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DOCUMENTATIONS MANUAL
MARAUDER
MARAUDER'S Guide to Might & Magic 5 SPELLS:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Format:
Spell Name #Points/#Gems Object Affected
Description of Spell
Example:
Acid Spray 8/0 All Vis Monsters
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.
This spell uses 8 spell points per level, no gems, and works on all visible
monsters. The descriptions should be self-explanatory...
CLERIC SPELLS
Acid Spray 8/0 All Vis Monsters
~~~~~~~~~~
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.
Awaken 1/0 Party
~~~~~~
Pulls all sleeping party members from their slumber, cancelling the
SLEEP condition.
Beast Master 5/2 1 Group of Animals
~~~~~~~~~~~~
Hypnotizes a group of animals into stillness until they overcome the spell.
Bless 2/1 1 Party Member
~~~~
Improves the armor class of a character by 1 per level of the caster.
Cold Ray 2/4 All Vis Monsters
~~~~~~~~
A cone of absolute zero springs from the caster's hand momentarily, inflicting
2-4 points of Cold damage per level of the caster on all visible monsters.
Create Food 20/5 Party
~~~~~~~~~~~
Creates one unit of food for each living party member.
Cure Disease 10/0 1 Party Member
~~~~~~~~~~~~
Removes the DISEASED condition of one party member.
Cure Paralysis 12/0 1 Party Member
~~~~~~~~~~~~~~
Removes the PARALYZED condition of one party member.
Cure Poison 8/0 1 Party Member
~~~~~~~~~~~
Removes the POISONED condition of one party member.
Cure Wounds 3/0 1 Party Member
~~~~~~~~~~~
Magically cures one character of 15 points of Damage.
Day of Protection 75/10 Party
~~~~~~~~~~~~~~~~~
Simultaneously casts Light, Protection from all elements, Heroism, Holy
Bonus, and Bless for only 75 points.
Deadly Swarm 12/0 Group
~~~~~~~~~~~~
Surrounds a group of monster with biting, stinging, burning, gouging, and
chewing insects, inflictin 40 points of Physical Damage on EACH monster.
Divine Intervention 200/20 Party
~~~~~~~~~~~~~~~~~~~
Heals the entire party of all damage short of ERADICATION.
Fiery Flail 25/5 1 Monster
~~~~~~~~~~~
Caster fires a jet of flame at one monster, inflicting 100 points of fire
damage.
First Aid 1/0 1 Party Member
~~~~~~~~~
Magically cures light battle wounds and scrapes, restoring 6 hit points
to one injured party member.
Flying Fist 2/0 1 Monster
~~~~~~~~~~~
Deals a light blow to a monster, inflicting 6 points of Physical Damage.
Frostbite 7/0 1 Monster
~~~~~~~~~
Draws body heat out of a monster, inflicting 35 points of Cold damage.
Heroism 2/3 1 Party Member
~~~~~~~
Increases the tempory level of a character by 1 per level of the caster.
Holy Bonus 2/1 1 Party Member
~~~~~~~~~~
Increases the damage inflicted by a character when fighting by 1 point
per level of the caster.
Holy Word 100/20 1 Party Member
~~~~~~~~~
Completely removes the animating magic of the Undead, returning them to dust.
Hyptotize 15/4 Group
~~~~~~~~~
Like a Beast Master, this spell hypnotizes a group of monsters into stillness
until they overcome the spell, except that it works on monsters rather than
animals.
Light 1/0 Party
~~~~~
Fill a dungeon with a steady, soft light until the party rests.
Mass Distortion 75/10 Group
~~~~~~~~~~~~~~~
Increases the weight of your opponents, effectively removing half of their
hit points.
Moon Ray 60/10 All Visible Monsters & Party
~~~~~~~~
Inflicts 30 points of Energy Damage to each monster and cures all party members
of 30 points of damage.
Nature's Cure 6/0 1 Party Member
~~~~~~~~~~~~~
Heals a character of 25 points of damage.
Pain 4/0 Group
~~~~
Stimulates your opponent's pain centers, inflicting 8 points of physical
damage.
Power Cure 2/3 1 Party Member
~~~~~~~~~~
Heals a character of 2-12 points per level of the caster.
Protection frm Elements 1/1 Party
~~~~~~~~~~~~~~~~~~~~~~~
Reduces the damage the party receives from the elements.
Raise Dead 50/10 1 Party Member
~~~~~~~~~~
Removes the DEAD condition from a Character.
Resurrection 125/20 1 Party Member
~~~~~~~~~~~~
Removes the ERADICATED condition from a Character.
Revitalize 1/0 1 Party Member
~~~~~~~~~~
Removes the WEAK condition from a Character.
Sparks 1/1 Group
~~~~~~
Inflicts 2 Points of electrical damage per level of the caster.
Stone to Flesh 35/5 Group
~~~~~~~~~~~~~~
Removes the STONED condition from a character.
Sun Ray 150/20 All Visible Monsters
~~~~~~~
Inflicts 200 points of Energy damage.
Suppress Disease 5/0 1 Party Member
~~~~~~~~~~~~~~~~
Slows the effect of disease on a character.
Supress Poison 4/0 1 Party Member
~~~~~~~~~~~~~~
Slows the effect of poison on a character.
Town Portal 30/5 Party
~~~~~~~~~~~
Teleports the party to the town of your choice.
Turn Undead 5/2 1 Group of Undead
~~~~~~~~~~~
Weakens the evil magic that animates the Undead, inflicting 25 points of
Damage.
Walk on Water 7/0 Party
~~~~~~~~~~~~~
All the party to walk on water.
