WIZARDRY VII SPELLBOOK
For those who would stand against the weight of a universe to rise but one step further over its horizon.
Note: Cost -
Fire Spells
Energy Blast
Cost: 2
Caster: MAG
Affects: 1 Creature
A jolting spark of electric energy doing 1-7 hit point of damage per power level.
Blinding Flash
Cost: 2
Caster: ALC
Affects: 1 Creature plus power level
A giant flash of light that may temporarily blind opponents.
Psionic Fire
Cost: 4
Caster: PSI
Affects: 2 Creatures plus power level
A fiery burst of mental power doing 1-8 points of fire damage per power level.
Fireball
Cost: 6
Caster: MAG
Affects: 3 Creatures plus power level
Blazing fireballs that burn opponents and can do 2-10 hit points of fire damage per power level.
Fire Shield
Cost: 8
Caster: MAG
Affects: party
Creates a barrier impervious to fire that protects the party from fire-type spells.
Dazzling Lights
Cost: 6
Caster: PSI
Affects: 1 Creature plus power level
A spectacular display of various luminous effects causing victims to suffer one or more maladies.
Fire Bomb
Cost: 8
Caster: ALC
Affects: 4 Creatures plus power level
An exploding, incendiary spell that does 3-9 points of fire damage per power level
Lightning
Cost: 8
Caster: PRI
Affects: 3 Creatures plus power level
A bolt of electrical energy hurled at the opponents doing 1-10 hit points of electrical damage per power level.
Prismic Missile
Cost: 9
Caster: MAG
Affects: 3 Creature plus power level
Also known as Dancing Lights and Rainbow Rays, the various spectrums may affect creatures in many different ways.
Firestorm
Cost: 12
Caster: MAG
Affects: Cloud
A sweeping cloud of fire that lasts for several rounds and bums all creatures within it. Creatures affected, duration and damage done all depend on the spell's power level.
Nuclear Blast
Cost: 16
Caster: MAG
Affects: All Creatures
A miniature fusion bomb. This spell burns all creatures and does 5-25 hit points of fire damage per power level.
Water Spells
Chilling Touch
Cost: 2
Caster: MAG
Affects: 1 Creature
A freezing blast of cold which does 1-6 hit points of cold damage per power level.
Stamina
Cost: 2
Caster: PRI, ALC, PSI
Affects: 1 Character
Replenishes some of the character's stamina keeping the character awake or allowing him or her to go without sleep for a longer period of time. Amount of stamina replenished depends on the power level of the spell.
Terror
Cost: 3
Caster: MAG, PSI
Affects: 1 Group
Evokes fear and terror in creatures and may reduce their ability to fight or cause them to flee.
Weaken
Cost: 4
Caster: MAG, PSI
Affects: 3 Creatures plus power level
Physically drains the creatures making them vulnerable to attack, causing them to fight and react poorly, and lowering their resistance to magic spells.
Slow
Cost: 4
Caster: PRI, PSI
Affects: 3 Creatures plus power level
Slows creatures down. They can't move as fast to hit you and are easier to hit themselves.
Haste
Cost: 5
Caster: PRI, PSI
Affects: party
Speeds up characters' movements by giving them extra energy. Also helpful to counteract a Slow spell.
Cure Paralysis
Cost: 6
Caster: PRI, ALC, PSI
Affects: 1 Character
Attempts to cure one character of paralysis. Success depends on the extent of paralysis to the character's system versus the power level of the spell.
Ice Shield
Cost: 8
Caster: MAG
Affects: party
A barricade which resists the affects of cold and protects the party from cold and cold-type spells. Strength and duration of the Ice Shield depends on the power level of the spell.
Restfull
Cost: 8
Caster: PRI
Affects: party
A gentle spell that restores a portion of stamina to every member of the party. Stamina recouped is relative to the power level of the spell.
Iceball
Cost: 8
Caster: MAG
Affects: 4 Creatures plus power level
A flurry of stinging ice balls which cause 3-12 hit points of ice damage per power level.
Paralyze
Cost: 5
Caster: PRI, PSI
Affects: 1 Creature
Attempts to solidify all water in a creature's body. Duration and success depends on the power level of the spell relative to the power and amount of body water in the creature.
Superman
Cost: 7
Caster: PRI
Affects: 1 Character
Empowers a party member with a heroic boost of energy allowing him or her to fight with the power and finesse of a hero.
