MM1 Spells Database is provided to help you plan your adventure and to help along the way as a reference. Find out what level you will finally get Fly or Power Cure. Discover how to Cure various Conditions.
Check out the Gear Database here.
Check out the Foe Database here.
MM1 Spells
With 94 unique spells split between Cleric and Sorcerer classes, your journey in mastering the arcane starts now. Spell Points are the fuel for your spells, while you start off with just a few, you’ll earn more as you gain experience. Be mindful, though—higher-level spells aren’t just more potent; they also demand magical Gems. Check out the Foe Database linked above, to learn which enemies have Gems in their treasure.
Use the Filters to find the spell you want. Click or Tap the Spell Row to get more details.
Sorcerer Spell List
Number | Name | SP Cost | Timing | Target | Learned | Description | Details | |
---|---|---|---|---|---|---|---|---|
1-1 | Awaken | 1 | Combat | Party | Sorcerer 1; Archer 7 | Remove asleep condition | Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. | Cure |
1-2 | Detect Magic | 1 | Non-Combat | Caster | Sorcerer 1; Archer 7 | Identify magic items and number of charges | Reveals any magical items in caster's back pack, and notes the number of magical charges remaining in any item which must be charged for use. Also detects any magic surrounding or inside containers. | |
1-3 | Energy Blast | 1*Lv +1G | Combat | Foe | Sorcerer 1; Archer 7 | Deal (1-4)*Level Energy damage | Zaps the monster with a blast of pure energy, inflicting 1-4 damage points per Level. | Damage |
1-4 | Flame Arrow | 1 | Combat | Foe | Sorcerer 1; Archer 7 | Deal (1-6)*Level Fire damage | Sends a burning shaft into the monster, inflicting 1-6 points of fire damage, unless monster is immune to fire. | Damage |
1-5 | Leather Skin | 1 | Anytime | Party | Sorcerer 1; Archer 7 | Resist damage | Toughens all characters' skin, so that attacks from monsters bounce off rather than hitting. | Buff |
1-6 | Light | 1 | Non-Combat | Party | Sorcerer 1; Archer 7 | Create 1 light factor | Gives the party 1 light factor, sufficient to light a single darkened square. Multiple light spells can be cast, to accumulate light factors. | |
1-7 | Location | 1 | Non-Combat | Party | Sorcerer 1; Archer 7 | Reveal map sector, coordinates, and facing info | Gives precise information on party's location. This spell is the key to successful mapping. | |
1-8 | Sleep | 1 | Combat | 5 Foes | Sorcerer 1; Archer 7 | Prevent action until attacked | Casts monsters into a deep sleep, preventing them from attacking. Effective until monster is damaged. | Control |
2-1 | Electric Arrow | 2 | Combat | Foe | Sorcerer 3, Archer 9 | Deal (2-12) Electrical damage | Electrocutes a monster, inflicting 2-12 damage points, unless monster is immune to electrical attack. | Damage |
2-2 | Hypnotize | 2 | Combat | Foe | Sorcerer 3, Archer 9 | Prevent action until attacked | Uses the power of suggestion to prevent a monster from attacking. Effective until monster is attacked. | Control |
2-3 | Identify Monster | 2 +1G | Combat | Foe | Sorcerer 3, Archer 9 | Show speed, attacks, damage, HP, AC etc. | Informs caster of the nature of any one monster during combat. | |
2-4 | Jump | 2 | Non-Combat | Party | Sorcerer 3, Archer 9 | Teleport 2 squares forward | Gives all characters super strength, enabling them to jump 2 squares forward, providing there are no magical obstructions (force fields, etc.) in the way. | |
2-5 | Levitate | 2 | Non-Combat | Party | Sorcerer 3, Archer 9 | Prevent damage and encounters from pit traps | Raises all characters above ground level, protecting them from various dangers for 1 day. | |
2-6 | Power | 2 | Combat | Character | Sorcerer 3, Archer 9 | Add (1-4) MGT | Boosts that character's Might by 1-4 points for the duration of combat. | Buff |
2-7 | Quickness | 2 | Combat | Character | Sorcerer 3, Archer 9 | Add (1-4) SPD | Boosts character's Speed by 1-4 points for the duration of combat, moving him/her further forward in order of combat. | Buff |
2-8 | Scare | 2 | Combat | Foe | Sorcerer 3, Archer 9 | Decrease chance to hit | Strikes fear into the monster's heart, decreasing its probability of hitting a character during combat. | Debuff |
