762 lines
29 KiB
Plaintext
762 lines
29 KiB
Plaintext
-------------------------------------------------------------------------------
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===============================================================================
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Bard's Tale III Spells in brief
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===============================================================================
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Experience Spell Level
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~~~~~~~~~~ ~~~~~~~~~~~
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1 1
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2 1
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3 2
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4 2
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5 3
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6 3
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7 4
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8 4
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9 5
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10 5
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11 6
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12 6
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13+ 7
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-------------------------------------------------------------------------------
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Book Of Spells
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Format used in this spell list:
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------------------------
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Magic user class
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------------------------
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Level #
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Code Pt. Cost Range Duration
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Full spell name and a brief description plus any special instructions
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to use.
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Range types and meanings:
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View Line of sight.
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## Anything in the direction of the spell caster for the number of
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feet specified by "##"
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Wall A wall in the direction the spellcaster faces.
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Level The entire level that your party is on.
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1 object A single object.
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1 foe A single monster, regardless of the number your party faces.
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Group One of up to 4 monster groups.
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All foes All the monsters your party faces.
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Self The spellcaster only.
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Party Your party.
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Char The party member you designate.
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Special The special character you designate.
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oo Hits with full effectiveness up to the listed range, and at
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reduced effectiveness when it hits at double the listed range.
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For instance, if your spell has a range of 30', and you use it
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against foes 60' away, the spell will hit with reduced
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effectiveness.
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n/a Not applicale; used where range is not a factor in the spell.
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Duration types and meanings:
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Combat Until the combat ends (when either you run away, you win, or
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the monster wins).
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1 move Exactly one move.
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1 round The entire round of combat.
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Short A few minutes only.
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Medium Several minutes.
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Long Twice as long as short spells.
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Indef Until the party enters the Refugee Camp or an anti-magic zone.
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Misc Has multiple or variable ranges.
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n/a Not applicable; the result of the spell is immediate.
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===============================================================================
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The spells proper...
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===============================================================================
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Conjurer
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------------------------
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From fireballs to magic compasses, Conjurers can create objects and effecte out
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of thin air. Conjurer spells take up a lot of energy to create even moderate
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effects; that's why these magic users don't involve themselves with huge
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magical productions.
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level 1
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~~~~~~~
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MAFL 2 view medium
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Mage Flame - A small flame floats above the spellcaster as he moves
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about, illuminating the immediate area.
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ARFI 3 1 foe/10' n/a
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Arc Fire - Fiery blue flames spray from the spellcaster's fingers,
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inflicting 1 to 4 damage pts (dps), depending on the confurer's level.
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TRZP 2 30' n/a
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Trap Zap - Disarms any traps within 30' in the direction that the
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spellcaster is facing. Trap Zap also works on chests for the same amount
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of spell points.
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level 2
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~~~~~~~
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FRFO 3 group combat
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Freeze Foes - Binds your enemies in a magical fore, slowing them down and
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making them an easier target for your itching sword.
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MACO 3 n/a medium
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Kiel's Magic Compas - A compass of shimmering magelight appears above the
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partty and shows the direction they face.
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WOHL 4 char n/a
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Word of Healing - With the uttering of a single word, this heals a party
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member from 4 to 16 dps.
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level 3
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~~~~~~~
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LERE 5 view long
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Lesser Revelation - An extended Mage Flame spell that also reveals secret
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doors.
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LEVI 4 party short
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Levitation - partially nullifies gravity, letting the party float over
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traps, or up and down through portals.
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WAST 5 group/20' n/a
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Warstrike - An electric spell where a stream of energy shoots from the
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spellcaster's finger, frying a group of foes for 5 to 20 dps.
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level 4
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~~~~~~~
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INWO 6 party n/a
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Elik's Instant Wolf - Summons a giant and extremely fierce wolf to join
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your party.
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FLRE 6 char n/a
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Flesh Restore - A powerrful healing spell that restores 10 to 40 dps to a
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party member, curing those striken with insanity or poisoning.
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level 5
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~~~~~~~
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GRRE 7 view long
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Greater Revelation - Operates like Lesser Revelation, but illuminates a
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wider area for a longer period of time.
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SHSP 7 group/30'/oo n/a
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Shock Sphere - Creates a large globe of intense electrical energy that
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envelops a group of enemies and inflicts 10 to 40 dps.
