KEY
---
SPELL NAME                              CODE / Point Cost / Range / Duration
Description


CONJURER SPELLS
---------------

Level 1
-------

MAGE FLAME                              MAFL / 2 / View / Medium
A small, mobile "torch" will appear, and float above the spell caster
as he travels.

ARC FIRE                                ARFI / 3 / 1 Foe / ---
A fan of blue flame will shoot from the caster's fingers, doing 1-4
hits of damage to a select opponent, times caster's level.

SORCERER SHIELD                         SOSH / 3 / Self / Combat
The mage is protected by an invisible "shield" of magic, that turns
aside many blows that would otherwise hit him.

TRAP ZAP                                TRZP / 2 / 30' / ---
This spell will disarm any trap within 30 feet, in the direction that
the party is facing.  It will also disarm traps on chests.

Level 2
-------

FREEZE FOES                             FRFO / 3 / Group / Combat
This spell binds your enemies with a magical force, slowing their
movements and making them easier to hit.

KIEL'S MAGIC COMPASS                    MACO / 3 / --- / Medium
A Compass of shimmering magelight appears above the party, telling the
direction they face.

BATTLESKILL                             BASK / 4 / Char / Combat
This spell increases one of your part member's skill with weapons,
increasing the accuracy and ferocity of his attacks.

WORD OF HEALING                         WOHL / 4 / Char / ---
With the utterance of a single word the spell caster can cure a party
member of minor wounds, healing 2-8 points of damage.

Level 3
-------

ARCYNE'S MAGESTAR                       MAST / 5 / Group / ---
A bright flare will ignite in front of a group of your enemies, temporarily
blinding them and causing them to miss the next combat round.

LESSER REVELATION                       LERE / 5 / View / Long
This is an extended "Mage Flame" spell which also reveals secret doors.

LEVITATION                              LEVI / 4 / Party / Short
Partially negates the effect of gravity on the party, causing them to
float over traps or up through portals.

WARSTRIKE                               WAST / 5 / Group / ---
Causes a spray of energy to spring from the caster's extended finger,
sizzling a group of opponents for 4-16 hits damage.

Level 4
-------

ELIK'S INSTANT WOLF                     INWO / 6 / Special / ---
With this spell the caster can make a real wolf appear and join the
party, fighting in it's defense.

FLESH RESTORE                           FLRE / 6 / Char / ---
This powerful healing spell will restore 6-24 hit points to a party
member and cure poisoning and insanity.

POISON STRIKE                           POST / 6 / Foe / ---
This spell hurls porcupine-sharp needles from the mages finger into a
selected monster, poisoning it.

Level 5
-------

GREATER REVEALATION                     GRRE / 7 / View / Long
This spell functions like a "Lesser Revealation" spell, only it illuminates
a wider area.

WRATH OF VALHALLA                       WROV / 7 / Char / Combat
Makes a member of your party fight with the strength and accuracy of
ancient Norse heroes for the entire combat.

SHOCK-SPHERE                            SHSP / 7 / Group / ---
A large glove of intense electrical energy envelops a group of enemies,
doing 8-32 hits of damage.

Level 6
-------

ELIK'S INSTANT OGRE                     INOG / 9 / Special / ---
This incantation will cause a real ogre to appear and join the party.

MAJOR LEVITATION                        MALE / 8 / Party / Indef.
This will make the party levitate as the level 3 spell, but it's effects
last until dispelled.

Level 7
-------

FLESH ANEW                              FLAN / 12 / Party / ---
This spell behaves like the "Flesh Restore" spell, except that it will
affect every member of the party.

APPORT ARCANE                           APAR / 15 / Party / ---
Allows the party to teleport anywhere within a dungeon, except for places
protected by teleportation shields.


MAGICIAN SPELLS
---------------

Level 1
-------

VORPAL PLATING                          VOPL / 3 / Char / Combat
This spell causes the weapon (or hands) of a party member to be covered in a
magical field, which causes him to do an additional 2-8 points of damage.

AIR ARMOR                               AIAR / 3 / Self / Combat
This spell will make the air around the spell caster bind itself into a
weightless wuit of "armor".

SABHAR'S STEELIGHT SPELL                STLI / 2 / View / Short
Causes all metal near the party to glow with a magical light, illuminating
the surrounding area.

SCRY SITE                               SCSI / 2 / Party / ---
The walls themselves will speak, under direction of this spell, revealing
to the spell caster his location in the labyrinth.

Level 2
-------

HOLY WATER                              HOWA / 4 / 1 Foe / ---
A spray of water will emanate from the mage's fingers, doing 6-24 points of
damage to any undead foe (e.g. skeleton, zombie, vampire).

WITHER STRIKE                           WIST / 5 / 1 Foe / ---
Any foe at whom this spell is cast is likely to be turned old, thus 
reducing his ability to attack and defend in combat.

MAGE GAUNTLETS                          MAGA / 5 / Char / Combat
Makes a party member's hands (or weapon) more deadly, adding 4-16 points
of damage to every wound he inflicts.

