Augment

A spell enhancement spell, it temporarily increases your spell skill and augments the effectiveness of the next spell you cast. Offensive spells become more damaging while Defensive spells last for a longer duration. The amount of enhancement is directly proportional to your character's skill with the Augment spell.

Type General
Restrictions None
Uses Temporarily "super-charging" other spells. It augments better the stronger it is.
Where Found Scroll found on Centaur Wizard's dead body in Sifnos Fortress or Minos' Palace (5)
Mana Points 20
How do I defeat the Centaur Wizard?
 
Aura

This spell protects the caster from Undead creatures such as ghouls, shades, revenants and wraiths. While the undead can still harm you, you will be shielded from their special life- and stamina-draining attacks for the duration of the spell. It is especially effective against wraiths. Note however that your Hero is not shielded from their magical attacks with this spell.

Type Defensive
Restrictions None
Uses Protection against Undead
Where Found Taught by Magda, the gyspy leader (4)
Mana Points 8 in (4); 10 in (5)
 
Boom

This nifty spell causes the Mage to throw a "Skull Bomb" at the targetted location which detonates with a small explosion when any one (including Hero) comes within 10 feet of it. All beings that are caught within its effect radius incur damage.

The great thing about this spell is that you can throw a lot of skulls at or near a given point, and if you throw enough of them, any monster approaching them is immediately toasted in a rapid fire of explosions. Be careful using this spell though as the caster himself is also exposed as much to its effects as anyone else. Definitely not for use in close combat. Further, undetonated skulls tend to stay around for a long time and cannot be harmlessly triggered from a distance, and can thereby cordone the entire area from access.

Type Offensive, Area Effect
Restrictions None
Uses Thrown at multiple opponents from a distance to inflict damage
To set up traps in your enemies' path
Where Found Bought from Shakra's Magic Shop in Silmaria (5)
Mana Points 30
 
Calm

Developed for avoiding awkward situation, such as physical combat, this spell relaxes the natural aggressive tendencies of creatures in the area of the spell for a short duration. The creature is bathed in an aura of mellowness and pauses for a moment to contemplate the universe and its belly button. This gives the Mage a chance to beat a hasty retreat or prepare for battle. Once in actual combat though, this spell is ineffective. A calmed opponent will just calmly eat you.

Initially, Calm is limited to weaker, non-magical creatures. However, with experience, it can even be used to calm non-living things (such as magical fires). Beware though, this spell may not work against more intelligent beings, if they notice you casting it.

Type Defensive, Area Effect
Restrictions None
Uses Avoid combat with monsters.
Put out fires.
Can sometimes be used instead of sneaking when burgling.
Where Found Found at Erana’s Peace (1); or
Purchased from Keapon Laffin’s Magic Shop (2)
Mana Points 4 in (1)-(4), 25 in (5)
How do I get the Calm spell?
 
Dazzle (Erasmus’ Razzle Dazzle)

A very effective spell for combat, Dazzle produces a brilliant flash of light that temporarily blinds your opponent. This, of course, presupposes that the opponent has eyes. The duration is dependent on the caster's skill level with the spell.

Dazzle works both in close combat as well as from a distance. Often an effective combat strategy for the stay-away Mage is to alternately cast Dazzle and another offensive spell such as Flame Dart or Lightning Ball at a monster from a distance. Note that the Dazzle spell is ineffective against certain magical beings such as demons. Also, it's effect does not last as long as the Calm spell.

Type Offensive, Area Effect
Restrictions None
Uses Avoid combat.
Temporarily disable opponent time during distance or close combat.
Dispel illusions.
Where Found Taught by Erasmus after you beat him at the Mage’s Maze (1); or
Purchased from Keapon Laffin’s Magic Shop (2); or
Bought from Shakra's Magic Shop in Silmaria (5)
Mana Points 3 in (1)-(4), 15 in (5)
How do I play the Mage's Maze?
 
Dragon Fire

Dragon Fire is a visually stunning spell that creates the image of a dragon in midair which then rains down a shower of fire around the targetted location. Though it does a great deal of damage, this spell is also a significant drain of mana. No other spell can be cast while the dragon is forming.

This is the spell that Ad Avis used against Katrina (she herself taught it to him in the first place) during the final confrontation in Mordavia.

Katrina also knows its complimentary spell, Dragon Frost, that showers an icy blast instead of fire. However, you cannot learn this spell from her.

