| Mage Spells
Level 1
Light - Creates a weak light. Not practical, since you should probably have Long Light, anyway.
Spark - Does next to zero damage, and is useless, unless you're fighting a very pathetic enemy, like a chicken or a cat.
Minor Haste - Gives one character a few more action points. This is a nice and useful low level spell, however, it quickly becomes replaced by Haste, Major Haste, and Major Blessing.
Strength - This temporarily makes a character stronger. This means that they are better at fighting, and have a better chance of hitting an opponent. TIP: When just starting out, pair this spell with the spell Minor Haste. This way, a character will be better at hitting the opponent, and will be able to hit the opponent twice in one turn. Cast these spells on one fighter a few times, and send them ahead to kill some enemies. They'll gain quite a bit of extra experience!
Scare - Scares an enemy. Not too useful. You don't need to cast it on a weak enemy, since you can kill them, anyway. But if you cast it on a strong enemy you can't kill, they'll probably just resist it.
Flame Cloud - This spell makes a wall of flames in one square. It does a small amount of damage to whoever or whatever is standing in it, and it lasts for a couple of turns.
Identify - This spell makes all of your items identified, but you need 50 spell points to cast it. This saves you thousands in identification fees! Get it as a reward from the sage in Golddale. You could also get it from Velnas, in Gale, but that's not a good idea because you want to get the spell around the beginning of the game, when you still have a level 1 or 2 party, and taking a level 1 or 2 party up to around Gale is not a good idea.
Scry Monster - This nice and fairly useless spell gives you information about the monster you target it with.Great to build a monster info database, or if you're just curious about a monster.
Goo - This spell makes webs around the targeted monster, making it a little less competent and able to attack you. The key word here is a little.
True Sight - This spell is useful for finding secret passages and secret rooms. When you cast it, you can see everything that's within a fairly small radius of you, even if it's behind a solid wall! Talk to Mazumdar in Fort Emergence about it once your party is at least level 3.
Level 2
Minor Poison - This spell poisons a monster somewhat. In a few turns, the poison will do a bit of damage. This spell is not exactly too useful, but higher-level poison spells like Major Poison are.
Flame - This spell is fairly useful at the beginning of the game. use it to do damage to just one monster. Eventually, it's replaced by Ice Bolt, and then Kill. However, all three spells are fairly useful: one does fire damage, one does cold damage, and one does magic damage. Some monsters are immune to damage of one or two of these types, but it's rare for a monster to be immune to all of them.
Slow - This spell makes one monster slower, and get only half as many turns for a while. This spell is eventually replaced by Slow Group, which is a level 4 spell and make all the monsters attacking you slowed.
Dumbfound - This makes a monster dumber. The first time a monster is dumbfounded, it can't cast high-level (4-7) spells, but can still cast spells levels 1-3. The next time that same monster is dumbfounded, they can't cast low-level spells either. This is useful! If you have a very powerful enemy spell caster, and you can't kill them in one turn, make them dumber so that they can't cast spells on you! NOTE: Yes, there are enemy spell casters. They know the same spells as you do, the spells described here.
Envenom - This spell puts poison on the recipient's weapon, so that when they hit a monster, that monster will be poisoned, too. This doesn't make sense to me: why not just poison the enemy directly with a poison spell?
Stinking Cloud - This spell creates a yellow, stinky smog in a fairly small area. Whenever a monster steps into that are, they are cursed, which means that they are less competent and less able to attack you. If you step into the stinking cloud, you'll be cursed as well.
Summon Beast - This spell is the first in a long series of summoning spells.It summons one non-magical, ordinary animal to fight on your side. You can get either a wolf, a cockroach, a cave rat, a bat, or a serpent. Get this spell from Arion in the Inn of Blades, or Velnas, in Gale.
Conflagoration - This is like the level 1 spell Flame Cloud, but it makes a very big flame cloud. Get this spell from Arion in the Inn of Blades, or Velnas, in Gale.
Dispel Field - This spell can dispel (destroy) a flame cloud, ice wall, force wall, or wall of blades. But it will never work on a magic barrier, even if you are magically apt and have a lot of intelligence.
Sleep Cloud - This spell make a small cloud of sleeping gas. Any monster (or you), when they walk into the cloud, will fall asleep. Powerful monsters might resist sleep. If you are at a high level, or you have a Helm of Alertness, which is a magical helm that prevents magical sleep, you can resist magical sleep, too.
