- School
- Water
- Level
- 1
- Spell Points Cost
- 1
Automatically awakens all of your characters from a normal sleep and will awaken them from a magical sleep if they haven't had the sleep condition for too long. The greater your skill in Water Magic, the longer the sleep condition could have been present before this spell becomes ineffective.
- School
- Body
- Level
- 1
- Spell Points Cost
- 1
Cures the weak condition from a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been weak before the “point of no return” is reached. After that, the only way to cure the condition short of Divine Intervention is to visit a temple.
- School
- Spirit
- Level
- 1
- Spell Points Cost
- 1
Allows the party to see an opponent's current health as an exact number.
- School
- Light
- Level
- 1
- Spell Points Cost
- 5
Fires a bolt of light at a single target that does 1-4 points of damage per point of skill in light magic. Damage vs. Undead is doubled.
- School
- Dark
- Level
- 1
- Spell Points Cost
- 10
Reanimate allows you to raise a lifeless creature from the dead (sort of). The zombie will fight against monsters hostile to the caster until it is killed (again) or until the party leaves the map. The zombie will have 10 hit points per point of skill in dark magic, up to its normal maximum.
- School
- Mind
- Level
- 1
- Spell Points Cost
- 1
Removes the afraid condition from a character if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
- School
- Earth
- Level
- 1
- Spell Points Cost
- 1
Slaps a monster with magical force, forcing it to recover from the stun spell before it can do anything else. Stun also knocks monsters back a little, giving you a chance to get away while the getting is good. The greater your skill in Earth Magic, the greater the effect of the spell.
- School
- Fire
- Level
- 1
- Spell Points Cost
- 1
Torch light increases the radius of light surrounding your party in the dark.
- School
- Air
- Level
- 1
- Spell Points Cost
- 1
Wizard Eye causes the automap located in the upper right corner of the main gaming screen to show the locations of monsters and other points of interest while outdoors. The spell lasts 1 hour per point of skill in Air Magic.
- School
- Spirit
- Level
- 2
- Spell Points Cost
- 2
Blessed characters have an increased chance to hit monsters in hand to hand combat and with missiles. A character’s bonus to hit is increased by 5 + 1 per point of skill in Spirit Magic.
- School
- Light
- Level
- 2
- Spell Points Cost
- 10
Calls upon the power of Heaven to undo the evil magic that extends the lives of the Undead, inflicting 16 points of damage plus 1-16 per point of skill in Light Magic upon a single, unlucky target. This spell only works on the Undead.
- School
- Air
- Level
- 2
- Spell Points Cost
- 2
Feather Fall prevents your characters from being hurt when falling more than ten feet by slowing the speed of the fall. Feather Fall affects your entire party with one casting and has a duration based on your skill in Air Magic.
- School
- Fire
- Level
- 2
- Spell Points Cost
- 2
Launches a burst of fire at a single target. Damage is 1-3 points of damage per point of skill in Fire Magic, but casting cost is low. Firebolt is safe and effective—the “Old Reliable” of the Sorcerer’s arsenal.
- School
- Body
- Level
- 2
- Spell Points Cost
- 2
Cures hit points on a single target when cast. The number cured is equal to five plus 2 per point of skill in Body Magic.
- School
- Mind
- Level
- 2
- Spell Points Cost
- 2
Fires a bolt of mental force damaging to a single targets’ nervous system. Mind Blast does 3 points of damage plus 1-3 per point of skill in Mind Magic.
- School
- Water
- Level
- 2
- Spell Points Cost
- 2
Sprays poison at monsters directly in front of your characters. Damage is low, but few monsters have resistance to water magic, so it usually works. Each shot does 2 points of damage plus 1-2 per point of skill in Water Magic.
- School
- Earth
- Level
- 2
- Spell Points Cost
- 2
Halves the walking speed and doubles the recovery rate of a single monster. Slow makes sure a monster will attack you half as often, and will have a harder time catching up to you if you choose to run. The duration of this spell is 1 minute per point of skill in Earth Magic.
