MM2 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 Lloyd’s Beacon. Discover which Spells will cure certain Conditions.
Check out the Gear Database here.
Check out the Foes Database here.
MM2 Spells
With 96 spells split between Cleric and Sorcerer classes, your journey in mastering the arcane is a long one. Many powerful spells are not just learned with level gain but instead you must seek out trainers and scrolls to learn many spells. 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 Foes Table below, to learn which enemies have Gems in their treasure.
Sorcerer Spell List
Number | Name | SP Cost | Timing | Target | Description | Required Level | Purchased | Found | Details | |
---|---|---|---|---|---|---|---|---|---|---|
1-1 | Awaken | 1 | Anytime | Party | Cure ALSEEP | Sorcerer 1, Archer 7 | C-2, Middlegate (7,14) - 10g | Awakens all sleeping members of the party, instantaneously cancelling the ASLEEP condition. May be critical if party is attacked during rest. | CURE | |
1-2 | Detect Magic | 1 | Safety | Caster | Identify magic items and number of charges | Sorcerer 1, Archer 7 | Reveals any magical items in caster's backpack, and notes the number of magical charges remaining in any item which must be charged for use. Also detects any magic surrounding or inside a chest. | |||
1-3 | Energy Blast | 1*Lv +1G | Combat | Foe | Deal (1-6)*Lv Energy damage | Sorcerer 1, Archer 7 | C-2, Middlegate (7,14) - 1000g | Zaps the foe with a blast of pure energy, inflicting 1-6 damage points per experience level of caster. | DAMAGE | |
1-4 | Flame Arrow | 1 | Combat | Foe | Deal (2-8) Fire damage | Sorcerer 1, Archer 7 | Sends a burning shaft into the foe, inflicting 2-8 points of Fire damage, unless foe is immune to fire. | DAMAGE | ||
1-5 | Light | 1 | Safety | Party | Create 1 light factor | Sorcerer 1, Archer 7 | Gives the party 1 light factor, sufficient to light a single darkened square. Multiple light spells can be cast, to accumulate light factors. | BUFF | ||
1-6 | Location | 1 | Safety | Party | Reveal map sector, coordinates, and facing info | Sorcerer 1, Archer 7 | Gives precise information on party's location. Shows a map of the current 16xl6 area that the party has mapped and shows your present location on that map. May be critical when party is lost or magically transported. In general, this spell is the key to successful mapping. | |||
1-7 | Sleep | 1 | Combat | 4+1/lvl | Prevent action until attacked | Sorcerer 1, Archer 7 | C-2, Middlegate (7,14) - 50g | Sends foe into a deep sleep, preventing them from attacking. Effective until foe is damaged or overcomes the spell. | CONTROL | |
2-1 | Eagle Eye | 2*Lv | Safety Outdoor | Special | Show minimap for outdoor areas | Sorcerer 3, Archer 9 | Go to Middlegate in C-2 | An eagle eye view of the outdoor terrain appears on the screen, providing a 5x5 overhead view of the area and your party's location. | ||
2-2 | Electric Arrow | 2 | Combat | Foe | Deal (4-16) Electrical damage | Sorcerer 3, Archer 9 | Electrocutes a foe, inflicting 4-16 Electrical damage, unless foe is immune to electrical attack. | DAMAGE | ||
2-3 | Identify Monster | 2 +1G | Combat | Foe | Show speed, attacks, damage, HP, AC, etc. | Sorcerer 3, Archer 9 | C-2, Middlegate (7,14) - 100g | Informs caster of the current condition of any one foe during combat. | ||
2-4 | Jump | 2 | Safety | Party | Teleport 2 squares forward if no obstacles | Sorcerer 3, Archer 9 | Moves the party 2 squares forward, providing there are no magical obstructions in the way | |||
2-5 | Levitate | 2 | Safety | Party | Prevent damage and encounters from pit traps | Sorcerer 3, Archer 9 | Raises all characters above ground level, protecting them from various dangers for 1 day. | BUFF | ||
2-6 | Lloyd's Beacon | 2 +1G | Safety | Party | Set/Return to beacon | Sorcerer 3, Archer 9 | Go to Corak's Cave at 5,11 in C-1 | Leaves a beacon at your current location so that you may instantaneously return to that location the next time you cast this spell. | ||