SORCERER SPELLS
Awaken 1/0 Party
~~~~~~
Pull all sleeping party members from their slumber, cancelling the SLEEP
condition.
Clairvoyance 5/2 Party
~~~~~~~~~~~~
Causes the two Gargoyle heads to give advice to certain yes/no decisions,
usually chests.
Dancing Sword 3/10 Group
~~~~~~~~~~~~~
Hundreds of Razor 1911 sharp blades cause 6-14 points of Physical Damage
per level of the caster.
Day of Sorcery 40/10 Group
~~~~~~~~~~~~~~
Simultaneously casts Light, Levitate, Wizard Eye, Clairvoyance, and Power
sheild on all party members.
Detect Monster 6/0 Party
~~~~~~~~~~~~~~
Shows the location of all monsters near the party.
Dragon Sleep 10/4 1 Dragon
~~~~~~~~~~~~
Puts 1 dragon to sleep.
Elemental Storm 100/10 All Visible Monsters
~~~~~~~~~~~~~~~
Pounds all monsters in front of the party with a storm of magical energy,
inflicting 150 points of a random damage to each monster.
Enchant Item 30/20 1 Item
~~~~~~~~~~~~
Bestows magical power to an item that has none.
Energy Blast 1/1 1 Monster
~~~~~~~~~~~~
A bolt of pure energy is fired from the caster's clenched fist, inflicting
2 to 6 points of Energy Damage per level of the caster.
Etherealize 30/10 Party
~~~~~~~~~~~
Moves the party one square forward, regardless of barriers.
Fantastic Freeze 15/5 Group
~~~~~~~~~~~~~~~~
Inflicts 40 points of COLD damage to monsters.
Finger of Death 10/4 Group
~~~~~~~~~~~~~~~
Bloodlessly slays the opponents the caster points to.
Fire Ball 2/2 Group
~~~~~~~~~
Iflicts 3-7 Points of damage per level of the caster.
Golem Stopper 20/10 1 Golem
~~~~~~~~~~~~~
Inflicts 100 Points of damage to a Golem.
Identify Monster 5/0 Group
~~~~~~~~~~~~~~~~
Reveals the condition of the monsters the party is fighting.
Implosion 100/20 1 Monster
~~~~~~~~~
This is the most powerful Monster-Killer, inflicting 1000 points of
Energy Damage.
Incinerate 35/10 1 Monster
~~~~~~~~~~
Shoots a stream of fire at one monster, inflicting 250 points of energy
damage.
Inferno 75/10 Group
~~~~~~~
Engulfs one group of monsters in a magical fire, inflicting 250 points
of fire damage on one group.
Insect Spray 5/1 Group
~~~~~~~~~~~~
Coats a group of monsters with "OFF". :)
Item to Gold 20/10 1 Item
~~~~~~~~~~~~
Converts an item into the number of gold pieces that it is currently worth.
Jump 4/0 Party
~~~~
Party can jump 1 square, providing there are no walls. Cannot be used in
Combat.
Levitate 5/0 Party
~~~~~~~~
Imparts weightlessness to the party, preventing falls.
Light 1/0 Party
~~~~~
Same as clerical spell of same name.
Lightning Bolt 2/2 Group
~~~~~~~~~~~~~~
Lighting bolts fly from the casters hand, inflicting 4-6 points per level of
the caster.
Lloyd's Beacon 6/2 Party
~~~~~~~~~~~~~~
Allows you to return to a place where you have already been. Cast the spell
once to set the beacon, then again when you wish to return.
Magic Arrow 2/0 1 Monster
~~~~~~~~~~~
Fires a magical bolt at one opponent, inflicting 8 points of Magical Damage.
Mega Volts 40/10 Group
~~~~~~~~~~
Better than Lightning Bolt, inflicts 150 points to a group of Monsters.
Poison Volley 25/10 All Visible Monsters
~~~~~~~~~~~~~
Fires 6 poison arrows into each square in front of the party. Does
10 points of Poison damage each.
Power Shield 2/2 1 Party Member
~~~~~~~~~~~~
Reduces the damage inflicted on one party member equal to the level of the
caster.
Prismatic Light 60/10 All Visible Monsters
~~~~~~~~~~~~~~~
80 Points of Random damage type. ?
Recharge Item 15/10 1 Item
~~~~~~~~~~~~~
Restores 1 to 6 charges to an item that has at least one charge lest.
There is a slight risk that the item will be destroyed.
Shrapmetal 1/1 Group
~~~~~~~~~~
Sprays a group of monsters with shrapmetal, inflicting 2 points Physical
Damage per level of the caster.
Sleep 3/1 Group
~~~~~
Puts a group of monsters to sleep until they overcome the spell, or are
damaged.
Star Burst 200/20 All Visible Monsters
~~~~~~~~~~
Includes all visible monsters in frot of the party in a massive explosion,
inflicting 500 points of Physical Damage on each monster.
Super Shelter 15/5 Party
~~~~~~~~~~~~~
Hides the party from the monsters in unsafe places, permitting them to rest
without incident.
Teleport 10/0 Party
~~~~~~~~
Moves the party up to 9 squares in the direction the party is facing,
regardless of obstacles.
Time Distortion 8/0 Party
~~~~~~~~~~~~~~~
Warps time, giving the party just enough time to run away from combat.
Toxic Cloud 4/1 Group
~~~~~~~~~~~
Surrounds a group of monsters with noxious gasses, inflicting 10 points
of poison damage.
Wizard Eye 5/2 Party
~~~~~~~~~~
Gives the party a bird's eye view of their surroundings.
