characters, allowing the party as a whole to move to any other outdoor area. The party will land in the safest square in that area.
- School
- Sorcerer
- Level
- 3
- Spell Points Cost
- 3
Turns all characters invisible, greatly decreasing the monsters' chances of hitting them.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Bestows 20 light factors on the party, for use in dispelling darkness.
- School
- Sorcerer
- Level
- 3
Blasts the monsters with a gigantic lightning bolt that inflicts 1-6 damage points per level of experience on each monster.
- School
- Sorcerer
- Level
- 3
- Spell Points Cost
- 3
Expands the combat area, allowing the first 5 characters to engage in hand-to-hand combat.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Attacks monster with a jet of flame that inflicts 3-18 damage points, providing monster is not immune to fire.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Inflicts severe frostbite on monster, doing 3-18 points of damage, unless monster is immune to cold.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Releases party from its commitment to a quest.
- School
- Sorcerer
- Level
- 3
- Spell Points Cost
- 3
Places an invisible force field around all monsters' feet, slowing them down to 1/2 their original speed and putting them farther back in order of combat.
- School
- Cleric
- Level
- 3
- Spell Points Cost
- 3
Creates a floating sand dune upon which the party may walk on. Lasts 1 day.
- School
- Sorcerer
- Level
- 3
- Spell Points Cost
- 3
Weakens all monsters, reducing each monster's Hit Points by 2 and Armor Class by 1.
- School
- Sorcerer
- Level
- 3
- Spell Points Cost
- 3
Wraps 1-5 monsters in a supernatural web, preventing them from fighting for the duration of combat or until they escape.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Attacks with corrosive acid that inflicts 3-30 damage points, unless the monster is immune to acid.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Attacks with a beam of intense cold that penetrates to the monster's heart and inflicts 4-40 damage points, unless the monster is immune to cold.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Restores full health to sick character, instantaneously removing the diseased condition.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Erases the monsters brain, removing all its abilities for the duration of combat or until the monster overcomes the spell.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Immobilizes the monster, preventing it from attacking for the duration of combat. Monster's chance of overcoming this spell is very small.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Places a supernatural guard over party, preventing surprise attacks for 1 day.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Flushes poison out of character's system, instantaneously removing the poisoned condition.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Increases all characters' resistance to acid attacks. Amount of the increase depends on the caster's experience level. Spell lasts 1 day.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Increases all characters' resistance to electrical attacks. Amount of the increase depends on the caster's experience level. Spell lasts 1 day.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Grants all characters immunity from mind influencing spells for 1 day.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Restores a character's original alignment, after actions and responses have caused it to shift.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Creates an invisible shield which surrounds the party and protects all characters from most missile weapons for the duration of combat.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Zaps monsters with lightning bolts, inflicting 4-32 damage points on each monster not immune to lightning.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Temporarily bestows 10 additional Hit Points and 3 additional experience levels on character. Lasts for the duration of combat.
- School
- Cleric
- Level
- 4
- Spell Points Cost
- 4
Instantly transports all party members from an underground location to ground surface.
- School
- Sorcerer
- Level
- 4
- Spell Points Cost
- 4
Creates a warp in time that enables the party to retreat safely from most battles.
- School
- Sorcerer
- Level
- 5
- Spell Points Cost
- 5
Unleashes a torrent of acid rain that inflicts 5-50 damage points on each monster, unless immune to acid.
- School
- Cleric
- Level
- 5
- Spell Points Cost
- 5
Sends a swarm of killer insects against the monsters, inflicting 2-20 damage points against each monster.
- School
- Cleric
- Level
- 5
- Spell Points Cost
- 5
Cancels all magic spells currently active both for characters and monsters.
- School
- Sorcerer
- Level
- 5
- Spell Points Cost
- 5
Cancels all magic spells currently active, both for characters and monsters.
- School
- Sorcerer
- Level
- 5
- Spell Points Cost
- 5
Channels the ancient power of all dead sorcerers through the caster, resulting in death to the monster at whom the caster points a finger.
- School
- Cleric
- Level
- 5
- Spell Points Cost
- 5
Attempts to immobilize all monsters and prevent them from fighting. May be partially or completely ineffective on some or all monsters.
- School
- Cleric
- Level
- 5
- Spell Points Cost
- 5
Releases character from all undesirable conditions except dead, stoned or eradicated.
