Dungeon Master 2 - SPELL LIST Original author unknown, taken from the Net by Bill Commons This section has the level shown in front of the other icons. The level may be changed as ability dictates. 1 is lowest, 6 is highest. The second section copied from Interplay does not. To use these spells, remember that each number represents an icon on the spell bar. Example: Fireball - Click power icon, 1, 2, 3, etc. and then click 4th icon, and when screen changes, click the 4th icon on that screen. When you press the cast spell bar, you should see a fireball shoot from the caster's hand. How big it is will depend on what power level you used. Spells used most frequently are listed here separately for quick referral. REALLY USEFUL!!! = ATTACK MINION - creates an intelligent "ball" that will whiz around beating up on all your enemies = 1621 or 2621 etc for a more powerful one, 6621 for the most powerful one. GUARD MINION = 6624 or lower level INVISIBILITY = 1326 FIREBALL = 144 CLOUD OF POISON = 131 LONG LASTING LIGHT = 1345 OPEN SOME DOORS = 16 CARRY MINION = 1624 POISON BOLT = 651 MARKER SPELL = 112 PARTY PROTECTION = 614 DAYLIGHT SPELL = 1345 IN A FLASK CURE POISON = 125 (Green bottle) HEALTH = 12 (Blue bottle) PURE MANA = 1655 (Yellow bottle) STRENGTH POTION = 1451 (Red bottle) SHIELD POTION = 115 (Yellow w/red specks) Other potions are listed below in the appropriate area. TIPS: 652 OR 552, etc kills Tornado like monsters and other non-material types. 651 kills lumbering creatures, wolves and thieves. 644 kills wolves and thieves. Use poison cloud when trapped, makes monsters run away. Cast 61, 51 etc(stamina) into flasks. Use instead of food for stamina, if necessary (if you run out of food). Fill empty flasks with water. When need to use flask, drink first. Invisibility gets you past most monsters one square away. To get steaks, go to the area where the rhino looking creatures are, stop just short of the tree at end of entrance (rhinos won't pass this corner) cast attack minion until area is clear and pick up the FOOD! Works great while building up your characters. Also helps gain wizard levels. Refer to your manual to find out which symbols are described here. Must add level to the beginning of the spell (ex: party shield 1st level 1 114) for all spells that follow. The Party Shield spell is YA IR = 14 The Spell Shield spell is YA BRO = 15 The Aura of Strength spell is OH EW KU = 321 The Aura of Dexterity spell is OH EW ROS = 322 The Aura of Vitality spell is OH EW NETA = 324 The Fire Shield spell is FUL BRO NETA = 454 The Darkness spell is DES IR SAR = 546 The Porter Minion spell is ZO EW ROS = 622 The Reflector spell is ZO BRO ROS = 652 The Guard Minion spell is ZO EW NETA = 624 The Magic Marker spell is YA EW = 12 The Poison Cloud spell is OH VEN = 31 The Invisibility spell is OH EW SAR = 326 The Push spell is OH KATH KU = 331 The Pull spell is OH KATH ROS = 332 The Lightning Bolt spell is OH KATH RA = 335 The Accelerate Party spell is OH IR ROS = 342 The Daylight spell is OH IR RA = 345 The Firelight spell is FUL = 4 The Poison Foe spell is DES VEN = 51 The Harm Non-Material spell is DES EW = 52 The Open Door spell is ZO = 6 The Attack Minion spell is ZO EW KU = 621 ONLY PRIESTS CAN CREATE POTIONS The Stamina potion is YA = 1 The Shield potion is YA BRO = 15 The Wisdom potion is YA BRO DAIN = 152 The Vitality potion is YA BRO NETA = 154 The Health potion is VI = 2 The Cure Poison potion is VI BRO = 25 The Dexterity potion is OH BRO ROS = 352 The Strength potion is FUL BRO KU = 451 The Mana potion is ZO BRO RA = 655 Information contained herein was taken from messages from Interplay and other gamers, consolidated using Microsoft Works. - o -