There are a number of specializations in the magical
arts. Because of their similarity, some families of spells are only
known to a single character class that takes the time and effort to
practice that spell group; while other spells are easier, or more
generalized and are studied by more than one character class. All
character classes have the ability to cast spells, though mage classes
are obviously able to cast much more powerful spells than fighter
classes. For information on casting spells, see the
Spell Casting section.
Spell points:
Be aware that because the flow of mana is influenced by celestial
bodies, spell casters are affected slightly by the phase of
the moon.
At fuller moon phases, the cost in spell points to cast will drop by
a point or two, and when the moon is less visible, the cost to cast
a spell increases slightly.
Spell points are recharged in a number of ways. Some naturally
occuring fruit is known to restore spell points. There may be special
hidden fountains throughout the realm which can rejuvenate your party's
spell points. And you can purchase stores of mana energy from a temple.
However, the most common way to recharge spell points is through
exposure to sunlight. At mid day, spell points recharge the quickest
as you roam around outside, however, you can still absorb some energy
in the morning and evening. Because spell casters' bodies are more
adept at using magic energy, they are able to recharge their spell
points twice as fast as fighter classes.
Spell List:
In order from most defensive to most offensive, the
main categories of spells are:
Portal Spells
In Dragon Bane II, most
pentagrams throughout the realm act as anchors for teleport spells,
however many teleport fields and pentagrams have special behavior, so
you cannot rely on a pentagram to serve as a portal home until you
try it out.
Spell Name |
Spell Points |
Sorc |
Necro |
Wiz |
Description |
Open Portal |
10 |
1 |
1 |
1 |
Temporarily opens a rift which can teleport you back to the
safety of New 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 New 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. |
Open Gateway |
14 |
3 |
3 |
3 |
More powerful mages are able to cast the gateway spell, which,
like the portal, teleports the party back to the safety of New
Treleon. However, unlike the Portal, Gateway spells can stay open
indefinitely (or until used or the party casts another Portal or
Gateway). Casting this spell on your way into a dungeon guarantees
that you will not run out of spell points when you need a quick
escape. |
Thief and Treasure Spells
Spell Name |
Spell Points |
Value |
Thief |
Description |
Pick Lock |
0 |
|
1 |
All thieves learn lock picking techniques when first starting out. Lock picking is a skill that improves over time. Level 1 thieves have a 34%
chance to pick a lock. With every character level, the thief gains
another 5% chance to successfully pick a lock. A thief who fails to
pick a lock may set off a trap without opening the lock.
See the Treasure section for more
information. |
Alchemy |
7 |
15 |
1 |
Alchemy is often
thought to be a bar trick, used to trick strangers out of their gold. But
thieves know that with a little magic, alchemy can also be used to yield
more than just fools' gold from ordinary dirt. When in a pinch for
gold, this spell can be cast to add 30 gold to your party's
purse. |
Materialize |
12 |
40 |
2 |
With more experience, and the application of more spell points,
thieves become more efficient at materializing gold. |
Confuse |
7 |
|
2 |
When a thief's mind is focused, and it's gaze locks with most
any foe, he or she can cause the mind of its target to become
temporarily confused -- losing one turn during combat. |
Trap Zap |
4 |
|
3 |
An ancient secret -- part skill, part magic -- passed along
between thieves. Trap zap has a high chance of opening a lock, but
if it fails, the attempt could trigger a trap that may injur the thief or his party.
See the Treasure section for more
information. |
Berserk |
9 |
|
4 |
Higher level thieves, with the applicaiton of more spell
points, can sometimes actually hypnotize his or her target into
going berserk -- attacking a fellow monster for one turn of
combat. |
Healing and Curing Spells
Note that although Necromancers are able to cast a few
elementary healing spells, because they are not nearly as adept at
healing as the Sorcerer, they require one extra spell point to cast
the limited selection of healing spells they know.
