The Bard's Tale Compendium
The Bard's Tale  |  The Destiny Knight  |  Thief of Fate  |  Construction Set

Bard's Tale Novels  |  Behind The Bard's Tale  |  Beyond The Bard's Tale


 
Monk from The Bard's Tale III: Thief of Fate

The Bard's Tale III: Thief of Fate

Spell List

 

Story and Artwork
Game Manual
Spell List
Maps
Items and Monsters
Clues and Cheats
Files for Download
Excerpted from the Game Manual text file by Steve Varner, January 1997 (Project 64 etext #157)
[12.1] Book of Spells
This section lists and describes the spells known to exist for each of
the six mage classes.  The section is organized as follows:

Mage Class
LEVEL #:        CODE    PT. COST        RANGE           DURATION
                Spell Name - A description of what the spell does and any
                special instructions for use.

The range of effectiveness is measured in number of game squares, with each
square equivalent to 10 feet (10').  The following explains what each range
affects:

View            Line of sight.
##'             Anything in the direction the spellcaster is facing for the
                number of feet specified by "##".
Wall            A wall in the direction the spellcaster faces.
Level           The entire level that your party is on.
1 Object        A single object.
1 Foe           A single monster, regardless of the number your party faces.
Group           One of up to four monster groups.
All Foes        All the monsters your party faces.
Self            The spellcaster only.
Party           Your party.
Char            The party member (character) you designate.
Special         The special character you designate.
*               Hits with full effectiveness up to the listed range, and at
                reduced effectiveness when it hits at double the listed
                range.  For instance, if your spell has a range of 30', and
                you use it against foes 60' away, the spell will hit with
                reduced effectiveness.
N/A             Not applicable; used where range is not a factor in the
                spell.

In addition to range, many spells have a duration.  The following explains
how long each duration lasts:

Combat          Until combat ends (when either you run away, you win, or the
                monster wins).
1 Move          Exactly one move.
1 Round         The entire round of combat.
Short           A few minutes only.
Medium          Several minutes.
Long            Twice as long as short spells.
Indef           Until the party enters the Refugee Camp or an anti-magic
                zone.
Misc            Has multiple or variable ranges.
N/A             Not applicable; the result of the spell is immediate.

[12.1.1] Conjurer Spells
From fireballs to magic compasses, Conjurers can create objects and
effects out of thin air.  Conjurer spells take up a lot of energy to
create even moderate effects; that's why these magic users don't
involve themselves with huge magical productions.

Level 1:        MAFL    2               View            Medium
                Mage flame - A small flame floats above the spellcaster as
                he moves about, illuminating the immediate area.

                ARFI    3               1 Foe/10'        N/A
                Arc Fire - Fiery blue flames spray from the spellcaster's
                fingers, inflicting 1 to 4 damage points, depending on the
                Conjurer's level.

                TRZP    2               30'             N/A
                Trap Zap - Disarms any trap within 30 feet in the direction
                that the spellcaster is facing.  Trap Zap also works on
                chests for the same amount of spell points.

Level 2:        FRFO    3               Group           Combat
                Freeze Foes - Binds your enemies in a magical force, slowing
                them down and making them an easier target for your itching
                sword.

                MACO    3               N/A             Medium
                Kiel's Magic Compass - A compass of shimmering magelight
                appears above the party and shows the direction they face.

                WOHL    4               Char            N/A
                Word of Healing - With the uttering of a single word, this
                heals a party member from 4 to 16 points of damage.

Level 3:        LERE    5               View            Long
                Lesser Revelation - An extended Mage Flame spell that also
                reveals secret doors.

                LEVI    4               Party           Short
                Levitation - Partially nullifies gravity, letting the party
                float over traps, or up and down through portals.

                WAST    5               Group/20'       N/A
                Warstrike - An electric spell where a stream of energy
                shoots from the spellcaster's finger, frying a group of foes
                for 5 to 20 damage points.

Level 4:        INWO    6               Party           N/A
                Elik's Instant Wolf - Summons a giant and extremely fierce
                wolf to join your party.

                FLRE    6               Char            N/A
                Flesh Restore - A powerful healing spell that restores 10 to
                40 points to a party member, curing those stricken with
                insanity or poisoning.

Level 5:        GRRE    7               View            Long
                Greater Revelation - Operates like Lesser Revelation, but
                illuminates a wider area for a longer period of time.

                SHSP    7               Group/30'/ì     N/A
                Shock Sphere - Creates a large globe of intense electrical
                energy that envelops a group of enemies and inflicts 10 to
                40 damage points.

