
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.
| • 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 |
| • 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 |
| • 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: |
??? |
| • 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) |
| • 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 |
|