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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