Level 3
Unlock - This spell unlocks locked doors. Some doors have an ordinary lock. For these, you can try to pick the lock or bash the door. However, some doors are "magically locked". These you have to use the Unlock spell for.
Haste -This spell is like Minor Haste, but it's more effective. It gives a character three times as many AP's, while Minor Haste only gives twice as many.
Fireball - This is the staple offensive spell. It's kind of like the spell Flame, but it does about twice as much damage to all monsters within a small radius. (This means you can fry up to nine monsters at once!)
Long Light - This is like the spell Light, but it lasts longer. For really long dungeons, cast this spell three times in a row.
Fear - This spell is like the spell Scare, but is much more scary to monsters. This spell is also a little less useless, because it may actually work on some high-level monsters.
Wall of Force - Makes a long, two-square-wide force wall, which will last for a fairly long time, and will do some damage to monsters.
Weak Summoning - This is the first of three highly-used summon spells. It summons either vapor rats, nephils, cave slimes, mung rats, skeletons, zombies, giant spiders, unicorns, or gremlins. You can get this spell in the Agate Tower, which is located in southern Krizsan province.
Flame Arrows - This is a pathetic spell, and a total waste of mana. It claims to do as much damage to every target as a flame spell, but only does about one fifth as much damage.
Web - Fairly self-explanatory, this spell makes a lot of webs. Anyone who steps in one of them is slower and a little bit less able to attack you.
Resist Magic - This spell makes one character temporarily resistant to magic. For example, if a Kill spell normally does 68 damage, then it will do only 34 damage to a character who is magic resistant.
Level 4
Poison - This spell is like Weak Poison, but poisons the target more. You can buy it from Sara, in Shayder.
Ice Bolt - This spell fires a bolt of ice at a monster, which does quite a bit of damage. NOTE: There are some monsters, like Ice Lizards, Ice Drakes, and Ice Golems, just to name a few, who are immune to cold. This spell will do no damage against those guys. You can buy this spell from Sara, in Shayder.
Slow Group - This spell is kind of like the Slow spell, but it slows a bunch of monsters, and not just one! You can buy this spell from Sara, in Shayder.
Magic Map - This spell creates a map of any dungeon or city. This is useful for finding secret passages and stuff like that. You need a saphire to cast this spell, and you can get one at the gem shop on the east side of Angel's Rest, which is near Sharimik. You can get this spell from the second stone circle.
Capture Soul - This spell lets you make a copy of a monster, and summon it to fight on your side later. It goes together with the next spell, Simulacrum. Buy these two spells in Ghikra.
Simulacrum - This spell summons up a monster from your soul crystal to fight on your side. What is a soul crystal and how do I get it? A soul crystal lets you store and summon monsters with the Capture Soul and Simulacrum spells. Go into either the Bandit Fort or the Goblin fort, both near Fort Emergence, and go down to the wolf pit. Go to the NE corner, inside the worg cave. Search the worg cave for secret passages, and go upstairs. Get the Vahnatai statue. Then, go ask Koriba (in the NE corner of Ghikra) about the statue, and you have your very own soul crystal!
Venom Arrows - This spell is like several Weak Poison spells, and you can target each one! The number of monsters you get to poison increases with the caster's level. You can get this spell from Solberg, in the Tower of Magi, when you blow away the slimes. NOTE: Spells that increase with the caster's level. These are spells where you can do or get more than one thing with one spell. For example, a Weak Summoning spell summons several creatures. If the caster is at a low level, you might get two creatures. If the caster's at a really high level, you might get eight or ten! Spells that work this way include: Weak Summoning, Flame Arrows, Venom Arrows, Summoning, Spray Fields, Paralisys, Major Summon, Death arrows, and the priest spell Sticks to Snakes.
Wall of Ice - This spell is like Wall of Force, but creates a big wall made up of ice. It does cold damage to whoever or whatever steps in it. It does a bit more damage and lasts a bit longer than a force wall. You can get this spell from Solberg, in the Tower of Magi, when you blow away the slimes.
Level 5
Stealth - This spell hides your party for a while. Not absolutely undetectable, but somewhat hard too see. It's a pretty useful spell. You can buy this spell from Spragins, in Sharimik. He's the wizard guy with a shop near the south part of town.
Major Haste - This spell is like having a Haste spell cast on every member of your party. Yes, you are all hasted, but it wears off after a while. You can buy this spell from Spragins, in Sharimik.
Fire Storm - This spell is like Fireball, but it chars a somewhat bigger area. You can fry up to 12 monsters with this spell! You can buy it in Sharimik, from Spragins.
