Spells

Healing Spells

Spell Name Affect Healing
Power
Spell
Points
Spell
Levels
Description
Treat Player Individual 10 3 Sorcerer 1, Elf 2 Treats minor wounds for up to 10 HP for an individual character.
Treat Party Party 15 6 Sorcerer 2, Elf 3 Treats every character in your party for up to 15 health.
Regenerate Player Individual 30 6 Sorcerer 2, Elf 4 Heals wounds for up to 30 HP for an individual character.
Regenerate Party Party 35 12 Sorcerer 3 Heals wounds for up to 35 HP for your entire party.
Heal Player Individual 100 10 Sorcerer 3 Closes and heals major wounds for an individual character for up to 100 HP.
Heal Party Party 140 24 Sorcerer 4 Closes and heals major wounds for your entire party for up to 140 HP.
Restore All Health Party Full 40 Sorcerer 4 Divine aid. Restores entire party to full health.
Cure Poison Individual - 5 Sorcerer 2, Elf 3 Cures most types of poisons inflicted by venomous creatures.
Cure Confusion Individual - 7 Sorcerer 1, Elf 2 Focuses a confused character's mind.
Cure Insanity Individual - 9 Sorcerer 3 Cures any form of insanity inflicted upon your character.
Resurrect Individual - 50 Sorcerer 4 Brings a dead character back to life with one hit point.

Defensive Spells
Note: When you cast one of these spells, a small shield icons will appear in the top right of the screen (when you are in 3D-view) to let you know that your shield spell is still active. When this icon disappears, you may want to recast your spell.

Spell Name Affect Armor
Strength
Spell
Points
Spell
Levels
Description
Mystical Armor Party 1 4 Dwarf 1 Envelopes party in a green fog that protects the party by lowering each character's armor class by 1 point for a short period of time.
Aura of Fortune Party 2 7 Dwarf 2, Sorcerer 1 An invisible shell helps to deflect attacks for a short period of time.
Kaelan's Blessing Party 3 12 Dwarf 3, Sorcerer 2 Prays to the ghost of legendary hero, Kaelan, for temporary protection from forces of evil.
Iqtar's Magic Coat Party 4 16 Dwarf 4, Sorcerer 3 Temporarily reinforces your party's armor with the magical essence of the iqtar's armor.
Invisibility Party 5 22 Sorcerer 4 Surrounds your party in a field which blurs their movements to the eyes of any attackers for a short time.

Attribute Spells

Spell Name Attribute Value Spell
Points
Spell
Levels
Description
Heart of Courage Strength +3 3 Knight 2, Dwarf 2, Wizard 1 Can only be cast from combat. This spell increases a character's strength for the duration of that combat round.
Mark of the Valiant Strength +7 7 Knight 4, Wizard 2 Provides a sharp surge of adrenaline that boosts a comrade's strength for the duration of a combat round.
Heart of Quickness Dexterity +3 3 Knight 3, Archer 2, Wizard 1 This spell increases a character's dexterity for the following combat round.
Mark of the Nimble Dexterity +7 7 Archer 3, Wizard 2 Magically augments a character's nimbleness, thus increasing his or her dexterity for the following combat round.

Summon Spells
Note that summoned creatures cannot be controlled like normal players. During combat, summoned creatures always attack the closest monster group you face. Summoned creatures always appear in the last slot of your characters list, and they cannot trade places with any other character in the list.
 
Because summoned creatures are illusionary, they cannot carry inventory or find items. And because summoned creatures are non-material beings, they cannot be affected by spells such as cure poison, heal, inflict insanity, strengthen, hasten, etc. A summoned creature is injured, cannot be healed; and one that is dead disappears. Note that summoned creatures are still vulnerable to magical and physical attacks, and are particularly vulnerable to magic-using foe that can cast the disbelieve spell. If any creature that you summon is disbelieved it will vanish.

Spell Name Spell
Points
Spell
Levels
Description
Summon Hell Hound 15 Wizard 2 Summons an imaginary hell hound to join your party and fight for you until the death.
Call Ghost of Kalaen 20 Wizard 3 Summons the ghost of the legendary hero, Kalaen to help your cause.
Summon the Iqtar 40 Wizard 4 Summons the Iqtar to join your party for a while.