2-7 | Protection from Magic | 1*Lv +2G | Anytime | Party | Add 10%+(1%*Lv) Magic resistance | Sorcerer 3, Archer 9 | E-4, Sandsobar (6,7) - 400g | Increases all characters' resistance to magic. Amount of the increase depends on experience level of caster. Spell lasts 1 day. | BUFF | |
3-1 | Acid Stream | 1*Lv +2G | Combat | Foe | Deal (2-8)*Lv Acid damage | Sorcerer 5, Archer 11 | E-4, Sandsobar (6,7) - 200g | Sprays a burning stream of Acid inflicting 2-8 points of damage per level of caster, unless immune to acid. | DAMAGE | |
3-2 | Fly | 3 | Safety Outdoor | Party | Teleport to target surface map | Sorcerer 5, Archer 11 | 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 | Combat | Party | Reduce chance of being hit | Sorcerer 5, Archer 11 | Drops a cloak of invisibility over all characters, greatly decreasing the monsters' chances of hitting them. | BUFF | ||
3-4 | Lighting Bolt | 1*Lv +2G | Combat | 4 Foes | Deal (1-6)*Lv Electrical damage | Sorcerer 5, Archer 11 | E-4, Sandsobar (6,7) - 1000g | Blasts the monsters with a gigantic lightning bolt that inflicts 1-6 Electrical damage points per level of caster. | DAMAGE | |
3-5 | Web | 3 +2G | Combat | 4+1/lvl | Prevent action, ranged only | Sorcerer 5, Archer 11 | Wraps foes in a supernatural web, preventing them from fighting for the duration of combat or until they escape. | CONTROL | ||
3-6 | Wizard Eye | 3*Lv +2G | Safety Indoor | Special | Show minimap for indoor areas | Sorcerer 5, Archer 11 | E-4, Sandsobar (7,4) - 100g | Uses the magical eye of a powerful wizard to show a 5x5 overhead view of your party's location in any indoor maze. | ||
4-1 | Cold Beam | 1*Lv +3G | Combat | Foe | Deal (6)*Lv Cold damage | Sorcerer 7, Archer 13 | E-4, Sandsobar (6,7) - 500g | Attacks with a beam of intense Cold that penetrates to the foe's heart and inflicts 6 damage point per level of caster, unless the monster is immune to cold. | DAMAGE | |
4-2 | Feeble Mind | 4 +3G | Combat | 5 Foes | Prevent abilities | Sorcerer 7, Archer 13 | A-1, Tundara (14,13) - 600g | Erases the foe's brain, removing all its abilities for the duration of combat or until the foe overcomes the spell. | DEBUFF | |
4-3 | Fire Ball | 1*Lv +3G | Combat | 6 Foes | Deal (1-6)*Lv ranged Fire damage | Sorcerer 7, Archer 13 | A-1, Tundara (14,13) - 2000g | Hurl a deadly ball of fire into the foes' midst, inflicting 1-6 Fire damage points per level of caster. | DAMAGE | |
4-4 | Guard Dog | 4 | Safety | Party | Prevent surprise attacks | Sorcerer 7, Archer 13 | Places a supernatural guard over party, preventing surprise attacks for 1 day. | BUFF | ||
4-5 | Shield | 4 | Combat | Party | Protect against missile weapons | Sorcerer 7, Archer 13 | Creates an invisible shield which surrounds the party and protects all characters from most missile weapons for the duration of combat. | BUFF | ||
4-6 | Time Distortion | 4 +3G | Combat | Party | Causes successful run from combat | Sorcerer 7, Archer 13 | Creates a warp in time that enables the party to retreat safely from most battles. | |||
5-1 | Disrupt | 5 +5G | Combat | Foe | Deal (100) ranged Physical damage | Sorcerer 9, Archer 15 | A-1, Tundara (14,13) - 3000g | Creates a powerful energy field that disrupts the molecular bonds of the target, inflicting 100 points of Physical damage. | DAMAGE | |
5-2 | Fingers of Death | 5 +5G | Combat | 3 Foes | Grants DEAD, non-undead only | Sorcerer 9, Archer 15 | Go to Atlantium A-4 | Channels the ancient power of all dead sorcerers through the caster, resulting in death to the foes at whom the caster points a finger. | DAMAGE | |
5-3 | Sandstorm | 2*Lv +5G | Combat Outdoor | 10 Foes | Deal (1-8)*Lv Physical damage | Sorcerer 9, Archer 15 | A-1, Tundara (14,13) - 3000g | Calls upon the forces of nature to create a violent sand storm inflicting 1-8 points of Physical damage per level of caster. | DAMAGE | |
