|News||Contact||Community||Games ▼▲||DIY ▼▲||Novels||About|
Bard's Tale II:
View: spell affects line of sight
1 Foe: spell affects a single monster, regardless of how many you face.
All Foes: spell affects all the monsters your party faces.
1 Wall: spell affects a wall in the direction the spellcaster faces.
Group: spell affects 1 of up to 4 monster groups
Self: spell affects spellcaster only
(##'): affects anything in the direction the spellcaster is facing for the number of feet specified with ##.
Char: affects the party member you designate.
Party: spell affects all party members
Special: affects the special member you designate.
+: signifies a spell that hits with full effectiveness up to the listed range, and at reduced effectiveness when it hits at double the listed range. For instance, if you use a spell with a listed range of 30' against a foe who is 60' feet away, the spell will hit your foe with reduced effectiveness.
Combat: spell lasts until combat ends through party victory, monster victory, or running away.
Short: spell lasts only a few minutes.
Medium: spell lasts several minutes.
Long: spell lasts twice as long as "Short".
Indef.: spell lasts until party enters the Adventurer's Guild or an anti-magic zone
1 Move: spell lasts for exactly one move.
1 Round: spell lasts for the entire round of combat.
Misc: spell has multiple or variable ranges.
|Mage Flame||Range: View||Duration: Medium|
A small self-propelled "torch" appears and floats above the spellcaster as he travels.
|Arc Fire||Range: 1 Foe (10')|
A fan of blue flame jets from the spellcaster's fingers, inflicting 1 to 4 hits of damage, which are multiplied by the spellcaster's level, on the selected opponent.
|Trap Zap||Range: 30'|
Disarms any trap within 30 feet (3 squares), in the direction the spellcaster is facing. TRZP also works on chests, but still costs the same amount of spell points.
|Freeze||Range: Group||Duration: Combat|
Foes binds your enemies in magical force, slowing them down and making them easier to hit.
|Kiel's Magic Compass||Range: N/A||Duration: Medium|
A compass of shimmering magelight appears above the party and shows the direction they face.
|Word Of Healing||Range: Char|
Lets the spellcaster heal a party member who suffers from 4 to 16 points of damage by uttering a single word.
|Lesser Revelation||Range: View||Duration: Long|
An extended MAGE FLAME spell that also reveals secret doors.
|Levitation||Range: Party||Duration: Short|
Partially nullifies gravity causing the party to float over traps, or up or down through portals.
|Warstrike||Range: Group (20')|
An energy strewn shot from the spellcaster's finger that sizzles a group of Foes for 5 to 20 hits of damage.
|Elik's Instant Wolf||Range: Party|
Summons a giant, extremely fierce wolf to join your party.
|Flesh Restore||Range: Char|
A powerful healing spell that restores 10 to 40 hit points to a party member, including those stricken with insanity or poisoning.
|Greater Revelation||Range: View||Duration: Long|
Operates like LESSER REVELATION, but illuminates a wider area for a longer period of time.
|Shock-sphere||Range: Group (30')|
Creates a large globe of intense electrical energy that envelops a group of enemies and inflicts 10 to 40 hits of damage.
|Elik's Instant Ogre||Range: Party|
Materializes the biggest, meanest ogre you've ever met to ally with your party.
|Major Levitation||Range: Party||Duration: Indef.|
Operates like LEVI from level 3, but it lasts until dispelled (i.e., until the spell is terminated by some event such as activating an anti-magic square).
|Flesh Anew||Range: Party|
Operates like FLRE, but affects every member of the party.
|Apport Arcane||Range: Party|
Teleports the party within a dungeon to any location that's not protected by a teleportation shield. Also teleports the party between cities that are in the range of +1 to 6. Your party always arrives in the city's Adventurers' Guild.
|Far Foe||Range: Group|
Moves a group of Foes 40 feet further away from your party, up to a maximum distance of 90 feet.
|Elik's Instant Slayer||Range: Party|
Materializes a slayer that joins your party. What's a slayer? The name speaks for itself...
|Vorpal Plating||Range: Char||Duration: Combat|
Causes the weapon (or hands) of a party member to emit a magical field that inflicts 2 to 8 points of additional damage.
