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    Spell List by BXBomber

    Version: 1.1 | Updated: 04/22/04 | Search Guide | Bookmark Guide

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    ========================
    = Bard's Tale          =
    = PC                   =
    = Spells List Manual   =
    = Email: Kris Valdez   =
    = Last Updated 4/20/04 =
    ========================
    
    
    This is the official manual from "The Bard's Tale" so it is copyrighted 
    under Interplay.
    
    
    
    
    KEY
    ---
    SPELL NAME                              CODE / Point Cost / Range / Duration
    Description
    
    
    CONJURER SPELLS
    ---------------
    
    Level 1
    -------
    
    MAGE FLAME                              MAFL / 2 / View / Medium
    A small, mobile "torch" will appear, and float above the spell caster
    as he travels.
    
    ARC FIRE                                ARFI / 3 / 1 Foe / ---
    A fan of blue flame will shoot from the caster's fingers, doing 1-4
    hits of damage to a select opponent, times caster's level.
    
    SORCERER SHIELD                         SOSH / 3 / Self / Combat
    The mage is protected by an invisible "shield" of magic, that turns
    aside many blows that would otherwise hit him.
    
    TRAP ZAP                                TRZP / 2 / 30' / ---
    This spell will disarm any trap within 30 feet, in the direction that
    the party is facing.  It will also disarm traps on chests.
    
    Level 2
    -------
    
    FREEZE FOES                             FRFO / 3 / Group / Combat
    This spell binds your enemies with a magical force, slowing their
    movements and making them easier to hit.
    
    KIEL'S MAGIC COMPASS                    MACO / 3 / --- / Medium
    A Compass of shimmering magelight appears above the party, telling the
    direction they face.
    
    BATTLESKILL                             BASK / 4 / Char / Combat
    This spell increases one of your part member's skill with weapons,
    increasing the accuracy and ferocity of his attacks.
    
    WORD OF HEALING                         WOHL / 4 / Char / ---
    With the utterance of a single word the spell caster can cure a party
    member of minor wounds, healing 2-8 points of damage.
    
    Level 3
    -------
    
    ARCYNE'S MAGESTAR                       MAST / 5 / Group / ---
    A bright flare will ignite in front of a group of your enemies, temporarily
    blinding them and causing them to miss the next combat round.
    
    LESSER REVELATION                       LERE / 5 / View / Long
    This is an extended "Mage Flame" spell which also reveals secret doors.
    
    LEVITATION                              LEVI / 4 / Party / Short
    Partially negates the effect of gravity on the party, causing them to
    float over traps or up through portals.
    
    WARSTRIKE                               WAST / 5 / Group / ---
    Causes a spray of energy to spring from the caster's extended finger,
    sizzling a group of opponents for 4-16 hits damage.
    
    Level 4
    -------
    
    ELIK'S INSTANT WOLF                     INWO / 6 / Special / ---
    With this spell the caster can make a real wolf appear and join the
    party, fighting in it's defense.
    
    FLESH RESTORE                           FLRE / 6 / Char / ---
    This powerful healing spell will restore 6-24 hit points to a party
    member and cure poisoning and insanity.
    
    POISON STRIKE                           POST / 6 / Foe / ---
    This spell hurls porcupine-sharp needles from the mages finger into a
    selected monster, poisoning it.
    
    Level 5
    -------
    
    GREATER REVEALATION                     GRRE / 7 / View / Long
    This spell functions like a "Lesser Revealation" spell, only it illuminates
    a wider area.
    
    WRATH OF VALHALLA                       WROV / 7 / Char / Combat
    Makes a member of your party fight with the strength and accuracy of
    ancient Norse heroes for the entire combat.
    
    SHOCK-SPHERE                            SHSP / 7 / Group / ---
    A large glove of intense electrical energy envelops a group of enemies,
    doing 8-32 hits of damage.
    
    Level 6
    -------
    
    ELIK'S INSTANT OGRE                     INOG / 9 / Special / ---
    This incantation will cause a real ogre to appear and join the party.
    
    MAJOR LEVITATION                        MALE / 8 / Party / Indef.
    This will make the party levitate as the level 3 spell, but it's effects
    last until dispelled.
    