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MARAUDER'S Guide to Might & Magic 5 SPELLS:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Format:
Spell Name #Points/#Gems Object Affected
Description of Spell
Example:
Acid Spray 8/0 All Vis Monsters
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.
This spell uses 8 spell points per level, no gems, and works on all visible
monsters. The descriptions should be self-explanatory...
CLERIC SPELLS
Acid Spray 8/0 All Vis Monsters
~~~~~~~~~~
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.
Awaken 1/0 Party
~~~~~~
Pulls all sleeping party members from their slumber, cancelling the
SLEEP condition.
Beast Master 5/2 1 Group of Animals
~~~~~~~~~~~~
Hypnotizes a group of animals into stillness until they overcome the spell.
Bless 2/1 1 Party Member
~~~~
Improves the armor class of a character by 1 per level of the caster.
Cold Ray 2/4 All Vis Monsters
~~~~~~~~
A cone of absolute zero springs from the caster's hand momentarily, inflicting
2-4 points of Cold damage per level of the caster on all visible monsters.
Create Food 20/5 Party
~~~~~~~~~~~
Creates one unit of food for each living party member.
Cure Disease 10/0 1 Party Member
~~~~~~~~~~~~
Removes the DISEASED condition of one party member.
Cure Paralysis 12/0 1 Party Member
~~~~~~~~~~~~~~
Removes the PARALYZED condition of one party member.
Cure Poison 8/0 1 Party Member
~~~~~~~~~~~
Removes the POISONED condition of one party member.
Cure Wounds 3/0 1 Party Member
~~~~~~~~~~~
Magically cures one character of 15 points of Damage.
Day of Protection 75/10 Party
~~~~~~~~~~~~~~~~~
Simultaneously casts Light, Protection from all elements, Heroism, Holy
Bonus, and Bless for only 75 points.
Deadly Swarm 12/0 Group
~~~~~~~~~~~~
Surrounds a group of monster with biting, stinging, burning, gouging, and
chewing insects, inflictin 40 points of Physical Damage on EACH monster.
Divine Intervention 200/20 Party
~~~~~~~~~~~~~~~~~~~
Heals the entire party of all damage short of ERADICATION.
Fiery Flail 25/5 1 Monster
~~~~~~~~~~~
Caster fires a jet of flame at one monster, inflicting 100 points of fire
damage.
First Aid 1/0 1 Party Member
~~~~~~~~~
Magically cures light battle wounds and scrapes, restoring 6 hit points
to one injured party member.
Flying Fist 2/0 1 Monster
~~~~~~~~~~~
Deals a light blow to a monster, inflicting 6 points of Physical Damage.
Frostbite 7/0 1 Monster
~~~~~~~~~
Draws body heat out of a monster, inflicting 35 points of Cold damage.
Heroism 2/3 1 Party Member
~~~~~~~
Increases the tempory level of a character by 1 per level of the caster.
Holy Bonus 2/1 1 Party Member
~~~~~~~~~~
Increases the damage inflicted by a character when fighting by 1 point
per level of the caster.
Holy Word 100/20 1 Party Member
~~~~~~~~~
Completely removes the animating magic of the Undead, returning them to dust.
Hyptotize 15/4 Group
~~~~~~~~~
Like a Beast Master, this spell hypnotizes a group of monsters into stillness
until they overcome the spell, except that it works on monsters rather than
animals.
Light 1/0 Party
~~~~~
Fill a dungeon with a steady, soft light until the party rests.
Mass Distortion 75/10 Group
~~~~~~~~~~~~~~~
Increases the weight of your opponents, effectively removing half of their
hit points.
Moon Ray 60/10 All Visible Monsters & Party
~~~~~~~~
Inflicts 30 points of Energy Damage to each monster and cures all party members
of 30 points of damage.
Nature's Cure 6/0 1 Party Member
~~~~~~~~~~~~~
Heals a character of 25 points of damage.
Pain 4/0 Group
~~~~
Stimulates your opponent's pain centers, inflicting 8 points of physical
damage.
Power Cure 2/3 1 Party Member
~~~~~~~~~~
Heals a character of 2-12 points per level of the caster.
Protection frm Elements 1/1 Party
~~~~~~~~~~~~~~~~~~~~~~~
Reduces the damage the party receives from the elements.
Raise Dead 50/10 1 Party Member
~~~~~~~~~~
Removes the DEAD condition from a Character.
Resurrection 125/20 1 Party Member
~~~~~~~~~~~~
Removes the ERADICATED condition from a Character.
Revitalize 1/0 1 Party Member
~~~~~~~~~~
Removes the WEAK condition from a Character.
Sparks 1/1 Group
~~~~~~
Inflicts 2 Points of electrical damage per level of the caster.
Stone to Flesh 35/5 Group
~~~~~~~~~~~~~~
Removes the STONED condition from a character.
Sun Ray 150/20 All Visible Monsters
~~~~~~~
Inflicts 200 points of Energy damage.
Suppress Disease 5/0 1 Party Member
~~~~~~~~~~~~~~~~
Slows the effect of disease on a character.
Supress Poison 4/0 1 Party Member
~~~~~~~~~~~~~~
Slows the effect of poison on a character.
Town Portal 30/5 Party
~~~~~~~~~~~
Teleports the party to the town of your choice.
Turn Undead 5/2 1 Group of Undead
~~~~~~~~~~~
Weakens the evil magic that animates the Undead, inflicting 25 points of
Damage.
Walk on Water 7/0 Party
~~~~~~~~~~~~~
All the party to walk on water.
