Sorcerer Playing Manual

Magic


The acquisition and use of magic item is of paramount importance to the successful adventurer. A good magic item can be worth any price in certain situations.
Magic items range from one-use potions and scrolls to some of the most powerful artifacts knwon. Some are available in the Trading Post, but most of the really important ones can only be found in the depth of the maze, usually guarded by fearsome monsters.
Magic items may do many things. Generally they will do one or more of the following:
-Cast a spell
-Alter armor class
-Alter fighting ability
-Protect against certain monsters
-Work better against certain monsters
-GIve the user special abilities
-Be usable only by certain characters
There are some magic items that will do other things. These capabilities will only come to light when they are used.
When magic items are first found in the maze, thier true nature is not known. Only Bishops or the Trading Post can identify them. Even so, some items may have hidden attributes. Some items are Cursed. When you have a cursed item in your possession and you equip, you will be forced to use it! This usually has detrimental consequences, especially when your sword decides not to fight anymore!
When a Bishop inspects an item, he takes a chance that he will touch it. If this happens he is forced to qequip, and if it is cursed, too bad.
While some items can cast spells, most spell casting is done by Wizards, Priests and the like. There are more 50 spells, divided into Wizard and Priest categories. Each category is further divided into seven levels of power. The higher the level of the spell, the more potent in it. Each spell has a "power word" required to cast it, and when asked what spell is to be cast, this word must be entered. Following ois a complete descrip@tion of all the spells. For each spell, the name, level, type of spell and area of effect are given, The type of spell refers to when the spell can be cast(Combat, Camp, or anytime).

Priest Spells


LEVEL1 PRIEST SPELL


Spell name: MAGIC SHIELD
Spell Level:1
Spell Type:COMBAT
Area of Effect:THE PARTY
MAGIC SHIELD reduces the AC of all party members by one, and thus makes them harder to hit.

Spell name: HEAL
Spell Level:1
Spell Type:ANY TIME
Area of Effect:1 PERSON
HEAL restores from one to eight hit points of damage from a party member. It will not bring dead back to life.

Spell name:WOUND
Spell Level:1
Spell Type:COMBAT
Area of Effect:1 MONSTER
WOUND causes one to eight hit poits of damage to a monster, and may kill it. It is the reverse of HEAL.

Spell name:LIGHT
Spell Level:1
Spell Type:ANY TIME
Area of Effect:ENTIRE PARTY
LIGHT causes a softly glowing light to follow the party, allowing them to see further into the maze, and also revealing all secret doors. See also HIGH LIGHT. This spell lasts only a short while.

Spell name:MAGIC ARMOR
Spell Level:1
Spell Type:COMBAT
Area of Effect:CASTER
MAGIC ARMOR lowers the AC of the caster considerably. The effects last for the duration of combat.

LEVEL 2 PRIEST SPELLS


Spell name:HIGH SHIELD
Spell Level:2
Spell Type:COMBAT
Area of Effect:ENTIRE PARTY
HIGH SHIELD has the same effects as MAGIC SHIELD, but at double the strength.

Spell name:IDENT TRAP
Spell Level:2
Spell Type:LOOTING
Area of Effect:CASTER
IDENT TRAP allows the caster to determine the exact nature of a trap on a chest 95% of the time.

Spell name:PARALYZE
Spell Level:2
Spell Type:COMBAT
Area of Effect:1 GROUP OF MONSTERS
PARALYZE causes some of the monsters in a group to become stiff as statues for one or more melee rounds. Tha chance of success, and the duration of the effects, depend on the power of the target monsters.

Spell name:SILENCE
Spell Level:2
Spell Type:COMBAT
Area of Effect:1 GROUP OF MONSTERS
SILENCE causes the air around a froup of monsterd to stop transmitting sound. Like PARALYZE, only some of the monsters will be affected, and for varying length of time. Monsters and Party members under the influence of this spell cannot cast spells, as they cannot utter the spell words!

