Might and Magic II: spells

Might and Magic II Views: 7 Last Edited
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Apparition Spells
Apparition
School
Cleric
Level
1
Spell Points Cost
1

Frightens up to 10 monsters, reducing their chance to hit.

Awaken Spells
Awaken
School
Cleric
Level
1
Spell Points Cost
1

Awakens all sleeping party members.

Awaken Spells
Awaken
School
Sorcerer
Level
1
Spell Points Cost
1

Awakens all sleeping party members.

Bless Spells
Bless
School
Cleric
Level
1
Spell Points Cost
1

Increases accuracy of all characters for combat.

Detect Magic Spells
Detect Magic
School
Sorcerer
Level
1
Spell Points Cost
1

Reveals magical items and remaining charges.

Energy Blast Spells
Energy Blast
School
Sorcerer
Level
1

Inflicts 1-6 damage per caster level to one monster.

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

Restores 8 Hit Points to one character.

Flame Arrow Spells
Flame Arrow
School
Sorcerer
Level
1
Spell Points Cost
1

Inflicts 2-8 fire damage to one monster.

Light Spells
Light
School
Cleric
Level
1
Spell Points Cost
1

Gives the party 1 light factor; stacks.

Light Spells
Light
School
Sorcerer
Level
1
Spell Points Cost
1

Gives the party 1 light factor; stacks.

Location Spells
Location
School
Sorcerer
Level
1
Spell Points Cost
1

Shows the mapped area and the party's precise position.

Power Cure Spells
Power Cure
School
Cleric
Level
1

Restores 1-10 Hit Points per caster level to one character.

Sleep Spells
Sleep
School
Sorcerer
Level
1
Spell Points Cost
1

Puts 4 monsters +1/caster level to sleep until damaged.

Turn Undead Spells
Turn Undead
School
Cleric
Level
1
Spell Points Cost
1

Destroys some or all undead monsters based on caster level.

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

Restores 15 Hit Points to one character.

Eagle Eye Spells
Eagle Eye
School
Sorcerer
Level
2

Gives a 5x5 overhead view of outdoor terrain and party location.

Electric Arrow
School
Sorcerer
Level
2
Spell Points Cost
2

Inflicts 4-16 damage to one monster unless immune to electricity.

Heroism Spells
Heroism
School
Cleric
Level
2
Spell Points Cost
2

Temporarily raises a character 6 experience levels for combat.

Identify Monster
School
Sorcerer
Level
2
Spell Points Cost
2

Reveals the current condition of one monster in combat.

Jump Spells
Jump
School
Sorcerer
Level
2
Spell Points Cost
2

Moves the party 2 squares forward if unobstructed.

Levitate Spells
Levitate
School
Sorcerer
Level
2
Spell Points Cost
2

Raises characters above ground level for 1 day.

Lloyd's Beacon
School
Sorcerer
Level
2
Spell Points Cost
2

Leaves a beacon to return to instantly on the next cast.

Nature's Gate Spells
Nature's Gate
School
Cleric
Level
2
Spell Points Cost
2

Opens a portal between two outdoor locations in CRON.

Pain Spells
Pain
School
Cleric
Level
2
Spell Points Cost
2

Inflicts 2-16 damage to one non-undead monster.

Protection From Elements
School
Cleric
Level
2
Spell Points Cost
2

Raises party resistance to fear/cold/fire/poison/acid/electricity for 1 day.

Protection from Magic
School
Sorcerer
Level
2

Raises party resistance to magic for 1 day.

Silence Spells
Silence
School
Cleric
Level
2
Spell Points Cost
2

Prevents 4 monsters +1/level from casting spells.

Weaken Spells
Weaken
School
Cleric
Level
2
Spell Points Cost
2

Halves physical damage of up to 10 monsters until overcome.

Acid Stream Spells
Acid Stream
School
Sorcerer
Level
3

Inflicts 2-8 damage per caster level to one monster unless immune to acid.

Cold Ray Spells
Cold Ray
School
Cleric
Level
3
Spell Points Cost
3

Inflicts 25 damage to each of 5 monsters not in melee.

Create Food Spells
Create Food
School
Cleric
Level
3
Spell Points Cost
3

Adds 8 food units to the caster's supply.

Cure Poison Spells
Cure Poison
School
Cleric
Level
3
Spell Points Cost
3

Removes the Poisoned condition from one character.

