|
Spells of Might and Magic 2
Clerical Spells
Level 1
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Apparition | 1 SP | Combat | 10 monsters | Creates a frightening apparition in the monsters memory
causing them to be afraid, reducing their chance to hit. |
Awaken | 1 SP | Anytime | All sleeping party members | Awakens all sleeping members of the party,
instantaneously cancelling the sleep condition. May be critical if
party is attacked during rest. |
Bless | 1 SP | Combat | Entire party | Increases the accuracy with which all characters fight,
for the duration of combat. |
First Aid | 1 SP | Anytime | 1 character | Heals minor battle wounds, restoring 8 Hit Points to that
character.
|
Light | 1 SP | Non-combat | Entire party | Gives the party 1 light factor, which is sufficient to
light up 1 dark area. Multiple light spells can be cast to accumulate
multiple light factors. |
Power Cure | 1/L+1 Gem | Anytime | 1 character | Restores character's health and 1-10 Hit Points per
experience level of caster. |
Turn Undead | 1 SP | Combat | All undead monsters | Destroys some or all undead monsters, depending on
caster's experience level and monster's power level. |
Level 2
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Cure Wounds | 2 SP | Anytime | 1 character | Cures more serious wounds, restoring
15 Hit Points to the character. |
Heroism | 2 SP+1 Gem | Combat | 1 character | Temporarily elevates a character 6 levels of experience.
Spell lasts for the duration of combat. |
Nature's Gate | 2 SP | Non-combat, Outside | Entire party | Using the forces of nature, opens a portal between two
locations in the land of Cron. These locations vary with time
(days/years). |
Pain | 2 SP | Combat | 1 monster, not undead | Cripples monster with pain, inflicting 2-16 damage
points, unless the monster is immune to pain. |
Protection From Elements | 2 SP+1 Gem | Anytime | Entire party | Increases all character's resistance to fear, cold, fire,
poison, acid and electricity. Amount of the increase depends on the
caster's experience level. Spell lasts 1 day. |
Silence | 2 SP | Combat | 4 monsters +1 per level | Prevents the monsters from casting spells for the
duration of combat, or until they overcome the spell. |
Weaken | 2 SP+1 Gem | Combat | 10 monsters | Weakens all monsters affected, reducing their physical
damage by half until the spell is overcome. |
Level 3
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Cold Ray | 3 SP+2 Gems | Combat, not in hand to hand | 5 monsters | Attacks with a ray of intensive cold that penetrates to
the monsters heart and inflicts 25 points of damage to each monster
affected. |
Create Food | 3 SP+2 Gems | Non-combat | Spell caster | Adds 8 food units to caster's food supply. Caster may
then distribute food among other party members, if he/she desires. |
Cure Poison | 3 SP | Anytime | 1 character | Flushes poison out of a character's system,
instantaneously removing the poisoned condition. |
Immobilize | 3 SP | Combat | 5 monsters | Immobilizes any monster affected. |
Lasting Light | 3 SP | Non-combat | Entire party | Bestows 20 light factors on the party, for use in
dispelling darkness. |
Walk on Water | 3 SP+2 Gems | Non-combat, Outdoor | Entire party | Creates a floating sand dune upon which the party may
walk on. Lasts 1 day. |
Level 4
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Acid Spray | 4 SP+3 Gems | Combat, not in hand to hand | 3 monsters | Sprays a corrosive stream of acid inflicting 6-60 points
of damage, unless immune to acid. |
Air Transmutation | 4 SP+3 Gems | Non-combat, Outdoor | Entire party | Transforms the party into air, allowing the exploration
of the elemental plane of air. |
Cure Disease | 4 SP | Anytime | 1 character | Restores full health to sick character, instantaneously
removing the diseased condition. |
Restore Alignment | 4 SP+3 Gems | Non-combat | 1 character | Restores a character's original alignment, after actions
and responses have caused it to shift. |
Surface | 4 SP | Non-combat | Entire party | Instantly transports all party members from an
underground location to grounds surface. |
Holy Bonus | 4 SP+3 Gems | Combat | Entire party | The generous forces of the cleric's deity increase the
damage done by party members by 1 point per 2 levels of the caster. |
Level 5
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Air Encasement | 5 SP+5 Gems | Combat | 1 monster | Encases the target in a field of air, inflicting 10
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked. |
Deadly Swarm | 5 SP+5 Gems | Combat | 10 monsters | Sends a swarm of killer insects against the monsters,
inflicting 4-40 damage points against each monster. |
Frenzy | 5 SP+5 Gems | Combat | 1 character, once per character | Sends one party member into a frenzy, allowing him/her to
attack all the monsters on the screen. Drained from the experience,
the character loses 1 point of endurance and is then rendered unconscious. |
Paralyze | 5 SP+5 Gems | Combat | 10 monsters | Attempts to immobilize all monsters and prevent them from
fighting. May be partially or completely effective on some or all monsters. |
Remove Condition | 5 SP+5 Gems | Anytime | 1 character | Releases character from all undesirable conditions except
dead, stoned or eradicated. |
Level 6
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Earth Transmutatuion | 6 SP+6 Gems | Non-combat, outdoor | Entire party | Transforms the party into earth, allowing the exploration
of the elemental plane of earth. |
Rejuvenate | 6 SP+6 Gems | Non-combat | 1 character | A fountain of youth that trims 1-10 years off a
character's age, restoring his/her abilities to the younger level.
