BT3 Spells Database is provided to help you plan your adventure and to help along the way as a reference. Check the Target data for spell ranges. Search and quickly access the Cant for the spell you need. Spell descriptions available in short and long form.
Check out the Gear database here.
Check out the Foes database here.
BT3 Spells
Conjurer Spells
Origin | Level | Cant | Translation | Cost | Timing | Target | Range | Duration | Description | Details | |
---|---|---|---|---|---|---|---|---|---|---|---|
Vol 3 | 1 | ARFI | Arc Fire | 3 SP | Combat | Foe | 10' | Instant | 1d4 damage/level | A fan of blue flame jets from the spellcaster's fingers, inflicting 1 to 4 hits of damage, which are multiplied by the spellcaster's level, on the selected opponent. | Buff |
Vol 3 | 1 | MAFL | Mage Flame | 2 SP | Anytime | Party | 120 min | Light (3 squares) | A small self-propelled "torch" appears and floats above the spellcaster as he travels (10-14 hours). | Buff | |
Vol 2 | 1 | SOSH | Sorcerer Shield | 3 SP | Combat | Caster | Combat | AC-1 | The mage is protected by an invisible "shield" of magic, that turns aside many blows that would otherwise hit him. | Buff | |
Vol 3 | 1 | TRZP | Trap Zap | 2 SP | Anytime | 30 Feet | Instant | Disarm traps | Disarms any trap within 30 feet (3 squares), in the direction the spellcaster is facing. TRZP also works on chests, but still costs the same amount of spell points. | ||
Vol 2 | 2 | BASK | Battleskill | 4 SP | Combat | Character | Combat | ToHit/Damage+4 | This spell increases one of your party member's skill with weapons, increasing the accuracy and ferocity of his attacks. | Buff | |
Vol 2 | 2 | FRFO | Freeze Foes | 3 SP | Combat | Foe Group | 90' | Combat | AC+1 | Foes binds your enemies in magical force, slowing them down and making them easier to hit. | Debuff |
Vol 3 | 2 | MACO | Kiel's Magic Compass | 3 SP | Anytime | Party | 300 min | Show direction | A compass of shimmering magelight appears above the party and shows the direction they face (10-14 hours). | ||
Vol 3 | 2 | WOHL | Word Of Healing | 4 SP | Anytime | Character | Instant | HP+2d4 | Lets the spellcaster heal a party member who suffers from 4 to 16 points of damage by uttering a single word. | Heal | |
Vol 2 | 3 | MAST | Arcyne's Magestar | 5 SP | Combat | Foe Group | 20' | Instant | Lose combat turn | A bright flare will ignite in front of a group of your enemies, temporarily blinding them and causing them to miss the next combat round. | Control |
Vol 3 | 3 | LERE | Lesser Revelation | 5 SP | Anytime | Party | 300 min | Light (4 squares); Reveal secrets | An extended MAGE FLAME spell that also reveals secret doors (15-19 hours). | Buff | |
Vol 3 | 3 | LEVI | Levitation | 4 SP | Anytime | Party | 300 min | Float over traps and up portals | Partially nullifies gravity causing the party to float over traps, or up or down through portals (5-9 hours). | Buff | |
Vol 3 | 3 | WAST | Warstrike | 5 SP | Combat | Foe Group | 20' | Instant | 4d5 damage | An energy strewn shot from the spellcaster's finger that sizzles a group of Foes for 5 to 20 hits of damage. | Damage |
Vol 3 | 4 | INWO | Elik's Instant Wolf | 6 SP | Anytime | Party | Persistent | Summon Wolf | Summons a giant, extremely fierce wolf to join your party. | Summon | |
Vol 3 | 4 | FLRE | Flesh Restore | 6 SP | Anytime | Character | Instant | HP+6d4; Cure poison, nuts | A powerful healing spell that restores 10 to 40 hit points to a party member, including those stricken with insanity or poisoning. | Heal Cure | |
Vol 2 | 4 | POST | Poison Strike | 6 SP | Combat | Foe | 20' | Instant | Causes "Poison" condition | This spell hurls porcupine-sharp needles from the mage's finger into a selected monster, poisoning it. | Debuff |
Vol 3 | 5 | GRRE | Greater Revelation | 7 SP | Anytime | Party | 300 min | Light (5 squares); Reveal secrets | Operates like LESSER REVELATION, but illuminates a wider area for a longer period of time (20-24 hours). | Buff | |
Vol 3 | 5 | SHSP | Shock-sphere | 7 SP | Combat | Foe Group | 30' | Instant | 10d4 damage | Creates a large globe of intense electrical energy that envelops a group of enemies and inflicts 10 to 40 hits of damage. | Damage |
Vol 2 | 5 | WROV | Wrath of Valhalla | 7 SP | Combat | Character | Combat | ToHit/Damage+10 | Makes a member of your party fight with the strength and accuracy of ancient Norse heroes for the entire combat. | Buff | |
Vol 2 | 6 | INOG | Elik's Instant Ogre | 9 SP | Anytime | Party | Persistent | Summon Ogre | Materializes the biggest, meanest ogre you've ever met to ally with your party. | Summon | |
