Might and Magic Book One: spells

Might and Magic Book One Views: 10 Last Edited
Auto-translated
Awaken Spells
Awaken
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.

Awaken Spells
Awaken
School
Sorcerer
Level
1
Spell Points Cost
1

Awakens all sleeping members of the party, instantaneously cancelling the sleep condition.

Bless Spells
Bless
School
Cleric
Level
1
Spell Points Cost
1

Increases the accuracy with which all characters fight, for the duration of combat.

Blind Spells
Blind
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.

Detect Magic Spells
Detect Magic
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.

Energy Blast Spells
Energy Blast
School
Sorcerer
Level
1

Zaps the monster with a blast of pure energy, inflicting 1-4 damage points per experience level of caster.

First Aid Spells
First Aid
School
Cleric
Level
1
Spell Points Cost
1

Heals minor battle wounds, restoring 8 Hit Points to that character.

Flame Arrow Spells
Flame Arrow
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.

Leather Skin Spells
Leather Skin
School
Sorcerer
Level
1
Spell Points Cost
1

Toughens all characters' skin, so that attacks from monsters bounce off rather than hitting.

Light Spells
Light
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.

Light Spells
Light
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.

Location Spells
Location
School
Sorcerer
Level
1
Spell Points Cost
1

Gives precise information on party's location. This spell is the key to successful mapping.

Power Cure Spells
Power Cure
School
Cleric
Level
1

Restores character's health and 1-10 Hit Points per experience level of caster.

Protection From Fear
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.

Sleep Spells
Sleep
School
Sorcerer
Level
1
Spell Points Cost
1

Casts monsters into a deep sleep, preventing them from attacking. Effective until monster is damaged.

Turn Undead Spells
Turn Undead
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.

Cure Wounds Spells
Cure Wounds
School
Cleric
Level
2
Spell Points Cost
2

Cures more serious wounds, restoring 15 Hit Points to the character.

Electric Arrow
School
Sorcerer
Level
2
Spell Points Cost
2

Electrocutes a monster, inflicting 2-12 damage points, unless monster is immune to electrical attack.

Heroism Spells
Heroism
School
Cleric
Level
2
Spell Points Cost
2

Bestows 6 additional Hit Points and temporarily elevates character 2 levels of experience.

Hypnotize Spells
Hypnotize
School
Sorcerer
Level
2
Spell Points Cost
2

Uses the power of suggestion to prevent a monster from attacking. Effective until monster is attacked.

Identify Monster
School
Sorcerer
Level
2
Spell Points Cost
2

Informs caster of the nature of any one monster during combat.

Jump Spells
Jump
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.

Levitate Spells
Levitate
School
Sorcerer
Level
2
Spell Points Cost
2

Raises all characters above ground level, protecting them from various dangers for 1 day.

Pain Spells
Pain
School
Cleric
Level
2
Spell Points Cost
2

Cripples monster with pain, inflicting 2-12 damage points, unless the monster is immune to pain.

Power Spells
Power
School
Sorcerer
Level
2
Spell Points Cost
2

Boosts that character's Might by 1-4 points for the duration of combat.

Protection From Cold
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.

Protection From Fire
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.

Protection From Poison
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.

Quickness Spells
Quickness
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.

Scare Spells
Scare
School
Sorcerer
Level
2
Spell Points Cost
2

Strikes fear into the monster's heart, decreasing its probability of hitting a character during combat.

Silence Spells
Silence
School
Cleric
Level
2
Spell Points Cost
2

Prevents the monster from casting spells for the duration of combat.

Suggestion Spells
Suggestion
School
Cleric
Level
2
Spell Points Cost
2

Coerces monster into refraining from attack, unless it is attacked. Lasts for the duration of combat

Create Food Spells
Create Food
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.

Cure Blindness
School
Cleric
Level
3
Spell Points Cost
3

Restores sight to that character, instantaneously removing the blinded condition.

Cure Paralysis
School
Cleric
Level
3
Spell Points Cost
3

Restores movement to that character, instantaneously removing the paralyzed condition.

Fire Ball Spells
Fire Ball
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.

Fly Spells
Fly
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.

Invisibility Spells
Invisibility
School
Sorcerer
Level
3
Spell Points Cost
3

Turns all characters invisible, greatly decreasing the monsters' chances of hitting them.

Lasting Light Spells
Lasting Light
School
Cleric
Level
3
Spell Points Cost
3

Bestows 20 light factors on the party, for use in dispelling darkness.

Lightning Bolt
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.

Make Room Spells
Make Room
School
Sorcerer
Level
3
Spell Points Cost
3

Expands the combat area, allowing the first 5 characters to engage in hand-to-hand combat.

