Scenarios 1-4 have the same spells, with a few changes for scenario 5. Each spell is listed with
its name, translated name, when it can be casted, and what it effects. The next line describes in
more detail how the spell works. There are two spell classes (Mage and Priest) and seven levels for
each class. Spell points in each level are earned along with learned spells, with at least one
point for each known spell.
One aid in memorizing these spells is to learn the prefix structure. For example BA- is a
negative prefix, indicating damage to monsters. There are also varying superlative prefixes, such
as MA- and LA-. Take the time to cast the protective spells that you can before exploring.
Level 1 Priest Spells
BADIOS
Harm
Combat
One Monster
Causes one to eight points of damage to a monster
DIOS
Heal
Any
One Character
Restores from one to eight points of damage to a party member
KALKI
Blessings
Combat
Party
Reduces the armor class of all party members by one during combat
MILWA
Light
Any
Party
Causes a softly glowing light to follow the party, increasing vision and revealing
secret doors
PORFIC
Shield
Combat
Caster
Lowers the armor class of the caster a little by 4 during combat
Level 2 Priest Spells
CALFO
X-ray Vision
Looting
Caster
Allows the caster to decide what the trap on a chest is 95% of the time
KATU
Charm
Combat
One Monster
[Wizardry 5] Attempts to charm a monster
MANIFO
Statue
Combat
Monster Group
Causes some of the monsters to become paralyzed temporarily
MATU
Blessing
Combat
Party
[Wizardry 1-4] Lowers armor class of all party members by two during combat
MONTINO
Still Air
Combat
Monster Group
Causes the air around a group of monsters to stop transmitting sounds, and
therefore makes it impossible for them to cast spells
Level 3 Priest Spells
BAMATU
Prayer
Combat
Party
Lowers the party's armor class by four in combat [three in Wizardry 5]
DIALKO
Softness
Any
One Character
Cures paralysis, and cures the effects of Manifo and Katino
HAKANIDO
Magic Drain
Combat
One Monster
[Wizardry 5] Attempts to drain a monster of upper magic powers
LATUMAPIC
Identification
Combat
Monster Group
Tells you exactly what the monsters really are
LOMILWA
More Light
Any
Party
A more powerful Milwa spell that lasts for the entire expedition, but is terminated
upon entering a darkness area
Level 4 Priest Spells
BADIAL
More Hurt
Combat
One Monster
Causes 2 to 16 points of damage
BARIKO
Razor Wind
Combat
Monster Group
[Wizardry 5] Causes 6 to 15 points of damage to a monster group
DIAL
More Heal
Any
One Character
Heals 2 to 16 points of damage
LATUMOFIS
Cure Poison
Any
One Character
Cures poisoning
MAPORFIC
Big Shield
Any
Party
Lowers the party's armor class by 2, and lasts for the entire expedition
Level 5 Priest Spells
BADI
Death
Combat
One Monster
Gives a monster a coronary attack, which may or may not cause death
BADIALMA
Great Hurt
Combat
One Monster
[Wizardry 1-4] Causes 3 to 24 points of damage
BAMORDI
Summoning
Combat
Party
[Wizardry 5] Attempts to summon one group of monsters from the elemental planes to
fight for the party
DI
Life
Camp
One Character
Causes a dead person to be resurrected, but the character has only 1 hit point and
decreased vitality, and it doesn't always work (In which case a dead character is turned to ashes)
DIALMA
Great Heal
Any
One Character
Restores 3 to 24 hit points
KANDI
Locate Soul
Camp
Caster
Gives the direction of the person the party is attempting to locate and is relative
to the position of the caster
MOGATO
Astral Gate
Combat
One Monster
[Wizardry 5] Attempts to banish a demon monster back from whence it came
LITOKAN
Flame Tower
Combat
One Monster
[Wizardry 1-4] Causes a pillar of flame to strike a group of monsters, doing 3 to
24 points of damage
Level 6 Priest Spells
KAKAMEN
Fire Wind
Combat
Monster Group
[Wizardry 5] Causes 18 to 38 points of damage to one monster group
LABADI
Life Steal
Combat
One Monster
[Wizardry 5] Attempts to drain all but 1 to 8 points from a monster, and transfer
the life force to heal the caster
LOKTOFEIT
Recall
Camp
Party
[Wizardry 1-3] Causes all party members to be transported back to the castle, minus
all of their equipment and most of their gold
[Wizardry 5] Party is transported back to the castle with all of their equipment and gold, but the
spell is forgotten after casting and must be relearned, and there is a chance the spell will not
work
LORTO
Blades
Combat
Monster Group
[Wizardry 1-4] Causes sharp blades to slice through a group, causing 6 to 36 points
of damage
MABADI
Harming
Combat
One Monster
[Wizardry 1-4] Causes all but 1 to 8 hit points to be removed from a target
MADI
Healing
Any
One Character
Causes all hit points to be restored and cures any condition except death
Level 7 Priest Spells
BAKADI
Death Wind
Combat
All Monsters
[Wizardry 5] Attempts to slay one group of monsters
IHALON
Wish
Any
One Character
[Wizardry 5] Grants a special favor to a party member, but is forgotten after being cast
KADORTO
Resurrection
Camp
One Character
Restores the dead to life, and restores all hit points, even if the character is
ashes, but if the spell fails the character is LOST forever
MABARIKO
Meteor Winds
Combat
All Monsters
[Wizardry 5] Causes 18 to 58 points of damage to all monsters
MALIKTO
Word of Death
