Might and Magic IX: spells

Might and Magic IX Views: 10 Last Edited
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Arms of Earth Spells
Arms of Earth
School
Elemental
Spell Points Cost
30

Arms rise up from the earth to entangle the adversary. The higher level the spell the larger the area covered by it.

Bless Spells
Bless
School
Light
Spell Points Cost
5

Bless can be used to increase a character's chance to hit. Should negate an equal-level Curse spell.

Chain Lightning
School
Elemental
Spell Points Cost
20

The first lightning bolt discharges electricity from the caster's hand to a single target. If there are any monsters within a certain radius of the target, they will be hit by an equal amount of electricity.

Column-of-Fire
School
Elemental
Spell Points Cost
30

Hugely destrucive column of fire that falls from the sky wreaking great amounts of damage upon the target. Column usually only large enough to strike one target, but at high level it will increase in dimension.

Curse Spells
Curse
School
Dark
Spell Points Cost
10

Curse can be used to decrease the target's chance to hit.

Dark Grasp Spells
Dark Grasp
School
Dark
Spell Points Cost
45

This spell surrounds its target with the power of raw darkness, rendering it unable to fire missile attacks or cast spells. Further, the target's movement is slowed, its armor class is reduced and it does reduced damage when striking in melee combat.

Death's Touch Spells
Death's Touch
School
Dark

Player uses his own Spell points to drain the target's Hit Points

Disease Spells
Disease
School
Dark

Inflicts the condition of Disease upon the target. It Causes continuous damage until cured by a potion or a spell.

Divine Intervention
School
Light
Spell Points Cost
55

Once per day you may call upon the heavens to heal your characters of all damage, restore their spell points and remove all adverse conditions.

Elemental Aura
School
Elemental
Spell Points Cost
20

Creates an ablative field of protection around a character. Hits made on the character must completely wear down the field before the character will again take damage.

Elemental Blast
School
Elemental
Spell Points Cost
10

Launches a magical attack outwards from a targeted creature

Elemental Bolt
School
Elemental
Spell Points Cost
2

Launches a magical bolt of one of the four elements at the target.

Elemental Protection
School
Spirit
Spell Points Cost
5

Increases all your characters' resistance to damage inflicted by Elemental Magic.

Enchant Item Spells
Enchant Item
School
Elemental
Spell Points Cost
5

When cast, this spell has a chance of imbuing a normal item with magical powers.

Enrage Spells
Enrage
School
Spirit
Spell Points Cost
15

Causes a single monster to go mad with battle lust, attacking the nearest living creature until the spell wears off, or the creature dies.

Eye of Leggib Spells
Eye of Leggib
School
Dark
Spell Points Cost
20

Similar to Wizard Eye spell, except the caster sends an avatar of himself out into the world to survey the area near him.

Eye of the Storm
School
Elemental
Spell Points Cost
45

Centered from the party, this spell has an atom-bomb-concussive effect that could stun or kill everything in the immediate area. Eye of the Storm can only be cast once per day.

Faith Spells
Faith
School
Light
Spell Points Cost
10

Maximizes target's damage rating.

Fear Spells
Fear
School
Dark
Spell Points Cost
10

Targeted creature is overcome with fear of the caster and must flee (cannot fight). If a creature takes damage while under the influence of this spell, the spell will be broken. Fear will not work on undead creatures.

Feather Fall Spells
Feather Fall
School
Elemental
Spell Points Cost
5

Eases great falls by reducing the weight of the party a great deal.

Fleet Foot Spells
Fleet Foot
School
Elemental
Spell Points Cost
15

Accelerates Party's travel speed depending upon level of skill.

Haste Spells
Haste
School
Light
Spell Points Cost
15

Once cast, this spell decreases recovery time of the target, allowing them to cast spells and attack faster than before.

Heal Spells
Heal
School
Spirit
Spell Points Cost
5

Cures hit points on a single target when cast.

Lloyd's Beacon
School
Elemental
Spell Points Cost
60

This ultimate teleportation spell requires some planning to use. You must set a beacon before you can use the spell to teleport. Beacons appear to last indefinitely.

Magic Mine Spells
Magic Mine
School
Elemental
Spell Points Cost
7

Enables caster to drop a magically enchanted mine. The mine will explode after either a short period or when the next "being" gets too close. It will do little or no damage.