Deepfreeze
Cost: 6
Caster: MAG
Affects: 1 Creature
Attempts to freeze a creature's bodily fluids solid doing 3-30hit points of severe ice damage per power level.
Draining Cloud
Cost: 8
Caster: ALC
Affects: Cloud
Surrounds creatures in a mystical cloud that attempts to drain their lifeforce every round they remain inside the cloud. Duration and power of the cloud are relative to the spell's power level.
Cure Disease
Cost: 12
Caster: PRI, ALC
Affects: 1 Character
Attempts to cure someone of disease and its effects. Success depends on the strength of the disease relative to the spell's strength.
Air Spells
Poison
Cost: 2
Caster: ALC
Affects: 1 Creature
Turns the air poisonous around the creature, and causes 1-5 hit points damage per power level plus poisoning. Strength of the poison is relative to the power level of the spell.
Missile shield
Cost: 5
Caster: MAG
Affects: Party
Hardens the air around the party forming a shield that protects characters from missiles, arrows, hurled weapons etc.
Shrill Sound
Cost: 4
Caster: MAG, PSI
Affects: 1 Group
Whips the air creating a high frequency pressure wave that blasts the creatures with 1-5 damage per power level.
Stink Bomb
Cost: 8
Caster: MAG, ALC
Affects: 3 Creatures
An odorous cloud of stinking fumes that can cause 1-6 hit points damage per power level and may make them nauseated.
Air Pocket
Cost: 8
Caster: MAG, ALC
Affects: Party
Protects the party from air spells such as stinking clouds and suffocation by creating a pocket of fresh air around the party. Strength and duration of the pocket are relative to the power level of the spell.
Silence
Cost: 4
Caster: PRI, PSI
Affects: 3 Creatures plus power level
Causes air around creatures to stop transmitting sound, thus preventing them from casting spells. Strength and duration relative to the power level of the spell.
Poison Gas
Cost: 7
Caster: ALC
Affects: Cloud
Poisonous cloud that lasts several rounds and surrounds the creatures in the gas. Creatures inside the cloud suffer from poisoning and damage. The creatures affected, duration and damage done all depend on the power level of the spell.
Cure Poison
Cost: 8
Caster: PRI, ALC
Affects: 1 Character
Attempts to cure one character of poisoning. Success depends on the strength of the poison relative to the strength of the spell.
Whirlwind
Cost: 8
Caster: PRI
Affects: 3 Creatures plus power level
A swirling tornado whipping around the creatures and blasting them with 1-7 hit points damage per power level.
Purify Air
Cost: 10
Caster: PRI, ALC
Affects: party
Tries to clear the air of any dangerous clouds like Poison Gas and Firestorm. Success depends on the amount and strength of the clouds relative to the spell's strength.
Deadly Poison
Cost: 8
Caster: ALC
Affects: 1 Creature
May kill a creature outright or does extremely heavy poisoning plus 3-15 damage points per power level.
Levitate
Cost: 12
Caster: MAG
Affects: Party
Creates a 3-inch cushion of air underneath party helping to prevent or reduce damage in case they fall. Duration of the spell is relative to the power level of the spell.
Toxic Vapors
Cost: 8
Caster: ALC
Affects: Cloud
A giant stinking cloud of vapors that surrounds the creatures and causes 2-6 hit points damage per power level of the spell.
Noxious Fumes
Cost: 10
Caster: MAG, ALC
Affects: 3 Creatures plus power level
Horrid smelling torrents that blast the creatures' noses and cause 1-6 hit points damage per power level plus nausea.
Asphyxiation
Cost: 12
Caster: MAG, ALC
Affects: All Groups
Swallows air around creatures leaving none to breathe. Chance of creatures' death depends on their ability and need to breathe, strength and susceptibility relative to the strength of the spell.
Deadly Air
Cost: 16
Caster: ALC
Affects: All Creatures
Makes air surrounding the creatures entirely unbreathable and causes 4-16 hit points damage per power level.
Death Cloud
Cost: 20
Caster: ALC
Affects: Cloud
Black vapors that engulf a group of creatures and attempt to kill them outright. Every round creatures remain in the cloud, there is a chance they will die.
Mental Spells
Mental Attack
Cost: 3
Caster: PSI
Affects: 1 Creature
An invading pressure of thought swirling the creature's brain and causing 1-7 hit points of mental damage per power level and potential insanity.
