Fire Magic
Name
Normal
Expert
Master
Torch Light
Duration 1 hour per point of skill
Brighter light
Brightest light
Torch light increases the radius of light surrounding your party in the dark.
Flame Arrow
Casting cost 2 spell points
Casting cost 1 spell point. Quicker recovery rate
Casting cost 0 spell points. Quickest recovery rate
Creates and fires a single flaming arrow. Unlike most spells, this spell is notoriously inaccurate and has the same chance of hitting as a regular arrow (using your Fire skill as a bonus to hit). The arrow does 1-8 points of damage when it hits.
Protection from Fire
1 point resistance per point of skill
2 points resistance per point of skill
3 points resistance per point of skill
Increases all your characters’ resistance to fire by an amount equal to your skill in Fire Magic and lasts one hour per point of skill in Fire Magic.
Fire Bolt
Moderate recovery rate
Faster recovery rate
Fastest recovery rate
Launches a burst of fire at a single target. Damage is 1-4 points of damage per point of skill in Fire Magic, but casting cost is low. Firebolt is safe and effective—the “Old Reliable” of the Sorcerer’s arsenal.
Haste
Duration 1 hour + 1 minute per skill point
Spell affects entire party
Duration 1 hour + 3 minutes per skill point
Reduces the time it takes to recover from casting a spell or attacking with a weapon. Characters will be weak for six hours after this spell wears off.
Fireball
Moderate recovery rate
Faster recovery rate
Fastest recovery rate
Another Sorcerer’s favorite, fireball targets a single monster, but explodes to hurt anyone else caught in the blast. If your party is too close to the blast, they will be hurt as well. Fireball does 1-6 points of damage per point of skill in Fire Magic.
Ring of Fire
Small radius of effect around party
Larger radius
Quicker recovery rate
Generates a ring of fire around the party that damages all monsters it contacts. Happily, Ring of Fire is safe and will not damage your own characters. Ring of Fire does six points of damage plus one per point of skill in Fire Magic..
Fire Blast
Slow rate of recovery and 3 shots
Moderate rate of recovery and 5 shots
Quick rate of recovery and 7 shots
Launches streaks of fire in the direction the characters are facing. The bolts only hit monsters that stand in their way, so a little aiming practice will help you get the most benefit from Fire Blast. Fire Blast does 4 points of damage plus 1-3 per point of skill in Fire Magic.
Meteor Shower
Slow rate of recovery and 8 meteors
Moderate rate of recovery and 12 meteors
Quick rate of recovery and 16 meteors
Summons flaming rocks from the sky in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell. A single meteor does 8 points of damage plus 1 per point of skill in Fire Magic. This spell only works outdoors.
Inferno
Slow rate of recovery
Faster recovery rate
Fastest recovery rate
Summons flaming rocks from the sky in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell. A single meteor does 8 points of damage plus 1 per point of skill in Fire Magic. This spell only works outdoors.
Incinerate
Slow rate of recovery
Faster recovery rate
Fastest recovery rate
Amongst the strongest direct damage spells available, Incinerate inflicts massive damage on a single target. Only the strongest of monsters can expect to survive this spell. Damage is 15 points plus 1-15 per point of skill in Fire Magic.
Air Magic
Name
Normal
Expert
Master
Wizard Eye
Only shows terrain and monsters
Shows treasure
Shows ""points of interest""
Wizard Eye causes the automap located in the upper right corner of the main gaming screen to show the locations of monsters and other points of interest while outdoors. The spell lasts 1 hour per point of skill in Air Magic.
Static Charge
Casting cost 2 spell points
Casting cost 1 spell point. Quicker recovery rate
Casting cost 0 spell points. Quickest recovery rate
Targets a single monster with a jolt of static electricity. It only does 2-6 points of damage, but it always hits.
Static Charge
1 point resistance per point of skill
2 points resistance per point of skill
3 points resistance per point of skill
Increases all your characters’ resistance to Electricity by an amount equal to your skill in Air Magic.