Spell Name |
Spell Points |
Effect |
Healing Power |
Trog |
Sorc |
Necro |
Description |
Treat Player |
3 |
Character |
10 |
|
1 |
2 |
Treats minor wounds for up to 10 HP for an individual
character. |
Treat Party |
6 |
Party |
15 |
|
2 |
3 |
Treats every character in your party for up to 15 health. |
Regenerate Player |
6 |
Individual |
30 |
|
2 |
4 |
Heals wounds for up to 30 HP for an individual character. |
Regenerate Party |
12 |
Party |
35 |
|
3 |
|
Heals wounds for up to 35 HP for your entire party. |
Heal Player |
10 |
Individual |
100 |
|
3 |
|
Closes and heals major wounds for an individual character for
up to 100 HP |
Heal Party |
24 |
Party |
140 |
|
4 |
|
Closes and heals major wounds for your entire party for up to
140 HP. |
Restore All Health |
40 |
Party |
Full |
|
4 |
|
Divine aid restores entire party to full health. |
Cure Poison |
5 |
Individual |
|
2 |
2 |
|
Cures most types of poisons inflicted by venomous creatures.
|
Cure Daze |
9 |
Individual |
|
3 |
3 |
|
Focuses a dazed character's mind. |
Cure Insanity |
7 |
Individual |
|
3 |
3 |
|
Cures any form of insanity inflicted upon your character. |
Resurrect |
60 |
Individual |
|
4 |
4 |
|
Brings a dead character back to life with one hit point. |
Defensive Spells
Spell Name |
Spell Points |
Effect |
Armor |
Trog |
Thief |
Sorc |
Description |
Mystical Armor |
4 |
Party |
1/5/5 |
1 |
|
1 |
Envelopes party in a green fog,
lowering each character's armor class by 1 point for a short period
of time. |
Resist Fire |
4 |
Individual |
+50% |
|
|
2 |
A swirling vaccuum surrounds your party, consuming much of the
air a fire attack would have used to burn your party |
Aura of Fortune |
7 |
Party |
2/10/10 |
2 |
|
2 |
An invisible shell helps to deflect attacks for a short period
of time. |
Kaelan's Blessing |
12 |
Party |
3/15/15 |
3 |
|
3 |
Prays to the ghost of legendary hero, Kaelan, for temporary
protection from forces of evil. |
Iqtar's Magic Coat |
16 |
Party |
4/20/15 |
4 |
|
4 |
Temporarily reinforces your party's armor with the magical
essence of the iqtar's armor. |
Invisibility |
18 |
Party |
5/0/20 |
|
4 |
|
Surrounds your party in a field which blurs their movements to
the eyes of any attackers for a short time. |
Resist Magic |
6 |
Individual |
+50% |
|
|
4 |
Phases your armor partly into the ethereal universe
where it can better protect you from magical damage. |
Charm Spells
Charm spells are both offensive and defensive in
nature, and they all share one trait in common: their effect is
temporary. While a charm is in effect, you will see the charm's icon
drawn in the top-right corner of the dungeon view. When the time for
that charm runs out, you will have to re-cast it. Other than light
spells, no other charm spell "accumulates". For light
spells, light increases with each new spell, charm, torch, or other
+light enhancing item. But for all other charm spells, casting a new
one replaces the old one. For example, casting the Kaelan's Blessing
charm will draw the shield icon and lower your party's armor class by 3
for a while. But casting Mystical Armor afterward will replace that armor spell,
renewing the time the spell will stay in effect, but reducing the
effectiveness of your protection because it is a weaker armor
spell.
Name |
Icon |
Spell Points |
Value |
Duration |
Dwarf |
Trog |
Thief |
Description |
Magic Candle |
|
2 |
1 |
130 |
1 |
1 |
1 |
A lit, ethereal candle materializes in your party's inventory.
While in effect, you will see the torch charm in your 3-D
view. |
Magic Compass |
|
4 |
|
150 |
1 |
|
1 |
A magical compass appears and points the way for a short time.
While in effect, you will see the compass charm in your 3-D view.
|
Holy Flame |
|
4 |
3 |
130 |
2 |
2 |
2 |
A glowing fireball hovers ahead of your party. While in
effect, you will see the torch charm in your 3-D view. |
Revelation |
|
5 |
20' |
20 |
2 |
|
2 |
A floating eyeball hovers in front of your party to warn you of
nearby traps. While in effect, you will see the eyeball charm in
your 3-D view. |
Saving Throw |
|
8 |
|
80 |
2 |
|
2 |
The gods grant your party members one more chance in the face
of certain death. While in effect, you will see the heart
charm in your 3-D view. |
Levitation |
|
6 |
|
110 |
2 |
|
2 |
Causes party to float a few inches above the ground.