SORCERER SPELLS
Awaken 1/0 Party
~~~~~~
Pull all sleeping party members from their slumber, cancelling the SLEEP
condition.
Clairvoyance 5/2 Party
~~~~~~~~~~~~
Causes the two Gargoyle heads to give advice to certain yes/no decisions,
usually chests.
Dancing Sword 3/10 Group
~~~~~~~~~~~~~
Hundreds of Razor 1911 sharp blades cause 6-14 points of Physical Damage
per level of the caster.
Day of Sorcery 40/10 Group
~~~~~~~~~~~~~~
Simultaneously casts Light, Levitate, Wizard Eye, Clairvoyance, and Power
sheild on all party members.
Detect Monster 6/0 Party
~~~~~~~~~~~~~~
Shows the location of all monsters near the party.
Dragon Sleep 10/4 1 Dragon
~~~~~~~~~~~~
Puts 1 dragon to sleep.
Elemental Storm 100/10 All Visible Monsters
~~~~~~~~~~~~~~~
Pounds all monsters in front of the party with a storm of magical energy,
inflicting 150 points of a random damage to each monster.
Enchant Item 30/20 1 Item
~~~~~~~~~~~~
Bestows magical power to an item that has none.
Energy Blast 1/1 1 Monster
~~~~~~~~~~~~
A bolt of pure energy is fired from the caster's clenched fist, inflicting
2 to 6 points of Energy Damage per level of the caster.
Etherealize 30/10 Party
~~~~~~~~~~~
Moves the party one square forward, regardless of barriers.
Fantastic Freeze 15/5 Group
~~~~~~~~~~~~~~~~
Inflicts 40 points of COLD damage to monsters.
Finger of Death 10/4 Group
~~~~~~~~~~~~~~~
Bloodlessly slays the opponents the caster points to.
Fire Ball 2/2 Group
~~~~~~~~~
Iflicts 3-7 Points of damage per level of the caster.
Golem Stopper 20/10 1 Golem
~~~~~~~~~~~~~
Inflicts 100 Points of damage to a Golem.
Identify Monster 5/0 Group
~~~~~~~~~~~~~~~~
Reveals the condition of the monsters the party is fighting.
Implosion 100/20 1 Monster
~~~~~~~~~
This is the most powerful Monster-Killer, inflicting 1000 points of
Energy Damage.
Incinerate 35/10 1 Monster
~~~~~~~~~~
Shoots a stream of fire at one monster, inflicting 250 points of energy
damage.
Inferno 75/10 Group
~~~~~~~
Engulfs one group of monsters in a magical fire, inflicting 250 points
of fire damage on one group.
Insect Spray 5/1 Group
~~~~~~~~~~~~
Coats a group of monsters with "OFF". :)
Item to Gold 20/10 1 Item
~~~~~~~~~~~~
Converts an item into the number of gold pieces that it is currently worth.
Jump 4/0 Party
~~~~
Party can jump 1 square, providing there are no walls. Cannot be used in
Combat.
Levitate 5/0 Party
~~~~~~~~
Imparts weightlessness to the party, preventing falls.
Light 1/0 Party
~~~~~
Same as clerical spell of same name.
Lightning Bolt 2/2 Group
~~~~~~~~~~~~~~
Lighting bolts fly from the casters hand, inflicting 4-6 points per level of
the caster.
Lloyd's Beacon 6/2 Party
~~~~~~~~~~~~~~
Allows you to return to a place where you have already been. Cast the spell
once to set the beacon, then again when you wish to return.
Magic Arrow 2/0 1 Monster
~~~~~~~~~~~
Fires a magical bolt at one opponent, inflicting 8 points of Magical Damage.
Mega Volts 40/10 Group
~~~~~~~~~~
Better than Lightning Bolt, inflicts 150 points to a group of Monsters.
Poison Volley 25/10 All Visible Monsters
~~~~~~~~~~~~~
Fires 6 poison arrows into each square in front of the party. Does
10 points of Poison damage each.
Power Shield 2/2 1 Party Member
~~~~~~~~~~~~
Reduces the damage inflicted on one party member equal to the level of the
caster.
Prismatic Light 60/10 All Visible Monsters
~~~~~~~~~~~~~~~
80 Points of Random damage type. ?
Recharge Item 15/10 1 Item
~~~~~~~~~~~~~
Restores 1 to 6 charges to an item that has at least one charge lest.
There is a slight risk that the item will be destroyed.
Shrapmetal 1/1 Group
~~~~~~~~~~
Sprays a group of monsters with shrapmetal, inflicting 2 points Physical
Damage per level of the caster.
Sleep 3/1 Group
~~~~~
Puts a group of monsters to sleep until they overcome the spell, or are
damaged.
Star Burst 200/20 All Visible Monsters
~~~~~~~~~~
Includes all visible monsters in frot of the party in a massive explosion,
inflicting 500 points of Physical Damage on each monster.
Super Shelter 15/5 Party
~~~~~~~~~~~~~
Hides the party from the monsters in unsafe places, permitting them to rest
without incident.
Teleport 10/0 Party
~~~~~~~~
Moves the party up to 9 squares in the direction the party is facing,
regardless of obstacles.
Time Distortion 8/0 Party
~~~~~~~~~~~~~~~
Warps time, giving the party just enough time to run away from combat.
Toxic Cloud 4/1 Group
~~~~~~~~~~~
Surrounds a group of monsters with noxious gasses, inflicting 10 points
of poison damage.
Wizard Eye 5/2 Party
~~~~~~~~~~
Gives the party a bird's eye view of their surroundings.
