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Spell
List
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Document
created by David Sinclair of Bard's
Tale Memories, March 27th, 1998.
Conjurer
| Magician
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Sorceror
| Wizard
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SPELL
| Required Spell Points
| Target
| Description
| Required Level
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ARFI
| 3
| 1 Foe
| ARC
FIRE A fan of blue flames will shoot from the caster's
fingers,
doing hits of damage to a select opponent, times caster's
level.
| 1
|
FRFO
| 3
| Group
| FREEZE
FOES This spell binds your enemies with magical
force,
slowing there movements and making them easier to hit.
| 2
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MAST
| 5
| Group
| ARCYNE'S
MAGESTAR A bright flare will ignite in front of
a group of your
enemies, temporarily blinding them and causing them to miss
the next combat round.
| 3
|
WAST
| 5
| Group
| WARSTRIKE Causes a spray of energy to spring
from the caster's extended
finger, sizzling a group of opponents for 4-16 hits damage.
| 3
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POST
| 6
| Foe
| POISON
STRIKE This spell hurls porcupine-sharp needles
from the mage's finger
into a selected monster, poisoning it.
| 4
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SHSP
| 7
| Group
| SHOCK
SPHERE a large globe of intense electrical energy
envelops a group of
enemies, doing 8-32 hits of damage.
| 5
|
HOWA
| 4
| 1 Foe
| HOLY
WATER A spray of water will emanate from the mage's
fingers, doing 6-24
points of damage to any undead foe (e.g. skeleton, zombie,
vampire)
| 2
|
WIST
| 5
| 1 Foe
| WITHER
STRIKE Any foe at whom this spell is cast is likely
to be turned old, thus
reducing his ability to attack and defend in combat.
| 2
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STFL
| 6
| Group
| STARFLARE The air surrounding a group of your
enemies will instantly ignite,
causing them to be burnt for 6 to 24 damage points.
| 3
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SPTO
| 8
| 1 Foe
| SPECTRE
TOUCH This spell will drain a single enemy of 12
to 48 points of damage,
as if touched by a spectre.
| 4
|
DRBR
| 7
| Group
| DRAGON
BREATH Allows the mage to breathe fire at a group
of foes, doing 8 to 32
points of damage to each.
| 4
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STTO
| 8
| 1 Foe
| STONE
TOUCH This spell will often turn an enemy to stone,
or a stone monster
from living stone to dead stone. But it doesn't always work.
| 6
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DEST
| 14
| 1 Foe
| DEATHSTRIKE This incantation is very likely
to kill one selected enemy, big or small.
| 7
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MIJA
| 3
| 1 Foe
| MANGAR'S
MIND JAB The mage casts a concentrated blast of
psychic energy at
one opponent doing 2-8 hits of damage for each experience
level of the mage.
| 1
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HYIM
| 3
| Group
| HYPNOTIC
IMAGE If successfully cast, this spell will make
a group of your enemies
miss the following attack round.
| 1
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MIFI
| 4
| 1 Foe
| MANGAR'S
MIND FIST A higher power "Mind Jab" does 3-12 hits
of damage to one
foe, times the experience level of the mage.
| 2
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FEAR
| 4
| Group
| WORD
OF FEAR This incantation will make a group of your
enemies shake in fear,
reducing their ability to attack and do damage.
| 2
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CURS
| 5
| Group
| CURSE Causes a group of your enemies to fear
you greatly, lessening their morale
and their ability to hit and damage you.
| 3
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DIIL
| 8
| Party
| DISRUPT
ILLUSION This spell will destroy any illusion fighting
the party, and any
new illusions created later in the combat. It will also point
out any dopplegangers in the
party.
| 5
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MIBL
| 8
| All Foes
| MANGAR'S
MIND BLADE A sharp explosion of psychic energy
that inflicts 10-40
hits to each and every enemy you face
| 5
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REDE
| 4
| Group
| REPEL
DEAD This spell will do 16 to 80 points of damage
to a group of undead
creatures.
| 1
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DEBA
| 8
| 1 Foe
| DEMON
BANE This spell will do 32 to 128 points of damage
to a single demon.
