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Stonequest — the Retro RPG Experience

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1
Compass[Comp ]
Compass spell
Area of Effect:Location
Duration:15 turns per caster level
Usable in camp:Yes
Usable in combat:Yes

Displays a compass at the top of the screen.

1
Light[Lght ]
Light spell
Area of Effect:Location
Duration:20 turns per caster level
Usable in camp:Yes
Usable in combat:Yes

Sheds a magical light that enables you to see further in the maze, and also improves your chances at spotting secret doors.

Beware, however. This spell makes it easier for monsters to find you.

1
Location[Loct ]
Location spell
Area of Effect:Special
Duration:Instantaneous
Usable in camp:Yes
Usable in combat:No

Reveals the precise location of the party, including how many levels below Kyrn it is located.

This spell is especially useful when combined with the Teleport spell.

1
Magic Missile[MaMs ]
Magic Missile spell
Area of Effect:Single monster
Duration:Instantaneous
Damage:(caster level / 2)D6+(caster level / 2) hits, up to 5D6+5 [MAGIC]
Saving Throw:None
Usable in camp:No
Usable in combat:Yes

Sends one or more magical bolts of energy unerringly to their target. A caster can hold at most five missiles in mind at once.

1
Map 1[Map1 ]
Map1 spell
Area of Effect:Location
Duration:50 turns + 1d6 per caster level + 1d10
Usable in camp:Yes
Usable in combat:Yes

Automatically maps dungeon level 1 while the party explores it, for as long as the spell remains active.

Casting a higher-numbered Map spell extends the automap to that level too, but casting a lower-numbered one never reduces how deep the party can already automap. When the spell's duration runs out, the automap vanishes until it is recast.

1
Shield[Shld ]
Shield spell
Area of Effect:Caster
Duration:5 turns per caster level
Usable in camp:No
Usable in combat:Yes

Generates an invisible force field around the caster, improving his or her armor class by 2.

Note that this spell can be stacked with other protection spells.

1
Summon Scout[SuSc ]
Summon Scout spell
Area of Effect:Party
Duration:5 turns per caster level
Usable in camp:Yes
Usable in combat:Yes

Summons an unobtrusive mouse, who will provide the party with extraordinary perceptive abilities, such as making secret doors obvious and revealing other special magical aspects of the maze.

The mouse can not be directly targeted by an opponent, but may be hit by area attacks, such as the Fireball spell.

2
Continual Light[CoLi ]
Continual Light spell
Area of Effect:Location
Duration:Infinite
Usable in camp:Yes
Usable in combat:Yes

Works like Light above, except that it essentially lasts forever.

2
Fear[Fear ]
Fear spell
Area of Effect:Monster group
Duration:10 turns per caster level
Saving Throw:Yes
Usable in camp:No
Usable in combat:Yes

Incapacitates with fear all monsters in the targeted group if they fail their saving throws.

2
Levitate[Levi ]
Levitate spell
Area of Effect:Location
Duration:20 turns per caster level
Usable in camp:Yes
Usable in combat:Yes

Enables the entire party to float above the ground at will, rendering it immune to pits and chutes.

2
Little Identification[LtId ]
Little Identification spell
Area of Effect:Monster group
Duration:Instantaneous
Usable in camp:Yes
Usable in combat:Yes

Has a 35% chance of identifying an unknown item or unknown monster.

2
Map 2[Map2 ]
Map2 spell
Area of Effect:Location
Duration:50 turns + 1d6 per caster level + 2d10
Usable in camp:Yes
Usable in combat:Yes

Automatically maps dungeon levels 1 through 2 while the party explores them, for as long as the spell remains active.

2
Summon Elemental[SuEl ]
Summon Elemental spell
Area of Effect:Party
Duration:5 turns per caster level
Usable in camp:Yes
Usable in combat:Yes

Summons an elemental to fight alongside the party.

3
Big Shield[BiSh ]
Big Shield spell
Area of Effect:Party
Duration:5 turns per caster level
Usable in camp:No
Usable in combat:Yes

Generates an invisible force field around every member of the party, improving his or her armor class by 3.

Note that this spell can be stacked with other protection spells.

3
Fireball[FiBl ]
Fireball spell
Area of Effect:Monster group
Duration:Instantaneous
Damage:1D6 hits per caster level, up to 10D6 [FIRE]
Saving Throw:Half Damage
Usable in camp:No
Usable in combat:Yes

Inflicts a massive amount of fiery damage upon every enemy without harming members of the party. The fireball does the most damage on the targeted group, and will less damage to groups farther away from that "ground zero". In the confines of a dungeon, a blast any hotter would engulf the party as well, so the fireball's fury has a ceiling.

