MM3 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.
MM3 Spells
With 72 total spells split between Cleric and Sorcerer classes your journey in mastering the arcane is a long one. The Druid is a new class, poised to backup-cast, as their spell book is a conglomeration of low and mid level spells from both Cleric and Sorcerer spell books. The druid does however have exclusive access to a few key spells, such as Walk on Water.
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.
In MM3, spells are not learned with level gain but instead you must become a member of local guilds where you can purchase spells for gold. Hybrid classes such as the Paladin, Archer, and Ranger will pay double for their training. You can also find spell scrolls that teach new spells for no cost during your adventures. In the spell tables below you can see the details of each spell. Click or Tap the Spell Row to see more details, including where to purchase or find the spell.
Sorcerer Spell List
Name | SP Cost | Timing | Target | Description | Purchased | Found | Details | ||
---|---|---|---|---|---|---|---|---|---|
Light | 1 | Anytime | Party | Provide light | FH - 100 | Ancient Temple of Moo 5,1 | Provides a magical light for the darker areas. | Fountain Head | |
Awaken | 1 | Anytime | Party | Remove ASLEEP | FH - 100 | Pulls all sleeping party members from their slumber. | Fountain Head Cure | ||
Detect Magic | 1 | Anytime | Caster | Show charges remaining on items in backpack | FH - 100 | If there be a magical item in your pack this will make it known, and reveal the number of its limited use. | Fountain Head | ||
Elemental Arrow | 2 | Combat | Foe | Deal 8 Elemental damage | FH - 200 | Expels a single bolt of flame, electricity, acid, or ice upon your foe. | Fountain Head Damage | ||
Energy Blast | 1*Lv +1G | Combat | Foe | Deal (2-6)*Lv Energy damage | FH - 500 | The greater your skills, the more devastating the blow of this pure energy blast. Crisping death is delivered to its wretched recipient. | Fountain Head Damage | ||
Sleep | 3 +1G | Combat | Foe Group | Attempt to put a group to sleep | FH - 300 | Hypnotizes a group of foes into a sleep-like trance to halt their actions. | Fountain Head Control | ||
Create Rope | 3 | Anytime | Party | Allow descent into a pit without a rope | FH - 300 | If you find yourself without a rope, fear not. This enchantment will conjure up the very strand you lack. Cast it over a pit to make it useful. | Fountain Head | ||
Toxic Cloud | 4 +1G | Combat | Foe Group | Deal 10 Poison damage | FH - 400 | Exudes a noxious cloud around a group of monsters so foul they will choke away their very existence. | Fountain Head Damage | ||
Jump | 4 | Safety | Party | Move the party 2 squares | B - 400 | Cyclops Cavern 17,31 | The great hand of the genie Vaultus will sweep you up and over the next step directly ahead, provided there are no walls of matter or magic. (This spell is handy not only jumping over traps and holes in the ground, but also putting distance between you and a monster lacking a ranged attack.) | Baywatch | |
Acid Stream | 5 | Combat | Foe | Deal 25 Poison damage | B - 500 | Cyclops Cavern 19,31 | Sprays a stream of liquescent acid from your palm, robbing an unfortunate foe of much health. | Baywatch Damage | |
Levitate | 5 | Anytime | Party | Keep the party safe from pits | B - 500 | Baywatch Cavern 15,7 | For much of the waking day your party will ride above the ground on the breath of the genie Floatious, protecting you from pits of peril. | Baywatch | |
Wizard Eye | 5 +2G | Anytime | Party | Show an overhead view of the vicinity | B - 500 | A-1 13,6 | Allows your party to see an overhead view of the surroundings. | Baywatch | |
