First Level Sorcerer Spells
# SPELL NAME WHEN DURATION TARGET RANGE SIGHT SAVE RESIST DAMAGE CLASS COST DESCRIPTION
1101 Discover Magic Combat/ Camp 3 > 7 Variable Size 15 NO NO NO - Special 1 This spell will reveal all items that have magical properties. It can be cast during combat or while collecting treasure. It will not give specific information about magical items.
1102 Enchanted Blade Combat/ Camp 1 x 1 Single Target 5 YES NO NO - Special 2 Will cause the target to cause more damage during combat. The target does not need to possess a weapon. It will cause even those that are using their bare hands to cause more damage.
1103 Energy Storm Combat ° Fixed Size 7 YES YES YES 1 to 3 x power Magical 10 -
1104Flame Hands Combat° Touch 1 NO YES YES 1 to 3 x power Fire 2-
1105 Free Fall Camp 2x4 Special N/A NO NO NO - Special 10Will allow the party or individuals to descend a long distance without taking damage.
1106 Identify Objects Camp Permanent Special N/A NO NO NO - Special 25This spell will reveal specific information on a group of items.
1107 Leap Encounter° Special N/A NO NO NO - Special 15Allows the party to leap over tall objects.
1108 Magic Darts Combat° Multi Target 15 YES NO NO 1 to 5 Magical 4-
1109 Open Lock Encounter° Special N/A NO NO NO - Special 45Will open a lock. This spell will not always work. It depends on the complexity of the lock.
1110 Shine Camp 30x30 Special N/A NO NO NO - Special 2Will cause a magical flame to illuminate dark areas.
1111 Sparkling Armor Combat/ Camp 1x1 Self 0 NO NO NO - Special 2Protection against physical attacks.
1112 Superfly Encounter° Special N/A NO NO NO - Special 12Allows the party to perform fantastic acrobatic acts.
Second Level Sorcerer Spells
# SPELL NAME WHEN DURATION TARGET RANGE SIGHT SAVE RESIST DAMAGE CLASS COST DESCRIPTION
1201 Dig Hole Encounter° Special ° NO NO NO - Special 20Will allow the party to dig a hole by magical means.
1202 Discover Secret Encounter 10x30 Party N/A NO NO NO - Special 5Increases the chance the party will detect a secret area.
1203 Flame Spikes Combat° All Enemy° NO +10% YES 1 to 4 x power Fire 25-
1204 Frozen Palm Combat° Touch 1 NO YES YES 2 to 4 x power Cold 3-
1205 Hover Encounter 5x10 Party N/A NO NO NO - Special 15Allows the party to hover over or float over a pit or chasm.
1206 Invisible Skin Combat/ Camp 4>10 Multi Target 6 NO NO NO - Special 5Makes the wearing of the magical skin invisible. Invisible creatures can move away from enemies during combat without the penalty of being attacked.
1207 Itching Skin Combat 1x3 All Enemy° NO YES YES - Special 8Decreases the ability of the target to hit during combat.
1208 Limited Phase Combat° Special 2x power NO NO NO - Special 10Allows the caster to teleport during combat. The PC's move is over after the phase.
1209 Magic Grip Combat° Touch 1 NO NO YES 2 to 6 x power Magical 4-
1210 Protection from Foe Combat/ Camp 2>5 Multi Target 5 NO NO NO - Special 2Makes the target more difficult to hit for the enemy.
1211 Scorched Earth Combat° Ray 2 x power YES YES YES 2 - 10 Fire 10-
1212 Shiver Combat° All Enemy° NO NO YES 1 - 2 x power Cold 20-
Third Level Sorcerer Spells
# SPELL NAME WHEN DURATION TARGET RANGE SIGHT SAVE RESIST DAMAGE CLASS COST DESCRIPTION
1301 Arcanic Bubble Combat/ Camp 1x2 Self 0 NO NO NO - Special 20Allows the target to absorb spell points from spells that affect the target.
1302 Adrenalin Combat/ Camp 1x2 Fixed Size 4 YES NO NO - Special 35This spell will add a magical substance to the bloodstream. All those affected will move faster and have more actions per round than normal.
1303 Deep Freeze Combat° Ray 10 NO YES YES 1 - 10 x power Cold 15-
1304 Destroy Magic Combat/ Camp° Multi Target 10 NO NO NO - Special 15Removes all non-permanent magical effects on the target.
1305 Fantastic Wings Encounter° Special° NO NO NO - Special 20Each person in the party will sprout magical wings that will allow them to fly for a short time.
1306 Fireball Combat° Variable Size 15 YES YES YES 1 - 16 Fire 9-
1307 Magic Screen I Combat/ Camp 2>8 Multi Target 5 NO NO NO - Special 10Renders the targets completely immune to 1st level spells.