MARAUDER
MARAUDER'S Guide to Might & Magic 5 SPELLS:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Format:
Spell Name #Points/#Gems Object Affected
Description of Spell
Example:
Acid Spray 8/0 All Vis Monsters
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.
This spell uses 8 spell points per level, no gems, and works on all visible
monsters. The descriptions should be self-explanatory...
CLERIC SPELLS
Acid Spray 8/0 All Vis Monsters
~~~~~~~~~~
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.
Awaken 1/0 Party
~~~~~~
Pulls all sleeping party members from their slumber, cancelling the
SLEEP condition.
Beast Master 5/2 1 Group of Animals
~~~~~~~~~~~~
Hypnotizes a group of animals into stillness until they overcome the spell.
Bless 2/1 1 Party Member
~~~~
Improves the armor class of a character by 1 per level of the caster.
Cold Ray 2/4 All Vis Monsters
~~~~~~~~
A cone of absolute zero springs from the caster's hand momentarily, inflicting
2-4 points of Cold damage per level of the caster on all visible monsters.
Create Food 20/5 Party
~~~~~~~~~~~
Creates one unit of food for each living party member.
Cure Disease 10/0 1 Party Member
~~~~~~~~~~~~
Removes the DISEASED condition of one party member.
Cure Paralysis 12/0 1 Party Member
~~~~~~~~~~~~~~
Removes the PARALYZED condition of one party member.
Cure Poison 8/0 1 Party Member
~~~~~~~~~~~
Removes the POISONED condition of one party member.
Cure Wounds 3/0 1 Party Member
~~~~~~~~~~~
Magically cures one character of 15 points of Damage.
Day of Protection 75/10 Party
~~~~~~~~~~~~~~~~~
Simultaneously casts Light, Protection from all elements, Heroism, Holy
Bonus, and Bless for only 75 points.
Deadly Swarm 12/0 Group
~~~~~~~~~~~~
Surrounds a group of monster with biting, stinging, burning, gouging, and
chewing insects, inflictin 40 points of Physical Damage on EACH monster.
Divine Intervention 200/20 Party
~~~~~~~~~~~~~~~~~~~
Heals the entire party of all damage short of ERADICATION.
Fiery Flail 25/5 1 Monster
~~~~~~~~~~~
Caster fires a jet of flame at one monster, inflicting 100 points of fire
damage.
First Aid 1/0 1 Party Member
~~~~~~~~~
Magically cures light battle wounds and scrapes, restoring 6 hit points
to one injured party member.
Flying Fist 2/0 1 Monster
~~~~~~~~~~~
Deals a light blow to a monster, inflicting 6 points of Physical Damage.
Frostbite 7/0 1 Monster
~~~~~~~~~
Draws body heat out of a monster, inflicting 35 points of Cold damage.
Heroism 2/3 1 Party Member
~~~~~~~
Increases the tempory level of a character by 1 per level of the caster.
Holy Bonus 2/1 1 Party Member
~~~~~~~~~~
Increases the damage inflicted by a character when fighting by 1 point
per level of the caster.
Holy Word 100/20 1 Party Member
~~~~~~~~~
Completely removes the animating magic of the Undead, returning them to dust.
Hyptotize 15/4 Group
~~~~~~~~~
Like a Beast Master, this spell hypnotizes a group of monsters into stillness
until they overcome the spell, except that it works on monsters rather than
animals.
Light 1/0 Party
~~~~~
Fill a dungeon with a steady, soft light until the party rests.
Mass Distortion 75/10 Group
~~~~~~~~~~~~~~~
Increases the weight of your opponents, effectively removing half of their
hit points.
Moon Ray 60/10 All Visible Monsters & Party
~~~~~~~~
Inflicts 30 points of Energy Damage to each monster and cures all party members
of 30 points of damage.
Nature's Cure 6/0 1 Party Member
~~~~~~~~~~~~~
Heals a character of 25 points of damage.
Pain 4/0 Group
~~~~
Stimulates your opponent's pain centers, inflicting 8 points of physical
damage.
Power Cure 2/3 1 Party Member
~~~~~~~~~~
Heals a character of 2-12 points per level of the caster.
Protection frm Elements 1/1 Party
~~~~~~~~~~~~~~~~~~~~~~~
Reduces the damage the party receives from the elements.
Raise Dead 50/10 1 Party Member
~~~~~~~~~~
Removes the DEAD condition from a Character.
Resurrection 125/20 1 Party Member
~~~~~~~~~~~~
Removes the ERADICATED condition from a Character.
Revitalize 1/0 1 Party Member
~~~~~~~~~~
Removes the WEAK condition from a Character.
Sparks 1/1 Group
~~~~~~
Inflicts 2 Points of electrical damage per level of the caster.
Stone to Flesh 35/5 Group
~~~~~~~~~~~~~~
Removes the STONED condition from a character.
Sun Ray 150/20 All Visible Monsters
~~~~~~~
Inflicts 200 points of Energy damage.
Suppress Disease 5/0 1 Party Member
~~~~~~~~~~~~~~~~
Slows the effect of disease on a character.
Supress Poison 4/0 1 Party Member
~~~~~~~~~~~~~~
Slows the effect of poison on a character.
Town Portal 30/5 Party
~~~~~~~~~~~
Teleports the party to the town of your choice.
Turn Undead 5/2 1 Group of Undead
~~~~~~~~~~~
Weakens the evil magic that animates the Undead, inflicting 25 points of
Damage.
Walk on Water 7/0 Party
~~~~~~~~~~~~~
All the party to walk on water.
