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             The Bard's Tale ][:  The Destiny Knight - [Part Six]
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                          Typed up by: The Vandal...

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Legend:

{}'s = Boldface Type
[]'s = Italics


-(Page 19)-


{THE BOOK OF SPELLS}

The following sections list and describe all of the spells known to Realm
magic for each of the four mage classes.  The sections are organized as
follows:


{Mage Class}

{Level #:}        {CODE}        {PT. COST}      {RANGE}            {DURATION}
                  {Spell Name} -- a brief description of the spell's effect
                  and any special instructions for use.


-(Page 20)-


The range of effectiveness is measured in number of game squares, with each
square equivalent to 10 feet (10').  The range terms are defined below:


{View}            affects line of sight.
{1 Foe}           affects a single monster regardless of the number your party
                  faces.
{1 Wall}          affects a wall in the direction the spellcaster faces.
{All Foes}        affects all the monsters your party faces.
{Group}           affects 1 of up to 4 monster groups.
{Self}            affects spellcaster only.
{##'}             affects anything in the direction the spellcaster is facing
                  for the number of feet specified with ##.
{Char}            affects the party member you designate.
{Special}         affects the special member you designate.
{oo}              signifies a spell that hits with full effectiveness up to
                  the listed range, and at reduced effectiveness when it hits
                  at double the listed range.  For instance, if you use a
                  spell with a listed range of 30' against a foe who is 60'
                  away, the spell will hit your foe with reduced
                  effectiveness.
{N/A}             provides information, knowledge, or some other effect that
                  renders a range measurement Not Applicable.


In addition to a range, spells also have a duration or lifetime.  The duration
terms are defined below:


{Combat}          lasts until combat ends through party victory, monster
                  victory, or running away.
{1 Move}          lasts for exactly one move.
{1 Round}         lasts for the entire round of combat.
{Short}           lasts a few minutes only.
{Medium}          lasts several minutes.
{Long}            lasts twice as long as Short spells.
{Indef}           lasts until the party enters the Adventurers' Guild or an
                  anti-magic zone.
{Misc}            has multiple or variable ranges.
{N/A}             is so short, assigning a duration is Not Applicable.  The
                  result of the spell is immediate.


{Conjurer Spells}

{Level 1:}        {MAFL}         {2}            {VIEW}              {MEDIUM}
                  {MAGE FLAME} -- a small self-propelled "torch" appears and
                  floats above the spellcaster as he travels.

                  {ARFI}         {3}            {1 FOE (10')}       {N/A}
                  {ARC FIRE} -- a fan of blue flame jets from the
                  spellcaster's fingers, inflicting 1 to 4 hits of damage,
                  which are multiplied by the spellcaster's level, on the
                  selected opponent.

                  {TRZP}         {2}            {30'}               {N/A}
                  {TRAP ZAP} -- disarms any trap within 30 feet (3 squares),
                  in the direction the spellcaster is facing.  TRZP also works
                  on chests, but still costs the same amount of spell points.

{Level 2:}        {FRFO}         {3}            {GROUP}             {COMBAT}
                  {FREEZE FOES} -- binds your enemies in magical force,
                  slowing them down and making them easier to hit.


-(Page 21)-


                  {MACO}         {3}            {N/A}               {MEDIUM}
                  {KIEL'S MAGIC COMPASS} -- a compass of shimmering magelight
                  appears above the party and shows the direction they face.

                  {WOHL}         {4}            {CHAR}              {N/A}
                  {WORD OF HEALING} -- lets the spellcaster heal a party
                  member who suffers from 4 to 16 points of damage by uttering
                  a single word.

{Level 3:}        {LERE}         {5}            {VIEW}              {LONG}
                  {LESSER REVELATION} -- an extended MAGE FLAME spell that
                  also reveals secret doors.

                  {LEVI}         {4}            {PARTY}             {SHORT}
                  {LEVITATION} -- partially nullifies gravity causing the
                  party to float over traps, or up or down through portals.

                  {WAST}         {5}            {GROUP (20')}       {N/A}
                  {WARSTRIKE} -- an energy stream shot from the spellcaster's
                  finger that sizzles a group of foes for 5 to 20 hits of
                  damage.

