home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Merciful 1
/
Merciful - Disc 1.iso
/
software
/
w
/
wizadry_bane_of_the_cosmic
/
wizadry_bane_of_the.txt
< prev
next >
Wrap
Text File
|
1995-10-14
|
47KB
|
813 lines
WIZARDRY - BANE OF THE COSMIC FORGE
IF YOU ARE PLAYING BANE OF THE COSMIC FORGE FROM FLOPPY DISKS YOU MUST MAKE
A COPY OF DISKETTE "A".
WARNING
Please save your game often. And keep a backup copy of that save game around.
If you're playing on your hard drive, save your game to floppy every now
and again. If you're playing from floppies, save your games to
alternating formatted diskettes. Why? You never know when modern
technology will meet a magnet thus eliminating all your hard work.
BANE OF THE COSMIC FORGE - SYSTEM'S REFERENCE CARD
Installing Bane of the Cosmic Forge on a Hard (Fixed) Disk
Bane of the Cosmic Forge has its own installation program which will
help you to install Wizardry on your computer's hard disk. Bane requires
approximately 2.5 megabytes of disk space; please be certain you have
this space available. You must run the installation program from the
CLI. Follow the directions below:
1. Boot your Amiga so that your system configures and recognizes the
hard drive.
2. From Workbench, invoke the CLI or SHELL by double-clicking on its
icon. It may be located in the System drawer.
3. Insert Disk E in drive DF0: and type DF0:WINSTALL DH0:BANE and
press RETURN. Bane will create its own directory and begin the
installation. If you have more than one hard drive partition,
such as DH1:, and you wish to install Bane on that hard drive,
then you would type DF0:WINSTALL DH1:BANE instead.
4. When the installation begins, the install program will ask you to
confirm your choice for a directory. Press Y or N and RETURN.
If the program is unable to create the directory or find it due
to some error, it will abort the installation procedure.
5. Bane will now ask for the "E" disk. It should already be in your
drive. Press C to continue or Q to quit, then press RETURN.
6. When Bane has copied its files from the E disk, it will next ask
for disk A. This procedure will be repeated for each of your
disks. Insert the disk in drive DF0: and press C and RETURN to
continue.
TO PLAY BANE OF THE COSMIC FORGE
You may boot Bane of the Cosmic Forge from the floppy DF0:, run it from
the CLI, or double click on its icon from the Workbench menu. If you're
not playing off the hard drive, we recommend you boot Bane from the
floppy to free up as much memory as possible.
From the Floppy: Insert disk A into drive DF0: and turn your computer
on.
From Workbench: Double click on the BANE hard drive icon. Then
double click on the BANE icon. If you're playing
off the floppy disks, just double click on the BANE
icon.
From the CLI: Change your working directory to the Bane directory.
(For example, CD DF0: for floppy users, CD DH0:Bane
for hard drive users.) Type BANE and press RETURN.
ADJUSTING THE STACK SETTING BEFORE PLAY
If you play Bane from the CLI, you must adjust the size of the stack
each time you play. Normally, the stack is set at 3000 or 4000.
However, for Bane, you'll need at least 8000. To change the stack
from CLI, type STACK 8000 and press RETURN. If you click on Bane's
icon or boot the disk itself, the stack will be set for you.
JUST FOR HARD DRIVE USERS
Bane of the Cosmic Forge requires approximately 1 megabyte of RAM memory
to run. However, it understands that system overhead takes up
approximately 50 to 75K. To free up as much memory as possible, it
may be necessary to remove any resident memory programs from your
startup sequence.
AmigaDOS takes a few seconds each time you put a disk into the drive to
get acquainted with it. On occasions where disk switches are required,
Bane will deliberately pause to give AmigaDOS time to log the disk.
However, if it does not recognize your disk in the time allotted, it
will repeat the request for the disk. Just click or press RETURN to continue.
PULL NO DISK BEFORE ITS TIME
Pay attention to the disk light when switching disks. If you pull
a disk out too soon, you may end up writing a vicious dragon over
your level one characters! When the light goes out, you may remove
one disk and insert another.