AREA ENCHANT                            AREN / 5 / 30' / Short
This spell will cause the dungeon walls within 30 feet of a stairway to 
call out, if the party is travelling toward it.

Level 3
-------

YBARRA'S MYSTIC SHIELD                  MYSH / 6 / Party / Medium
The air in front of the party will bind itself into metallic hardness, and
will accompany the party when it moves, as a sort of invisible "shield."

OSCON'S OGRESTRENGTH                    OGST / 6 / Char / Combat
Allows a member of your party to damage monsters as if he were as 
incredibly strong as an ogre.

MITHRIL MIGHT                           MIMI / 7 / Party / Combat
Increases the armor protection of each party member by enhancing their
armor's natural strength by magic.

STARFLARE                               STFL / 6 / Group / ---
The air surrounding a group of your enemies will instantly ignite, causing
them to be burnt for 6 to 24 damage points.

Level 4
-------

SPECTRE TOUCH                           SPTO / 8 / 1 Foe / ---
This spell will drain a single enemy of 12 to 48 points of damage, as if
touched by a spectre.

DRAGON BREATH                           DRBR / 7 / Group / ---
Allows the mage to breathe fire at a group of foes, doing 8 to 32 points
of damage each.

SABHAR'S STONELIGHT SPELL               STSI / 7 / View / Medium
Makes all stone and earth within range of the party glow with magical
light, revealing even secret doors.

Level 5
-------

ANTI-MAGIC                              ANMA / 8 / Party / Combat
Causes the ground to absorb a portion of the magical energies cast at the
party, frequently allowing the members to escape all damage.  Also aids in
disbelieving illusions and in turning back magical fire, like a dragon's
breath.

AKER'S ANIMATED SWORD                   ANSW / 8 / Special / Combat
A magical sword will appear and fight like a summoned monster in defense
of the party.

STONE TOUCH                             STTO / 8 / 1 Foe / ---
This spell will often turn an enemy to stone, or a stone monster from
living stone to dead stone.  But it doesn't always work.

Level 6
-------

PHASE DOOR                              PHDO / 9 / 1 Wall / 1 Move
This incantation will alter the structure of almost any wall directly
in front of the party, turning it to air for exactly 1 move.

YBARRA'S MYSTICAL COAT OF ARMOR         YMCA / 10 / Party / Indef.
Causes an effect like "Air Armor" to cover every member of the party,
lasting indefinitely.

Level 7
-------

RESTORATION                             REST / 12 / Party / ---
Makes all wounds disappear as your entire party is reforged into unflawed
bodies.  Also cures poisoning and insanity.

DEATHSTRIKE                             DEST / 14 / 1 Foe / ---
This incantation is very likely to instantly kill one selected enemy,
big or small.


SORCEROR SPELLS
---------------

Level 1
-------

MANGAR'S MIND JAB                       MIJA / 3 / 1 Foe / ---
The mage casts a concentrated blast of psychic energy at one opponent
doing 2-8 hits of damage for each experience level of the mage.

PHASE BLUR                              PHBL / 2 / Party / Combat
The entire party will seem to waver and blur in the sight of the monsters,
making the party very difficult to strike.

LOCATE TRAPS                            LOTR / 2 / 30' / Short
In a state of magically-heightened awareness, the spell caster will be
able to sense a trap within 30 feet, if he faces it.

HYPNOTIC IMAGE                          HYIM / 3 / Group / ---
If successfully cast, this spell will make a group of your enemies miss
the following attack round.

Level 2
-------

DISBELIEVE                              DISB / 4 / Party / ---
This spell will reveal the true nature of any illusion attacking the
party, causing it to instantly vanish.

TARGET-DUMMY                            TADU / 4 / Special / Combat
A magical illusion appears in the party's special slot.  Unable to
attack, it will serve to draw enemy attacks to himself.

MANGAR'S MIND FIST                      MIFI / 4 / 1 Foe / ---
A higher power "Mind Jab", does 3-12 hits of damage to one foe, times
the experience level of the mage.

WORD OF FEAR                            FEAR / 4 / Group / Combat
This incantation will make a group of your enemies shake in fear,
reducing their ability to attack and do damage.

Level 3
-------

WIND WOLF                               WIWO / 5 / Special / ---
This spell creates an illusionary wolf to join the party.  This and other
illusions are only effective as long as the enemy "believes" them.  
Depending on power and location, the monster may see through the illusion,
and cause it to vanish.

KYLEARAN'S VANISHING SPELL              VANI / 6 / Self / Combat
The mage casting this spell will turn nearly invisible in the eyes of his
enemies, who will have great difficultly in striking him.

SECOND SIGHT                            SESI / 6 / 30' / Medium
The mage will experience heightened awareness and be able to sense
stairways, special encounters, spell negation zones, and other unusual
occurrences.

CURSE                                   CURS / 5 / Group / Combat
Causes a group of your enemies to fear you greatly, lessening their morale
and their ability to hit and damage you.

