Archmage Spells
Archmages are the wise ones who have learned at least all the spells for
three of the previous mage classes. This gives the Archmage the ability to
pick and choose from a huge batch of spells.
Level 1:
HAFO, 15, All Foes, 1 Round
Oscon’s Haltfoe - If successful, this spell causes every attacking group to miss
all their attacks during the next round.
MEME, 20, Group, N/A
Melee Men - Pull an attacking group into melee range (10’) regardless of how
far they were when they began attacking.
Level 2:
BASP, 28, Party, Misc
Batch Spell - Executes the following batch of spells: Greater Revelation,
Ybarra’s Mystical Coat of Armor, Sorcerer Sight, Major Levitation, and Kiel’s
Magic Compass.
Level 3:
CAMR, 26, Party, N/A
Camaraderie - Has a 50% chance of calming all monsters in your party that
have turned hostile.
Level 4:
NILA, 30, Group/60’, N/A
Fanskar’s Night Lance - Launches a chilling ice missile against a group of foes,
inflicting 100 to 400 damage points.
Level 5:
HEAL, 50, Party, N/A
Heal All - A Beyond Death spell that resurrects every dead party member
(except those turned to stone), and heals all wounds, paralysis, and insanity.
Level 6:
BRKR, 60, Party, N/A
The Brothers Kringle - The brothers are always ready to help friends in
trouble. Enough brothers appear to fill the empty slots in your party.
Level 7:
MAMA, 80, All Foes/90’, N/A
Mangar’s Mallet - Inflicts 200 to 800 bone-crushing damage points against
every monster group you face.