The power to summon is the power to destroy.
| 2
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DMST
| 14
| Group
| DEMON
STRIKE This spell works like Demon Bane, but it
will affect an entire group
of demons.
| 5 |
SPELL
| Required Spell Points
| Target
| Duration
| Description
| Required Level
|
SOSH
| 3
| Self
| Combat
| So
SHIELD The mage is protected by an invisible "shield"
of magic, that turns
aside many blows that would otherwise hit him.
| 1
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AIAR
| 3
| Self
| Combat
| AIR
ARMOR This spell will make the air around the spell
caster to bind itself
into a weightless suit of "armor."
| 1
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MYSH
| 6
| Party
| Medium
| YBARRA'S
MYSTIC SHIELD The air in front of the party will
bind itself into
metallic hardness and will accompany the party when it moves,
as a sort of
invisible "shield."
| 2
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MIMI
| 7
| Party
| Combat
| MITHRIL
MIGHT Increases the armor protection of each party
member by
enhancing their armor's natural strength by magic.
| 3
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ANMA
| 8
| Party
| Combat
| ANTI-MAGIC Causes the ground to absorb a portion
of the magical energies
cast at the party, frequently allowing the members to escape
all damage.
Also aids in disbelieving illusions and in turning back magical
fire, like a
dragon's breath.
| 5
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YMCA
| 10
| Party
| Indefinite
| YBARRA'S
MYSTICAL COAT OF ARMOR causes an effect like "Air
Armor"
to cover every member of the party, lasting indefinitely.
| 6
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PHBL
| 2
| Party
| Combat
| PHASE
BLUR The entire party will seem to waver and blur
in the sight of
the monsters, making the party very difficult to strike.
| 1
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DISB
| 4
| Party
|
| DISBELIEVE This spell will reveal the true of
any illusion attacking the
party, causing it to instantly vanish.
| 2
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VANI
| 6
| Self
| Combat
| KYLEARAN'S
VANISHING SPELL The mage casting this spell will
turn
nearly invisible in the eyes of his enemies, who will have
great difficulty
in striking him.
| 3
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INVI
| 7
| Party
| Combat
| KYLEARAN'S
INVISIBILITY SPELL This invocation will perform
a
Vanishing Spell on the entire party.
| 4
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MIWP
| 9
| Char.
|
| MIND
WARP This spell will make a member of your party
go totally insane.
Useful for possessions.
| 6
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SPBI
| 14
| 1 Foe
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| BAYLOR'S
SPELL BIND This spell if successful possesses the
mind of any
enemy, forcing him to join your party and fight in its defense.
| 5
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spells to summon creatures
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INWO
| 6
| ELIK'S
INSTANT WOLF With this spell the caster can make
a real wolf appear and join
the party, fighting in its defense.
| 4
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INOG
| 9
| ELIK'S
INSTANT OGRE This incantation will cause a real
ogre to appear and join the party.
| 6
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ANSW
| 8
| AKER'S
ANIMATED SWORD A magical sword will appear and
fight like a summoned
monster in defense of the party.
| 5
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TADU
| 4
| TARGET-DUMMY A magical illusion appears in the
party's special slot. Unable too attack,
it will serve to draw enemy attacks to himself.
| 2
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WIWO
| 5
| WIND
WOLF This spell creates an illusionary wolf to
join the party. This and other illusions
are only effective as long as an enemy "believes" them. Depending
on power and location,
the monster may see through the illusion, and cause it to
vanish.
| 3
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WIWA
| 6
| WIND
WARRIOR This spell will create the illusion of
a battle-ready warrior that joins your
party.
| 4
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WIOG
| 7
| WIND
OGRE This spell will create the illusion of an
ogre, which will accompany and fight
with your party.
| 5
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WIDR
| 10
| WIND
DRAGON This incantation will create an illusionary
red dragon to fight with your party.
| 6
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WIGI
| 12
| WIND
GIANT This spell will create an illusionary storm
giant, to join with, and fight for,
your party.
| 7
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SUDE
| 6
| SUMMON
DEAD This will gate into our universe a zombie
or skeleton to fight for the party.
| 1
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LESU
| 8
| LESSER
SUMMONING This spell will gate into our universe
a lower power elemental or
demon, who will (under protest) join the party.
| 2
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SUPH
| 10
| SUMMON
PHANTOM This spell will bring a medium level undead
creature into the party.
| 3
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PRSU
| 12
| PRIME
SUMMONING This spell gates in a medium level elemental
or demon, to fight with
the party.
| 4
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SPSP
| 15
| SPELL
SPIRIT This spell will gate in a higher-level undead
creature to fight for the party.
| 6
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GRSU
| 22
| GREATER
SUMMONING This spell will gate a greater demon
into our universe and bind
him to the party.
| 7
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spells to improve battleskills during combat
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BASK
| 4
| BATTLESKILL This spell increases one of your
party member's skill with weapons, increasing
the accuracy and ferocity of his attacks.