Level 4
-------

CAT EYES                                CAEY / 7 / View / Indef.
The members of the mage's party will all receive perfect night-vision,
which will last indefinitely.

WIND WARRIOR                            WIWA / 6 / Special / ---
This spell will create the illusion of a battle-ready warrior that joins
your party.

KYLEARAN'S INVISIBILITY SPELL           INVI / 7 / Party / Combat
This invocation will perform a Vanishing Spell on the entire party.

Level 5
-------

WIND OGRE                               WIOG / 7 / Party / ---
This spell will create the illusion of an ogre, which will accompany and
fight with your party.

DISRUPT ILLUSION                        DIIL / 8 / Party / Combat
This spell will destroy and illusion fighting the party, and any new
illusions created later in the combat.  It will also point out any
dopplegangers in the party.

MANGAR'S MIND BLADE                     MIBL / 8 / All Foes / ---
A sharp explosion of psychic energy that inflicts 10-40 hits to each and
every enemy you face.

Level 6
-------

WIND DRAGON                             WIDR / 10 / Special / ---
This incantation will create an illusionary red dragon to fight with your
party.

MIND WARP                               MIWP / 9 / Char / ---
This spell will make a member of your party go totally insane.  Useful for
possessions.

Level 7
-------

WIND GIANT                              WIGI / 12 / Special / ---
This spell will create an illusionary storm giant, to join with, and
fight for, you party.

SORCERER SIGHT                          SOSI / 11 / 30' / Indef.
This spell functions as the "Second Sight" spell, but it will last
indefinitely.


WIZARD SPELLS
-------------

Level 1
-------

SUMMON DEAD                             SUDE / 6 / Special / ---
This spell will gate into our universe a zombie or skeleton to fight for
the party.

REPEL DEAD                              REDE / 4 / Group / ---
This spell will do 16-80 points of damage to a group of undead creatures.

Level 2
-------

LESSER SUMMONING                        LESU / 8 / Special / ---
This spell will gate into our universe a lower power elemental or demon,
who will (under protest) join the party.

DEMON BANE                              DEBA / 8 / 1 Foe / ---
This spell will do 32 to 128 points of damage to a single demon.  The 
power to summon is the power to destroy.

Level 3
-------

SUMMON PHANTOM                          SUPH / 10 / Special / ---
This spell will bring a medium level undead creature into the party.

DISPOSSESS                              DISP / 10 / Char / ---
This spell will make any possessed party member return to his normal
state.

Level 4
-------

PRIME SUMMONING                         PRSU / 12 / Special / ---
This spell gates in a medium level elemental or demon, to fight with the
party.

ANIMATE DEAD                            ANDE / 11 / Char / ---
Gives a dead character undead strength, making him attack your enemies
as though he were truly alive.

Level 5
-------

BAYLOR'S SPELL BIND                     SPBI / 14 / 1 Foe / ---
This spell, if successful, possesses the mind of any enemy, forcing him to
join your party and fight in its defense.

DEMON STRIKE                            DMST / 14 / Group / ---
This spell works like "Demon Bane", but it will affect an entire group of
demons.

Level 6
-------

SPELL SPIRIT                            SPSP / 15 / Special / ---
This spell will gate in a higher-level undead creature to fight for the
party.

BEYOND DEATH                            BEDE / 18 / Char / ---
This spell will restore life and one hit point to a character.

Level 7
-------

GREATER SUMMONING                       GRSU / 22 / Special / ---
This spell will gate a greater demon into our universe and bind him to
the party.


BARD SONGS
----------

1. FALKENTYNE'S FURY
This tune increases the damage your party will do in combat, by driving
them into a berserker rage.

2. THE SEEKER'S BALLAD
This song will produce light when exploring, and during combat it will
increase the party's chance of hitting a foe with a weapon.

3. WAYLAND'S WATCH
This song will sooth your savage foes, making them do less damage in
combat.

4. BADH'R KILNFEST
This is an ancient Elven melody, which will heal the Bard's wounds during
traveling, and heal the party's wounds during combat.

5. THE TRAVELLER'S TUNE
This melody makes the members of your party more dexterous and agile,
and thus more difficult to hit.

6. LUCKLARAN
This song sets up a partial "anti-magic" field, which gives party members
some increased protection against spell casting.


SPELL KEY GLOSSARY
------------------

Range Terms
-----------
View      spell affects line of sight
1 Foe     spell affects a single monster, regardless of how many you face
All Foes  spell affects all monsters you face
Group     spell affects 1 of 4 monster groups
Self      spell affects spellcaster only
Skuz      a friendly, purple-haired goblin
30'       3 squares in the direction you face
Char      one of 6 party members or special
Party     spell affects all 6 party members and special
Special   spell affects "S" slot only; summoned creature enters combat
            next round

Duration Terms
--------------
Combat    spell lasts until all monsters or all party members are killed,
            or until party runs away
Short     spell lasts only a few minutes
Medium    spell lasts a little longer
Long      spell lasts twice as long as "Short"
Indef.    spell lasts until party enters the Adventurer's Guild or an
            anti-magic zone