    Level 7
    -------
    
    FLESH ANEW                              FLAN / 12 / Party / ---
    This spell behaves like the "Flesh Restore" spell, except that it will
    affect every member of the party.
    
    APPORT ARCANE                           APAR / 15 / Party / ---
    Allows the party to teleport anywhere within a dungeon, except for places
    protected by teleportation shields.
    
    
    MAGICIAN SPELLS
    ---------------
    
    Level 1
    -------
    
    VORPAL PLATING                          VOPL / 3 / Char / Combat
    This spell causes the weapon (or hands) of a party member to be covered in a
    magical field, which causes him to do an additional 2-8 points of damage.
    
    AIR ARMOR                               AIAR / 3 / Self / Combat
    This spell will make the air around the spell caster bind itself into a
    weightless wuit of "armor".
    
    SABHAR'S STEELIGHT SPELL                STLI / 2 / View / Short
    Causes all metal near the party to glow with a magical light, illuminating
    the surrounding area.
    
    SCRY SITE                               SCSI / 2 / Party / ---
    The walls themselves will speak, under direction of this spell, revealing
    to the spell caster his location in the labyrinth.
    
    Level 2
    -------
    
    HOLY WATER                              HOWA / 4 / 1 Foe / ---
    A spray of water will emanate from the mage's fingers, doing 6-24 points of
    damage to any undead foe (e.g. skeleton, zombie, vampire).
    
    WITHER STRIKE                           WIST / 5 / 1 Foe / ---
    Any foe at whom this spell is cast is likely to be turned old, thus 
    reducing his ability to attack and defend in combat.
    
    MAGE GAUNTLETS                          MAGA / 5 / Char / Combat
    Makes a party member's hands (or weapon) more deadly, adding 4-16 points
    of damage to every wound he inflicts.
    
    AREA ENCHANT                            AREN / 5 / 30' / Short
    This spell will cause the dungeon walls within 30 feet of a stairway to 
    call out, if the party is travelling toward it.
    
    Level 3
    -------
    
    YBARRA'S MYSTIC SHIELD                  MYSH / 6 / Party / Medium
    The air in front of the party will bind itself into metallic hardness, and
    will accompany the party when it moves, as a sort of invisible "shield."
    
    OSCON'S OGRESTRENGTH                    OGST / 6 / Char / Combat
    Allows a member of your party to damage monsters as if he were as 
    incredibly strong as an ogre.
    
    MITHRIL MIGHT                           MIMI / 7 / Party / Combat
    Increases the armor protection of each party member by enhancing their
    armor's natural strength by magic.
    
    STARFLARE                               STFL / 6 / Group / ---
    The air surrounding a group of your enemies will instantly ignite, causing
    them to be burnt for 6 to 24 damage points.
    
    Level 4
    -------
    
    SPECTRE TOUCH                           SPTO / 8 / 1 Foe / ---
    This spell will drain a single enemy of 12 to 48 points of damage, as if
    touched by a spectre.
    
    DRAGON BREATH                           DRBR / 7 / Group / ---
    Allows the mage to breathe fire at a group of foes, doing 8 to 32 points
    of damage each.
    
    SABHAR'S STONELIGHT SPELL               STSI / 7 / View / Medium
    Makes all stone and earth within range of the party glow with magical
    light, revealing even secret doors.
    
    Level 5
    -------
    
    ANTI-MAGIC                              ANMA / 8 / Party / Combat
    Causes the ground to absorb a portion of the magical energies cast at the
    party, frequently allowing the members to escape all damage.  Also aids in
    disbelieving illusions and in turning back magical fire, like a dragon's
    breath.
    
    AKER'S ANIMATED SWORD                   ANSW / 8 / Special / Combat
    A magical sword will appear and fight like a summoned monster in defense
    of the party.
    
    STONE TOUCH                             STTO / 8 / 1 Foe / ---
    This spell will often turn an enemy to stone, or a stone monster from
    living stone to dead stone.  But it doesn't always work.
    
    Level 6
    -------
    
    PHASE DOOR                              PHDO / 9 / 1 Wall / 1 Move
    This incantation will alter the structure of almost any wall directly
    in front of the party, turning it to air for exactly 1 move.
    
    YBARRA'S MYSTICAL COAT OF ARMOR         YMCA / 10 / Party / Indef.
    Causes an effect like "Air Armor" to cover every member of the party,
    lasting indefinitely.
    