Vol 3 | 6 | FLAN | Flesh Anew | 9 SP | Anytime | Party | Instant | HP+6d4; Cure poison, nuts | Operates like FLRE, but affects every member of the party. | Heal Cure | |
Vol 3 | 6 | MALE | Major Levitation | 8 SP | Anytime | Party | Persistent | Float over traps and up portals | Operates like LEVI from level 3, but it lasts until dispelled (i.e., until the spell is terminated by some event such as activating an anti-magic square). | Buff | |
Vol 3 | 7 | APAR | Apport Arcane | 15 SP | Anytime | Party | Instant | Change location | Teleports the party within a dungeon to any location that's not protected by a teleportation shield. Also teleports the party between cities that are in the range of +1 to 6. Your party always arrives in the city's Adventurers' Guild. | ||
Vol 3 | 7 | INSL | Elik's Instant Slayer | 12 SP | Anytime | Party | Persistent | Summon Slayer | Materializes a slayer that joins your party. What's a slayer? The name speaks for itself... | Summon | |
Vol 3 | 7 | FAFO | Far Foe | 18 SP | Combat | Foe Group | Instant | Move group 40' away | Moves a group of Foes 40 feet further away from your party, up to a maximum distance of 90 feet. | Control | |
Vol 3 | 7 | 12 SP | Regeneration | 12 SP | Anytime | Character | Instant | A health spell that revives all the hit points for one lucky member of the party. | Heal |
Magician Spells
Origin | Level | Cant | Translation | Cost | Timing | Target | Range | Duration | Description | Details | |
---|---|---|---|---|---|---|---|---|---|---|---|
Vol 1 | 1 | AIAR | Air Armor | 3 SP | Combat | Caster | Combat | AC-1 | This spell will make the air around the spell caster to bind itself into a weightless suit of "armor." | Buff | |
Vol 3 | 1 | QUFI | Quick Fix | 3 SP | Anytime | Character | Instant | Heal +8 HP | Regenerates a character for precisely 8 hit points up to the character's maximum hit point level. | Heal | |
Vol 1 | 1 | STLI | Sabhar's Steelight Spell | 2 SP | Anytime | Party | 300 min | Light (3 squares) | Causes all metal near the party to glow with magical light, illuminating the surrounding area (lasts 5-8 hours). | Buff | |
Vol 3 | 1 | SCSI | Scry Site | 2 SP | Anytime | Party | Instant | Show location | Causes a dungeon or wilderness pathway to reveal the party's location. | ||
Vol 3 | 1 | VOPL | Vorpal Plating | 3 SP | Combat | Character | Combat | Add 2d4 damage | Causes the weapon (or hands) of a party member to emit a magical field that inflicts 2 to 8 points of additional damage. | Buff | |
Vol 3 | 2 | AREN | Area Enchant | 5 SP | Anytime | 30 Feet | 300 min | Locate stairways | Causes the dungeon walls within 30 feet (3 squares) of a stairway to call out if the party is headed toward the stairs (5-9 hours). | ||
Vol 3 | 2 | HOWA | Holy Water | 4 SP | Combat | Foe | 10' | Instant | 6d4 damage to evil/supernatural | Holy water sprays from the spellcaster's fingers, inflicting 6 to 24 points of damage on any foe of evil or supernatural origin. | Damage |
Vol 3 | 2 | MAGA | Mage Gauntlets | 5 SP | Combat | Character | Combat | Add 4d4 damage | Makes the hands (or weapon) of a party member more deadly by adding 4 to 16 points of damage to every wound it inflicts on a foe. | Buff | |
Vol 1 | 2 | WIST | Wither Strike | 5 SP | Combat | Foe | Instant | Causes "Old" condition | Any foe at whom this spell is cast is likely to be turned old, thus reducing his ability to attack and defend in combat. | Cure | |
Vol 1 | 3 | MIMI | Mithril Might | 7 SP | Combat | Party | Combat | AC-3 | Increases the armor protection of each party member by enhancing their armor's natural strength by magic. | Buff | |
Vol 3 | 3 | OGST | Oscon's Ogrestrength | 6 SP | Combat | Character | Combat | Add 7 ToHit/Damage | Endows a specific party member with the strength of Elik's ogre for the duration of the battle. | Buff | |
Vol 3 | 3 | STFL | Starflare | 6 SP | Combat | Foe Group | 40-80' | Instant | 10d4 damage | Ignites the air around your enemies, scorching them for 10 to 40 damage points. | Damage |
Vol 3 | 3 | MYSH | Ybarra's Mystic Shield | 6 SP | Anytime | Party | 300 min | -2 AC | Causes the air in front of the party to form an invisible shield that's as hard as metal and precedes the party as they move (10-14 hours). | Buff | |
Vol 3 | 4 | DRBR | Dragon Breath | 7 SP | Combat | Foe Group | 30' | Instant | 11d4 damage | Lets the spellcaster breathe fire at a group of monsters, inflicting 11 to 44 points of damage on each monster. | Damage |
Vol 1 | 4 | STSI | Sabhar's Stonelight Spell | 7 SP | Anytime | Party | 300 min | Light (5 squares); Reveal secrets | Makes all stone and earth within range of the party glow with magical light, revealing even secret doors (lasts 10-14 hours). | Buff | |