5-4 | Shelter | 5 | Safety | Party | Rest without encounter | Sorcerer 9, Archer 15 | Provides 1 day's rest free of the danger of encounter. | |||
5-5 | Teleport | 5 | Safety | Party | Teleport 9 squares any direction | Sorcerer 9, Archer 15 | Instantly moves the party from its present position, up to 9 squares in any direction. | |||
6-1 | Disintegration | 6 +6G | Combat | 3 Foes | Destroys Foes | Sorcerer 11, Archer 17 | E-1, Vulcania (11,5) - 5000g | Inflicts 50 damage points while disintegrating parts or all of the target. | DAMAGE | |
6-2 | Entrapment | 6 +6G | Combat | All | Prevent fleeing from combat | Sorcerer 11, Archer 17 | Surrounds the battle with a magical energy field preventing all from escaping. | CONTROL | ||
6-3 | Fantastic Freeze | 2*Lv +6G | Combat | 3 Foes | Deal (10)*Lv ranged Cold damage | Sorcerer 11, Archer 17 | E-1, Vulcania (11,5) - 5000g | Shoots a fantastic beam of cold at 3 monsters, crystalizing them and inflicting 10 Cold damage per level of caster. | DAMAGE | |
6-4 | Recharge Item | 6 +6G | Safety | Caster | Add (1-6) charges to an item | Sorcerer 11, Archer 17 | Restores 1-6 charges to any item in caster's backpack that still has 1 magical charge remaining. Some risk that the spell will fail and destroy the item. | |||
6-5 | Super Shock | 2*Lv +6G | Combat | Party | Deal (20)*Lv Electrical damage | Sorcerer 11, Archer 17 | E-1, Vulcania (11,5) - 5000g | Shoots an intense beam of electricity, shocking a monster with 20 Electrical damage per level of caster. | DAMAGE | |
7-1 | Dancing Sword | 3*Lv +7G | Combat | 10 Foes | Deal (1-12)*Lv Physical damage | Sorcerer 13, Archer 19 | Visit 15,11 in A-2 for an Encounter | A magical sword that moves with lightning speed and inflicts 1-12 Physical damage per level of caster. | DAMAGE | |
7-2 | Duplication | 7 +100G | Safety | Caster | Create duplicate item | Sorcerer 13, Archer 19 | E-1, Vulcania (11,5) - 25,000g | Allows the caster to exactly duplicate any 1 item in his/her backpack, 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 | Etherealize | 7 +7G | Safety | Party | Teleport one square forward | Sorcerer 13, Archer 19 | Alters all characters' molecular structure long enough to allow them to move 1 square forward through any barrier (force field, wall, mountain, etc.). | |||
7-4 | Prismatic Light | 7 +7G | Combat | 10 Foes | Random effect | Sorcerer 13, Archer 19 | A powerful, but erratic spell that has completely unpredictable effects. | |||
8-1 | Incinerate | 3*Lv +8G | Combat | Foe | Deal (20-40)*Lv Fire damage | Sorcerer 15 | Engulfs a monster with the heat of a thousand fires doing 20-40 Fire damage per level of caster. | DAMAGE | ||
8-2 | Mega Volts | 3*Lv +8G | Combat | 10 Foes | Deal (4-16)*Lv Electrical damage | Sorcerer 15 | A-4, Atlantium (0,8) - 50,000g | Creates a chain of electricity connecting all opponents with the deadly voltage doing 4-16 Electrical damage per level of caster. | DAMAGE | |
8-3 | Meteor Shower | 8+(1*Foes) +8G | Combat Outdoor | All Foes | Deal (5-30) Physical damage | Sorcerer 15 | A-4, Atlantium (0,8) - 50,000g | Buries all monsters under a hail of meteors, inflicting 5-30 Physical damage on each monster. | DAMAGE | |
8-4 | Power Shield | 8 +8G | Combat | Party | 50% damage reduction, all sources | Sorcerer 15 | Reduces the damage inflicted on all characters by any attack, by 1/ Lasts for the duration of combat. | BUFF | ||
9-1 | Implosion | 10 +10G | Combat | Foe | Deal (1000) Physical damage | Sorcerer 17 | A-4, Atlantium (0,8) - 100,000g | Creates a hole in space, at the center of the target foe, sucking it into nothingness for a moment. | DAMAGE | |
9-2 | Inferno | 3*Lv +10G | Combat | 10 Foes | Deal (1-20)*Lv Fire damage | Sorcerer 17 | A-4, Atlantium (0,8) - 100,000g | Unleashes the heat of the sun on all foes shown, doing 1-20 Fire damage per level of caster. | DAMAGE | |
