Magical Spells
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Flame Dart (Offensive Spell)
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This is the Magic User's Main Flame. Useful for immolating monsters,
it uses few mana points and is useful in and out of close combat. On
the other hand, ethereal creatures such as ghosts, and slimy things such
as slugs, are relatively immune.
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Zap (Offensive Spell)
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This underrated little spell must be cast upon a weapon and then the weapon
must be used in close combat to release the magical charge, which means it
isn't very popular with the "Stay Away" Mage. On the other hand, Zap
can do damage to creatures normally unaffected by normal weapons. Try
casting it on your weapon before you go into combat, and you'll always have
an extra spark to short circuit a Spectre or jolt a Giant.
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Lightning Ball (Offensive Spell)
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This is slightly less cost-effective than the Flame Dart, but can be built
up to cause greater damage with a lot of practice. Lightning Ball is
most useful when attacking creatures that resist fire damage.
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Force Bolt (Offensive Spell)
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This spell does use up the mana points, but if you need to cast a spell with
some punch to it, this is the one for you. As long as a monster is
corporeal, this spell can knock its block in. A Force Bolt can be used
to push or knock over an object at a distance, so you can also use it to
knock down loose branches from tree tops and to perform other useful chores.
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Whirlwind (Offensive Spell)
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This very impressive spell creates a powerful tornado effect at the targeted
location. With advanced skill in the spell, this becomes one of the
most powerful forces to the Magic User. Whirlwind requires such a great
expenditure of Mana that few Wizards can cast it without the aid of a magical
staff. Unfortunately, this spell wasn't included in the game.
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Frost Bite (Offensive Spell, Area Affect)
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This is the only combat spell that can effect more than one creature at a
time, assuming the monsters are close to one another. It is particularly
useful against fiery creatures such as Fire Lizards. However, it doesn't
work well against things which are unnaturally cold, so don't try it against
a Frost Giant or the Undead.
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Dazzle (Offensive Spell, Area Affect)
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If the beast you are fighting has eyes,"Erasmus's Razzle Dazzle" can blind
it and put it temporarily out of action. This can be used in both distance
and close combat. However, many magical creatures are not affected,
so don't even think of Dazzling a Demon.
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Reversal (Defensive Spell)
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This spell is great against magic-using monsters and Evil Wizards. It
will reflect a spell cast at you and send it back to the spellcaster.
However, don't think this will protect you completely in a magical
battle. Area affect spells are not reflected, since they are not targeted
directly at you.
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Calm (Defensive Spell, Area Affect)
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The Calm spell will take the aggression out of even the most fearsome of
creatures, as long as it's alive and at a distance. As long as the
spell is active, and you don't attack, the monster will contemplate its navel
rather than fighting. Don't even think of casting it in close combat
though. Even the calmest creatures get hungry.
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Aura (Defensive Spell)
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This spell protects you against the dreaded Undead. While Ghosts and
Ghouls can still harm you, you will be shielded from their special attacks
(such as those which drain your strength). If you absolutely, positively
can't avoid the undead, don't leave home without this spell.
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Hide (Defensive Spell)
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This is the spell to cast when you are being chased by a monster and really
need to get away. When you Hide, as long as you don't move, most monsters
won't even know you are there. It doesn't work against the Undead though.
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Protection (Defensive Spell)
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This acts as a magical shield in combat, and can really help reduce damage
from wicked, sharp claws and teeth. If you can't get out of a fight,
make certain you go into it with this spell.
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Resistance (Defensive Spell)
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This spell reduces the damage you take from element-based magical attacks
such as fire, lightning, and cold. It can also protect you somewhat
from the actual elements in nature. Learn this spell; it's irresistible!
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Levitate (General Spell)
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This spell allows you to rise to the occasion. You'll float weightlessly
in the air, able to go up or down at will. However, levitation takes
true concentration, and while you can grab onto something near you, you will
not be able to perform more complicated actions (such as casting other spells).
Also, don't forget, this spell uses Mana points continually, so don't
leave yourself suspended over a monster when your magic runs out.
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Detect Magic (General Spell)
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This allows you to detect magical objects and things which have spells cast
upon them. Many a magically hidden item has been found by the wise
Mage who knows how useful this spell can be.
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Fetch (General Spell)
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This spell retrieves any small, unattached object you can see. Your
magical lasso can pick up objects from dangerous places where you'd rather
not go.
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Open (General Spell)
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This is another versatile spell that will unlock and open a door, chest,
or similar closed object, setting off any traps in the process. As
long as you aren't next to the trap you set off, you won't be hurt.
However, the Open spell does not affect magically locked doors or those
bolted on the other side.
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Trigger (General Spell)
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This spell is most useful when used with the Detect Magic spell. Magical
spells cast on items can be set off by casting this spell upon them. This
is particularly useful against magical traps, but don't forget, many magic
users like to set up secret spells for special occasions. You never
know just what you might discover when you Trigger another Mage's spells.
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Juggling Lights (General Spell)
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This spell creates a light display which will illuminate the darkest situation,
but only for a few moments.
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Summon Staff (General Spell)
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For the Magic User with an enchanted Staff, this is an invaluable spell.
Your Magical Staff will only appear when you need it; otherwise, your
Staff is safely hidden away from those nasty Trigger spells and other attacks.
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Glide (General Spell)
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This spell operates when you step upon a liquid surface. You will be
able to skate around upon water as if it were solid ice. While it does
use up mana points rapidly, it beats having to swim across rivers or burn
your feet on hot lava.
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