3-1 | Fire Ball | 1*Lv +1G | Combat | 5 Foes | Sorcerer 5, Archer 11 | Deal (1-6)*Level Ranged Fire damage | Rolls a deadly ball of fire into the monsters' midst, inflicting 1-6 damage points per level of experience on each monster. | Damage |
3-2 | Fly | 3 | Non-Combat | Party | Sorcerer 5, Archer 11 | Teleport to surface map | Grants magical flight to all characters, allowing the party as a whole to move to any other outdoor area. The party will land in the safest square in that area. | |
3-3 | Invisibility | 3 +1G | Combat | Party | Sorcerer 5, Archer 11 | Reduce chance of being hit | Turns all characters invisible, greatly decreasing the monsters' chances of hitting them. | Buff |
3-4 | Lighting Bolt | 1*Lv +1G | Combat | 3 Foes | Sorcerer 5, Archer 11 | Deal (1-6) Electrical damage | Blasts the monsters with a gigantic lightning bolt that inflicts 1-6 damage points per level of experience on each monster. | Damage |
3-5 | Make Room | 3 | Combat | Party | Sorcerer 5, Archer 11 | Puts characters 1-5 into melee range | Expands the combat area, allowing the first 5 characters to engage in hand-to-hand combat. | Buff |
3-6 | Slow | 3 | Combat | All Foes | Sorcerer 5, Archer 11 | Reduce speed by 50% | Places an invisible force field around all monsters' feet, slowing them down to 1/2 their original speed and putting them farther back in order of combat. | Debuff |
3-7 | Weaken | 3 +1G | Combat | All Foes | Sorcerer 5, Archer 11 | Deal (2) damage and -1 AC | Weakens all monsters, reducing each monster's Hit Points by 2 and Armor Class by 1. | Debuff |
3-8 | Web | 3 | Combat | 5 Foes | Sorcerer 5, Archer 11 | Prevent action, ranged only | Wraps 1-5 monsters in a supernatural web, preventing them from fighting for the duration of combat or until they escape. | Control |
4-1 | Acid Arrow | 4 | Combat | Foe | Sorcerer 7, Archer 13 | Deal (3-30) Acid damage | Attacks with corrosive acid that inflicts 3-30 damage points, unless the monster is immune to acid. | Damage |
4-2 | Cold Beam | 4 | Combat | Foe | Sorcerer 7, Archer 13 | Deal (4-40) Cold damage | Attacks with a beam of intense cold that penetrates to the monster's heart and inflicts 4-40 damage points, unless the monster is immune to cold. | Damage |
4-3 | Feeble Mind | 4 +2G | Combat | Foe | Sorcerer 7, Archer 13 | Prevent abilities | Erases the monsters brain, removing all its abilities for the duration of combat or until the monster overcomes the spell. | Control |
4-4 | Freeze | 4 | Combat | Foe | Sorcerer 7, Archer 13 | Prevent action | Immobilizes the monster, preventing it from attacking for the duration of combat. Monster's chance of overcoming this spell is very small. | Control |
4-5 | Guard Dog | 4 | Non-Combat | Party | Sorcerer 7, Archer 13 | Prevent surprise attacks | Places a supernatural guard over party, preventing surprise attacks for 1 day. | Buff |
4-6 | Psychic Protection | 4 +2G | Anytime | Party | Sorcerer 7, Archer 13 | Prevent damage from psychic traps | Grants all characters immunity from mind influencing spells for 1 day. | Buff |
4-7 | Shield | 4 +2G | Combat | Party | Sorcerer 7, Archer 13 | Protect against missile weapons | Creates an invisible shield which surrounds the party and protects all characters from most missile weapons for the duration of combat. | Buff |
4-8 | Time Distortion | 4 +2G | Non-Combat | Party | Sorcerer 7, Archer 13 | Causes successful run from combat | Creates a warp in time that enables the party to retreat safely from most battles. | |
5-1 | Acid Rain | 5 | Non-Combat | All Foes | Sorcerer 9 | Deal (5-50) Acid damage | Unleashes a torrent of acid rain that inflicts 5-50 damage points on each monster, unless immune to acid. | Damage |
5-2 | Dispel Magic | 5 | Combat | Everyone | Sorcerer 9 | Remove all protective and detrimental magic | Cancels all magic spells currently active, both for characters and monsters. | Cure |
5-3 | Finger of Death | 5 +3G | Combat | Special | Sorcerer 9 | Cause death, non-undead only | Channels the ancient power of all dead sorcerers through the caster, resulting in death to the monster at whom the caster points a finger. | Damage |