LEVEL 3 PRIEST SPELLS


Spell name:HIGH LIGHT
Spell Level:3
Spell Type:ANY TIME
Area of Effect:ENTIRE PARTY
HIGH LIGHT is a LIGHT spell with a much longer life span.

Spell name:CURE PARALYZE
Spell Level:3
Spell Type:ANY TIME
Area of Effect:1 PERSON
SURE PARALYZE cures palarysis, and remove the effects of PARALYZE from one member of the party.

Spell name:IDENT MONSTERS
Spell Level:3
Spell Type:COMBAT
Area of Effect:ENTIRE PARTY
IDENT MONSTERS makes it readily apparent exactly what the oppoing monsters really are.

Spell name:HIGH ARMOR
Spell Level:3
Spell Type:COMBAT
Area of Effect:ENTIRE PARTY
HIGH ARMOR has the effects of MAGIC ARMOR at twice the effectiveness.

LEVEL 4 PRIESST SPELLS


Spell name:HIGH HEAL
Spell Level:4
Spell Type:ANY TIME
Area of Effect:1 PERSON
HIGH HEAL restores two to 16 hit points of damage, and is similar to HEAL.

Spell name:SUPPURATE
Spell Level:4
Spell Type:COMBAT
Area of Effect:1 MONSTER
SUPPURATE causes two to 16 hit points of damage in the same way as WOUND.

Spell name:CURE POISON
Spell Level:4
Spell Type:ANY TIME
Area of Effect:1 PERSON
CURE POISON makes a poisoned person whole and fit again. Note that poison causes a person to lose hit points steadily during movement and combat.

Spell name:EXTRA SHIELD
Spell Level:4
Spell Type:ANY TIME
Area of Effect:ENTIRE PARTY
EXTRA SHIELD is an improved MAGIC SHIELD, with effetcs that last for the entire expedition.

LEVEL 5 PRIEST SPELLS


Spell name:EXTRA HEAL
Spell Level:5
Spell Type:ANY TIME
Area of Effect:1 PERSON
EXTRA HEAL restores three to 24 hit points.

Spell name:COROSSION
Spell Level:5
Spell Type:COMBAT
Area of Effect:1 MONSTER
CORROSION causes three to 24 hit points of damage.

Spell name:FLASH
Spell Level:5
Spell Type:COMBAT
Area of Effect:1 GROUP
FLASH causes a pillar of light(not elemental) to strike a group of monsters, doing three to 24 hits of damage to each. However, as with many spell that effect entire groups, there is a chance that individual monsters will be able to avoid or minimize its effects. And some monsters will be resistant to it.

Spell name:SEARCH BODY
Spell Level:5
Spell Type:CAMP
Area of Effect:1 PERSON
SEARCH BODY allows the user to locate characters in the maze. It tells on which level, and in which rough area the dead one can be found.

Spell name:REBIRTH
Spell Level:5
Spell Type:ANY TIME
Area of Effect:1 PERSON
REBIRTH causes a dead person to be resurrected. However, the renewed character has but one hit point. Also, this spell is not as effective or as safe as using the Temple.

Spell name:DEATH
Spell Level:5
Spell Type:COMBAT
Area of Effect:1 MONSTER
DEATH gives the affected monster a coronary attack. It may or may not cause death to occur.

LEVEL 6 PRIEST SPELLS


Spell name:VENGEANCE
Spell Level:6
Spell Type:COMBAT
Area of Effect:1 GROUP
VENGEANCE causes sharp blades to slice through a group,causing six to 36 points of damage.

Spell name:REFRESH
Spell Level:6
Spell Type:ANY TIME
Area of Effect:1 PERSON
REFRESH causes all hit points to be restored and cures any condition but death.

Spell name:FETAL WOUND
Spell Level:6
Spell Type:COMBAT
Area of Effect:1 MONSTER
FETAL WOUND causes all but one hit point to be removed from the target.

Spell name:EMERGENCY EXIT
Spell Level:6
Spell Type:COMBAT
Area of Effect:ENTIRE PARTY
EMERGENCY EXIT causes all party members to be teleported back to the castle, minus all thier equipment and most of thier gold. There is also a good chance this spell will not function.