Type Offensive, Area Effect
Restrictions Does not work underwater or against fire-immune creatures such as dragons
Uses Extremely useful in combat for taking out multiple opponents especially if they are bunched together.
However, this area effect spell will also harm you and your allies seriously if you are caught in the shower zone, so use with extreme caution!
Where Found Taught by Katrina after rescuing her from Hades (5), only available to true Mages
Mana Points 100
 
Detect Magic

An incredibly useful general purpose spell, Detect Magic, as the name implies, is used to perceive magical auras around things. It reveals objects and creatures that have latent spells cast upon them, many of which can then be triggered using the Trigger spell. Many a magically hidden item has been found by the wise Mage who knows how useful this spell can be.

Type General
Restrictions None
Uses Detecting sources of magic.
Finding invisible things.
Determining the obvious.
Where Found Found: Obtained from the Meeps (1); or
Purchased from Keapon Laffin’s Magic Shop (2)
Mana Points 2 in (1)-(4), 5 in (5)
 
Fascination

This "stupid monster attractor" spell will distract your opponent temporarily by a display of multi-colored spinning balls of light. As the effect subsides, the balls will explode inflicting minor damage upon anything nearby. However, this spell won't work against all but the dumbest of creatures.

Type Defensive
Restrictions None
Uses Distracts a monster away from combat temporarily. Particularly effective on goons.
Sometimes you can cause many monsters to converge to a single point, especially by targetting this spell on one monster. Once they're all gathered tightly in a spot, pummel them with an area effect spell such as Frost Bite or Dragon Fire.
Where Found Bought from Shakra's Magic Shop in Silmaria (5)
Mana Points 20
 
Fetch (Lowenhard’s Lariat of Legerdemain)

The Fetch spell is used to manipulate objects at a distance, especially dangerous places where you'd rather not go yourself. Upon casting, this spell creates an energy field around a visible object and brings it to the caster. With a good deal of skill, it can be used to move objects from one place to another. It is limited to small, non-living objects.

Type General
Restrictions None
Uses Fetch small objects from inaccessible places.
Move things at a distance.
Where Found Purchased from Zara’s Magic Shop (1)
Mana Points 5 in (1)-(4), 8 in (5)
 
First Aid

A healing spell for the Mage, that can be used upon oneself or on others. The amount of Healing performed is determined by your character's skill with this spell.

Type General
Restrictions None
Uses Heal self injuries.
Aid allies in combat.
Where Found Taught by Archmage Erana after rescuing her from Hades (5)
Mana Points 10
 
Flame Dart

The main flame of the Legerdemain, this colorful and popular spell projects a ball of magical fire towards an object or thing. The amount of damage produced is directly proportional to the amount of experience with the spell. Inflammable objects will catch fire when this spell is cast upon them.

The magical fire of Flame Dart is one of the most mana-effective attacks for the Mage and can be used both in close combat and from a distance. However, it is a directed spell and doesn't affect more than one creatures at a time. Also some creatures may be immune to immolation.

Type Offensive
Restrictions Cannot cast this spell underwater.
Uses As an offensive spell during combat.
Light torches, campfires and such.
Toast marshmellows.
Burn down evil monasteries.
Boil liquids and melt ice.
In alternation with Frost Bite, can be used to weaken hard substances.
Where Found Purchased from Zara’s Magic Shop (1)
Mana Points 5 in (1)-(4), 10 in (5)
 
Force Bolt (Aronson’s Arcane Arbalest of Action and Reaction)

A spell with a punch, Force Bolt creates a magical globe of energy that can be used to push and knock over objects in a distance. Since it can bounce off an object, it can be used against things not in direct line of sight. When properly aimed, a Force Bolt can be made to bounce several times before releasing all of its energy.

Force Bolt can be used as an offensive spell both in distance and close combat, provided the monster is corporeal. As experience with the spell grows, the amount of damage caused is increased. However, it is not as effective as Flame Dart or Lightning Ball for dealing damage.

Type Offensive
Restrictions None
Uses As an offensive spell in combat.
Knock objects from a distance, such as loose branches from a tree.
Pushing heavy things.
Where Found Purchased from Keapon Laffin’s Magic Shop (2)
Mana Points 6 in (2)-(4), 12 in (5)
 
Frost Bite

Frost Bite is one of the few offensive spells that can affect multiple creatures at once, assuming they are relatively close together. It creates a chilling blast of frosty air in a conical projection from the caster. This attacks lasts a couple of minutes and damages everything in its path.

