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:
- Buff+ spells improve the attributes of one or more party members. Buff– spells hinder your opponents.
- Fear causes your opponents to flee combat; spells of this type seem to be particularly dependent on the enemy type.
- Flee spells give your party a chance of fleeing combat, which is generally better than using the
(F)lee
action. This is the Genkai specialty.
- Heal (health) and Cure (status) spells only ever affect one party member at a time.
- Hold prevents one or more opponents from acting for a certain number of turns. The manual includes some flavor text describing the ‘style’ of effect, but as far as I can tell it makes no difference; you can put a Skeleton to ‘sleep’, for instance.
- Light does what you think it does, but it has a limited range and only works inside dungeons.
- Slay spells kill instantly, but they’re always subject to some sort of defensive saving throw; more powerful monsters seem to be less likely to be affected.
- Zap spells are direct-damage, although the amount is random and seemingly level-dependent. (The point about flavor text in the manual applies here, too.) Often when you first get a new ZAP spell the damage will be lower, but it will go up over time; don’t expect to roll a 30 hp casting of M3:ZUMA at 6th level. Numbers reported here are rounded and based on my experimental evidence, so you may get higher results and you’ll definitely get lower ones.
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’ |