LEVEL 7 PRIEST SPELLS


Spell name:APOCALYPSE
Spell Level:7
Spell Type:COMBAT
Area of Effect:ALL MONSTERS
APOCALYPSE causes 12 to 72 hit points of damage to all monsters. None can escape or minimize its effects.

Spell name:RESURRECT
Spell Level:7
Spell Type:ANY TIME
Area of Effect:1 PERSON
RESSURECT restores the dead to life as does REBIRTH, but also restores all hit points. However, it has the same drawbacks as the REBIRTH spell. RESURRECT can be used to resurrect people even if they are ashes!

Spell name:SACRIFICE
Spell Level:7
Spell Type:ANY TIME
Area of Effect:ENTIRE PARTY
SACRIFICE restores all party members as REFRESH in exchange for the caster's life.

WIZARD SPELLS


LEVEL 1 WIZARD SPELLS


Spell name:FIRE BOLT
Spell Level:1
Spell Type:COMBAT
Area of Effect:1 MONSTER
FIRE BOLT causes a flame ball the size of a baseball to hit a monster doing from one to eight hit points of damage. Note as with elemental spell(fire,ice,or thunder), there is a chance that monsters will be able to avoid, minimize or maximize its effect.For example, FIRE DRAGONS will immune to FIRE, but ICE causes maximum effect, sometimes addtional damage to them.

Spell name:TWILIGHT
Spell Level:1
Spell Type:COMBAT
Area of Effect:CASTER
TWILIGHT reduces the casters AC by two. The effect lasts the entire encounter.

Spell name:SLEEP
Spell Level:1
Spell Type:COMBAT
Area of Effect:1 GROUP
SLEEP causes most of the monsters in a group to fall asleep. SLEEP only affects normal animal or humanoid monsters. The chance of the spell affecting an individual monster, and the duration of the effetc is inversely propotional to the power of the monster. While asleep, monsters are easier to hit and successful strikes do double damage!

Spell name:WHERE IS
Spell Level:1
Spell Type:CAMP
Area of Effect:NOT APPLICABLE
WHERE IS informs you of the party's exact displacement from the stairs to the castle, vertically, and North and East, and also tells you what direction you are facing with a horizontal map where you already gone.

LEVEL 2 WIZARD SPELL


Spell name:FEAR
Spell Level:2
Spell Type:COMBAT
Area of Effect:1 MONSTER GROUP
FEAR causes one group of monsters to be enveloped in fear, which reduces thier ability to defend against your attacks.

Spell name:SHADOW
Spell Level:2
Spell Type:COMBAT
Area of Effect:CASTER
SHADOW causes the caster to be envelopes in darkness. This means that he is harder to see, and thus his AC is reduced by four.

Spell name:ANTI MAGIC
Spell Level:2
Spell Type:COMBAT
Area of Effect:ENTIRE PARTY
ANTI MAGIC causes a invisible shield against magical of priestly spells. However, to target any kind of spells, ANTI MAGIC reduces only 30% of damage. Also, ANTI MAGIC is not effective against any other kind of attack.

LEVEL 3 WIZARD SPELL


Spell name:FIRE BALL
Spell Level:3
Spell Type:COMBAT
Area of Effect:1 MONSTER GROUP
FIRE BALL causes a firely explosion in a monster group, doing four to 24 hit points of damage.As with other similar spells, monsters may be able to minimize the damage done.

Spell name:LIGHTNING
Spell Level:3
Spell Type:COMBAT
Area of Effect:1 MONSTER GROUP
LIGHTINING causes sparks to fly out and damage a monsters in a group. Three to 18 hit points of damage are done with no chance of avoiding the sparks.

LEVEL 4 WIZARD SPELLS


Spell name:CONFUSE
Spell Level:4
Spell Type:COMBAT
Area of Effect:1 MONSTER GROUP
CONFUSE causes one group of monsters to fear the party greatly. The effects are the same as double strength FEAR spell.

