There are two classes of spells: Those that last for a while, and those that don't. In each of these classes are two further distinctions: Spells that are meant for use in combat, and those that aren't. Combat spells are flagged with a '*'. These may or may not work, depending on the relative levels of the spell caster and his target. If the opponent is a great deal more powerful than the Magic-User, it is very highly resistant to the latter's magicking. The formula for spell efficacy varies from spell to spell, and contains a random factor. Some spells become more effective as the Magic-User increases in power. Spells such as Lightning Bolt use the caster's level as a base number of points delivered, and then add on a random factor. If this is the case, the spell description mentions the exact formula. Each spell is described briefly, and is labeled with a '*', if applicable. In addition, each is labeled either 'Immediate' or 'Duration.' The former do whatever it is that they do RIGHT NOW, while the latter's effects take a little while to disperse. The next page contains the Spell Tables. The four pages following describe the spells themselves, one level per page. ^ Magic-User Spells: Level 1 Level 2 ------- ------- 1* Magic Missile 1* Phantasmal Forces 2* Charm Monster 2* Web 3 Shield 3* Lightning Bolt 4* Sleep 4 Strength 5 Protection from Evil 5 Levitate 6 Light 6 Invisibility Level 3 Level 4 ------- ------- 1* Fireball 1 Teleport 2* Confusion 2* Power Word KILL 3 Pass Wall 3* Prismatic Wall 4* Hold Monster 4 Time Stop 5 Fear 5* Pillar of Fire 6 Continual Light 6* Summon Demon * - Combat Spell ^ Level 1 Spells: *Magic Missile: Fires a magical dart from the caster's finger. This (Immediate) does not miss, and does (level)+ 1-10 points of damage. *Charm Monster: Basically, this hypnotises the caster's opponent, (Immediate) which therefore neither attacks nor dodges. This spell is easily broken, however. Shield: Creates an invisible wall around the caster, causing (Duration) any monster attacking to do so at a disadvantage. *Sleep: Puts the caster's opponent into a deep sleep. While (Immediate) sleeping, it neither attacks nor dodges (obviously). Protection from Evil: Causes the caster's opponent to attack at a disad- (Duration) vantage. Light: Creates a point-source light, equivalent to one torch, (Duration) over the caster's head. Effects are cumulative. ^ Level 2 Spells: *Phantasmal Force: Causes the caster's opponent to believe it is confront- (Immediate) ing a creature much mightier than itself. This often causes flight. *Web: Entangles the caster's opponent in a magical net, (Immediate) making it helpless to attack or defend itself. *Lightning Bolt: Delivers (level) + 2-16 points of electrical damage to (Immediate) the caster's opponent. Strength: Temporarily augments the caster's Strength attribute, (Duration) improving his/her combat skill commensurately. Levitate: Causes the caster to float (level) feet off the floor, (Duration) making him/her harder to hit. Invisibility: Strangely enough, causes the caster to fade from sight. (Duration) This puts monsters at a decided disadvantage. ^ Level 3 Spells: *Fireball: Causes a fiery explosion in the vicinity of the (Immediate) caster's opponent. Does (level) + 4-24 points of fire damage. *Confusion: Causes the caster's opponent to lose clarity of mind, (Immediate) with attendant co-ordination. It cannot attack. Spell lasts for (level) + 1-6 rounds. Pass Wall: Shifts the molecular structure of the desired wall such (Immediate) that it becomes as air, allowing passage through it. *Hold Monster: Mesmerises the caster's opponent so that it cannot (Immediate) attack or dodge. Fear: Causes the caster's opponent to become fearful of (Duration) him/her, and attack at a disadvantage. Continual Light: Same as a Light spell (qv), save that this is twice as (Duration) bright and lasts for the duration of the adventure. ^ Level 4 Spells: Teleport: Transports, instantly, the caster from where he is to (Immediate) somewhere else. The caster has no control of the dest- ination. *Power Word KILL: Your basic Death Spell. Causes the caster's opponent to (Immediate) drop dead on the spot. *Prismatic Wall: Encases the caster in a multicoloured sphere with re- (Immediate) markable powers of monster-damaging. Does 5-40 points of damage to the caster's antagonist. Time Stop: Freezes Time in the caster's vicinity, while permitting (Duration) him/her to move freely. Monsters cannot fight back. *Pillar of Fire: Causes the caster's target to be immolated in a pillar (Immediate) of flames, causing (level)+ 3-18 points of fire damage. *Summon Demon: Calls one of Hell's denizens to the caster's aid. The (Immediate) demon will attempt to drag the caster's antagonist back to Hell with it. ^