Low Magic
   Charm
   Disarm
   Lesser Heal
   Luck
   Mage Fire
   Mage Light

Misc Magic
   Kill Ray
   Prison
   Zak's Speed
High Magic
   Air Summon
   Big Chill
   Cloak Arcane
   Cowardice
   Dazzle
   Earth Summon
   Elvar's Fire
   Fire Light
   Fire Summon
   Group Heal
   Healing
   Ice Chill
   Mystic Might
   Poog's Vortex
   Reveal Glamour
   Sala's Swift
   Sense Traps
   Vorn's Guard
   Water Summon
Sun Magic
   Armor of Light
   Battle Power
   Charger
   Column of Fire
   Disarm Trap
   Exorcism
   Fire Storm
   Guidance
   Heal
   Holy Aim
   Inferno
   Light Flash
   Major Heal
   Mithras' Bless
   Radiance
   Rage of Mithras
   Summon Salamander
   Sun Light
   Sun Stroke
   Wrath of Mithras
Druid Magic
   Beast Call
   Brambles
   Create Wall
   Cure All
   Death Curse
   Fire Blast
   Greater Healing
   Insect Plague
   Invoke Spirit
   Scare
   Soften Stone
   Whirl Wind
   Wood Spirit
 
Namtar, the Beast From the Pit, is the mightiest sorcerer of Dilmun. Namtar has manipulated King Drake of Kingshome into declaring a general ban on magic, thus giving Namtar a monopoly on this world's true power. The City States of Dilmun, none too closely allied to begin with, did not take kindly to this decree, and open warfare resulted. Spellcasting legions were chewed up in the opening weeks of the war, while conventional forces continue the struggle to this day. Namtar's Stosstrupen, a sort of magical secret police, eliminated most of Dilmun's top individual sorcerers before an effective resistance could be organized.

Namtar has all but won the war, and the formal practice of magic has been outlawed in Dilmun. Rumors persist that magic is still taught in secret out-of-the-way places, and it is one of your tasks to recover the world's lost magical knowledge.

Learning a spell always entails using magic scrolls. After a scroll is used, it vanishes forever, although the character reading the scroll will remember the spell for the rest of his life. Using scrolls is easy -- finding them is the difficult part, but no one said the life of a hero was simple.

There are four branches of magic in DRAGON WARS. All wizards must begin with Low Magic. There is no established school of Low Magic; teaching chores are handled by assorted bush wizards and holy men. Because teaching of Low Magic is so widespread -- and because Low Magic is relatively mundane -- Namtar has done little to shut it down. There's actually a functioning Low Magic shop in Purgatory.

The acknowledged master of High Magic was Lanac'toor, a dangerously unstable being formerly in residence in the City of the Yellow Mud Toad. Lanac'toor was the Stosstrupen's first target -- he was ambushed while torpid following an excessive feast of lampreys. Lanac'toor's body was first turned to stone and then smashed to pieces. With Lanac'toor's demise, the practice of High Magic all but vanished from Dilmun, but rumors persist Lanac'toor himself had a teacher, and that the teacher resides somewhere in the Eastern Isles.

Oddly, Sun Magic remains public and legal. The Master of Sun Magic is Mystalvision, a great public hero in residence at the Temple of the Sun in Phoebus. Sun Magic has gained popularity in recent years as the great star Sirius gradually drowns the planet by melting the polar icecaps. Sun Magic combat spells are the most potent in the game.

Druid Magic is the way of the elements and the beasts, and is the purest of all magic, although not nearly so powerful as High Magic. The most skillful druid is Zaton the Displaced, of which the current whereabouts are unknown. The Druid Magic cult has been driven underground by Namtar's persecution, but worship of the cult's patron deity, the beast-man Enkidu, continues at the various Druid shrines.

There is one further "class" of magic in Dragon Wars: that which is called "Miscellaneous Magic." These three spells are usable by anyone who has skill in any of the four standard classes of magic.

When you cast a spell, the computer always deducts a certain number of Power points from the caster. In some cases, you'll be prompted to indicate the number of points you want to invest in a spell. In such cases, the extra points will increase the duration of the spell or its damage or effectiveness. The number of points you can invest in these spells is limited to twice your current skill level in that area of magic.

