The Return of Ishtar/Spells

Unlike Gil, Ki is a one-hit-kill wonder. She has to utilize many spells in order to survive. She starts with a few weak spells, but can learn more during gameplay.

"ATTACK"

 * Fire Ball: Ki will always have this spell (along with the Flying Disk one below) when she starts the game. Effective against all four varieties of Vampires and all eight varieties of Slimes.
 * Flying Disk: Ki will also always have this "ATTACK" spell when starting a game. Effective against all four varieties of Vampires, all four varieties of Bats and all eight varieties of Slimes.
 * Lightning Bolt: The first spell from a Treasure Chest. Effective against all four varieties of Vampires, all four varieties of Bats, all eight varieties of Slimes and the Blue class of Knights.
 * Fire Element: This one is effective against all four varieties of Vampires, all four varieties of Bats, all eight varieties of Slimes, the Blue variety of Knights and all four varieties of Snakes.
 * Press: This is the third "ATTACK" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. It is effective against all four varieties of Vampires, all four varieties of Bats, all except for that two Dark Yellow and Dark Green varieties of Slimes, all four varieties of Snakes, the Blue class of Knights, and the Mage class of Magicians.
 * Spark: This is the fourth "ATTACK" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. It effective against all four varieties of Vampires, all four varieties of Bats, all eight varieties of Slimes, all four varieties of Snakes, all eight varieties of Oozes, the "Green" Ropers, and the Blue, Blue Captain, Mirror, and Black Knights.
 * Ice Breath: This is the fifth "ATTACK" spell in the game that will be found in a Treasure Chest. Effective against all four varieties of Vampires, all four varieties of Bats, all eight varieties of Slimes, all four varieties of Snakes, all eight varieties of Oozes, the "Green" variety Ropers and the Blue, Blue Captain, Mirror, Black, Blue Eye and Black Captain classes of Knights.
 * Heat Body: This is the sixth "ATTACK" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on Treasure Chest. Effective against all four varieties of Vampires, all four varieties of Bats, all eight varieties of Slimes, all four varieties of Snakes, all eight varieties of Oozes, all four classes of Magicians, all four classes of Hyper Magicians, all five varieties of Ropers, all three varieties of Super Ropers, and all except for the Akynd class of Knights. (In order to kill an Akynd class of Knight, you will have to find the "Death Spell"...)
 * Fire Explosion: This is the seventh "ATTACK" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. It is effective against all four varieties of Vampires, all four varieties of Bats, all eight varieties of Slimes, all four varieties of Snakes, all eight varieties of Oozes, all four classes of Magicians (along with all four classes of Hyper Magicians), the "Green", "Red" and "Blue" varieties of Ropers and the Blue, Blue Captain, Mirror, Black, Blue Eye, Black Captain, and Hyper (this is seven), classes of Knights.
 * Thunder Bolt: This is the eighth "ATTACK" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. It is effective against all four varieties of Vampires, all four varieties of Bats, all eight varieties of Slimes, all four varieties of Snakes, all eight varieties of Oozes, the "Green", "Red" and "Blue" varieties of Ropers and the Blue, Blue Captain, Mirror, Black, Blue Eye and Black Captain (this is six) classes of Knights. (The Hyper Knights are immune to this spell, unlike the Fire Explosion one mentioned above).
 * Killer Cloud: This is the ninth "ATTACK" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. It is effective against all four varieties of the Vampires, all four varieties of Bats, all eight varieties of Slimes, all four varieties of Snakes, all eight varieties of Oozes, the Green, Red and Blue varieties of Ropers and all except for the Blue Shield and Akynd classes of Knights. (In order to kill a Blue Shield or Akynd class of Knight, you will have to find the "Heat Body" spell mentioned above or the "Death Spell".)
 * Death Spell: This is the tenth "ATTACK" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. It is effective against all four varieties of the Vampires, all four varieties of Bats, all eight varieties of Slimes, the Blue variety of Knights, all four varieties of Snakes, all eight varieties of Oozes, all five varieties of Ropers, all three varieties of Super Ropers, all eighteen classes of Knights, both varieties of Will O' Wisps and Land Urchins. (Only the Magicians, and the Hyper Magicians, are immune to this spell...)
 * Big Burn: This is the eleventh and final "ATTACK" in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. It is effective against all four varieties of Vampires, all four varieties of Bats, all eight varieties of Slimes, the Blue variety of Knights, all four varieties of Snakes, all eight varieties of Oozes, all five varieties of Ropers, all but the Brown Lizardman, Red, Blue Shield and Akynd classes of Knights, Red Will O' Wisps and Land Urchins. (The Blue Will O' Wisps are immune to this spell, unlike the Death Spell one.)

