Dragon Wars/Magic

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Explanation[edit | edit source]

  __________________________________________________________________________ 
 |                                                                          | 
 | SPELL NAME                                                               | 
 | ----------                   Effect: Damage or other effect              | 
 | Description of the spell,     Reach: Distance within which the spell     | 
 | different notes and tips             can be cast                         |
 | for the use.                    Aim: who is affected by the spell        | 
 |                                Time: Duration of the spell               | 
 |                               Power: Required power points               | 
 |__________________________________________________________________________| 
 
 
  Char - 1 Character 
 Group - 1 group of monsters 
 Party - every character in your party
   Var - variable. The more points you spend, the more damage 
         or expanded time. The maximum is 2x your skill in this  
         magic class. 
1-6 xP - reached damage muliplied with the used power points. 
Combat - spell is active for the time the encounter lasts. If one of the two sides 
         is defeated or takes flight, the spell ends.
 

LOW MAGIC[edit | edit source]

MAGE FIRE 
--------- 
The initial fight spell. Again and again       Effect: 1-8 pts 
worth casting if nothing better is              Reach: 30' 
at hand.                                          Aim: 1 enemy 
                                                 Time: -- 
                                                Power: 2 
 
 
CHARM 
----- 
This simple spell adds a small                 Effect: +1 AV 
bonus to the fight ability of a char            Reach: Heal 
and heals 1-2 points of the                       Aim: Char 
damage.                                          Time: Combat 
                                                Power: 3 
 
 
LESSER HEAL 
----------- 
A simple healing spell, that recovers          Effect: 1-4 pts 
up to four points of the health.                Reach: Heal 
Healing spells are very important, as you         Aim: Char 
cannot use the Bandage Skill during the fight.   Time: -- 
Learn a heal spell if you want to survive.      Power: 2 

 
 
DISARM 
------ 
This conjuration disarms an enemy             Effect: Disarm 
if he carries a weapon.                        Reach: 30' 
Dragons' Claws are not concerned.                Aim: 1 Enemy 
                                                Time: -- 
                                               Power: 4 
 
 
LUCK 
---- 
If you need a bit of luck during a fight,     Effect: +2 DV 
use this spell for you or a friend. It         Reach: -- 
raises the DV for the duration of the            Aim: Char 
fight.                                          Time: Combat 
                                               Power: 3 
 
 
MAGE LIGHT 
---------- 
Helpful when exploring dark places            Effect: Light 
if no other source of light is there.          Reach: -- 
The icon of a torch appears while                Aim: Party 
the spell is active.                            Time: Var 
                                               Power: 1 = 3 Hr

HIGH MAGIC[edit | edit source]

                              - Fight spells - 
 
FIRE LIGHT 
---------- 
An expanded fight spell. The higher the       Effect: 1-6 x P 
strength of the caster, the more damage        Reach: 30' 
will this spell do.                              Aim: 1 Enemy 
                                                Time: -- 
                                               Power: Var 
 
 
ELVAR'S FIRE 
------------ 
This was Lanac'toor's favourite method        Effect: 2-12 pts 
of  sharing his own spell. This spell has      Reach: 30' 
not much bundeling, but is a planar weapon,      Aim: Group 
and it can at times defeat a whole group        Time: -- 
of weaker enemies.                             Power: 6 

 
 
 
POOG'S VORTEX 
------------- 
An expanded version of Elvar's Fire,          Effect: 4-24 pts 
which was conceived by the Arch-Wizard Poog    Reach: 20' 
to lower the life power of his enemies.          Aim: Group 
                                                Time: -- 
                                               Power: 11 
 
 
ICE CHILL 
--------- 
A precise spell that calls up the cold        Effect: 1-4 x P 
death of the victim. Same as the               Reach: 50' 
Fire Light spell, Ice chill is based             Aim: 1 enemy 
on strength and although not as powerful        Time: -- 
as Fire Light for beginners, it has an         Power: Var 
effect at a greater reach. 
 