Spell name:FROZEN ORB
Spell Level:4
Spell Type:COMBAT
Area of Effect:1 MONSTER GROUP
FROZEN ORB is similar to FIRE BALL except that cold replaces flames. Also, six to 36 hit points of damage are done.

Spell name:FIRE STORM
Spell Level:4
Spell Type:COMBAT
Area of Effect:1 MONSTER GROUP
FIRE STORM is an improved FIRE BALL, doing the same damage as ICE BALL.

LEVEL 5 WIZARD SPELLS


Spell name:PANIC
Spell Level:5
Spell Type:COMBAT
Area of Effect:ALL MONSTERS
PANIC is similar to CONFUSE, except that all monster groups are affected.

Spell name:GENOCIDE
Spell Level:5
Spell Type:COMBAT
Area of Effect:ALL MONSTERS
Any monsters of less than eighth level (i.e., about 35-40 hit points) are killed by this spell outlight.

Spell name:HAIL STORM
Spell Level:5
Spell Type:COMBAT
Area of Effect:1 MONSTER GROUP
An improved FROZEN ORB causing eight to 64 hit points of damage.

Spell name:THUNDER BOLT
Spell Level:5
Spell Type:COMBAT
Area of Effect:1 MONSTER GROUP
An improved LIGHTNING causing six to 48 hit points of damage.

LEVEL 6 WIZARD SPELLS


Spell name:SUFFOCATION
Spell Level:6
Spell Type:COMBAT
Area of Effect:1 MONSTER GROUP
All monsters in the group affected by this spell die. Of course, there is a chance that some of the monsterd will not be affected. Also, SUFFOCATION do not effect against undead.

Spell name:TURN UNDEAD
Spell Level:6
Spell Type:COMBAT
Area of Effect:1 MONSTER
This spell will destroy any one monster that is of the Undead variety.

Spell name:DARKNESS
Spell Level:6
Spell Type:COMBAT
Area of Effect:ENTIRE PARTY
This spell duplicates the effect of SHADOW for the entire party.

Spell name:MIRACLE
Spell Level:6
Spell Type:COMBAT
Area of Effect:VARIABLE
This spell is indeed terrible, and may backfire on the caster. First, to even cast it, you must be of the thirteenth level or higher, and casting it will const you one level of experience. The effects of MIRACLE are random, and usually help the party.

Spell name:BLLIZARD
Spell Level:6
Spell Type:COMBAT
Area of Effect:ALL MONSTERS
An improved HAIL STORM causing eight to 64 hit points of damage against all monsters.

LEVEL 7 WIZARD SPELLS


Spell name:TELEPORT
Spell Level:7
Spell Type:COMBAT and CAMP
Area of Effect:ENTIRE PARTY
This spell's effect depend on the situation the party is in when it cast. basically, TELEPORT will teleport the entire party from one location to another. When used in melee, the teleport is RANDOM, but when used in camp, where there is more chance for concentration, it can be used to move the party anywhere in the maze. Be warned, however, that if you teleport outside of the maze, or into an area that is solid rock, you will all be lost forever, so this spell is to be used with the greatest of care. Combat use of TELEPORT will never put you outside of the maze, but it may move you deeper in, so it should be used only in panic situations.

Spell name:ASTRAL GATE
Spell Level:7
Spell Type:COMBAT
Area of Effect:1 MONSTER
This spell will force a kind of DEMONS back to the place it was born-HELL.So, if it succeed, the DEMON is gone.

Spell name:THUNDER STORM
Spell Level:7
Spell Type:COMBAT
Area of Effect:1 MONSTER GROUP
An improved THUNDER BOLT causing nine to 72 hit points of damage.

Spell name:NUCLEAR
Spell Level:7
Spell Type:COMBAT
Area of Effect:ALL MOSNTERS
The effect of this spell can be described as similar to that of a nuclear fusion explosion. Luckily the party is shielded from its effects. Unluckily (for them) the monsters are not. This spell will do from 10-100 hit points of damage.