Spell carries some risk of producing the opposite effect. |
Stone to Flesh | 6 SP+6 Gems | Anytime | 1 character | Re-animates a character who has been turned to stone,
removing the stoned condition. |
Water Encasement | 6 SP+6 Gems | Combat | 1 monster | Encases the target in a field of water, inflicting 20
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked. |
Water Transmutation | 6 SP+6 Gems | Non-combat, outdoor | Entire party | Transforms the party into water, allowing the exploration
of the elemental plane of water. |
Level 7
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Earth Encasement | 7 SP+7 Gems | Combat | 1 monster | Encases the target in a field of earth, inflicting 40
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked. |
Fiery Flail | 7 SP+7 Gems | Combat | 1 monster | Creates a huge flail of fire, striking a single opponent,
inflicting 100-400 points of damage. |
Moon Ray | 7 SP+7 Gems | Combat, outdoors | 10 monsters | Bathes all combatants in a beneficent ray that bestows
10-100 Hit Points on each character and removes 10-100 Hit Points from
each monster. |
Raise Dead | 7 SP+7 Gems | Anytime | 1 character | Brings the character back to life, removing the dead
condition. Spell carries a moderate chance of failure and a remote
chance of eradicating the character. (Note: Spell-caster and recipient
age by 1 year.) |
Level 8
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Fire Encasement | 8 SP+8 Gems | Combat | 1 monster | Encases the target in a field of fire, inflicting 80
points of damage per combat round and separating it from the battle
until the spell is overcome or the monster is attacked. |
Fire Transmutation | 8 SP+8 Gems | Non-combat, outdoors | Entire party | Transforms the party into fire, allowing the exploration
of the elemental plane of fire. |
Mass Distortion | 8 SP+8 Gems | Combat | 2 monsters | Increases the weight of monsters causing them to fall and
subsequently lose half their hit points. |
Town Fortal | 8 SP+8 Gems | Non-combat | Entire party | Opens a temporary portal to any town and moves the party
through the portal to that town. |
Level 9
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Divine Intervention | 10 SP+20 Gems | Combat | Entire party | Intercedes with supernatural forces to restore all
characters' Hit Points and remove all undesirable conditions, except
eradicated. (Note: Spell-caster ages 5 years every time this spell is
cast.) |
Holy Word | 10 SP+10 Gems | Combat | All | Utters a single word of devastating power, that destroys
all undead monsters. (Note: Ages caster 1 year.) |
Resurrection | 10 SP+10 Gems | Non-combat | 1 character | Removes the eradicated condition from the character,
adding 5 years to his/her age and subtracting 1 endurance point from
his/her vital statistics. There is a chance that the spell will fail.
