
Rolls a deadly ball of fire into the monsters' midst, inflicting 1-6 damage points per level of experience on each monster. Targets up to 5 monsters not in hand-to-hand combat.
Fire Ball: Combat spell that costs 1 spell point per caster's experience level and 1 gem. Strikes fear into one monster's heart, decreasing its probability of hitting a character during combat. Scare: Combat spell that costs 2 spell points. Boosts one character's Speed by 1-4 points for the duration of combat, moving them further forward in order of combat. Quickness: Combat spell that costs 2 spell points. Boosts one character's Might by 1-4 points for the duration of combat. Power: Combat spell that costs 2 spell points. Raises all characters above ground level, protecting them from various dangers for 1 day. Levitate: Non-combat spell that costs 2 spell points. Gives all characters super strength, enabling them to jump 2 squares forward, providing there are no magical obstructions (force fields, etc.) in the way.
Jump: Non-combat spell that costs 2 spell points. Informs caster of the nature of any one monster during combat. Identify Monster: Combat spell that costs 2 spell points and 1 gem. Uses the power of suggestion to prevent one monster from attacking. Hypnotize: Combat spell that costs 2 spell points. Electrocutes one monster, inflicting 2-12 damage points, unless monster is immune to electrical attack. Electric Arrow: Combat spell that costs 2 spell points. Casts monsters into a deep sleep, preventing them from attacking. Sleep: Combat spell that costs 1 spell point. This spell is the key to successful mapping. Gives precise information on party's location. Location: Non-combat spell that costs 1 spell point. Multiple light spells can be cast, to accumulate light factors. Gives the party 1 light factor, sufficient to light a single darkened square. Light: Non-combat spell that costs 1 spell point. Toughens all characters' skin, so that attacks from monsters bounce off rather than hitting. Leather Skin: Costs 1 spell point and can be cast any time. Sends a burning shaft into one monster, inflicting 1-6 points of fire damage, unless monster is immune to fire. Flame Arrow: Combat spell that costs 1 spell point. Zaps one monster with a blast of pure energy, inflicting 1-4 damage points per experience level of caster. Energy Blast: Combat spell that costs 1 spell point per caster's experience level and 1 gem. Also detects any magic surrounding or inside containers. Reveals any magical items in caster's back pack, and notes the number of magical charges remaining in any item which must be charged for use. Detect Magic: Non-combat spell that costs 1 spell point. Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. Awaken: Combat spell that costs 1 spell point.