|Quick Fix||Range: Char|
Regenerates a character for precisely 8 hit points up to the character's maximum hit point level.
|Scry Site||Range: Party|
Causes a dungeon or wilderness pathway to reveal the party's location.
|Holy Water||Range: 1 Foe (10')|
Holy water sprays from the spellcaster's fingers, inflicting 6 to 24 points of damage on any foe of evil or supernatural origin.
|Mage Gauntlets||Range: Char||Duration: Combat|
Makes the hands (or weapon) of a party member more deadly by adding 4 to 16 points of damage to every wound it inflicts on a foe.
|Area Enchant||Range: 30'||Duration: Short|
Causes the dungeon walls within 30 feet (3 squares) of a stairway to call out if the party is headed toward the stairs.
|Ybarra's Mystic Shield||Range: Party||Duration: Medium|
Causes the air in front of the party to form an invisible shield that's as hard as metal and precedes the party as they move.
|Oscon's Ogrestrength||Range: Char||Duration: Combat|
Endows a specific party member with the strength of Elik's ogre for the duration of the battle.
|Starflare||Range: Group (40') +|
Ignites the air around your enemies, scorching them for 10 to 40 damage points.
|Spectre Touch||Range: 1 Foe (70')|
Drains a single enemy of 15 to 60 hit points; like a touch from death itself.
|Dragon Breath||Range: Group (30')|
Lets the spellcaster breathe fire at a group of monsters, inflicting 11 to 44 points of damage on each monster.
|Anti-magic||Range: Party||Duration: Combat|
Causes the ground to absorb a portion of the spells cast at the party by monsters. Often allows the party to escape unharmed. This spell also aids in disbelieving illusions and shielding against magical fire such as Dragon Breath.
|Stone Touch||Range: 1 Foe (10')|
Usually turns an enemy to stone (except those already made of stone), instantly killing the enemy.
|Phase Door||Range: 1 WAll||Duration: 1 Move|
Turns almost any wall to air for exactly one move.
|Ybarra's Mystical Coat Of Armor||Range: Party||Duration: Indef.|
Operates like YBARRA'S MYSTIC SHIELD, but lasts indefinitely.
Regenerates the body of every party member to perfect condition; it even cures insanity or poisoning.
|Deathstrike||Range: 1 Foe (10')|
Very likely to instantly kill one selected enemy.
|Wizard Wall||Range: Party|
Creates a wall of force that travels with the party and absorbs many of the enemy's attacks.
|Safety Spell||Range: Party|
Teleports your entire party to the Adventurers' Guild in Tangramayne, minus all gold. Use this spell only in dire emergencies because it is not 100% reliable.
|Mangar's Mind Jab||Range: 1 Foe (40') +|
Casts a concentrated blast of energy at one opponent, inflicting 2 to 8 points of damage for each experience level of the spellcaster.
|Phase Blur||Range: Party||Duration: Combat|
Causes the entire party to waver and blur in the sight of the enemy, rendering your party difficult to strike.
|Locate Traps||Range: 30'||Duration: Short|
Heightens the spellcaster's awareness in order to detect traps within 30' along the direction the spellcaster is facing.
Reveals the true nature of any attacking illusion, causing it to vanish.
|Wind Warrior||Range: Party|
Creates the illusion of a battle-ready ninja among the ranks of your party. The illusionary ninja will fight until defeated or disbelieved.
|Word Of Fear||Range: Group||Duration: Combat|
An incantation that causes a group of enemies to quake in fear, thus reducing their ability to attack and inflict damage.
|Wind Ogre||Range: Party|
Similar to ELIK'S OGRE, but the WIOG is an illusion.
|Kylearan's Invisibility Spell||Range: Party|
An invocation that renders the entire party nearly invisible to the enemy.
|Second Sight||Range: 30'||Duration: Medium|
Heightens the awareness of the spellcaster in order to detect all manner of traps and tricks that lie directly ahead.
|Cat Eyes||Range: View||Duration: Indef.|
Endows the entire party with perfect night vision for an indefinite period of time.
|Wind Dragon||Range: Party|
Creates an illusionary red dragon to join the ranks of your party.
