Dungeons & Dragons: Warriors of the Eternal Sun/Spells

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Characters in the Cleric, Magic-User or Elf classes can cast spells once they learn them. As the character progresses, he/she gains access to new spells and an increased amount of spells he/she already has, up to a maximum of three per spell level.

The Thief class is also capable of casting spells from scrolls found while adventuring once the character reaches his/her 10th level, but he/she will never learn spells of his/her own.

Clerical spells[edit]

Clerics do not receive spells until they reach their 2nd level.

Character's level 1 2 3 4 5 6
Max. spell level 0 1 1 2 ? ?
Lv. Spell Type & targets Effect
0 Turn undead Disable enemies
1 Cure light wounds Heal 1
1 Light Field
1 Detect magic Field
1 Protection from evil Support caster
1 Remove fear Support 1
1 Resist cold Support allies
1 Cause fear Disable 1
1 Darkness Disable 1
1 Cause light wounds Attack 1
2 Resist fire Support 1
2 Bless Support allies
2 Blight Disable enemies
2 Silence (5m radius) Disable enemies
3 Continual light Field
3 Cure disease Support 1
3 Striking Support 1
3 Cause disease Disable 1
3 Continual darkness Disable 1
4  ? ?

Magical spells[edit]

Magic-users begin the game with the Magic Missile spell and elves begin with the Sleep spell.

Lv. Spell Type & targets Effect
1 Light Field
1 Detect magic Field
1 Protection from evil Support caster
1 Shield Support 1
1 Darkness Disable 1
1 Sleep Disable enemies
1 Magic missile Attack 1
2 Continual light Field
2 Continual darkness Disable 1
2 Entangle Disable 1
2 Web Disable enemies
3 Dispel magic Field
3 Protection from normal missiles Support 1
3 Protection from evil (3m radius) Support allies
3 Haste Support allies
3 Slow Disable enemies
3 Fireball Attack enemies
3 Lightning bolt Attack enemies
4  ? ?