9-3 | Star Burst | 10+(1*Foes) +20G | Combat Outdoor | All Foes | Deal (20-200) Physical damage | Sorcerer 17 | Only on Calendar Day 93! | Showers all foes with pieces of an exploding star, doing 20-200 Physical damage. | DAMAGE | |
9-4 | Enchant Item | 50*Bonus +50G | Safety | Caster | Add 1 to bonus of an item | Sorcerer 17 | Go to Gemmaker's Cave in E-1 | Attempts to raise the magic ability of an item by increasing it's '+'. |
Cleric Spell List
Number | Name | SP Cost | Timing | Target | Description | Required Level | Purchased | Found | Details | |
---|---|---|---|---|---|---|---|---|---|---|
1-1 | Apparition | 1 | Combat | 10 Foes | Decrease chance to hit | Cleric 1, Paladin 7 | C-2, Middlegate (7,7) - 10g | Creates a frightening apparition in the foes memory causing them to be afraid, reducing their chance to hit. | DEBUFF | |
1-2 | Awaken | 1 | Anytime | Party | Remove ASLEEP | Cleric 1, Paladin 7 | C-2, Middlegate (7,7) - 10g | Awakens all sleeping members of the party, instantaneously cancelling the ASLEEP condition. May be critical if party is attacked during rest. | CURE | |
1-3 | Bless | 1 | Combat | Party | Increase accuracy | Cleric 1, Paladin 7 | Increases the accuracy with which all characters fight, for the duration of combat. | BUFF | ||
1-4 | First Aid | 1 | Anytime | Character | Heal 8 HP | Cleric 1, Paladin 7 | Heals minor battle wounds, restoring 8 Hit Points to that character. | HEAL | ||
1-5 | Light | 1 | Safety | Party | Create 1 light factor | Cleric 1, Paladin 7 | 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 | Heal (1-10)*Level HP | Cleric 1, Paladin 7 | C-2, Middlegate (7,7) - 1000g | Restores character's health by 1-10 Hit Points per experience level of caster. | HEAL | |
1-7 | Turn Undead | 1 | Combat | All Undead | Chance to destroy undead monsters | Cleric 1, Paladin 7 | Destroys some or all undead monsters, depending on caster's experience level and monster's power level. | |||
2-1 | Cure Wounds | 2 | Anytime | Character | Heal 15 HP | Cleric 3, Paladin 9 | Cures more serious wounds, restoring 15 Hit Points to the character. | HEAL | ||
2-2 | Heroism | 2 +1G | Combat | Character | Add 6 Levels | Cleric 3, Paladin 9 | E-4, Sandsobar (6,11) - 250g | Temporarily elevates a character 6 levels of experience. Spell lasts for the duration of combat. | BUFF | |
2-3 | Nature's Gate | 2 | Safety Outdoor | Party | Teleport to another time and place | Cleric 3, Paladin 9 | Go to Tundara in A-1 | Using the forces of nature, opens a portal between two locations in the land of Cron. These locations vary with time (days/years). | ||
2-4 | Pain | 2 | Combat | Non-Undead | Deal (2-16) Physical damage | Cleric 3, Paladin 9 | Cripples foe with pain, inflicting 2-16 damage points, unless the foe is immune to pain. | |||
2-5 | Protection from Elements | 2 +1G | Anytime | Party | Add 20%+(1%*Level) Elemental Resist | Cleric 3, Paladin 9 | E-4, Sandsobar (6,11) - 300g | Increases all character's 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 | |
2-6 | Silence | 2 | Combat | 4 + 1/lvl | Prevent casting of spells | Cleric 3, Paladin 9 | Prevents the foes from casting spells for the duration of combat, or until they overcome the spell. | CONTROL | ||
2-7 | Weaken | 2 +1G | Combat | 10 Foes | -50% Physical damage | Cleric 3, Paladin 9 | E-4, Sandsobar (6,11) - 200g | Weakens all affected, reducing their Physical damage by half until the spell is overcome. | DEBUFF | |
3-1 | Cold Ray | 3 +2G | Combat | 5 Foes | Deal (25) ranged Cold damage | Cleric 5, Paladin 11 | A-1, Tundara (11,13) - 400g | Attacks with a ray of intensive Cold that penetrates to the foes heart and inflicts 25 points of damage to each foe affected. | ||
3-2 | Create Food | 3 +2G | Safety | Caster | Add 8 food | Cleric 5, Paladin 11 | Adds 8 food units to caster's food supply. Caster may then distribute food among other party members, if he/she desires. | |||
