Wizardry I-V Spells

The Wizardry Wizard

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.

Created, maintained and © by John Hubbard (write to me). Disclaimers. Hosted by Dreamhost. Last modified: January-04-2003.