Sleep
Cost: 3
Caster: MAG, ALC, PSI
Affects: 3 Creatures plus power level
Causes creatures to fall asleep and prevents them from attacking the party members or defending themselves from attack. Success and duration depends of the power of the creatures relative to the power level of the spell.
Bless
Cost: 4
Caster: PRI, PSI
Affects: Party
Magically lowers the party's armor class and enhances their chances to hit a creature relative to the power level of the spell.
Charm
Cost: 5
Caster: PRI, ALC, PSI
Affects: 1 Creature or NPC
Attempts to charm a creature to prevent it from attacking the party. Any creature charmed will also be easier to hit. When cast in non-combat situations, the spell attempts to charm an NPC so that it will regard the party in a friendly or at least neutral manner for the duration of the encounter. The higher the power level, the better the charm.
Cure Lesser Cnd.
Cost: 4
Caster: PRI, ALC, PSI
Affects: 1 Character
Attempts to cure a character of one of the lesser conditions: afraid, blindness, nausea and minor irritations. Success depends on the strength of the malady relative to the strength of the spell.
Divine Trap
Cost: 4
Caster: PRI, PSI
Affects: Treasure Chest
Permits the inspector of a treasure chest to determine the elements of the trap with great reliability by making the devices attached more readily apparent. The trap must, of course, be inspected after Divine Trap is cast for the spell to be useful. Success of the spell depends on the power and complexity of the trap relative to the spell's power.
Detect Secret
Cost: 5
Caster: MAG, PSI
Affects: Caster
Opens the caster's mind to anything that may be strange or out of place and allows him or her to detect its presence within the party's immediate area. The Detect Secret eye will "blink" when the caster detects something. Duration and success of the spell are relative to the spell's power level.
Identify
Cost: 8
Caster: PRI, PSI
Affects: 1 Creature or Item
Attempts to reveal the true name of a creature or an item. Success depends on the power of the creature or the cloak of the item relative to the power level of the spell.
Confusion
Cost: 6
Caster: ALC, PSI
Affects: 1 Group
A blast of mental energy that attempts to scramble the creatures' thinking causing them to run away, attack themselves, cower in fear, whip up a batch of fondue or otherwise act crazy.
Watchbells
Cost: 5
Caster: MAG, PSI
Affects: Party
A psychic bell cast in an attempt to wake other party members if they are asleep or unconscious when attacked by creatures. Success depends on the length of time the party has slept, how tired the party members are and 'bow solidly they sleep.
Hold Monsters
Cost: 6
Caster: PRI, PSI
Affects: 3 Creatures plus power level
Attempts to confuse the creatures into believing they are paralyzed. Success depends on the power of the creature relative to the power level of the spell.
Mindread
Cost: 8
Caster: PSI
Affects: Caster
Attempts to discern what's on an NPC's mind. Success depends on the intelligence of the NPC relative to the spell's power level.
Sane Mind
Cost: 10
Caster: PRI, PSI
Affects: 1 Character
Attempts to restore sanity to an insane character. Success depends on how nuts the character is versus the spell's strength.
Psionic Blast
Cost: 8
Caster: PSI
Affects: 3 Creatures plus power level
An extreme and powerful jolt of mental energy that scrambles the creatures brains and causes 1-7 hit points of mental damage per power level and may cause insanity.
Illusion
Cost: 10
Caster: PSI
Affects: Party
Attempts to conjure an illusion of a being so real that it can attack creatures and can be attacked back! The creatures' amount and powers depend on the spell's power level.
Wizard's Eye
Cost: 10
Caster: MAG, PSI
Affects: Caster
Allows the caster to see the surrounding area from an overhead view. The size and detail of the area seen depends on the power level of the spell.
Spooks
Cost: 7
Caster: MAG, PSI
Affects: All Creatures
Conjures an illusion that is so terrifying it may scare creatures away, causing them to cower in fear or otherwise reducing their capacity to fight well.
Death
Cost: 10
Caster: PRI, PSI
Affects: 1 Creature
Attempts to kill a creature outright. Success depends on the creature's power relative to the spell's power.
Locate Object
Cost: 8
Caster: PRI, PSI
Affects: Caster
Allows the caster to magically determine the location of certain buried or hidden items. Success depends on the item's location relative to the caster, how well the item in question is hidden, and the spell's power level.