3
Lightning Bolt[LiBt ]
Lightning Bolt spell
Area of Effect:Monster group
Duration:Instantaneous
Damage:(caster level + 1)D6 hits, up to 10D6 [ELECTRICAL]
Saving Throw:Half Damage
Usable in camp:No
Usable in combat:Yes

Directs a deadly bolt of electricity at a single opponent. A single bolt can carry only so much charge.

3
Map 3[Map3 ]
Map3 spell
Area of Effect:Location
Duration:50 turns + 1d6 per caster level + 3d10
Usable in camp:Yes
Usable in combat:Yes

Automatically maps dungeon levels 1 through 3 while the party explores them, for as long as the spell remains active.

3
Summon Imp[SuIm ]
Summon Imp spell
Area of Effect:Party
Duration:5 turns per caster level
Usable in camp:Yes
Usable in combat:Yes

Summons a spell-casting imp to fight alongside the party.

4
Animate Dead[AnDe ]
Animate Dead spell
Area of Effect:Party member
Duration:Instantaneous
Usable in camp:Yes
Usable in combat:Yes

Brings back a dead party member as a zombie. The reanimated character will mindlessly fight alongside the party until it is slain a second time.

4
Dungeon Blink[DuBl ]
Dungeon Blink spell
Area of Effect:Party
Duration:Instantaneous
Usable in camp:Yes
Usable in combat:Yes

Randomly teleports the entire party to an entirely different section of the maze.

Use with caution, however; while you will not teleport high above the ground or into rock, you may find yourself in a much more dangerous section of Barrat's maze.

4
Great Shield[GrSh ]
Great Shield spell
Area of Effect:Party
Duration:5 turns per caster level
Usable in camp:No
Usable in combat:Yes

Generates an invisible force field around every member of the party, improving his or her armor class by 4.

Note that this spell can be stacked with other protection spells.

4
Map 4[Map4 ]
Map4 spell
Area of Effect:Location
Duration:50 turns + 1d6 per caster level + 4d10
Usable in camp:Yes
Usable in combat:Yes

Automatically maps dungeon levels 1 through 4 while the party explores them, for as long as the spell remains active.

4
Sleep[Slep ]
Sleep spell
Area of Effect:Monster group
Duration:10 turns per caster level
Saving Throw:Yes
Usable in camp:No
Usable in combat:Yes

Puts all monsters in the targeted group to sleep if they fail their saving throws.

4
Unseal Flesh[UnFl ]
Unseal Flesh spell
Area of Effect:Special
Duration:1 turn per caster level
Saving Throw:Yes
Usable in camp:No
Usable in combat:Yes

Strips a single enemy of all protection against non-magical weapons.

5
Banish[Bani ]
Banish spell
Area of Effect:Single monster
Duration:Instantaneous
Saving Throw:Yes
Usable in camp:No
Usable in combat:Yes

Banishes any single demon or multi-planar creature if it does not make its saving throw.

5
Cone of Cold[CoCd ]
Cone of Cold spell
Area of Effect:Monster group
Duration:Instantaneous
Damage:(caster level)D4+(caster level) hits, up to 15D4+15 [COLD]
Saving Throw:Half Damage
Usable in camp:No
Usable in combat:Yes

Directs a blast of frigid air at the targeted group of monsters, causing brutal frostbite and severe frost burns to each monster in the group. Air can only be chilled so far before the cone dissipates.

5
Map 5[Map5 ]
Map5 spell
Area of Effect:Location
Duration:50 turns + 1d6 per caster level + 5d10
Usable in camp:Yes
Usable in combat:Yes

Automatically maps dungeon levels 1 through 5 while the party explores them, for as long as the spell remains active.

5
Teleport[Tele ]
Teleport spell
Area of Effect:Party
Duration:Instantaneous
Usable in camp:Yes
Usable in combat:Yes

Allows the caster to teleport the party to any place in the maze, including back to Kyrn.

5
Uncurse Object[UnCu ]
Uncurse Object spell
Area of Effect:Special
Duration:Instantaneous
Usable in camp:Yes
Usable in combat:No

Frees the recipient from the grip of a cursed object.

6
Berserk[Besk ]
Berserk spell
Area of Effect:Caster
Duration:10 turns per caster level
Usable in camp:No
Usable in combat:Yes

Doubles the caster's current hits and makes him or her go berserk like a Barbarian.

6
Big Identification[BgId ]
Big Identification spell
Area of Effect:All opponents
Duration:Instantaneous
Usable in camp:Yes
Usable in combat:Yes

Has an 85% chance of identifying an unknown item or monster.

