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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

See also DM Encyclopaedia