Level 6:        FLAN    9               Group           N/A
                Flesh Anew - Works like Flesh Restore, but affects every
                member of the party.

                MALE    8               Party           Indef
                Major Levitation - Operates like Levitation, but it lasts
                until the spell is terminated by some event like the
                activation of an anti-magic square.

Level 7:        REGN    12              Char            N/A
                Regeneration - A health spell that revives all the hit
                points for one lucky member of the party.

                APAR    15              Party           N/A
                Apport Arcane - Teleports the party within a dungeon to any
                location that's not protected by a teleportation shield.

                FAFO    18              Group           N/A
                Far Foe - Pushes a group of foes 40 feet further away from
                your party, up to a total distance of 90 feet.

                INSL    12              Party           N/A
                Elik's Instant Slayer - Materializes a slayer who joins your
                party.  What's a slayer?  The name speaks for itself...

[12.1.2] Magician Spells
Magicians can bestow magical effects on common objects.  This,
however, doesn't mean that the item becomes magical.  It only takes on
the magical effects for the duration of the spell.

Level 1:        VOPL    3               Char            Combat
                Vorpal Plating - Causes the weapon (or hands) of a party
                member to emit a magical field that inflicts 2 to 8 points
                of additional damage.

                QUFI    3               Char            N/A
                Quick Fix - Regenerates 8 hit points for a character, up to
                the character's maximum hit point level.

                SCSI    2               Party           N/A
                Scry Site - Causes a dungeon wall or wilderness pathway to
                reveal the party's location.

Level 2:        HOWA    4               1 Foe/10'       N/A
                Holy Water - Holy water sprays from the spellcaster's
                fingers, inflicting 6 to 24 points of damage on any foe of
                evil or supernatural origin.

                MAGA    5               Char            Combat
                Mage Gauntlets - Makes the hands (or weapon) of a party
                member more deadly by adding 4 to 16 points of damage to
                every wound it inflicts on a foe.

                AREN    5               30'             Short
                Area Enchant - Causes the dungeon walls within 30 feet (3
                squares) of a stairway to call out if the party is headed
                towards the stairs.

Level 3:        MYSH    6               Party           Medium
                Ybarra's Mystic Shield - Causes the air in front of the
                party to form an invisible shield that's as hard as metal.
                The shield moves with the party.

                OGST    6               Char            Combat
                Oscon's Ogre Strength - Endows a specific party member with
                the strength of Elik's Ogre for the duration of the battle.

                STFL    6               Group/40'/ì     N/A
                Star Flare - An electrical spell that ignites the air around
                your enemies, scorching them for 10 to 40 damage points.
                A real hair curler.

Level 4:        SPTO    8               1 Foe/70'       N/A
                Spectre Touch - Drains a single enemy of 15 to 60 hit points
                as if it were touched lightly by death.

                DRBR    7               Group/30'       N/A
                Dragon Breath - Lets the spellcaster belch a breath of fire
                at a group of monsters, inflicting 8 to 64 points of damage
                on each monster.

Level 5:        ANMA    8               Party           Combat
                Anti-Magic - Causes the ground to absorb a portion of the
                spells cast at the party by monsters, giving the party a
                chance to escape unharmed.  This spell also aids in
                disbelieving illusions and shielding against magical fires
                such as Dragon Breath.

                GIST    10              Party           Combat
                Giant Strength - Instills tremendous power in your party,
                increasing their strike ability by 10.

Level 6:        PHDO    10              Wall            1 Move
                Phase Door - Vaporizes any wall that's not protected by an
                Anti-Phase Door aura or spell into air.

                YMCA    10              Party           Indef
                Ybarra's Mystical Coat of Armor - Works just like Ybarra's
                Mystic Shield, but lasts indefinitely.

Level 7:        REST    25              Party           N/A
                Restoration - Regenerates the body of every party member to
                perfect condition; even cures insanity or poisoning.

                DEST    16              1 Foe/10'       N/A
                Death Strike - Instantly kills a selected enemy, which
                certainly categorizes this spell as one that doesn't fool
                around.

                ICES    11              Group/50'       N/A
                Ice Storm - Pummels a group of monsters with chunks of ice,
                causing 20 to 80 points of damage.

                STON    20              Char            N/A
                Stone to Flesh - Takes a character who has been turned to
                stone and restores him to his natural flesh state.