6
Huge Shield[HgSh ]
Huge Shield spell
Area of Effect:Party
Duration:5 turns per caster level
Usable in camp:Yes
Usable in combat:Yes

Generates an invisible force field around every member of the party, improving his or her armor class by 6.

Note that this spell can be stacked with other protection spells.

6
Map 6[Map6 ]
Map6 spell
Area of Effect:Location
Duration:50 turns + 1d6 per caster level + 6d10
Usable in camp:Yes
Usable in combat:Yes

Automatically maps dungeon levels 1 through 6 while the party explores them, for as long as the spell remains active.

7
Detect Special[DetS ]
Detect Special spell
Area of Effect:Location
Duration:15 turns per caster level
Usable in camp:Yes
Usable in combat:Yes

Reveals special areas of the Maze, such as secret doors and other unusual attributes.

7
Map 7[Map7 ]
Map7 spell
Area of Effect:Location
Duration:50 turns + 1d6 per caster level + 7d10
Usable in camp:Yes
Usable in combat:Yes

Automatically maps dungeon levels 1 through 7 while the party explores them, for as long as the spell remains active.

7
Mega-Fireball[MgFi ]
Fireball spell
Area of Effect:Monster group
Duration:Instantaneous
Damage:(caster level)D8+(caster level) hits, up to 20D8+20 [FIRE]
Saving Throw:Half Damage
Usable in camp:No
Usable in combat:Yes

If regular Fireball were a wolverine, this would be a berserker wolverine with rabies. Even so, the blast tops out before it would consume the caster's own party.

7
Summon Demon[SuDe ]
Summon Demon spell
Area of Effect:Party
Duration:5 turns per caster level
Usable in camp:Yes
Usable in combat:Yes

Summons a demon who will fight on behalf of the party.

8
Death Spell[DeSp ]
Death Spell
Area of Effect:All opponents
Duration:Instantaneous
Saving Throw:None
Usable in camp:No
Usable in combat:Yes

Kills every monster in sight that is 7 levels below that of the caster or lower.

8
DragonProof[DrPr ]
DragonProof Spell
Area of Effect:Party
Duration:3 turns
Usable in camp:No
Usable in combat:Yes

For the brief duration of this spell, the party is protected from all natural attacks, such as dragon breath, basilisk gaze, and banshee wails.

For attacks that cause physical damage, the party is shielded from a total of 10 hits per active party member per caster level.

For example, if the party has 4 members and the caster is level 17, the party will be protected from 17 * 4 * 10 hits = 680 hits of damage. This could shield each party member from 170 points of damage, or one party member from 680 points of damage. The protection is a party-wide pool, which each member can draw from according to their needs.

Additionally, as long as there is at least one point of protection remaining, the party is immune to aura attacks, such as fear and insanity.

This spell can be "topped up" by casting it again before the duration expires. Any remaining protection will be added to the new protection for the duration of the new spell. This can be done as many times as the caster is able to cast the spell.

8
Heal[Heal ]
Heal spell
Area of Effect:Party member
Duration:Instantaneous
Usable in camp:Yes
Usable in combat:Yes

Fully restore a living party member to total health.

8
Map 8[Map8 ]
Map8 spell
Area of Effect:Location
Duration:50 turns + 1d6 per caster level + 8d10
Usable in camp:Yes
Usable in combat:Yes

Automatically maps dungeon levels 1 through 8 while the party explores them, for as long as the spell remains active.

8
Raise Dead[Raze ]
Raise Dead spell
Area of Effect:Party member
Duration:Instantaneous
Usable in camp:Yes
Usable in combat:Yes

Restores a dead character to life, but he or she will be weak and only have one hit point until healed.

9
Holocaust[Holo ]
Holocaust spell
Area of Effect:All opponents
Duration:Instantaneous
Damage:25D10 hits [MAGIC]
Saving Throw:None
Usable in camp:No
Usable in combat:Yes

Inflicts massive damage on all opponents. The inferno always burns at its full, terrible intensity, no matter who calls it down.

9
Map 9[Map9 ]
Map9 spell
Area of Effect:Location
Duration:50 turns + 1d6 per caster level + 9d10
Usable in camp:Yes
Usable in combat:Yes

Automatically maps every dungeon level while the party explores them, for as long as the spell remains active.

9
Time Stop[TiSt ]
Time Stop spell
Area of Effect:Location
Duration:Instantaneous
Saving Throw:None
Usable in camp:No
Usable in combat:Yes

Stops time in its tracks. There is 85% chance of freezing the monsters in time for 1-3 turns, giving the party one or more free turns of attacks.