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level 6
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~~~~~~~
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FLAN 9 group n/a
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Flesh Anew - Works like Flesh Restore, but affercts every member of the
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party.
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MALE 8 party indef
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Major Levitation - Operates like Levitation, but it lasts until the spell
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is terminated by some event like the activation of an anti-magic sq.
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level 7
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~~~~~~~
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REGN 12 char n/a
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Regeneration - A health spell that revives all the HP for the lucky member
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of the party.
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APAR 15 party n/a
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Apport Arcane - Teleports the party within a dungeon to any location that's
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not protected by a teleportation shield.
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FAFO 18 group n/a
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Far Foe - Pushes a group of foes 30' further away from your party, up to a
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total distance of 90'.
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INSL 12 party n/a
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Elik's Instant Slayer - Materializes a slayer who joins your party. What's
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a slayer? The name speaks for itself...
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===============================================================================
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------------------------
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Magician
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------------------------
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Magicians can bestow magical effects on common objects. This however, doesn't
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mean that the item becomes magical. It only takes on the magical effects for
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the duration of the spell.
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level 1
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~~~~~~~
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VOPL 3 char combat
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Vorpal Plating - Causes the weapon (or hands) of a party member to emit
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a magical field that inflicts 2 to 8 additional dps.
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QUFI 3 char n/a
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Quick Fix - Regenerates 8 HP for a character, up to the character's maximum
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HP level.
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SCSI 2 party n/a
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Scry Site - Causes a dungeon wall or wilderness pathway to reveal the
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party's location.
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level 2
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~~~~~~~
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HOWA 4 1 foe/10' n/a
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Holy Water - Holy water sprays from the spellcaster's fingers, inflicting
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6 to 24 dps on any foe of evil or supernatural origin.
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MAGA 5 char combat
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Magic Gauntlets - Makes the hands (or weapon) of a party member more deadly
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by adding 4 to 16 dps to every wound it inflicts on a foe.
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AREN 5 30' short
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Area Enchant - Causes the dungeon walls within 30' (3 sqs) of a stairway to
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call out if the party is headed towards the stairs.
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level 3
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~~~~~~~
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MYSH 6 char medium
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Ybarra's Mystic Shield - Causes the air in front of the party to form an
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invisible shield that's as hard as metal. The shield moves with the party.
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OGST 6 char combat
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Oscon's Ogre Strength - Endows a specific party member with the strength of
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Elik's Ogre for the duration of the battle.
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STFL 6 group/40'/oo n/a
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Star Flare - An electrical spell that ignites the air around your enemies,
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scorching them for 10 to 40 dps. A real hair curler.
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level 4
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~~~~~~~
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SPTO 8 1 foe/70' n/a
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Spectre Touch - Drains a single enemy of 15 to 60 dps as if it were touched
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lightly by death.
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DRBR 7 group/30' n/a
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Dragon Breath - Lets the spellcaster belch a breath fire at a group of
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monsters, inflicting 8 to 64 dps on each monster.
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level 5
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~~~~~~~
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ANMA 8 party combat
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Anti-Magic - Causes the ground to absorb a portion of the spells cast at the
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party by monsters, giving the party a chance to escape unharmed. This spell
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also aids in disbelieving illusions and shielding against magical fires such
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as Dragon Breath.
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GIST 10 party combat
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Giant Strength - Instills tremendous power in your party, increasing their
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strike ability by 10.
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level 6
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~~~~~~~
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PHDO 10 wall 1 move
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Phase Door - Vaporizes any wall that's not protected by an Anti-Phase Door
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aura or spell into air.
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YMCA 10 party indef
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Ybarra's Mystical Coat of Armor - Works just like Ybarra's Mystic Shield,
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but lasts indefinitely.
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level 7
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~~~~~~~
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REST 25 party n/a
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Restoration - Regenerates the body of every party member to perfect
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condition; even cures insanity and poisoning.
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DEST 16 1 foe/10' n/a
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Death Strike - Instantly kills a selected enemy, which certainly catagorizes
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this spell as one that doesn't fool around.
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ICES 11 group/50' n/a
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Ice Storm - Pummels a group of monsters with chunks of ice, causing 20 to 80
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dps.
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STON 20 char n/a
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Stone to Flesh - Takes a character who has been turned to stone and restores
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him to his natural flesh state.