[12.1.3] Sorcerer Spells
Sorcerers rely on illusions in their magical repertoire.  A neat and
tidy mage class, Sorcerers prefer to work on peoples' minds than with
tangible (and dirty) objects or monsters.

Level 1:        MIJA    3               1 Foe/40'/ì     N/A
                Mangar's Mind Jab - Casts a concentrated blast of electrical
                energy at one opponent, inflicting 2 to 8 points of damage
                for each experience level of the spellcaster.

                PHBL    2               Party           Combat
                Phase Blur - Causes the entire party to become blurry in the
                eyes of the enemy, making your party tougher to strike.

                LOTR    2               30'             Short
                Locate Traps - Heightens the spellcaster's awareness for
                trap detecting.  Works for 30' in the direction that the
                spellcaster is facing.

Level 2:        DISB    4               Party           N/A
                Disbelieve - Reveals an attacking illusion for the true
                nonphysical object that it is, causing it to vanish.

                WIWA    5               Party           N/A
                Wind Warrior - Creates the illusion of a battle-ready ninja
                in the ranks of your party.  The illusionary ninja will
                fight until defeated or disbelieved.

                FEAR    4               Group           Combat
                Word of Fear - An incantation that causes a group of enemies
                to quake in fear, thus reducing their ability to attack and
                inflict damage.

Level 3:        WIOG    6               Party           N/A
                Wind Ogre - Like Elik's Instant Ogre, it summons a mean,
                illusionary ogre to join your party.

                INVI    6               Party           Combat
                Kylearan's Invisibility Spell - Invoke this spell to render
                the entire party nearly invisible to the enemy.

                SESI    6               30'             Medium
                Second Sight - Heightens awareness so the spellcaster can
                detect all traps and tricks that lie directly ahead.

Level 4:        CAEY    7               View            Indef
                Cat Eyes - Endows the entire party with perfect night vision
                for an indefinite period of time.

                WIDR    12              Party           N/A
                Wind Dragon - Creates an illusionary red dragon to join the
                ranks of your party.

Level 5:        DIIL    8               All Foes        Combat
                Disrupt Illusion - Destroys any illusions among the ranks of
                the enemy and prevents new illusions from appearing.

                MIBL    10              All Foes/30'/ì  N/A
                Mangar's Mind Blade - An electric spell that strikes every
                opposing group within range with an explosion of energy
                capable of inflicting 25 to 100 points of damage.

Level 6:        WIGI    11              Party           N/A
                Wind Giant - Creates an illusionary elemental giant that
                joins your party and fights up a storm.

                SOSI    11              30'             Indef
                Sorcerer Sight - Operates like the trap-detecting Second
                Sight spell, but lasts indefinitely.

Level 7:        RIME    20              All Foes/40'    N/A
                Rimefang - Rakes enemies with shards of ice, inflicting 50
                to 200 points of damage.

                WIHE    16              Party           N/A
                Wind Hero - Creates an illusionary hero with the power of
                hurricane winds to join your party.

                MAGM    40              Group           N/A
                Mage Maelstrom - Assaults a group of opposing spellcasters
                and may do one of the following: inflict 60 to 240 points of
                damage, turn them to stone, or kill them outright.  However,
                because the maelstrom is illusionary in nature, a
                disbelieving enemy can totally nullify it.

                PREC    50              All Foes        N/A
                Preclusion - Keeps the enemy from being able to summon any
                creatures.

[12.1.4] Wizard Spells
Wizards can summon and control supernatural creatures and energies.
The Wizard has fewer spells to choose from than the other classes, but
their potency makes up for it.

Level 1:        SUEL    10              Party           N/A
                Summon Elemental - Creates a fire-being from the raw
                elements of the universe to join and fight for your party.

                FOFO    11              Group/10'       N/A
                Fanskar's Force Focus - Lands a cone of gravitational energy
                on a group of your foes, inflicting 25 to 100 points of
                damage.

Level 2:        PRSU    14              Party           N/A
                Prime Summoning - Coerces a powerful undead creature to
                unwillingly join your party.

                DEBA    11              1 Foe/30'       N/A
                Demon Bane - Inflicts 100 to 400 points of damage on a
                single creature of evil or supernatural origin.

Level 3:        FLCO    14              Group/30'       N/A
                Flame Column - Creates a cyclone of flame that lashes out
                and delivers 22 to 88 points of damage to a group of your
                foes.

                DISP    12              Char            N/A
                Dispossess - Returns a possessed party member to the normal
                state of consciousness.