{Level 4:}        {INWO}         {6}            {PARTY}             {N/A}
                  {ELIK'S INSTANT WOLF} -- summons a giant, extremely fierce
                  wolf to join your party.

                  {FLRE}         {6}            {CHAR}              {N/A}
                  {FLESH RESTORE} -- a powerful healing spell that restores 10
                  to 40 hit points to a party member, including those stricken
                  with insanity or poisoning.

{Level 5:}        {GRRE}         {7}            {VIEW}              {LONG}
                  {GREATER REVELATION} -- operates like LESSER REVELATION, but
                  illuminates a wider area for a longer period of time.

                  {SHSP}         {7}            {GROUP (30') oo}    {N/A}
                  {SHOCK-SPHERE} -- creates a large globe of intense
                  electrical energy that envelops a group of enemies and
                  inflicts 10 to 40 hits of damage.

{Level 6:}        {INOG}         {9}            {PARTY}             {N/A}
                  {ELIK'S INSTANT OGRE} -- materializes the biggest, meanest
                  ogre you've ever met to ally with your party.

                  {MALE}         {8}            {PARTY}             {INDEF}
                  {MAJOR LEVITATION} -- operates like LEVI from level 3, but
                  it lasts until dispelled (i.e., until the spell is
                  terminated by some event such as activating an anti-magic
                  square.

{Level 7:}        {FLAN}         {12}           {PARTY}             {N/A}
                  {FLESH ANEW} -- operates like FLRE, but affects [every]
                  member of the party.


-(Page 21)-


                  {APAR}         {15}           {PARTY}             {N/A}
                  {APPORT ARCANE} -- teleports the party within a dungeon to
                  any location that's not protected by a teleportation shield.
                  Also teleports the party between cities that are in the
                  range of +1 to 6.  Your party always arrives in the city's
                  Adventurers' Guild.

                  {FAFO}         {18}           {GROUP}             {N/A}
                  {FAR FOE} -- moves a group of foes 40 feet further away from
                  your party, up to a maximum distance of 90 feet.

                  {INSL}         {12}           {PARTY}             {N/A}
                  {ELIK'S INSTANT SLAYER} -- materializes a slayer that joins
                  your party.  What's a slayer?  The name speaks for itself...


{Magician Spells}

{Level 1:}        {VOPL}         {3}            {CHAR}              {COMBAT}
                  {VORPAL PLATING} -- causes the weapon (or hands) of a party
                  member to emit a magical field that inflicts 2 to 8 points
                  of additional damage.

                  {QUFI}         {3}            {CHAR}              {N/A}
                  {QUICK FIX} -- regenerates a character for precisely 8 hit
                  points up to the character's maximum hit point level.

                  {SCSI}         {2}            {PARTY}             {N/A}
                  {SCRY SITE} -- causes a dungeon or wilderness pathway to
                  reveal the party's location.

{Level 2:}        {HOWA}         {4}            {1 FOE (10')}       {N/A}
                  {HOLY WATER} -- holy water sprays from the spellcaster's
                  fingers, inflicting 6 to 24 points of damage on any foe of
                  evil or supernatural origin.

                  {MAGA}         {5}            {CHAR}              {COMBAT}
                  {MAGE GAUNTLETS} -- makes the hands (or weapon) of a party
                  member more deadly by adding 4 to 16 points of damage to
                  every wound it inflicts on a foe.

                  {AREN}         {5}            {30'}               {SHORT}
                  {AREA ENCHANT} -- causes the dungeon walls within 30 feet (3
                  squares) of a stairway to call out if the party is headed
                  toward the stairs.

{Level 3:}        {MYSH}         {6}            {PARTY}             {MEDIUM}
                  {YBARRA'S MYSTIC SHIELD} -- causes the air in front of the
                  party to form an invisible shield that's as hard as metal
                  and precedes the party as they move.

                  {OGST}         {6}            {CHAR}              {COMBAT}
                  {OSCON'S OGRESTRENGTH} -- endows a specific party member
                  with the strength of Elik's ogre for the duration of the
                  battle.


-(Page 23)-


                  {STFL}         {6}            {GROUP (40') oo}    {N/A}
                  {STARFLARE} -- ignites the air around your enemies,
                  scorching them for 10 to 40 damage points.