While it is particularly effective against fiery creatures such as Fire Lizards, unnaturally cold beings such as Ghouls or Frost Giants are mostly immune to this spell. Frost Bite can be used in close combat as well.

Type Offensive, Area Effect
Restrictions None
Uses As an offensive spell in combat particularly against several monsters.
Freeze things, such as boiling liquids.
In alternation with Flame Dart, can be used to weaken hard substances.
Where Found Taught by Katrina (4)
Mana Points 15 in (4), 40 in (5)
 
Glide

Cast this spell before stepping on water or other liquid surface, and you will be able to skate around upon it as if it were solid ice. While it does use up mana points rapidly, it beats having to swim across swift rivers or burn your feet on hot lava. Simply hop upon a solid surface to stop the Glide effect. Note that you can't cast other magic spells while you are gliding.

Type General
Restrictions Unusable on rough waters, such as ocean waves.
Removed from (5) due to unfair water travel advantage gained by Mage possessing this in Silmaria.
Uses Glide over liquid surfaces especially dangerous ones.
Where Found Given by Dr. Cranium when asked about magic (4)
Mana Points 10
How do I gain entrance into Dr. Cranium’s laboratory?
 
Hide

Use the Hide spell to escape detection from chasing monsters when you really need to get away. When use cast this spell, as long as you don't move from the spot, most creatures won't even know you are there. You can cast spells or throw things without becoming visible; however monsters will typically be able to figure out your location by seeing where the spells are coming from. Also, this spell doesn't work against the Undead and other mana-sensing creatures.

Note that the Detect Magic spell can be used to discover the presence of Sorcerers hidden with the Hide spell.

Type Defensive
Restrictions None
Uses Avoid combat with pursuing monsters. Ambush and surprise attack your opponents.
Make yourself invisible for short periods of time.
Where Found Obtained from Baba Yaga in exchange for food (4)
Mana Points 6 in (4), 15 in (5)
What can I give to Baba Yaga?
 
Juggling Lights

This mostly-useless, but comical spell creates a series of lighted spheres spinning around the head of the spell caster. Its display will illuminate the darkest situation, but only for a few moments. A spell only a Gnome could love.

Type General
Restrictions None
Uses Lighting up dark rooms, caves and underground passages.
Dispelling Darkness spells.
Where Found Only available to true Mages as a gift from Keapon Laffin in (3); or
Bought from Shakra's Magic Shop in Silmaria (5), available to all magic wielders
Mana Points 8 in (3)-(4), 10 in (5)
 
Levitate (Ellen’s Enchanted Elevator)

The Levitate spell allows the spell caster to move up and down at will, floating weightlessly in the air. However, levitation takes true concentration, and while you can grab onto something near you or throw things, you will not be able to perform more complicated actions while in the air (such as casting other spells).

This spell drains the caster's mana continually while in use, so don't leave yourself suspended over a monster or a deep chasm when your magic runs out.

Type General
Restrictions You cannot Levitate underwater.
Uses Reach high places such as treetops, tall towers.
Overcome walls and other high obstacles.
With a little creativity, this spell may even be used to cross gaping chasms and deep gorges.
Where Found Purchased from Keapon Laffin’s Magic Shop (2)
Mana Points 7 in (2)-(4), 20 in (5). Also drains mana continuously while you're levitating.
 
Lightning Ball

This "Sparkling Sphere" spell creates an orb of electrical energy you can use to direct against an opponent. Although slightly less cost-effective than the Flame Dart spell, Lightning Ball can be built up to cause greater damage with a lot of practice. It is most useful when attacking creatures that resist fire damage.

Like other offensive spells, this targeted spell can be used both in distance and close combat.

Note that in (5), casting this spell using a Wizard's staff transforms it into a continuous Lightning Arc. Though this form is more damaging than the thrown Lightning Ball, it can also damage the caster if he is not sufficiently far away from the target.

Type Offensive
Restrictions Not to be used underwater due to the very real danger of electrocuting yourself and others nearby.
Uses As an offensive spell during combat.
Short-circuit lightning bolts and other electricity sources temporarily.
Where Found Taught by Johari the Leopardwoman (3)
Mana Points 10 in (3)-(4), 15 in (5)
How do I befriend Johari?
 