Dispel Barrier - This is a really cool spell. It dispels magic barriers, ie. Fire Barriers and Force Barriers. This spell really comes in handy a lot. You have to complete the trogolodyte mission to get this spell.
Fire Barrier - This spell creates a Fire Barrier at the specified location. Fire Barriers are fairly damaging, and permanent. You cannot see through a fire barrier, and you'll get damaged if you walk through it.
Summoning - This spell is somewhat simmilar to the level 3 spell Weak Summoning, but summons stronger monsters. You can get either Worgs, Chitrachs, Goblin Fighters, Ghouls, Ghasts, Nephil Warriors, Spore Beasts, Ogres, or Asps.
Shockstorm - This spell creates a large area of static electricity, which damages anyone (or anything) that walks in a fair amount. The lev.3 priest spell Forcefield works like this, but covers a smaller area.
Spray Fields - This is a very.. interesting spell. First, you select several targets. Then, in each target, and in around the target, appear different fields. These can be either webs, antimagic fields, ice walls, or stinking clouds.
Level 6
Major Poison - This spell really poisons the target. The poison will do a lot of damage. Remember the other two poisoning spells, Minor Poison, and Poison? Think of Minor Poison as some spoiled food, Poison as antifreeze, and Major Poison as potassium cyanide.
Group Fear - This spell is like Fear, but it makes all monsters within a large radius scared.
Kill - This spell does a lot of damage to one selected monster. And I mean A LOT. Somewhere around 150 damage, if you have 20 intelligence and are magically apt. This is one of the two main "staple spells" of the high level party.
Paralysis - This spell paralyzes several selected monsters. They permenantly won't be able to do anything, standing there patiently, waiting for you to kill them. High level monsters might resist this spell, and not be paralyzed!
Daemon - This spell summons a demon to fight on your side. Demons cast mage spells, breathe fire, and can attack hand-to-hand pretty well. Be careful not to damage your demon, or he'll turn on you and kill you!
Antimagic Cloud - This spell fills a fairly large area with antimagic fields. Here's how they work. You can't target spells into an antimagic field. If either you or an enemy spellcaster are standing in an antimagic field, you (or the enemy spellcaster) can't cast spells. Also, antimagic fields protect from breath weapons, ie. drakes' fire breathing, etc.
Mindduel - This spell is not too practical, but you might use it in hard dungeons to get some mana. What happens is that you and an enemy spellcaster try to psychokinetically harm each other. The loser will have spell points drained, and can end up dumbfounded, or even dead!
Flight - This spell, when cast outside, will let your party fly three spaces. Be very careful! Don't get stuck over water or mountains when you land, or your whole party will crash land and die!!
Level 7
Shockwave - this spell sends out a shockwave from the caster. People who are nearby will take very little damage, but the farther away you are, the more damage you will take. NOTE: This spell is very incompatible with summoned monsters. If you aren't careful, you might summon some really powerful monsters, and then have them all turn against you!
Major Blessing - This is the second staple spell. It blesses, hastes, and poisons the weapons of every person in your group. Cast this several times, and you will be almost invulnerable!
Mass Paralysis - This spell paralyzes all monsters fighting you within a certain, very large, radius. Of course, high level monsters might resist.
Protection - This spell makes all of your party resistant to magic, and one person totally immune to all damage! This is a really cool spell, and is very useful, especially if one person has their health down to zero, and nobody can cast the priest spell Revive.
Major Summon - This is the last, and the greatest summon spell. It gives you really powerful monsters, such as Ice Puddings, Ice Slimes, Fire Lizards, Ice Lizards, Black Shades, Basilisks, Slith Mages, Slith Priests, Spirits, Salamanders, or Imps. Basilisks are the coolest, because they can turn a monster to stone just by looking at them!
Force Barrier - This spell is very useful for doomguards. It makes an impenatrable force field, through which neither you nor monsters can pass. You can just surround a doomguard with these things, and it will never even get out to fight you!
Quickfire - This spell is extremely devastating. It creates one square of quickfire, which will spread until it covers the whole area of the current town or dungeon, burning everyone and everything. This is a really, really cool spell. You can buy it, for one and a half times the cost of Hawke's Manse, from Petrie, in Blackcrag Fortress.
Death Arrows - This spell is like casting a kill spell on several targets, which you get to choose. Or so it says. I have actually found out that it only does about half the damage of a Kill spell on each monster. Oh well, this is still a very good spell. You can get this spell from the fifth stone circle . |