|Disrupt Illusion||Range: All Foes||Duration: Combat|
Destroys any illusions among the ranks of the enemy and prevents new illusions from appearing. This spell also exposes any Dopplegangers within the party.
|Mangar's Mind Blade||Range: All Foes (30') +|
Strikes every opposing group within range with an explosion of energy capable of inflicting 25 to 100 points of damage.
|Wind Giant||Range: Party|
Creates an illusionary storm giant that joins and fights for your party.
|Sorcerer Sight||Range: 30'||Duration: Indef.|
Operates like the SECOND SIGHT spell, but lasts indefinitely.
|Wind Mage||Range: Party|
Creates an illusionary Archmage to join your party.
|Wind Hero||Range: Party|
Creates an illusionary hero to join your party.
|Mage Maelstrom||Range: Group (90')|
Assaults a group of spellcasters and may do one of the following: inflict 60 to 240 points of damage, turn them to stone, or kill them outright. However, because the maelstrom is illusionary in nature, a disbelieving monster can totally disarm it.
|????||Range: Unknown||Duration: Unknown|
Known only as "The Dreamspell," it is the subject of myth and speculation and no one knows this spell's code. Legend has it that this is a spell of such magnitude that it can actually rip the fabric of reality in half.
|Summon Elemental||Range: Party|
Creates a fire-being from the raw elements of the universe to join and fight for your party.
|Fanskar's Force Focus||Range: Group (10')|
Lands a cone of gravitational energy on a group of your Foes, inflicting 25 to 100 points of damage.
Bids a shadowy wraith to unwillingly join your party.
|Demon Bane||Range: 1 Foe (30')|
Inflicts 100 to 400 points of damage on a single creature of evil or supernatural origin.
|Flame Column||Range: Group (30')|
Creates a cyclone of flame that lashes out and delivers 22 to 88 points of damage to a group of your Foes.
Returns a possessed party member to the normal state of consciousness.
|Prime Summoning||Range: Party|
Forces a powerful undead creature to join and fight for your party.
|Animate Dead||Range: Char||Duration: Combat|
Reanimates a dead character with living strength so he or she attacks enemies as if truly alive -- combat only spell.
|Baylor's Spell Bind||Range: 1 Foe|
If successful, this spell possesses the mind of an enemy and forces him to join and fight for your party.
|Storal's Soul Whip||Range: 1 Foe (70')|
Whips out a tendril of psionic (mind) power to strike a selected foe, inflicting 50 to 200 damage points.
|Greater Summoning||Range: Party|
Operates like PRIME SUMMONING but causes a powerful elemental creature to appear and fight for the party.
|Beyond Death||Range: Char|
Restores life and one hit point to a deceased character.
|Wacum's Wizard War||Range: Group (50')|
Creates a pyrotechnical storm over a group of monsters, inflicting 50 to 200 damage points.
|Summon Herb||Range: Party|
Summons Herb to join your party. Herb is really busy, but he'll hang out with your party for a while if you need him.
|Oscon's Haltfoe||Range: All Foes||Duration: 1 Round|
If successful, this spell causes every attacking group to do nothing during the next round.
|Melee Men||Range: Group|
Pulls an attacking group into melee range (10') regardless of how far they were when they began attacking.
|Batchspell||Range: Party||Duration: Misc.|
Performs the following multiple spells: GREATER REVELATION, YBARRA'S MYSTICAL COAT OF ARMOR, SORCERER SIGHT, MAJOR LEVITATION, and KIEL'S MAGIC COMPASS.
Has a 50% chance of calming any or all monsters in your party that have turned hostile.
|Fanskar's Night Lance||Range: Group (60')|
Launches a chilling missile against a group of Foes, inflicting 100 to 400 damage points.
|Heal All||Range: Party|
A Beyond Death spell that resurrects every dead party member and heals all wounds, paralysis, and insanity.
|The Brothers Kringle||Range: Party|
The brothers are always ready to help friends in trouble. Enough brothers appear to fill the empty slots in your party.
|Mangar's Mallet||Range: All Foes (90')|
Inflicts 200 to 800 bone-crushing damage points against every monster group you face.