Below are descriptions of all the world's known spells. Although many spells are well-documented through centuries of use, some descriptions are incomplete because of the spells' experimental or foreign nature. And, perhaps, because some spellcasters have placed themselves in great peril by playing with forces they do not know.... Because of this, you will have to experiment with spell use to learn the best application of magic in each situation. In fact, creative use of spells may be a vital element necessary to solve the game.




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• Charm
This simple enchantment offers a small bonus to a character's ability in combat, and will heal 1-2 points of damage.
Effect: 1+ AV
Range: 10'
Target: Character
Time: 1 round
Power: 3
Found: Purgatory magic shop, Forlorn treasure trove

• Disarm
The beginning zap spell, and always worth falling back on if nothing more powerful is at hand.
Effect: Disarms opponent
Range: 30'
Target: 1 enemy
Time: 1 round
Power: 4
Found: Purgatory magic shop, strongbox in 2nd bridge, Phoeban Dungeon (Mystalvision)

• Lesser Heal
A simple heal spell, restoring up to four points of health. Heal spells are very important, because you can't use the Bandage skill in combat.
Effect: 1-4 pts. healed
Range: Touch
Target: 1 character
Time: 1 round
Power: 2
Found: Purgatory magic shop, Forlorn treasure trove

• Luck
If you'd rather be lucky than good, cast this spell on yourself or a friend. It improves your DV for the duration of the combat.
Effect: +2 DV
Range: Touch
Target: 1 character
Time: 1 round
Power: 3
Found: Purgatory magic shop, Forlorn treasure trove

• Mage Fire
The beginning zap spell, and always worth falling back on if nothing more powerful is at hand.
Effect: 1-8 pts damage
Range: 30'
Target: 1 enemy
Time: 1 round
Power: 2
Found: Purgatory magic shop, Forlorn treasure trove; Lanac'toor's Laboratory

• Mage Light
Useful for exploring dark places when a mundane source of light is not available. A "torch" icon will appear for the duration of the spell.
Effect: Provides light
Range: --
Target: --
Time: Variable
Power: 1
Found: Purgatory magic shop, Forlorn treasure trove



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• Air Summon
Conjures an air elemental for whatever lofty goal you pursue.
Effect: Summons elemental
Range: --
Target: --
Time: Variable
Power: 1 = 4 hours
Found: Tars Ruins

• Big Chill
An area effect version of Ice Chill that will inflict up to 24 points of damage to all opponents within range.
Effect: 4-24 pts damage
Range: 30'
Target: All targets
Time: --
Power: 15
Found: NE Byzan Dungeon, Magic College, Necropolis (Nergal), Mystic Wood (at Zaton's Marker)

• Cloak Arcane
Renders the party partially invisible, diverting both the light around you and the force of your opponents's blows.
Effect: +2 AC
Range: --
Target: Party
Time: Variable
Power: 1 = 1 hr.
Found: Slave camp

• Cowardice
Fearsome foes suddenly fear you. They will either run away, or continue to stand and fight if they resist the spell. Works best against weaker opponents.
Effect: Enemy(s) run
Range: 60'
Target: Group
Time: --
Power: 8
Found: NE Dragon Valley, Freeport ($1000)

• Dazzle
Use this spell to befuddle simple foes, but make sure someone is on hand to exploit your enemy's hesitation.
Effect: Enemy misses turn
Range: 30'
Target: 1 enemy
Time: --
Power: 3
Found: NE Byzan. Dungeon, Lanac'toor's Laboratory, Mystic Wood (at Zaton's Marker)

• Earth Summon
Creates a potent creature from stone and soil, under your command. The earth elemental is somewhat stronger and more durable than the air elemental.
Effect: Summons elemental
Range: --
Target: --
Time: Variable
Power: 1 = 4 hours
Found: Old dock

• Elvzar's Fire
This was Lanac'toor's favorite method of dispersing autograph seekers. While this spell doesn't pack much punch, it is an area effect weapon, and can sometimes take out whole groups of lesser foes.
Effect: 2-12 pts damage
Range: 30'
Target: Group
Time: --
Power: 6
Found: SW Tars Ruins, Magic College, Mystic Wood (at Zaton's Marker)