(Note: Ages caster 1 year.) |
Uncurse Item | 10 SP+50 Gems | Non-combat | Spell caster | Attempts to remove the curse from an item in casters
backpack. |
Sorcerer Spells
Level 1
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Awaken | 1 SP | Anytime | All sleeping party members | Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. May be critical if party is attacked during rest. |
Detect Magic | 1 SP | Non-combat | Items in spell casters backpack | Reveals any magical items in caster's backpack, and notes
the number of magical charges remaining in any item which must be
charged for use. Also detects any magic surrounding or inside a chest. |
Energy Blast | 1/L+1 Gem | Combat | 1 monster | Zaps the monster with a blast of pure energy, inflicting
1-6 damage points per experience level of caster. |
Flame Arrow | 1 SP | Combat | 1 monster | Sends a burning shaft into the monster, inflicting 2-8
points of fire damage, unless monster is immune to fire. |
Light | 1 SP | Non-combat | Entire party | Gives the party 1 light factor, sufficient to light a
single darkened square. Multiple light spells can be cast, to
accumulate light factors. |
Location | 1 SP | Non-combat | Entire party | Gives precise information on party's location. Shows a
map of the current 16xl6 area that the party has mapped and shows your
present location on that map. May be critical when party is lost or
magically transported. In general, this spell is the key to successful
mapping. |
Sleep | 1 SP | Combat | 4 monsters +1 monster/L of caster | Sends monsters into a deep sleep, preventing them from
attacking. Effective until monster is damaged or overcomes the spell. |
Level 2
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Eagle Eye | 2/L | Non-combat, outdoor | 5 steps per level of caster | An eagle eye view of the outdoor terrain appears on the
screen, providing a 5x5 overhead view of the area and your party's
location. |
Electric Arrow | 2 SP | Combat | 1 monster | Electrocutes a monster, inflicting 4-16 damage points,
unless monster is immune to electrical attack. |
Identify Monster | 2 SP+ 1 Gem | Combat | 1 monster | Informs caster of the current condition of any one
monster during combat. |
Jump | 2 SP | Non-combat | Entire party | Moves the party 2 squares forward, providing there are no
magical obstructions (force fields, etc.) in the way.
|
Levitate | 2 SP | Non-combat | Entire party | Raises all characters above ground level, protecting them
from various dangers for 1 day. |
Lloyd's Beacon | 2 SP+1 Gem | Non-combat, Dungeon | Entire party | Leaves a beacon at your current location so that you may
instantaneously return to that location the next time you cast this
spell. |
Protection from Magic | 1/L+1 Gem | Anytime | Entire party | Increases all characters' resistance to magic. Amount of
the increase depends on experience level of caster. Spell lasts 1 day. |
Level 3
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Acid Stream | 1/L+2 Gems | Combat | 1 monster | Sprays a burning stream of acid inflicting 2-8 points of
damage per level of caster, unless immune to acid. |
Fly | 3 SP | Non-combat, Outdoors | Entire party | Grants magical flight to all characters, allowing the
party as a whole to move to any other outdoor area. The party will
land in the safest square in that area. |
Invisibility | 3 SP | Combat | Entire party | Drops a cloak of invisibility over all characters,
greatly decreasing the monsters' chances of hitting them. |
Lightning Bolt | 1/L+2 Gems | Combat | 4 monsters | Blasts the monsters with a gigantic lightning bolt that
inflicts 1-6 damage points per level of caster. |
Web | 3 SP+2 Gems | Combat, not in hand to hand | 4 monsters +1 monster/L of caster | Wraps monsters in a supernatural web, preventing them
from fighting for the duration of combat or until they escape. |
Wizard Eye | 3/L+2 Gems | Non-combat, indoors | 5 steps per level of caster | Uses the magical eye of a powerful wizard to show a 5x5
overhead view of your party's location in any indoor maze. |
Level 4
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Cold Beam | 1/L+3 Gems | Combat | 1 monster | Attacks with a beam of intense cold that penetrates to
the monster's heart and inflicts 6 damage point per level of caster,
unless the monsterimmune to cold. |
Feeble Mind | 4 SP+3 Gems | Combat | 5 monsters | Erases the monsters brain, removing all its abilities for
the duration of combat or until the monster overcomes the spell. |
Fire Ball | 1/L+3 Gems | Combat, not in hand to hand | 6 monsters | Rolls a deadly ball of fire into the monsters' midst,
inflicting 1-6 damage points per level of caster. |
