- School
- Water
- Level
- 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
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 can have been weak before the spell will no longer work. After that, the condition may be removed by resting or at a temple.
- School
- Spirit
- Level
- 1
Allows the party to see an opponent's current health as an exact hit point number when you right-click on a creature.
- School
- Dragon
- Level
- 1
This ability allows the Dragon to strike fear in its opponents' thoughts. If the target doesn't resist the effects, it will flee in panic for the duration of the effect.
- School
- Dark Elf
- Level
- 1
This ability grants a more appealing manner and appearance to whomever the Dark Elf deals with. The net effect is a bonus to Merchant skill for the duration of the ability's effect.
- School
- Vampire
- Level
- 1
Lifedrain allows the vampire to damage his or her target and simultaneously heal based on the damage done in the Lifedrain. This ability does 3 points of damage plus 1-3 points of damage per skill.
- School
- Light
- Level
- 1
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
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. This spell cannot be cast on party members.
- School
- Earth
- Level
- 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
- Mind
- Level
- 1
Caster reads the target's mind, finding out exactly how much gold and what items the target has.
- School
- Fire
- Level
- 1
Torch Light increases the radius of light surrounding your party in the dark.
- School
- Air
- Level
- 1
Wizard Eye causes the automap located in the lower right corner of the adventure 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
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
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
Feather Fall prevents your characters from being hurt when falling more than ten feet by slowing the speed of their 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
Launches a burst of fire at a single target. Damage is 1-3 points of damage per point of skill in Fire Magic. Firebolt is safe, effective and has a low casting cost.
- School
- Dragon
- Level
- 2
This ability is an upgraded version of the normal Dragon breath weapon attack. It acts much like a fireball, striking its target and exploding out to hit everything near it, except the explosion does much more damage than most fireballs.
- School
- Body
- Level
- 2
Cures hit points on a single target when cast. The number cured is equal to 5 plus 2 per point of skill in Body Magic.
- School
- Vampire
- Level
- 2
This ability allows the vampire to levitate the party slightly off the ground, avoiding damage from drowning or lava, and also avoiding setting off ground traps.
- School
- Water
- Level
- 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.
- School
- Mind
- Level
- 2
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 can have been present before the spell no longer is effective. After that, the condition may only be removed by resting or at a temple.
- School
- Earth
- Level
- 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
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
- Dark Elf
- Level
- 2
This ability simultaneously casts Torchlight, Wizard Eye, and Feather Fall at Expert level of mastery.
- School
- Air
- Level
- 3
Increases all your characters’ resistance to air damage by an amount equal to your skill in Air. The protection lasts one hour per point of skill.
- School
- Dark Elf
- Level
- 3
This ability strikes its target blind. Affected creatures cannot perform missile attacks or cast spells, and wander aimlessly until the effect wears off.
- School
- Body
- Level
- 3
Increases all your characters’ resistance to Body Magic damage by an amount equal to your skill in Body Magic. The protection lasts one hour per point of skill.
- School
- Vampire
- Level
- 3
A vampire using this ability can charm a small group of targets in close proximity.
- School
- Light
- Level
- 3
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
Increases all of your characters’ resistance to Earth Magic damage by an amount equal to your skill in Earth. The effect lasts one hour per point of skill.
- School
- Spirit
- Level
- 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
Increases all your characters’ resistance to fire damage by an amount equal to your skill in Fire Magic. The effect lasts one hour per point of skill.
- School
- Dragon
- Level
- 3
Allows the Dragon to carry the party in flight. This ability is expensive and only works outdoors, but it is very useful. Flight will drain one spell point every five minutes it is in use (i.e. when you aren't touching the ground).
- School
- Mind
- Level
- 3
Increases all your characters’ resistance to Mind Magic damage by an amount equal to your skill in Mind Magic. The protection lasts one hour per point of skill.
- School
- Dark
- Level
- 3
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 or her normal hit point maximum.
- School
- Water
- Level
- 3
Increases all your characters’ resistance to water damage by an amount equal to your skill in Water Magic. The protection lasts one hour per point of skill.
- School
- Dark Elf
- Level
- 4
This frightening ability grants the Dark Elf the power to wield Darkfire, a dangerous combination of the powers of Dark and Fire. Any target stricken by the Darkfire bolt resists with either its Fire or Dark resistance--whichever is lower. Damage is 1-17 per point of skill.
- School
- Earth
- Level
- 4
Summons a swarm of biting, stinging insects to bedevil a single target. The swarm does 5 points of damage plus 1-3 per point of skill in Earth Magic.
- School
- Fire
- Level
- 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
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
Fires a bolt of ice at a single target. The missile does 1-4 points of damage per point of skill in Water Magic.
- School
- Mind
- Level
- 4
Fires a bolt of mental force which damages a single target's nervous system. Mind Blast does 3 points of damage plus 1-3 per point of skill in Mind Magic.
- School
- Vampire
- Level
- 4
Mistform allows the vampire to render himself immune to physical damage. However, a vampire in Mistform cannot perform any physical attacks. Vampires in Mistform are able to use spells and abilities and are affected by spells and abilities.
- School
- Light
- Level
- 4
Paralyze temporarily prevents a monster from moving or attacking for the duration of this spell, which is 3 minutes per point of skill in Light Magic. You are free to attack your helpless target to your heart's content--paralyzed monsters cannot retaliate.
- School
- Dark
- Level
- 4
Shrinks even the grandest of monsters down to more manageable sizes. Duration of this spell is 5 minutes per point of skill in Dark Magic. Depending on the caster's expertise, a shrunken monster deals one half, one third, or one quarter its normal damage while shrunk.