Most traps can be avoided this way. While in effect, you will
see the carpet charm in your 3-D view. |
Stealth |
|
8 |
|
60 |
3 |
|
3 |
Makes your party undetectable to wandering monsters for a short
time. While in effect, you will see the mask charm in your
3-D view. |
Greater Revelation |
|
10 |
50' |
50 |
3 |
|
3 |
Similar to the revelation spell, but watches over a greater
distance, for a longer period of time. While in effect, you will
see the eyeball charm in your 3-D view. |
Owl Eyes |
|
5 |
4 |
130 |
3 |
3 |
3 |
Endows your party members' eyes with the night vision of an owl
for a short while. While in effect, you will see the torch
charm in your 3-D view. |
Belligerence |
|
8 |
|
80 |
4 |
|
4 |
This spell greatly increases the adrenaline of your melee
fighters. Any party member using a hand weapon (that attacks a single target) will become
enraged enough during combat to land two blows on an enemy in one
combat round. While in effect, you will see the sword charm
in your 3-D view. |
Batch Spell |
|
18 |
|
100 |
4 |
|
4 |
The ultimate scouting spell. Casts Greater
Revelation, Levitation, Magic Compass, and Owl Eyes |
Move Group Spells
Spell Name |
Spell Points |
Target |
Range |
Fighter |
Archer |
Thief |
Description |
Near Foe |
4 |
Group |
70 |
2 |
|
2 |
A fighter's best friend (and the only spell he knows), the near
foe spell can be used to levitate any monster group ten feet
closer. |
Far Foe |
5 |
Group |
70 |
|
2 |
3 |
A companion to ranged combatant, this spell can be used to keep
dangerous melee attacking monster groups at arm's length while your
spells and other ranged weapons finish them off. |
Attribute Spells
Spell Name |
Spell Points |
Attribute |
Value |
Dwarf |
Sorc |
Description |
Heart of Courage |
2 |
strength |
+4 |
1 |
1 |
Can only be cast from combat. This spell increases a
character's strength for the duration of that combat round. |
Heart of Quickness |
2 |
dexterity |
+4 |
2 |
2 |
This spell increases a character's dexterity for duration of
the combat round. |
Mark of the Valiant |
6 |
strength |
+8 |
3 |
3 |
Provides a sharp surge of adrenaline that boosts a comrade's
strength for the duration of a combat round. |
Mark of the Nimble |
6 |
dexterity |
+8 |
4 |
4 |
Magically augments a character's nimbleness, thus increasing
his or her dexterity for duration of the combat round. |
Summon Spells
Only the Necromancer and Wizard classes reserve
valuable time in their training to learn summoning spells.
Summoning mininions can be a very important part of your combat
strategy. Not only do they deflect some damage that might otherwise hit
another member of your party, but their melee attacks are sometimes
very deadly, and the higher level minions summoned by the necromancer
can cast valuable spells on behalf of your party during combat.
Summoned creatures cannot be controlled like normal
players. During combat, summoned creatures may try to attack the
closest monster group you face, or if they know spells, they may cast
offensive or defensive spells during combat. Although summoned
creatures are always listed in the last slot of your characters list,
they are always in the front line (even though they are listed in the last slot of your party), vulnerable to melee attacks, 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 are unaffected by spells such as
poison, heal, insanity, strengthen, hasten, etc. A summoned
creature that is injured cannot be healed; and when it is killed, it
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 by a monster, it will vanish.