SAVE GAME DRIVE
You may save your game to any disk drive. Once you have entered
Wizardry, select the "Disk" option. Next, select "Game Configuration".
Using the UP and DOWN arrow keys, move to the Save Game Drive option.
Hard Disk: To save the game to your hard drive, leave this
field blank. If you leave this field blank, Wizardry will save
your game to the default directory (the same directory where you
installed the program). If you wish to save the game to a
different directory, you should enter the device name and
directory name followed by a forward slash. For example,
DH0:BANE/. If you would like to save it to another directory or
path, the directory must exist beforehand; Wizardry will not
make the directory for you.
Floppies: If you'd like to save your game to a floppy drive,
just type the device name of the drive, such as DF0: (or DF1:).
If you have a second disk drive (DF1:), we recommend you use
this drive to save your games to reduce disk swapping. Before
you save a game, however, make sure your save game disk is
formatted ahead of time. We recommend you save your game to
alternate floppy disks on a regular basis for backup purposes.
So, just in case something happens to your save game, you've got
a backup.
REPLACING "REPLACE"
In the manual, you will find reference to an option called "Replace".
Using this command, you could replace one of your more experienced
party members with a newly created, level 1 character. This option
has been removed from the game. In effect, "Replace" defeated the
essence of Bane of the Cosmic Forge... creatively directing a single
party throughout the entire adventure. Therefore, this option is no
longer available so you can enjoy the true essence of Bane of the
Cosmic Forge without compromise.
FIRE SPELLS
Spell Name
Spellbook Base
Cast When Cost Affects Description
-------------------------------------------------------------------------
ENERGY BLAST 2 1 Monster A jolting spark of electric energy
Mage doing 1-7 hit points of damage per
Combat power level.
-------------------------------------------------------------------------
BLINDING FLASH 3 1 Monster A giant flash of light which may
Alchemist per power temporarily blind opponents.
Combat level
-------------------------------------------------------------------------
FIREBALL 6 3 Monsters Blazing fireballs which burn
Mage plus power opponents and can do 2-10 hit
Combat level points of fire damage per power
level.
-------------------------------------------------------------------------
FIRE SHIELD 8 Party Creates a barrier impervious to
Mage fire which protects the party
Combat from fire-type spells.
-------------------------------------------------------------------------
FIRE BOMB 8 4 Monsters An exploding, incendiary spell
Alchemist plus power which does 3-9 hit points of fire
Combat level damage per power level.
-------------------------------------------------------------------------
LIGHTNING 8 3 Monsters A bolt of electrical energy hurled
Priest plus power at the opponents doing 1-10 hit
Combat level points of electrical damage per
power level.
-------------------------------------------------------------------------
PRISMIC MISSILE 9 3 Monsters Also known as DANCING LIGHT and
Mage plus power RAINBOW RAYS, the various
Combat level spectrums have different random
effects upon the monsters.
-------------------------------------------------------------------------
FIRESTORM 12 Cloud A sweeping cloud of fire that
Mage lasts for several rounds of combat
Combat and burns all monsters within it.
Monsters affected, duration and
damage done all depend on the
power level of spell.
-------------------------------------------------------------------------
NUCLEAR BLAST 16 All Monsters A miniature fusion bomb. This
Mage spell burns all monsters and does
Combat 5-25 hits points of fire damage
per power level.
WATER SPELLS
-------------------------------------------------------------------------
CHILLING TOUCH 2 1 Monster A freezing blast of cold which
Mage does 1-6 hit points of cold
Combat damage per power level.
-------------------------------------------------------------------------
STAMINA 2 1 Character Replenishes some of the
Priest, Psionic character's stamina. Amount
Alchemist depends on the power level.
Anytime
-------------------------------------------------------------------------
TERROR 3 1 Group Evokes fear and terror in
Mage, Psionic monsters and may cause them to
Combat flee or otherwise reduce their
ability to fight against the
party.
-------------------------------------------------------------------------
WEAKEN 4 3 Monsters Physically drains the monsters
Mage, Psionic plus power making them more vulnerable to
Combat level attack, and causing them to fight
and react poorly.