- School
- Dark
- Level
- 2
- Spell Points Cost
- 15
A poisonous cloud of noxious gases is formed in front of the caster and moves slowly away from your characters. The cloud does 25 points of damage plus 1-10 per point of skill in Dark Magic and lasts until something runs into it.
- School
- Air
- Level
- 3
- Spell Points Cost
- 3
Increases all your characters’ resistance to air magic by an amount equal to your skill in Air and lasts one hour per point of skill.
- School
- Body
- Level
- 3
- Spell Points Cost
- 3
Increases all your characters’ resistance to body magic by an amount equal to your skill in Body and lasts one hour per point of skill.
- School
- Light
- Level
- 3
- Spell Points Cost
- 15
Removes all spells on all creatures in the caster’s sight, both helpful and harmful. Recovery is reduced by an amount equal to skill in Light Magic .
- School
- Earth
- Level
- 3
- Spell Points Cost
- 3
Increases all your characters’ resistance to Earth magic by an amount equal to your skill in Earth and lasts one hour per point of skill.
- School
- Spirit
- Level
- 3
- Spell Points Cost
- 3
Fate can be used on a character to increase his chance to hit, or on a monster to decrease its chance. The chance is modified by 20 + 1 per point of skill in Spirit Magic, and lasts until the target attacks, or 5 minutes go by.
- School
- Fire
- Level
- 3
- Spell Points Cost
- 3
Increases all your characters’ resistance to fire magic by an amount equal to your skill in Fire and lasts one hour per point of skill.
- School
- Mind
- Level
- 3
- Spell Points Cost
- 3
Increases all your characters’ resistance to mind magic by an amount equal to your skill in Mind and lasts one hour per point of skill.
- School
- Dark
- Level
- 3
- Spell Points Cost
- 20
Enchants a weapon with the Vampiric ability. Damage inflicted on monsters struck by this weapon will be given to the weapon's wielder as extra hit points, up to his normal hit point maximum.
- School
- Water
- Level
- 3
- Spell Points Cost
- 3
Increases all your characters’ resistance to Water magic by an amount equal to your skill in Water and lasts one hour per point of skill.
- School
- Earth
- Level
- 4
- Spell Points Cost
- 4
Summons a swarm of biting, stinging insects to bedevil a single target. The swarm only does 5 points of damage plus 1-3 per point of skill in Earth Magic, but it never misses.
- School
- Fire
- Level
- 4
- Spell Points Cost
- 4
Causes a weapon that has no special abilities to burn with a magical fire, giving the weapon the 'of fire' ability. This spell lasts for one hour per point of skill in Fire Magic.
- School
- Body
- Level
- 4
- Spell Points Cost
- 4
Directly inflicts magical damage upon a single creature. Harm does 8 points of damage plus 1-2 per point of skill in Body Magic.
- School
- Water
- Level
- 4
- Spell Points Cost
- 4
Fires a single bolt of ice at a single target. It always hits and does 1-4 points of damage per point of skill in Water Magic.
- School
- Light
- Level
- 4
- Spell Points Cost
- 20
Paralyze temporarily prevents a monster from moving or attacking for the (short) duration of this spell, which is 3 minutes per point of skill in Light Magic. You are free to attack your helpless target 'til your heart's content--paralyzed monsters cannot retaliate.
- School
- Dark
- Level
- 4
- Spell Points Cost
- 25
Shrinks even the grandest of monsters to more manageable sizes. Duration of this spell is 5 minutes per point of skill in Dark Magic. A shrunken monster deals one half, one third, or one quarter its normal damage while shrunk.
- School
- Air
- Level
- 4
- Spell Points Cost
- 4
Sparks fires small balls of lightning into the world that bounce around until they hit something or dissipate. It is hard to tell where they will go, so this spell is best used in a room crowded with small monsters. Each spark does 2 points plus 1 per point of skill in Air Magic.
