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Bard's Tale III:
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.
Level: the entire level that your party is on.
1 Object: a single object.
Group: spell affects 1 of up to 4 monster groups
##': affects anything in the direction the spellcaster is facing for the number of feet specified with ##.
Self: spell affects spellcaster only
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.
1 Move: spell lasts for exactly one move.
1 Round: spell lasts for the entire round of combat.
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
Misc: spell has multiple or variable ranges.
|Mage Flame||Range: View||Duration: Medium|
A small flame floats above the spellcaster as he moves about, illuminating the immediate area.
|Arc Fire||Range: 1 Foe/10'|
Fiery blue flames spray from the spellcaster's fingers, inflicting 1 to 4 damage points, depending on the Conjurer's level.
|Trap Zap||Range: 30'|
Disarms any trap within 30 feet in the direction that the spellcaster is facing. Trap Zap also works on chests for the same amount of spell points.
|Freeze Foes||Range: Group||Duration: Combat|
Binds your enemies in a magical force, slowing them down and making them an easier target for your itching sword.
|Kiel's Magic Compass||Duration: Medium|
A compass of shimmering magelight appears above the party and shows the direction they face.
|Word Of Healing||Range: Char|
With the uttering of a single word, this heals a party member from 4 to 16 points of damage.
|Lesser Revelation||Range: View||Duration: Long|
An extended Mage Flame spell that also reveals secret doors.
|Levitation||Range: Party||Duration: Short|
Partially nullifies gravity, letting the party float over traps, or up and down through portals.
An electric spell where a stream of energy shoots from the spellcaster's finger, frying a group of foes for 5 to 20 damage points.
|Elik's Instant Wolf||Range: Party|
Summons a giant and extremely fierce wolf to join your party.
|Flesh Restore||Range: Char|
A powerful healing spell that restores 10 to 40 points to a party member, curing 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 damage points.
|Flesh Anew||Range: Group|
Works like Flesh Restore, but affects every member of the party.
|Major Levitation||Range: Party||Duration: Indef|
Operates like Levitation, but it lasts until the spell is terminated by some event like the activation of an anti-magic square.
A health spell that revives all the hit points for one lucky 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.
|Far Foe||Range: Group|
Pushes a group of foes 40 feet further away from your party, up to a total distance of 90 feet.
|Elik's Instant Slayer||Range: Party|
Materializes a slayer who 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 8 hit points for a character, up to the character's maximum hit point level.
|Scry Site||Range: Party|
Causes a dungeon wall 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 towards 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. The shield moves with the party.
|Oscon's Ogre Strength||Range: Char||Duration: Combat|
Endows a specific party member with the strength of Elik's Ogre for the duration of the battle.
|Star Flare||Range: Group/40'/+|
An electrical spell that ignites the air around your enemies, scorching them for 10 to 40 damage points. A real hair curler.
|Spectre Touch||Range: 1 Foe/70'|
Drains a single enemy of 15 to 60 hit points as if it were touched lightly by death.
|Dragon Breath||Range: Group/30'|
Lets the spellcaster belch a breath of fire at a group of monsters, inflicting 8 to 64 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, giving the party a chance to escape unharmed. This spell also aids in disbelieving illusions and shielding against magical fires such as Dragon Breath.
|Giant Strength||Range: Party||Duration: Combat|
Instills tremendous power in your party, increasing their strike ability by 10.
|Phase Door||Range: Wall||Duration: 1 Move|
Vaporizes any wall that's not protected by an Anti-Phase Door aura or spell into air.
|Ybarra's Mystical Coat Of Armor||Range: Party||Duration: Indef|
Works just like Ybarra's Mystic Shield, but lasts indefinitely.
Regenerates the body of every party member to perfect condition; even cures insanity or poisoning.
|Death Strike||Range: 1 Foe/10'|
Instantly kills a selected enemy, which certainly categorizes this spell as one that doesn't fool around.
|Ice Storm||Range: Group/50'|
Pummels a group of monsters with chunks of ice, causing 20 to 80 points of damage.
|Stone To Flesh||Range: Char|
Takes a character who has been turned to stone and restores him to his natural flesh state.
|Mangar's Mind Jab||Range: 1 Foe/40'/+|
Casts a concentrated blast of electrical 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 become blurry in the eyes of the enemy, making your party tougher to strike.
|Locate Traps||Range: 30'||Duration: Short|
Heightens the spellcaster's awareness for trap detecting. Works for 30' in the direction that the spellcaster is facing.
Reveals an attacking illusion for the true nonphysical object that it is, causing it to vanish.
|Wind Warrior||Range: Party|
Creates the illusion of a battle-ready ninja in 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|
Like Elik's Instant Ogre, it summons a mean, illusionary ogre to join your party.
|Kylearan's Invisibility Spell||Range: Party||Duration: Combat|
Invoke this spell to render the entire party nearly invisible to the enemy.
|Second Sight||Range: 30'||Duration: Medium|
Heightens awareness so the spellcaster can detect all 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.
|Mangar's Mind Blade||Range: All Foes/30'/+|
An electric spell that 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 elemental giant that joins your party and fights up a storm.
|Sorcerer Sight||Range: 30'||Duration: Indef|
Operates like the trap-detecting Second Sight spell, but lasts indefinitely.
|Rimefang||Range: All Foes/40'|
Rakes enemies with shards of ice, inflicting 50 to 200 points of damage.
|Wind Hero||Range: Party|
Creates an illusionary hero with the power of hurricane winds to join your party.
|Mage Maelstrom||Range: Group|
Assaults a group of opposing 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 enemy can totally nullify it.
