Dungeon Master/Spells

Dungeon Master spells are composed of two to four runes. The first rune is the power of the spell (which affects the strength, duration and mana cost), the other one to three runes designate the spell itself.

The user interface displays six runes ref/ref at a time from which you may choose one. First is the group of Power runes: Lo Um On Ee Pal Mon. The second set of runes represents Elemental influence: Ya Vi Oh Ful Des Zo. The third set of runes represents the Form: Ven Ew Kath Ir Bro Gor. The fourth set of runes represents the spell's Class Alignment: Ku Ros Dain Neta Ra Sar.

When learning a spell the Power rune is generally not included in the description of the spell, and you can practice the spell with any sufficiently low level Power rune.

High power spells cannot be cast by low-skilled champions. The spell list below only shows the last one to three runes. You need to add a power rune as the first rune. Each rune costs mana points, depending on the selected power. If a champion does not have enough mana points, the rune cannot be used. You have to wait, sleep, drink mana potions or equip items that increase your mana.

The game documentation does not come with a list of spells. Rather, the player discovers the spells by finding scrolls in the dungeon. There is nothing in the game to prevent a player from discovering spells through trial-and-error, and of course once you learn the spells you can attempt to cast them before finding the scroll that reveals it.

The Gor rune is the most expensive, but it is not used in any spell.