Magical Spells


Flame Dart (Offensive Spell)
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.
Zap (Offensive Spell)
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.
Lightning Ball (Offensive Spell)
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.
Force Bolt (Offensive Spell)
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.
Whirlwind (Offensive Spell)
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.
Frost Bite (Offensive Spell, Area Affect)
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.
Dazzle (Offensive Spell, Area Affect)
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.
Reversal (Defensive Spell)
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.
Calm (Defensive Spell, Area Affect)
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.
Aura (Defensive Spell)
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.
Hide (Defensive Spell)
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.
Protection (Defensive Spell)
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.
Resistance (Defensive Spell)
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!
Levitate (General Spell)
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.
Detect Magic (General Spell)
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.
Fetch (General Spell)
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.
Open (General Spell)
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.
Trigger (General Spell)
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.
Juggling Lights (General Spell)
This spell creates a light display which will illuminate the darkest situation, but only for a few moments.
Summon Staff (General Spell)
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.
Glide (General Spell)
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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