Open

This versatile and useful little spell is particularly suited for absentminded spellcasters who tend to misplace their keys. Unless an item is designed to be used with the spell, the Open spell is limited to unlocking simple locks when first learned. With experience, however, it can be used to unlock and open a wide variety of closed objects such as chests, doors, and other barriers. Unfortunately, it does not affect most magical locks, or doors bolted on the other side.

Casting Open on objects is best done from a distance to avoid being harmed by any traps on the object that are set off in the process.

Type General
Restrictions Won't work on magical locks or bolted doors.
Uses Unlock and open chests and doors.
Move boulders, rocks and other barriers.
Where Found Purchased from Zara’s Magic Shop (1)
Mana Points 2 in (1)-(4), 6 in (5)
 
Protection

This acts as a magical shield in combat and protects the caster from physical attacks, significantly reducing damge from sharp, vicious weapons, claws and teeth. It does not protect you from magical attacks such as spells.

Cast this spell before entering combat and you'll have an easier time defending against your opponent. With practice, this spell can be built up to provide greater protection and for longer durations.

Type Defensive
Restrictions None
Uses Protection from physical injury.
Where Found Erana’s Garden in Mordavia (4)
Mana Points 7 in (4), 8 in (5)
How do I get the Protection spell?
 
Resistance

Resistance reduces the amount of damage you take from elemental based attacks such as fire, lightning, and cold. This includes Frost Bite, Flame Dart, Lightning Ball and Dragon Fire spell attacks. It can also protect you somewhat from the actual elements in nature.

Type Defensive
Restrictions None
Uses Protection from elemental attacks like heat, cold and lightning.
Increased resistance against heat sources such as molten lava, a Dragon's fiery breath etc.
Where Found Learned by true Mages on obtaining Erana’s staff (4); or
Bought from Shakra's Magic Shop in Silmaria (5)
Mana Points None in (4) since cast with a staff, 10 in (5)
How do I obtain Erana’s Staff?
How can I practice the Resistance spell?
 
Reversal (Kirkov’s Cosmic Karma Cookies)

Extremely handy for any Mage duelling with evil sorcerors or other magic-wielding beings, this spell reflects offensive spells back upon the caster. Cast this spell before entering magical combat. However, this spell will not protect you from all magical attacks; area-effect spells such as Frost Bite, Dragon Fire, Dazzle and Thermonuclear Attack are not reflected, as they are not specifically directed at you.

It should be noted that when two opposing Magic Users both use this spell, the results can be very dangerous to spectators.

Type Defensive
Restrictions Does not work against area-effect spells and magic.
Uses Reflect opponents' spells back to them.
Where Found Erasmus’ reward for passing WIT Initiation but refusing to join (2)
Mana Points 8
How do I pass WIT’s Initiation Test?
 
RIP (Rest In Peace)

Allows the Mage to sleep in the wilderness undisturbed by hostile monsters. Your character will have no encounters when he rests while the spell is in effect.

Type General
Restrictions Ineffective underwater as you cannot rest while swimming.
Uses To get a good night's sleep.
Where Found Bought from Shakra's Magic Shop in Silmaria (5)
Mana Points 20 (unconfirmed)
 
Ritual of Release

Technically not a spell, the Ritual of Release, taught to you by the Faery Folk in Mordavia, will enable you to obtain Erana's Staff from the town center.

Type Ritual
Uses Release Erana's staff
Where Found Taught by the Faerie Queen just south of Erana's Garden in Mordavia, only available to true Mages (4)
Mana Points None since uses staff
 
Shrink

An incredibly powerful spell, this lets you Shrink your opponents down to half their normal size. A shrunken foe will do half the damage he normally does. This also has the added effect of making them weaker and more vulnerable to attack. Some creatures will even beat a quick retreat when shrunk.

This spell can be used repeatedly on your opponent, but remember that barely visible opponents will be much harder to accurately hit.

Type General
Restrictions Some powerful beings, such as dragons, can resist this spell.
Uses Turn away enemies in combat or at least make them less effective.
Where Found Chest in Hydra's Lair (5)
Mana Points 50
 
Summon Staff

Invaluable for a Mage with an enchanted Magic Staff, this spell is used to summon it whenever needed. A Magic Staff is a magically created manifestation for the purpose of casting spells. Created from magically attuned wood through ritual, the Magic Staff does not truly exist in this world. Thus it requires true concentration to maintain its presence and is not something with which you can walk around or engage in close combat.