-------------------------------------------------------------------------
SLOW 4 3 Monsters Slows monsters down. They can't
Priest, Psionic plus power move as fast to hit you, and are
Combat level easier to hit themselves.
-------------------------------------------------------------------------
HASTE 5 Party Speeds up characters' movements
Priest, Psionic by giving them extra energy.
Combat Also helpful to counteract a
SLOW spell.
-------------------------------------------------------------------------
CURE PARALYSIS 6 1 Character Attempts to cure one character of
Priest, Psionic paralysis. Success depends on
Alchemist strength of paralysis relative to
Anytime the strength of the spell.
-------------------------------------------------------------------------
ICE SHIELD 8 Party A barricade which resists the
Mage affects of cold and protects the
Combat party from cold and cold-type
spells. Strength and duration
relative to the power level of
of the spell.
-------------------------------------------------------------------------
ICEBALL 8 4 Monsters A flurry of stinging ice balls
Mage plus power which cause 3-12 hit points of
Combat level ice damage per power level.
-------------------------------------------------------------------------
PARALYZE 5 1 Monster Attempts to solidify a monster.
Priest, Psionic Duration and success depend on the
Combat power level of spell.
-------------------------------------------------------------------------
DEEP FREEZE 6 1 Monster Attempts to freeze a monster's
Mage bodily fluids solid doing 3-30 hit
Combat points of severe ice damage per
power level.
AIR SPELLS
-------------------------------------------------------------------------
POISION 2 1 Monster Turns the air poisonous around the
Alchemist monster, and causes 1-5 hit points
Combat damage per power level plus
poisoning. Strength of poison
relative to the power level of the
spell.
-------------------------------------------------------------------------
MISSILE SHIELD 5 Party Protects part from missiles,
Mage arrows and hurled weapons, etc.,
Combat by hardening the air around the
party into a shield.
-------------------------------------------------------------------------
STINK BOMB 4 3 Monsters A odorous cloud of stinking fumes
Mage, Alchemist that can do 1-6 hit points damage
Combat per power level plus nausea.
-------------------------------------------------------------------------
AIR POCKET 8 Party Protects party from air spells
Mage, Alchemist such as stinking clouds and
Combat suffocation by creating a pocket
of clean air around the party.
Strength and duration relative to
the power level of the spell.
-------------------------------------------------------------------------
SILENCE 4 3 Monsters Causes air around monsters to stop
Priest, Psionic plus power transmitting sound, thus
Combat level preventing them from casting
spells. Strength and duration
relative to power level.
-------------------------------------------------------------------------
POISON GAS 7 Cloud Posion cloud which lasts several
Alchemist rounds and surrounds the monsters.
Combat Monsters inside the cloud suffer
from poisoning and damage. The
monsters affected, duration and
damage done all depend on the the
power level of the spell.
-------------------------------------------------------------------------
CURE POISON 8 1 Character Attempts to cure one character of
Priest, Alchemist poisoning. Success depends on
Combat strength of poison relative to the
strength of the spell.
-------------------------------------------------------------------------
WHIRLWIND 8 3 Monsters A swirling tornado whipping around
Priest plus power the monsters and blasting them
Combat level with 1-7 hit points damage per
power level.
-------------------------------------------------------------------------
PURIFY AIR 10 Party Attempts to clean the air of any
Priest, Alchemist dangerous clouds such as FIRESTORM
Combat and POISON GAS. Success depends
on the strength and amount of
clouds relative to the strength of
the spell.
-------------------------------------------------------------------------
DEADLY POISON 8 1 Monster Kills monster outright or does
Alchemist extremely heavy poisoning plus
Combat 3-15 damage per power level.
-------------------------------------------------------------------------
LEVITATE 12 Party Holds party in air several inches
Mage above the floor helping to prevent
Anytime damage in case they fall.
Duration of the spell is relative
to the power level of the spell.
-------------------------------------------------------------------------
TOXIC VAPORS 8 Cloud A giant, sticking cloud of vapors
Alchemist which surrounds the monsters and
Combat causes 2-6 hit points damage per
power level. Monsters affected
depends on the power level of the
spell.
