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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