 
BIG CHILL 
--------- 
A planar effect version of Ice Chill          Effect: 4-24 pts 
which causes up to 24 points of damage         Reach: 30' 
at all enemies within reach.                     Aim: All 
                                                Time: -- 
                                               Power: 15 
 
 
DAZZLE 
------ 
Use this spell to irritate easy enemies,      Effect: Miss turn 
but make sure that there is someone            Reach: 30' 
who will use the hesitation of your              Aim: 1 enemy 
foes.                                           Time: -- 
                                               Power: 3 
 
 
MYSTIC MIGHT 
------------ 
Muscles for a friend of your choice           Effect: +15 Str 
for the complete duration of a fight.          Reach: -- 
                                                 Aim: Char 
                                                Time: Combat 
                                               Power: 4 
 
 
REVEAL GLAMOUR 
-------------- 
A very important spell that                   Effect: Dispel 
usually dispels illusions. Not                 Reach: 40' 
everything is as it seems,                       Aim: Group 
especially on the Eastern Isles.                Time: -- 
                                               Power: 2 
 
 
COWARDICE 
--------- 
Scare your foes before they scare you.        Effect: Foes run 
They will either run or stay and go on         Reach: 60' 
fighting, if they are resistent against          Aim: Group 
this spell. Best to use against weaker          Time: -- 
enemies.                                       Power: 8 

 
 
VORN'S GUARD 
------------ 
Originally invented to safeguard a king       Effect: +2 AC 
and his following, this spell is also          Reach: -- 
very well suited for a party who needs           Aim: Party 
magical protection. Raises the armour           Time: Combat 
class, but has no effect on DV.                Power: 6 
 
 
 
SALA'S SWIFT 
------------ 
Raises the dexterity of a single character    Effect: +8 Dex 
for the duration of the fight.                 Reach: -- 
This raises AV and DV.                           Aim: Char 
                                                Time: Combat 
                                               Power: 5

                              - Other spells - 
 
 
AIR SUMMON 
---------- 
Conjures an elemental power of the air.       Effect: Summon 
See section "Summoning" at the end of          Reach: -- 
the list of spells for more information          Aim: -- 
                                                Time: Var 
                                               Power: 1 = 4 Hr 
 
 
EARTH SUMMON 
------------ 
Creates a powerful creature of stone          Effect: Summon 
and earth and puts it under your               Reach: -- 
command. The elemental power of                  Aim: -- 
the earth is considerably stronger and          Time: Var 
lasting longer than the elemental power        Power: 1 = 4 Hr 
of the air. 
 
 
WATER SUMMON 
------------ 
Conjures an elemental power of water as       Effect: Summon 
temporary ally. The elemental power of         Reach: -- 
water is a bit more powerful and stronger        Aim: -- 
than the elemental power of the earth.          Time: Var 
                                               Power: 1 = 4 Hr 
 
 
FIRE SUMMON 
----------- 
Conjures an elemental power of fire.          Effect: Summon 
Guarantees a strengthening of the party.       Reach: -- 
The elemental power of fire is the               Aim: -- 
strongest known elemental power.                Time: Var 
                                               Power: 1 = 4 Hr 
 
 
 
SENSE TRAPS 
----------- 
Leads you safely around the dangerous         Effect: Sense 
death traps in which you else would            Reach: -- 
surely fall.                                     Aim: Party 
                                                Time: Var 
                                               Power: 1 = 2 Hr 
 
 
CLOAK ARCANE 
------------ 
Makes the party seem partially invisible      Effect: +2 AC 
by diverting light and strikes from foes       Reach: -- 
around them.                                     Aim: Party 
                                                Time: Var 
                                               Power: 1 = 1 Hr 

                              - Heal spells - 
 
 
HEALING 
------- 
A bit better than the Low Magic               Effect: 1-6 pts 
"Lesser Heal" spell, this spell                Reach: -- 
can heal broken bones and stop                   Aim: Char 
internal bleedings.                             Time: -- 
                                               Power: 3 
 
 
GROUP HEAL 
---------- 
A group heal spell for which the whole        Effect: 1-6 pts 
party will be grateful. Recovers up to six     Reach: -- 
health points for each character.                Aim: Party 
                                                Time: -- 
                                               Power: 6

SUN MAGIC[edit | edit source]

                              - Fight spells - 
 
 
SUN STROKE 
---------- 
The Sun Magic version of                      Effect: 1-8 x P 
"Fire Light". Only small                       Reach: 20' 
differences will appear to those                 Aim: 1 Feind 
who know both spells well.                      Time: -- 
                                               Power: Var 
 
 
EXORCISM 
-------- 
The undead cannot linger                      Effect: 6-36 pts 
in the light of the sun. Normally.             Reach: 50 ' 
Not effective against living                     Aim: Group 
creatures.                                      Time: -- 
                                               Power: 5 
 
RAGE OF MITHRAS 
--------------- 
An utterly powerful spell, but                Effect: 1-6 x P 
limited, as it only concerns one               Reach: 70' 
victim at a time. Can hit a foe                  Aim: 1 foe 
within a distance of up to 70 feet.             Time: -- 
                                               Power: Var 
 