Identify Monster | 5 | Combat | Party | Show foe HP and other stats | B - 500 | A-1 13,8 | Gives your party knowledge of the condition of any monsters directly in front of you. | Baywatch | |
Lightning Bolt | 2*Lv +2G | Combat | Foe Group | Deal (4-6)*Lv Electrical damage | B - 1000 | Baywatch Cavern 3,5 Cyclops Cavern 7,16 | Summons a great bolt of lightning directed against a group of your foes. Your strength is reflected in the crackling charge. | Baywatch Damage | |
Lloyd's Beacon | 6 +2G | Safety | Party | Set and recall location | W - 600 | Baywatch Cavern 15,5 | This special spell can be very useful for returning from long distances. Cast it once to lay the beacon and then again from anywhere to return. | Wildabar | |
Power Shield | 2*Lv +2G | Anytime | Character | Damage reduction +1*Lv | W - 1000 | Cyclops Cavern 18,23 | This magical wall of force absorbs a great deal of damage before letting any pass through to your character. (The damage reduction from this spell applies to all sources of damage; it applies after resistance. If damage is reduced to zero, then additional status conditions from that attack do not apply.) | Wildabar Buff | |
Detect Monster | 6 | Anytime | Party | Show number and location of nearby foes | W - 600 | Cyclops Cavern 19,17 | Here is a little notion of what's out there lurking around the corner and watching from behind. | Wildabar | |
Fireball | 2*Lv +2G | Combat | Foe Group | Deal (3-7)*Lv Fire damage | W - 1000 | Ancient Temple of Moo 12,24 Cyclops Cavern 18,19 Magic Cavern 13,29 | Heaves a flaming package of death to a group of those unfortunate enough to draw your fire. | Wildabar Damage | |
Time Distortion | 8 +3G | Combat | Party | Cause the entire party to flee combat | W - 800 | A-3 8,14 Cyclops Cavern 3,17 Magic Cavern 26,23 | Even in the most evil of places there are areas of haven. Go there with this incantation. | Wildabar | |
Feeble Mind | 8 | Combat | Foe Group | Block spellcasting | W - 800 | Magic Cavern 16,16 | Turn the minds of those you fight against themselves, and they can no longer take action against you. | Wildabar Control | |
Teleport | 10 | Safety | Party | Teleport up to 9 squares | ST - 1000 | B-3 12,7 | Move like the wind with this spell and travel, light and invisible, nine steps where you like. | Swamp Town | |
Finger of Death | 10 +4G | Combat | Foe Group | Attempt to destroy | ST - 1000 | Cyclops Cavern 2,17 | Your hand becomes that of all Wizards of lore, resulting in power so great it can only mean suffering to the group receiving its attention. | Swamp Town Damage | |
Super Shelter | 15 +5G | Safety, Land | Party | Allow safe rest | ST - 1500 | Magic Cavern 5,24 | Creates an aura of well being and peace allowing your party to rest in an area otherwise precarious. | Swamp Town | |
Dragon Breath | 3*Lv +5G | Combat | All Foes | Deal 5*Lv Elemental damage | ST - 1500 | A-3 5,15 Swamp Town Cavern 13,15 Magic Cavern 30,22 | Brings forth a torrent of flame, electricity, acid or ice that engulfs any unfortunate enough to be within your view. | Swamp Town Damage | |
Recharge Item | 15 +10G | Anytime | Caster | Add (1-6) charges to a charged item | ST- 1500 | Arachnoid Cavern 5,31 | Any item of limited use can be rejuvenated with this spell, but know the danger of destruction that faces the greedy. (This will never destroy an item, contrary to what the documentation or game may claim. The maximum number of charges an item may hold is 63. An item that can cast Recharge Item can be used to recharge itself.) | Swamp Town | |
Fantastic Freeze | 15 +5G | Combat | Foe Group | Deal 40 Cold damage | ST - 1500 | Cyclops Cavern 1,10 | Creates a freezing gale that inflicts much damage to those accustomed to warmer climates. | Swamp Town Damage | |