Level 4:        HERB    13              Party           N/A
                Summon Herb - Summons Herb to join your party.  Herb is
                pretty busy, but he'll hang out with your party for a while
                if you need him.

                ANDE    14              Char            Combat
                Animate Dead - Reanimates a dead character with living
                strength so he or she attacks enemies as if truly alive.

Level 5:        SPBI    16              1 Foe           N/A
                Baylor's Spell Bind - If successful, this spell possesses
                the mind of an enemy and forces him or her to join and fight
                for your party.

                SOWH    13              1 Foe/70'       N/A
                Storal's Soul Whip - Whips out a tendril of psionic (mind)
                power to strike a selected foe, inflicting 50 to 200 damage
                points.

Level 6:        GRSU    22              Party           N/A
                Greater Summoning - Operates like Prime Summoning but causes
                a powerful elemental creature to appear and fight for the
                party.

                BEDE    18              Char            N/A
                Beyond Death - Brings a dead character back to life and
                gives him or her one hit point as a welcome back gift.

Level 7:        WIZW    16              Group/50'       N/A
                Wacum's Wizard War - An electric spell that creates a
                pyrotechnical storm over a group of monsters, inflicting 50
                to 200 damage points.

                DMST    25              Group/50'       N/A
                Demon Strike - Unleashes the terrorizing power of demons
                into the enemy ranks, causing 200 to 400 points of damage.

[12.1.5] Archmage Spells
Archmages are the wise ones who have learned at least all the spells
for three of the previous mage classes.  This gives the Archmage the
ability to pick and choose from a huge batch of spells.

Level 1:        HAFO    15              All Foes        1 Round
                Oscon's Haltfoe - If successful, this spell causes every
                attacking group to miss all their attacks during the next
                round.

                MEME    20              Group           N/A
                Melee Men - Pull an attacking group into melee range (10')
                regardless of how far they were when they began attacking.

Level 2:        BASP    28              Party           Misc
                Batch Spell - Executes the following batch of spells:
                Greater Revelation, Ybarra's Mystical Coat of Armor,
                Sorcerer Sight, Major Levitation, and Kiel's Magic Compass.

Level 3:        CAMR    26              Party           N/A
                Camaraderie - Has a 50% chance of calming all monsters in
                your party that have turned hostile.

Level 4:        NILA    30              Group/60'       N/A
                Fanskar's Night Lance - Launches a chilling ice missile
                against a group of foes, inflicting 100 to 400 damage points.

Level 5:        HEAL    50              Party           N/A
                Heal All - A Beyond Death spell that resurrects every dead
                party member (except those turned to stone), and heals all
                wounds, paralysis, and insanity.

Level 6:        BRKR    60              Party           N/A
                The Brothers Kringle - The brothers are always ready to help
                friends in trouble.  Enough brothers appear to fill the
                empty slots in your party.

Level 7:        MAMA    80              All Foes/90'    N/A
                Mangar's Mallet - Inflicts 200 to 800 bone-crushing damage
                points against every monster group you face.

[12.1.6] Chronomancer Spells
The key to distant lands, Chronomancers help the party move from
dimension to dimension with their special teleport spells.  They also
have a number of vicious offensive spells.

Level 1:        VITL    12              Char            N/A
                Vitality - Invigorates a character by healing 4 to 8 hit
                points times the spellcaster's level.

Level 2:        WIFI    20              Group/20'       N/A
                Witherfist - Crushes a group of enemies under a huge fist of
                power for 300 to 600 points of damage.

                COLD    20              Group/80'       N/A
                Frost Force - Blasts the enemy with a deadly frost for 50 to
                400 points of damage.

Level 3:        GOFI    25              Group/80'       N/A
                God Fire - A holy spell where blazing red fires are sent
                from the angry gods to roast the enemy for 60 to 240 damage
                points.

                STUN    30              All Foes        N/A
                Stun - An electric spell that gives the enemy a high-voltage
                zap for 50 to 200 damage points.

Level 4:        LUCK    45              Party           Combat
                Luck Chant - Increases your chances of hitting or defending
                by eight points.

                FADE    50              1 Foe/30'       N/A
                Far Death - A long-range spell that drops a distant foe dead
                in its tracks.

Level 5:        WHAT    60              1 Object        N/A
                Identify - Cast this spell on something to find out just
                what the heck it is.

                OLAY    60              1 Char          N/A
                Youth - Coats a character with a light, fragrant lotion to
                cure oldness.