 
WRATH OF MITHRAS 
---------------- 
An even more abominable, powerful             Effect: 1-4 x P 
spell, which only acts in a small radius.      Reach: 90' 
The damage is smaller as with                    Aim: Group 
"the Rage of Mithras", but it                   Time: -- 
hits a whole group.                            Power: Var 
 
 
FIRE STORM 
---------- 
Probably the most cruel spell                 Effect: 6-36 pts 
that is known.                                 Reach: 60' 
                                                 Aim: All 
                                                Time: -- 
                                               Power: 20 
 
 
INFERNO 
------- 
A bit less powerful version of                Effect: 1-4 x P 
Fire Storm. But in the hands of an             Reach: 40' 
experienced character, it can cause              Aim: All 
more damage and nonetheless                     Time: -- 
need less power.                               Power: Var 
 
 
HOLY AIM 
-------- 
Pours divine light on a                       Effect: +2 AV 
spectacle, helps a righteous                   Reach: -- 
group and smites their enemies.                  Aim: Party 
                                                Time: Combat 
                                               Power: 5 
 
 
BATTLE POWER 
------------ 
Strengthens the muscles of every              Effect: +10 Str 
member of the group considerably.              Reach: -- 
                                                 Aim: Party 
                                                Time: Combat 
                                               Power: 8 
 
 
COLUMN OF FIRE 
-------------- 
Walls of flames fall from the sky             Effect: Stops 
and stop the progress of                       Reach: 40' 
hostilities in a group of enemies.               Aim: Group 
                                                Time: -- 
                                               Power: 5 
 
 
MITHRA'S BLESS 
-------------- 
Protects a party with a protective            Effect: +3 DV 
blessing from damage.                          Reach: -- 
Obligingness of a foreign goddess.               Aim: Party 
                                                Time: Combat 
                                               Power: 5 
 
 
LIGHT FLASH 
----------- 
Produces a blinding flash that can cause      Effect: Lose Turn 
disorientation of the foes. Especially         Reach: 50' 
useful against a group of foes and               Aim: Group 
creatures underground, which are not            Time: -- 
used to light.                                 Power: 6 
 
 
ARMOR OF LIGHT 
-------------- 
Wraps a character inside a glimmering         Effect: +2 AC 
magical armour, that is consistent             Reach: -- 
against most attacks.                            Aim: Char 
                                                Time: Combat 
                                               Power: 6 

                              - Other spells - 
 
 
CHARGER 
------- 
The perfect load-me spell for                 Effect: Charge 
empty magical items.                           Reach: -- 
                                                 Aim: 1 item 
                                                Time: -- 
                                               Power: 8 
 
 
DISARM TRAP 
----------- 
Releases a trap safely. All you               Effect: Disarm 
have to do is walk into a trap                 Reach: -- 
and it will trigger without any                  Aim: -- 
consequences.                                   Time: Var 
                                               Power: 1=2 hr. 
 
 
GUIDANCE 
-------- 
Shows you the current                         Effect: Compass 
direction of view. Very useful                 Reach: -- 
underground where your directional               Aim: -- 
sign is useless.                                Time: Var 
                                               Power: 1=3 hr. 
 
 
RADIANCE 
-------- 
The best light spell in this                  Effect: Light 
magic class.                                   Reach: 40' 
                                                 Aim: Party 
                                                Time: Var 
                                               Power: 1=2 hr. 
 
 
SUMMON SALAMANDER 
----------------- 
Either this spell summons                     Effect: Summon 
a powerful magical creature,                   Reach: -- 
or it blows the head of the caster               Aim: -- 
away. Just let us know.                         Time: Var 
                                               Power: 1=4 hr. 

                              - Heal spells - 
 
 
SUN LIGHT 
--------- 
Raises the health of the chosen               Effect: 1-6 pts 
character. A small ray of sun has              Reach: -- 
always been good to anyone.                      Aim: Char 
                                                Time: -- 
                                               Power: 3 
 
 
HEAL 
---- 
A very good healing spell which only          Effect: 2-8 pts 
concerns one character.                        Reach: -- 
                                                 Aim: Char 
                                                Time: -- 
                                               Power: 4 
 
 
MAJOR HEAL 
---------- 
The best of all Sun Magic heal                Effect: 1-6 pts 
spells, if more than one character             Reach: -- 
is injured. Casts a 'Sun Light'                  Aim: Party 
spell on every party member.                    Time: -- 
                                               Power: 6

DRUID MAGIC[edit | edit source]

                              - Fight spells - 
 
 
DEATH CURSE 
----------- 
A brutal spell that has kept                  Effect: 3-18 pts 
up from old aeons. Causes up to                Reach: 40' 
18 points of damage on the aim.                 Ziel: 1 foe 
                                                Time: -- 
                                               Power: 6 
 