• Fire Light
An improved zap spell. The greater the power of the caster, the more damage this spell will do.
Effect: 1-6 x Power damage
Range: 30'
Target: 1 enemy
Time: --
Power: Variable
Found: Magic College, Tars Ruins Underground, Mystic Wood (at Zaton's Marker), Necropolis (Nergal); Slave Camp

• Fire Summon
Summons a fire elemental. Guaranteed to brighten up a party. The fire elemental is the most powerful known.
Effect: Summons elemental
Range: --
Target: --
Time: Variable
Power: 1 = 4 hours
Found: Magic College, Mystic Wood (at Zaton's Marker)

• Group Heal
A group medical plan the entire party will appreciate. Restores up to six points of health to each character.
Effect: 1-6 points healed
Range: --
Target: Party
Time: --
Power: 6
Found: Magic College, Mystic Wood (at Zaton's Marker)

• Healing
More potent than the Low Magic `Lesser Heal' spell, this enchantment can set broken bones and stop internal bleeding.
Effect: 1-6 points healed
Range: --
Target: Character
Time: --
Power: 3
Found: Slave camp

• Ice Chill
A precise spell that usually results in a frigid death for the victim. Like the Fire Light spell, Ice Chill is power-based, and while not so potent as Fire Light for beginners, it works at greater range.
Effect: 1-4 x Power damage
Range: 50'
Target: 1 enemy
Time: --
Power: Var.
Found: Magic College, strongbox in 2nd bridge, Mystic Wood (at Zaton's Marker)

• Mystic Might
Instant muscles for the friend of your choice, lasting for the entire combat.
Effect: +15 strength
Range: --
Target: Character
Time: Combat
Power: 4
Found: Dwarf Clan Hall, Freeport ($1000)

• Poog's Vortex
An improved version of Elvar's Fire, created by the arch-wizard Poog to suck away the life force of his foes.
Effect: 4-24 damage
Range: 20'
Target: Group
Time: --
Power: 11
Found: W Phoebus, Magic College, Mystic Wood (at Zaton's Marker)

• Reveal Glamour
A very important spell that will (usually) dispel illusions. All is not as it seems, especially in the Eastern Isles.
Effect: Dispel
Range: 40'
Target: Group
Time: --
Power: 2
Found: Freeport ($1000), Mud Toad Treasure

• Sala's Swift
Improves the dexterity of a single character, for the duration of an entire combat. This will improve the target's AV and DV.
Effect: +8 Dex
Range: --
Target: Character
Time: Combat
Power: 5
Found: NE Dragon Valley, Freeport ($1000)

• Sense Traps
Safely guides you past dangerous deadfalls without tripping the traps.
Effect: Sense traps
Range: --
Target: Party
Time: Variable
Power: 1 = 2 hours
Found: Slave camp

• Vorn's Guard
Originally developed to protect a king and his entourage, this spell is excellent for parties desiring a blanket of magical protection. Improves armor class (i.e. damage absorbed), but has no effect on DV.
Effect: +2 AC
Range: --
Target: Party
Time: Combat
Power: 6
Found: NE Dragon Valley, Freeport ($1000)

• Water Summon
Allies a spirit of the water for a time. Water elementals are a bit more powerful and strong than earth elementals.
Effect: Summons elemental
Range: --
Target: --
Time: Variable
Power: 1 = 4 hours
Found: Mud Toad Teasure



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• Armor of Light
Cloaks a character in gleaming magic armor proof against most attacks.
Effect: +2 AC
Range: --
Target: Character
Time: Combat
Power: 6
Found: Mud Toad Tavern, Phoeban Dungeon (Mystalvision)

• Battle Power
Significantly improves the muscle ability of any band of heroes.
Effect: +10 Strength
Range: --
Target: Party
Time: Combat
Power: 8
Found: SE Game preserve

• Charger
The perfect pick-me-up for depleted magic items. Non-addictive.
Effect: Charge item
Range: --
Target: 1 item
Time: --
Power: 8
Found: Freeport (Order of the Sword)