3-3 | Cure Poison | 3 | Anytime | Character | Cure POISONED | Cleric 5, Paladin 11 | Flushes Poison out of a character's system, instantaneously removing the POISONED condition. | CURE | ||
3-4 | Immobilize | 3 | Combat | 5 Foes | Prevent action | Cleric 5, Paladin 11 | Immobilizes any foe affected. | CONTROL | ||
3-5 | Lasting Light | 3 | Safety | Party | Create 20 light factor | Cleric 5, Paladin 11 | A-1, Tundara (11,13) - 100g | Bestows 20 light factors on the party, for use in dispelling darkness. | BUFF | |
3-6 | Walk on Water | 3 +2G | Safety Outdoor | Party | Allow passage through water | Cleric 5, Paladin 11 | C-2, Surface (11,1) - 50g | Creates a floating sand dune upon which the party may walk on. Lasts 1 day. | BUFF | |
4-1 | Acid Spray | 4 +3G | Combat | 3 Foes | Deal (6-60) ranged Acid damage | Cleric 7, Paladin 13 | Sprays a corrosive stream of Acid inflicting 6-60 points of damage, unless immune to acid. | |||
4-2 | Air Transmutation | 4 +3G | Safety Outdoor | Party | Allow access to air elemental plane | Cleric 7, Paladin 13 | Visit 8,8 in A-1 | Transforms the party into air, allowing the exploration of the elemental plane of air. | ||
4-3 | Cure Disease | 4 | Anytime | Character | Cure DISEASED | Cleric 7, Paladin 13 | Restores full health to sick character, instantaneously removing the DISEASED condition. | CURE | ||
4-4 | Restore Alignment | 4 +3G | Safety | Character | Restore original alignment | Cleric 7, Paladin 13 | A-1, Tundara (11,13) - 500g | Restores a character's original alignment, after actions and responses have caused it to shift. | CURE | |
4-5 | Surface | 4 | Safety | Party | Teleport to current surface map | Cleric 7, Paladin 13 | Instantly transports all party members from an underground location to grounds surface. | |||
4-6 | Holy Bonus | 4 +3G | Combat | Party | Buff (1) damage per 2 Levels of caster | Cleric 7, Paladin 13 | E-1, Vulcania (11,8) - 2000g | The generous forces of the cleric's deity increase the damage done by party members by 1 point per 2 levels of the caster. | BUFF | |
5-1 | Air Encasement | 5 +5G | Combat | Foe | Deal (10) damage/round and prevent action | Cleric 9, Paladin 15 | Visit 1,14 in A-1 | Encases the target in a field of air, inflicting 10 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked. | ||
5-2 | Deadly Swarm | 5 +5G | Combat | 10 Foes | Deal (4-40) Physical damage | Cleric 9, Paladin 15 | Sends a swarm of killer insects against the foes, inflicting 4-40 damage points against each monster. | |||
5-3 | Frenzy | 5 +5G | Combat | Character | Attack All foes, -1 END, grants UNCONSCIOUS | Cleric 9, Paladin 15 | Visit 8,1 in B-4 for an Encounter | Sends one party member into a frenzy, allowing him/her to attack all the foes on the screen. Drained from the experience, the character loses 1 point of endurance and is then rendered UNCONSCIOUS. | ||
5-4 | Paralyze | 5 +5G | Combat | 10 Foes | Prevent action | Cleric 9, Paladin 15 | Attempts to immobilize all foes and prevent them from fighting. May be partially or completely effective on some or all foes. | CONTROL | ||
5-5 | Remove Condition | 5 +5G | Anytime | Character | Cure All Conditions except DEAD, STONED, ERADICATED | Cleric 9, Paladin 15 | E-1, Vulcania (11,8) - 3000g | Releases character from all undesirable conditions except DEAD, STONED, ERADICATED. | CURE | |
6-1 | Earth Transmutation | 6 +6G | Safety Outdoor | Party | Allow access to earth elemntal plane | Cleric 11, Paladin 17 | Visit 8,8 in E-4 | Transforms the party into earth, allowing the exploration of the elemental plane of earth. | ||
6-2 | Rejuvenate | 6 +6G | Safety | Character | Subtract (1-10) years from Age | Cleric 11, Paladin 17 | 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 | ||
6-3 | Stone to Flesh | 6 +6G | Anytime | Character | Cure STONED | Cleric 11, Paladin 17 | Re-animates a character who has been turned to stone, removing the STONED condition. | CURE | ||