Guard Dog | 4 SP | Non-combat | Entire party | Places a supernatural guard over party, preventing
surprise attacks for 1 day. |
Shield | 4 SP | Combat | Entire party | Creates an invisible shield which surrounds the party and
protects all characters from most missile weapons for the duration of
combat. |
Time Distortion | 4 SP+3 Gems | Combat | Entire party | Creates a warp in time that enables the party to retreat
safely from most battles. |
Level 5
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Disrupt | 5 SP+5 Gems | Combat, not in hand to hand | 1 monster | Creates a powerful energy field that disrupts the
molecular bonds of the target, inflicting 100 points of damage. |
Fingers of Death | 5 SP+5 Gems | Combat | 3 monsters (not undead) | Channels the ancient power of all dead sorcerers through
the caster, resulting in death to the monsters at whom the caster
points a finger. |
Sand Storm | 2/L+5 Gems | Combat, outdoors | 10 monsters | Calls upon the forces of nature to create a violent sand
storm inflicting 1-8 points of damage per level of caster. |
Shelter | 5 SP | Non-combat | Entire party | Provides 1 day's rest free of the danger of encounter. |
Teleport | 5 SP | Non-combat | Entire party | Instantly moves the party from its present position, up
to 9 squares in any direction. |
Level 6
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Disintegration | 6 SP+6 Gems | Combat | 3 monsters | Inflicts 50 damage points while disintegrating parts or
all of the target. |
Entrapment | 6 SP+6 Gems | Combat | All | Surrounds the battle with a magical energy field
preventing all from escaping. |
Fantastic Freeze | 2/L+6 Gems | Combat, not in hand to hand | 3 monsters | Shoots a fantastic beam of cold at 3 monsters,
crystalizing them and inflicting 10 damage points per level of caster. |
Recharge Item | 6 SP+6 Gems | Non-combat | Spell caster | Restores 1-6 charges to any item in caster's backpack
that still has 1 magical charge remaining. Some risk that the spell
will fail and destroy the item. |
Super Shock | 2/L+6 Gems | Combat | 1 monster | Shoots an intense beam of electricity, shocking a monster
with 20 damage points per level of caster. |
Level 7
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Dancing Sword | 3/L+7 Gems | Combat | 10 monsters | A magical sword that moves with lightning speed and
inflicts 1-12 damage points per level of caster. |
Duplication | 7 SP+100 Gems | Non-combat | Spell caster | Allows the caster to exactly duplicate any 1 item in
his/her backpack, provided that there is room in the caster's pack for
the new item. Small chance that the spell will fail and destroy the
original item. |
Etherealize | 7 SP+7 Gems | Non-combat | Entire party | Alters all characters' molecular struture long enough to
allow them to move 1 square forward through any barrier (force field,
wall, mountain, etc.). |
Prismatic Light | 7 SP+7 Gems | Combat | 10 monsters | A powerful, but erratic spell that has completely
unpredictable effects. |
Level 8
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Incinerate | 3/L+8 Gems | Combat | 1 monster | Engulfs a monster with the heat of a thousand fires doing 20-40 damage
points per level of caster. |
Mega Volts | 3/L+8 Gems | Combat | 10 monsters | Creates a chain of electricity connecting all opponents
with the deadly voltage doing 4-16 damage points per level of caster.
|
Meteor Shower | 8+1 per monster+8 Gems | Combat, Outdoors | All (limited by spell points) | Buries all monsters under a hail of meteors, inflicting
5-30 damage points on each monster. |
Power Shield | 8 SP+8 Gems | Combat | Entire party | Reduces the damage inflicted on all characters by any
attack, by 1/ Lasts for the duration of combat. |
Level 9
NAME: | COST: | TYPE: | OBJECT: | DESCRIPTION: |
Implosion | 10 SP+10 Gems | Combat | 1 monster | Creates a hole in space, at the center of the target
creature, sucking it into nothingness. |
Inferno | 3/L+10 Gems | Combat | 10 monsters | Unleashes the heat of the sun on all monsters shown,
doing 1-20 points damage per level of caster. |
Star Burst | 10+1 per monster+20 Gems | Combat, outdoor | All (limited by spell points) | Showers all monsters with pieces of an exploding star,
doing 20-200 points of damage. |
Enchant Item | 50 per plus of item+50 Gems | Non-combat | Spell caster | Attempts to raise the magic ability of an item by
increasing it's '+'. |
|
(c)2006 RPGClassics.com. All materials are copyrighted by their respective authors. All games mentioned in this site are copyrighted by their respective producers and publishers. No infringement on any existing copyright is intended. All rights reserved.
|
|