Fly Spells
Fly
School
Sorcerer
Level
3
Spell Points Cost
3

Moves the party to any outdoor area.

Immobilize Spells
Immobilize
School
Cleric
Level
3
Spell Points Cost
3

Immobilizes up to 5 monsters.

Invisibility Spells
Invisibility
School
Sorcerer
Level
3
Spell Points Cost
3

Cloaks the party in invisibility, reducing monster hit chance.

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

Bestows 20 light factors on the party.

Lightning Bolt
School
Sorcerer
Level
3

Inflicts 1-6 damage per caster level to 4 monsters.

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

Creates a floating dune the party can walk on for 1 day.

Web Spells
Web
School
Sorcerer
Level
3
Spell Points Cost
3

Webs 4 monsters +1/level, preventing them from fighting.

Wizard Eye Spells
Wizard Eye
School
Sorcerer
Level
3

Gives a 5x5 overhead view in indoor mazes.

Acid Spray Spells
Acid Spray
School
Cleric
Level
4
Spell Points Cost
4

Inflicts 6-60 damage to 3 monsters unless immune to acid.

Air Transmutation
School
Cleric
Level
4
Spell Points Cost
4

Transforms the party into air to explore the elemental plane of air.

Cold Beam Spells
Cold Beam
School
Sorcerer
Level
4

Inflicts 6 damage per caster level to one monster unless immune to cold.

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

Restores full health and removes the diseased condition.

Feeble Mind Spells
Feeble Mind
School
Sorcerer
Level
4
Spell Points Cost
4

Removes all abilities of 5 monsters for combat.

Fire Ball Spells
Fire Ball
School
Sorcerer
Level
4

Inflicts 1-6 damage per caster level to 6 monsters.

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

Prevents surprise attacks for 1 day.

Holy Bonus Spells
Holy Bonus
School
Cleric
Level
4
Spell Points Cost
4

Increases party damage by 1 point per 2 caster levels.

Restore Alignment
School
Cleric
Level
4
Spell Points Cost
4

Restores a character's original alignment.

Shield Spells
Shield
School
Sorcerer
Level
4
Spell Points Cost
4

Protects all characters from most missile weapons.

Surface Spells
Surface
School
Cleric
Level
4
Spell Points Cost
4

Transports the party from underground to the surface.

Time Distortion
School
Sorcerer
Level
4
Spell Points Cost
4

Lets the party retreat safely from most battles.

Air Encasement
School
Cleric
Level
5
Spell Points Cost
5

Encases one monster in air, 10 damage/round, separating it from battle.

Deadly Swarm Spells
Deadly Swarm
School
Cleric
Level
5
Spell Points Cost
5

Inflicts 4-40 damage to each of 10 monsters.

Disrupt Spells
Disrupt
School
Sorcerer
Level
5
Spell Points Cost
5

Inflicts 100 damage to one monster not in melee.

Fingers of Death
School
Sorcerer
Level
5
Spell Points Cost
5

Kills 3 non-undead monsters at whom the caster points.

Frenzy Spells
Frenzy
School
Cleric
Level
5
Spell Points Cost
5

One character attacks all monsters, then falls unconscious.

Paralyze Spells
Paralyze
School
Cleric
Level
5
Spell Points Cost
5

Attempts to immobilize up to 10 monsters.

Remove Condition
School
Cleric
Level
5
Spell Points Cost
5

Removes all conditions from one character except dead/stoned/eradicated.

Sand Storm Spells
Sand Storm
School
Sorcerer
Level
5

Inflicts 1-8 damage per caster level to 10 monsters outdoors.

Shelter Spells
Shelter
School
Sorcerer
Level
5
Spell Points Cost
5

Provides 1 day's rest free of encounters.

Teleport Spells
Teleport
School
Sorcerer
Level
5
Spell Points Cost
5

Moves the party up to 9 squares in any direction.

Disintegration
School
Sorcerer
Level
6
Spell Points Cost
6

Inflicts 50 damage while disintegrating 3 monsters.

Earth Transmutation
School
Cleric
Level
6
Spell Points Cost
6

Transforms the party into earth to explore the elemental plane of earth.

Entrapment Spells
Entrapment
School
Sorcerer
Level
6
Spell Points Cost
6

Surrounds the battle with a field preventing escape.