Spell Name |
Image |
Spell Points |
Range |
Necro |
Wiz |
Description |
Wizard Wall |
|
15 |
|
|
1 |
A heavy brick wall floats in front of your party absorbing a
few of your enemy's attacks |
Call Grizzly |
|
15 |
|
1 |
|
Summons an imaginary grizzly bear to join your party and fight
for you until the death. |
Animated Sword |
|
15 |
|
|
2 |
A magical sword floats in front of your party challenging all
foes who cross your path. |
Call Ghost of Kaelan |
|
20 |
|
2 |
|
Summons the ghost of the legendary hero, Kaelan to help your
cause. Kaelan's fist is a popular short-range attack for low-level
wizards, and Kaelan's blessing will lower your party's armor class
for a while. While Kaelan's ghost also has the ability to cast the
saving throw spell, he is best when in hand-to-hand combat. |
Summon the Iqtar |
|
25 |
|
|
3 |
Summons the Iqtar to join your party for a while. The Iqtar is
a very powerful combatant, who's razor-sharp talon attacks are
second only to the Shoelan. |
Wind Mage |
|
30 |
|
3 |
|
A powerful mage joins your ranks. The wind mage has an
array of healing spells at its disposal as well as the ability to
temporarily increase a member of your party's strength during
combat, and the ability to cast the powerful offensive
"stones" spell. |
Bind Shoelan |
|
40 |
|
|
4 |
Forces an unwilling Shoelan demon from the depths of hell to
serve your party. The Shoelan is feared even by high
level monsters, and will show no mercy to any monster unfortunate
enough to come within melee range. |
Fire Elemental |
|
35 |
|
4 |
|
An elemental brings fiery death to your enemies using an array
of fire-based attacks and spells. The fire elemental also has
the ability to cast the "confuse" spell against a foe,
rendering it unable to attack for one round of combat. |
Disbelieve |
|
4 |
10' |
2 |
2 |
Focuses your party's minds to disbelieve in summoned or
imaginary foe in melee range. |
Dispell |
|
10 |
40' |
4 |
4 |
A more powerful form of disbelieve that has a much higher
chance of dispelling imaginary foe. |
Necromancer Spells
The Necromancer's spells play a dual role by both
attacking and healing during combat. Because both the offensive and defensive
sides of the necromancers' spells are notably weaker than comparable
spells known by the wizard and sorcerer, necromancers real power comes
from attacking groups of monsters. When faced with a large group of
foe, some necromancers can actually deal an admirable amount of damage,
heal up the party, and end up with more spell points than he started
out with.
It is important to learn to distinguish the effects of
the various necromancer spells. Some heal hitpoints, some spellpoints,
and some return both. Some spells only return energy to the caster,
and some divide the hitpoints or spellpoints returned evenly among
party members who need it. Some target a single foe, but the better
ones target groups of monsters for a multiplier affect.
The sum of all damage inflicted is returned to the
caster or his party according to the following table which shows that
for minor attacks, most or all the damage is converted. But the
efficiency of converting more damage to life or mana falls to about 50%
for bloodier attacks.
Damage Inflicted |
Points Returned |
|
Damage Inflicted |
Points Returned |
1 |
1 |
|
20 |
13 |
2 |
2 |
|
25 |
15 |
3 |
3 |
|
30 |
18 |
4 |
4 |
|
35 |
20 |
5 |
4 |
|
40 |
23 |
7 |
6 |
|
45 |
25 |
9 |
7 |
|
50 |
28 |
11 |
9 |
|
55 |
30 |
14 |
10 |
|
60 |
33 |
16 |
11 |
|
65 |
35 |
Spell Name |
Spell Points |
Target |
Regen |
Type |
Pysical/Fire/Magic |
Range |
Necro |
Description |
Vampire |
2 |
Single |
Caster |
HP |
3/0/3 |
10 |
1 |
The necromancer lunges at his prey, biting its flesh to both
inflict damage and use his victim's blood to heal his own
body. |
Life Drain |
4 |
Group |
Party |
HP |
2/0/3 |
10 |
1 |
A red glow eminates from a group of the caster's foes, until
the life force builds to a point where it can jump out from their
bodies over to the spell caster's party where it is absorbed by the
party with a small healing affect. |
Mana Sprite |
5 |
Single |
Caster |
SP |
5/0/7 |
20 |
2 |
A tiny, blue sprite lurches from the necromancer's hands to
attack an enemy, sucking its life force -- before springing back to