Duplication | 20 +50G | Anytime | Caster | Duplicate an item of level 1-4 | ST - 2000 | Magic Cavern 22,15 | Any item in your pack can be reproduced, but the risk of the greedy is more than the weak of heart can bear. | Swamp Town | |
Disintegrate | 25 +8G | Combat | Foe Group | Attempt to disintegrate a grou | ST - 2500 | Magic Cavern 26,20 | Pieces of your enemy will dissolve into thin air. | Swamp Town Damage | |
Etherealize | 30 +8G | Anytime | Party | Move straight through doors, other barriers | BH - 3000 | B-3 6,6 Magic Cavern 30,12 | Waver like a vision in the heat and pass through thin walls and locked doors. | Blistering Heights | |
Dancing Sword | 3*Lv +10G | Combat | Foe Group | Deal (6-14)*Lv Physical damage | BH - 1500 | Magic Cavern 29,2 | Summons the magical blade of the ages to dance around a group of foes and harm them rather badly. | Blistering Heights Damage | |
Enchant Item | 30 +20G | Anytime | Caster | Enchants an item which isn't already magical | BH - 3000 | B-3 8,2 Arachnoid Cavern 18,20 | Gives the weapon of your choice a little extra edge in battle, if you can cut through my meaning. | Blistering Heights | |
Incinerate | 35 +10G | Combat | Foe | Deal 250 Fire damage | BH - 3500 | Blistering Heights Cavern 5,12 | Reduces a foe to cindering ashes. Few monsters can withstand the heat of this inferno. | Blistering Heights Damage | |
Mega Volts | 40 +10G | Combat | Foe Group | Deal 150 Electrical damage | BH - 4000 | Magic Cavern 5,0 | Chain lightning dances through a group of foes with force enough to bring even a giant among giants to his knees. | Blistering Heights Damage | |
Inferno | 75 +10G | Combat | Foe Group | Deal 250 Fire damage | BH - 7500 | Magic Cavern 13,2 | Unleashes the very heat of the sun on a group of enemies resulting in great, fiery destruction to all. | Blistering Heights Damage | |
Implosion | 100 +20G | Combat | Foe | Deal 1000 Energy damage | BH - 10,000 | Magic Cavern 11,2 | One of the most devastating spells that can be cast on a single creature, causing its recipient's body to collapse in on itself. | Blistering Heights Damage | |
Star Burst | 200 +20G | Combat | All Foes | Deal 500 Physical damage | BH - 20,000 | Magic Cavern 2,24 | Pieces of an exploding star rain down before you in a shower of stellar destruction sure to cripple the most formidable of armies. | Blistering Heights Damage |
Cleric Spell List
Name | SP Cost | Timing | Target | Description | Purchased | Found | Details | ||
---|---|---|---|---|---|---|---|---|---|
Light | 1 | Anytime | Party | Provide light | FH - 100 | Ancient Temple of Moo 5,1 | Provides a magical light for the darker areas. | Fountain Head | |
Awaken | 1 | Anytime | Party | Remove ASLEEP | FH - 100 | Pulls all sleeping party members from their slumber. | Fountain Head Cure | ||
First Aid | 1 | Anytime | Character | Heal 6 HP | FH - 100 | An adventurer's minor wounds of battle can quickly be healed with this anointing incantation. | Fountain Head Heal | ||
Flying Fist | 2 | Combat | Foe | Deal 6 Physical damage | FH - 200 | Summons an enchanted gauntlet to deliver a stinging punch to a single foe. | Fountain Head Damage | ||
Revitalize | 2 | Anytime | Character | Remove WEAKNESS | FH - 200 | Restores a weakened adventurer to former strength. | Fountain Head Cure | ||
Cure Wounds | 3 +1G | Anytime | Character | Heal 15 HP | FH - 300 | Cures serious battle damage. Restores the broken flesh of warriors. | Fountain Head Heal | ||
Sparks | 1*Lv +1G | Combat | Foe Group | Deal 2*Lv Electrical damage | FH - 500 | Generates a shower of sparks from your hand that cascades through a group of foes to deliver tiny electric shocks. | Fountain Head Damage | ||