{Level 4:}        {SPTO}         {8}            {1 FOE (70')}       {N/A}
                  {SPECTRE TOUCH} -- drains a single enemy of 15 to 60 hit
                  points; like a touch from death itself.

                  {DRBR}         {7}            {GROUP (30') oo}    {N/A}
                  {DRAGON BREATH} -- lets the spellcaster breathe fire at a
                  group of monsters, inflicting 11 to 44 points of damage on
                  each monster.

{Level 5:}        {ANMA}         {8}            {PARTY}             {COMBAT}
                  {ANTI-MAGIC} -- causes the ground to absorb a portion of the
                  spells cast at the party by monsters.  Often allows the
                  party to escape unharmed.  This spell also aids in
                  disbelieving illusions and shielding against magical fire
                  such as Dragon Breath.

                  {STTO}         {8}            {1 FOE (10')}       {N/A}
                  {STONE TOUCH} -- usually turns an enemy to stone (except
                  those already made of stone), instantly killing the enemy.

{Level 6:}        {PHDO}         {9}            {1 WALL}            {1 MOVE}
                  {PHASE DOOR} -- turns almost any wall to air for exactly one
                  move.

                  {YMCA}         {10}           {PARTY}             {INDEF}
                  {YBARRA'S MYSTICAL COAT OF ARMOR} -- operates like YBARRA'S
                  MYSTIC SHIELD, but lasts indefinitely.

{Level 7:}        {REST}         {12}           {PARTY}             {N/A}
                  {RESTORATION} -- regenerates the body of every party member
                  to perfect condition; it even cures insanity or poisoning.

                  {DEST}         {14}           {1 FOE (10')        {N/A}
                  {DEATHSTRIKE} -- very likely to instantly kill one selected
                  enemy.

                  {WZWA}         {11}           {PARTY}             {N/A}
                  {WIZARD WALL} -- creates a wall of force that travels with
                  the party and absorbs many of the enemy's attacks.

                  {SASP}         {30}           {PARTY}             {N/A}
                  {SAFETY SPELL} -- teleports your entire party to the
                  Adventurers' Guild in Tangramayne, minus all gold.  Use this
                  spell only in dire emergencies because it is not 100%
                  reliable.


-(Page 24)-


{Sorcerer Spells}

{Level 1:}        {MIJA}         {3}            {1 FOE (40') oo}    {N/A}
                  {MANGAR'S MIND JAB} -- casts a concentrated blast of energy
                  at one opponent, inflicting 2 to 8 points of damage for each
                  experience level of the spellcaster.

                  {PHBL}         {2}            {PARTY}             {COMBAT}
                  {PHASE BLUR} -- causes the entire party to waver and blur in
                  the sight of the enemy, rendering your party difficult to
                  strike.

                  {LOTR}         {2}            {30'}               {SHORT}
                  {LOCATE TRAPS} -- heightens the spellcaster's awareness in
                  order to detect traps within 30' along the direction the
                  spellcaster is facing.

{Level 2:}        {DISB}         {4}            {PARTY}             {N/A}
                  {DISBELIEVE} -- reveals the true nature of any attacking
                  illusion, causing it to vanish.

                  {WIWA}         {5}            {PARTY}             {N/A}
                  {WIND WARRIOR} -- creates the illusion of a battle-ready
                  ninja among the ranks of your party.  The illusionary ninja
                  will fight until defeated or disbelieved.

                  {FEAR}         {4}            {GROUP}             {COMBAT}
                  {WORD OF FEAR} -- an incantation that causes a group of
                  enemies to quake in fear, thus reducing their ability to
                  attack and inflict damage.

{Level 3:}        {WIOG}         {6}            {PARTY}             {N/A}
                  {WIND OGRE} -- similar to ELIK'S OGRE, but the WIOG is an
                  illusion.

                  {INVI}         {6}            {PARTY}             {N/A}
                  {KYLEARAN'S INVISIBILITY SPELL} -- an invocation that
                  renders the entire party nearly invisible to the enemy.

                  {SESI}         {6}            {30'}               {MEDIUM}
                  {SECOND SIGHT} -- heightens the awareness of the spellcaster
                  in order to detect all manner of traps and tricks that lie
                  directly ahead.

