SPELLS:
Wizardry |
Hand Signals |
Base Mana Cost |
Spell Description |
Flame Arrow |
DJ |
5 SP |
Flame Arrow is the most basic offensive spell. By casting this spell, the wizard gives life to a single flaming projectile that shoots forth from his fingertips. The flame Arrow is not as powerful as some of the later fire-based spells, but it is easy to channel and can do considerable damage when cast by a master wizard. |
Poison Gas |
GHK |
10 SP |
This spell allows the wizard to create globes of poisonous gas that can then be hurled at an opponent. Poison Gas may not inflict as much damage as some other wizardry spells, but is still most effective for it poisons anything that it strikes. |
Fireball |
IBF |
15 SP |
A large ball of explosive fire is created and hurled when this spell is used. A most powerful spell, save for when it is used against a creature or opponent that has a resistance to fire-based spells. As a wizard becomes more skilled in the art, fireballs that he or she creates become more powerful. |
Four-direction Fireball |
DHJ |
20 SP |
This spell is similar to the regular Fireball. However, when this spell is cast, four Fireballs are created simultaneously and hurled in four directions from the caster. This spell is more useful than the normal Fireball when the wizard finds himself surrounded on all sides by multiple opponents. |
Bounce Fireball |
DFHJ |
25 SP |
Another variant of the Fireball spell. When a Bounce Fireball is cast, it rebounds off walls instead of exploding upon impact. |
Lightning Bolt |
KLGL |
30 SP |
This is the most powerful offensive spell. When cast, the wizard harnesses electrical energy, forms it into a bolt, and hurls it at any chosen opponent. Like the Fireball, the damage of the Lightning Bolt is based upon the skill of the Wizard casting the spell. |
Battle Rage |
ABIBGJ |
35 SP |
This spell is highly valued by those skilled in the art of war. When cast, this spell imbues the individual with a savage battle rage. In combat, a battle-raged warrior does more damage when attacking and pays little heed to the damage he is sustaining. The spell does, however, have its drawbacks. Once the effects of the spell wear off, the individual is often exhausted and bears wounds that need immediate attention. |
Sorcery |
|||
Kano |
DB |
5 SP |
This is perhaps the most commonly used spell. When this spell is cast, it allows the caster to magically open locked doors. The spell is very simple, and does not work on doors that are locked. It is often necessary to find the proper key or object to open doors that the Kano spell cannot open. |
Sight |
BDE |
10 SP |
Many sorcerers use this spell to augment their natural vision. It is useful when looking for small objects on the ground that would normally be hard to see. |
Magic Wall |
BIKG |
15 SP |
This spell empowers the caster with the ability to create large square walls of great weight. They are most useful for weighing things down, such as pressure plates, and blocking narrow corridors. Be warned, the magic used to create these Magic Walls is temporary. The life of a wall is based on the skill of the Sorcerer creating the wall. |
Swiftness |
FACF |
20 SP |
Many have found this spell useful when speed is of necessity. When cast upon an individual, this spell bestows upon him the ability to move and run quicker than he normally could. |
Zap Away |
LGKBF |
25 SP |
This spell teleports away any creature that it strikes. The distance a creature is teleported by this spell is based upon one's skill in the art of sorcery. A beginner or novice may find this spell a little disheartening at first, for he or she will only be able to teleport creatures a few feet. As a sorcerer grows in power, this spell proves to be extremely useful. Many times in the midst of combat, with death very near, a sorcerer has saved his or her life by Zapping Away the energy. |
Teleport |
IEJLA |
30 SP |
Like the Kano spell, this is another spell that is designed to make the Sorcerer's life much easier. Scattered throughout many important locations there are magic floor spaces engraved with the symbol of a Gebo rune. When cast, this spell whisks the caster away to the location of the nearest Gebo rune. |
Dispel |
GLFKIF |
35 SP |
Some sorcerers find this spell rarely useful, but a select few argue its value. When this spell is cast, all other spells within an area surrounding the caster are magically dispelled. |