Prot. from Elements | 1*Lv +2G | Anytime | Party | Add (2*Lv)+5 Elemental resistance | FH - 500 | Temporarily raises the resistance of your party to elemental damage. The more disciplined the caster, the greater the resistance (This is cast at a power level equal to 5 plus twice the caster's level, with a maximum of 200. This provides damage reduction against the specific elemental form; it does NOT provide resistance, which is separate, and applies before reduction. If damage is reduced to zero, then additional status conditions from that attack do not apply.). | Fountain Head Buff | ||
Pain | 4 | Combat | Foe Group | Deal 8 Physical damage | FH - 400 | Ancient Temple of Moo 6,29 | Overcomes a group of foes with writhing pain. A little more than your average bee sting. | Fountain Head Damage | |
Suppress Poison | 4 | Anytime | Character | Reduce POISONED to a minimum of 1 | FH - 400 | Ancient Temple of Moo 2,16 | Without removing poison from an adventurer's system, this incantation will slow its degenerative effects. | Fountain Head Cure | |
Suppress Disease | 5 | Anytime | Character | Reduce DISEASED to a minimum of 1 | B -500 | Ancient Temple of Moo 9,12 | The disease will remain and still requires treatment, but this spell will temporarily halt the spreading sickness. | Baywatch Cure | |
Turn Undead | 5 +2G | Combat | Foe Group | Attempt to destroy a group of Undead | B - 500 | Baywatch Cavern 0,8 Ancient Temple of Moo 26,1 | Dissipates the magical energy that animates the dead, reducing to dust any undead armies before you. | Baywatch Damage | |
Silence | 6 | Combat | Foe Group | Block spellcasting | B - 600 | Ancient Temple of Moo 31,15 | Steals the tongues of a group of foes to prevent them from reciting spells, but be careful. That which is lost can once again be found. | Baywatch Control | |
Blessed | 2*Lv | Anytime | Character | Add +1*Lv AC | B - 1000 | Cathedral of Carnage 25,8 | For a time, this will clothe an adventurer in a magical armor as strong as the one who summons it. | Baywatch Buff | |
Holy Bonus | 2*Lv | Anytime | Character | Add +1*Lv Weapon damage | B - 1000 | Swamp Town 14,14 | Brings forth favor from the graces of Bellum, lending extra strength to those who would strike their enemy. | Baywatch Buff | |
Power Cure | 2*Lv +3G | Anytime | Character | Heal (2-12)*Lv HP | B - 1000 | Baywatch Cavern 0,10 | A very powerful aid to the stricken adventurer. More experienced healers can do a wounded warrior well with this spell. | Baywatch Buff | |
Heroism | 2*Lv +3G | Anytime | Character | Add +1*Lv toHit value | W - 1000 | Swamp Town 12,5 | An aura of greatness overcomes your character. You will seem better able to perform within your chosen disciplines. | Wildabar Buff | |
Immobilize | 6 +3G | Combat | Foe Group | Prevent from attacking | W - 600 | Cathedral of Carnage 26,8 | Freezes any vulnerable group of monsters in their tracks, preventing them from attacking with might or magic. | Wildabar Control | |
Cold Ray | 2*Lv +4G | Combat | All Foes | Deal (2-4)*Lv Cold damage | W - 1000 | Cathedral of Carnage 27,8 | Unleashes a deluge of freezing mist that glaciates all before you. More powerful conjurers will find this quite effective. | Wildabar Damage | |
Cure Poison | 8 | Anytime | Character | Remove POISONED | W - 800 | B-2 11,7 Wildabar 14,2 Arachnoid Cavern 24,31 | Removes toxins from the affected adventurer's system. | Wildabar Cure | |
Acid Spray | 8 | Combat | All Foes | Deal 15 Poison damage | W - 800 | Cathedral of Carnage 28,8 | Showers all foes within sight in a spray of acid. | Wildabar Damage | |