Produce Flame Spells
Produce Flame
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.

Produce Frost Spells
Produce Frost
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.

Remove Quest Spells
Remove Quest
School
Cleric
Level
3
Spell Points Cost
3

Releases party from its commitment to a quest.

Slow Spells
Slow
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.

Walk On Water Spells
Walk On Water
School
Cleric
Level
3
Spell Points Cost
3

Creates a floating sand dune upon which the party may walk on. Lasts 1 day.

Weaken Spells
Weaken
School
Sorcerer
Level
3
Spell Points Cost
3

Weakens all monsters, reducing each monster's Hit Points by 2 and Armor Class by 1.

Web Spells
Web
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.

Acid Arrow Spells
Acid Arrow
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.

Cold Beam Spells
Cold Beam
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.

Cure Disease Spells
Cure Disease
School
Cleric
Level
4
Spell Points Cost
4

Restores full health to sick character, instantaneously removing the diseased condition.

Feeble Mind Spells
Feeble Mind
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.

Freeze Spells
Freeze
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.

Guard Dog Spells
Guard Dog
School
Sorcerer
Level
4
Spell Points Cost
4

Places a supernatural guard over party, preventing surprise attacks for 1 day.

Neutralize Poison
School
Cleric
Level
4
Spell Points Cost
4

Flushes poison out of character's system, instantaneously removing the poisoned condition.

Protection From Acid
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.

Protection From Electricity
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.

Psychic Protection
School
Sorcerer
Level
4
Spell Points Cost
4

Grants all characters immunity from mind influencing spells for 1 day.

Restore Alignment
School
Cleric
Level
4
Spell Points Cost
4

Restores a character's original alignment, after actions and responses have caused it to shift.

Shield Spells
Shield
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.

Summon Lightning
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.

Super Heroism Spells
Super Heroism
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.

Surface Spells
Surface
School
Cleric
Level
4
Spell Points Cost
4

Instantly transports all party members from an underground location to ground surface.

Time Distortion
School
Sorcerer
Level
4
Spell Points Cost
4

Creates a warp in time that enables the party to retreat safely from most battles.

Acid Rain Spells
Acid Rain
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.

Deadly Swarm Spells
Deadly Swarm
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.

Dispell Magic Spells
Dispell Magic
School
Cleric
Level
5
Spell Points Cost
5

Cancels all magic spells currently active both for characters and monsters.

Dispell Magic Spells
Dispell Magic
School
Sorcerer
Level
5
Spell Points Cost
5

Cancels all magic spells currently active, both for characters and monsters.

Finger of Death
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.

Paralyze Spells
Paralyze
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.

Remove Condition
School
Cleric
Level
5
Spell Points Cost
5

Releases character from all undesirable conditions except dead, stoned or eradicated.

Restore Energy
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.

Shelter Spells
Shelter
School
Sorcerer
Level
5
Spell Points Cost
5

Provides' 1 day's rest free of the danger of encounter.

Teleport Spells
Teleport
School
Sorcerer
Level
5
Spell Points Cost
5

Instantly moves the party from its present position, up to 9 squares in any direction.

Dancing Sword Spells
Dancing Sword
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.

Disintegration
School
Sorcerer
Level
6
Spell Points Cost
6

Reduces the monster to a pile of dust, utterly destroying it.

Etherealize Spells
Etherealize
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.).

Moon Ray Spells
Moon Ray
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.

Protection From Magic
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.

Raise Dead Spells
Raise Dead
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.

Recharge Item Spells
Recharge Item
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.

Rejuvenate Spells
Rejuvenate
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.

Stone to Flesh
School
Cleric
Level
6
Spell Points Cost
6

Re-animates a character who has been tumed to stone, removing the stoned condition.

Town Portal Spells
Town Portal
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.

Astral Spell Spells
Astral Spell
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.

Divine Intervention
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.

Duplication Spells
Duplication
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.

Holy Word Spells
Holy Word
School
Cleric
Level
7
Spell Points Cost
7

Utters a single word of devastating power, that totally destroys all undead monsters.

Meteor Shower Spells
Meteor Shower
School
Sorcerer
Level
7
Spell Points Cost
7

Buries all monsters under a hail of meteors, inflicting 1-120 damage points on each monster.

Power Shield Spells
Power Shield
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.

Prismatic Light
School
Sorcerer
Level
7
Spell Points Cost
7

A powerful, but erratic spell that has completely unpredictable effects on all monsters.

Protection From Elements
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.

Resurrection Spells
Resurrection
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.

Sun Ray Spells
Sun Ray
School
Cleric
Level
7
Spell Points Cost
7

Sears the monster with a focused ray of deadly light, inflicting 50-100 damage points.