
Displays a compass at the top of the screen.

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.

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.

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

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.

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.

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.

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

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

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

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

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

Summons an elemental to fight alongside the party.

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.

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.

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

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

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

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.

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.

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.

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

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

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

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

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.

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

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

Frees the recipient from the grip of a cursed object.

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

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

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.

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

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

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

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.

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

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

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.

Fully restore a living party member to total health.

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

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

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

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

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.