1308 Plague Combat 2>5 Variable Size 8 NO YES NO 10 - 20 Special 25-
1309 Plane of Force Combat 1>4 Rotate 10 YES NO YES 2 - 8 x power Special 25-
1310 Radiate Combat° All Adjacent 0 NO -10% YES 2 - 15 x power Magical 25-
1311 Slug Combat 1x2 Fixed Size 10 NO +10% YES Slow when in area Special 20This spell will add a magical substance to the bloodstream. All those affected will move slower and have fewer actions per round than normal.
1312 Waterworld Encounter 10x20 Party° NO NO NO - Special 25Will create a temporary bubble around the party. By force of will they can cause the bubble to move through water as if it could swim.
Fourth Level Sorcerer Spells
# SPELL NAME WHEN DURATION TARGET RANGE SIGHT SAVE RESIST DAMAGE CLASS COST DESCRIPTION
1401 Cosmic Blast Combat° All Enemy° NO YES YES 2 - 4 x power Magical 30-
1402 Flame Tongue Combat° Ray 2 x power YES YES YES 8 - 16 Fire 18-
1403 Improved Arcanic Bubble Combat/ Camp 2>6 Multi Target 4 YES NO NO - Special 30Same as Arcanic Bubble with improved targeting options.
1404 Magic Screen II Combat/ Camp 2>8 Multi Target 5 YES NO NO - Special 15Renders the targets completely immune to 2nd level spells.
1405 Magic Shield Combat/ Camp 1x2 All Adjacent 0 NO NO NO - Special 10Renders the targets completely immune to 2nd level spells.
1406 Minor Attack Deflector Combat/ Camp 1x1 Self 0 NO NO NO - Special 10Causes all physical attacks to be reflected and be inflicted on the attacker 33% of the time.
1407 Plane of Ice Combat 1>4 Rotate 10 YES YES YES 2 - 10 x power Cold 30-
1408 Power Drain Combat° Touch 1 NO YES YES Drain 5-8 x power Special 10Causes the target to lose spell points.
1409 Power Surge Combat/ Camp° Touch 1 NO NO NO Gain 5-8 x power Special 10Causes the target to gain spell points.
1410 Remove Item Combat/ Camp Permanent Multi Target 1 NO NO NO - Special 6Removes all cursed items from the body of the target.
1411 Silence Combat/ Camp 1x2 Fixed Size 10 NO +15% YES - Special 15Affected targets will be unable to cast spells during combat due to a magical blockage placed on the vocul cords of the affected.
1412 Sleepwalk Encounter 30x30 Special° NO NO NO Reduces Party Fatigue Special20 Will reduce the fatigue level of the entire party.
Fifth Level Sorcerer Spells
# SPELL NAME WHEN DURATION TARGET RANGE SIGHT SAVE RESIST DAMAGE CLASS COST DESCRIPTION
1501 Charm Foe Combat° Multi Target 8 NO Vs. Caster NO - Charm 15Affected targets will change their allegiance to that of the caster, thus fighting for the caster instead of against.
1502 Creature Summon 1 Combat° Multi Target 12 NO NO NO Summon creatures Special 20Will cause creatures to appear from the void and fight for the caster during battle.
1503 Flame Missile Combat° Single Target 3 x power NO YES YES 10-15 +(5x power) Fire 20-
1504 Flash Combat° Ray 10 YES YES YES 2-15 x power Magic 30-
1505 Frostbite Combat° Touch 1 NO NO YES 10-20 x power Cold 20-
1506 Heal Small Wounds Combat/ Camp° Touch 1 NO NO NO Heal 1-8 x power Special 10Heals damage.
1507 Magic Screen III Combat/ Camp 1x2 Multi Target 5 YES NO NO - Special 45Renders the targets completely immune to 3rd level spells.
1508 Minor Spell Deflector Combat/ Camp 1x1 Self 0 NO NO NO - Special 30Spells cast on those affected by this spell will reflect and affect the caster instead 33% of the time.
1509 Phase Combat° Special 2x - power NO NO NO - Special 25Allows the caster to teleport during combat while still allowing him to perform some action. The action must be physical. No spell casting can be performed after phasing.
1510 Power Gather Combat/ Camp 1x5 Single Target 5 YES NO NO Provides power Special 40Will cause the target to accumulate spell points at an accelerated rate.
1511 Power Wither Combat 1x5 Single Target 5 YES YES YES Drains power Special 25Will cause the affected targets to lose spell points each round during combat.
1512 Wizard Eye Camp 1x3 Party N/A NO NO NO Enhanced view Special 40Allows the caster to see in his mind special things.
Sixth Level Sorcerer Spells
# SPELL NAME WHEN DURATION TARGET RANGE SIGHT SAVE RESIST DAMAGE CLASS COST DESCRIPTION
1601 Annihilate Combat° Ray 4 YES YES YES 30-40 x power Magic 40-
1602 Creature Summon 2 Combat° Multi Target 12 NO NO NO Summon creatures Special 40Will summon more powerful creatures than Creature Summon 1.
