Wizardry4 provides access to Priest magic through your summons

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Wizardry4 provides access to Priest magic through your summons

In Wizardry4, spell casting requires a conservative approach. Use just enough spell power to get it done and not a touch more. When you run out of spell points you need to return to the castle to rest, increasing the dependance on the Inn. Spending too many hours at the Inn and you will be forced into retirement before finishing your quest.

Vocal Casting

Cast a spell by uttering the all caps spell name in the spell book, such as DIOS for minor healing. MONTINO stops further spell casting by stilling vocal vibrations for target Group. You must know the name of the spell you are trying to cast in order to cast it, at least part of it.

Invoke Casting

Some items can be invoked by trying to equip them. This action may cast a spell or explode.

Spell Schools

In Wizardry4, you will play as Werdna, a Mage. You will not have direct access to Divine spells.

Spell Points

Spell Points are pooled for each Spell School and Spell Level. Each spell cast only cost 1 point from the appropriate level and school of the spell. Any character that knows spells will pool 1 Spell point per spell known by school and level. Mages, Priests, Bishops, Samurai, and Lords all have Bonus Spell points per their class and character level. For example, in Wizardry, a mad overlord that knows all 4 of the level 1 arcane spells will have 9 spell points pooled for arcane level 1—while a high level Fighter that also knows all 4 of the Level 1 arcane spells will only have 4 spell points pooled for arcane level 1.

Spell Timing

Notice LOMILWA and MAPORFIC have long duration.

Arcane Spell List

LevelIncantationTranslationTimingTargetDescription
1HALITOLittle FireCombatFoe1d8 (1-8) fire damageDamage
1MOGREFBody IronCombatCasterReduce AC by 2Buff
1KATINOBad AirCombatFoe GroupCause "Asleep" condition (2x damage)Control
1DUMAPICClarityCampPartyShows current location
2DILTODarknessCombatFoe GroupIncrease AC by 2Debuff
2SOPICGlassCombatCasterReduce AC by 4Buff
3MAHALITOBig FireCombatFoe Group4d6 (4-24) fire damageDamage
3MOLITOSparksCombatFoe Group3d6 (3-18) physical damageDamage
4MORLISFearCombatFoe GroupIncrease AC by 3Debuff
4DALTOBlizzardCombatFoe Group6d6 (6-36) cold damageDamage
4LAHALITOTorchCombatFoe Group6d6 (6-36) fire damageDamage
5MAMORLISTerrorCombatAll FoesIncrease AC by 3Debuff
5MAKANITODeadly AirCombatAll FoesKill non-undead with 7 or fewer hit diceDamage
5MADALTOFrost KingCombatFoe Group8d8 (8-64) cold damageDamage
6LAKANITOVacuumCombatFoe GroupKill non-undead; (6*HitDice)% chance to resistDamage
6ZILWANDispellCombatFoe10d200 damage (undead only)Damage
6MASOPICCrystalCombatPartyReduce AC by 4Buff
6HAMANBegCombatVariableCure party or reduce magic resistanceCure
7MALORTeleportAnytimePartyMove party to another location
7MAHAMANBeseechCombatVariableCure party, silence or kill monstersCure
7TILTOWAITKa-Blam!CombatAll Foes10d15 (15-150) physical damageDamage

Attribution

  • Official Manual is here.

How to obtain a copy of this game:

eBay linkUltimate Wizardry Archives PC CD-ROM version (1998), includes Wizardry 1-7


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