Static Charge
Moderate recovery rate, 3 sparks
Faster recovery rate, 5 sparks
Fastest recovery rate, 7 sparks
Sparks fires small balls of lightning into the world that bounce around until they hit something or dissipate. It is hard to tell where they will go, so this spell is best used in a room crowded with small monsters. Each spark does 2 points plus 1 per point of skill in Air Magic.
Feather Fall
Duration 5 minutes per point of skill
Duration 10 minutes per point of skill
Duration 1 hour per point of skill
Feather Fall prevents your characters from being hurt when falling more than ten feet by slowing the speed of the fall. Feather Fall affects your entire party with one casting and has a duration based on your skill in Air Magic.
Shield
Duration 1 hour + 5 minutes per point of skill
Spell affects entire party
Duration 1 hour + 15 minutes per point of skill
Feather Fall prevents your characters from being hurt when falling more than ten feet by slowing the speed of the fall. Feather Fall affects your entire party with one casting and has a duration based on your skill in Air Magic.
Lightning Bolt
Moderate recovery rate
Faster recovery rate
Fastest recovery rate
Sorcerer’s Darling, Lightning Bolt discharges electricity from the caster’s hand to a single target. It always hits and does 1-8 points of damage per point of skill in Air Magic.
Lightning Bolt
Slow recovery rate (faster for high skill ranking)
Faster recovery rate
Fastest recovery rate
Jump launches your party up in the air, landing you 60 feet from where you started. Your party takes no falling damage from the jump.
Implosion
Moderate recovery rate
Faster recovery rate
Fastest recovery rate
Implosion is a nasty spell that affects a single target by destroying the air around it, causing a sudden inrush from the surrounding air, a thunderclap, and 10 points plus 1-10 points of damage per point of skill in Air Magic.
Fly
Duration 5 minutes per point of skill
Duration 10 minutes per point of skill
Duration 1 hour per point of skill
Grants the power of flight to your characters! This spell is very expensive and only works outdoors, but it is very useful. Fly will drain one spell point every five minutes it is in use (I.E. when you aren't touching the ground).
Starburst
Slow recovery rate and 8 stars
Faster recovery rate and 12 stars
Fastest recovery rate and 16 stars
Calls stars from the heavens to smite and burn your enemies. Expert and Master ranking in this spell both increase the number of stars called and speed recovery. The damage for each star is 20 points plus 1 per point of skill in Air Magic, and Starburst only works outdoors. Try not to get caught in the blast…
Water Magic
Name
Normal
Expert
Master
Awaken
Works if asleep less than 3 minutes per point of skill
Works if asleep less than 1 hour per point of skill
Works if asleep less than 1 day per point of skill
Automatically awakens all of your characters from a normal sleep and will awaken them from a magical sleep if they haven't had the sleep condition for too long. The greater your skill in Water Magic, the longer the sleep condition could have been present before this spell becomes ineffective.
Cold Beam
Casting cost 2 spell points
Casting cost 1spell point. Quicker recovery rate
Casting cost 0 spell points. Quickest recovery rate
Targets a single monster with a field of extreme cold for an instant. It only does 2-6 points of damage, but it always hits. The more skill you have in Water Magic, the faster you will recover from casting Cold Beam. Masters of Water can cast this spell without cost.
Protection from Cold
1 point resistance per point of skill
2 points resistance per point of skill
3 points resistance per point of skill
Increases all your characters’ resistance to Cold by an amount equal to your skill in Water Magic. This spell lasts for one hour per point of skill in Water Magic.
Poison Spray
Moderate recovery rate and 1 shot
Faster recovery rate and 3 shots
Fastest recovery rate and 5 shots
Sprays poison at monsters directly in front of your characters. Damage is low, but few monsters have resistance to poison, so it usually works. Each shot does 2 points of damage plus 1-2 per point of skill in Water Magic.
Water Walk
Duration 5 minutes per point of skill
Duration 10 minutes per point of skill
Duration 1 hour per point of skill
Only useful outdoors, Water Walk lets your characters walk along the surface of water without sinking. This spell can be very useful, but constantly drains one spell point every 20 minutes while in contact with water.