Fantastic Freeze
School
Sorcerer
Level
6

Inflicts 10 cold damage per caster level to 3 monsters.

Recharge Item Spells
Recharge Item
School
Sorcerer
Level
6
Spell Points Cost
6

Restores 1-6 charges to a backpack item; some risk of destroying it.

Rejuvenate Spells
Rejuvenate
School
Cleric
Level
6
Spell Points Cost
6

Trims 1-10 years off a character's age; some risk of aging.

Stone to Flesh
School
Cleric
Level
6
Spell Points Cost
6

Re-animates a character turned to stone.

Super Shock Spells
Super Shock
School
Sorcerer
Level
6

Shocks one monster for 20 damage per caster level.

Water Encasement
School
Cleric
Level
6
Spell Points Cost
6

Encases one monster in water, 20 damage/round.

Water Transmutation
School
Cleric
Level
6
Spell Points Cost
6

Transforms the party into water to explore the elemental plane of water.

Dancing Sword Spells
Dancing Sword
School
Sorcerer
Level
7

Inflicts 1-12 damage per caster level to 10 monsters.

Duplication Spells
Duplication
School
Sorcerer
Level
7
Spell Points Cost
7

Duplicates one backpack item; small chance of destroying the original.

Earth Encasement
School
Cleric
Level
7
Spell Points Cost
7

Encases one monster in earth, 40 damage/round.

Etherealize Spells
Etherealize
School
Sorcerer
Level
7
Spell Points Cost
7

Move 1 square forward through any barrier.

Fiery Flail Spells
Fiery Flail
School
Cleric
Level
7
Spell Points Cost
7

Strikes one opponent with a flail of fire for 100-400 damage.

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

Gives each character 10-100 HP and removes 10-100 from each of 10 monsters.

Prismatic Light
School
Sorcerer
Level
7
Spell Points Cost
7

Unpredictable powerful effects on 10 monsters.

Raise Dead Spells
Raise Dead
School
Cleric
Level
7
Spell Points Cost
7

Brings a dead character back to life; ages caster and recipient 1 year.

Fire Encasement
School
Cleric
Level
8
Spell Points Cost
8

Encases one monster in fire, 80 damage/round.

Fire Transmutation
School
Cleric
Level
8
Spell Points Cost
8

Transforms the party into fire to explore the elemental plane of fire.

Incinerate Spells
Incinerate
School
Sorcerer
Level
8

Engulfs one monster in fire for 20-40 damage per caster level.

Mass Distortion
School
Cleric
Level
8
Spell Points Cost
8

Increases weight of 2 monsters, halving their hit points.

Mega Volts Spells
Mega Volts
School
Sorcerer
Level
8

Chains electricity through 10 monsters for 4-16 damage per caster level.

Meteor Shower Spells
Meteor Shower
School
Sorcerer
Level
8

Inflicts 5-50 damage on all monsters outdoors.

Power Shield Spells
Power Shield
School
Sorcerer
Level
8
Spell Points Cost
8

Halves damage inflicted on all characters for combat.

Town Portal Spells
Town Portal
School
Cleric
Level
8
Spell Points Cost
8

Opens a portal moving the party to any town.

Divine Intervention
School
Cleric
Level
9
Spell Points Cost
10

Restores all HP and removes all conditions except eradicated; ages caster 5 years.

Enchant Item Spells
Enchant Item
School
Sorcerer
Level
9

Attempts to raise an item's magic '+' by 1.

Holy Word Spells
Holy Word
School
Cleric
Level
9
Spell Points Cost
10

Destroys all undead monsters; ages caster 1 year.

Implosion Spells
Implosion
School
Sorcerer
Level
9
Spell Points Cost
10

Creates a hole in space sucking one monster into nothingness.

Inferno Spells
Inferno
School
Sorcerer
Level
9

Inflicts 1-20 damage per caster level to 10 monsters.

Resurrection Spells
Resurrection
School
Cleric
Level
9
Spell Points Cost
10

Removes the eradicated condition; adds age and -1 endurance; may fail.

Star Burst Spells
Star Burst
School
Sorcerer
Level
9

Inflicts 20-200 damage to all monsters outdoors.

Uncurse Item Spells
Uncurse Item
School
Cleric
Level
9
Spell Points Cost
10

Attempts to remove the curse from a backpack item.