Dungeon Master Spells
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Dungeon Master spells are composed of 2 to 4 runes. The first rune is the "power" of the spell (which affects the strength, duration and mana cost), the other(s) 1 to 3 rune(s) designate the spell itself. High power spells cannot be cast by low skilled champions. The spell list below only shows the last 1 to 3 rune(s). You need to add a power rune before. Each rune costs mana points, depending on the selected power. If a champion has not enough mana points, the rune cannot be used. You have to wait, sleep, drink mana potions or equip items that increase your mana. The Gor rune is the most expensive, but it is not used in any spell.
Priest Spells
Rune(s) Spell effect
Vi Health Potion Ya Stamina Potion Zo Bro Ra Mana Potion Ful Bro Ku Strength Potion Oh Bro Ros Dexterity Potion Ya Bro Dain Wisdom Potion Ya Bro Neta Vitality Potion Vi Bro Cure Poison Potion Ya Bro Shield Potion Ful Bro Neta Fire Shield (Party) Ya Ir Shield (Party) Des Ir Sar Darkness
Wizard Spells
Rune(s) Spell Effect
Ful Torch Oh Ir Ra Light Zo Open Door Ya Bro Ros Magic Footprints Oh Ew Ra See Through Walls Oh Ew Sar Invisibility (Party) Zo Ven Poison Potion Des Ven Poison Bolt Oh Ven Poison Cloud Des Ew Weaken Nonmaterial Beings Ful Ir Fireball Oh Kath Ra Lightning Bolt Zo Kath Ra Zokathra Spell
- See also: Dungeon Master, Dungeon Master Runes
External Links
- See also: DM Encyclopaedia (http://dmweb.free.fr)