- School
- Mind
- Level
- 4
- Spell Points Cost
- 4
Caster reads the target's mind, finding out exactly how much gold and what items the target has.
- School
- Spirit
- Level
- 4
- Spell Points Cost
- 4
Forces all visible undead monsters to flee until the duration of Turn Undead runs out. This spell lasts for 3 minutes plus one minute per point of skill in Spirit Magic.
- School
- Mind
- Level
- 5
- Spell Points Cost
- 5
Calms a single targeted creature and removes any hostile feelings it has towards your characters. If this creature takes any damage, it will immediately become hostile again.
- School
- Fire
- Level
- 5
- Spell Points Cost
- 5
Reduces the time it takes to recover from casting a spell or attacking with a weapon. Characters will become weak after this spell wears off. This spell affects the entire party at once.
- School
- Air
- Level
- 5
- Spell Points Cost
- 5
Jump launches your party up in the air, landing you 60 feet from where you started. Your party takes no falling damage from the jump.
- School
- Body
- Level
- 5
- Spell Points Cost
- 5
Gives the regeneration ability to a single character. Regeneration will slowly heal back hit points over time while the spell is active.
- School
- Spirit
- Level
- 5
- Spell Points Cost
- 5
Removes the cursed condition from a character if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
- School
- Dark
- Level
- 5
- Spell Points Cost
- 30
Fires a blast of hot, jagged metal in front of the caster, striking any creature that gets in the way. Each piece inflicts 6 points of damage plus 1-6 per point of skill in Dark Magic.
- School
- Earth
- Level
- 5
- Spell Points Cost
- 5
Increases the armor class of all characters by 5 + 1 point per point of skill in Earth Magic.
- School
- Light
- Level
- 5
- Spell Points Cost
- 25
Summons a Lesser Light Elemental to fight for the party. It will stay until the spell duration runs out or it is destroyed. You can have no more than 1 elemental summoned at once.
- School
- Water
- Level
- 5
- Spell Points Cost
- 5
Only useful outdoors, Water Walk lets your characters walk along the surface of water without sinking. This spell can be very useful, but constantly drains one spell point every 20 minutes while in contact with water.
- School
- Earth
- Level
- 6
- Spell Points Cost
- 8
Fires a rotating, razor-thin metal blade at a single monster. The blade does 1-9 points of damage per point of skill in Earth Magic.
- School
- Dark
- Level
- 6
- Spell Points Cost
- 35
Takes control of an Undead target's mind for 10 minutes per point of skill in Mind Magic. Controlled Undead will fight monsters that are hostile to the caster for the duration of the spell, and will not fight with the caster even if attacked by the caster or his friends.
- School
- Mind
- Level
- 6
- Spell Points Cost
- 8
Cures paralysis if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been paralyzed before the "point of no return" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
- School
- Body
- Level
- 6
- Spell Points Cost
- 8
Cures poison in a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been poisoned before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
- School
- Light
- Level
- 6
- Spell Points Cost
- 30
Temporarily increases all seven stats on all your characters by three times your skill in Light magic. This spell lasts until you rest.
- School
- Fire
- Level
- 6
- Spell Points Cost
- 8
Another Sorcerer’s favorite, fireball targets a single monster, but explodes to hurt anyone else caught in the blast. If your party is too close to the blast, they will be hurt as well. Fireball does 1-6 points of damage per point of skill in Fire Magic.
- School
- Spirit
- Level
- 6
- Spell Points Cost
- 8
Preservation more tightly binds the soul to the body, delaying death due to massive hit point loss, but will not stop a character from going unconscious. If hit points are still too low when the spells wears off, such a wounded character will then die.
- School
- Water
- Level
- 6
- Spell Points Cost
- 8
Recharges any magic item that uses charges. Every time this spell is cast, the item permanently loses 50% - 1 per point of skill in Water magic of its charges.