"PROTECT"

 * Shield: Ki will always have this "PROTECT" spell when she starts the game. Its effect will increase the numerator of Gil's energy fraction in the bottom-right corner of the screen by one, and cause the preset amount that it decreases by whenever he kills an enemy with his sword (as mentioned above, it will depend upon what type of enemy it was), to go down by half.
 * Protection: Ki will also always have this "PROTECT" spell when she starts the game. It will generate barrier around her that renders her invulnerable until she and Gil leave the room.
 * Neutralize Spell I: This is the first "PROTECT" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest, and will later be superseded by the "Neutralize Spell II". Its effect will give Gil the power to neutralize the spells that cast at him by the Magicians (because after collecting the Fork, he can only block them from the front).
 * Reflect Spell I: This is the second "PROTECT" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on Treasure Chest, and will later be superseded by the "Reflect Spell II". Its effect will give Gil the power to deflect the Magicians' spells with his sword diagonally (after collecting the Fork, he can only deflect them horizontally or vertically).
 * Shield Redline: This is the third "PROTECT" spell in the game, that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest, and will later be superseded by the "Shield Blueline" spell. Its effect will increase the numerator of Gil's energy fraction in the bottom-right corner of the screen by two, and cause the preset amount that it decreases by whenever he kills an enemy with his sword to go down by a third, which adds up to a total of a fifth - however, as mentioned above, it will still depend upon what type of enemy it was.
 * Protection Large: This is the fourth "PROTECT" spell in the game, that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest, and supersedes the "Protection" spell that she started out with. It will generate a larger barrier around her that again renders her invulnerable until she and Gil leave the room, and can kill enemies by touching them.
 * Neutralize Spell II: This is the fifth "PROTECT" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on Treasure Chest, and supersedes the "Neutralize Spell I". Its effect will give Gil the power to neutralize the spells that cast at him by the Hyper Magicians (because, once again, after collecting the Fork, he can only block them from the front).
 * Reflect Spell II: This is the sixth "PROTECT" spell in the game, that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest, and supersedes the "Reflect Spell I". Its effect will give Gil the power to deflect the Hyper Magicians' spells with his sword diagonally (once again, after collecting the Fork, he can only deflect them horizontally or vertically).
 * Shield Blueline: This is the seventh "PROTECT" spell in the game, that will be found when Ki uses Blue Crystal Rod spell on a Treasure Chest, and supersedes the "Shield Redline". Its effects will increase the numerator of Gil's energy fraction in the bottom-right corner of the screen by three, and cause that preset amount that it decreases by whenever he kills an enemy with his sword to go down by a quarter, which adds up to a total of an eighth (counting other two) - however, as mentioned above, it still depends on what type of enemy it was.
 * Sword Barrier: This is the eighth "PROTECT" spell in the game, that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. Its effect will create a barrier around her that will render her invulnerable to the swords of all eighteen classes of Knights (or however many may be present in the current room) until she and Gil decide to leave that room.
 * High Speed: This is the ninth and final "PROTECT" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. Its effect will give Gil the power to attack the spells of the Druid and Wizard classes of Hyper Magicians (along with the Druid and Wizard classes of regular Magicians), before the aforementioned Magicians disappear.