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===============================================================================
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------------------------
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Sorcerer
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------------------------
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Sorcerers rely on illusions in their magical repertoire. A neat and tidy mage
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class, Sorcerers prefer to work on peoples' minds than with tangible (and
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dirty) objects or monsters.
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level 1
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~~~~~~~
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MIJA 3 1 foe/40'/oo n/a
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Mangar's Mind Jab - Casts a concentrated blast of electrical energy at one
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opponent, inflicting 2 to 8 dps for each experience level of the
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spellcaster.
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PHBL 2 party combat
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Phase Blur - Causes the entire party to become blurry in the eyes of the
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enemy, making your party harder to strike.
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LOTR 2 30' short
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Locate Traps - Heightens the spellcaster's awareness for trap detecting.
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Works for 30' in the direction that the spellcaster is facing.
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level 2
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~~~~~~~
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DISB 4 party n/a
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Disbelieve - Reveals an attacking illusion for the true nonphysical object
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that it is, causing it to vanish.
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WIWA 5 party n/a
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Wind Warrior - Creates the illusion of a battle-ready ninja in the ranks of
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your party. The illusionary ninja will fight until defeated or disbelieved.
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FEAR 4 group combat
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Word of Fear - An incantation that causes a group of enemies to quake in
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fear, thus reducing their ability to attack and inflict damage.
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level 3
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~~~~~~~
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WIOG 6 party n/a
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Wind Ogre - Like Elik's Instant Ogre, it summons a mean, illusionary being
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to join your party.
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INVI 6 party combat
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Kylearan's Invisibility Spell - Invoke this spell to render the entire
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party nearly invisible to the enemy.
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SESI 6 30 medium
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Second Sight - Heightenes awareness so the spellcaster can detect all traps
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and tricks that lie directly ahead.
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level 4
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~~~~~~~
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CAEY 7 view indef
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Cat Eyes - Endows the entire party with perfect night vision for an
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indefinite period of time.
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WIDR 12 party n/a
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Wind Dragon - Creates an illusionary red dragon to join the ranks of your
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party.
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level 5
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~~~~~~~
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DIIL 8 all foes combat
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Disrupt Illusion - Destroys any illusions among the ranks of the enemy and
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prevents mew illusions from appearing.
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MIBR 10 all foes/30'/oo n/a
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Mangar's Mind Blade - An electric spell that strikes every opposing group
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within range with an explosion of energy capable of inflicting 25 to
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100 dps.
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level 6
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~~~~~~~
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WIGI 11 party n/a
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Wind Giant - Creates an illusionary elemental guant that joins your party
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and fights up a storm.
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SOSI 11 30' indef
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Sorcerer Sight - Operates like the trap-detecting Second Sight spell but
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lasts indefinitely.
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level 7
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~~~~~~~
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RIME 20 all foes/40' n/a
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Rimefang - Rakes enemies with shards of ice, inflicting 50 to 200 dps.
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WIHE 16 party n/a
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Wind Hero - Creates an illusionary hero with the power of hurricane winds
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to join your party.
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MAGM 40 group n/a
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Mage Maelstrom - Assults a group of opposing spellcasters and may do one
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of the following: inflict 60 to 240 dps, turn them into stone, or kill
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them outright. However, because the maelstrom is illusionary in nature,
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a disbelieving enemy can totally nullify it.
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PREC 50 all foes n/a
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Preclusion - Keeps the enemy from being able to summon any creatures.
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===============================================================================
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------------------------
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Wizard
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------------------------
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Wizards can summon and control supernatural creatures and energies. The Wizard
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has fewer spells to choose from than the other classes, but their potency makes
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up for it.
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level 1
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~~~~~~~
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SUEL 10 party n/a
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Summon Elemental - Creates a fire-being from the raw elements of the
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universe to join and fight for your party.
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FOFO 11 group/10' n/a
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Fanskar's Force Focus - Lands a cone of gravitational energy on a group of
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your foes, inflicting 20 to 100 dps.
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level 2
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~~~~~~~
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PRSU 14 party n/a
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Prime Summoning - Coerces a powerful undead creatyre to unwillingly join
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your party.
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DEBA 11 i for/20' n/a
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Demon Bane - inflicts 100 to 400 dps on a single creature of evil or
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supernatural origin.
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level 3
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~~~~~~~
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FLCO 14 group/30' n/a
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Flame Column - Creates a cyclone of flames that lashes out and delivers 22
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to 88 dps to a group of your foes.