 
FIRE BLAST 
---------- 
This powerful spell unleashes a small         Effect: 4-24 pts 
fire storm over a group of foes.               Reach: 30' 
Use with care.                                   Aim: Group 
                                                Time: -- 
                                               Power: 12 
 
 
INSECT PLAGUE 
------------- 
A horrible way to weaken the defence          Effect: -2 AV, DV 
of some monsters, reduces AV and DC of         Reach: 60' 
a group of enemies and makes them                Aim: Group 
vulnerable.                                     Time: Combat 
                                               Power: 4 
 
 
WHIRL WIND 
---------- 
Transports maybe one or                       Effect: Push 30' 
several foes away from you                     Reach: 40' 
by a whirl wind.                                 Aim: Group 
                                                Time: -- 
                                               Power: 4 
 
 
SCARE 
----- 
Spoken at the right time, this spell          Effect: +2 AV 
raises the abilities of your party             Reach: -- 
seen from your foes point of view.               Aim: Party 
                                                Time: Combat 
                                               Power: 4 
 
 
BRAMBLES 
-------- 
Cause a temporary barrier of spikes           Effect: Miss Turn 
between your party and a group of              Reach: 60' 
enemies. Use this time to plan an                Aim: Group 
effective attack.                               Time: 1 Round 
                                               Power: 5 

                              - Other spells - 
 
 
CREATE WALL 
----------- 
Creates a stone barrier in                    Effect: Create 
front of the party. Is also used to            Reach: -- 
repair old buildings.                            Aim: -- 
                                                Time: -- 
                                               Power: 5 
 
 
SOFTEN STONE 
------------ 
A very powerful spell also popular            Effect: Remove 
with construction engineers. Useful            Reach: -- 
against underground constructions                Aim: -- 
and for removing certain walls.                 Time: -- 
                                               Power: 6 
 
 
BEAST CALL 
---------- 
This holy spell of Enkidu is used in          Effect: Summon 
secret druid rituals.                          Reach: -- 
                                                 Aim: -- 
                                                Time: Var 
                                               Power: 1=4 hr. 
 
 
WOOD SPIRIT 
----------- 
Creates a helpful ally made of                Effect: Summon 
wood and bushes.                               Reach: -- 
                                                 Aim: -- 
                                                Time: Var 
                                               Power: 1=4 hr. 


INVOKE SPIRIT 
------------- 
Calls up a well-disposed spirit               Effect: Summon 
that supports you in a fight.                  Reach: -- 
                                                 Aim: -- 
                                                Time: Var 
                                               Power: 1=4 hr. 

                              - Heal spells - 
 
 
GREATER HEALING 
--------------- 
Uses Energy from nature to heal               Effect: 1-6 pts 
the wounds of a character.                     Reach: -- 
                                                 Aim: Char 
                                                Time: -- 
                                               Power: 4 
 
 
CURE ALL 
-------- 
The best and most efficient heal              Effect: 1-8 pts 
spell that the old druids have                 Reach: -- 
conceived for a group.                           Aim: Party 
                                                Time: -- 
                                               Power: 6 

MISCELLANEOUS MAGIC[edit | edit source]

ZAK'S SPEED 
----------- 
Named after a very respected magician         Effect: +15 Dex 
a long time ago. This spell raises             Reach: -- 
the dexterity of all characters                  Aim: Party 
in the party.                                   Time: Combat 
                                               Power: 10 
 
 
PRISON 
------ 
Keeps a group of foes below the               Effect: Halt 
weight of a magical barrier                    Reach: 60' 
that restrains them from advancing               Aim: Group 
or running away.                                Time: Combat 
                                               Power: 8 
 
 
KILL RAY 
-------- 
Favour of the mad tsar Strahkenhorc           Effect: 10-80 pts 
from many hundred years ago. This deadly       Reach: 50' 
ray destroys everything it hits. Note the        Aim: 1 foe 
high costs of this spell, they can              Time: -- 
quickly lower the energy of a magician.        Power: 15 


Summoning[edit | edit source]

Monster Summoning: With this summoning, creatures from other places
or dimensions are called up to reinforce your party. Different High Magic 
and Druid Magic spells let appear different creatures, but have all one thing
in common: They need an open character slot in your party for the conjured
creature. Furthermore, they do not stay forever, but will sooner or later return 
to where they came from. The more power points you invest into the conjuring,
the longer will the creature stay. Conjured creatures appear with their own
armour and weapons, but you can also equip them with other items.


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