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Dragon Wars / The Game / Magic Spells

Magic

Magic in Dilmun is separated into various schools - Low, High, Sun and Druid. The descriptions below are pulled from the official manual (some are a bit cheesy).

Click a School of Magic Below
Choose a school of magic above

Low Magic

MAGE FIRE

The beginning zap spell, and always worth falling back on if nothing more powerful is at hand.

Effect 1-8 pts.
Range 30'
Target 1 Enemy
Time --
Power 2

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 --
Target Character
Time Combat
Power 3

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. Learn a heal spell if you want to survive!

Effect 1-4 pts.
Range --
Target Character
Time --
Power 2

DISARM

This incantation disarms one foe - that is, if it carries a weapon. Dragon claws not affected.

Effect Disarms Enemy
Range 30'
Target 1 Enemy
Time --
Power 4

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 --
Target Character
Time Combat
Power 3

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 Lights dark areas
Range --
Target Party
Time Varies
Power 1pt = 3hrs

High Magic

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Combat Spells

FIRE LIGHT

An improved zap spell. The greater the power of the caster, the more damage this spell will do.

Effect 1-8 x Caster
Range 30'
Target 1 Enemy
Time --
Power Varies

ELVAR'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.
Range 30'
Target 1 Enemy Group
Time --
Power 6

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 pts.
Range 20'
Target 1 Enemy Group
Time --
Power 11

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 beginner, it works at greater range.

Effect 1-4 x Caster
Range 50'
Target 1 Enemy
Time --
Power Varies

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.
Range 30'
Target All Enemies
Time --
Power 15

Dazzle

Use this spell to befuddle simple foes, but make sure someone is on hand to exploit your enemy’s hesitation.

Effect Miss turn
Range 30'
Target 1 Enemy
Time --
Power 3

Mystic Might

Instant muscles for the friend of your choice, lasting for the entire combat.

Effect +15 Str
Range --
Target Character
Time Combat
Power 4

Reveal Glamour

A very important spell that will (usually) dispel illusions. All is not as it seems, especially in the Eastern Isles.

Effect Dispel Illusion
Range 40'
Target Group
Time --
Power 2

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 Foe Flees
Range 60'
Target Group
Time --
Power 8

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

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
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Healing Spells

Healing

More potent than the Low Magic ‘Lesser Heal’ spell, this enchantment can set broken bones and stop internal bleeding.

Effect 1-6 pts.
Range --
Target Character
Time --
Power 3

Group Heal

A group medical plan the entire party will appreciate. Restores up to six points of health to each character.

Effect 1-6 pts.
Range --
Target Party
Time --
Power 6
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Other Spells

Air Summon

Conjures an air elemental for whatever lofty goal you pursue. See the ‘Summoning’ notes after the spell listing for further information.

Effect Summon Creature
Range --
Target --
Time Varies
Power 1pt = 4hrs

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 Summon Creature
Range --
Target --
Time Varies
Power 1pt = 4hrs

Water Summon

Allies a spirit of the water for a time. Water elementals are a bit more powerful and stronger than the air elementals.

Effect Summon Creature
Range --
Target --
Time Varies
Power 1pt = 4hrs

Fire Summon

Summons a fire elemental. Guaranteed to brighten up a party. The fire elemental is the most powerful elemental known.

Effect Summon Creature
Range --
Target --
Time Varies
Power 1pt = 4hrs

Sense Traps

Safely guides you past dangerous deadfalls without tripping the traps.

Effect Detect Traps
Range --
Target Party
Time Varies
Power 1pt = 2hrs

Cloak Arcane

Renders the party partially invisible, diverting both the light around you and the force of your opponents’ blows.

Effect +2 AC
Range --
Target Party
Time Varies
Power 1pt = 1hr

Sun Magic

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Combat Spells

Sun Stroke

The Sun Magic version of ‘Fire Light’. Subtle distinctions are claimed by those familiar with both spells.

Effect 1-8 x Caster
Range 20'
Target 1 Enemy
Time --
Power Varies

Exorcism

The undead cannot abide the light of the sun. Usually. Not effective against the living.

Effect 6-36 pts.
Range 50'
Target 1 Enemy Group
Time --
Power 5

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 Caster
Range 70'
Target 1 Enemy
Time --
Power Varies

Wrath of Mithras

An ever 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 Caster
Range 90'
Target 1 Enemy Group
Time --
Power Varies

Fire Storm

Simply the most hideous spell known to man.

