Magic

As with many CRPGs, Deathlord’s magic is divided into different schools, and each class of spellcaster has access to exactly one school.

Spells may Target one or more creatures (either a party member or a monster), the whole party, or an entire group of enemies.

Spells also have a Category that indicates what they’re used for:

Shisai

Lvl Spell Category Targets Effect
1 NASU Heal 1 1–8 hp
1 AKARI Light   3 square radius, ~200 turns
1 KATAI Buff+ 1 AC+2, can be cast multiple times
2 MOTU Hold 1–3  
2 DOSOI Buff+ 1 Halves the damage from poison (TOX)
2 TSUIHO Fear group Undead only; only works once per combat This is basically a “turn undead” spell that ‘banishes’ enemies
3 MOAKARI Light   4 square radius, ~300 turns
3 MOTUNASU Cure 1 Paralysis (PAR)
3 ONKEI Buff+ party attacks
4 DONASU Cure 1 Poison (TOX)
4 MONASU Heal 1 17–32 hp
4 MAKATAI Buff+ party AC+1
5 HINAGU Zap group up to 30 hp; doesn’t work in dungeons
5 INOCHI Cure 1 Death (RIP); raised character loses 1 CON
5 HONASU Heal 1 33–64 hp
6 ALNASU Heal 1 all hp
6 KURENZA Zap group up to 40 hp
6 KAERU Misc.   Casting this spell sets a ‘homing beacon’. Enter a word, then later have the same caster (Y)ell the recall word to teleport to the spot where you cast the spell. Casting a second time will remove the first beacon.
7 SHINSEIGO Slay group enemies that fail their save are ‘damned’
7 MOINOCHI Cure 1 Death (RIP); no loss of CON
7 YAWARISHI Cure 1 Petrification (STO)

Shizen

Lvl Spell Category Targets Effect
1 KUSAMOTSU Hold 1–4 ‘entanglement’, only works while standing on grass, bushes, trees, etc.
1 HIKAKOMU Buff+ 1 attacks
1 ICHIHAN Misc.   Divine the current dungeon level, but see here for some notes on how dungeons are laid out
2 KINO Buff+ 1 AC+?, can be cast more than once
2 DUNASU Heal 1 1–8 hp
2 MOYA Flee party  
3 BYOKINASU Cure 1 Disease (ILL)
3 KONPASU Misc.   Divine the direction to the nearest island, while at sea
3 YOBUZUMA Zap group up to 30 hp; ‘lightning’, only works outdoors
4 HITATE Misc. party Prevents damage from fire for ~32 steps
4 SANTATE Misc. party Prevents damage from acid for ~32 steps
4 TABEMONO Misc. 1 Creates ~10-15 food; only works while standing on grass, bushes, trees, etc.
5 HIKABE Zap group up to 50 hp; ‘fire’
5 DRUNASU Heal 1 17–32 hp
5 JISHIN Zap group up to 50 hp; ‘earthquake’
6 HIARASHI Zap group up to ???; ‘fire’
6 KYOKI Buff– group Causes ‘insanity’, with a variety of random effects.
6 TSUKAKUSU Misc. party Hides the party from wandering monsters, even while moving
7 KONRAN Hold group  
7 KOMARU Slay 1  
7 DRUINOCHI Cure 1 Death (RIP); raised character loses 1 CON

Mahotsukai

Lvl Spell Category Targets Effects
1 TODO Zap 1 1-8 hp; 2x1-8 hp at level 4, 3x1-8 hp at level 8 The manual claims 4x at level 12, but I never got it.
1 NERU Hold group ‘sleep’
1 TATE Buff+ 1 AC+2, can be cast more than once
2 CHIKARA Buff+ party attacks, can be cast more than once
2 YOWAMERU Buff– group attacks, can be cast more than once
2 KOWA Fear 1 doesn’t work on undead
3 ZUMA Zap group up to 30 hp; ‘lightning’
3 ISOGU Buff+ party +1 attack next round; ‘haste’
3 KUMO Hold group ‘web’
4 HITAMA Zap group up to 30 hp; ‘fire’
4 UGOKU Misc. party Randomly teleports the party 1–8 squares
4 MOKOWA Fear group  
5 DOKUMO Slay group ‘black smoke’; affects entire group or nobody
5 KOORI Zap group up to 50 hp; ‘ice’
5 HOHYO Buff+ party AC+2
6 KOROSU Slay group  
6 UNMEI Slay 1  
6 ARASHI Zap group up to 50 hp; ‘fire’
7 TOKI Hold group ‘time stop’
7 UNPAN Misc. party Teleports the party up or down 1–4 dungeon levels
7 TAIYOHI Zap group up to 75 hp; ‘fire’

Genkai

Lvl Spell Category Targets Effects
1 KIRI Flee party  
1 HIBANA Zap group 1-2 hp; 1-4 hp at level 3; 1-6 hp at level 5
1 SHOTEN Buff+ 1 attacks
2 NIKKO Light   3 square radius, ~200 turns
2 NIJIN Buff+ 1 AC+2
2 MEKURA Hold group ‘mind blast’
3 KAWA Fear 1–3  
3 NIGERU Flee party  
3 MAMOTU Hold group  
4 MANIJIN Buff+ party AC+2
4 KAKUSU Misc. party Hides the party from wandering monsters; moving cancels
4 GENEITODO Zap group up to 30 hp; ‘phantom missiles’; targets can save
5 MEIRO Hold group ‘mesmerized’
5 MANIGERU Flee party  
5 YUJO Hold group ‘charm’
6 UKU Misc. party Allows party to walk on water for ~20 steps
6 MAKAWA Fear group  
6 KOTOBA Zap group up to 50 hp; targets can save
7 HONIGERU Flee party  
7 YUREI Misc. party Hides the party from wandering monsters for ~20 steps
7 TSUKIHI Zap group up to 75 hp; ‘fire’