User Guide
Poison (Elemental, Dark): Once cast, your foe is blasted with poison that
does immediate and continual damage until the poison has run its course.
Poison Cloud (Elemental, Dark): A poisonous cloud of noxious gases
is formed in front of the spellcaster and moves slowly away from your
party.
Power Draw (Spirit, Light): The spellcaster uses Power Draw to
"push" Spell Points into a character’s damage rating. The number of
Spell Points pushed affects the amount of damage modified.
Purify (Light, Elemental): This spell purifies the life forces of the
character it is cast upon, removing conditions such as poison, disease,
drunk, insane, fear, paralyse, etc.
Regeneration (Light, Elemental): Regeneration enables the character
to naturally heal at a faster rate of recovery than normal.
Resist Death (Light, elemental): Resist Death provides the character
with extra resistance to Dark Magic.
Resurrection (Light, Elemental): This spell resurrects a character whose
body has been destroyed. However, the recovery rate is very slow.
Shared Life (Spirit, Light): Shared Life combines the life force of
your characters and redistributes it amongst the entire party as evenly
as possible. No individual character is allowed to have more points than
his or her maximum total Hit Points.
Souldrinker (Dark, Spirit, Elemental): This horrible spell sucks the life
from all creatures in sight, friend or enemy. Souldrinker then transfers that
life to your party in much the same fashion as Shared Life.
Sparks (Elemental, Light): Sparks fires small balls of lightning into the
world that bounce around until they hit something or dissipate. It is
hard to tell where they will go, so this spell is best used in a room
crowded with small monsters. Each spark does 2 points plus 1 per point
of skill in Elemental Magic.
Spell Reaver (Light, Spirit): This spell dispels magic cast upon living
creatures in an area around the party, dependent on the caster’s level of
skill mastery. Unfortunately, the spell does not remove magic traps from
unguarded chests or doors.
Torchlight (Elemental, Light): Torchlight gives the party an aura of
light to aid them in dark areas.
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47 ✦ Creating Characters
Fear (Dark, Spirit): When struck by Fear, the targeted enemy is
overcome with fright of the spellcaster and must flee. If a creature takes
damage while under the influence of this spell, the spell will be broken.
Fear will not work on undead creatures.
Feather Fall (Elemental, Light): Feather Fall eases great falls by
drastically reducing the weight of the party.
Fleet Foot (Elemental, Spirit): This spell accelerates your party's travel
speed, depending upon the level of skill.
Haste (Spirit, Light): Once cast, this spell decreases recovery time of
the character it is cast upon, allowing him or her to cast spells and
attack faster than ever before. However, the character will be weak once
the spell wears off.
Heal (Spirit, Light): Heal cures Hit Points on a single character when
cast.
Lloyd's Beacon (Elemental, Light, Spirit): This ultimate teleportation spell
requires some planning to use. You must set a beacon before you can use this
spell to teleport.
Magic Mine (Elemental, Dark): Magic Mine enables the spellcaster to
drop a magically enchanted mine on the ground. The next "being" that
walks within 15" of the mine will suffer from the mine’s blast once the
party has left its radius.
Meteor Shower (Elemental, Light): This spell summons flaming rocks
from the sky that fall in a large radius surrounding your chosen foe. Try
not to be near the victim when you use this spell. A single meteor does
8 points of damage plus 1 per point of skill in Elemental Magic. This
spell only works outdoors.
Natural Armour (Spirit, Elemental): Natural Armour uses the forces
of nature to provide additional armour to the character it is cast on,
mainly for the use of the Druid. The spellcaster cannot be wearing metal
armour.
Pain Reflection (Dark, Spirit): When an enemy hits a character upon
which Pain Reflection has been cast, the enemy takes damage as well.
Paralyse (Dark, Elemental): Paralyse temporarily prevents a foe from
moving or attacking for the duration of this spell, which is 3 minutes per
point of skill in Dark Magic. You are free to attack your helpless target to
your heart's content; paralysed monsters cannot retaliate.
Phantom Fighter (Spirit, Elemental): This spell calls forth a Blade
expert in phantom form. When the spell dies out, the phantom takes your
weapon as payment for his services. It can only be cast on one–handed,
unenchanted blade weapons.
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