- School
- Air
- Level
- 6
- Spell Points Cost
- 8
Halves damage from incoming ranged attacks (such as rocks and arrows) by slowing the missiles down just before they hit.
- School
- Water
- Level
- 7
- Spell Points Cost
- 10
Acid burst squirts a jet of extremely caustic acid at a single victim. It always hits and does 9 points of damage plus 1-9 per point of skill.
- School
- Mind
- Level
- 7
- Spell Points Cost
- 10
Causes a single monster to go mad with battle lust, attacking the nearest living creature until the spell wears off.
- School
- Fire
- Level
- 7
- Spell Points Cost
- 10
Drops a Fire Spike on the ground that waits for a creature to get near it before exploding. Fire Spikes last until you leave the map or they are triggered.
- School
- Body
- Level
- 7
- Spell Points Cost
- 10
Hammerhands magically enhances the skill of an unarmed combatant, allowing his strikes to land more precisely against an opponent's weak spots. Hammerhands inflicts Body Magic damage equal to the physical damage caused by the unarmed attack.
- School
- Spirit
- Level
- 7
- Spell Points Cost
- 10
Heroism increases the damage a character does on a successful attack by 5 + 1 point per point of skill in Spirit Magic. This spell affects the entire party at once.
- School
- Air
- Level
- 7
- Spell Points Cost
- 10
Sorcerer’s Darling, Lightning Bolt discharges electricity from the caster’s hand to a single target. It always hits and does 1-8 points of damage per point of skill in Air Magic.
- School
- Dark
- Level
- 7
- Spell Points Cost
- 40
When a monster hits a character with Pain Reflection active, the monster takes damage equal to what it inflicted in the character.
- School
- Light
- Level
- 7
- Spell Points Cost
- 35
Inflicts 25 points of damage plus 1 per point of skill in Light Magic on all creatures in sight. This spell can only be cast indoors.
- School
- Earth
- Level
- 7
- Spell Points Cost
- 10
Removes the stoned condition from a character if you cast this spell in time. The greater the skill and rank in Earth Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
- School
- Body
- Level
- 8
- Spell Points Cost
- 15
Cures disease in a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been diseased before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
- School
- Light
- Level
- 8
- Spell Points Cost
- 40
Simultaneously casts Protection from Fire, Air, Water, Earth, Mind, and Body, plus Feather Fall and Wizard Eye on all your characters at four times your skill in Light Magic.
- School
- Water
- Level
- 8
- Spell Points Cost
- 15
Gives a chance to imbue a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Grandmasters can manage better enchantments.
- School
- Fire
- Level
- 8
- Spell Points Cost
- 15
Surrounds your characters with a very hot fire that is only harmful to others. The spell will deliver 1-6 points of damage per point of skill to all nearby monsters for as long as they remain in the area of effect.
- School
- Air
- Level
- 8
- Spell Points Cost
- 15
This spell can't be cast while hostile monsters are nearby. Invisibility works on the minds of nearby creatures, making them unable to notice the party unless spoken to or attacked. Any sort of attack, regardless of whether or not it hits or misses, will break this spell.
- School
- Mind
- Level
- 8
- Spell Points Cost
- 15
All creatures in the caster’s sight fear the caster and flee. If a creature takes damage while under the influence of this spell, the spell will be broken. Mass Fear will not work on Undead creatures. The duration of Mass Fear is 3 minutes per point of skill in Mind Magic.
- School
- Earth
- Level
- 8
- Spell Points Cost
- 15
Releases a magical stone into the world that will explode when it comes into contact with a creature or enough time passes. The rock will bounce and roll until it finds a resting spot, so be careful not to be caught in the blast. The explosion causes 1-8 points of damage per point of skill in Earth Magic.
- School
- Dark
- Level
- 8
- Spell Points Cost
- 45
This evil spell immediately slays a single hireling, reducing the reputation of the party significantly. The caster's spell points are completely returned, and all conditions, hit points, and magical aging are immediately healed.