5-4 | Shelter | 5 +3G | Non-Combat | Party | Sorcerer 9 | Rest without encounter | Provides' 1 day's rest free of the danger of encounter. | |
5-5 | Teleport | 5 +3G | Combat | Party | Sorcerer 9 | Teleport 9 squares any direction | Instantly moves the party from its present position, up to 9 squares in any direction. | |
6-1 | Dancing Sword | 6 +4G | Combat | All Foes | Sorcerer 11 | Deal (1-30) Magic damage | A magical sword that moves with lightning speed, inflicting 1-30 damage points on each monster. The sword cannot be avoided, nor can the damage from it be minimized. | Damage |
6-2 | Disintegration | 6 +4G | Combat | Foe | Sorcerer 11 | Cause death | Reduces the monster to a pile of dust, utterly destroying it. | Damage |
6-3 | Etheralize | 6 +4G | Non-Combat | Party | Sorcerer 11 | Teleport one square forward | Alters all characters' molecular structure long enough to allow them to move 1 square forward through any special barrier (force field, etc.). | |
6-4 | Protection from Magic | 6 +4G | Anytime | Party | Sorcerer 11 | Add 20%+(1%*Level) Magic resistance | Increases all characters' resistance to magic. Amount of the increase depends on experience level of caster. Spell lasts 1 day. | Buff |
6-5 | Recharge Item | 6 +4G | Non-Combat | Caster | Sorcerer 11 | Add (1-4) charges to a magic item | Restores 1-4 charges to any item in caster's back pack that still has 1 magical charge remaining. Some risk that the spell will fail and destroy the item. | |
7-1 | Astral Spell | 7 +5G | Non-Combat | Party | Sorcerer 11 | Teleport to astral plane | Transports all characters' to the astral plane. This highly dangerous and unpredictable area is otherwise impossible to reach. | |
7-2 | Duplication | 7 +100G | Non-Combat | Caster | Sorcerer 13 | Create duplicate item | Allows the caster to exactly duplicate any 1 item in his/her back pack, provided that there is room in the caster's pack for the new item. Small chance that the spell will fail and destroy the original item. | |
7-3 | Meteor Shower | 7 +5G | Combat, Outdoor | All Foes | Sorcerer 13 | Deal (1-120) ranged Energy damage | Buries all monsters under a hail of meteors, inflicting 1-120 damage points on each monster. | Damage |
7-4 | Power Shield | 7 +5G | Combat | Party | Sorcerer 13 | 50% damage reduction | Reduces the damage inflicted on all characters by any attack, by 1/2. Lasts for the duration of combat. | Buff |
7-5 | Prismatic Light | 7 +5G | Combat | All Foes | Sorcerer 13 | Random effect | A powerful, but erratic spell that has completely unpredictable effects on all monsters. | Damage |
Cleric Spell List
Number | Name | SP Cost | Timing | Target | Learned | Description | Details | |
---|---|---|---|---|---|---|---|---|
1-1 | Awaken | 1 | Combat | Party | Cleric 1, Paladin 7 | Cure ALSEEP | Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. May be critical if party is attacked during rest. | CURE |
1-2 | Bless | 1 | Combat | Party | Cleric 1, Paladin 7 | Increase accuracy | Increases the accuracy with which all characters fight, for the duration of combat. | BUFF |
1-3 | Blind | 1 | Combat | Foe | Cleric 1, Paladin 7 | Reduce accuracy | Blinds the affected monster for the duration of combat. Forced to rely on other senses, the monster's chances of landing a blow are diminished. | DEBUFF |
1-4 | First Aid | 1 | Anytime | Character | Cleric 1, Paladin 7 | Heal (8) HP | Heals minor battle wounds, restoring 8 Hit Points to that character. | HEAL |
1-5 | Light | 1 | Non-Combat | Party | Cleric 1, Paladin 7 | Create 1 light factor | Gives the party 1 light factor, which is sufficient to light up 1 dark area. Multiple light spells can be cast to accumulate multiple light factors. | BUFF |
1-6 | Power Cure | 1*Lv +1G | Anytime | Character | Cleric 1, Paladin 7 | Heal (1-10)*Level | Restores character's health and 1-10 Hit Points/lv. | HEAL |
1-7 | Protection from Fear | 1 | Anytime | Party | Cleric 1, Paladin 7 | Add 20%+(1%*Level) Fear Resist | Increases all characters' resistance to fear and spells of intimidation. Amount of the increase depends on experience level of the caster. Spell lasts 1 day. | BUFF |
1-8 | Turn Undead | 1 | Combat | All Undead | Cleric 1, Paladin 7 | Chance to destroy undead monsters | Destroys some or all undead monsters, depending on caster's experience level and monster's power level. | |