the caster, to heal his or her spellpoints. |
Mana Spirit |
6 |
Group |
Party |
SP |
0/0/8 |
20 |
2 |
A ghost-like creature rises from the necromancer's chest and
lunges through each member of a group of foe at up to 20', usurping
their strength before returning to pass through the bodies of the
caster's party, discharging a portion of its energy to regenerate
their spell points. |
Life Spirit |
7 |
Group |
Party |
HP |
2/0/8 |
30 |
2 |
Like the mana spirit, except this creature converts the life
force of your enemies to hitpoints before discharging it to the
caster's party. |
Sun Sprite |
8 |
Single |
Caster |
SP |
0/6/16 |
40 |
3 |
A wisp like entity, who's origin is from the sun god itself --
slightly larger and more powerful than the mana sprite, sun sprites
inflict more damage on their intended target, thus providing more
spellpoint healing for the caster. |
Blood Spirit |
12 |
Group |
Party |
HP |
10/0/8 |
50 |
3 |
An undead warrior spirit rises from the ground and walks right through
a group of foes, absorbing their life force, and then turns around
to walk right through your party, to returning it's energy as hit
points to your party |
Life Vortex |
16 |
Group |
Caster |
HP & SP |
12/0/10 |
60 |
3 |
A magical tornado-like vortex unwinds from the necromancer's fingertips,
engulfs a group of enemies, and drains their life force back up
to the caster. |
Spell Sprite |
14 |
Single |
Caster |
SP |
0/0/28 |
60 |
4 |
Spell sprites are pure magical energy, and as such, they are
the most effective member of the sprite family at recharging a
necromancer's spell points. |
Soul Spirit |
18 |
Group |
Party |
HP |
15/0/15 |
60 |
4 |
When the corpse has disintegrated, some fallen blood spirits
become soul spirits, eternally bound the the ethereal planes of
existence. Their only escape is the brief cases where they
are summoned by a necromancer to rise up, and walk through a group
of enemies, soaking up a devastating 15-30 life. To repay
the necromancer for this brief chance to experience life, the soul
spirit returns some of this energy to the necromancer's party. |
Death's Blessing |
22 |
Group |
Party |
HP & SP |
20/0/20 |
70 |
4 |
Ethereal tentacles of death itself launch out from behind the
necromancer, piercing a group of foe, providing a conduit to
replenish the caster and the rest of his party's hit points and spell
points. |
Wizard Spells
Spell Name |
Spell Points |
Target |
Pysical/Fire/Magic |
Range |
Wiz |
Description |
Kaelan's Fist |
2 |
Single |
0/0/9 |
20 |
1 |
Brings the wrath of Kaelan to a single opponent within a range
of 20 feet. |
Short Flame |
4 |
Group |
3/6/0 |
10 |
1 |
Causes a short magical flame to shoot from the spell-casters
fingers, burning any group of foe in melee range. |
Hail |
5 |
All |
7/0/1 |
40 |
1 |
Frozen shards of ice rain down on all your foes. |
Fireball |
4 |
Single |
4/16/0 |
60 |
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 |
6 |
Group |
18/0/0 |
30 |
2 |
Causes nearby stones to launch up off the ground at a group of
monsters up to 30 feet away. |
Quake |
7 |
All |
14/0/0 |
40 |
2 |
Violently shades the ground under your enemies, causing them to
tumble over and be hit by debris |
Lightning Bolt |
9 |
Single |
26/8/8 |
70 |
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 |
12 |
Group |
20/0/8 |
50 |
3 |
A powerful spell that chills a group of of monsters for up to a
whopping 20-28 points of damage. |
Flame Arc |
16 |
All |
4/18/0 |
40 |
3 |
A powerful jet of fire arcs from the spellcaster's fingertips
singing anything in its path |
Touch of the Iqtar |
18 |
Single |
10/0/50 |
70 |
4 |
Empowers the caster with the magical, invisible death grip of
the Iqtar for one round of combat. |
Shadow of Death |
24 |
Group |
8/0/42 |
40 |
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 8-50 points of damage.
|
Armageddon |
30 |
All |
15/35/15 |
40 |
4 |
Brings down the powerful wrath of a vengeful god down on any
foe nearby. |
Intervention |
45 |
All |
70/15/15 |
50 |
4 |
Summons the gods to intervene on behalf of your party:
delivering a devastating 70-100 hitpoints of damage to all foe
within 50', curing your party of all ailments, and restoring them
to full health. |
|