"ASSIST"

 * Sleep: Ki will always have this "ASSIST" spell when she starts the game. Its effect will cause all eight varieties of Slimes and all eight varieties of Oozes to stop moving for a short time.
 * Rock Hold I: This is the first "ASSIST" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest, and will later be superseded by "Rock Hold II". Its effect will cause all four varieties of Vampires, and all eight varieties of Slimes, to become statues for a short period of time, and you can safely touch them while they cast in stone.
 * Silence: This is the second "ASSIST" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. Its effect will cause the Mage class of regular Magicians to stop casting their own spells at Gil, for a short period of time - however, the Druid, Sorcerer, and Wizard classes of regular Magicians will still be able to cast their spells.
 * Smoke Screen: This is the third "ASSIST" spell in the game, that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest, and shares its name with the Blue Car's method of stunning the Red Cars from Namco's own Rally-X and its sequel, New Rally-X. Its effect will temporarily disorient any members of the Blue class of Knights that walk into it.
 * Rock Hold II: This is the fourth "ASSIST" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest, and supersedes "Rock Hold I". Its effect will cause all four varieties of Vampires, all eight varieties of Slimes, and the Blue class of Knights, to become statues for a while, and you can again safely touch them while cast in stone.
 * Panic: This is the fifth "ASSIST" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. Its effect will disorient all enemies in the room for a short period of time except for the four classes of regular Magicians, the four classes of Hyper Magicians and the two varieties of Will O' Wisps - so you will still have to deal with them.
 * Rock to Mud: This is the sixth "ASSIST" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on Treasure Chest. Its effect will cause any Vampires, Slimes or Blue Knights that have been transformed into statues as a result of using the "Rock Hold I" or "Rock Hold II" spells, to disintegrate into puddles of mud (which will kill them instantly).
 * Wizard Lock: This is the seventh and final "ASSIST" spell in the game, that will be found when Ki uses the Blue Crystal Rod spell upon a Treasure Chest. Its effect will cause all four classes of regular Magicians and all four classes of Hyper Magicians to stop casting spells at Gil for a short period of time (despite its name, which implies it only works on Wizards).

"LIGHT"

 * Identify Monster I: Ki will always have this "LIGHT" spell when she starts game. Its effect will cause the names of any enemies in the room to be displayed above them as they move.
 * Identify Door: This is the first "LIGHT" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. Its effects will cause any doors that you have collected the keys of, to have the names of the rooms they lead to displayed above them, much like how the "Identify Monster I" spell did with the enemies (but only the original ones).
 * Detect Monster: This is the second "LIGHT" spell in the game that will be found inside a Treasure Chest. Its effect will cause any enemies in the room to flicker if are hidden by a wall.
 * Detect Key: This is the third "LIGHT" spell in the game that will be found inside a Treasure Chest. Its effect will cause any keys in the current room to flicker if they are hidden by a wall.
 * Detect Magic: This is the fourth "LIGHT" spell in the game that will be found inside a Treasure Chest. Its effect will cause any poisons in the room to flicker if they are hidden by a wall.
 * Find Trap Door: This is the fifth "LIGHT" spell in the game that will be found inside a Treasure Chest. Its effect will cause any "trap" doors that you collected the keys of to start flashing.
 * Identify Monster II: This is the sixth "LIGHT" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on Treasure Chest, and supersedes the "Identify Monster I". Its effect will cause the names of any new enemies in the room to be displayed above them as they move (as mentioned above, "Identify Monster I" only worked on original enemies).
 * Find Secret Passage: This is the seventh "LIGHT" spell in the game that will be found inside a Treasure Chest. Its effect will cause any secret passages in the room to start flashing.
 * Detect Magic Ladder: This is the eighth and final "LIGHT" spell in the game, that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. Its effect will cause any magic ladders in the current room to flicker if they are hidden by a wall (much like how the "Detect Monster", "Detect Key" and "Detect Magic" spell did for enemies, keys and poisons).