{Level 4:}        {CAEY}         {7}            {VIEW}              {INDEF}
                  {CAT EYES} -- endows the entire party with perfect night
                  vision for an indefinite period of time.

                  {WIDR}         {12}           {PARTY}             {N/A}
                  {WIND DRAGON} -- creates an illusionary red dragon to join
                  the ranks of your party.

{Level 5:}        {DIIL}         {8}            {ALL FOES}          {COMBAT}
                  {DISRUPT ILLUSION} -- destroys any illusions among the ranks
                  of the enemy and prevents new illusions from appearing.
                  This spell also exposes any Dopplegangers within the party.


-(Page 25)-


                  {MIBL}         {10}           {ALL FOES (30') oo} {N/A}
                  {MANGAR'S MIND BLADE} -- strikes every opposing group within
                  range with an explosion of energy capable of inflicting 25
                  to 100 points of damage.

{Level 6:}        {WIGI}         {13}           {PARTY}             {N/A}
                  {WIND GIANT} -- creates an illusionary storm giant that
                  joins and fights for your party.

                  {SOSI}         {11}           {30'}               {INDEF}
                  {SORCERER SIGHT} -- operates like the SECOND SIGHT spell,
                  but lasts indefinitely.

{Level 7:}        {WIMA}         {14}           {PARTY}             {N/A}
                  {WIND MAGE} -- creates an illusionary Archmage to join your
                  party.

                  {WIHE}         {16}           {PARTY}             {N/A}
                  {WIND HERO} -- creates an illusionary hero to join your
                  party.

                  {MAGM}         {40}           {ALL FOES (90')}    {N/A}
                  {MAGE MAELSTROM} -- assaults a group of spellcasters and may                    do one of the following:  inflict 60 to 240 points of damage,                   turn them to stone, or kill them outright.  However, because                    the maelstrom is illusionary in nature, a disbelieving monster                  can totally disarm it.

                  {????}         {100}          {UNKNOWN}           {UNKNOWN}
                  {????} -- known only as "The Dreamspell," it is the subject
                  of myth and speculation and no one actually knows this
                  spell's code.  Legend has it that this is a spell of such
                  magnitude that it can actually rip the fabric of reality in
                  half.


{Wizard Spells}

{Level 1:}        {SUEL}         {10}           {PARTY}             {N/A}
                  {SUMMON ELEMENTAL} -- creates a fire-being from the raw
                  elements of the universe to join and fight for your party.

                  {FOFO}         {11}           {GROUP (10')}       {N/A}
                  {FANSKAR'S FORCE FOCUS} -- lands a cone of gravitational
                  energy on a group of your foes, inflicting 25 to 100 points
                  of damage.

{Level 2:}        {GATE}         {12}           {PARTY}             {N/A}
                  {GATE} -- bids a shadowy wraith to unwillingly join your
                  party.

                  {DEBA}         {11}           {1 FOE (30')}       {N/A}
                  {DEMON BANE} -- inflicts 100 to 400 points of damage on a
                  single creature of evil or supernatural origin.


-(Page 26)-


{Level 3:}        {FLCO}         {14}           {GROUP (30')}       {N/A}
                  {FLAME COLUMN} -- creates a cyclone of flame that lashes out
                  and delivers 22 to 88 points of damage to a group of your
                  foes.

                  {DISP}         {12}           {CHAR}              {N/A}
                  {DISPOSSESS} -- returns a possessed party member to the
                  normal state of consciousness.

{Level 4:}        {PRSU}         {15}           {PARTY}             {N/A}
                  {PRIME SUMMONING} -- forces a powerful undead creature to
                  join and fight for your party.

                  {ANDE}         {14}           {CHAR}              {COMBAT}
                  {ANIMATE DEAD} -- reanimates a dead character with living
                  strength so he or she attacks enemies as if truly alive --
                  combat spell only.

{Level 5:}        {SPBI}         {16}           {1 FOE}             {N/A}
                  {BAYLOR'S SPELL BIND} -- if successful, this spell possesses
                  the mind of an enemy and forces him to join and fight for
                  your party.