| 2
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WROV
| 7
| WRATH
OF VALHALLA Makes a member of your party fight
with the strength and accuracy
of ancient Norse heroes for the entire combat.
| 5
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VOPL
| 3
| VORPAL
PLATING This spell causes the weapon (or hands)
of a party member to be covered
with a magical field, which causes him to do an additional
2-8 points of damage.
| 1
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MAGA
| 5
| MAGE
GAUNTLETS Makes a party member's hands (or weapons)
more deadly, adding 4-16
points of damage to every wound he inflicts.
| 2
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OGST
| 6
| OSCON'S
OGRESTRENGTH Allows a member of your party to damage
monsters as if he were
as incredibly strong as an ogre.
| 3
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WOHL
| 4
| WORD
OF HEALING With the utterance of a single word
the spell caster can cure a party
member of minor wounds, healing 2-8 points of damage.
| 2
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FLRE
| 6
| FLESH
RESTORE This powerful healing spell will restore
6-24 hit points to a party member
and cure poisoning and insanity.
| 4
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FLAN
| 12
| FLESH
ANEW This spell behaves like the "Flesh Restore"
spell, except that it will affect
every member of the party.
| 7
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REST
| 12
| RESTORATION Makes all wounds disappear as your
entire party is reforged into unflawed
bodies. Also cures poisoning and insanity.
| 7
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DISP
| 10
| DISPOSSESS This spell will make any possessed
party member to his normal state.
| 3
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BEDE
| 18
| BEYOND
DEATH This spell will restore life and one hit
point to a character.
| 7
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ANDE
| 11
| ANIMATE
DEAD Gives a dead character undead strength, making
him attack your enemies
as though he were truly alive.
| 4
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spells to heighten perception and improve orientation
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MAFL
| 2
| Medium
| MAGE
FLAME a small, mobile "torch" will appear, and
float above the spell caster
as he travels.
| 1
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MACO
| 3
| Medium
| KIEL'S
MAGIC COMPASS a compass of shimmering magelight
appears above the
party, telling the direction they face.
| 2
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LERE
| 5
| Long
| LESSER
REVELATION This is an extended "Mage Flame" spell
which also reveals
secret doors.
| 3
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GRRE
| 7
| Long
| GREATER
REVELATION This spell functions like "Lesser Revelation"
spell, only it
illuminates a wider area.
| 5
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STLI
| 2
| Short
| SABHAR'S
STEELIGHT SPELL Causes all metal near the party
to glow with magical
light, illuminating the surrounding area.
| 1
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SCSI
| 2
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| SCRY
SITE The walls themselves will speak, under direction
of this spell, revealing
to the spell caster his location in the labyrinth.
| 1
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AREN
| 5
| Short
| AREA
ENCHANT This spell will cause the dungeon walls
within 30 feet of a
stairway to call out, if the party is traveling toward it.
| 2
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STSI
| 7
| Medium
| SABHAR'S
STONELIGHT SPELL Makes all stone and earth within
range of the
party glow with magical light, revealing even secret doors.
| 4
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LOTR
| 2
| Short
| LOCATE
TRAPS In a state of magically-heightened awareness,
the spell caster
will be able to sense a trap within 30 feet, if he faces it.
| 1
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SESI
| 6
| Medium
| SECOND
SIGHT The mage will experience heightened awareness
and be able to
sense stairways, special encounters, spell negation zones,
and other unusua
l occurrences.
| 3
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CAEY
| 7
| Indefinite
| CAT
EYES The member's of the mage's party will all
receive perfect night-vision,
which will last indefinitely.
| 4
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SOSI
| 11
| Indefinite
| So
SIGHT This spell functions the same as the "second
sight", but it will last
indefinitely.
| 7
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spells to facilitate movement
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TRZP
| 2
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| TRAP
ZAP This spell will disarm any trap within 30 feet,
in the direction the party is facing. It will also disarm
traps on chests.
| 1
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LEVI
| 4
| Short
| LEVITATION Partially negates the effect of gravity
on the party,
causing them to float over traps or up through portals.
| 3
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MALE
| 8
| Indefinite
| MAJOR
LEVITATION This will make the party levitate as
does th
e level 3 spell, but its effects will last until dispelled.
| 6
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APAR
| 15
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| APPORT
ARCANE Allows the party to teleport anywhere within
a dungeon, except for places protected by teleportation shields.
| 7
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PHDO
| 9
| 1 Move
| PHASE
DOOR This incantation will alter the structure
of almost
any wall directly in front of the party, turning it to air
for exactly 1 move.
| 6
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Quick
list of all spells from all three games in plain ASCII text format
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