"MEDICAL"

 * Heal I: Ki will always have this "MEDICAL" spell when she starts the game. Its effect will cause the numerator of Gil's energy fraction in the bottom of the screen to increase by 1 to 8.
 * Cure I: This is the first "MEDICAL" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. Its effects will cause two more seconds to pass.
 * Antidote: This is the second "MEDICAL" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on a Treasure Chest. Its effect will counter the effect of a poison.
 * Heal II: This is the third "MEDICAL" spell in the game from Treasure Chest, and supersedes "Heal I". Its effect will cause the numerator of Gil's energy fraction to increase by 40 to 64.
 * Cure II: This is the fourth "MEDICAL" spell in the game that will found in a Treasure Chest, and supersedes "Cure I". Its effect will cause twenty more seconds to pass before time-up.
 * First Aid: This is the fifth "MEDICAL" spell in the game that will be found when Ki uses the Blue Crystal Rod spell on Treasure Chest. Its effect will eliminate injury from weak enemies.
 * Heal III: This is the sixth "MEDICAL" spell, that found in a Treasure Chest, and supersedes "Heal II". Its effect will cause the numerator of Gil's energy fraction to increase by 300 to 480.
 * Cure III: This is the seventh "MEDICAL" spell in the game that will be found inside a Treasure Chest, and supersedes "Cure II". Its effect will add on sixty more seconds before time-up.
 * Super Antidote: This is the eighth "MEDICAL" spell in the game that will be found inside a Treasure Chest, and supersedes "Antidote". Its effect will counter both a poison or paralyzer.
 * Heal IV: This is the ninth "MEDICAL" spell in the game from a Treasure Chest, and supersedes "Heal III". Its effect will restore the numerator of Gil's energy fraction to its denominator.
 * Cure IV: This is the tenth "MEDICAL" spell in the game, that will be found inside a Treasure Chest, and supersedes "Cure III". Its effect will add 120 more full seconds before time-up.
 * Recover: This is the eleventh and final "MEDICAL" spell in the game that will be found inside a Treasure Chest. Its effect will counter those of a poison, paralyzer or poison-paralyzer.

"SPECIAL"

 * Blue Crystal Rod: Ki will always have this "SPECIAL" spell when she starts the game. Its effect will cause a Treasure Chest's contents to transferred to her until she leaves the room.
 * Call GIL: Ki will also always have this "SPECIAL" spell when she starts the game. Its effect will cause Gil to immediately be transported to Ki's current location from wherever he was.
 * See Status: Ki will again always have this "SPECIAL" spell when she starts the game. Its effect will cause a timer to appear above Gil's energy fraction, going down once per second.
 * Dispell Magic: This is the first "SPECIAL" spell in the game that will be found inside a Treasure Chest. Its effect will dispell the spells cast on Ki by the Druid class of Hyper Magicians.
 * Write Mark: This is the second "SPECIAL" spell in the game, that found when Ki uses the Blue Crystal Rod on a Treasure Chest. Its effect will cause a "Z" to be written upon the floor.
 * Extrasensory Hearing: This is the third "SPECIAL" spell in the game that will be found when Ki uses the Blue Crystal Rod on a Treasure Chest. Its effect will cause the song that she is currently hearing from the Yamaha YM-2151 to fade out until she leaves the room. (However, when the song's due to increase in tempo, you will start hearing it again at that tempo).
 * Duo Dimension: This is the fourth "SPECIAL" spell in the game that will be found inside a Treasure Chest. Its effect will cause Ki and Gil to restart the current room from the beginning.
 * Unseen Servant: This is the fifth "SPECIAL" spell in the game that will be found inside a Treasure Chest. Its effect will cause any enemies in the current room to move off away from Ki.
 * Metamorphose: This is the sixth "SPECIAL" spell in the game, that will be found inside a Treasure Chest. Its effect will cause any Will O' Wisps that have appeared to become statues.
 * Time Stop: This is the seventh "SPECIAL" spell in the game that will be found inside a Treasure Chest. Its effect will cause any Snakes and Ropers in the current room to stop moving.
 * Reincarnation: This is the eighth and final "SPECIAL" spell in the game, that will be found inside a Treasure Chest. Its effect will cause that normally-invisible timer above Gil's energy fraction to be reset back to 120.