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).
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
Instant muscles for the friend of your choice, lasting for the entire combat.
Effect | +15 Str |
Range | -- |
Target | Character |
Time | Combat |
Power | 4 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
Safely guides you past dangerous deadfalls without tripping the traps.
Effect | Detect Traps |
Range | -- |
Target | Party |
Time | Varies |
Power | 1pt = 2hrs |
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 |
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 |
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 |
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 |
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 |
Simply the most hideous spell known to man.
Effect | 6-36 pts. |
Range | 60' |
Target | All Enemies |
Time | -- |
Power | 20 |
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 |
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 |
Significantly improves the muscle ability of any band of heroes.
Effect | +10 Strength |
Range | -- |
Target | Party |
Time | Combat |
Power | 8 |
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 |
Shields a group from harm with a blanket blessing, courtesy of an alien god.
Effect | +3 DV |
Range | -- |
Target | Party |
Time | Combat |
Power | 5 |
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 |
Cloaks a character in gleaming magic armor proof against most attacks.
Effect | +2 AC |
Range | -- |
Target | Character |
Time | Combat |
Power | 6 |
Improves the health of any one character. A little sunlight never hurt anyone.
Effect | 1-6 pts. |
Range | -- |
Target | Character |
Time | -- |
Power | 3 |
A potent heal spell which affects one character.
Effect | 2-8 pts. |
Range | -- |
Target | Character |
Time | -- |
Power | 4 |
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 |
The perfect pick-me-up for depleted magic items. Non-addictive.
Effect | Charge |
Range | -- |
Target | 1 Item |
Time | -- |
Power | 8 |
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 |
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 |
The best light spell known to wizardkind.
Effect | Light |
Range | 40' |
Target | Party |
Time | Varies |
Power | 1pt = 2hrs |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
Erects a barrier of stone before the party. Also of use in repairing old buildings.
Effect | Creates a Wall |
Range | -- |
Target | -- |
Time | -- |
Power | 5 |
A very powerful spell popular with civil engineers. Useful for underground construction and removing certain walls.
Effect | Removes Wall |
Range | -- |
Target | -- |
Time | -- |
Power | 6 |
This holy spell of Enkidu is used in secret Druid rituals.
Effect | Summon Creature |
Range | -- |
Target | -- |
Time | Varies |
Power | 1pt = 4hrs |
Creates a helpful ally from wood and bramble.
Effect | Summon Creature |
Range | -- |
Target | -- |
Time | Varies |
Power | 1pt = 4hrs |
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 |
Uses natural energies to rejuvenate and heal the wounds of any one character.
Effect | 1-6 pts. |
Range | -- |
Target | Character |
Time | -- |
Power | 4 |
The most powerful and efficient healing spell that ancient Druid learning has devised.
Effect | 1-8 pts. |
Range | -- |
Target | Party |
Time | -- |
Power | 6 |
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 |
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 |
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 |
A summoning spell is successful only if there is an open slot in your party (i.e. no more than 6 party members). The duration of the summoning is determined by the amount of power points invested at the time of casting. Conjured creatures appear with their own armor and weapons, but can also be equiped with other items.