Vol 3 | 4 | SPTO | Spectre Touch | 8 SP | Combat | Foe | 70' | Instant | 15d4 damage | Drains a single enemy of 15 to 60 hit points; like a touch from death itself. | Damage |
Vol 1 | 5 | ANSW | Aker's Animated Sword | 8 SP | Combat | Special | Combat | Summon Joe the Sword | A magical sword will appear and fight like a summoned monster in defense of the party. | Summon | |
Vol 3 | 5 | ANMA | Anti-magic | 8 SP | Combat | Party | Combat | Add 2 Magic Resist | Causes the ground to absorb a portion of the spells cast at the party by monsters. Often allows the party to escape unharmed. This spell also aids in disbelieving illusions and shielding against magical fire such as Dragon Breath. | Control | |
Vol 3 | 5 | GIST | Giant Strength | 10 SP | Combat | Character | Combat | Add +10 To-Hit/Damage | Instills tremendous power in your party, increasing their strike ability by 10. | Buff | |
Vol 3 | 5 | STTO | Stone Touch | 8 SP | Combat | Foe | 10' | Instant | Cause "Stone" condition | Usually turns an enemy to stone (except those already made of stone), instantly killing the enemy. | Control |
Vol 3 | 6 | PHDO | Phase Door | 9 SP | Anytime | Special | Instant | Allow passage through wall | Turns almost any wall to air for exactly one move. | ||
Vol 3 | 6 | YMCA | Ybarra's Mystical Coat Of Armor | 10 SP | Anytime | Party | Persistent | -2 AC | Operates like YBARRA'S MYSTIC SHIELD, but lasts indefinitely. | Buff | |
Vol 3 | 7 | DEST | Deathstrike | 14 SP | Combat | Monster | 10' | Instant | Kill enemy | Very likely to instantly kill one selected enemy. | Kill |
Vol 3 | 7 | ICES | Ice Storm | 11 SP | Combat | Foe Group | 50' | Instant | 20d4 damage | Pummels a group of monsters with chunks of ice, causing 20 to 80 points of damage. | Damage |
Vol 3 | 7 | REST | Restoration | 12 SP | Anytime | Party | Instant | Heal all HP; Cure poison/nuts | Regenerates the body of every party member to perfect condition; it even cures insanity or poisoning. | Heal Cure | |
Vol 3 | 7 | SASP | Safety Spell | 30 SP | Anytime | Party | Instant | Teleport to Tangramayne | Teleports your entire party to the Adventurers' Guild in Tangramayne, minus all gold. Use this spell only in dire emergencies because it is not 100% reliable. | ||
Vol 3 | 7 | STON | Stone to Flesh | 20 SP | Anytime | Character | Instant | Cure stone | Takes a character who has been turned to stone and restores him to his natural flesh state. | Cure | |
Vol 3 | 7 | WZWA | Wizard Wall | 11 SP | Anytime | Party | Persistent | Summon Wall | Creates a wall of force that travels with the party and absorbs many of the enemy's attacks. | Summon |
Sorcerer Spells
Origin | Level | Cant | Translation | Cost | Timing | Target | Range | Duration | Description | Details | |
---|---|---|---|---|---|---|---|---|---|---|---|
Vol 1 | 1 | HYIM | Hypnotic Image | 3 SP | Combat | Foe Group | Instant | Prevent attacks | If successfully cast, this spell will make a group of your enemies miss the following attack round. | Control | |
Vol 3 | 1 | LOTR | Locate Traps | 2 SP | Anytime | 30 Feet | Short | Detect traps | Heightens the spellcaster's awareness in order to detect traps within 30' along the direction the spellcaster is facing (5-9 hours). | ||
Vol 3 | 1 | MIJA | Mangar's Mind Jab | 3 SP | Combat | Foe | 40-80' | Instant | 2d4 damage/level | Casts a concentrated blast of energy at one opponent, inflicting 2 to 8 points of damage for each experience level of the spellcaster. | Damage |
Vol 3 | 1 | PHBL | Phase Blur | 2 SP | Combat | Party | Combat | AC-1 | Causes the entire party to waver and blur in the sight of the enemy, rendering your party difficult to strike. | Buff | |
Vol 3 | 2 | DISB | Disbelieve | 4 SP | Combat | Party | Instant | Dispel illusions | Reveals the true nature of any attacking illusion, causing it to vanish. | Kill | |
Vol 1 | 2 | MIFI | Mangar's Mind Fist | 4 SP | Combat | Foe | 40 | Instant | 3d4 damage | A higher power "Mind Jab," does 3-12 hits of damage to one foe, times the experience level of the mage. | Damage |
Vol 1 | 2 | TADU | Target-Dummy | 4 SP | Combat | Special | Combat | Summon Dummy Illusion | A magical illusion appears in the party's special slot. Unable to attack, it will serve to draw enemy attacks to himself. | Summon | |
Vol 3 | 2 | WIWA | Wind Warrior | 5 SP | Anytime | Party | Instant | Summon Mercenary Illusion | Creates the illusion of a battle-ready ninja among the ranks of your party. The illusionary ninja will fight until defeated or disbelieved. | Summon | |