                  {SOWH}         {13}           {1 FOE (70')}       {N/A}
                  {STORAL'S SOUL WHIP} -- whips out a tendril of psionic
                  (mind) power to strike a selected foe, inflicting 50 to 200
                  damage points.

{Level 6:}        {GRSU}         {22}           {PARTY}             {N/A}
                  {GREATER SUMMONING} -- operates like PRIME SUMMONING but
                  causes a powerful [elemental] creature to appear and fight
                  for the party.

                  {BEDE}         {18}           {CHAR}              {N/A}
                  {BEYOND DEATH} -- restores life and one hit point to a
                  deceased character.

{Level 7:}        {WIZW}         {16}           {GROUP (50')}       {N/A}
                  {WACUM'S WIZARD WAR} -- creates a pyrotechnical storm over a
                  group of monsters, inflicting 50 to 200 damage points.

                  {HERB}         {25}           {PARTY}             {N/A}
                  {SUMMON HERB} -- summons Herb to join your party.  Herb is
                  really busy, but he'll hang out with your party for a while
                  if you need him.


{Archmage Spells}

{Level 1:}        {HAFO}         {15}           {ALL FOES}          {1 ROUND}
                  {OSCON'S HALTFOE} -- if successful, this spell causes every
                  attacking group to do nothing during the next round.

{Level 2:}        {MEME}         {20}           {GROUP}             {N/A}
                  {MELEE MEN} -- pulls an attacking group into melee range
                  (10') regardless of how far they were when they began
                  attacking.


-(Page 27)-


{Level 3:}        {BASP}         {28}           {PARTY}             {MISC.}
                  {BATCHSPELL} -- performs the following multiple spells:
                  GREATER REVELATION, YBARRA'S MYSTICAL COAT OF ARMOR,
                  SORCERER SIGHT, MAJOR LEVITATION, and KIEL'S MAGIC COMPASS.

{Level 4:}        {CAMR}         {26}           {PARTY}             {N/A}
                  {CAMARADERIE} -- has a 50% chance of calming any or all
                  monsters in your party that have turned hostile.

{Level 5:}        {NILA}         {30}           {GROUP (90')}       {N/A}
                  {FANSKAR'S NIGHT LANCE} -- launches a chilling 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 (including 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.


{Bard Songs}

The Bard has seven tunes that he can sing one at a time while exploring or
during combat.


{1.  The Archer's Tune:}  Doubles the party's missile damage, and cuts the
missile damage inflicted by a foe in half.  Missile weapons are those weapons
that are thrown or shot such as arrows, spears, and axes.

{2.  Spellsong:}  Bonus to saving roll.  This means the party is less likely
to be damaged by magic and traps.

{3.  Sanctuary Score:}  Lowers the Armor Class for all party members.

{4.  The Melee March:}  Increases the party's hit points for extra protection
and also increases the damage points inflicted on enemies.

{5.  Zanduvar Carack:}  Protection from traps when played under normal
conditions, but heals during combat.

{6.  Rhyme of Duotime:}  Regenerates spell points at twice the normal speed
when played under normal conditions, and provides extra attacks during combat.

{7.  The Watchwood Melody:}  Creates Light.  May work even in anti-magic
zones.


-(Page 28)-


{Tips from the Adventurers' Guild:  Magic}


1.  Don't venture too far into dungeons without your maximum spell points.
It's a good rule to leave a dungeon when you're down to one quarter of your
maximum spell points.

2.  Carefully manage your spell points.  Don't use a magic light spell when a
torch will work just as well.  But don't be shy about using magic in combat.
If you've got it, flaunt it...rock 'n' roll.

3.  Locate traps.  Second Sight and other sorcerer sight spells can identify
traps within 30 feet (3 squares).  The Trapzap spell disarms all traps within
30 feet.

4.  Play a long-lasting Bard song right before entering a tavern -- it's like
getting a free spell.

5.  Try using a light spell or singing bard tune number 7 even in anti-magic
zones.  Though the spell won't last, it will provide a brief flash of light
that may help you get your bearings.  This trick occasionally works with
ordinary torches and lanterns.

6.  The screen flashes when your party is teleported.  This is handy to know
because many dungeon corridors look alike, and it's sometimes hard to tell
when your party has been teleported to a new location.


-<END OF PART VI>-


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