|Preclusion||Range: All Foes|
Keeps the enemy from being able to summon any creatures.
|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.
|Prime Summoning||Range: Party|
Coerces a powerful undead creature 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.
|Summon Herb||Range: Party|
Summons Herb to join your party. Herb is pretty busy, but he'll hang out with your party for a while if you need him.
|Animate Dead||Range: Char||Duration: Combat|
Reanimates a dead character with living strength so he or she attacks enemies as if truly alive.
|Baylor's Spell Bind||Range: 1 Foe|
If successful, this spell possesses the mind of an enemy and forces him or her 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|
Brings a dead character back to life and gives him or her one hit point as a welcome back gift.
|Wacum's Wizard War||Range: Group/50'|
An electric spell that creates a pyrotechnical storm over a group of monsters, inflicting 50 to 200 damage points.
|Demon Strike||Range: Group/50'|
Unleashes the terrorizing power of demons into the enemy ranks, causing 200 to 400 points of damage.
|Oscon's Haltfoe||Range: All Foes||Duration: 1 Round|
If successful, this spell causes every attacking group to miss all their attacks during the next round.
|Melee Men||Range: Group|
Pull an attacking group into melee range (10') regardless of how far they were when they began attacking.
|Batch Spell||Range: Party||Duration: Misc|
Executes the following batch of spells: Greater Revelation, Ybarra's Mystical Coat of Armor, Sorcerer Sight, Major Levitation, and Kiel's Magic Compass.
Has a 50% chance of calming all monsters in your party that have turned hostile.
|Fanskar's Night Lance||Range: Group/60'|
Launches a chilling ice 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 (except those turned to stone), 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.
Invigorates a character by healing 4 to 8 hit points times the spellcaster's level.
Crushes a group of enemies under a huge fist of power for 300 to 600 points of damage.
|Frost Force||Range: Group/80'|
Blasts the enemy with a deadly frost for 50 to 400 points of damage.
|God Fire||Range: Group/80'|
A holy spell where blazing red fires are sent from the angry gods to roast the enemy for 60 to 240 damage points.
|Stun||Range: All Foes|
An electric spell that gives the enemy a high-voltage zap for 50 to 200 damage points.
|Luck Chant||Range: Party||Duration: Combat|
Increases your chances of hitting or defending by eight points.
|Far Death||Range: 1 Foe/30'|
A long-range spell that drops a distant foe dead in its tracks.
|Identify||Range: 1 Object|
Cast this spell on something to find out just what the heck it is.
|Youth||Range: 1 Char|
Coats a character with a light, fragrant lotion to cure oldness.
|Grave Robber||Range: 1 Char||Duration: Misc|
Casts Beyond Death and Regeneration for a life-giving combination of spells.
|Force Of Tarjan||Range: Group||Duration: Misc|
Casts Witherfist and Sandstorm for a double offensive punch.
|Shadow Shield||Range: Party||Duration: Indef|
Casts a gray shadow around the party, and lowers their armor class by 4
|Fatal Fist||Range: All Foes|
Crushes the enemy under an unearthly gravitational force for 400 to 1500 points of damage.
|Earth Dagger||Range: Group/40'|
Cuts down the enemy with holy daggers for 200 to 800 points of damage.
|Earth Song||Range: Level|
Reveals all booby-trapped areas that can injure the party.
|Earth Ward||Range: Level|
Casts the Trap Zap spell on the entire level.
|Trebuchet||Range: All Foes|
Fries all foes with wickedly hot flames for 150 to 600 points.
|Earth Elemental||Range: Party|
Summons an Earth Elemental, which is a creature created from the raw elements of the earth.
|Wall Warp||Range: Wall||Duration: Misc|
Works like Phase Door until the party leaves.
|Petrify||Range: 1 Foe/60'|
Turns an enemy up to 60 feet away into the hardest stone.
|Roscoe's Alert||Range: Level|
Reveals to the party where the anti-magic areas are.
|Succor Song||Range: Level|
Shows all heal-party squares, so your party can put an end to their weakness and pain.
With a violent swirl of sand, all foes are whipped back 60 feet.
Shows all mage regeneration squares, so your spellcasters can be refreshed.
|Glacier Strike||Range: 1 Foe/90'|
Impales the enemy with an icy stalagmite, causing 400 to 1600 points of damage.
An instant map, this shows the entire maze that the party's in.
|Magma Blast||Range: Group/50'|
Burns a group of foes with a blast of hot, fiery magma for 300 to 1200 points of damage.
|Jolt Bolt||Range: All Foes|
Wrenches the earth below the enemy, smashing them to the ground and gives them a jolting electrical shock to cause 400 to 1600 points of damage.
|Earth Maw||Range: Group/50'|
Commands the ground beneath the enemy's feet to open wide and drop the foes in, so they're never seen again.
|Gilles Gills||Range: Party||Duration: Medium|
This survival spell lets your party breathe under water. It is cumulative in effect; casting it more than once will extend the amount of time you can spend underwater.
|Divine Intervention||Range: All Foes/Party||Duration: Misc|
This powerful spell earns its name by doing the following: 1) Turns illusionary characters into real characters; 2) Cures characters of all illnesses but age; and 3) Restores all hit points to the party. If you're in combat, it also does the following: 1) Lowers your armor class, saving throw, to hit, and damage by 20 points; 2) Increases your attack by eight points; and 3) Casts Mangar's Mallet.
|Gotterdamurung||Range: All Foes|
The finest in offensive obliteration, this spell annihilates the opponent for 2000 damage points.