Meteor Shower Spells
Meteor Shower
School
Elemental
Spell Points Cost
25

Summons flaming rocks from the sky which fall in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell.

Natural Armor Spells
Natural Armor
School
Spirit
Spell Points Cost
15

Uses the forces of nature to provide additional armor to the target.

Pain Reflection
School
Dark
Spell Points Cost
20

When a monster hits a character with Pain Reflection active, the monster takes damage as well.

Paralyze Spells
Paralyze
School
Dark
Spell Points Cost
25

Paralyze temporarily prevents a monster from moving or attacking for the duration of this spell. You are free to attack your helpless target to your heart's content; paralyzed monsters cannot retaliate.

Phantom Fighter
School
Spirit
Spell Points Cost
15

Calls forth a Blade expert in phantom form. When the spell dies out, the phantom takes your weapon as payment for his services. Can only be cast on one-handed blade weapons. Enchanted weapons can be used at higher levels.

Poison Spells
Poison
School
Elemental
Spell Points Cost
5

Target is blasted with poison that does immediate and continual damage until the poison has run its course.

Poison Cloud Spells
Poison Cloud
School
Elemental
Spell Points Cost
20

A poisonous cloud of noxious gases is formed in front of the caster and moves slowly away from your party.

Power Draw Spells
Power Draw
School
Spirit
Spell Points Cost
40

Caster "pushes" Spell points into target's damage rating. Number of spell points pushed affects amount of damage modified. Has never been known to work.

Purify Spells
Purify
School
Light
Spell Points Cost
15

Purifies the life forces of the target, removing conditions such as poison, disease, insane, fear, paralyze, etc.

Regeneration Spells
Regeneration
School
Light
Spell Points Cost
25

Enables the target to naturally heal at a faster rate than normal.

Resist Death Spells
Resist Death
School
Light
Spell Points Cost
15

Provides target with extra resistance to Dark magic.

Resurrection Spells
Resurrection
School
Light
Spell Points Cost
20

Resurrects a character whose body has been destroyed. Recovery rate is very slow.

Shared Life Spells
Shared Life
School
Spirit
Spell Points Cost
20

Shared Life combines the life force of your characters and redistributes it amongst them as evenly as possible. The points are distributed to the characters, with no individual character being allowed to have more points than his maximum total hit points

Souldrinker Spells
Souldrinker
School
Dark
Spell Points Cost
55

This horrible spell sucks the life from all hostile creatures. Souldrinker then transfers that life to your party in much the same fashion as Shared Life.

Sparks Spells
Sparks
School
Elemental
Spell Points Cost
5

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.

Spell Reaver Spells
Spell Reaver
School
Light
Spell Points Cost
15

This dispels magic cast upon living creatures in an area (depending on the casters mastery). Unfortunately it doesn't remove magical traps from unguarded chests or doors.

Torchlight Spells
Torchlight
School
Elemental
Spell Points Cost
5

Gives the party an aura of light to aid them in dark areas

Town Portal Spells
Town Portal
School
Elemental
Spell Points Cost
10

Linking to the magical properties of ancient Altars that have been left in each major city, a spell caster can call to the altar to bring them closer. An inexperienced mage can only call to the nearest Altar, more experienced ones can call to the Altar of their choosing. There is one requirement: The altars have been neglected and must be cleaned or repaired in order to work.

Transfusion Spells
Transfusion
School
Dark
Spell Points Cost
20

Caster transfers any positive or negative conditions into target. Can only be cast against an enemy, but has never been known to work. Caster must be in melee-range.

Turn Undead Spells
Turn Undead
School
Spirit
Spell Points Cost
5

Calls upon the power of heaven to undo the evil magic that extends the lives of the undead. Begins by causing undead to flee, but at high levels it can cause them great damage. This spell only works on the undead.

Wizard Eye Spells
Wizard Eye
School
Light
Spell Points Cost
5

Brings up the scrying sphere which allows the party to see monsters or treasure in a large area around them. What they see depends upon the mastery level of the spell.

Wound Spells
Wound
School
Dark
Spell Points Cost
10

Inflicts damage upon a single target within melee range.

Wrath of Bugs!
School
Elemental
Spell Points Cost
35

Swarm of bugs attacks target, confusing the enemy so they recover from their actions slowly and at Grandmaster they cannot attack efficiently for as long as the bugs are swarming.