Offensive Spells

Spell Name Affect Strength Range Spell
Points
Spell
Levels
Description
Kaelan's Fist Single 10 20 feet 2 Wizard 1 Brings the wrath of Kaelan to a single opponent within a range of 20 feet.
Short Flame Group 8 10 feet 4 Wizard 1 Causes a short magical flame to shoot from the spell-casters fingers, burning any group of foe in melee range.
Fireball Single 30 40 feet 4 Wizard 2, Archer 2 Conjures a magical fireball to launch from the spell-caster's hand, burning a single foe at up to a distance of 40 feet.
Stones Group 20 30 feet 6 Wizard 2 Causes nearby stones to launch up off the ground at a group of monsters up to 30 feet away.
Lightning Bolt Single 70 70 feet 9 Wizard 3, Archer 3 A single lightning bolt shoots from the spell caster's fingers singing a single foe at a range of up to 70 feet.
Rune of Freezing Group 55 50 feet 15 Wizard 3 A powerful spell that chills a group of of monsters for up to a whopping 55 points of damage.
Touch of Iqtar Single 250 70 feet 25 Wizard 4 Empowers the caster with the magical, invisible death grip of the Iqtar for one round of combat.
Shadow of Death Group 175 40 feet 35 Wizard 4 The shadow of death itself sucks the life out of a group of foes at up to 30 feet for up to a whopping 175 points of damage.
Startle Group - 20 feet 7 Sorcerer 3, Thief 3 Enables your spell caster to echo a bellowing roar, startling a group of opponents for one combat round.
Confuse Group - 40 feet 9 Sorcerer 4, Elf 3 Temporarily renders a group of foes insane. An insane monster might do damage to itself or its comrades for one round.
Near Foe Group - 70 feet 5 Sorcerer 1, Knight 3 By means of telekinesis, levitates a group of monsters 10 feet closer to your party, putting them in range to more of your attacks.
Far Foe Group - 70 feet 6 Sorcerer 2, Archer 3 Levitates a group of monsters 10 feet farther away from your party, in hopes of temporarily putting your party out of range of their attacks.
Disbelieve Group - 10 feet 8 Sorcerer 3, Thief 2 Focuses your party's minds to disbelieve in summoned or imaginary foe in melee range.
Dispel Group - 40 feet 12 Thief 4 A more powerful form of disbelieve that has a much higher chance of dispelling imaginary foe.

Miscellaneous Spells

Spell Name Spell
Points
Spell
Levels
Description
Show Map 35 Sorcerer 4, Elf 4, Thief 3 Reveals the map of the current level.
Magic Compass 5 Archer 2, Thief 1, Elf 2 A magical compass appears and points the way for a short time. You will see this compass in the top right of the screen when you are in 3-D view. When it goes away, you will need to recast this spell.
Revelation 5 Archer 3, Thief 2, Sorcerer 2 A floating eyeball hovers in front of your party to warn you of nearby traps. You will see this in the top right of the screen when you are in 3-D view. When it goes away, you will need to recast this spell.
Greater Revelation 10 Thief 3, Sorcerer 3 Similar to the revelation spell, but watches over a greater distance, for a longer period of time. You will see this in the top right of the screen when you are in 3-D view. When it goes away, you will need to recast this spell.
Pick Lock 0 Thief 1 When you encounter a treasure chest, you will have the option of using this technique to attempt to open the treasure. Note that a lock picker's chance for success improves as they gain experience by being promoted to higher levels.
Trap Zap 8 Thief 3, Sorcerer 4 When you encounter a treasure chest, you will have the option of using this spell to attempt to disarm any trap that may be guarding the treasure inside. Like the pick lock technique, the trap zap spell's chances of success improve with the level of its caster.
Open Portal 10 Wizard 1 Temporarily opens a rift which can teleport you back to the safety of Treleon. Note that this rift can only be cast on certain magical squares marked with a pentagram. And because the rift only lasts for a moment, your party must enter the portal immediately after casting it, or it will disappear. Upon returning to Treleon, however, your party can take all the time it needs to rest up before using the return portal outside the King's Court to return to the point where they left the dungeon.

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