Vol 3 | 2 | FEAR | Word Of Fear | 4 SP | Combat | Foe Group | Combat | ToHit/Damage-1 | An incantation that causes a group of enemies to quake in fear, thus reducing their ability to attack and inflict damage. | Debuff | |
Vol 1 | 3 | CURS | Curse | 5 SP | Combat | Foe Group | Combat | ToHit/Damage-3 | Causes a group of your enemies to fear you greatly, lessening their morale and their ability to hit and damage you. | Debuff | |
Vol 3 | 3 | INVI | Kylearan's Invisibility Spell | 6 SP | Combat | Party | Combat | AC-4 | An invocation that renders the entire party nearly invisible to the enemy. | Buff | |
Vol 1 | 3 | VANI | Kylearan's Vanishing Spell | 6 SP | Combat | Caster | Combat | AC-5 | The mage casting this spell will turn nearly invisible in the eyes of his enemies, who will have great difficulty in striking him. | Buff | |
Vol 3 | 3 | SESI | Second Sight | 6 SP | Anytime | 30 Feet | 300 min | Detect special areas | Heightens the awareness of the spellcaster in order to detect all manner of traps and tricks that lie directly ahead (15-19 hours). | Buff | |
Vol 3 | 3 | WIOG | Wind Ogre | 6 SP | Anytime | Party | Instant | Summon Ogre Illusion | Similar to ELIK'S OGRE, but the WIOG is an illusion. | Summon | |
Vol 1 | 3 | WIWO | Wind Wolf | 5 SP | Anytime | Special | Instant | Summon Wolf Illusion | This spell creates an illusionary wolf to join the party. This and other illusions are only effective as long as an enemy "believes" them. Depending on power and location, the monster may see through the illusion, and cause it to vanish. | Summon | |
Vol 3 | 4 | CAEY | Cat Eyes | 7 SP | Anytime | Party | Persistent | Light (5 squares) | Endows the entire party with perfect night vision for an indefinite period of time. | Buff | |
Vol 3 | 4 | WIDR | Wind Dragon | 12 SP | Anytime | Party | Instant | Summon Red Dragon Illusion | Creates an illusionary red dragon to join the ranks of your party. | Summon | |
Vol 3 | 5 | DIIL | Disrupt Illusion | 8 SP | Combat | All Foes | Combat | Dispel illusions and dopplegangers | Destroys any illusions among the ranks of the enemy and prevents new illusions from appearing. This spell also exposes any Dopplegangers within the party. | Kill | |
Vol 3 | 5 | MIBL | Mangar's Mind Blade | 10 SP | Combat | All Foes | 30-60' | Instant | 25d4 damage | Strikes every opposing group within range with an explosion of energy capable of inflicting 25 to 100 points of damage. | Damage |
Vol 1 | 6 | MIWP | Mind Warp | 9 SP | Combat | Single | Instant | Causes "Nuts" condition | This spell will make a member of your party go totally insane. Useful for possessions. | Debuff | |
Vol 3 | 6 | SOSI | Sorcerer Sight | 11 SP | Anytime | 30 Feet | Persistent | Detect special areas | Operates like the SECOND SIGHT spell, but lasts indefinitely. | Buff | |
Vol 3 | 6 | WIGI | Wind Giant | 11 SP | Anytime | Party | Instant | Summon Storm Giant Illusion | Creates an illusionary storm giant that joins and fights for your party. | Summon | |
Vol 3 | 7 | MAGM | Mage Maelstrom | 40 SP | Combat | Foe Group | 90' | Instant | 60d4 damage/stone/kill | Assaults a group of spellcasters and may do one of the following: inflict 60 to 240 points of damage, turn them to stone, or kill them outright. However, because the maelstrom is illusionary in nature, a disbelieving monster can totally disarm it. | Damage Kill |
Vol 3 | 7 | PREC | Preclusion | 50 SP | Combat | All Foes | Combat | Prevent Summoning | Keeps the enemy from being able to summon any creatures. | Control | |
Vol 3 | 7 | RIME | Rimefang | 20 SP | Combat | All Foes | 40' | Instant | Summon Archmage Illusion | Creates an illusionary Archmage to join your party. | Summon |
Vol 3 | 7 | WIHE | Wind Hero | 16 SP | Anytime | Party | Instant | Summon Hero Illusion | Creates an illusionary hero to join your party. | Summon | |
Vol 2 | 7 | WIMA | Wind Mage | 14 SP | Anytime | Party | Instant | Summon Archmage Illusion | Creates an illusionary Archmage to join your party. | Summon |
Wizard Spells
Origin | Level | Cant | Translation | Cost | Timing | Target | Range | Duration | Description | Details | |
---|---|---|---|---|---|---|---|---|---|---|---|
Vol 3 | 4 | ANDE | Animate Dead | 14 SP | Combat | Character | Instant | Allow dead character to fight | Reanimates a dead character with living strength so he or she attacks enemies as if truly alive -- combat only spell. | ||
Vol 3 | 5 | SPBI | Baylor's Spell Bind | 16 SP | Anytime | Foe | Instant | Causes "Possessed" condition | If successful, this spell possesses the mind of an enemy and forces him to join and fight for your party. | Cure | |
