Bard's Tale Spells

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This table reprinted from the Darkmoon Fallen (R.I.P.) site.

Bard's Tale Spells

To cast any spell, you must type a four-letter "CODE" which corresponds to the name of the spell.  Each spell uses up spell points, and may only be cast by the appropriate magical specialist.

You will note that beginning magic users may only choose from the conjurer and magician specialties.  As they advance, mages will have the opportunity to become "archmages" and gain additional magic skills in other classes by actually switching to a new specialty. 

Conjurer Spells

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|SPELL NAME/Description__ _|
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CONJURER SPELLS
Level 1


MAGE FLAME A small, mobile
"torch" will appear, and float above
the spell caster as he travels.


ARC FIRE A fan of blue flames will
shoot from the caster's fingers,
doing 1-4 hits of damage to a select
opponent, times caster's level.

SORCERER SHIELD The mage is
protected by an invisible "shield"
of magic, that turns aside many
blows that would otherwise hit him.

TRAP ZAP This spell will disarm
any trap within 30 feet, in the
direction the party is facing. It
will also disarm traps on chests.

Level 2

FREEZE FOES This spell binds
your enemies with a magical force,
slowing their movements and
making them easier to hit.
CODE
Pt. Cost
Range
Duration




MAFL
2
View
Medium

ARFI
3
1 Foe
---

SOSH
3
Self
Combat

TRZP
2
30'
---



FRFO
3
Group
Combat
KIEL'S MAGIC COMPASS A
Compass of shimmering magelight
appears above the party, telling
the direction they face.

BATTLESKILL This spell increases
one of your party member's skill
with weapons, increasing the
accuracy and ferocity of his attacks.

WORD OF HEALING With the
utterance of a single word the
spell caster can cure a party
member of minor wounds,
healing 2-8 points of damage.

Level 3

ARCYNE'S MAGESTAR A bright
flare will ignite in front of a group
of your enemies, temporarily
blinding them and causing them
to miss the next combat round.


MACO
3
---
Medium

BASK
4
Char
Combat

WOHL
4
Char
---




MAST
5
Group
---




LESSER REVELATION This is an
extended "Mage Flame" spell
which also reveals secret doors.


LEVITATION Partially negates the
effect of gravity on the party,
causing them to float over traps
or up through portals.

WARSTRIKE Causes a spray of
energy to spring from the caster's
extended finger, sizzling a group
of opponents for 4-16 hits damage.

Level 4

ELIK'S INSTANT WOLF With this
spell the caster can make a real wolf
appear and join the party, fighting
in its defense.

FLESH RESTORE This powerful
healing spell will restore 6-24 hit
points to a party member and cure
poisoning and insanity.

POISON STRIKE This spell hurls
porcupine-sharp needles from the
mages finger into a selected
monster, poisoning it.

Level 5

GREATER REVELATION This
spell functions like a "Lesser
Revelation" spell, only it
illuminates a wider area.
LERE
5
View
Long

LEVI
4
Party
Short

WAST
5
Group
---



INWO
6
Special
---

FLRE
6
Char
---

POST
6
Foe
---



GRRE
7
View
Long
WRATH OF VALHALLA Makes a
member of your party fight with the
strength and accuracy of ancient
Norse heroes for the entire combat.

SHOCK-SPHERE A large glove
of intense electrical energy
envelops a group of enemies,
doing 8-32 hits of damage.

Level 6

ELIK'S INSTANT OGRE This
incantation will cause a real ogre
to appear and join the party.


MAJOR LEVITATION This will
make the party levitate as does
the level 3 spell, but its effects
will last until dispelled.

Level 7

FLESH ANEW This spell behaves
like the "Flesh Restore" spell,
except that it will affect every
member of the party.

APPORT ARCANE Allows the
party to teleport anywhere within a
dungeon, except for places
protected by teleportation shields.
WROV
7
Char
Combat

SHSP
7
Group
---



INOG
9
Special
---

MALE
8
Party
Indef.



FLAN
12
Party
---

APAR
15
Party
---

Magician Spells

MAGICIAN SPELLS
Level 1


VORPAL PLATING This spell
causes the weapon (or hands) of a
party member to be covered with a
magical field, which causes him to
do an additional 2-8 points of damage

AIR ARMOR This spell will make
the air around the spell caster
bind itself into a weightless suit
of "armor."

SABHAR'S STEELIGHT SPELL
Causes all metal near the party
to glow with a magical light, illum-
inating the surrounding area.