Mind Flay
Cost: 18
Caster: PSI
Affects: All Creatures
A concentrated tide of mental energy that conjures every fear and devastates the creatures doing 4-16 points damage per power level plus potential insanity.
Find Person
Cost: 16
Caster: PRI, PSI
Affects: Caster
Tries to locate someone you're looking for, and may reveal all parties within a certain range. Success depends on the spell's power level versus to the location and stealth of the one sought.
Divine Spells
Heal Wounds
Cost: 4
Caster: PRI, ALC, PSI
Affects: 1 Character
Heals 1-8 hh points per power level. It will not cure lesser conditions, such as blindness, or resurrect dead characters.
Make Wounds
Cost: 3
Caster: PRI
Affects: 1 Creature
Invokes divine powers to cause bodily harm and inflicts 1-8 hit points of damage per power level.
Magic Missile
Cost: 4
Caster: MAG
Affects: 1 Creature plus power level
Small, but powerful missiles of magical energy hurled at an opponent doing 1-7 hit points of magic damage per power level.
Dispell Undead
Cost: 7
Caster: PRI
Affects: 1 Creature plus power level
Attempts to dispell an animated and undead creature. The success depends on the creature's power relative to the spell's power level.
Enchanted Blade
Cost: 4
Caster: PRI
Affects: Party
Magically enhances members' weapons and increases the likelihood of a successful hit on a creature. It also increases the chance a hit will penetrate the creature's armor. The duration and power the relative to the spell's power level.
Blink
Cost: 7
Caster: MAG, PSI
Affects: Caster
Allows the caster to disappear for a brief time during combat blinking out and in sometime during each round. He or she will always reappear to execute normal combat options. The duration of the effect is relative to the spell's power level.
Magic Screen
Cost: 8
Caster: MAG
Affects: Party
Creates a magical barrier that attempts to protect the party from all spells cast at them. The strength of the barrier is relative to the power of the creatures' spells and the level of the screen.
Conjuration
Cost: 10
Caster: MAG, PRI
Affects: Party
Summons creatures from the ethereal planes to fight for the party. The power and number of creatures summoned is relative to the power level of the spell.
Anti-Magic
Cost: 7
Caster: MAG
Affects: 1 Group
Forms a magical barrier around the creatures that may cause their spells to fizzle out or backfire. The barrier' s strength is relative to the power level of the spells cast and the power level of the And-Magic screen.
Remove Curse
Cost: 4
Caster: PRI
Affects: 1 Person
Attempts to lift any magically cursed and stuck items from a character. Success depends on the strength of the curse relative to the strength of the spell.
Healfull
Cost: 12
Caster: PRI
Affects: party
A super-charged healing spell that attempts to restore hit points and health to all members of the party. The amount of hit points restored is relative to the spell 's power level.
Lifesteal
Cost: 12
Caster: PRI, PSI
Affects: 1 Creature and Caster
Removes virtually all lifeforce from a creature and attempts to channel some of it back into the caster to heal him or her. Does 4-16 points magic damage per power level multiplied by the power level of the spell.
Astral Gate
Cost: 8
Caster: MAG, PRI
Affects: 1 Creature per power level
Attempts to banish a demon-type creature from this world. Success depends on the power of the creature relative to the power of the spell.
Zap Undead
Cost: 15
Caster: MAG
Affects: 1 Creature
A tirade of magical power that tries to destroy one creature of the undead variety with up to 1000 points of damage.
Recharge
Cost: 15
Caster: MAG, PRI
Affect: Item
Attempts to restore a magically enchanted item's charges. The hem must be in the castor' s possession, and must have at least one charge left to duplicate. There is a chance the item could be destroyed. Success depends on the item's complexity relative to the spell's power level.
Word of Death
Cost: 18
Caster: PRI
Affects: All Creatures
A divine word cast so powerfully it smashes the creatures with 4-16 points of magical damage per power level.
Resurrection
Cost: 20
Caster: MAG, PRI, PSI
Affects: 1 Character
Tries to revive a dead character. Success depends on the character's lifeforce relative to the spell's power level.
Death Wish
Cost: 20
Caster: PRI
Affects: All Creatures
Attempts to kill all creatures outright through sheer magical force. Success depends on the power of the creatures relative to the power level of the spell.
Hosted by
www.Geocities.ws