Invisibility |
CLJDHI |
40 SP |
The Invisibility spell magically distorts the character's appearance, so that others cannot see him. This spell has often been used by those wishing to sneak past groups of enemies. In combat, if an invisible character attacks someone, the victim can often strike back. Attacks made against one who is invisible are awkward and not as effective, but a sorcerer is far from invincible when invisible. Also, a sorcerer must be careful and keep in mind the duration of the spell. It could be disastrous to suddenly become visible in a situation where the spell was the difference between life and death. |
Gateway |
ELADJKJC |
20 SP |
This is one of four special spells in the game. This spell is channeled with eight hand movements and is very complex. More information on this spell is discovered while playing the game. |
Mending |
FHGACABF |
25 SP |
This spell is extremely powerful. It can repair broken items flawlessly, leaving no trace that they were ever broken. More information on this spell is discovered while playing the game. |
Enchantment |
|||
Freeze |
ACA |
5 SP |
When this spell is cast, those very near to the caster's location temporarily freeze in place. There have been many times in which a warrior thought he had defeated an enchanter and then suddenly found himself frozen in place. |
Fire Shield |
HDJH |
10 SP |
This spell is a must when fighting creatures that rely on fire-based attacks. When this spell is cast, your character becomes surrounded by an invisible barrier that offers him a great deal of protection from heat and fire. It should be known that this magic does not render the caster completely impervious to fire. As with many magic spells, the Fire Shield's duration is dependent upon the caster's skill. |
Lightning Shield |
LKEF |
15 SP |
This spell is very similar to the Fire Shield. Instead of offering protection against heat and fire-based attacks, it turns aside Lightning. |
Weapon Skill |
IKJEB |
20 SP |
Before battle, commanders often have an Enchanter cast this spell upon their men. When cast, the enchanter temporarily increases the recipient's skill in the use of all weapons. The greater the enchanter's skill, the longer the duration of the spell. |
Magic Skill |
LGHLAL |
25 SP |
A variant of the Weapon Skill spell, this magic temporarily increases one's magic skill in all classes of magic (Wizardry, Sorcery, Enchantment, and Healing). |
Shape Change |
JGKHFBDJ |
30 SP |
This is a very special spell. More information on this spell is discovered while playing the game. |
Alteration |
EIBDJAF |
35 SP |
This is another powerful spell. More information on this spell is discovered while playing the game. |
Healing |
|||
Liquify |
FH |
5 SP |
The most basic of the healing spells. By holding an empty flask in hand and invoking this spell, the healer creates the ever precious Jera Potion. The amount of damage a Jera potion can heal is dependent upon the skill of the Healer at the time of the potion's creation. The Liquify spell can also be used to liquify gems into various potions. This is done by holding an empty flask in one hand, a gem in the other, and casting the Liquify spell. |
Cure Poison |
EDL |
15 SP |
There are many creatures within the labyrinth that rely on deadly toxins to slay their victims. Once these deadly poisons enter your character's system, it is only a matter of time before you die. This spell has the power to immediately remove such poisons from your character's body. Unfortunately, the spell does not have the power to eliminate the sense of disorientation your character may suffer when poisoned. After the poison is removed, this feeling of confusion disappears in time. |
Restore |
CAKI |
10 SP |
This spell restores your character's Endurance attribute if it has been lowered by fatigue. The number of Endurance points restored depends on the skill of the healer. |
Heal |
FHBEHL |
99 SP |
A most powerful spell, indeed! When it is cast, it completely heals your character. It is the most complex healing spell, requiring the channeling of six hand movements. Ths only drawback to this spell is the large amount of spell power a healer must expend in casting the spell. |
Runes
NAME |
WEIGHT |
EFFECT |
|
![]() |
Algit | 0.5 kg |
Cures your character of poison. |
![]() |
Ansuz | 0.5 kg | Casts a Lightning Shield upon your character. |