Cure Disease | 10 | Anytime | Character | Remove DISEASED | W - 1000 | Wildabar 14,1 | Removes diseases from an infected adventurer's body. | Wildabar Cure | |
Cure Paralysis | 12 | Combat | Character | Remove PARALYZED | ST - 1200 | Swamp Town 9,2 | Restores the ability of movement to a party member rendered immobile. | Swamp Town Cure | |
Paralyze | 15 +4G | Anytime | Foe Group | Stronger version of Immobilize | ST - 1500 | Cathedral of Carnage 30,3 | Attempts to stiffen the bodies of a group of foes to prevent them from attacking or casting spells. | Swamp Town Control | |
Create Food | 20 +5G | Anytime | Party | Add 1 food | ST - 2000 | B2 2,15 Swamp Town Cavern 10,10 | When the adventure wears longer than anticipated this life saving incantation will increase your party's food supply. | Swamp Town | |
Fiery Flail | 25 +5G | Combat | Foe | Deal 100 Fire damage | ST - 2500 | Arachnoid Cavern 5,15 | Summons an enormous flail of fire to bring great peril to a single foe. | Swamp Town Damage | |
Town Portal | 30 +5G | Safety | Party | Teleport to a town; noncombat only | ST - 3000 | Cathedral of Carnage 30,4 | Opens a mysterious gateway to any town. A great way to return from a tiring adventure. | Swamp Town | |
Stone to Flesh | 35 +5G | Anytime | Character | Remove STONED | ST - 3500 | Cathedral of Carnage 30,5 | Restores the flesh of an adventurer to a less ingenious state. | Swamp Town Cure | |
Half for Me | 40 +10G | Anytime | Character | One character Healed; caster damaged for 1/2 | ST - 4000 | Arachnoid Cavern 15,26 | A great testimony to the resolve of the healer, this special spell will restore a member of your party back to health, at great cost. | Swamp Town Heal | |
Raise Dead | 50 +10G | Anytime | Character | Remove DEAD | ST - 5000 | Blistering Heights Cavern 11,12 Cathedral of Carnage 30,6 | Restores life to the unlucky in battle. But life is cheap neither to the one who regains it nor the one who restores. (This will permanently reduce the Endurance of the recipient by 1. This may be circumvented by raising via either a temple or the Divine Intervention spell.) | Swamp Town Cure | |
Moon Ray | 60 +10G | Anytime | Everyone | Deal 30 Energy damage to all; Heals party as well | BH - 6000 | Cathedral of Carnage 4,11 | Bathes all combatants in a beneficent ray that drains the enemy and restores the adventurers. A very powerful spell, indeed. | Blistering Heights Damage Heal | |
Mass Distortion | 75 +10G | Combat | Foe Group | Reduced to half HP | BH - 7500 | Cathedral of Carnage 4,3 | Makes a group of foes so heavy their every movement inflicts damage upon themselves. | Blistering Heights Damage | |
Holy Word | 100 +20G | Combat | All Foes | Destroy that which are Undead | BH - 10,000 | F-3 6,15 Cathedral of Carnage 18,21 | It is a word of such devastating power it destroys all undead that are unlucky enough to hear it's resounding cry. | Blistering Heights Damage | |
Resurrect | 125 +20G | Anytime | Character | Remove ERADICATED; +5 Age | BH - 12,500 | Cathedral of Carnage 18,20 | So powerful is this incantation that it can bring the ashes of a fallen warrior back to their former glory. Not, of course, without a price. (This will permanently reduce the Endurance of the recipient by 1. This may be circumvented by resurrecting via a temple.) | Blistering Heights Cure | |
Sun Ray | 150 +10G | Combat | All Foes | Deal 200 Energy damage | BH - 15,000 | Tomb of Terror 28,10 | Heat above description emanates from your body, delivering great, fiery death to all foes before you. | Blistering Heights Damage | |
