home *** CD-ROM | disk | FTP | other *** search
-
- * AZALTA *
-
- -----------------------------------
- - BOOK OF SPELLS -
- -----------------------------------
-
-
- Abbreviations Used:
-
- INT = Intelligence required to cast spell
- POW = Power in MagicPoints required to cast spell -- a '+' after
- this number means that a variable amount of additional MP
- may be spent, depending on the strength required.
-
- A spell's 'Target' may be one of:
-
- Any = The mouse is used to select any target on the screen.
- Missile = The target must be reachable by an unobstructed
- and straight line-of-fire.
- Touch = The target must be touched directly by the spell-
- caster.
-
- ****************************************************************
-
- 1 Awaken
-
- This most basic of spells is used simply to wake up a
- sleeping person or creature. An "antidote" for the Sleep spell.
- The power required depends on how deep the sleep is.
-
- INT: 4 POW: 1+ Target: Any
-
-
- 2 Magic Missile
-
- A handy attack spell for low-level magic-users, while still
- deadly when cast by more powerful ones. This spell creates an
- "arrow" of pure energy and lets the caster fire it at whom he/she
- pleases.
-
- INT: 8 POW: 3+ Target: Missile
-
-
- 3 Thaw
-
- This spell is used to free a person or creature who has been
- frozen, usually from a Freeze or Blizzard spell cast by another.
- The power required depends on the extent of the freezing.
-
- INT: 10 POW: 6+ Target: Any
-
-
- 4 Magic Footprints
-
- When this spell is cast, the caster's feet will leave a
- trail of glowing footprints behind wherever he/she walks. Can be
- useful when lost in a dungeon. The lasting power of this effect
- is determined by the level of the magic-user.
-
- INT: 12 POW: 8
-
-
- 5 Sleep
-
- This spell is useful in many a battle situation. It may be
- used to help the caster escape by putting an attacker to sleep
- and then running away, or the caster may be a bit more vicious
- and decide to attack his defenseless sleeping enemy. The amount
- of power put into the spell determines how long the victim will
- sleep.
-
- INT: 15 POW: 10+ Target: Any
-
-
- 6 Unlock
-
- With this spell the magic-user can magically unlock a locked
- door without the use of a key.
-
- INT: 20 POW: 12 Target: Touch
-
-
- 7 Remove Poison
-
- This useful spell has saved many an adventurer's life. It
- negates any poisons that may be in a person's or creature's
- bloodstream. The power required for success depends on the
- strength of the poison involved -- a bee sting is much easier to
- cure than a deadly snake bite.
-
- INT: 22 POW: 16+ Target: Touch
-
-
- 8 Confuse
-
- With this spell the caster can scramble the thoughts of an
- enemy. The victim will hardly be able to walk in a straight line,
- let alone attack with any accuracy -- he may even begin attacking
- his own side. It can be very advantageous to disorientate one's
- attackers.
-
- INT: 25 POW: 20 Target: Missile
-
-
- 9 Illusion
-
- This spell lets the caster create a realistic magical image
- of anything he/she wishes; a snake, a wall, or even a dragon. The
- image created is almost 100% imperceptible by those who do not
- know it is only an illusion (although an extremely intelligent
- individual can figure it out). This can be a useful spell for
- warding off more gullible creatures. It is also a fun spell for
- magic shows. The image is selected by the amount of power spent
- on the spell.
-
- INT: 26 POW: 26+ Target: Any
-
-
- 10 Poison
-
- With a Poison spell a spell-caster can magically "inject" a
- venom into an enemy which will slowly cause its death, or at
- least do some continued harm over a period of time. The victim
- will lose a certain amount of LifePoints every turn that the
- poison remains in his body. The poison's lasting power is
- determined by power spent; the strength of the poison depends on
- the level of the caster.
-
- INT: 28 POW: 23+ Target: Missile
-
-
- 11 Fear
-
- This spell is used to terrify an attacker so that it will be
- too scared to attack, if it doesn't just retreat completely. Some
- creatures are more easily frightened than others, but this can be
- an effective way to chase enemies off without hurting them.