Vol 3 | 6 | BEDE | Beyond Death | 18 SP | Anytime | Character | Instant | Cure "Dead" condition | Restores life and one hit point to a deceased character. | Cure | |
Vol 3 | 2 | DEBA | Demon Bane | 11 SP | Combat | Foe | 30' | Instant | 100d4 damage to evil/supernatural | Inflicts 100 to 400 points of damage on a single creature of evil or supernatural origin. | Damage |
Vol 3 | 5 | DMST | Demon Strike | 14 SP | Combat | Foe Group | 30' | Instant | 200d2 damage | Unleashes the terrorizing power of demons into the enemy ranks, causing 200 to 400 points of damage. | Damage |
Vol 3 | 3 | DISP | Dispossess | 12 SP | Anytime | Character | Instant | Cure "Possessed" condition | Returns a possessed party member to the normal state of consciousness. | Cure | |
Vol 3 | 1 | FOFO | Fanskar's Force Focus | 11 SP | Combat | Foe Group | 10' | Instant | 25d4 damage | Lands a cone of gravitational energy on a group of your Foes, inflicting 25 to 100 points of damage. | Damage |
Vol 3 | 3 | FLCO | Flame Column | 14 SP | Combat | Foe Group | 30' | Instant | 22d4 damage | Creates a cyclone of flame that lashes out and delivers 22 to 88 points of damage to a group of your Foes. | Damage |
Vol 3 | 2 | GATE | Gate | 12 SP | Anytime | Party | Instant | Summon Wraith | Bids a shadowy wraith to unwillingly join your party. | Summon | |
Vol 3 | 6 | GRSU | Greater Summoning | 22 SP | Anytime | Party | Instant | Summon elemental creature | Operates like PRIME SUMMONING but causes a powerful elemental creature to appear and fight for the party. | Summon | |
Vol 1 | 2 | LESU | Lesser Summoning | 8 SP | Anytime | Special | Instant | Summon Lesser Demon | This spell will gate into our universe a lower power elemental or demon, who will (under protest) join the party. | Summon | |
Vol 3 | 4 | PRSU | Prime Summoning | 14 SP | Anytime | Party | Instant | Summon undead creature | Forces a powerful undead creature to join and fight for your party. | Summon | |
Vol 1 | 1 | REDE | Repel Dead | 4 SP | Combat | Foe Group | 50' | Instant | 16d5 damage to undead | This spell will do 16 to 80 points of damage to a group of undead creatures. | Damage |
Vol 1 | 6 | SPSP | Spell Spirit | 15 SP | Anytime | Special | Instant | Summon Lich or Spectre | This spell will gate in a higher-level undead creature to fight for the party. | Summon | |
Vol 3 | 5 | SOWH | Storal's Soul Whip | 13 SP | Combat | Foe | 70' | Instant | 50d4 damage | Whips out a tendril of psionic (mind) power to strike a selected foe, inflicting 50 to 200 damage points. | Damage |
Vol 1 | 1 | SUDE | Summon Dead | 6 SP | Anytime | Special | Instant | Summon Zombie or Skeleton | This will gate into our universe a zombie or skeleton to fight for the party. | Summon | |
Vol 3 | 1 | SUEL | Summon Elemental | 10 SP | Anytime | Party | Instant | Summon Fire Elemental | Creates a fire-being from the raw elements of the universe to join and fight for your party. | Summon | |
Vol 3 | 4 | HERB | Summon Herb | 12 SP | Anytime | Party | Instant | Summon Herb | Summons Herb to join your party. Herb is really busy, but he'll hang out with your party for a while if you need him. | Summon | |
Vol 1 | 3 | SUPH | Summon Phantom | 10 SP | Anytime | Special | Instant | Summon Ghoul or Wraith | This spell will bring a medium level undead creature into the party. | Summon | |
Vol 3 | 7 | WIZW | Wacum's Wizard War | 16 SP | Combat | Foe Group | 50' | Instant | 50d4 damage | Creates a pyrotechnical storm over a group of monsters, inflicting 50 to 200 damage points. | Damage |
Archmage Spells
Origin | Level | Cant | Translation | Cost | Timing | Target | Range | Duration | Description | Details | |
---|---|---|---|---|---|---|---|---|---|---|---|
Vol 3 | 1 | HAFO | Oscon's Haltfoe | 15 SP | Combat | All Foes | 20' | 1 Round | Prevent action | If successful, this spell causes every attacking group to do nothing during the next round. | Control |
Vol 3 | 1 | MEME | Melee Men | 20 SP | Combat | Foe Group | 90' | Instant | Pull into melee range | Pulls an attacking group into melee range (10') regardless of how far they were when they began attacking. | Control |
Vol 3 | 2 | BASP | Batchspell | 28 SP | Anytime | Party | Special | GRRE/YMCA/SOSI/MALE/MACO | Performs the following multiple spells: GREATER REVELATION, YBARRA'S MYSTICAL COAT OF ARMOR, SORCERER SIGHT, MAJOR LEVITATION, and KIEL'S MAGIC COMPASS. | Buff | |
Vol 3 | 3 | CAMR | Camaraderie | 26 SP | Combat | Party | Instant | Calm hostile monsters | Has a 50% chance of calming any or all monsters in your party that have turned hostile. | Cure | |