SORCERER SPELLS
Awaken 1/0 Party
~~~~~~
Pull all sleeping party members from their slumber, cancelling the SLEEP
condition.
Clairvoyance 5/2 Party
~~~~~~~~~~~~
Causes the two Gargoyle heads to give advice to certain yes/no decisions,
usually chests.
Dancing Sword 3/10 Group
~~~~~~~~~~~~~
Hundreds of Razor 1911 sharp blades cause 6-14 points of Physical Damage
per level of the caster.
Day of Sorcery 40/10 Group
~~~~~~~~~~~~~~
Simultaneously casts Light, Levitate, Wizard Eye, Clairvoyance, and Power
sheild on all party members.
Detect Monster 6/0 Party
~~~~~~~~~~~~~~
Shows the location of all monsters near the party.
Dragon Sleep 10/4 1 Dragon
~~~~~~~~~~~~
Puts 1 dragon to sleep.
Elemental Storm 100/10 All Visible Monsters
~~~~~~~~~~~~~~~
Pounds all monsters in front of the party with a storm of magical energy,
inflicting 150 points of a random damage to each monster.
Enchant Item 30/20 1 Item
~~~~~~~~~~~~
Bestows magical power to an item that has none.
Energy Blast 1/1 1 Monster
~~~~~~~~~~~~
A bolt of pure energy is fired from the caster's clenched fist, inflicting
2 to 6 points of Energy Damage per level of the caster.
Etherealize 30/10 Party
~~~~~~~~~~~
Moves the party one square forward, regardless of barriers.
Fantastic Freeze 15/5 Group
~~~~~~~~~~~~~~~~
Inflicts 40 points of COLD damage to monsters.
Finger of Death 10/4 Group
~~~~~~~~~~~~~~~
Bloodlessly slays the opponents the caster points to.
Fire Ball 2/2 Group
~~~~~~~~~
Iflicts 3-7 Points of damage per level of the caster.
Golem Stopper 20/10 1 Golem
~~~~~~~~~~~~~
Inflicts 100 Points of damage to a Golem.
Identify Monster 5/0 Group
~~~~~~~~~~~~~~~~
Reveals the condition of the monsters the party is fighting.
Implosion 100/20 1 Monster
~~~~~~~~~
This is the most powerful Monster-Killer, inflicting 1000 points of
Energy Damage.
Incinerate 35/10 1 Monster
~~~~~~~~~~
Shoots a stream of fire at one monster, inflicting 250 points of energy
damage.
Inferno 75/10 Group
~~~~~~~
Engulfs one group of monsters in a magical fire, inflicting 250 points
of fire damage on one group.
Insect Spray 5/1 Group
~~~~~~~~~~~~
Coats a group of monsters with "OFF". :)
Item to Gold 20/10 1 Item
~~~~~~~~~~~~
Converts an item into the number of gold pieces that it is currently worth.
Jump 4/0 Party
~~~~
Party can jump 1 square, providing there are no walls. Cannot be used in
Combat.
Levitate 5/0 Party
~~~~~~~~
Imparts weightlessness to the party, preventing falls.
Light 1/0 Party
~~~~~
Same as clerical spell of same name.
Lightning Bolt 2/2 Group
~~~~~~~~~~~~~~
Lighting bolts fly from the casters hand, inflicting 4-6 points per level of
the caster.
Lloyd's Beacon 6/2 Party
~~~~~~~~~~~~~~
Allows you to return to a place where you have already been. Cast the spell
once to set the beacon, then again when you wish to return.
Magic Arrow 2/0 1 Monster
~~~~~~~~~~~
Fires a magical bolt at one opponent, inflicting 8 points of Magical Damage.
Mega Volts 40/10 Group
~~~~~~~~~~
Better than Lightning Bolt, inflicts 150 points to a group of Monsters.
Poison Volley 25/10 All Visible Monsters
~~~~~~~~~~~~~
Fires 6 poison arrows into each square in front of the party. Does
10 points of Poison damage each.
Power Shield 2/2 1 Party Member
~~~~~~~~~~~~
Reduces the damage inflicted on one party member equal to the level of the
caster.
Prismatic Light 60/10 All Visible Monsters
~~~~~~~~~~~~~~~
80 Points of Random damage type. ?
Recharge Item 15/10 1 Item
~~~~~~~~~~~~~
Restores 1 to 6 charges to an item that has at least one charge lest.
There is a slight risk that the item will be destroyed.
Shrapmetal 1/1 Group
~~~~~~~~~~
Sprays a group of monsters with shrapmetal, inflicting 2 points Physical
Damage per level of the caster.
Sleep 3/1 Group
~~~~~
Puts a group of monsters to sleep until they overcome the spell, or are
damaged.
Star Burst 200/20 All Visible Monsters
~~~~~~~~~~
Includes all visible monsters in frot of the party in a massive explosion,
inflicting 500 points of Physical Damage on each monster.
Super Shelter 15/5 Party
~~~~~~~~~~~~~
Hides the party from the monsters in unsafe places, permitting them to rest
without incident.
Teleport 10/0 Party
~~~~~~~~
Moves the party up to 9 squares in the direction the party is facing,
regardless of obstacles.
Time Distortion 8/0 Party
~~~~~~~~~~~~~~~
Warps time, giving the party just enough time to run away from combat.
Toxic Cloud 4/1 Group
~~~~~~~~~~~
Surrounds a group of monsters with noxious gasses, inflicting 10 points
of poison damage.
Wizard Eye 5/2 Party
~~~~~~~~~~
Gives the party a bird's eye view of their surroundings.