SCRY SITE The walls themselves
will speak, under direction of this
spell, revealing to the spell caster
his location in the labyrinth.

Level 2

HOLY WATER A spray of water
will emanate from the mage's
fingers, doing 6-24 points of
damage to any undead foe
( e.g. skeleton, zombie, vampire)

WITHER STRIKE Any foe at whom
this spell is cast is likely to be turned
old, thus reducing his ability to
attack and defend in combat.


VOPL
3
Char
Combat


AIAR
3
Self
Combat

STLI
2
View
Short

SCSI
2
Party
---



HOWA
4
1 Foe
---


WIST
5
1 Foe
---
MAGE GAUNTLETS Makes a party
member's hands (or weapon) more
deadly, adding 4-16 points of
damage to every wound he inflicts.

AREA ENCHANT This spell will
cause the dungeon walls within
30 feet of a stairway to call out,
if the party is travelling toward it.

Level 3

YBARRA'S MYSTIC SHIELD
The air in front of the party will
bind itself into metallic hardness,
and will accompany the party when
it moves, as a sort of invisible "shield."

OSCON'S OGRESTRENGTH
Allows a member of your party to
damage monsters as if he were
as incredibly strong as an ogre.


MAGA
5
Char
Combat

AREN
5
30'
Short



MYSH
6
Party
Medium


OGST
6
Char
Combat

MITHRIL MIGHT Increases the
armor protection of each party
member by enhancing their armor's
natural strength by magic.

STARFLARE The air surrounding
a group of your enemies will
instantly ignite, causing them to
be burnt for 6 to 24 damage points.

Level 4

SPECTRE TOUCH This spell will
drain a single enemy of 12 to 48
points of damage, as if touched
by a spectre.

DRAGON BREATH Allows the
mage to breathe fire at a group of
foes, doing 8 to 32 points of
damage to each.

SABHAR'S STONELIGHT SPELL
Makes all stone and earth within
range of the party glow with magical
light, revealing even secret doors.

Level 5

ANTI-MAGIC Causes the ground to absorb
a portion of the magical energies cast at the
party, frequently allowing the
members to escape all damage.
Also aids in disbelieving illusions and in turning
back magical fire, like a dragon's breath.
MIMI
7
Party
Combat

STFL
6
Group
---



SPTO
8
1 Foe
---

DRBR
7
Group
---

STSI
7
View
Medium



ANMA
8
Party
Combat
AKER'S ANIMATED SWORD
A magical sword will appear and
fight like a summoned monster
in defense of the party.

STONE TOUCH This spell will often
turn an enemy to stone, or a stone
monster from living stone to dead
stone. But it doesn't always work.

Level 6

PHASE DOOR This incantation
will alter the structure of almost any
wall directly in front of the party,
turning it to air for exactly 1 move.

YBARRA'S MYSTICAL COAT OF
ARMOR
Causes an effect like
"Air Armor" to cover every member
of the party, lasting indefinitely.

Level 7

RESTORATION Makes all wounds
disappear as your entire party is
reforged into unflawed bodies.
Also cures poisoning and insanity.

DEATHSTRIKE This incantation
is very likely to instantly kill one
selected enemy, big or small.
ANSW
8
Spec
Combat

STTO
8
1 Foe
---



PHDO
9
1 Wall
1 Move

YMCA
10
Party
Indef.



REST
12
Party
---

DEST
14
1 Foe
---

Sorcerer Spells

SORCERER SPELLS
Level 1


MANGAR'S MIND JAB The mage
casts a concentrated blast of
psychic energy at one opponent
doing 2-8 hits of damage for each
experience level of the mage.

PHASE BLUR The entire party
will seem to waver and blur in the
sight of the monsters, making the
party very difficult to strike.

LOCATE TRAPS In a state of
magically-heightened awareness,
the spell caster will be able to sense
a trap within 30 feet, if he faces it.

HYPNOTIC IMAGE If successfully
cast, this spell will make a group of
your enemies miss the following
attack round.

Level
2

DISBELIEVE This spell will reveal
the true nature of any illusion
attacking the party, causing it to
instantly vanish.

TARGET-DUMMY A magical illusion
appears in the party's special slot.
Unable to attack, it will serve to
draw enemy attacks to himself.