However spells cast with the aid of a Magic Staff do not expend any of the caster's mana. Further, the Magic Staff will enhance all spells, making them more powerful, and even provide the caster with additional spells.

Also note that in (5) the Staff works quite differently in that, it has finite mana and once summoned it stays in your inventory until all it's mana is used up. Then it needs to be re-summoned.

Type General
Restrictions Need to have created your Staff from magically attuned wood (through ritual magic) before being able to summon it.
Uses Allows caster to cast spells without spending any mana points.
Very useful in magical duels.
Where Found Taught by Kreesha after you bring the magical wood (3), only available to true Mages; thereafter only available in (4) & (5) after you have a Wizard Staff.
Mana Points 5 in (3)-(4), 50 in (5)
Where can I find the Magical Wood (3)?
Where can I find the Magical Wood (5)?
How is the Magic Staff different in (5)?
 
Thermonuclear Blast

Use this spell only as a last resort. It will destroy all life within a 10-mile radius from where it is cast, and leave the region uninhabitable for several centuries thereafter. However, it usually destroys the spellcaster as well as the target. This fortunate side effect has prevented the widespread proliferation of this powerful yet unpleasant spell.

Type Final Strike, Area Effect
Restrictions Typically unusable, due to the destruction it causes upon the caster.
Uses When you get frustrated with the game.
To defeat a near-omnipotent creature at the cost of sacrificing yourself.
Where Found Scroll given to you by Famous Adventurer if you do him a favor (5), only available to true Mages
Mana Points 200
What do I give to FA to obtain this spell?
 
Trigger (R. Rogers’ Reactivating Ritual)

By casting a Trigger spell on an object, the Mage can set off any magical spells or traps that have been cast upon it. Most useful when used in conjunction with the Detect Magic spell, this enables the caster to discover and trigger another Mage's latent spells. Some spells can be triggered both 'on' and 'off' using this spell.

Trigger is useful in deactivating harmful magical traps, but must be used carefully lest some dangerous, unknown magic be set loose unwittingly. Also this spell can cause the immediate release of magical energy when cast upon items which store magic (such as a Magic Staff) and can cause major destruction as a result.

Type General
Restrictions None
Uses Trigger other spells.
Reveal hidden objects rendered invisible magically.
Set off magical traps.
Destroy a Magic Staff.
Where Found Obtained from ‘Enry the Hermit (1); or
Purchased from Keapon Laffin’s Magic Shop (2)
Mana Points 3 in (1)-(4), 10 in (5)
 
 
Whirlwind

This very impressive spell creates a powerful tornado effect at the targetted creature, causing it to spin uncontrollably for the duration of the spell. There is some damage inflicted by this spell, but it is primarily used to trap an opponent. With a great effort, certain intelligent beings can escape the spell's effect eventually.

Type Offensive
Restrictions Lack of air needed to create the twister prevents underwater usage.
Uses Used to bind an opponent during combat in place while you pummel it with your attacks.
Can be used against multiple enemies if they are in close proximity.
Where Found Taught by the Wizard Erasmus in his winter home in Silmaria (5)
Mana Points 50
 
Zap (Leyden’s Latent Lectrical Discharge)

This underrated spell provides an extra punch to your attacks when cast upon a combat weapon. It releases a magical charge upon the weapon's contact with the enemy that does additional damage. Once the energy is released though, you have to re-cast the spell. It can damage monsters normally unaffected by normal weapons.

Zap can be cast both in and out of combat and, some magic shops provide the service of casting it upon your weapons for a small fee (useful if you don't happen to know this spell). In (1)-(4), this spell could not be used on ranged weapons such as throwing daggers and spears. However, in (5), it was particularly effective this way.

Restrictions None
Type Offensive
Uses Adds a one time magical charge to your weapon.
Used to charge throwing weapons in (5) by dragging this spell onto them in your inventory.
Where Found Initial spell, only available to true Mages (1); or
Bought from Shakra's Magic Shop in Silmaria (5)
Mana Points 3 in (1)-(4), 10 in (5)
Cheat to obtain this spell for non-Mages in (2).