Level 6:        GRRO    65              1 Char          Misc
                Grave Robber - Casts Beyond Death and Regeneration for a
                life-giving combination of spells.

                FOTA    70              Group           Misc
                Force of Tarjan - Casts Witherfist and Sandstorm for a
                double offensive punch.

Level 7:        SHSH    60              Party           Indef
                Shadow Shield - Casts a gray shadow around the party, and
                lowers their armor class by 4

                FAFI    100             All Foes        N/A
                Fatal Fist - Crushes the enemy under an unearthly
                gravitational force for 400 to 1500 points of damage.

[12.1.7] Geomancer Spells
The most physically adept of all the spell casters, Geomancers can
handle most weapons that fighters can.  Their combative nature shows
in their repertoire of predominantly offensive spells.  To become a
Geomancer, you must find the one special location that performs the
rite of passage to this mage class.

Level 1:        EADA    5               Group/40'       N/A
                Earth Dagger - Cuts down the enemy with holy daggers for 200
                to 800 points of damage.

                EASO    5               Level           N/A
                Earth Song - Reveals all booby-trapped areas that can injure
                the party.

                EAWA    8               Level           N/A
                Earth Ward - Casts the Trap Zap spell on the entire level.

Level 2:        TREB    10              All Foes        N/A
                Trebuchet - Fries all foes with wickedly hot flames for 150
                to 600 points.

                EAEL    15              Party           N/A
                Earth Elemental - Summons an Earth Elemental, which is a
                creature created from the raw elements of the earth.

                WAWA    15              Wall            Misc
                Wall Warp - Works like Phase Door until the party leaves.

Level 3:        ROCK    18              1 Foe/60'       N/A
                Petrify - Turns an enemy up to 60 feet away into the hardest
                stone.

                ROAL    20              Level           N/A
                Roscoe's Alert - Reveals to the party where the anti-magic
                areas are.

Level 4:        SUSO    20              Level           N/A
                Succor Song - Shows all heal-party squares, so your party
                can put an end to their weakness and pain.

                SAST    25              Group           N/A
                Sandstorm - With a violent swirl of sand, all foes are
                whipped back 60 feet.

Level 5:        SANT    30              Level           N/A
                Sanctuary - Shows all mage regeneration squares, so your
                spellcasters can be refreshed.

                GLST    40              1 Foe/90'       N/A
                Glacier Strike - Impales the enemy with an icy stalagmite,
                causing 400 to 1600 points of damage.

Level 6:        PATH    40              Level           N/A
                Pathfinder - An instant map, this shows the entire maze that
                the party's in.

                MABA    50              Group/50'       N/A
                Magma Blast - Burns a group of foes with a blast of hot,
                fiery magma for 300 to 1200 points of damage.

Level 7:        JOBO    60              All Foes        N/A
                Jolt Bolt - Wrenches the earth below the enemy, smashing
                them to the ground and gives them a jolting electrical shock
                to cause 400 to 1600 points of damage.

                EAMA    80              Group/50'       N/A
                Earth Maw - Commands the ground beneath the enemy's feet to
                open wide and drop the foes in, so they're never seen again.

[12.1.8] Miscellaneous Spells
These spells are available to all magic users.  The catch is that
you've got to find them before you can use them.

                GILL    10              Party           Medium
                Gilles Gills - This survival spell lets your party breathe
                under water.  It is cumulative in effect; casting it more
                than once will extend the amount of time you can spend
                underwater.

                DIVA    250             All Foes/Party  Misc
                Divine Intervention - This powerful spell earns its name by
                doing the following:  1) Turns illusionary characters into
                real characters; 2) Cures characters of all illnesses but
                age; and 3) Restores all hit points to the party.  If you're
                in combat, it also does the following:  1) Lowers your armor
                class, saving throw, to hit, and damage by 20 points;
                2) Increases your attack by eight points; and 3) Casts
                Mangar's Mallet.

                NUKE    150             All Foes        N/A
                Gotterdamurung - The finest in offensive obliteration, this
                spell annihilates the opponent for 2000 damage points.

Magic User from The Bard's Tale III: Thief of FateQuick list of all spells from all three games in plain ASCII text format

 

Bard's Tale fan communities: Yahoo GroupGoogle+ Communityofficial communities: ForumsFacebookTwitter

The Bard's Tale © 1985-1998 Interplay Productions, © 2004-present inXile Entertainment.
The Bard's Tale Compendium website was designed by Poverello Media for fun and educational purposes in 2000. Credits.