-------------------------------------------------------------------------
NOXIOUS FUMES 10 3 Monsters Horrid smelling torrents which
Mage, Alchemist plus power blast the monsters' noses and
Combat level cause 1-6 hit points damage per
power level nausea.
-------------------------------------------------------------------------
ASPHYXIATION 12 1 Group Swallows air around monsters
Mage, Alchemist leaving none to breathe. Chance
Combat of monsters' death depends on
their strength and susceptibility
relative to the strength of the
spell. Creatures or things that
don't breathe, like rocks, can't
be asphyxiated.
-------------------------------------------------------------------------
DEADLY AIR 16 All Monsters Makes air surrounding the monsters
Alchemist entirely unbreathable and causes
Combat 4-16 hit points damage per power
level.
EARTH SPELLS
-------------------------------------------------------------------------
ACID SPLASH 2 1 Monster A rushing wave of bubbling acid
Alchemist which causes 1-7 hit points of
Combat damage per power level.
-------------------------------------------------------------------------
ITCHING SKIN 2 3 Monsters A sprinkle of powder which causes
Alchemist the monsters' skin to itch. It
Combat also irritates the monsters and
lessens their ability to attack
and defend.
-------------------------------------------------------------------------
ARMOR SHIELD 2 Party Creates a magical shield in front
Mage the party, and lowers AC of party
Combat members by one point per power
level.
-------------------------------------------------------------------------
DIRECTION 3 Party Shows direction party is facing
Mage (N, S, E, W) in the dungeon. The
Anytime duration of spell is relative to
its power level.
-------------------------------------------------------------------------
KNOCK-KNOCK 6 Locked Magically alters the lock on a
Mage, Psionic Doors and door (jammed or not) or a chest in
At A Door or Treasure an attempt to unlock it. When
Treasure Chest Chests used on a chest, there is a
percent chance that it may set the
trap off.
-------------------------------------------------------------------------
BLADES 6 3 Monsters Hurls slicing razor blades through
Priest, Psionic plus power the air doing 2-8 hit points
Combat level damage per power level.
-------------------------------------------------------------------------
ARMORPLATE 6 Party Creates a magic armor plating
Priest around the party, protecting them
Anytime and lowering their armor class.
-------------------------------------------------------------------------
WEB 7 1 Monster Attempts to capture 1 monster in a
Mage, Alchemist sticky web. Success depends on
Combat the strength of the monster
relative to the power level of the
spell.
-------------------------------------------------------------------------
ACID BOMB 8 Cloud A giant acid cloud that surrounds
Alchemist monsters and causes acid damage.
Combat The monsters affected, duration
and damage done all depend on the
power level of the spell.
-------------------------------------------------------------------------
ARMORMELT 8 1 Group Softens the armor of monsters and
Mage, Psionic raises their AC in proportion to
Combat the power level of the spell. The
softened armor and hide are easier
to penetrate.
-------------------------------------------------------------------------
CREATE LIFE 10 Party Summons a group of organic
Alchemist monsters to come and fight for the
Combat party. The power and number of
monsters summoned is relative to
the power level of the spell.
-------------------------------------------------------------------------
CURE STONE 18 1 Character Attempts to restore a stoned
Priest, Alchemist character to normal flesh and
Anytime bone. Success depends on the
strength of the stone relative
to the power level of the spell.
MENTAL SPELLS
-------------------------------------------------------------------------
MENTAL ATTACK 3 1 Monster An invading pressure of thought
Psionic swirling the monster's brain and
Combat causing 1-7 hit points of mental
damage per power level. May cause
insanity.
-------------------------------------------------------------------------
SLEEP 3 3 Monsters Causes monsters to fall asleep and
Mage, Psionic plus power prevents them from attacking the
Alchemist level party members and defending
Combat themselves from attack. Success
depends on the power of the
monsters relative to the power
level of the spell.
-------------------------------------------------------------------------
BLESS 4 Party Magically lowers the party's AC
Priest, Psionic and enhances their chance to hit a
Combat monster relative to the power
level of the spell.