    Level 7
    -------
    
    RESTORATION                             REST / 12 / Party / ---
    Makes all wounds disappear as your entire party is reforged into unflawed
    bodies.  Also cures poisoning and insanity.
    
    DEATHSTRIKE                             DEST / 14 / 1 Foe / ---
    This incantation is very likely to instantly kill one selected enemy,
    big or small.
    
    
    SORCEROR SPELLS
    ---------------
    
    Level 1
    -------
    
    MANGAR'S MIND JAB                       MIJA / 3 / 1 Foe / ---
    The mage casts a concentrated blast of psychic energy at one opponent
    doing 2-8 hits of damage for each experience level of the mage.
    
    PHASE BLUR                              PHBL / 2 / Party / Combat
    The entire party will seem to waver and blur in the sight of the monsters,
    making the party very difficult to strike.
    
    LOCATE TRAPS                            LOTR / 2 / 30' / Short
    In a state of magically-heightened awareness, the spell caster will be
    able to sense a trap within 30 feet, if he faces it.
    
    HYPNOTIC IMAGE                          HYIM / 3 / Group / ---
    If successfully cast, this spell will make a group of your enemies miss
    the following attack round.
    
    Level 2
    -------
    
    DISBELIEVE                              DISB / 4 / Party / ---
    This spell will reveal the true nature of any illusion attacking the
    party, causing it to instantly vanish.
    
    TARGET-DUMMY                            TADU / 4 / Special / Combat
    A magical illusion appears in the party's special slot.  Unable to
    attack, it will serve to draw enemy attacks to himself.
    
    MANGAR'S MIND FIST                      MIFI / 4 / 1 Foe / ---
    A higher power "Mind Jab", does 3-12 hits of damage to one foe, times
    the experience level of the mage.
    
    WORD OF FEAR                            FEAR / 4 / Group / Combat
    This incantation will make a group of your enemies shake in fear,
    reducing their ability to attack and do damage.
    
    Level 3
    -------
    
    WIND WOLF                               WIWO / 5 / Special / ---
    This spell creates an illusionary wolf to join the party.  This and other
    illusions are only effective as long as the enemy "believes" them.  
    Depending on power and location, the monster may see through the illusion,
    and cause it to vanish.
    
    KYLEARAN'S VANISHING SPELL              VANI / 6 / Self / Combat
    The mage casting this spell will turn nearly invisible in the eyes of his
    enemies, who will have great difficultly in striking him.
    
    SECOND SIGHT                            SESI / 6 / 30' / Medium
    The mage will experience heightened awareness and be able to sense
    stairways, special encounters, spell negation zones, and other unusual
    occurrences.
    
    CURSE                                   CURS / 5 / Group / Combat
    Causes a group of your enemies to fear you greatly, lessening their morale
    and their ability to hit and damage you.
    
    Level 4
    -------
    
    CAT EYES                                CAEY / 7 / View / Indef.
    The members of the mage's party will all receive perfect night-vision,
    which will last indefinitely.
    
    WIND WARRIOR                            WIWA / 6 / Special / ---
    This spell will create the illusion of a battle-ready warrior that joins
    your party.
    
    KYLEARAN'S INVISIBILITY SPELL           INVI / 7 / Party / Combat
    This invocation will perform a Vanishing Spell on the entire party.
    
    Level 5
    -------
    
    WIND OGRE                               WIOG / 7 / Party / ---
    This spell will create the illusion of an ogre, which will accompany and
    fight with your party.
    
    DISRUPT ILLUSION                        DIIL / 8 / Party / Combat
    This spell will destroy and illusion fighting the party, and any new
    illusions created later in the combat.  It will also point out any
    dopplegangers in the party.
    
    MANGAR'S MIND BLADE                     MIBL / 8 / All Foes / ---
    A sharp explosion of psychic energy that inflicts 10-40 hits to each and
    every enemy you face.
    
    Level 6
    -------
    
    WIND DRAGON                             WIDR / 10 / Special / ---
    This incantation will create an illusionary red dragon to fight with your
    party.
    
    MIND WARP                               MIWP / 9 / Char / ---
    This spell will make a member of your party go totally insane.  Useful for
    possessions.
    