![]() |
Berkana | 0.5 kg | Completely restores all of your character's spent spell power points. |
![]() |
Dagaz | 0.5 kg | Casts a Spell of Slaying. |
![]() |
Ehwaz | 0.5 kg | Temporarily increases your character's Agility 2 points. |
![]() |
Eihwaz | 0.5 kg | Temporarily increments your character's Accuracy 2 points. |
![]() |
Fehu | 0.5 kg | Randomly creates an object. |
![]() |
Gebo | 0.5 kg | Teleports your character to the Gebo rune floor space on the level in which the rune was invoked. |
![]() |
Hagalaz | 0.5 kg | Casts a Spellfire spell. |
![]() |
Inguz | 0.5 kg | Temporarily increases your character's Talent 2 points. |
![]() |
Isa | 0.5 kg | Casts a Poison Globe. |
![]() |
Jera | 0.5 kg | Heals damage. |
![]() |
Kano | 0.5 kg | Casts a Kano spell. |
![]() |
Laguz | 0.5 kg | Casts a Smoke spell. (Not implemented in the game) |
![]() |
Mannaz | 0.5 kg | Randomly increments by 1 a random weapon proficiency. |
![]() |
Nauthiz | 0.5 kg | Casts a Freeze spell. |
![]() |
Odin | 0.5 kg | Permanently increases or decreases a randomly chosen attribute. A side effect is that sometimes this rune causes a sex reversal. |
![]() |
Othila | 0.5 kg | Casts a Zap Away spell. |
![]() |
Perth | 0.5 kg | Randomly increments a magic skill class by 1. |
![]() |
Raido | 0.5 kg | Teleports your character to the Raido rune floor space on the level in which the rune was invoked. |
![]() |
Sowelu | 0.5 kg | Cures both Poison and Confusion. |
![]() |
Teiwaz | 0.5 kg | Temporarily increments your character's Endurance 2 points. |
![]() |
Thurisaz | 0.5 kg | Teleports your character to the Thurisaz rune floor space on the level in which the rune was invoked. |
![]() |
Uraz | 0.5 kg | Temporarily increases your character's Strength 2 points. |
![]() |
Wunjo | 0.5 kg | Casts a Fire Shield upon your character. |
Library
NAME | WEIGHT | DURABILITY | SPECIAL | |
![]() |
Enchanter's Tome | 1.5 kg | 1 use | Raises Enchantry Skill By 1 Rank |
![]() |
Healer's Tome | 1.5 kg | 1 use | Raises Healing Skill By 1 Rank |
![]() |
Sorceror's Tome | 1.5 kg | 1 use | Raises Sorcery Skill By 1 Rank |
![]() |
Wizard's Tome | 1.5 kg | 1 use | Raises Wizardry Skill By 1 Rank |
Apothecary
NAME | WEIGHT | DURABILITY | SPECIAL | |
![]() |
Dr. Jo Jo's Snake Oil | 0.5 kg | 1 Use Breakable If Thrown |
Heals you back to full health and mana. |
![]() |
Jera Potion | 1.0 kg | 1 use Breakable If Thrown |
Heals the imbiber. |
![]() |
Algit Potion | 1.0 kg | 1 use Breakable If Thrown |
Cures both poison and confusion. |
![]() |
Isa Potion | 1.0 kg | 1 use Breakable If Thrown |
Poisons target. (Injested or Thrown) |
![]() |
Teihwaz Potion | 1.0 kg | 1 use Breakable If Thrown |
Restores endurance. |
![]() |
Empty Flask | 0.5 kg | Breakable If Thrown | Empty. |
![]() |
Nightshade | 1.0 kg | 1 use | Restores some mana. Liquify to create an isa potion. |
![]() |
Nightshade Leftovers | 0.5 kg | 1 use | Poisons you if injested. Liquify to create an isa potion. |
Magic Stones/Charms
NAME | WEIGHT | DURABILITY | SPECIAL | |
![]() |
BloodStone | 1.0 kg | 1 use | Casts Fire Shield |
![]() |
MoonStone | 1.0 kg | 1 use | Casts Lightning Shield |
![]() |
Eye of Sight | 0.5 kg | 1 use | Casts Sight |
![]() |
Amethyst | 0.5 kg | Liquify to make a teihwaz potion. | |
![]() |
Emerald | 0.5 kg | Liquify to make an isa potion. | |
![]() |
Ruby | 0.5 kg | Liquify to make an algit potion. | |
![]() |
Diamond | 0.5 kg | Liquify to make Dr. Jo Jo's snake oil. |
Wizard's Stuff
NAME | WEIGHT | DURABILITY | SPECIAL | |
![]() |
Wizard's Hat | 0.5 kg | Vanishes | Wearer regenerates mana |
![]() |
Wizard's Staff | 2.0 kg | Runs out of charges | Restores all mana (3 charges) |
![]() |
Ashwood Wand | 0.5 kg | Runs out of charges | Casts fireball (6 charges) |
![]() |
Rowan Wand | 0.5 kg | Runs out of charges | Casts lightning bolt (6 charges) |
![]() |
+1 Amulet of Talent | 0.5 kg | +1 Talent (Temporary) | |
![]() |
+2 Amulet of Talent | 0.5 kg | +2 Talent (Temporary) | |
![]() |
+3 Amulet of Talent | 0.5 kg | +3 Talent (Temporary) | |
![]() |
+1 Amulet of Power | 0.5 kg | +1 Power (Temporary) | |
![]() |
+2 Amulet of Power | 0.5 kg | +2 Power (Temporary) |
©1999, 2003 Jaelus.Com, Inc. All Rights Reserved.
The original artwork for the game items depicted above is from The Summoning.
The Summoning is a trademark of Strategic Simulations Inc., Event Horizon, Inc. ©1992.