MIJA
3
1 Foe
---


PHBL
2
Party
Combat

LOTR
2
30'
Short

HYIM
3
Group
---



DISB
4
Party
---

TADU
4
Spec
Combat
MANGAR'S MIND FIST A higher
power "Mind Jab," does 3-12 hits
of damage to one foe, times the
experience level of the mage.

WORD OF FEAR This incantation
will make a group of your enemies
shake in fear, reducing their ability
to attack and do damage.

Level
3

WIND WOLF This spell creates an
illusionary wolf to join the party.
This and other illusions are only
effective as long as an enemy
"believes" them. Depending on
power and location, the monster may
see through the illusion, and cause it
to vanish.

KYLEARAN'S VANISHING SPELL
The mage casting this spell will turn
nearly invisible in the eyes of his
enemies, who will have great
difficulty in striking him.
MIFI
4
1 Foe
---

FEAR
4
Group
Combat



WIWO
5
Spec
---





VANI
6
Self
Combat


SECOND SIGHT The mage will
experience heightened awareness
and be able to sense stairways,
special encounters, spell negation
zones, and other unusual occurrences.

CURSE Causes a group of your
enemies to fear you greatly,
lessening their morale and their
ability to hit and damage you.

Level
4

CAT EYES The members of the
mage's party will all receive perfect
night-vision, which will last
indefinitely.

WIND WARRIOR This spell will
create the illusion of a battle-
ready warrior that joins your party.

KYLEARAN'S INVISIBILITY SPELL
This invocation will perform a
Vanishing Spell on the entire
party.

Level
5

WIND OGRE This spell will create
the illusion of an ogre, which will
accompany and fight with your
party.
SESI
6
30'
Medium


CURS
5
Group
Combat



CAEY
7
View
Indef

WIWA
6
Spec
---
INVI
7
Party
Combat



WIOG
7
Party
---
DISRUPT ILLUSION This spell will
destroy any illusion fighting the
party, and any new illusions created
later in the combat. It will also point
out any dopplegangers in the party.

MANGAR'S MIND BLADE A sharp
explosion of psychic energy that
inflicts10 - 40 hits to each and
every enemy you face.

Level
6

WIND DRAGON This incantation
will create an illusionary red dragon
to fight with your party.

MIND WARP This spell will make a
member of your party go totally
insane. Useful for possessions.

Level
7

WIND GIANT This spell will create
an illusionary storm giant, to join
with, and fight for, your party.


SORCERER SIGHT This spell
functions the same as the Second
Sight spell, but it will last
indefinitely.
DIIL
8
Party
Combat


MIBL
8
All Foes
---



WIDR
10
Spec
---
MIWP
9
Char.
---


WIGI
12
Spec
---

SOSI
11
30'
Indef

Wizard Spells

WIZARD SPELLS
Level 1


SUMMON DEAD This spell will
gate into our universe a zombie
or skeleton to fight for the party.

REPEL DEAD This spell will do
16 to 80 points of damage to a
group of undead creatures.

Level 2

LESSER SUMMONING This spell
will gate into our universe a lower
power elemental or demon, who
will (under protest) join the party.

DEMON BANE This spell will do
32 to 128 points of damage to a
single demon. The power to
summon is the power to destroy.

Level 3

SUMMON PHANTOM This spell
will bring a medium level undead
creature into the party.

DISPOSSESS This spell will make
any possessed party member
return to his normal state.




SUDE
6
Spec
---
REDE
4
Group
---


LESU
8
Spec
---

DEBA
8
1 Foe
---



SUPH
10
Spec
---
DISP
10
Char
---
Level 4

PRIME SUMMONING This spell
gates in a medium level elemental
or demon, to fight with the party.

ANIMATE DEAD Gives a dead
character undead strength, making
him attack your enemies as though
he were truly alive.

Level 5

BAYLOR'S SPELL BIND This spell
if successful possesses the mind of
an enemy, forcing him to join your
party and fight in its defense.

DEMON STRIKE This spell works
like Demon Bane, but it will affect
an entire group of demons

PRSU
12
Spec
---
ANDE
11
Char
---



SPBI
14
1 Foe
---

DMST
14
Group
---

Level 6

SPELL SPIRIT This spell will gate
in a higher-level undead creature
to fight for the party.

BEYOND DEATH This spell will
restore life and one hit point to a
character.

Level 7

GREATER SUMMONING This
spell will gate a greater demon into
our universe and bind him to the
party.
SPSP
15
Spec
---
BEDE
18
Char
---


GRSU
22
Spec
---