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MARAUDER'S Guide to Might & Magic 5 SPELLS:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Format:
Spell Name #Points/#Gems Object Affected
Description of Spell
Example:
Acid Spray 8/0 All Vis Monsters
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.
This spell uses 8 spell points per level, no gems, and works on all visible
monsters. The descriptions should be self-explanatory...
CLERIC SPELLS
Acid Spray 8/0 All Vis Monsters
~~~~~~~~~~
Caster Sprays a fine acid mist on all the monsters in front of him,
inflicting 15 points of Poison damage on each monster.
Awaken 1/0 Party
~~~~~~
Pulls all sleeping party members from their slumber, cancelling the
SLEEP condition.
Beast Master 5/2 1 Group of Animals
~~~~~~~~~~~~
Hypnotizes a group of animals into stillness until they overcome the spell.
Bless 2/1 1 Party Member
~~~~
Improves the armor class of a character by 1 per level of the caster.
Cold Ray 2/4 All Vis Monsters
~~~~~~~~
A cone of absolute zero springs from the caster's hand momentarily, inflicting
2-4 points of Cold damage per level of the caster on all visible monsters.
Create Food 20/5 Party
~~~~~~~~~~~
Creates one unit of food for each living party member.
Cure Disease 10/0 1 Party Member
~~~~~~~~~~~~
Removes the DISEASED condition of one party member.
Cure Paralysis 12/0 1 Party Member
~~~~~~~~~~~~~~
Removes the PARALYZED condition of one party member.
Cure Poison 8/0 1 Party Member
~~~~~~~~~~~
Removes the POISONED condition of one party member.
Cure Wounds 3/0 1 Party Member
~~~~~~~~~~~
Magically cures one character of 15 points of Damage.
Day of Protection 75/10 Party
~~~~~~~~~~~~~~~~~
Simultaneously casts Light, Protection from all elements, Heroism, Holy
Bonus, and Bless for only 75 points.
Deadly Swarm 12/0 Group
~~~~~~~~~~~~
Surrounds a group of monster with biting, stinging, burning, gouging, and
chewing insects, inflictin 40 points of Physical Damage on EACH monster.
Divine Intervention 200/20 Party
~~~~~~~~~~~~~~~~~~~
Heals the entire party of all damage short of ERADICATION.
Fiery Flail 25/5 1 Monster
~~~~~~~~~~~
Caster fires a jet of flame at one monster, inflicting 100 points of fire
damage.
First Aid 1/0 1 Party Member
~~~~~~~~~
Magically cures light battle wounds and scrapes, restoring 6 hit points
to one injured party member.
Flying Fist 2/0 1 Monster
~~~~~~~~~~~
Deals a light blow to a monster, inflicting 6 points of Physical Damage.
Frostbite 7/0 1 Monster
~~~~~~~~~
Draws body heat out of a monster, inflicting 35 points of Cold damage.
Heroism 2/3 1 Party Member
~~~~~~~
Increases the tempory level of a character by 1 per level of the caster.
Holy Bonus 2/1 1 Party Member
~~~~~~~~~~
Increases the damage inflicted by a character when fighting by 1 point
per level of the caster.
Holy Word 100/20 1 Party Member
~~~~~~~~~
Completely removes the animating magic of the Undead, returning them to dust.
Hyptotize 15/4 Group
~~~~~~~~~
Like a Beast Master, this spell hypnotizes a group of monsters into stillness
until they overcome the spell, except that it works on monsters rather than
animals.
Light 1/0 Party
~~~~~
Fill a dungeon with a steady, soft light until the party rests.
Mass Distortion 75/10 Group
~~~~~~~~~~~~~~~
Increases the weight of your opponents, effectively removing half of their
hit points.
Moon Ray 60/10 All Visible Monsters & Party
~~~~~~~~
Inflicts 30 points of Energy Damage to each monster and cures all party members
of 30 points of damage.
Nature's Cure 6/0 1 Party Member
~~~~~~~~~~~~~
Heals a character of 25 points of damage.
Pain 4/0 Group
~~~~
Stimulates your opponent's pain centers, inflicting 8 points of physical
damage.
Power Cure 2/3 1 Party Member
~~~~~~~~~~
Heals a character of 2-12 points per level of the caster.
Protection frm Elements 1/1 Party
~~~~~~~~~~~~~~~~~~~~~~~
Reduces the damage the party receives from the elements.
Raise Dead 50/10 1 Party Member
~~~~~~~~~~
Removes the DEAD condition from a Character.
Resurrection 125/20 1 Party Member
~~~~~~~~~~~~
Removes the ERADICATED condition from a Character.
Revitalize 1/0 1 Party Member
~~~~~~~~~~
Removes the WEAK condition from a Character.
Sparks 1/1 Group
~~~~~~
Inflicts 2 Points of electrical damage per level of the caster.
Stone to Flesh 35/5 Group
~~~~~~~~~~~~~~
Removes the STONED condition from a character.
Sun Ray 150/20 All Visible Monsters
~~~~~~~
Inflicts 200 points of Energy damage.
Suppress Disease 5/0 1 Party Member
~~~~~~~~~~~~~~~~
Slows the effect of disease on a character.
Supress Poison 4/0 1 Party Member
~~~~~~~~~~~~~~
Slows the effect of poison on a character.
Town Portal 30/5 Party
~~~~~~~~~~~
Teleports the party to the town of your choice.
Turn Undead 5/2 1 Group of Undead
~~~~~~~~~~~
Weakens the evil magic that animates the Undead, inflicting 25 points of
Damage.
Walk on Water 7/0 Party
~~~~~~~~~~~~~
All the party to walk on water.