    Level 7
    -------
    
    WIND GIANT                              WIGI / 12 / Special / ---
    This spell will create an illusionary storm giant, to join with, and
    fight for, you party.
    
    SORCERER SIGHT                          SOSI / 11 / 30' / Indef.
    This spell functions as the "Second Sight" spell, but it will last
    indefinitely.
    
    
    WIZARD SPELLS
    -------------
    
    Level 1
    -------
    
    SUMMON DEAD                             SUDE / 6 / Special / ---
    This spell will gate into our universe a zombie or skeleton to fight for
    the party.
    
    REPEL DEAD                              REDE / 4 / Group / ---
    This spell will do 16-80 points of damage to a group of undead creatures.
    
    Level 2
    -------
    
    LESSER SUMMONING                        LESU / 8 / Special / ---
    This spell will gate into our universe a lower power elemental or demon,
    who will (under protest) join the party.
    
    DEMON BANE                              DEBA / 8 / 1 Foe / ---
    This spell will do 32 to 128 points of damage to a single demon.  The 
    power to summon is the power to destroy.
    
    Level 3
    -------
    
    SUMMON PHANTOM                          SUPH / 10 / Special / ---
    This spell will bring a medium level undead creature into the party.
    
    DISPOSSESS                              DISP / 10 / Char / ---
    This spell will make any possessed party member return to his normal
    state.
    
    Level 4
    -------
    
    PRIME SUMMONING                         PRSU / 12 / Special / ---
    This spell gates in a medium level elemental or demon, to fight with the
    party.
    
    ANIMATE DEAD                            ANDE / 11 / Char / ---
    Gives a dead character undead strength, making him attack your enemies
    as though he were truly alive.
    
    Level 5
    -------
    
    BAYLOR'S SPELL BIND                     SPBI / 14 / 1 Foe / ---
    This spell, if successful, possesses the mind of any enemy, forcing him to
    join your party and fight in its defense.
    
    DEMON STRIKE                            DMST / 14 / Group / ---
    This spell works like "Demon Bane", but it will affect an entire group of
    demons.
    
    Level 6
    -------
    
    SPELL SPIRIT                            SPSP / 15 / Special / ---
    This spell will gate in a higher-level undead creature to fight for the
    party.
    
    BEYOND DEATH                            BEDE / 18 / Char / ---
    This spell will restore life and one hit point to a character.
    
    Level 7
    -------
    
    GREATER SUMMONING                       GRSU / 22 / Special / ---
    This spell will gate a greater demon into our universe and bind him to
    the party.
    
    
    BARD SONGS
    ----------
    
    1. FALKENTYNE'S FURY
    This tune increases the damage your party will do in combat, by driving
    them into a berserker rage.
    
    2. THE SEEKER'S BALLAD
    This song will produce light when exploring, and during combat it will
    increase the party's chance of hitting a foe with a weapon.
    
    3. WAYLAND'S WATCH
    This song will sooth your savage foes, making them do less damage in
    combat.
    
    4. BADH'R KILNFEST
    This is an ancient Elven melody, which will heal the Bard's wounds during
    traveling, and heal the party's wounds during combat.
    
    5. THE TRAVELLER'S TUNE
    This melody makes the members of your party more dexterous and agile,
    and thus more difficult to hit.
    
    6. LUCKLARAN
    This song sets up a partial "anti-magic" field, which gives party members
    some increased protection against spell casting.
    
    
    SPELL KEY GLOSSARY
    ------------------
    
    Range Terms
    -----------
    View      spell affects line of sight
    1 Foe     spell affects a single monster, regardless of how many you face
    All Foes  spell affects all monsters you face
    Group     spell affects 1 of 4 monster groups
    Self      spell affects spellcaster only
    Skuz      a friendly, purple-haired goblin
    30'       3 squares in the direction you face
    Char      one of 6 party members or special
    Party     spell affects all 6 party members and special
    Special   spell affects "S" slot only; summoned creature enters combat
                next round
    
    Duration Terms
    --------------
    Combat    spell lasts until all monsters or all party members are killed,
                or until party runs away
    Short     spell lasts only a few minutes
    Medium    spell lasts a little longer
    Long      spell lasts twice as long as "Short"
    Indef.    spell lasts until party enters the Adventurer's Guild or an
                anti-magic zone
    

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