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- C1/1 (1+0): Awaken
- C1/2 (1+0): Bless (+accuracy)
- C1/3 (1+0): Blind
- C1/4 (1+0): First Aid (8)
- C1/5 (1+0): Light (1)
- C1/6 (1*lvl+1): Power Cure (1-10*lvl)
- C1/7 (1+0): Protection from Fear
- C1/8 (1+0): Turn Undead
- C2/1 (2+0): Cure Wounds (15)
- C2/2 (2+1): Heroism (same alignment as caster, +6 HP and +2 lvl)
- C2/3 (2+0): Pain (2-12)
- C2/4 (2+0): Protection from Cold
- C2/5 (2+0): Protection from Fire
- C2/6 (2+0): Protection from Poison
- C2/7 (2+0): Silence
- C2/8 (2+0): Suggestion (stop 1 from attacking until touched)
- C3/1 (3+1): Create food
- C3/2 (3+0): Cure Blindness
- C3/3 (3+0): Cure Paralysis
- C3/4 (3+0): Lasting Light (20)
- C3/5 (3+0): Produce Flame (3-18)
- C3/6 (3+0): Produce Frost (3-18)
- C3/7 (3+0): Remove Quest
- C3/8 (3+1): Walk on Water
- C4/1 (4+0): Cure Disease
- C4/2 (4+0): Neutralize Poison
- C4/3 (4+0): Protection from Acid
- C4/4 (4+0): Protection from Electricity
- C4/5 (4+2): Restore Alignment
- C4/6 (4+0): Summon Lightning (3, 4-32 not close)
- C4/7 (4+2): Super Heroism (+10 HP and +3 lvl)
- C4/8 (4+2): Surface
- C5/1 (5+0): Deadly Swarm (all, 2-20)
- C5/2 (5+0): Dispell Magic (cancel friendly and offensive spells)
- C5/3 (5+0): Paralyze (super sleep)
- C5/4 (5+3): Remove Condition
- C5/5 (5+3): Restore Energy (anti-level-drain)
- C6/1 (6+4): Moon Ray (super deadly swarm, 3-30)
- C6/2 (6+4): Raise Dead
- C6/3 (6+4): Rejuvenate (1-10)
- C6/4 (6+4): Stone to flesh
- C6/5 (6+4): Town Portal (combined surface and fly)
- C7/1 (7+10): Divine Intervention
- C7/2 (7+5): Holy Word
- C7/3 (7+5): Protection from Elements
- C7/4 (7+5): Resurrection (-1 endurance, +10 years)
- C7/5 (7+5): Sun Ray (1, 50-100)
- S1/1 (1+0): Awaken
- S1/2 (1+0): Detect Magic (show charges)
- S1/3 (1*lvl+1): Energy Blast (1, 1-4*lvl)
- S1/4 (1+0): Flame Arrow (1, 1-6)
- S1/5 (1+0): Leather Skin
- S1/6 (1+0): Light (1)
- S1/7 (1+0): Location
- S1/8 (1+0): Sleep (5)
- S2/1 (2+0): Electric Arrow (1, 2-12)
- S2/2 (2+0): Hypnotize (like C2/8 Suggestion)
- S2/3 (2+1): Identify Monster
- S2/4 (2+0): Jump
- S2/5 (2+0): Levitate
- S2/6 (2+0): Power (Might +1-q4)
- S2/7 (2+0): Quickness (Speed +1-4)
- S2/8 (2+0): Scare (curse)
- S3/1 (1*lvl+1): Fireball (5, 1-6*lvl)
- S3/2 (3+0): Fly
- S3/3 (3+1): Invisibility
- S3/4 (1*lvl+1): Lightning Bolt (3, 1-6*lvl)
- S3/5 (3+0): Make Room (5)
- S3/6 (3+0): Slow (all)
- S3/7 (3+1): Weaken (all, -2 HP and -1 AC)
- S3/8 (3+0): Web (5 not close, replaces sleep)
- S4/1 (4+0): Acid Arrow (1, 3-30)
- S4/2 (4+0): Cold Beam (1, 4-40)
- S4/3 (4+2): Feeble Mind (1, disable monster)
- S4/4 (4+0): Freeze (1, like suggestion)
- S4/5 (4+0): Guard Dog (no surprises)
- S4/6 (4+2): Psychic Protection
- S4/7 (4+2): Shield (Air Shield)
- S4/8 (4+2): Time Distortion
- S5/1 (5+0): Acid Rain (all not in hand to hand, 5-50)
- S5/2 (5+0): Dispell Magic (same as C5/2)
- S5/3 (5+3): Finger of Death (chance of instakill)
- S5/4 (5+3): Shelter (Super Shelter)
- S5/5 (5+3): Teleport
- S6/1 (6+4): Dancing Sword (all, 1-30, failproof)
- S6/2 (6+4): Disintegration (1, eradicates)
- S6/3 (6+4): Etherealize
- S6/4 (6+4): Protection from Magic
- S6/5 (6+4): Recharge Item (1-4 when item has 1 charge)
- S7/1 (7+5): Astral Spell
- S7/2 (7+100): Duplication
- S7/3 (7+5): Meteor Shower (all, 1-120)
- S7/4 (7+5): Power Shield
- S7/5 (7+5): Prismatic Light
- ################################################################
- Fly locations:
- A1: Fabled Castle Doom
- A2: Pirates Secret Cove, King's Pass
- A3: Wheel of Luck
- A4: Coral Key
- B1: Erliquin, Castle Blackridge, Ancient Wizard Lair
- B2: Warrior's Stronghold, Medusa Lair
- B3: Portsmith, Castle White Wolf
- B4: Trivia Island
- C1: Today Might & Spells
- C2: Sorpigal
- C3: Pirates Maps, Lord Kilburn, Wyverns
- C4: Volcano
- D1: Desert
- D2: Clerical Retreat
- D3: Climbable trees and magic square
- D4: Algary
- E1: Dusk, Castle Dragadune
- E2: Aliens
- E3: Castle Alamar
- E4: Dragon City
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