Dungeon Master/Spells

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

See also: DM Encyclopaedia