6-4 | Water Encasement | 6 +6G | Combat | Foe | Deal (20) Acid damage/round and prevent action | Cleric 11, Paladin 17 | Visit 1,1 in A-4 | Encases the target in a field of water, inflicting 20 points of damage per combat round and separating it from the battle until the spell is overcome or the foe is attacked. | ||
6-5 | Water Transmutation | 6 +6G | Safety Outdoor | Party | Allow access to water elemental plane | Cleric 11, Paladin 17 | Visit 8,8 in A-4 | Transforms the party into water, allowing the exploration of the elemental plane of water. | ||
7-1 | Earth Encasement | 7 +7G | Combat | Foe | Deal (40) Cold damage/round and prevent action | Cleric 13, Paladin 19 | Visit 14,1 in E-4 | Encases the target in a field of earth, inflicting 40 points of damage per combat round and separating it from the battle until the spell is overcome or the foe is attacked. | ||
7-2 | Fiery Flail | 7 +7G | Combat | Foe | Deal (100-400) Fire damage | Cleric 13, Paladin 19 | E-1, Vulcania (11,8) - 10,000g | Creates a huge flail of Fire, striking a single opponent, inflicting 100-400 points of damage. | ||
7-3 | Moon Ray | 7 +7G | Combat Outdoor | 10 Foes | Heal (10-100) HP & Deal (10-100) Physical damage | Cleric 13, Paladin 19 | Bathes all combatants in a beneficent ray that bestows 10-100 Hit Points on each character and removes 10-100 Hit Points from each foe. | HEAL | ||
7-4 | Raise Dead | 7 +7G | Anytime | Character | Cure DEAD, +1 Age to participants | Cleric 13, Paladin 19 | 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. (Note: Spell-caster and recipient age by 1 year.) | CURE | ||
8-1 | Fire Encasement | 8 +8G | Combat | Foe | Deal (80) Fire damage/round and prevent action | Cleric 15 | Visit 14,14 in E-1 | Encases the target in a field of fire, inflicting 80 points of damage per combat round and separating it from the battle until the spell is overcome or the foe is attacked. | ||
8-2 | Fire Transmutation | 8 +8G | Safety Outdoor | Party | Allow access to fire elemental plane | Cleric 15 | Visit 8,8 in E-1 | Transforms the party into fire, allowing the exploration of the elemental plane of fire. | ||
8-3 | Mass Distortion | 8 +8G | Combat | 2 Foes | Reduce HP by 50% | Cleric 15 | A-4, Atlantium (4,7) - 20,000g | Increases the weight of foes causing them to fall and subsequently lose half their hit points. | ||
8-4 | Town Portal | 8 +8G | Safety | Party | Teleport to town | Cleric 15 | Opens a temporary portal to any town and moves the party through the portal to that town. | |||
9-1 | Divine Intervention | 10 +20G | Combat | Party | Cure/Heal All except ERADICATED, +5 Age to caster | Cleric 17 | Go to the Druid's Cave at 1,5 in C-3 | Intercedes with supernatural forces to restore all characters' Hit Points and remove all undesirable conditions, except ERADICATED. (Note: Spell-caster ages 5 years every time this spell is cast.) | CURE HEAL | |
9-2 | Holy Word | 10 +10G | Combat | All Foes | Destroy all undead foes | Cleric 17 | Visit 5,5 in C-1 | Utters a single word of devastating power, that destroys all undead foes. | ||
9-3 | Resurrection | 10 +10G | Safety | Character | Cure ERADICATED, +5 age, -1 END, +1 age to caster | Cleric 17 | A-4, Atlantium (4,7) - 50,000g | Removes the ERADICATED condition from the character, adding 5 years to his/her age and subtracting 1 endurance point from his/her vital statistics. There is a chance that the spell will fail. Also Ages caster 1 year. | CURE | |
9-4 | Uncurse Item | 10 +50G | Safety | Caster | Remove CURSED from item in backpack | Cleric 17 | A-4, Atlantium (4,7) - 100,000g | Attempts to remove the CURSE from an item in casters backpack. |
Attribution
Table data provided by Where are We? application. Data collected, scrubbed, and presented with permission. Check out this superb tool, here.
How to obtain a copy of this game:
eBay link – PC version (1988)
GOG link – Digital PC version (includes games 1-6)