Spell Name | Affect | Healing Power |
Spell Points |
Spell Level |
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 30 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. |
Spell Name | Affect | Armor Strength |
Spell Points |
Spell Level |
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. |
Spell Name | Attribute | Value | Spell Points |
Spell Level |
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 by 4 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 by 8 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 by 4 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 by 8 for the following combat round. |
Spell Name | Spell Points |
Spell Level |
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. |
Spell Name | Affect | Strength | Range | Spell Points |
Spell Level |
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 50 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 85 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. |