• Column of FIre
Sheets of flame fall from the heavens, preventing a group of opponents from advancing during their turn in combat.
Effect: Stop advancement of enemy
Range: 40'
Target: Group
Time: --
Power: 5
Found: SE Game preserve

• Disarm Trap
Will safely trigger a trap. All you have to do is walk into a trap, and it'll safely be sprung.
Effect: Disarms trap
Range: --
Target: --
Time: Var.
Power: 1 = 2 hours
Found: Phoeban Dungeon (Mystalvision)

• Exorcism
The undead cannot abide the light of the sun. Usually. Not effective against the living.
Effect: 6-36 pts damage
Range: 50'
Target: Group
Time: --
Power: 5
Found: SW Tars Ruins

• Fire Storm
Simply the most hideously powerful spell known to man.
Effect: 6-36 pts damage
Range: 60'
Target: All enemies
Time: --
Power: 20
Found: Lanac'toor's Lab

• Guidance
Accurately tells you the direction you face. Very useful underground, where your friendly direction gauge is useless.
Effect: Compass direction
Range: --
Target: --
Time: Var.
Power: 1 = 3 hours
Found: SW Tars Ruins

• Heal
A potent heal spell which affects one character.
Effect: 2-8 pts healed
Range: --
Target: Character
Time: --
Power: 4
Found: ???

• Holy Aim
Sheds divine light on a melee, and guides a righteous group in smiting their foes.
Effect: +2 AV
Range: --
Target: Party
Time: Combat
Power: 5
Found: Mud Toad Tavern, Phoeban Dungeon (Mystalvision)

• Inferno
An underpowered version of Fire Storm. In the hands of an experienced character, it can actually cause more damage while using less power.
Effect: 1-4 x Power damage
Range: 40'
Target: All
Time: --
Power: Var.
Found: Necropolis (Nergal)

• Light Flash
Produces a blinding flash that might disorient foes. Especially useful against underground enemies and creatures unaccustomed to the light.
Effect: Enemy(s) lose turn
Range: 50'
Target: Group
Time: --
Power: 6
Found: ???

• Major Heal
The best value in Sun Magic heal spells when more than one character is injured. Dispenses one `Sun Light' spell on each party member.
Effect: 1-6 pts healed
Range: --
Target: Party
Time: --
Power: 6
Found: Mud Toad Tavern, Phoeban Dungeon (Mystalvision)

• Mithras' Bless
Shields a group from harm with a blanket blessing, courtesy of an alien god.
Effect: +3 DV
Range: --
Target: Party
Time: Combat
Power: 5
Found: W. Phoebus

• Radiance
The best light spell known to wizardkind.
Effect: Light
Range: 40'
Target: Party
Time: Var.
Power: 1 = 2 hours
Found: Strongbox in 2nd bridge

• Rage of Mithras
A hideously powerful spell thankfully restricted in that it can only harm one victim at a time. Can hit an enemy up to 70 feet away.
Effect: 1-6 x Power damage
Range: 70'
Target: 1 enemy
Time: --
Power: Var.
Found: Dwarf Clan Hall, Mud Toad Tavern

• Summon Salamander
This spell conjures a potent magical creature
Effect: Summon creature
Range: --
Target: --
Time: Var.
Power: 1 = 4 hours
Found: Mud Toad Tavern

• Sun Light
Improves the health of any one character. A little sun light never hurt anyone.
Effect: 1-6 pts healed
Range: --
Target: Character
Time: --
Power: 1 = 4 hours
Found: 3

• Sun Stroke
The Sun Magic version of `Fire Light.' Subtle distinctions are claimed by those familiar with both spells.
Effect: 1-8 x Power damage
Range: 20'
Target: 1 enemy
Time: --
Power: Var.
Found: Lanac'toor's Lab, west Phoebus, Slave camp, Tars Ruins Underground

• Wrath of Mithras
An even more hideously powerful spell, featuring a small blast radius. Damage is lower than the Rage of Mithras, but affects a group.
Effect: 1-4 x Power damage
Range: 90'
Target: Group
Time: --
Power: Var.
Found: ???