-------------------------------------------------------------------------
CHARM 5 1 Monster Attempts to charm a monster, thus
Priest, Psionic or NPC preventing it from attacking the
Alchemist party. Any monster charmed will
Combat/NPC likewise be easier to hit. When
cast in non-combat situations, the
spell attempts to charm the NPC
so that it will reagard the party
in a friendly manner. The higher
the power level, the stronger the
charm.
------------------------------------------------------------------------
CURE LESSER CND 4 1 Character Attempts to cure a character of
Priest, Psionic one of the lesser maladies:
Alchemist Afraid, Asleep, Blindness,
Anytime Nausea, and minor Irritations.
Success depends on the strength
of the malady relative to the
strength of the spell.
------------------------------------------------------------------------
DIVINE TRAP 4 Caster Permits the caster to determine
Priest, Psionic the letters of a trap on chest
At a Treasure with excellent reliability.
Chest Success depends on the power of
the trap relative to the power of
the spell.
------------------------------------------------------------------------
DETECT SECRET 5 Caster Opens the caster's mind to
Mage, Psionic anything which may be strange or
Anytime out of place in a area and allows
him or her to detect its presence
within the party's immediate
area. The DETECT SECRET eye in
the magical windows will "blink"
when this has happened. Duration
and success of the spell is
relative to the spell's power
level.
------------------------------------------------------------------------
IDENTIFY 8 1 Monster Attempts to reveal the true name
Priest, Psionic or an Item of a monster or an item. Success
Combat/Anytime depends on the power of the
monster or the cloak of the item
relative to the power level of
the spell.
------------------------------------------------------------------------
HOLD MONSTERS 6 3 Monsters Attempts to confuse the monsters
Priest, Psionic plus power into believing they are
Combat level paralyzed. If successful,
monsters will be temporarily
paralyzed. Success depends on
power of the monster relative to
the power level of the spell.
------------------------------------------------------------------------
MINDREAD 8 Caster Attempts to discern what's on an
Psionic NPC's mind. Success depends on
NPC the power of the NPC relative to
the power level of the spell.
------------------------------------------------------------------------
SANE MIND 10 1 Character Attempts to restore sanity to an
Priest, Psionic insane character. Success
Anytime depends on just how nuts the
character is relative to the
strength of the spell.
------------------------------------------------------------------------
PSIONIC BLAST 8 3 Monsters An extreme and powerful jolt of
Psionic plus power mental energy which scrambles the
Combat level monsters' brains and causes 1-7
hit points mental damage per
power level and may cause
insanity.
------------------------------------------------------------------------
ILLUSION 10 Party Attempts to conjure an illusion
Psionic of a creature so real that it can
Combat fight and attack the monsters,
and in turn, it can be attacked
by the monsters. The amount and
power of monsters in the illusion
depends on the power level of the
spell.
------------------------------------------------------------------------
WIZARD'S EYE 10 Caster Allows the caster to see the
Mage, Psionic surrounding area from an overhead
Exploring view. The size of the area seen
depends on the power level of the
spell.
#1: Just the floor.
#2: Obstructions with a 3
square radius.
#3: Full view with a 3 square
radius.
#4: Floor only with a 5 square
radius.
#5: Obstructions with a 5
square radius.
#6: Full view with a 5 square
radius.
------------------------------------------------------------------------
DEATH 10 1 Monster Attempts to kill a single monster
Priest, Psionic outright. Success depends on the
Combat power of the monster relative to
the power level of the spell.
------------------------------------------------------------------------
LOCATE OBJECT 8 Caster Allows the caster to magically
Priest, Psionic determine the whereabouts of a
Exploring certain object. Success depends
on the location of the item
relative to the party, how well
the item is hidden and the power
level of the spell.
------------------------------------------------------------------------
MIND FLAY 18 All Monsters A concentrated tide of mental
Psionic assault which devastates the
Combat monsters doing 4-16 hit points
damage per power level plus
potential insanity.
MAGIC SPELLS
------------------------------------------------------------------------
HEAL WOUNDS 4 1 Character Heals 1-8 hit points per power
Priest, Psionic level. Heal wounds will not cure
Alchemist lesser conditions or resurrect
Anytime dead characters.