SORCERER SPELLS
Awaken 1/0 Party
~~~~~~
Pull all sleeping party members from their slumber, cancelling the SLEEP
condition.
Clairvoyance 5/2 Party
~~~~~~~~~~~~
Causes the two Gargoyle heads to give advice to certain yes/no decisions,
usually chests.
Dancing Sword 3/10 Group
~~~~~~~~~~~~~
Hundreds of Razor 1911 sharp blades cause 6-14 points of Physical Damage
per level of the caster.
Day of Sorcery 40/10 Group
~~~~~~~~~~~~~~
Simultaneously casts Light, Levitate, Wizard Eye, Clairvoyance, and Power
sheild on all party members.
Detect Monster 6/0 Party
~~~~~~~~~~~~~~
Shows the location of all monsters near the party.
Dragon Sleep 10/4 1 Dragon
~~~~~~~~~~~~
Puts 1 dragon to sleep.
Elemental Storm 100/10 All Visible Monsters
~~~~~~~~~~~~~~~
Pounds all monsters in front of the party with a storm of magical energy,
inflicting 150 points of a random damage to each monster.
Enchant Item 30/20 1 Item
~~~~~~~~~~~~
Bestows magical power to an item that has none.
Energy Blast 1/1 1 Monster
~~~~~~~~~~~~
A bolt of pure energy is fired from the caster's clenched fist, inflicting
2 to 6 points of Energy Damage per level of the caster.
Etherealize 30/10 Party
~~~~~~~~~~~
Moves the party one square forward, regardless of barriers.
Fantastic Freeze 15/5 Group
~~~~~~~~~~~~~~~~
Inflicts 40 points of COLD damage to monsters.
Finger of Death 10/4 Group
~~~~~~~~~~~~~~~
Bloodlessly slays the opponents the caster points to.
Fire Ball 2/2 Group
~~~~~~~~~
Iflicts 3-7 Points of damage per level of the caster.
Golem Stopper 20/10 1 Golem
~~~~~~~~~~~~~
Inflicts 100 Points of damage to a Golem.
Identify Monster 5/0 Group
~~~~~~~~~~~~~~~~
Reveals the condition of the monsters the party is fighting.
Implosion 100/20 1 Monster
~~~~~~~~~
This is the most powerful Monster-Killer, inflicting 1000 points of
Energy Damage.
Incinerate 35/10 1 Monster
~~~~~~~~~~
Shoots a stream of fire at one monster, inflicting 250 points of energy
damage.
Inferno 75/10 Group
~~~~~~~
Engulfs one group of monsters in a magical fire, inflicting 250 points
of fire damage on one group.
Insect Spray 5/1 Group
~~~~~~~~~~~~
Coats a group of monsters with "OFF". :)
Item to Gold 20/10 1 Item
~~~~~~~~~~~~
Converts an item into the number of gold pieces that it is currently worth.
Jump 4/0 Party
~~~~
Party can jump 1 square, providing there are no walls. Cannot be used in
Combat.
Levitate 5/0 Party
~~~~~~~~
Imparts weightlessness to the party, preventing falls.
Light 1/0 Party
~~~~~
Same as clerical spell of same name.
Lightning Bolt 2/2 Group
~~~~~~~~~~~~~~
Lighting bolts fly from the casters hand, inflicting 4-6 points per level of
the caster.
Lloyd's Beacon 6/2 Party
~~~~~~~~~~~~~~
Allows you to return to a place where you have already been. Cast the spell
once to set the beacon, then again when you wish to return.
Magic Arrow 2/0 1 Monster
~~~~~~~~~~~
Fires a magical bolt at one opponent, inflicting 8 points of Magical Damage.
Mega Volts 40/10 Group
~~~~~~~~~~
Better than Lightning Bolt, inflicts 150 points to a group of Monsters.
Poison Volley 25/10 All Visible Monsters
~~~~~~~~~~~~~
Fires 6 poison arrows into each square in front of the party. Does
10 points of Poison damage each.
Power Shield 2/2 1 Party Member
~~~~~~~~~~~~
Reduces the damage inflicted on one party member equal to the level of the
caster.
Prismatic Light 60/10 All Visible Monsters
~~~~~~~~~~~~~~~
80 Points of Random damage type. ?
Recharge Item 15/10 1 Item
~~~~~~~~~~~~~
Restores 1 to 6 charges to an item that has at least one charge lest.
There is a slight risk that the item will be destroyed.
Shrapmetal 1/1 Group
~~~~~~~~~~
Sprays a group of monsters with shrapmetal, inflicting 2 points Physical
Damage per level of the caster.
Sleep 3/1 Group
~~~~~
Puts a group of monsters to sleep until they overcome the spell, or are
damaged.
Star Burst 200/20 All Visible Monsters
~~~~~~~~~~
Includes all visible monsters in frot of the party in a massive explosion,
inflicting 500 points of Physical Damage on each monster.
Super Shelter 15/5 Party
~~~~~~~~~~~~~
Hides the party from the monsters in unsafe places, permitting them to rest
without incident.
Teleport 10/0 Party
~~~~~~~~
Moves the party up to 9 squares in the direction the party is facing,
regardless of obstacles.
Time Distortion 8/0 Party
~~~~~~~~~~~~~~~
Warps time, giving the party just enough time to run away from combat.
Toxic Cloud 4/1 Group
~~~~~~~~~~~
Surrounds a group of monsters with noxious gasses, inflicting 10 points
of poison damage.
Wizard Eye 5/2 Party
~~~~~~~~~~
Gives the party a bird's eye view of their surroundings.