Magic Spells & Paladin Abilities

In the Quest for Glory Series, there are many Spells that a clever Magic User can uncover and many abilities that an honorable Paladin can achieve. In all, there are a total of 28 Spells and 9 Paladin Abilities.

Magic Spells
Paladin Abilities


Spells:

General Purpose:

Detect Magic

Fetch

This spell is used to reveal objects that have spells or magical traps cast upon them. It can also be used to find things made invisible by spells.

First Aid

Lowenhard's Lariat of Legerdemain or as it is better known, Fetch, is a spell used to manipulate objects at a distance. Upon casting, this spell creates a field of magic around a visible object and brings it to the caster. With a good deal of skill, it can be used to move objects from one place to another. It is limited to small, non-living objects.

Juggling Lights

The First Aid spell heals the hero or an ally. The amount of healing performed is determined by your hero's skill with the spell.

Levitate

Juggling Lights makes a display of light which will partially illuminate an area. It is good for dark places.

Open

Ellen's Enchanted Elevator, or Levitate, is a spell that allows the caster to move up and down at will. This is ideal for getting the book you need off the top shelf in your library or for dusting the top of you refrigerator. This spell continually drains the caster's Mana points while in use.

Rest In Peace

This useful little spell is particularly suited for absentminded spellcasters who tend to misplace their keys. This spell can be used to open locked doors or chests, but tends to set off magical traps in the process.

Shrink

Rest in Peace, a.k.a. DND (do not disturb). This spell is useful when your hero tries to sleep in the wilderness. It simply means that your character will have no encounters until he has had eight hours of sleep.

Summon Staff

Use the Shrink spell on an opponent to shrink him to half his normal size. A shrunken foe will do half the damage he normally does. He'll also think twice about attacking and might beat a hasty retreat instead.

Trigger

The Summon Staff Spell creates a Magic Staff which has one-half the number of Mana points as your hero has when the staff is summoned. If you cast other spells with the Staff in hand, the spells will use the Staff's Mana points. When the Staff runs out of Mana points, it will vanish. You must summon the Staff in order to use it again.

Pre-Combat:

Augment

R. Roger's Reactivating Ritual, or Trigger, allows the caster to activate operating magical spells. Thus the magic user can avoid damage from magial traps or affect magical items or creatures with a snap of the fingers.

Calm

Augment temporarily increases your character's Spell skill for a specified spell. Cast Augment on an offensive spell to inflict more damage. Cast Augment on a defensive spell to increase the duration of its effect.

Dazzle

This spell was developed for avoiding awkward situations, such as physical combat. It relaxes the natural aggressive tendencies of creatures in the area of the spell and causes them to pause for a moment to contemplate the universe and its bellybutton. The effect ends after a short time or after the creature has been attacked.

Fascinate

Erasmus' Razzle Dazzle produces a flash of brilliant magic that temporarily blinds any creatures near the caster. Of course, this presupposes that the creatures have eyes...

Hide

The Fascination spell creates a series of spinning lights that attracts unintelligent monsters. When the spell ends, the lights explode, inflicting minor damage upon anything nearby.

Zap

Casting the Hide spell makes the hero invisible as long as he stays in one place. Although you can cast other spells without becoming visible, monsters can figure out your location by seeing where the spells come from. The Hide spell turns off while you are moving.

Defensive:

Aura

The Leyden's Latent 'Lectrical Discharge spell, or Zap, allows a caster to place magical energy upon a weapon. This is released when the weapon strikes an opponent, increasing the amount of damage inflicted.

Protection

Casting the Aura spell protects against special Undead powers such as Stamina and Health drains. Your hero will be unaffected by the drains during this spell's duration, but he can still be hurt by the monster's attacks and spells.

Resistance

The Protection spell acts as a suit of magical armor, reducing by half the damage inflicted from any physical attack.

Reversal

Resistance reduces damage inflicted upon your hero from element based attacks such as fire, lightning, and cold. In addition it provides some protection from Frost Bite, Flame Dart, Lightning Ball, and Dragon Fire. Resistance also lessens the damage done by Dragon Breath and natural heat sources.

Offensive:

Boom

Kirkov's Cosmic Karma Cookies, or Reversal, reflects offensive spells back upon the cas ter. Cast this spell before entering magical combat. The spell does not protect against Frost Bite, Dragon Fire, or other area affecting spells such as Calm or Dazzle.

Dragon Fire

The Boom spell is a magical proximity mine. It's a skull that is thrown by the caster, and that floats in the air above where it landed. If anything comes within ten feet, including the caster, the skull explodes dealing out a massive amount of damage.

Flame Dart

The Dragon Fire spell, when cast, creates a dragon's head in the air above its target and proceeds to breathe magical flame, toasting the foolish creature that dared to attack your hero. Doing a great deal of damage, this counterpart to Frost Bite uses up a tremendous amount of Mana points and should be used sparingly.

Forcebolt

Flame Dart is the hero's primary spell. It is the most cost effective of the offensive spells, but there are many creatures that are resistant to fire damage. This spell does not work underwater.

Frost Bite

The Force Bolt does not do as much damage as Flame Dart or Lightning Ball, but it does do some physical damage. It will also bounce off things and can sometimes by used to hit targets by ricochet.

Lightning Ball

The Frost Bite spell blasts frosty air, damaging everything in its path. Because it affects an entire area, it is effective against groups of hostiles as well as fire based creatures.

Thermonuclear Blast

The Lightning Ball spell is more costly than Flame Dart in terms of Mana, but it will affect creatures that are resistant to flame. This spell is definitely not recommended for underwater use since it will electrocute anyone nearby (including the caster).

Whirlwind

Casting the Thermonuclear Blast spell causes major destruction within a ten mile radius. Nothing living survives. This includes your character, but at least your hero will go out with a bang!

The Whirlwind spell is cast on a monster, causing it to spin around in place for the duration of the spell. There is some damage inflicted by this spell, but it is primarily used to trap an opponent.


Paladin Abilities:

�In order of attainment

Paladin Sword


Heal

The Flaming Sword is an automatic ability for Paladins. When a Paladin Sword is wielded in battle by a character with this skill, it is surrounded by a field of magical flame that increases the damage inflicted by the Sword.

Honor Shield

This Paladin spell can be used on your hero or an ally during combat. It draws upon Stamina, with the amount of healing proportional to the current Stamina value.

Magic Ward

The Honor Shield creates a magical field which protects the Paladin from damage by the opponent's weapon. When invoked, it adds directly to your hero's Defense skill.

Destroy Undead

The Magic Ward creates a barrier preventing magical offensive spells from affecting the Paladin. This spell must be invoked by the Paladin when in the presence of a Spellcaster or a magical trap. Each magical attack will lower the Paladin's Stamina while Magic Ward is active.

Peace

The Destroy Undead spell emits a sphere of light, directly damaging Undead creatures.

Sense Aura

The Paladin Peace spell relaxes everyone in the area. This effect prevents most opponents from attacking unless they are attacked or once the effect wears off. This ability is gained by a Paladin with high Honor.

Holy Strength

When a Paladin invokes Sense Aura on a person, he will receive a general impression of that person's feelings and thoughts. Though this ability requires a very high Honor, it allows the Paladin to determine the trustworthiness of others.

Awe

Holy Strength augments the Paladin's Strength, increasing it proportionally to the current amount of Stamina points. This can greatly increase the Paladin's combat skill. Only a very honorable Paladin will achieve this ability.

The Awe spell lowers the attacker's morale, causing most opponents to flee or retreat. Only the fiercest of foes can resist this charm. This is the most powerful ability a Paladin can gain, and only the most honorable will ever attain it.

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