Ice Bolt
Moderate recovery rate
Faster recovery rate
Fastest recovery rate
Fires a single bolt of ice at a single target. It always hits and does 1-7 points of damage per point of skill in Water Magic.
Tier |
Spell |
Resist |
SP Cost |
Description |
Normal |
Expert |
Master
|
1 |
Awaken |
none |
1 |
Automatically awakens all of your characters from a normal sleep and will awaken them from a magical sleep if they haven't had the sleep condition for too long. The greater your skill in Water Magic, the longer the sleep condition could have been present before this spell becomes ineffective. |
Works if asleep less than 3 minutes per point of skill |
Works if asleep less than 1 hour per point of skill |
Works if asleep less than 1 day per point of skill
|
2 |
Cold Beam |
Cold |
2/1/0 |
Targets a single monster with a field of extreme cold for an instant. It only does 2-6 points of damage, but it always hits. The more skill you have in Water Magic, the faster you will recover from casting Cold Beam. Masters of Water can cast this spell without cost. |
Casting cost 2 spell points |
Casting cost 1spell point. Quicker recovery rate |
Casting cost 0 spell points. Quickest recovery rate
|
3 |
Protection from Cold |
none |
3 |
Increases all your characters’ resistance to Cold by an amount equal to your skill in Water Magic. This spell lasts for one hour per point of skill in Water Magic. |
1 point resistance per point of skill |
2 points resistance per point of skill |
3 points resistance per point of skill
|
4 |
Poison Spray |
Pois |
4 |
Sprays poison at monsters directly in front of your characters. Damage is low, but few monsters have resistance to poison, so it usually works. Each shot does 2 points of damage plus 1-2 per point of skill in Water Magic. |
Moderate recovery rate and 1 shot |
Faster recovery rate and 3 shots |
Fastest recovery rate and 5 shots
|
5 |
Water Walk |
none |
5 |
Only useful outdoors, Water Walk lets your characters walk along the surface of water without sinking. This spell can be very useful, but constantly drains one spell point every 20 minutes while in contact with water. |
Duration 5 minutes per point of skill |
Duration 10 minutes per point of skill |
Duration 1 hour per point of skill
|
6 |
Ice Bolt |
Cold |
8 |
Fires a single bolt of ice at a single target. It always hits and does 1-7 points of damage per point of skill in Water Magic. |
Moderate recovery rate |
Faster recovery rate |
Fastest recovery rate
|
7 |
Enchant Item |
none |
10 |
Gives a chance to imbue a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Experts manage better enchantments, and only masters can enchant weapons. |
Weak enchantments only |
Stronger enchantments |
Allows enchantment of weapons
|
8 |
Acid Burst |
Pois |
15 |
Acid burst squirts a jet of extremely caustic acid at a single victim. It always hits and does 9 points of damage plus 1-9 per point of skill. The big advantage of this spell is few monsters are resistant to acid. |
Moderate recovery rate |
Faster recovery rate |
Fastest recovery rate
|
9 |
Town Portal |
none |
20 |
Town Portal teleports the party to the central fountain of the last town visited. Town Portal has a 10% chance per point of Water Magic skill of working when cast. |
Outdoors only |
Indoors OK |
Works anywhere and gives choice of destination
|
10 |
Ice Blast |
Cold |
25 |
Fires a ball of ice in the direction the caster is facing. The ball will shatter when it hits something, launching 7 shards of ice in all directions except the caster’s. The shards will ricochet until they strike a creature or melt. Each shard does 12 points of damage plus 1-2 per point of skill in Water Magic. |
Slow rate of recovery |
Faster recovery rate |
Fastest recovery rate
|
11 |
Lloyd's Beacon |
none |
30 |
Lloyd’s Beacon lets you place a marker at a location you want to teleport back to in the future. Just how far in the future depends on your skill and ranking in Water Magic. Cast this spell whenever you wish to either place a marker or return to one. |
1 Beacon, decays in 1 hour per point of skill |
3 Beacons, decays in 1 day per point of skill |
5 Beacons, decays in 1 week per point of skill
|