-
- INT: 32 POW: 30 Target: Any
-
-
- 12 Heal
-
- Every adventuring party should have at least one character
- in the group who knows this spell. When a character is wounded, a
- Heal spell will restore some, or even all, of his lost life. The
- amount of LifePoints healed is dependant on power spent.
-
- INT: 34 POW: 5+ Target: Touch
-
-
- 13 Poison Cloud
-
- This spell creates a cloud of poisonous gas which will choke
- anyone who breathes it, doing damage to their lungs. Prolonged
- exposure is fatal. The amount of power spent on this spell will
- determine the size of the gas cloud; you may only want a small
- cloud, or you may want to fill an entire room -- but be careful
- not to smother your own companions or yourself in the process.
-
- INT: 36 POW: 36+ Target: Any
-
-
- 14 Freeze
-
- With this spell the caster can select any individual and
- freeze him in place, rendering him harmless and immovable (for
- the time being). Longer lasting than a Sleep spell. The amount of
- time the victim will remain frozen depends on the amount of power
- spent on the spell.
-
- INT: 37 POW: 32+ Target: Any
-
-
- 15 Bird's Eye
-
- When outdoors, this spell allows the magic-user to transfer
- his mind temporarily to a passing bird, which allows him/her to
- see a "bird's eye view" of the surrounding land for miles around.
- Very helpful when travelling long distances. Can save your life
- if you are lost. The more power spent on the spell, the larger
- the area you will be able to see.
-
- INT: 40 POW: 40
-
-
- 16 Protection
-
- This spell effectively helps the caster avoid harm in battle
- by surrounding him/her with a magical "shield" which absorbs part
- of the damage done by attacker's blows. The time this spell lasts
- for depends on the experience level of the caster, and the actual
- effectiveness of the shield depends on the caster's intelligence.
-
- INT: 43 POW: 10
-
-
- 17 Stupidity
-
- With this spell a magic-user can turn an intelligent being
- into the intellectual equivalent of a carrot. The victim will act
- as if almost completely mindless, and will not notice he is
- walking through flames, or into a deep hole, etc, and will also
- lose the ability to cast spells properly.
-
- INT: 45 POW: 42 Target: Any
-
-
- 18 Repel Undead
-
- This spell/ritual is meant to drive off the evil denizens of
- the undead world: skeletons, zombies, vampires, etc. When
- successful, some or all of the undead creatures will be horrified
- by your presence and flee the area. The number of undead actually
- repelled depends on the caster's intelligence and experience
- level -- the type of creature also makes a big difference in
- difficulty; skeletons are far easier to repel than mummies or
- vampires.
-
- INT: 35 POW: 46
-
-
- 19 Slow
-
- This spell is very valuable when battling fast-moving
- creatures; when it is cast upon them, they will slow down to half
- of their normal speed.
-
- INT: 45 POW: 48 Target: Any
-
-
- 20 Corrode Armor
-
- This spell will rapidly corrode a character's armor, making
- it less effective for their protection. Multiple castings of this
- spell (or a single powerful one) can render a piece of armor
- completely useless. The amount of damage done is dependant upon
- the amount of power spent on the spell.
-
- INT: 47 POW: 30+ Target: Any
-
-
- 21 Web
-
- This spell lets the caster fire a stream of sticky,
- spiderweb-like netting from his hands to form a "web-wall" in
- which enemies can become entrapped. Can be fired directly at a
- creature, or be used to create a web-wall in preparation for its
- advance. The length of the web depends on the power spent.
-
- INT: 50 POW: 52+ Target: Missile
-
-
- 22 Fireball
-
- This powerful attack spell creates a ball of fire and lets
- the caster launch it at any target he/she chooses. Can do much
- more damage to an enemy than a Magic Missile. The size and power
- of the fireball depends on power spent.