- School
- Spirit
- Level
- 8
- Spell Points Cost
- 15
This spell attempts to weaken the link between the body and soul, causing 10 + 2-8 points of damage per point of skill in Spirit Magic. Because of the nature of the spell, the caster must be very close to the victim to set of the magic. If the target is out of range when the spell is cast, the spell will fail without draining spell points.
- School
- Mind
- Level
- 9
- Spell Points Cost
- 20
Cures insanity if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been insane before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
- School
- Dark
- Level
- 9
- Spell Points Cost
- 50
Dragon Breath empowers the caster to exhale a cloud of toxic vapors that target a single monster and damage all creatures nearby. This spell is the most powerful damage spell in the land, doing 1-25 points of damage per point of skill in Dark Magic.
- School
- Light
- Level
- 9
- Spell Points Cost
- 45
Simultaneously casts Haste, Heroism, Shield, Stone Skin, and Bless on all your characters at four times your skill in Light Magic.
- School
- Air
- Level
- 9
- Spell Points Cost
- 20
Implosion is a nasty spell that affects a single target by destroying the air around it, causing a sudden inrush from the surrounding air, a thunderclap, and 10 points plus 1-10 points of damage per point of skill in Air Magic.
- School
- Fire
- Level
- 9
- Spell Points Cost
- 20
Summons flaming rocks from the sky in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell. A single meteor does 8 points of damage plus 1 per point of skill in Fire Magic. This spell only works outdoors.
- School
- Body
- Level
- 9
- Spell Points Cost
- 20
Protection from Magic affects the entire party at once, granting immunity to certain spells and monster abilities that cause debilitation conditions. These are: Poison, Disease, Stone, Paralyze, and Weak. Every time this spell saves a character from an effect, it weakens. The spell can survive 1 attack per point of skill in body magic--after that, Protection from Magic is broken.
- School
- Spirit
- Level
- 9
- Spell Points Cost
- 20
Raises a character from the dead if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the character could have been dead before the “point of no return” is reached. After that, the only way to raise the character short of Divine Intervention is to visit a temple. Casting this spell will leave your character in the weak condition.
- School
- Earth
- Level
- 9
- Spell Points Cost
- 20
Telekinesis lets you manipulate an object at a distance. Switches can be thrown, objects picked up, and doors opened with this spell, all from a nice safe distance from those nasty traps.
- School
- Water
- Level
- 9
- Spell Points Cost
- 20
Town Portal teleports the party to the central fountain of any town the player has visited. Town Portal has a 10% chance per point of Water Magic skill of working when cast, and cannot be used while hostile monsters are nearby.
- School
- Dark
- Level
- 10
- Spell Points Cost
- 55
This spell is the town killer. It can only be cast three times per day and only outdoors. Armageddon inflicts 50 points of damage plus 1 point of damage for every point of Dark skill your character has to every creature on the map, including all your characters.
- School
- Earth
- Level
- 10
- Spell Points Cost
- 25
Fires a magical stone far into the air that creates a very large and powerful explosion, sending shards of explosive earth raining to the ground. The damage is 20 points plus 1 per point of skill in Earth Magic for each shard. This spell can only be used outdoors.
- School
- Air
- Level
- 10
- Spell Points Cost
- 25
Grants the power of flight to your characters! This spell is very expensive and only works outdoors, but it is very useful. Fly will drain one spell point every five minutes it is in use (I.E. when you aren't touching the ground).
- School
- Body
- Level
- 10
- Spell Points Cost
- 25
Flying Fist throws a heavy magical force at a single opponent that does 30 points of damage plus 1-5 per point of skill in Body Magic.
- School
- Water
- Level
- 10
- Spell Points Cost
- 25
Fires a ball of ice in the direction the caster is facing. The ball will shatter when it hits something, launching 7 shards of ice in all directions except the caster’s. The shards will ricochet until they strike a creature or melt. Each shard does 12 points of damage plus 1-3 per point of skill in Water Magic.