2-1 | Cure Wounds | 2 | Anytime | Character | Cleric 3, Paladin 9 | Heal (15) HP | Cures more serious wounds, restoring 15 Hit Points to the character. | HEAL |
2-2 | Heroism | 2 +1G | Combat | Character | Cleric 3, Paladin 9 | Add 6 MaxHP and 2 Levels | Bestows 6 additional Hit Points and temporarily elevates character 2 levels of experience. | BUFF |
2-3 | Pain | 2 | Combat | Non-Undead | Cleric 3, Paladin 9 | Deal (2-12) Hold damage | Cripples monster with pain, inflicting 2-12 damage points, unless the monster is immune to pain. | |
2-4 | Protection from Cold | 2 | Anytime | Party | Cleric 3, Paladin 9 | Add 20%+(1%*Level) Cold Resist | Increases all character's resistance to cold or freezing spells. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. | BUFF |
2-5 | Protection from Fire | 2 | Anytime | Party | Cleric 3, Paladin 9 | Add 20%+(1%*Level) Fire Resist | Increases all character's resistance to fire or heat spells. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. | BUFF |
2-6 | Protection from Poison | 2 | Anytime | Party | Cleric 3, Paladin 9 | Add 20%+(1%*Level) Poison Resist | Increases all characters' resistance to poison and poisonous spells. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. | BUFF |
2-7 | Silence | 2 | Combat | Foe | Cleric 3, Paladin 9 | Prevent casting of spells | Prevents the monster from casting spells for the duration of combat. | CONTROL |
2-8 | Suggestion | 2 | Combat | Foe | Cleric 3, Paladin 9 | Cause monster to not attack | Coerces monster into refraining from attack, unless it is attacked. Lasts for the duration of combat | CONTROL |
3-1 | Create Food | 3 +1G | Non-Combat | Caster | Cleric 5, Paladin 11 | Add 6 food | Adds 6 food units to caster's food supply. Caster may then distribute food among other party members, if he/she desires. | |
3-2 | Cure Blindness | 3 | Anytime | Character | Cleric 5, Paladin 11 | Cures BLIND | Restores sight to that character, instantaneously removing the blinded condition. | CURE |
3-3 | Cure Paralysis | 3 | Anytime | Character | Cleric 5, Paladin 11 | Cures PARALYSIS | Restores movement to that character, instantaneously removing the paralyzed condition. | CURE |
3-4 | Lasting Light | 3 | Non-Combat | Party | Cleric 5, Paladin 11 | Create 20 light factor | Bestows 20 light factors on the party, for use in dispelling darkness. | CURE |
3-5 | Produce Flame | 3 | Combat | Foe | Cleric 5, Paladin 11 | Deal (3-18) Fire damage | Attacks monster with a jet of flame that inflicts 3-18 damage points, providing monster is not immune to fire. | |
3-6 | Produce Frost | 3 | Combat | Foe | Cleric 5, Paladin 11 | Deal (3-18) Cold damage | Inflicts severe frostbite on monster, doing 3-18 points of damage, unless monster is immune to cold. | |
3-7 | Remove Quest | 3 | Non-Combat | Party | Cleric 5, Paladin 11 | Remove castle quest | Releases party from its commitment to a quest (only affects those given by Lords of castles). | |
3-8 | Walk on Water | 3 +1G | Non-Combat | Party | Cleric 5, Paladin 11 | Allow passage through water | Creates a floating sand dune upon which the party may walk on. Lasts 1 day. | BUFF |
4-1 | Cure Disease | 4 | Non-Combat | Character | Cleric 7, Paladin 13 | Cure DISEASED | Restores full health to sick character, instantaneously removing the diseased condition. | CURE |
4-2 | Neutralize Poison | 4 | Non-Combat | Character | Cleric 7, Paladin 13 | Cure POISONED | Flushes poison out of character's system, instantaneously removing the poisoned condition. | CURE |
4-3 | Protection from Acid | 4 | Anytime | Party | Cleric 7, Paladin 13 | Add 20%+(1%*Level) Acid Resist | Increases all characters' resistance to acid attacks. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. | BUFF |
4-4 | Protection from Electricity | 4 | Anytime | Party | Cleric 7, Paladin 13 | Add 20%+(1%*Level) Electrical Resist | Increases all characters' resistance to electrical attacks. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. | BUFF |
4-5 | Restore Alignment | 4 +2G | Non-Combat | Character | Cleric 7, Paladin 13 | Restores original alignment | Restores a character's original alignment, after actions and responses have caused it to shift. | CURE |