-
- INT: 54 POW: 20+ Target: Missile
-
-
- 23 Dispel Force Field
-
- If a force field blocks your way, this spell will let you
- dissipate its energy and cause it to disappear.
-
- INT: 55 POW: 60 Target: Touch
-
-
- 24 X-Ray Vision
-
- When inside a building or dungeon, using this spell will
- allow the caster to peer through a solid wall and see a vision of
- the room on the other side (if one exists). Can also be used to
- see a room above or below. This spell will not, however, show the
- presence of most types of creatures that may be lurking in the
- room.
-
- INT: 58 POW: 68
-
-
- 25 Create Force Field
-
- Lets the magic-user form a permanent impassable wall of pure
- energy in front of him/her. Useful for protection.
-
- INT: 60 POW: 75
-
-
- 26 Drain Magic
-
- With this spell the caster can directly rob another magic-
- user of his/her MagicPoints. The amount of power drained is equal
- to the amount of power spent on this spell.
-
- INT: 30 POW: 30+ Target: Any
-
-
- 27 Speed
-
- With this spell the caster doubles his/her speed of
- movement, effectively giving him/her two turns for every one that
- other characters get. Extremely useful in combat.
-
- INT: 68 POW: 100
-
-
- 28 Create Gold
-
- This spell lets the magic-user create pure gold coins from
- nothing but raw magical power. The amount of gold depends on the
- power spent.
-
- INT: 70 POW: 110+
-
-
- 29 Curse Armor
-
- With this spell the caster places a magical curse upon the
- victim's armor.
-
- INT: 71 POW: 114 Target: Any
-
-
- 30 Curse Weapon
-
- With this spell the caster places a magic curse upon the
- victim's weapon in use.
-
- INT: 71 POW: 115 Target: Any
-
-
- 31 Create Food
-
- This spell can save starving characters' lives. It lets the
- caster create an edible, calorie-rich substance from nothing but
- magical energy. Some say it tastes like chicken. The amount of
- food created depends on power spent.
-
- INT: 73 POW: 112+
-
-
- 32 Harm
-
- A deadly spell. It lets the caster do bodily harm to anyone
- he/she chooses by simply willing it. The amount of damage done
- depends on the amount of power spent; it is not nearly as power-
- efficient as such spells as Fireball though -- more power must be
- spent with Harm to do any equal amount of damage.
-
- INT: 75 POW: 50+ Target: Any
-
-
- 33 Cure Disease
-
- With this powerful healing spell the magic-user can rid an
- individual of a debilitating disease. The amount of magic power
- needed is dependant on the type of disease to be cured.
-
- INT: 80 POW: 120+ Target: Touch
-
-
- 34 Teleport Object
-
- This spell allows the caster to change the location of a
- chosen object (under a certain size) by using his/her mental
- powers. Useful for bringing a treasure chest nearer when traps
- are suspected, etc.
-
- INT: 78 POW: 130 Target: Any
-
-
- 35 Control
-
- With this spell, the magic-user can take control of the mind
- of any individual. The victim will then begin to fight for the
- controlling spell-caster, rather than against. In a battle
- situation where you are outnumbered, it can be very advantageous
- to take control of one or more of the opposition and increase
- your chances.
-
- INT: 82 POW: 150 Target: Any
-
-
- 36 Detect Invisible
-
- This spell will find any invisible individuals in the
- immediate area and make them clearly visible to everyone. Effects
- everyone but the caster -- even any of his/her companions who may
- be invisible.
-
- INT: 88 POW: 160
-
-
- 37 Touch of Agony
-
- This is one of the most harmful assault spells in existence.
- The caster's bare hand, upon touching the victim, does severe
- damage to the individual's body. The damage done is equal to
- double the MagicPoints spent on the touch.
-
- INT: 90 POW: 80+ Target: Touch
-
-
- 38 Teleport Self
-
- This spell lets the spell-caster move freely and instantly
- through space, even through walls. You may not teleport to any
- space already occupied.