Divine Intervention | 200 +20G | Anytime | Party | Heal/Cure All except ERADICATED; +5 Age | BH - 20,000 | F-2 3,2 Tomb of Terror 22,10 | Calls upon the supernatural powers of Esoterica to completely restore your party to full health. (This will reduce or raise hit points to the normal maximum, and will remove all status conditions except ERADICATED, including those which you cannot otherwise heal yourself.) | Blistering Heights Cure Heal |
Druid Spell List
Name | SP Cost | Timing | Target | Description | Purchased | Found | Description | ||
---|---|---|---|---|---|---|---|---|---|
Light | 1 | Anytime | Party | Provide light | FH - 100 | Ancient Temple of Moo 5,1 | Provides a magical light for the darker areas. | Fountain Head | |
Awaken | 1 | Anytime | Party | Remove ASLEEP | FH - 100 | Pulls all sleeping party members from their slumber. | Fountain Head Cure | ||
First Aid | 1 | Anytime | Character | Heal 6 HP | FH -100 | An adventurer's minor wounds of battle can quickly be healed with this anointing incantation. | Fountain Head Heal | ||
Detect Magic | 1 | Anytime | Caster | Show charges remaining on items in backpack | FH -100 | If there be a magical item in your pack this will make it known, and reveal the number of its limited use. | Fountain Head | ||
Elemental Arrow | 2 | Combat | Foe | Deal 8 Elemental damage | FH - 200 | Expels a single bolt of flame, electricity, acid, or ice upon your foe. | Fountain Head Damage | ||
Revitalize | 2 | Anytime | Character | Remove WEAKNESS | FH - 200 | Restores a weakened adventurer to former strength. | Fountain Head Cure | ||
Create Rope | 3 | Anytime | Party | Allow descent into a pit without a rope | FH - 300 | If you find yourself without a rope, fear not. This enchantment will conjure up the very strand you lack. Cast it over a pit to make it useful. | Fountain Head | ||
Sleep | 3+1G | Combat | Foe Group | Attempt to put a group to sleep | FH - 300 | Hypnotizes a group of foes into a sleep-like trance to halt their actions. | Fountain Head Control | ||
Prot. from Elements | 1/lvl+2G | Anytime | Party | Add (2*Lv)+5 Elemental resistance | FH - 500 | Temporarily raises the resistance of your party to elemental damage. The more disciplined the caster, the greater the resistance (This is cast at a power level equal to 5 plus twice the caster's level, with a maximum of 200. This provides damage reduction against the specific elemental form; it does NOT provide resistance, which is separate, and applies before reduction. If damage is reduced to zero, then additional status conditions from that attack do not apply.). | Fountain Head Buff | ||
Suppress Poison | 4 | Anytime | Character | Reduce POISONED to a minimum of 1 | FH - 400 | Ancient Temple of Moo 2,16 | Without removing poison from an adventurer's system, this incantation will slow its degenerative effects. | Fountain Head Cure | |
Suppress Disease | 5 | Anytime | Character | Reduce DISEASED to a minimum of 1 | B - 500 | Ancient Temple of Moo 9,12 | The disease will remain and still requires treatment, but this spell will temporarily halt the spreading sickness. | Baywatch Cure | |
Identify Monster | 5 | Combat | Party | Show Foe HP and other stats | B - 500 | A-1 13,8 | Gives your party knowledge of the condition of any monsters directly in front of you. | Baywatch | |
Nature's Cure | 6 | Anytime | Character | Heal 25 HP | B - 600 | The healing powers of Gaiam are bestowed upon you to restore a great deal of fitness to whomsoever you choose. | Baywatch Heal | ||
Immobilize | 6+3G | Combat | Foe Group | Prevent attacking | B - 600 | Cathedral of Carnage 26,8 | Freezes any vulnerable group of monsters in their tracks, preventing them from attacking with might or magic. | Baywatch Control | |
Walk on Water | 7 | Anytime | Party | Allow travel on deep water | W - 700 | Wildabar 14,6 | You will step over the waves like walking on a carpet of air. Deep water will no longer be an obstacle. | Wildabar | |