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DISP 12 char n/a
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Dispossess - Returns a possessed party member to the normal state of
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consciousnes.
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level 4
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~~~~~~~
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HERB 13 party n/a
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Summon Herb - Summons Herb to join your party. Herb is pretty busy, but
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he'll hang out with your party for a while if you need him.
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ANDE 14 char combat
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Animate Dead - Reanimates a dead character with living strength so he or
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she attacks enemies as if truly alive.
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level 5
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~~~~~~~
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SPBI 16 1 foe n/a
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Baylor's Spell Bind - If successful, this spell possess the mind of an
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enemy and forces him or her to join and fight for your party.
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SOWH 13 1 foe/70' n/a
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Storal's Soul Whip - Whips out a tendril of psionite (mind) power to
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strike a selected foe, inflicting 50 to 200 dps.
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level 6
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~~~~~~~
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GRSU 22 party n/a
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Greater Summoning - Operates like Prime Summoning but causes a powerful
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elemental creature to appear and fight for the party.
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BEDE 18 char n/a
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Beyond Death - Brings a dead character back to life and give him or her
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1 HP as a welcome back gift.
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level 7
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~~~~~~~
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WIZW 16 group/50' n/a
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Wacum's Wizard War - An electric spell that creates a pyrotechnical storm
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over a group of monsters, inflicting 50 to 200 dps.
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DMST 25 group/50' n/a
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Demon Strike - Unleashes the terrorizing power of demons unto the enemy
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ranks, causing 200 to 400 dps.
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===============================================================================
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------------------------
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Archmage
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------------------------
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Archmages are the wise ones who have learned at least all the spells for four
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of the previous mage classes. This give the Archmage the ability to pick and
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choose from a huge batch of spells.
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level 1
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~~~~~~~
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HAFO 15 all foes 1 round
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Oscon's Haltfoe - If successful, this spell causes every attacking group
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to miss all their attacks during the next round.
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MEME 20 group n/a
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Melee Men - Pull an attacking group into melee range (10') regardless of
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how far they were when they began attacking.
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level 2
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~~~~~~~
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BASP 28 party misc
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Batch Spell - Executes the following batch of spells: Greater revelation,
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Ybarra's Mystical shield, Coat of armor, Sorcerer sight, Major levitation
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and Kiel's magic compass.
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level 3
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~~~~~~~
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CAMR 26 party n/a
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Camaraderie - Has a 50% chance of calming all monsters in your party that
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have turned hostile.
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level 4
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~~~~~~~
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NILA 30 group/50' n/a
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Fanskar's Night Lance - Launches a chilling ice missile against a group of
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foes, inflicting 100 to 450 dps.
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level 5
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~~~~~~~
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HEAL 50 party n/a
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Heal all - A beyond death spell that resurrects every dead party member
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(including those turned to stone), and heals all wounds, paralysis, and
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insanity.
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level 6
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~~~~~~~
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BRKR 60 party n/a
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The Brothers Kringle - The brothers are always ready to help friends in
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trouble. Engough brothers appear to fill the empty slots in your party.
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level 7
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~~~~~~~
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MAMA 80 all foes/90' n/a
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Mangar's Mallet - Inflicts 200 to 800 bone-crushing dps against every
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monster group you face.
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===============================================================================
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------------------------
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Chronomancer
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------------------------
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The key to distant lands, Chronomancers help the party move from dimension to
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dimension with their special teleport spells. They also have a number of
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vicious offensive spells.
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level 1
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~~~~~~~
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VITL 12 char n/a
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Vitality - Invigorates a character by healing 4 to 5 HP x the spellcaster's
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level.
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ARBO 10 party n/a
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Arboria - Teleports the party to Arboria.
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ENIK 10 party n/a
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Exit Now That I Know - Teleports the party from Arboria to the wilderness.
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level 2
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~~~~~~~
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WIFI 20 group/20' n/a
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Witherfist - Crushes a group of enemies under a hige fist of power for 300
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to 600 dps.
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COLD 20 group/80' n/a
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Frost Force - Blasts the enemy with a deadly frost of 50 to 400 dps.
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GELI 15 party n/a
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Gelidia - Transports the party to Gelidia.
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ECUL 15 party n/a
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Exit Carefully Under Luck - Transports the party from Gelidia to the
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wilderness.