4-6 | Summon Lightning | 4 | Combat, Outdoor | 3 Foes | Cleric 7, Paladin 13 | Deal (4-32) ranged Electrical damage | Zaps monsters with lightning bolts, inflicting 4-32 damage points on each monster not immune to lightning. | |
4-7 | Super Heroism | 4 +2G | Combat | Character | Cleric 7, Paladin 13 | Add 10 MaxHP and 3 Levels | Temporarily bestows 10 additional Hit Points and 3 additional experience levels on character. Lasts for the duration of combat. | BUFF |
4-8 | Surface | 4 +2G | Non-Combat | Party | Cleric 7, Paladin 13 | Teleport to surface map | Instantly transports all party members from an underground location to ground surface. | |
5-1 | Deadly Swarm | 5 | Combat, Outdoor | All Foes | Cleric 9 | Deal (2-20) Physical damage | Sends a swarm of killer insects against the monsters, inflicting 2-20 damage points against each monster. | |
5-2 | Dispel Magic | 5 | Anytime | Everyone | Cleric 9 | Remove all protective and detrimental magic | Cancels all magic spells currently active both for characters and monsters. | CURE |
5-3 | Paralyze | 5 | Combat | All Foes | Cleric 9 | Prevent action, melee range only | Attempts to immobilize all monsters and prevent them from fighting. May be partially or completely ineffective on some or all monsters. | CONTROL |
5-4 | Remove Condition | 5 +3G | Anytime | Character | Cleric 9 | Cure All except DEAD, STONED, ERADICATED | Releases character from all undesirable conditions except dead, stoned or eradicated. | CURE |
5-5 | Restore Energy | 5 +3G | Anytime | Character | Cleric 9 | Restore (1-5) Levels | Replaces 1-5 experience levels that have been lost or drained from character, up to his/her former level. | CURE |
6-1 | Moon Ray | 6 +4G | Combat, Outdoor | Everyone | Cleric 11 | Heal (3-30) HP & Deal (3-30) Energy damage | Bathes all combatants in a beneficent ray that bestows 3-30 Hit Points on each character and removes 3-30 Hit Points from each monster. | HEAL |
6-2 | Raise Dead | 6 +4G | Anytime | Character | Cleric 11 | Cure DEAD | Brings the character back to life, removing the dead condition. Spell carries a moderate chance of failure and a remote chance of eradicating the character. | CURE |
6-3 | Rejuvenate | 6 +4G | Non-Combat | Character | Cleric 11 | Subtract 1-10 years from age | A fountain of youth that trims 1-10 years off a character's age, restoring his/her abilities to the younger level. Spell carries some risk of producing the opposite effect. | CURE |
6-4 | Stone to Flesh | 6 +4G | Anytime | Character | Cleric 11 | Cure STONED | Re-animates a character who has been turned to stone, removing the stoned condition. | CURE |
6-5 | Town Portal | 6 +4G | Non-Combat | Party | Cleric 11 | Teleport to town | Opens a temporary portal to any town and moves the party through the portal to that town. | |
7-1 | Divine Intervention | 7 +10G | Combat | Party | Cleric 13 | Full Heal & Cure All except ERADICATED | Intercedes with supernatural forces to restore all characters' Hit Points and remove all undesirable conditions, except eradicated. Ages the caster 5 years. | |
7-2 | Holy Word | 7 +5G | Combat | All Undead | Cleric 13 | Destroy All Undead | Utters a single word of devastating power, that totally destroys all undead monsters. | |
7-3 | Protection from Elements | 7 +5G | Anytime | Party | Cleric 13 | Add 25%+(1%*Level) Elemental Resist | Increases all characters' resistance to fear, cold, fire, poison, acid and electricity. Amount of the increase depends on the caster's experience level. Spell lasts 1 day. | BUFF |
7-4 | Resurrection | 7 +5G | Non-Combat | Character | Cleric 13 | Cure ERADICATED & +10 years & -1 END | Removes the eradicated condition from the character, adding 10 years to his/her age and subtracting 1 endurance point from his/her vital statistics. There is a chance that the spell will fail. | CURE |
7-5 | Sun Ray | 7 +5G | Combat, Outdoor | Foe | Cleric 13 | Deal (50-100) outdoor Fire damage | Sears the monster with a focused ray of deadly light, inflicting 50-100 damage points. |
Attribution
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How to obtain a copy of this game:
eBay link – PC and C64 versions (1986)
GOG link – Digital PC version (includes games 1-6)