Vol 3 | 4 | NILA | Fanskar's Night Lance | 30 SP | Combat | Foe Group | 60' | Instant | 100d4 damage | Launches a chilling missile against a group of Foes, inflicting 100 to 400 damage points. | Damage |
Vol 3 | 5 | HEAL | Heal All | 50 SP | Anytime | Party | Instant | Resurrect and heal all | A Beyond Death spell that resurrects every dead party member and heals all wounds, paralysis, and insanity. | Heal Cure | |
Vol 3 | 6 | BRKR | The Brothers Kringle | 60 SP | Anytime | Party | Persistent | Summon Kringle Bro | The brothers are always ready to help friends in trouble. Enough brothers appear to fill the empty slots in your party. | Summon | |
Vol 3 | 7 | MAMA | Mangar's Mallet | 80 SP | Combat | All Foes | 90' | Instant | 200d4 damage | Inflicts 200 to 800 bone-crushing damage points against every monster group you face. | Damage |
Chronomancer Spells
Level | Cant | Translation | Cost | Timing | Target | Range | Duration | Description | Details | |
---|---|---|---|---|---|---|---|---|---|---|
1 | VITL | Vitality | 12 SP | Anytime | Character | Instant | Heal 2d4 HP/level | Invigorates a character by healing 4 to 8 hit points times the spellcaster's level. | Heal | |
1 | ARBO | Apport Arboria | 10 SP | Non-Combat | Party | Instant | Teleport to Arboria | Teleports the party to Arboria if they are in the Skara Brae Wilderness at (6,14). | ||
1 | OBRA | Reditus Arboria | 10 SP | Non-Combat | Party | Instant | Teleport from Arboria | Teleports the party from Arboria back to Skara Brae. | ||
2 | WIFI | Witherfist | 20 SP | Combat | Foe Group | 20' | Instant | 300d2 damage | Crushes a group of enemies under a huge fist of power for 300 to 600 points of damage. | Damage |
2 | COLD | Frost Force | 20 SP | Combat | Foe Group | 80' | Instant | 50d8 damage | Blasts the enemy with a deadly frost for 50 to 400 points of damage. | Damage |
2 | GELI | Apport Gelidia | 15 SP | Non-Combat | Party | Instant | Teleport to Geledia | Teleports the party to Geledia if they are in the Skara Brae Wilderness at (0,0). | ||
2 | ILEG | Reditus Gelidia | 15 SP | Non-Combat | Party | Instant | Teleport from Geledia | Teleports the party from Geledia back to Skara Brae. | ||
3 | GOFI | God Fire | 25 SP | Combat | Foe Group | 80' | Instant | 60d4 damage | A holy spell where blazing red fires are sent from the angry gods to roast the enemy for 60 to 240 damage points. | Damage |
3 | STUN | Stun | 30 SP | Combat | All Foes | 90' | Instant | 50d4 damage | An electric spell that gives the enemy a high-voltage zap for 50 to 200 damage points. | Damage |
3 | LUCE | Apport Lucencia | 20 SP | Non-Combat | Party | Instant | Teleport to Lucencia | Teleports the party to Lucencia if they are in the Skara Brae Wilderness at (17,2). | ||
3 | ECUL | Reditus Lucencia | 20 SP | Non-Combat | Party | Instant | Teleport from Lucencia | Teleports the party from Lucencia back to Skara Brae. | ||
4 | LUCK | Luck Chant | 45 SP | Combat | Party | Combat | Add +8 Magic Resist | Increases your chances of hitting or defending by eight points. | Buff | |
4 | FADE | Far Death | 50 SP | Combat | Foe | 30' | Instant | Kill monster | A long-range spell that drops a distant foe dead in its tracks. | Kill |
4 | KINE | Apport Kinestia | 25 SP | Non-Combat | Party | Instant | Teleport to Kinestia | Teleports the party to Kinestia if they are in the Skara Brae Wilderness at (2,16). | ||
4 | ENIK | Reditus Kinestia | 25 SP | Non-Combat | Party | Instant | Teleport from Kinestia | Teleports the party from Kinestia back to Skara Brae. | ||
5 | WHAT | Identify | 60 SP | Anytime | One item | Instant | Identify item | Cast this spell on something to find out just what the heck it is. | ||
5 | OLAY | Youth | 60 SP | Anytime | Character | Instant | Cure old | Coats a character with a light, fragrant lotion to cure oldness. | Cure | |
5 | OLUK | Apport Tenebrosia | 30 SP | Non-Combat | Party | Instant | Teleport to Tenabrosia | Teleports the party to Tenabrosia if they are in the Skara Brae Wilderness at (19,10). | ||
5 | KULO | Reditus Tenebrosia | 30 SP | Non-Combat | Party | Instant | Teleport from Tenabrosia | Teleports the party from Tenabrosia back to Skara Brae. | ||
6 | GRRO | Grave Robber | 65 SP | Anytime | Character | Instant | Raise dead with full HP | Casts Beyond Death and Regeneration for a life-giving combination of spells. | Heal Cure | |
6 | FOTA | Force of Tarjan | 70 SP | Combat | Foe Group | 90' | Instant | Witherfist/Sandstorm | Casts Witherfist and Sandstorm for a double offensive punch. | Damage |