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level 3
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~~~~~~~
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GOFI 25 group/80' n/a
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God's Fire - A holy spell where blazing red fires are sent from the angry
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gods to roast the enemy for 60 to 240 dps.
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STUN 30 all foes n/a
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Stun - An electric spell that gives the enemy a high-voltage zap for 50 to
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200 dps.
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LUCE 20 party n/a
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Lucencia - Transports the party to Lucencia.
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ILEG 20 party n/a
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If Leaving Exit Gingerly - Transports the party from Lucencia to the
|
|
wilderness.
|
|
|
|
level 4
|
|
~~~~~~~
|
|
LUCK 45 party n/a
|
|
Luck Chant - Increases your chances of hitting or defending by 8 pts.
|
|
|
|
FADE 50 foe/30' n/a
|
|
Far Death - A long-range spell that drops a disant foe dead in its tracks.
|
|
|
|
KINE 25 party n/a
|
|
Kinestia - Transports the party to Kinestia.
|
|
|
|
OBRA 25 party n/a
|
|
Og Better Run Away - Transports the party from Kinestia to the wilderness.
|
|
|
|
level 5
|
|
~~~~~~~
|
|
WHAT 60 1 object n/a
|
|
Identify - Cast this spell on something to find out just what the heck it
|
|
is.
|
|
|
|
OLAY 60 1 char n/a
|
|
Youth - Coats a character with a light, iragrant lotion to cure oldness.
|
|
|
|
OLUK 30 party n/a
|
|
Tenebrosia - Transports the party to Tenebrosia.
|
|
|
|
ECEA 30 party n/a
|
|
Everyone Can Exit Already - Transports the party from Tenebrosia to the
|
|
wilderness.
|
|
|
|
level 6
|
|
~~~~~~~
|
|
GRRO 65 1 char misc
|
|
Gave Robber - Casts Beyond Death and Regeneration for a life-giving
|
|
combination of spells.
|
|
|
|
FOTA 70 all foes misc
|
|
Force of Tarjan - Casts Witherfist and Sandstorm for a double offensive
|
|
punch.
|
|
|
|
AECE 35 party n/a
|
|
Tarmitia - Transports the party to Tarmitia.
|
|
|
|
KULO 35 party n/a
|
|
Kick Us Lamely Out - Transports the party from Tarmitia to the wilderness.
|
|
|
|
level 7
|
|
~~~~~~~
|
|
SHSH 60 party indef
|
|
Shadow Shield - Casts a gray chadow around the party and lowers their armor
|
|
class by 4.
|
|
|
|
FAFI 100 all foes n/a
|
|
Fatal Fist - Crushes the enemy under an unearthly gravitational force for
|
|
400 to 1500 dps.
|
|
|
|
EVIL 50 party n/a
|
|
|
|
Malefia - Transports the party to Malefia.
|
|
|
|
LIVE 50 party n/a
|
|
Live To Tell About It - Transports the party from Malefia to the wilderness.
|
|
|
|
===============================================================================
|
|
------------------------
|
|
Geomancer
|
|
------------------------
|
|
The most physically adept of all the spell casters, Geomancers can handle most
|
|
weapons that fighters can. Their combative nature shows in their repertoire of
|
|
predominantly offensive spells. To become a Geomancer, you must find the one
|
|
special location that performs the rite of passage to this mage class.
|
|
|
|
level 1
|
|
~~~~~~~
|
|
EADA 5 group/40' n/a
|
|
Earth Dagger - Cuts down the enemy with holy daggers for 200 to 800 dps.
|
|
|
|
EASO 5 level n/a
|
|
Earth Song - Reveals all booby-trapped areas that can injure the party.
|
|
|
|
EAWA 8 level n/a
|
|
Earth Ward - Casts the Trap zap spell on the entire level.
|
|
|
|
level 2
|
|
~~~~~~~
|
|
FREB 10 all foes n/a
|
|
Trebuchet - Fries all foes with wickedly hot flames for 150 to 600 dps.
|
|
|
|
EAEL 15 party n/a
|
|
Earth Elemental - Summons an Earth Elemental, which is a creature created
|
|
from the raw elements of the earth.
|
|
|
|
WAWA 15 wall n/a
|
|
Wall Warp - Works like Phase Door until the party leaves.
|
|
|
|
level 3
|
|
~~~~~~~
|
|
ROCK 18 1 foe/60' n/a
|
|
Petrify - Turns an enemy up to 60' away into the hardest stone.