- School
- Fire
- Level
- 10
- Spell Points Cost
- 25
Inferno burns all monsters in sight when cast, excluding your characters. Good for cleaning out rooms full of weak or moderate strength monsters in one or two easy castings. Each monster takes 12 points of damage plus 1 per point of skill in Fire Magic. This spell only works indoors.
- School
- Mind
- Level
- 10
- Spell Points Cost
- 25
Similar to Mind Blast, Psychic Shock targets a single creature with mind damaging magic, only to a much greater effect. Psychic Shock does 12 points of damage plus 1-12 per point of skill in Mind Magic.
- School
- Spirit
- Level
- 10
- Spell Points Cost
- 25
Shared Life combines the life force of your characters and redistributes it amongst them as evenly as possible. All current hit points are totaled and 3 extra points per point of skill in Spirit Magic is added to this total. Then the points are distributed back to the characters, with no individual character being allowed to have more points than his maximum total hit points.
- School
- Light
- Level
- 10
- Spell Points Cost
- 50
Sun Ray is the second most devastating spell in the game, concentrating the light of the sun on one unfortunate creature. Since Sun Ray must focus the light of the sun, it can only work outdoors and during the day. Sun Ray does 20 points of damage plus 1-20 per point of skill in Light Magic.
- School
- Light
- Level
- 11
- Spell Points Cost
- 55
Three times per day you may call upon the heavens to heal your characters of all damage, restore your spell points, and remove all adverse conditions. The gods exact a price, however, aging the caster 10 years for each Divine Intervention. Recovery from this spell is shortend with skill in Light Magic.
- School
- Mind
- Level
- 11
- Spell Points Cost
- 30
Takes control of target's mind for 10 minutes per point of skill in Mind Magic. Enslaved creatures will fight monsters that are hostile to the caster for the duration of the spell, and will not fight with the caster even if attacked by the caster or his friends. This spell will not work on the Undead.
- School
- Fire
- Level
- 11
- Spell Points Cost
- 30
Amongst the strongest direct damage spells available, Incinerate inflicts massive damage on a single target. Only the strongest of monsters can expect to survive this spell. Damage is 15 points plus 1-15 per point of skill in Fire Magic.
- School
- Water
- Level
- 11
- Spell Points Cost
- 30
Lloyd’s Beacon lets you place a marker at a location you want to teleport back to in the future. Just how far in the future depends on your skill in Water Magic. Cast this spell whenever you wish to either place a marker or return to one. These beacons will decay after 1week per point of skill in Water magic after they are cast.
- School
- Earth
- Level
- 11
- Spell Points Cost
- 30
Increases the weight of a single target enormously for an instant, causing internal damage equal to 25% of the monster’s hit points plus another 2% per point of skill in Earth Magic. The bigger they are, the harder they fall.
- School
- Body
- Level
- 11
- Spell Points Cost
- 30
Cures hit points of all characters in your party at once. The number cured is equal to 10 plus 5 per point of skill in Body Magic.
- School
- Spirit
- Level
- 11
- Spell Points Cost
- 30
Resurrects an eradicated (body destroyed) character. Recovery rate is very slow, but will be faster for characters with a higher skill in Spirit Magic. The resurrected character will be in the weak condition after this spell is cast.
- School
- Dark
- Level
- 11
- Spell Points Cost
- 60
This horrible spell sucks the life from all creatures in sight, friend or enemy. Souldrinker then transfers that life to your party in much the same fashion as Shared Life. Damage (and healing) is 25 + 1-8 per point of skill.
- School
- Air
- Level
- 11
- Spell Points Cost
- 30
Calls stars from the heavens to smite and burn your enemies. Twenty stars are called, and the damage for each star is 20 points plus 1 per point of skill in Air Magic, and Starburst only works outdoors. Try not to get caught in the blast…