1603 Fearful Thoughts Combat 1x2 Fixed Size 7 YES YES YES - Mental 35Causes those that fail DRVs Mental to run away during battle for a short time.
1604 Heal Medium Wounds Combat/ Camp° Touch 1 NO NO NO Heal 2-16 x power Special 20Heals damage
1605 Magic Screen IV Combat/ Camp° Multi Target 5 YES NO NO - Special 70Renders the targets completely immune to 4th level spells.
1606 Major Attack Deflector Combat/ Camp 3>6 Multi Target 6 YES NO NO - Special 45Improved target options for Minor Attack Deflector.
1607 Major Charm Foe Combat° Variable Size 8 NO Vs Caster NO - Charm 45Same as Charm Foe but with better targeting.
1608 Plane of Fire Combat 1x2 Rotate 10 YES YES YES 3 - 18 Fire 40-
1609 Shape Earth Encounter° Special° NO NO NO - Special 50Moves lots of dirt.
1610 Solar Flare Combat 1x1 Fixed Size 12 YES -20% YES 15 - 25 Fire 50-
1611 Stinging Lights Combat 2>2 Multi Target 20 YES -20% YES 3 - 18 Magical 15-
1612 Thought Lace Combat/ Camp 1x1 Party° NO NO NOAdded resist to charm Special 35Makes party more resistant to Charm spells.
Seventh Level Sorcerer Spells
# SPELL NAME WHEN DURATION TARGET RANGE SIGHT SAVE RESIST DAMAGE CLASS COST DESCRIPTION
1701 Arctic Wind Combat ° Ray 15 NO YES YES 20-40 x power Cold 60-
1702 Creature Summon 3 Combat° Multi Target 12 NO NO NO Summon creatures Special 60Will summon more powerful creatures than Creature Summon 2.
1703 Fire Flies Combat° Multi Target 15 NO -20% YES 35 - 45 Fire 30-
1704 Hail Storm Combat 1x2 Variable Area 10 YES -20% YES 15 - 20 Cold 30-
1705 Heal Major Wounds Combat/ Camp° Touch 1 NO NO NO Heal 3-24 x power Special 30Heals damage.
1706 Magic Screen V Combat/ Camp 2>8 Multi Target 5 YES NO NO - Special 100Renders the targets completely immune to 5th level spells.
1707 Major Spell Deflector Combat/ Camp 2>4 Multi Target 6 YES NO NO - Special 75Improved targeting options for Minor Spell Deflector.
1708 Multi Invisible Skin Combat/ Camp 1x1 All Friendly° NO NO NO - Special 50Allows the caster to encase everyone in a large are within magical skins that make them invisible.
1709 Multi Mutiny Combat° Variable Size 15 NO Vs Caster NO 3 - 24 Charm 50Those affected will change alligance and fight for the caster.
1710 Multi Sandman Combat 1x1 All Enemy° NO YES YES - Mental 90Causes everyone in a large area to DRVs Mental or fall asleep.
1711 Pulse Combat 1x1 All Adjacent 0 NO YES YES 20 - 40 Magic 30 -
1712 Solar Winds Combat 2x4 Fixed Size 10 YES YES YES 10 - 25 Fire 50-

What do all those funny words and symbols mean in the charts? Here is a description of each of the fields in the following spell charts:
When:Camp This spell can be cast in camp.
  Combat This spell can be cast in combat.
  Encounter This spell can be cast during an encounter only.
Duration: ° This spell is instantaneous or has some other effect that is not dependent on time.
  x This spell has a duration that will increase by power level. i.e. 2x4 means the spell will last for 2 to 4 rounds per power level that it was cast at.
  > This spell has a set duration and will not increase with additional power levels. i.e. 2>4 means the spell will last from 2 to 4 rounds only.
Target: The manner of area that the spell will affect.
  Self: This spell affects the caster only.
  Single Target: This spell affects a single target only.
  Multi Target: This spell will affect one target per power level that it is cast.
  Variable Area: This spell will affect an area that will grow in size as the power level increases.
  Ray: This spell will affect all those in a path from the caster to the target.
  Fixed Size: This spell will affect a fixed size area that will not vary with power level.
  Party: This spell will affect the party as a whole.
  All Enemy: This spell will affect all those NOT friendly to the caster.
  All Friendly: This spell will affect all those friendly to the caster.
  All Adjacent: This spell will affect all characters and monsters adjacent to the caster.
  Special: This spell has a special area of affect.
  Touch: The caster must be adjacent to his intended target.
  Rotate: This spell has a shape that can be rotated to align to the casters wish. Hit the Return key to rotate.
Range: This shows the range that the spell has in combat.
  x-power: This spell will increase in range for every power level it is cast at.
  Specific Value: This spell may be cast at targets that are up to this value away.
  ° This spell has no range limit.
  N/A: Range has no meaning for this spell.

Enchanter Spells Priest Spells