6 | AECE | Apport Tarmitia | 35 SP | Non-Combat | Party | Instant | Teleport to Tarmitia | Teleports the party to Tarmitia if they are in the Skara Brae Wilderness at (10,9). | Teleport | |
6 | ECEA | Reditus Tarmitia | 35 SP | Non-Combat | Party | Instant | Teleport from Tarmitia | Teleports the party from Tarmitia back to Skara Brae. | Teleport | |
7 | SHSH | Shadow Shield | 60 SP | Anytime | Party | Persistent | -4 AC | Casts a gray shadow around the party, and lowers their armor class by 4 | Buff | |
7 | FAFI | Fatal Fist | 100 SP | Combat | All Foes | 90' | Instant | 400d4 damage | Crushes the enemy under an unearthly gravitational force for 400 to 1500 points of damage. | Damage |
7 | EVIL | Apport Malefia | 50 SP | Non-Combat | Party | Instant | Teleport to Malefia | Teleports the party to Malefia if they are in the Skara Brae Wilderness at (18,18). | Teleport | |
7 | LIVE | Reditus Malefia | 50 SP | Non-Combat | Party | Instant | Teleport from Malefia | Teleports the party from Malefia back to Skara Brae. | Teleport |
Geomancer Spells
Level | Cant | Translation | Cost | Timing | Target | Range | Duration | Description | Details | |
---|---|---|---|---|---|---|---|---|---|---|
1 | EADA | Earth Dagger | 5 SP | Combat | Foe Group | 40' | Instant | 200d4 damage | Cuts down the enemy with holy daggers for 200 to 800 points of damage. | Damage |
1 | EASO | Earth Song | 5 SP | Anytime | Special | 300 minutes | Show traps | Reveals all booby-trapped areas that can injure the party. | ||
1 | EAWA | Earth Ward | 8 SP | Anytime | Special | Instant | Disarm traps | Casts the Trap Zap spell on the entire level. | ||
2 | TREB | Trebuchet | 10 SP | Combat | All Foes | Instant | 150d4 damage | Fries all foes with wickedly hot flames for 150 to 600 points. | Damage | |
2 | EAEL | Earth Elemental | 15 SP | Anytime | Party | Instant | Summon Earth Elemental | Summons an Earth Elemental, which is a creature created from the raw elements of the earth. | Summon | |
2 | WAWA | Wall Warp | 15 SP | Anytime | Special | Instant | Remove wall | Works like Phase Door until the party leaves. | ||
3 | ROCK | Petrify | 18 SP | Combat | Foe | 60' | Instant | Stone monster | Turns an enemy up to 60 feet away into the hardest stone. | |
3 | ROAL | Roscoe's Alert | 20 SP | Anytime | Special | 300 minutes | Show anti-magic squares | Reveals to the party where the anti-magic areas are. | ||
4 | SUSO | Succor Song | 20 SP | Anytime | Special | 300 minutes | Show HP regen squares | Shows all heal-party squares, so your party can put an end to their weakness and pain. | ||
4 | SAST | Sandstorm | 25 SP | Combat | Foe Group | Instant | Push monsters 60' | With a violent swirl of sand, all foes are whipped back 60 feet. | ||
5 | SANT | Sanctuary | 30 SP | Anytime | Special | 300 minutes | Show SP regen squares | Shows all mage regeneration squares, so your spellcasters can be refreshed. | ||
5 | GLST | Glacier Strike | 40 SP | Combat | Foe | 90' | Instant | 400d4 damage | Impales the enemy with an icy stalagmite, causing 400 to 1600 points of damage. | Damage |
6 | PATH | Pathfinder | 40 SP | Anytime | Special | Instant | Show map | An instant map, this shows the entire maze that the party's in. | ||
6 | MABA | Magma Blast | 50 SP | Combat | Foe Group | 50' | Instant | 300d4 damage | Burns a group of foes with a blast of hot, fiery magma for 300 to 1200 points of damage. | Damage |
7 | JOBO | Jolt Bolt | 60 SP | Combat | All Foes | Instant | 400d4 damage | Wrenches the earth below the enemy, smashing them to the ground and gives them a jolting electrical shock to cause 400 to 1600 points of damage. | Damage | |
7 | EAMA | Earth Maw | 80 SP | Combat | Foe Group | 50' | Instant | Kill monsters | Commands the ground beneath the enemy's feet to open wide and drop the foes in, so they're never seen again. |
Other Spells
Level | Cant | Translation | Cost | Timing | Target | Range | Duration | Description | Learned | Details | |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | GILL | Giles Gillis | 10 SP | Anytime | Party | Medium | Add 100 Underwater Steps | Abora (1,11) 500g OR Ciera Brannia (6,5) 10,000g | This survival spell lets your party breathe under water. It is cumulative in effect; casting it more than once will extend the amount of time you can spend underwater. | Buff | |
1 | DIVA | Divine Intervention | 250 SP | Anytime | All | Instant | Heal all/MAMA/+20 AC | Celaria Bree (5,4) 50,000g | Restores all hit points to the party. If you're in combat, it also does the following: 1) Lowers your armor class, saving throw, to hit, and damage by 20 points; 2) Increases your attack by eight points; and 3) Casts Mangar's Mallet. | ||