|
|
|
|
ROAL 20 level n/a
|
|
Roscoe's Alert - Reveals to the party where the anti-magic areas are.
|
|
|
|
level 4
|
|
~~~~~~~
|
|
SUSO 20 level n/a
|
|
Succor Song - Shows all heal-party squares, so your party can put an end
|
|
to their weakness and pain.
|
|
|
|
SAST 25 all foes n/a
|
|
Sandstorm - With a violent swirl of sand, all foes are whipped back 60'.
|
|
|
|
level 5
|
|
~~~~~~~
|
|
SANT 30 level n/a
|
|
Sanctuary - Shows all mage regeneration squares, so your spellcasters can
|
|
be refreshed.
|
|
|
|
GLST 40 1 foe/90' n/a
|
|
Glacier Strike - Impales the enemy with an icy stalagmite, causing 400 to
|
|
1600 dps.
|
|
|
|
level 6
|
|
~~~~~~~
|
|
PATH 40 level n/a
|
|
Path Finder - An instant map, this shows the entire maze that the party is
|
|
in.
|
|
|
|
MABA 50 group/50' n/a
|
|
Magma Blast - Burns a group of foes with a blast of hot, fiery magma for
|
|
300 to 1200 dps.
|
|
|
|
level 7
|
|
~~~~~~~
|
|
JOBO 60 all foes n/a
|
|
Jolt Bolt - Wrenches the earth below the enemy, smashing them to the ground
|
|
and gives them a jolting electric shock to cause 400 to 1600 dps.
|
|
|
|
EAMA 80 group/50' n/a
|
|
Earth Maw - Commands the ground beneath the enemy's feet to open wide and
|
|
drops the foes in, so they're never seen from again.
|
|
|
|
===============================================================================
|
|
------------------------
|
|
Misc spells
|
|
------------------------
|
|
These spells are available to all magic users. The catch is that you've got to
|
|
find them before you can use them.
|
|
|
|
GILL 10 party medium
|
|
|
|
Gilles Gills - This survival spell lets your party breathe under water. It
|
|
is cumulative in effect; casting it more than once will extend the amount
|
|
of time you can spend underwater.
|
|
|
|
DIVA 250 all foes/party misc
|
|
Divine Intervention - This powerful spell earns its name by doing the
|
|
following: 1) Turns illusionary characters into real characters; 2) Cures
|
|
characters of all illness but age; and 3) Restores all hit points to the
|
|
party. If you're in combat, it also does the following: 1) Lowers your
|
|
armor class, saving throw, to hit, and damage by 20 points; 2) Increases
|
|
your attack by 8 points; and 3) Casts Mangar's Mallet.
|
|
|
|
NUKE 150 all foes n/a
|
|
Gotterdamurung - The Final in offensive obliteration, this spell annihilates
|
|
the opponent for 2000 dps.
|
|
|
|
===============================================================================
|
|
------------------------
|
|
Bard songs
|
|
------------------------
|
|
1. Sir Robin's Tune
|
|
This lets you run away from attackers as long as the combat has not yet
|
|
begun. During combat, this keeps the monsters from calling additional help.
|
|
|
|
2. Safety Song
|
|
Sets up an anti-monster aura, so foes won't randomly attack you.
|
|
|
|
3. Sanctuary Score
|
|
Lowers the Bard's armor class level up to a maximum of 15 points.
|
|
|
|
4. Bringaround Ballad
|
|
In non-combat situations, this rejuvenates the Bard's hit points. During
|
|
combat, this song will affect everyone in your party, including the Bard.
|
|
|
|
5. Rhyme of Duotime
|
|
In non-combat situations, this regenerates the mage's spell points. During
|
|
combat, it gives the party an extra attack.
|
|
|
|
6. Watchwood Melody
|
|
This creates light so you can find your way around. May even work in anti-
|
|
magic zones.
|
|
|
|
7. kiel's Overture
|
|
In non-combat situations, this calls up a compass so you can get your
|
|
bearings. During combat, this casts the monster frying Trebuchet spell.
|
|
|
|
8. Minstrel Shield
|
|
In non-combat situations, this lowers your armor class. During combat, it
|
|
partially shields your party so they only take half damage from monster
|
|
attacks.
|
|
|
|
|
|
|
|
|
|
---ThE EnD---
|