Effect 6-36 pts.
Range 60'
Target All Enemies
Time --
Power 20

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 Caster
Range 40'
Target All Enemies
Time --
Power Varies

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

Battle Power

Significantly improves the muscle ability of any band of heroes.

Effect +10 Strength
Range --
Target Party
Time Combat
Power 8

Column of File

Sheets of flame fall from the heavens, preventing a group of opponents from advancing during their turn in combat.

Effect Stop Enemies
Range 40'
Target 1 Enemy Group
Time --
Power 5

Mithra's 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

Light Flash

Producing a blinding flash that might disorient foes. Especially useful against underground enemies and creatures unaccustomed to the light.

Effect Lose Turn
Range 50'
Target 1 Enemy Group
Time --
Power 6

Armor of Light

Cloaks a character in gleaming magic armor proof against most attacks.

Effect +2 AC
Range --
Target Character
Time Combat
Power 6
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Healing Spells

Sun Light

Improves the health of any one character. A little sunlight never hurt anyone.

Effect 1-6 pts.
Range --
Target Character
Time --
Power 3

Heal

A potent heal spell which affects one character.

Effect 2-8 pts.
Range --
Target Character
Time --
Power 4

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 1-4 pts. each
Range --
Target Party
Time --
Power 6
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Other Spells

Charger

The perfect pick-me-up for depleted magic items. Non-addictive.

Effect Charge
Range --
Target 1 Item
Time --
Power 8

Disarm Trap

Will safely trigger a trap. All you have to do is walk into a trap, and it’ll safely be sprung.

Effect Disarm Trap
Range --
Target --
Time Varies
Power 1pt = 2hrs

Guidance

Accurately tells you the direction you face. Very useful underground, where your friendly direction gauge is useless.

Effect Compass
Range --
Target --
Time Varies
Power 1pt = 3hrs

Radiance

The best light spell known to wizardkind.

Effect Light
Range 40'
Target Party
Time Varies
Power 1pt = 2hrs

Summon Salamander

Either this spell conjures a potent magical creature, or it blows the caster’s skull off. Give us a call and let us know.

Effect Summon Creature
Range --
Target --
Time Varies
Power 1pt = 4 hrs

Druid Spells

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Combat Spells

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.
Range 40'
Target 1 Enemy
Time --
Power 6

Fire Blast

This potent spell unleashed a minor fire storm on one group of foes. Use with discretion.

Effect 4-24 pts.
Range 30'
Target 1 Enemy Group
Time --
Power 12

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 1 Enemy Group
Time Combat
Power 4

Whirl Wind

Possibly transports one or more foes away from you on a twisting cone of howling winds.

Effect Push 30'
Range 40'
Target 1 Enemy Group
Time --
Power 4

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

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 1 Enemy Group
Time 1 Turn
Power 5

Create Wall

Erects a barrier of stone before the party. Also of use in repairing old buildings.

Effect Creates a Wall
Range --
Target --
Time --
Power 5

Soften Stone

A very powerful spell popular with civil engineers. Useful for underground construction and removing certain walls.

Effect Removes Wall
Range --
Target --
Time --
Power 6

Beast Call

This holy spell of Enkidu is used in secret Druid rituals.

Effect Summon Creature
Range --
Target --
Time Varies
Power 1pt = 4hrs

Wood Spirit

Creates a helpful ally from wood and bramble.

Effect Summon Creature
Range --
Target --
Time Varies
Power 1pt = 4hrs

Invoke Spirit

Summons a friendly spirit to aid you in battle. See the restrictions and features described in the ‘Summoning Spells’ section.

Effect Summon Creature
Range --
Target --
Time Varies
Power 1pt = 4hrs
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Healing Spells

Greater Healing

Uses natural energies to rejuvenate and heal the wounds of any one character.

Effect 1-6 pts.
Range --
Target Character
Time --
Power 4

Cure All

The most powerful and efficient healing spell that ancient Druid learning has devised.

Effect 1-8 pts.
Range --
Target Party
Time --
Power 6

Miscellaneous Spells

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 Dex
Range --
Target Party
Time Combat
Power 10

Prison

Pins a group of foes beneath the weight of a magical barrier, preventing them from advancing or running away.

Effect Stop Enemies
Range 60'
Target 1 Enemy Group
Time Combat
Power 8

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.
Range 50'
Target 1 Enemy
Time --
Power 15
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