------------------------------------------------------------------------
MAKE WOUNDS 3 1 Monster Invokes divine powers to cause
Priest bodily harm inflicting 1-8 hit
Combat points of damage per power level.
------------------------------------------------------------------------
MAGIC MISSILE 4 1 Monster Small, but powerful, missiles of
Mage plus power magical energy hurled at an
Combat level opponent doing 1-7 hit points of
magic damage per power level.
------------------------------------------------------------------------
DISPELL UNDEAD 7 1 Monster Attempts to dispell an animated
Priest per power and undead monster. The success
Combat level depends on the power of the
monster relative to the power
level of the spell.
------------------------------------------------------------------------
ENCHANTED BLADE 4 Party Magically enhances the
Priest characters' swords and increases
Anytime the likelihood of a successful
hit upon a monster. Also
increases the chance a hit will
penetrate the monster's armor.
The duration and power of the
effects are relative to the
power level of the spell.
------------------------------------------------------------------------
BLINK 7 Caster Allows the caster to disappear
Mage, Psionic for for a brief time during
Combat combat. Once Blink is cast, the
caster "blinks out" and will
"blink in" sometime during the
each round of combat. He will
always reappear in time to
execute his or her normal combat
option such as swinging a sword
or casting a spell. The duration
is relative to the power level of
the spell.
------------------------------------------------------------------------
MAGIC SCREEN 8 Party Creates a magical barrier which
Mage attempts to protect the party
Anytime from all spells cast at them.
The strength of the barrier is
relative to the power of the
monsters' spells and the power
level of the Magic Screen.
------------------------------------------------------------------------
CONJURATION 10 Monsters Summons monsters from the
Mage, Priest ethereal planes to fight for the
Combat party. The power and number of
monsters summoned is relative
to the power level of the spell.
------------------------------------------------------------------------
ANTI-MAGIC 7 Monsters Forms a magical barrier around
Mage the monsters which may cause
Combat their spells to fizzle out and/or
backfire. The strength of the
barrier is relative to the power
level of the spells and monsters
cast and the power level of the
Anti-Magic screen.
------------------------------------------------------------------------
REMOVE CURSE 10 Item Attempts to lift a magical curse
Priest from an item so that a character
Anytime can remove the item he or she had
been forced to wear. Success
depends on the strength of the
curse relative to the strength
of the spell.
------------------------------------------------------------------------
LIFESTEAL 12 1 Monster Removes virtually all lifeforce
Priest, Psionic and Caster from a monster and attempts to
Combat channel some of it back into the
caster to heal him or her. Does
4-16 hit points magic damage per
power level - multiplied by the
power level of the spell. At the
sixth power level, LIFESTEAL can
deliver 144-576 hit points
damage.
------------------------------------------------------------------------
ASTRAL GATE 8 1 Monster Attempts to banish a demon-type
Mage, Priest per power monster from this world. Success
Combat level depends on the power of the
monster relative to the power of
the spell.
------------------------------------------------------------------------
WORD OF DEATH 18 All Monsters A divine word spoken so
Priest powerfully that it smashes the
Combat monsters with 4-16 hit points
of magical damage per power
level.
------------------------------------------------------------------------
RESURRECTION 20 1 Character Attempts to raise one character
Mage, Priest from the Dead. Success depends
Psionic on the character's life force
Anytime (vitality) relative to the power
level of the spell. Each time
a character is raised from the
dead, he or she loses one point
of vitality.
------------------------------------------------------------------------
DEATH WISH 20 All Monsters Attempts to kill all monsters
Priest outright through sheer magical
Combat force. Success depends on the
power of the monsters relative
to the power level of the spell.