1 | NUKE | Gotterdamurung | 150 SP | Combat | All Foes | Instant | 2000+280d4 damage | Black Scar (9,7) 50,000 | The finest in offensive obliteration, this spell annihilates the opponent for approximately 2000+280d4. | Damage |
Bard Songs
Vol | Name | Timing | Target | Duration | Description | Details | |
---|---|---|---|---|---|---|---|
Vol 1 | Falkentyne's Fury | Anytime | Party | 3 hours | Increase melee damage | This tune increases the damage your party will do in combat, by driving them into a berserker rage (lasts 3 hours). | Buff |
Vol 1 | Seeker's Ballad | Anytime | Party | 3 hours | Light (3 squares); Increase to-hit | This song will produce light when exploring, and during combat it will increase the party's chance of hitting a foe with a weapon (lasts 3 hours). | Buff |
Vol 1 | Wayland's Watch | Anytime | All Foes | 3 hours | Reduce damage | This song will soothe your savage foes, making them do less damage in combat (lasts 3 hours). | Buff |
Vol 1 | Badh'r Kilnfest | Anytime | Party | 3 hours | Restore HP | This is an ancient Elven melody, which will heal the Bard's wounds during traveling (1 HP every 15 minutes), and heal the party's wounds during combat (1 HP every round) (lasts 3 hours). | Heal |
Vol 1 | Traveller's Tune | Anytime | All Foes | 3 hours | Reduce to-hit | This melody makes the members of your party more dexterous and agile, and thus more difficult to hit (lasts 3 hours). | Buff |
Vol 1 | Lucklaran | Anytime | Party | 3 hours | Increase spell defense | This song sets up a partial "anti-magic" field, which gives party members some increased protection against spell casting (lasts 3 hours). | Buff |
Vol 2 | The Archer's Tune | Anytime | Party | 3 hours | 2x party missile, half foe missile | Doubles the party's missile damage, and cuts the missile damage inflicted by a foe in half. Missile weapons are those weapons that are thrown or shot such as arrows, spears, and axes (3 hours). | Buff |
Vol 2 | Spellsong | Anytime | Party | 3 hours | Assists with saving rolls | Adds +2 Bonus to saving roll. This means the party is less likely to be damaged by magic and traps (3 hours). | Buff |
Vol 2 | Sanctuary Score | Anytime | Party | 3 hours | -2 AC | Lowers the Armor Class for all party members by 2 (3 hours). | Buff |
Vol 2 | The Melee March | Anytime | Party | 3 hours | Adds +3 HP, also bonus damage | Increases the party's hit points for extra protection and also increase the damage points inflicted on enemies (3 hours). | Buff |
Vol 2 | Zanduvar Carack | Anytime | Party | 3 hours | Trap protection, +3 HP per round | Protection from traps when played under normal conditions, but heals during combat (3 hours). | Buff |
Vol 2 | Rhyme of Duotime | Anytime | Party | 3 hours | 2x SP regen, +1 attack | Regenerates spell points at twice the normal speed when played under normal conditions, and provides extra attacks during combat (3 hours). | Buff |
Vol 2 | The Watchwood Melody | Anytime | Party | 3 hours | Light (3 squares), keep bearings | This creates light so you can find your way around. May even work in anti - magic zones. (90 min). Prevents spinners effect and disorientaton after telelport. | Buff |
Vol 3 | Sir Robin's Tune | Anytime | Party | 3 hours | Allow running, prevent summoning | This lets you run away from attackers as long as the combat has not yet begun. During combat, this keeps the monsters from calling for additional help (90 min). | Control |
Vol 3 | Safety Song | Anytime | Party | 3 hours | Prevent random encounters | Sets up an an anti-monster aura, so foes won't randomly attack you (90 min). | Control |
Vol 3 | Bringaround Ballad | Anytime | Party | 3 hours | Add +1 HP/15min, +1 HP/round | In non-combat situations, this rejuvenates the Bard's hit points. During combat, this song will affect everyone in your party, including the Bard. (90 min). | Heal |
Vol 3 | Kiel's Overture | Anytime | Party | 3 hours | Compass, Trebuchet | In non-combat situations, this calls up a compass so you can get your bearings. During combat, this casts the monster-frying Trebuchet spell for one round. (90 min). | Buff Damage |
Vol 3 | Minstrel Shield | Anytime | Party | 3 hours | Take half damage | During combat, it also partially shields your party so they only take half damage from monster attacks. (90 min) | Buff |
Attribution
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How to obtain a copy of this game
GOG link – Digital PC Bundle (Remastered Trilogy) (includes games 1-3)
GOG link – Digital PC Bundle (Action RPG Version 2004) (includes Original Trilogy 1-3)