-
- INT: 95 POW: 140 Target: Any
-
-
- 39 Remove Curse
-
- If a character or creature has been cursed, this spell will
- lift it from them. This spell works on curses placed on
- individuals, not those placed on items (for curses such as those,
- professional help must be sought).
-
- INT: 100 POW: 145 Target: Touch
-
-
- 40 Blaze
-
- This destructive spell creates a blazing cone of fire
- emanating from the caster's hands which will damage and ignite
- anyone or anything in its range. Useful because it can be used on
- several enemies at once, if they are positioned right. The length
- of the fire cone depends on the amount of power spent.
-
- INT: 104 POW: 90+
-
-
- 41 Teleport Others
-
- Just like Teleport Self, but can be used on other characters
- or creatures. Can be used to send someone further away from you
- if they are causing you trouble.
-
- INT: 115 POW: 160 Target: Any
-
-
- 42 Create Weapon
-
- With this spell it is possible for an unarmed magic-user to
- arm him/herself in an emergency. A magical energy sword (usable
- by anyone) will be created, which will slowly deteriorate with
- each swing. The sword's initial strength depends on the amount of
- power spent. The caster's hands must be empty to cast this spell.
-
- INT: 119 POW: 180+
-
-
- 43 Create Armor
-
- Just like Create Weapon above, but creates a magical suit of
- energy armor instead, which deteriorates every time it is struck.
-
- INT: 120 POW: 180+
-
-
- 44 Burn Spirit
-
- This spell lets the magic-user fight those pesky ghosts,
- banshees, phantoms, and other inhabitants of the spirit world
- which are normally unharmed by other spells and weapons. Will
- also do damage to physical beings (which are also part spirit),
- but is less effective than when used on spirits. Damage done
- depends on power spent.
-
- INT: 134 POW: 100+ Target: Missile
-
-
- 45 Curse
-
- This spell will place a foul curse on anyone the caster
- chooses. If successful, the victim will from then on always be
- hit by any attacks made on him. Very helpful for the magic-user's
- fighting companions when battling a tough monster.
-
- INT: 146 POW: 185 Target: Any
-
-
- 46 Teleport to Crystal
-
- No matter where your party is, when this spell is cast, the
- magic-user and all of his/her companions will be transported
- instantly outdoors to the earth directly above the Great
- Underground Crystal. Handy when lost at the bottom of a deep
- dungeon.
-
- INT: 150 POW: 200
-
-
- 47 Explosion
-
- This dangerous attack spell lets the spell-caster cause a
- large explosion wherever he/she would like one. It can be
- directly on an enemy, or simply near him; the most damage will be
- done in the center of the blast, but a considerable amount will
- still be done to anyone else in its reach. This makes it useful
- when cast into the center of a group of monsters, but care must
- be used if you are not to blow up your own companions. Power
- spent on the spell determines the overall damage done.
-
- INT: 160 POW: 110+ Target: Any
-
-
- 48 Blizzard
-
- This spell works somewhat the same way that Blaze does, but
- instead of a cone of flames, a conical snowstorm blasts from the
- caster's hands, freezing anyone unfortunate enough to be caught
- in its path. Convenient for refrigerating large groups. The
- length of the storm-cone depends on power spent.
-
- INT: 170 POW: 120+
-
-
- 49 Create Door
-
- With this spell the magic-user can create a door in just
- about any impassable section of wall, or even in thin air if
- desired.
-
- INT: 180 POW: 210 Target: Touch
-
-
- 50 Lightning
-
- Causes a lightning bolt of variable power (dependant on
- power used for spell) to flash down from the sky and strike
- anyone the caster desires. Works much like Harm, but is well over
- twice as powerful.
-
- INT: 185 POW: 130+ Target: Any
-
-
- 51 Blink
-
- Used outdoors only, this spell lets the magic-user "jump"
- his entire party miles through space in a fraction of a second,
- even through solid matter such as mountains. The amount of power
- spent on the spell determines how many miles will be travelled.