ALCHEMISTS' SPELLBOOK
------------------------------------------------------------------------
Spell Realm Level Cost
Blinding Flash Fire 2 3
Fire Bomb Fire 4 8
Stamina Water 1 2
Cure Paralysis Water 3 6
Poision Air 1 2
Stink Bomb Air 3 4
Air Pocket Air 3 8
Posion Gas Air 4 7
Cure Poison Air 4 8
Deadly Poison Air 5 8
Purify Air Air 5 10
Toxic Vapors Air 6 8
Noxious Fumes Air 6 10
Asphxysiation Air 6 12
Deadly Air Air 7 16
Acid Splash Earth 1 2
Itching Skin Earth 1 2
Web Earth 3 7
Acid Bomb Earth 4 8
Create Life Earth 5 10
Cure Stone Earth 6 18
Sleep Mental 1 3
Charm Mental 1 5
Cure Lessor Cnd Mental 2 4
Heal Wounds Magic 1 4
MAGES' SPELLBOOK
------------------------------------------------------------------------
Spell Realm Level
Energy Blast Fire 1 2
Fireball Fire 3 6
Fire Shield Fire 3 8
Prismic Missile Fire 5 9
Firestorm Fire 6 12
Nuclear Blast Fire 7 16
Chilling Touch Water 1 2
Terror Water 1 3
Weaken Water 2 4
Ice Shield Water 3 8
Iceball Water 4 8
Deep Freeze Water 5 6
Missile Shield Air 2 5
Stink Bomb Air 3 4
Air Pocket Air 3 8
Levitate Air 5 12
Noxious Fumes Air 6 10
Asphxysiation Air 6 12
Armor Shield Earth 1 2
Direction Earth 1 3
Knock-Knock Earth 2 6
Web Earth 3 7
Armormelt Earth 4 8
Sleep Mental 1 3
Detect Secret Mental 2 5
Wizard Eye Mental 4 10
Magic Missile Magic 2 4
Blink Magic Magic 3 7
Magic Screen Magic 4 8
Conjuration Magic 4 10
Anti-Magic Magic 5 7
Astral Gate Magic 6 8
Resurrection Magic 7 20
PRIESTS' SPELLBOOK
------------------------------------------------------------------------
Spell Realm Level Cost
Lightning Fire 5 8
Stamina Water 1 2
Slow Water 2 4
Haste Water 3 5
Cure Paralysis Water 3 6
Paralyze Water 4 5
Silence Air 3 4
Cure Posion Air 4 8
Whirlwind Air 4 8
Purify Air Air 5 10
Armorplate Earth 3 6
Blades Earth 3 6
Cure Stone Earth 6 18
Bless Mental 1 4
Charm Mental 1 5
Cure Lessor Cnd Mental 2 4
Divine Trap Mental 2 4
Identify Mental 2 8
Hold Monsters Mental 3 6
Sane Mind Mental 3 10
Death Mental 5 10
Locate Object Mental 6 8
Heal Wounds Magic 1 4
Make Wounds Magic 1 3
Dispell Undead Magic 2 7
Enchanted Blade Magic 2 4
Conjuration Magic 4 10
Remove Curse Magic 5 10
Lifesteal Magic 6 12
Astral Gate Magic 6 8
Word of Death Magic 7 18
Resurrection Magic 7 20
Death Wish Magic 7 20
PSIONICS' SPELLBOOK
------------------------------------------------------------------------
Spell Realm Level Cost
Stamina Water 1 2
Terror Water 1 3
Weaken Water 2 4
Slow Water 2 4
Haste Water 3 5
Cure Paralysis Water 3 6
Paralyze Water 4 5
Silence Air 3 4
Knock-Knock Earth 2 6
Blades Earth 3 6
Armormelt Earth 4 8
Mental Attack Mental 1 3
Sleep Mental 1 3
Bless Mental 1 4
Charm Mental 1 5
Cure Lessor Cnd Mental 2 4
Divine Trap Mental 2 4
Detect Secret Mental 2 5
Identify Mental 2 8
Hold Monsters Mental 3 6
Mindread Mental 3 8
Sane Mind Mental 3 10
Psionic Blast Mental 4 8
Illusion Mental 4 10
Wizard Eye Mental 4 10
Death Mental 5 10
Locate Object Mental 6 8
Mind Flay Mental 7 18
Heal Wounds Magic 1 4
Blink Magic 3 7
Lifesteal Magic 6 12
Resurrection Magic 7 20
End.