Frost Bite | 7 | Combat | Foe | Deal 35 Cold damage | W - 700 | Summons the freezing winds of the Frozen Isles to whip around a foe for no small amount of distress. | Wildabar Damage | ||
Lightning Bolt | 2/lvl+2G | Combat | Foe Group | Deal (4-6)*Lv Electrical damage | W - 1000 | Baywatch Cavern 3,5 Cyclops Cavern 7,16 | Summons a great bolt of lightning directed against a group of your foes. Your strength is reflected in the crackling charge. | Wildabar Damage | |
Acid Spray | 8 | Combat | All Foes | Deal 15 Poison damage | W - 800 | Cathedral of Carnage 28,8 | Showers all foes within sight in a spray of acid. | Wildabar Damage | |
Cold Ray | 2/lvl+4G | Combat | All Foes | Deal (2-4)*Lv Cold damage | W - 1000 | Cathedral of Carnage 27,8 | Unleashes a deluge of freezing mist that glaciates all before you. More powerful conjurers will find this quite effective. | Wildabar Damage | |
Nature's Gate | 10 | Safety | Party | Portal dependent on day | W - 1000 | Wildabar 14,10 Arachnoid Cavern 23,15 | Dependent on the day of the week, calls forth a portal to the Towns and Castles of Terra. In order from Onesday to Tensday: Baywatch, Wildabar, Swamp Town, Blistering Heights, Whiteshield, Blood Reign, Dragontooth, Greywind, Blackwind, Fountain Head | Wildabar | |
Fireball | 2/lvl+2G | Combat | Foe Group | Deal (3-7)*Lv Fire damage | ST - 1000 | Ancient Temple of Moo 12,24 Cyclops Cavern 18,19 Magic Cavern 13,29 | Heaves a flaming package of death to a group of those unfortunate enough to draw your fire. | Swamp Town Damage | |
Deadly Swarm | 12 | Combat | Foe Group | Deal 40 Physical damage | ST - 1200 | Arachnoid Cavern 31,3 | Summons a swarm of poisonous, stinging insects that fly around a group of foes to cause a great deal of discomfort. | Swamp Town Damage | |
Cure Paralysis | 12 | Anytime | Character | Remove PARALYZED | ST - 1200 | Swamp Town 9,2 | Restores the ability of movement to a party member rendered immobile. | Swamp Town Cure | |
Paralyze | 15+4G | Combat | Foe Group | Stronger version of Immobilize | ST - 1500 | Cathedral of Carnage 30,3 | Attempts to stiffen the bodies of a group of foes to prevent them from attacking or casting spells. | Swamp Town Control | |
Create Food | 20+5G | Anytime | Party | Add 1 food | ST - 2000 | B-2 2,15 Swamp Town Cavern 10,10 | When the adventure wears longer than anticipated this life saving incantation will increase your party's food supply. | Swamp Town | |
Stone to Flesh | 35+5G | Anytime | Character | Remove STONED | ST - 3500 | Cathedral of Carnage 30,5 | Restores the flesh of an adventurer to a less ingenious state. | Swamp Town Cure | |
Raise Dead | 50+10G | Anytime | Character | Remove DEAD | ST - 5000 | Blistering Heights Cavern 11,12 Cathedral of Carnage 30,6 | Restores life to the unlucky in battle. But life is cheap neither to the one who regains it nor the one who restores. (This will permanently reduce the Endurance of the recipient by 1. This may be circumvented by raising via either a temple or the Divine Intervention spell.) | Swamp Town Cure | |
Prismatic Light | 60+10G | Combat | All Foes | Random effects | BH - 6000 | A powerful but erratic spell that has completely unpredictable effects and should thus be used with caution. | Blistering Heights | ||
Elemental Storm | 100+10G | Combat | All Foes | Deal 150 Elemental damage | BH - 10,000 | Unleashes a torrent of elemental destruction inflicting massive damage to all enemy before you. | Blistering Heights Damage |
Attribution
How to obtain a copy of this game:
eBay link – PC version (1991)
GOG link – Digital PC version (includes games 1-6)