Combat
All Monsters
[Wizardry 1-4] Causes 12 to 72 hit points of damage to all monsters
Level 1 Mage Spells
DUMAPIC
Clarity
Camp
Caster
Informs you of the party's exact position from the stairs to the castle
HALITO
Little Fire
Combat
One Monster
Causes a flame ball the size of a baseball to hit a monster for 1-8 points damage
KATINO
Bad Air
Combat
Monster Group
Causes most of the monsters in a group to fall asleep
MOGREF
Body Iron
Combat
Caster
Reduces the casters armor class by 2 for the encounter
Level 2 Mage Spells
BOLATU
Heart of Stone
Combat
One Monster
[Wizardry 5] Attempts to stone one monster
DESTO
Unlock
Camp
Caster
[Wizardry 5] Gives the caster thief skills of the same level to try and unlock doors
DILTO
Darkness
Combat
Monster Group
[Wizardry 1-4] Causes one group of monsters to be enveloped in darkness, which
reduces their ability to defend against your attacks
MELITO
Little Sparks
Combat
Monster Group
[Wizardry 5] Causes 1 to 8 points of damage to a monster group
PONTI
Speed
Combat
One Character
[Wizardry 5] Reduces a party member's AC by one and makes them quicker in combat
SOPIC
Glass
Combat
Caster
[Wizardry 1-4] Causes the caster to become transparent, thus reducing their armor
class by 4
Level 3 Mage Spells
CALIFIC
Reveal
Any
Party
[Wizardry 5] Shows secret doors while exploring
CORTU
Magic Screen
Combat
Party
[Wizardry 5] Erects a protective barrier from breathing monsters during combat
KANTIOS
Disruption
Combat
Monster Group
[Wizardry 5] Attempts to confuse a monster group
MAHALITO
Big Fire
Combat
Monster Group
Causes a fiery explosion in a monster group, doing 4-24 points damage
MOLITO
Spark Storm
Combat
Monster Group
[Wizardry 1-4] Causes sparks to damage half of the monsters in a group for 3-18
points damage
Level 4 Mage Spells
DALTO
Blizzard
Combat
Monster Group
[Wizardry 1-4] Does 6-36 points of damage
LAHALITO
Torch
Combat
Monster Group
Does 6-36 points of damage
LITOFEIT
Levitate
Any
Party
[Wizardry 5] Helps the party avoid traps while exploring
MORLIS
Fear
Combat
Monster Group
Causes a group of monsters to fear the party, twice as powerful as Dilto
ROKDO
Stun
Combat
Monster Group
[Wizardry 5] Attempts to confuse and stun a group of monsters
TZALIK
Fist of God
Combat
One Monster
[Wizardry 5] Hits a monster for 24 to 58 points of damage
Level 5 Mage Spells
BACORTU
Fizzle Field
Combat
Monster Group
[Wizardry 5] Erects a spell dampening field around a monster group
MADALTO
Frost
Combat
Monster Group
Causes 8-64 points of damage
MAKANITO
Deadly Air
Combat
All Monsters
[Wizardry 1-4] Kills any monsters of less than 8th level (about 35-40 hit points)
MAMORLIS
Terror
Combat
All Monsters
[Wizardry 1-4] Causes all monsters to fear the party
PALIOS
Anti-Magic
Combat
All Monsters
[Wizardry 5] Destroys monster built spell dampening fields
SOCORDI
Conjure
Combat
Party
[Wizardry 5] Summons an elemental to fight for the party during combat
VASKYRE
Rainbow Rays
Combat
Monster Group
[Wizardry 5] Random damaging effects to a monster group
Level 6 Mage Spells
HAMAN
Change
Combat
Variable
[Wizardry 1-4] Has random effects, and drains the caster one level (See MAHAMAN)
LADALTO
Ice Storm
Combat
Monster Group
[Wizardry 5] Freezes a monster group for 34 to 98 points of damage
LAKANITO
Suffocation
Combat
Monster Group
[Wizardry 1-4] Kills all monsters affected by this spell, but some monsters are immune
LOKARA
Earth Feast
Combat
All Monsters
[Wizardry 5] Attempts to eliminate all monsters with varying success
MAMOGREF
Wall of Force
Combat
One Character
[Wizardry 5] Erects an AC -10 field around a party member
MASOPIC
Big Glass
Combat
Party
[Wizardry 1-4] Reduces the armor class of the entire party by 4
ZILWAN
Dispel
Combat
One Monster
[Wizardry 1-4] Will destroy any one undead monster
[Wizardry 5] Causes 500-1000 points of damage to an undead monster
Level 7 Mage Spells
ABRIEL
Divine Wish
Combat
???
[Wizardry 5] Alas, only the vanished Gatekeeper knows this spell
MAHAMAN
Great Change
Combat
Variable
Does something random, stronger than Haman. Drains the caster one experience level,
and is forgotten when cast. In some versions the caster can choose from a list of three possible
effects. In the Wizardry Archives, you cannot choose in Scenario 1, but you can in Scenario 2
(useful for facing the KOD items). These are the possible effects:
Silence the Monsters
Make Magic More Effective
Dialko the Party 3 Times
Heal the Party
Destroy the Monsters
Protect the Party
Teleport the Monsters
Reanimate Corpses
MALOR
Apport
Any
Party
Teleports the party randomly within the current level when used in melee, but when
cast in camp, you can decide exactly where you want to go. If a party teleports into stone it is
LOST forever, so the spell is best used in conjunction with DUMAPIC. Some levels of the dungeon
(1-10 and 2-6, for example) contain magnetic fields that bounce back incoming teleports.
MAWXIWTZ
Mad House
Combat
All Monsters
[Wizardry 5] Causes random but usually devastating effects to all monsters
TILTOWAIT
Ka-Blam!
Combat
All Monsters
The effect of this spell is somewhat like the detonation of a small tactical
nuclear weapon. The party is protected from its effects. Unfortunately for the monsters, they are
not. The spell causes 10-100 hit points of damage to all monsters.