- Caution must be used; it is possible to end up in the middle of
- the ocean, or surrounded by mountains.
-
- INT: 190 POW: 220+
-
-
- 52 Transform Armor
-
- This spell allows the caster to transform any character's
- armor (being worn) to a lesser armor, causing his foe to be less
- protected. For example, it may change an enemy's plate armor into
- mere leather armor or even normal clothing.
-
- INT: 195 POW: 225 Target: Any
-
-
- 53 Transform Weapon
-
- Just like Transform Armor above, but works on a character's
- weapon in use instead, transforming, for example, a battle-axe
- into a slingshot.
-
- INT: 196 POW: 226 Target: Any
-
-
- 54 Quake
-
- This extremely powerful attack spell causes a minor
- earthquake in the immediate area which will damage all enemies in
- contact with the ground (airborne creatures will not be harmed).
- The amount of damage done to each creature depends on the amount
- of power used.
-
- INT: 200 POW: 160+
-
-
- 55 Invisibility
-
- When this spell is cast, the caster becomes completely
- invisible. Most enemies will have no idea of where he/she is,
- unless they feel the magic-user's touch, in which case they will
- attack in that direction. The period this spell lasts for is
- determined by the caster's experience level.
-
- INT: 208 POW: 230
-
-
- 56 Summon Creature
-
- With this spell, a magic-user can conjure up a monster of
- any type to fight a battle for him/her. The monster summoned will
- be totally loyal and fight until all enemies in the area are
- destroyed. It will not follow you afterward. Power spent
- determines species of monster summoned.
-
- INT: 213 POW: 200+ Target: Any
-
-
- 57 Mayhem
-
- This spell will send all enemies in the area who are less
- intelligent than the spell-caster into a state of confusion. Most
- useful when fighting a large group of creatures; they will often
- begin attacking each other in their disorientation.
-
- INT: 201 POW: 240
-
-
- 58 Part Water
-
- With this spell a magic-user can clear a walkable path
- through a pond, river, or other body of water. The amount of
- water parted will depend on the power spent.
-
- INT: 231 POW: 250+
-
-
- 59 Mass Panic
-
- When this spell is cast, all creatures less intelligent than
- the caster will go into a state of panic and attempt to flee from
- his/her presence.
-
- INT: 205 POW: 260
-
-
- 60 Summon Undead
-
- This is usually considered an evil spell, and is generally
- only used by high-level users of Black Magic, but is included
- here for use in emergencies. When cast, a number of undead
- creatures will rise from the earth and fight for the caster until
- either they or your enemies are utterly destroyed. The type of
- undead summoned depends on your experience level; the number
- appearing depends on the amount of power spent.
-
- INT: 220 POW: 235+
-
-
- 61 Transmogrify
-
- A very nasty and irreversible spell, Transmogrify will
- change any living creature into a (usually) lower form of life.
- It is possible to turn a ogre into a frog, or a human into a
- snake, for example. The amount of "steps down" the victim
- degenerates depends on the power of the spell.
-
- INT: 225 POW: 275+ Target: Any
-
-
- 62 Touch of Death
-
- When a high-level magic-user casts this spell and touches a
- living thing, it dies. Drains all of the caster's power (except
- for very high-level users). This spell is considered evil; no XP
- is awarded for deaths caused by its use.
-
- INT: 230 POW: 325 Target: Touch
-
-
- 63 Resurrect
-
- This spell gives the magic-user the ability to bring dead
- companions back to life. The resurrected character will be very
- weak and should quickly be healed and fed, or death could easily
- come again. The spell will drain all of the caster's power.
-
- INT: 244 POW: 300
-
-
- 64 Disintegrate
-
- This, the most destructive and evil of all spells, is used
- to totally vaporize anything the magic-user wishes. When used on
- living beings, all the caster's magic power is drained. No XP is
- awarded for killing with this spell.
-
- INT: 250 POW: 350 Target: Touch
-
-
- *****************************************************************