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• Beast Call
This holy spell of Enkidu is used in secret Druid rituals.
Effect: Summon Beast
Range: --
Target: --
Time: Var.
Power: 1 = 4 hours
Found: Mystic Wood/Zaton

• Brambles
Erects a temporary barrier of thorns between your party and a group of opponents. Use the time thus gained to plan an effective attack.
Effect: Miss turn
Range: 60'
Target: Group
Time: Combat
Power: 5
Found: Mystic Wood/Zaton

• Create Wall
Erects a barrier of stone before the party. Also of use in repairing old buildings.
Effect: Creates stone wall
Range: Infront of caster
Target: --
Time: --
Power: 5
Found: W Phoebus, Lansk Underground ($100)

• Cure All
The most powerful and efficient healing spell that ancient Druid learning has devised.
Effect: 1-8 points healed
Range: --
Target: Party
Time: --
Power: 6
Found: Mystic Wood/Zaton, Lansk Underground ($100)

• Death Curse
A savage spell left over from the bad old days, designed to punch the ticket of someone you hate. Causes up to 18 points of damage to the target.
Effect: 3-18 pts damage
Range: 40'
Target: 1 enemy
Time: --
Power: 6
Found: Mystic Wood, Phoebus, Tars Ruins Underground

• Fire Blast
This potent spell unleashes a minor fire storm on one group of foes. Use with discretion.
Effect: 6-24 pts damage
Range: 30'
Target: Group
Time: --
Power: 12
Found: Mystic Wood

• Greater Healing
Uses natural energies to rejuvenate and heal the wounds of any one character.
Effect: 1-6 pts healed
Range: --
Target: Character
Time: --
Power: 4
Found: Mystic Wood/Zaton, Slave camp

• Insect Plague
A formidable way to weaken some monsters' defenses, and a real drag at picnics. Reduces a group's AV and DV, making them vulnerable.
Effect: -2 AV, DV
Range: 60'
Target: Group
Time: Combat
Power: 4
Found: Mystic Wood, Necopolis (Nergal)

• Invoke Spirit
Summons a friendly spirit to aid you in battle. See the restrictions and features described in the "Summoning Spells" section.
Effect: Summon spirit
Range: --
Target: --
Time: Var.
Power: 1 = 4 hours
Found: Mystic Wood/Zaton

• Scare
If cast at the right time, can improve your party's ability in the eyes of your foes.
Effect: +2 AV
Range: --
Target: Party
Time: Combat
Power: 4
Found: Mystic Wood, Necropolis (Nergal), Slave camp

• Soften Stone
A very powerful spell popular with civil engineers. Useful for underground construction and removing certain walls.
Effect: Removes walls
Range: Infront of caster
Target: --
Time: --
Power: 6
Found: Freeport ($1000); Freeport (Order of the Sword)

• Whirl Wind
Possibly transports one or more foes away from you on a twisting cone of howling winds.
Effect: Force group 30' away.
Range: 40'
Target: Group
Time: --
Power: 4
Found: ???

• Wood Spirit
Creates a helpful ally from wood and bramble.
Effect: Summon spirit
Range: --
Target: --
Time: Var.
Power: 1 = 4 hours
Found: Mystic Wood/Zaton, Mystalvision (Phoeban dungeon), Lansk Underground ($100)



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• Kill Ray
Courtesy of the demented Czar Strahkenhorc out of centuries past, this deadly beam will waste anything it strikes. Beware the terrible cost of this spell, as it can quickly drain a weak or weary wizard.
Effect: 10-80 pts damage
Range: 50'
Target: 1 enemy
Time: --
Power: 15
Found: Lanac'toor's Lab

• Prison
Pins a group of foes beneath the weight of a magical barrier, preventing them from advancing or running away.
Effect: Freezes target
Range: 60'
Target: Group
Time: Combat
Power: 8
Found: ???
     

• Zak's Speed
Named for a sorcerer of long ago, a nifty spell that improves the Dexterity of all characters in the party.
Effect: +15 Dexterity
Range: --
Target: Party
Time: Combat
Power: 10
Found: Dwarf Clan Hall, Lanac'toor's Lab

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