- School
- Cleric
- Level
- 5
- Spell Points Cost
- 5
Replaces 1-5 experience levels that have been lost or drained from character, up to his/her former level.
- School
- Sorcerer
- Level
- 5
- Spell Points Cost
- 5
Provides' 1 day's rest free of the danger of encounter.
- School
- Sorcerer
- Level
- 5
- Spell Points Cost
- 5
Instantly moves the party from its present position, up to 9 squares in any direction.
- School
- Sorcerer
- Level
- 6
- Spell Points Cost
- 6
A magical sword that moves with lightning speed, inflicting 1-30 damage points on each monster. The sword cannot be avoided, nor can the damage from it be minimized.
- School
- Sorcerer
- Level
- 6
- Spell Points Cost
- 6
Reduces the monster to a pile of dust, utterly destroying it.
- School
- Sorcerer
- Level
- 6
- Spell Points Cost
- 6
Alters all characters' molecular structure long enough to allow them to move 1 square forward through any special barrier (force field, etc.).
- School
- Cleric
- Level
- 6
- Spell Points Cost
- 6
Bathes all combatants in a beneficent ray that bestows 3-30 Hit Points on each character and removes 3-30 Hit Points from each monster.
- School
- Sorcerer
- Level
- 6
- Spell Points Cost
- 6
Increases all characters' resistance to magic. Amount of the increase depends on experience level of caster. Spell lasts 1 day.
- School
- Cleric
- Level
- 6
- Spell Points Cost
- 6
Brings the character back to life, removing the dead condition. Spell carries a moderate chance of failure and a remote chance of eradicating the character.
- School
- Sorcerer
- Level
- 6
- Spell Points Cost
- 6
Restores 1-4 charges to any item in caster's back pack that still has 1 magical charge remaining. Some risk that the spell will fail and destroy the item.
- School
- Cleric
- Level
- 6
- Spell Points Cost
- 6
A fountain of youth that trims 1-10 years off a character's age, restoring his/her abilities to the younger level. Spell carries some risk of producing the opposite effect.
- School
- Cleric
- Level
- 6
- Spell Points Cost
- 6
Re-animates a character who has been tumed to stone, removing the stoned condition.
- School
- Cleric
- Level
- 6
- Spell Points Cost
- 6
Opens a temporary portal to any town and moves the party through the portal to that town.
- School
- Sorcerer
- Level
- 7
- Spell Points Cost
- 7
Transports all characters' to the astral plane. This highly dangerous and unpredictable area is otherwise impossible to reach.
- School
- Cleric
- Level
- 7
- Spell Points Cost
- 7
Intercedes with supernatural forces to restore all characters' Hit Points and remove all undesirable conditions, except eradicated.
- School
- Sorcerer
- Level
- 7
- Spell Points Cost
- 7
Allows the caster to exactly duplicate any 1 item in his/her back pack, provided that there is room in the caster's pack for the new item. Small chance that the spell will fail and destroy the original item.
- School
- Cleric
- Level
- 7
- Spell Points Cost
- 7
Utters a single word of devastating power, that totally destroys all undead monsters.
- School
- Sorcerer
- Level
- 7
- Spell Points Cost
- 7
Buries all monsters under a hail of meteors, inflicting 1-120 damage points on each monster.
- School
- Sorcerer
- Level
- 7
- Spell Points Cost
- 7
Reduces the damage inflicted on all characters by any attack, by 1/2. Lasts for the duration of combat.
- School
- Sorcerer
- Level
- 7
- Spell Points Cost
- 7
A powerful, but erratic spell that has completely unpredictable effects on all monsters.
- School
- Cleric
- Level
- 7
- Spell Points Cost
- 7
Increases all characters' resistance to fear, cold, fire, poison, acid and electricity. Amount of the increase depends on the caster's experience level. Spell lasts 1 day.
- School
- Cleric
- Level
- 7
- Spell Points Cost
- 7
Removes the eradicated condition from the character, adding 10 years to his/her age and subtracting 1 endurance point from his/her vital statistics. There is a chance that the spell will fail.
- School
- Cleric
- Level
- 7
- Spell Points Cost
- 7
Sears the monster with a focused ray of deadly light, inflicting 50-100 damage points.