- School
- Air
- Level
- 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
- Spirit
- Level
- 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
- Dragon
- Level
- 4
This ability allows a Dragon to push back opponents with wing generated wind--great for pushing them back before hitting them with a Flame Blast.
- School
- Mind
- Level
- 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
Reduces the time it takes for all of your characters to recover from casting spells or attacking with their weapons. When the spell wears off, they become weak..
- School
- Air
- Level
- 5
Jump launches your party 60 feet into the air, allowing you to reach high ledges and jump large crevasses. Your party takes no falling damage from the jump.
- School
- Body
- Level
- 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
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 can 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
Fires a blast of hot, jagged metal in front of the caster, striking any creature that gets in the way. Each piece inflicts 1-6 points of damage per point of skill in Dark Magic.
- School
- Earth
- Level
- 5
Increases all of your characters' armor class by 5 + 1 point per point of skill in Earth Magic.
- School
- Light
- Level
- 5
Summons a Dancing Light 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
Only useful outdoors, Water Walk lets your characters walk along the surface of water without sinking. In addition to its casting cost, one spell point is expended every 20 minutes while your party is in contact with water.
- School
- Earth
- Level
- 6
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
Takes control of an undead target's mind for 3 minutes per point of skill in Dark 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
Cures paralysis if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character can 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
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 can 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
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
Fires a ball of fire at a single target. When it hits, the ball explodes damaging all those nearby, including your characters if they're too close. Fireball does 1-6 points of damage per point of skill in Fire Magic.
- School
- Spirit
- Level
- 6
Preservation more tightly binds the soul to the body. This will delay death due to massive hit point loss, but will not stop a character from going unconscious. If a preserved character's hit points are too low when the spell wears off, he or she will die.
- School
- Water
- Level
- 6
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
Halves damage from incoming ranged attacks (such as rocks and arrows) by slowing the missiles down just before they hit.
- School
- Water
- Level
- 7
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
Causes a single monster to go mad with battle lust, attacking the nearest living creature until the spell wears off.
- School
- Fire
- Level
- 7
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
Hammerhands magically enhances the skill of an unarmed combatant, allowing his strikes to land more precisely against an opponent's weak spots. Hammerhands-aided attacks inflict extra Body damage equal to the physical damage caused by the unarmed attack.
- School
- Spirit
- Level
- 7
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
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
When a monster hits a character with Pain Reflection active, the monster takes damage equal to what it inflicted on the character.
- School
- Light
- Level
- 7
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
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 can 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
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 can 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
- Dark
- Level
- 8
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 halved and it does half damage when striking in melee combat.
- School
- Light
- Level
- 8
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
When cast, this spell has a chance of imbuing 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
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
Invisibility works on the minds of nearby creatures, making them unable to notice the party unless spoken to or attacked. Any attack you make, regardless of whether or not it hits or misses, will break this spell. This spell can't be cast while hostile monsters are nearby.
- School
- Mind
- Level
- 8
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. The duration of Mass Fear is 3 minutes per point of skill in Mind Magic. Mass Fear will not work on undead creatures.
- School
- Earth
- Level
- 8
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 10 points of damage plus 1-10 points of damage per point of skill in Earth Magic.
- School
- Spirit
- Level
- 8
This spell weakens the link between a target's body and soul, causing 10 + 2-8 points of damage per point of skill in Spirit Magic to all monsters near the caster.
- School
- Mind
- Level
- 9
Cures insanity if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character can 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
Dragon Breath empowers the caster to exhale a cloud of toxic vapors that targets a single monster and damage all creatures nearby, doing 1-25 points of damage per point of skill in Dark Magic.
- School
- Light
- Level
- 9
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
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
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. 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
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
Raises a character from the dead if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer a character can 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
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
Town Portal teleports the party to any town where the party has drunk from the central fountain. 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
This spell is the town killer. 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. It can only be cast three times per day and only outdoors.
- School
- Earth
- Level
- 10
Launches a magical stone which bursts in air, sending shards of explosive earth raining to the ground. The damage is 20 points plus 2 per point of skill in Earth Magic for each shard. This spell can only be used outdoors.
- School
- Air
- Level
- 10
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
Flying Fist throws a heavy magical force at a single opponent that does 20 points of damage plus 1-10 per point of skill in Body Magic.
- School
- Water
- Level
- 10
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 1-6 per point of skill in Water Magic.
- School
- Fire
- Level
- 10
Inferno burns all monsters in sight when cast, excluding your characters. One or two castings can clear out a room of weak or moderately powerful creatures. Each monster takes 12 points of damage plus 2 per point of skill in Fire Magic. This spell only works indoors.
- School
- Mind
- Level
- 10
Similar to Mind Blast, Psychic Shock targets a single creature with mind damaging magic--only it has 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
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
Sunray is the second most devastating damage spell in the game. It does 20 points of damage plus 1-20 points per point of skill in Light Magic, by concentrating the light of the sun on one unfortunate creature. It only works outdoors during the day.
- School
- Light
- Level
- 11
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 shortened with skill in Light Magic.
- School
- Mind
- Level
- 11
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
Among 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
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. Each beacon will decay after 1 week per point of skill in Water magic after it is placed.
- School
- Earth
- Level
- 11
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
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
Resurrects a character whose body has been destroyed. Recovery rate is very slow, but will be faster for characters with a higher skill in Spirit Magic. The resurrected character will be in a weak condition after this spell is cast.
- School
- Dark
- Level
- 11
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
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. Try not to get caught in the blast! This spell only works outdoors.