------------- ENLIGHTENMENT ------------- Spell: ........ Conjure Earth Elemental Type: ......... Summoning/Protective Duration: ..... Special Area of Effect: Around elemental This spell is the first of the four major elemental spells. When cast on open ground, a clay golem is summoned from the Earth Elemental Plane and will remain as the Druid's servant until its strength is depleted. He can only understand the three simple commands Wait, Follow and Send. The Golem is resistant to all forms of natural attack and is very strong. However, he is slow and cumbersome and on occasions may prove a hindrance. Spell: ........ Conjure Air Elemental Type: ......... Summoning/Protective Duration: ..... Special Area of Effect: Around elemental As the conjure earth elemental spell except an air wispe is summoned from the Air Elemental Plane and will remain as the Druid's servant until its strength is depleted. The Wispe is very fast but also very weak. The Great Druid 'Runewort' was well known for useing Wispes in fast sweeping attacks on large amounts of weak foes. Spell: ........ Conjure Fire Elemental Type: ......... Summoning/Protective Duration: ..... Special Area of Effect: Around elemental As the conjure earth elemental spell except a fiery phoenix is summoned from the Fire Elemental Plane and will remain as the Druid's servant until its strength is depleted. The Phoenix is reasonably fast but loses his strength fast when in wet or moist areas. Spell: ........ Conjure Water Elemental Type: ......... Summoning/Protective Duration: ..... Special Area of Effect: Around elemental As the conjure earth elemental spell except a water kraken is summoned from the Water Elemental Plane and will remain as the Druid's servant until its strength is depleted. The Kraken is reasonably fast but loses his strength fast when in hot or arid areas. Spell: ........ Wall of Fire Type: ......... Obstructive Duration: ..... Semi-permanent Area of Effect: 40' in direction cast When cast, deep red flames erupt from the ground in the direction the caster is facing. The flames will continue for forty feet, unless hitting some solid obstacle or significant feature of landscape (see "Kaled's book of universal constants" for more on this). The wall will only destroy fire-fearing foes and remains a permanent feature of the landscape until the Druid leaves the present land. Spell: ........ Wall of Water Type: ......... Obstructive Duration: ..... Semi-permanent Area of Effect: 40' in direction cast When cast, deep blue water spurts from the ground in the direction the caster is facing. This spell is much the same as the wall of fire spell except that it will only destroy water-fearing foes. Spell: ........ Death Touch Type: ......... Offensive Duration: ..... Short Area of Effect: Creature touched When this spell is cast, any creature touched by the Druid will instantly die. However, a few, more powerful creatures cannot be harmed by this form of magic. Spell: ........ Deathlight Type: ......... Destructive Duration: ..... Short Area of Effect: 40' radius about Druid This spell will destroy all creatures within a forty foot radius about the Druid for a short duration thus giving him time to gather his wits or pass through dark and eerie lands. There are some powerful creatures who are immune to this form of magic. Spell: ........ Deathland Type: ......... Destructive Duration: ..... Medium Area of Effect: 40' radius about Druid This spell is exactly the same as deathlight except that is lasts much longer. Great Druids always warn their unenlightened inferiors to use this form of magic sparingly. Spell: ........ Finger of Lightning Type: ......... Offensive Duration: ..... Short Area of Effect: 40' in direction cast When cast, bolts of lightning shoot forth from the Druids fingertips. These bolts are ten times more powerful than the normal electrical bolts that Druids usually fire. Spell: ........ Recharge Type: ......... Replenishment Duration: ..... Immediate Area of Effect: Druid This spell replenishes the Druids electrical bolts for a short time, so that he can fire four bolts at any one time rather than the usual three. Spell: ........ Slow Type: ......... Obstructive Duration: ..... Short Area of Effect: 40' radius about Druid This curious magic causes all normal creatures within a forty foot radius of the Druid to become lethargic and slow thus letting any nimble Druid pass between them quickly. Spell ......... Fireshield Type: ......... Protective Duration: ..... Short Area of Effect: Druid When confronted with pillars of flame, a wary Druid need only cast this spell. It will make his robes and sandals like tough dragonscale for a short while and thus he will become impervious to all forms of natural heat. Spell: ........ Invisibility Type: ......... Concealment Duration: ..... Short Area of Effect: Druid This well used spell is still one of the most useful that a Druid can carry in his spellbook. The Druid will be rendered invisible to all creatures of normal sight. However, some creatures do not see with their eyes but instead use heat or magic as a source of seeing. Spell: ........ Armour Type: ......... Protective Duration: ..... Short Area of Effect: Druid When cast, this spell turns the Druids robes to strong steel for a short while, thus rendering the Druid less vulnerable to attack. Spell: ........ Turn Away Type: ......... Repellent/Illusion Duration: ..... Short Area of Effect: 40' radius about Druid This spell makes the Druid appear to be an abhorrent, powerful creature. This is of course, an illusion, but any unintelligent creatures in close vicinity to the Druid will immediately panic and try to run away. In time, the spell will end and the illusion will crumble away. Spell: ........ Teleport Type: ......... Ethereal travel Duration: ..... Immediate Area of Effect: Druid This spell is fairly mystical. Great Druids have only managed to discover that when this spell is cast within a magic symbol, the caster is sent to another plane (the type of plane is decided by the magic symbol). Spell: ........ Infra-vision Type: ......... Visionary Duration: ..... Short Area of Effect: Druid This magic is useful in darkness. It makes the Druids eyes sensitive to heat as well as light. However, this power will only last a short time and then you will be left back in the dark. Spell: ........ Resurrection Type: ......... Resurrection Duration: ..... Special Area of Effect: Special This spell was originally created by the Necromancer Groblar in a clever attempt to cheat death. Of course, Druids everywhere realised the value of such a spell and soon it was circulating amongst the higher ranks of the Druid sects. When cast, a grave is created. Should the Druid now bear the misfortune to die, he will gain new life and full strength and rise from the very same grave that he created. But be warned, you can only create one grave. If you cast another resurrection later, the grave created by the first resurrection will be destroyed. Spell: ........ Doorblast Type: ......... Destructive Duration: ..... Immediate Area of Effect: 5' radius about Druid When the Druid casts this spell, a mighty explosion can be heard about the Druid and all doors within a five foot radius of the Druid will shatter and splinter into a thousand pieces. Any foolish creatures within forty feet of the Druid will collapse in agony at the sound of the explosion. Spell: ........ The Seeing Eye Type: ......... Visionary Duration: ..... Short Area of Effect: 80' in direction Cast This spell enables the Druid to see what is around him. When cast, the Druids mind is allowed to follow the land in front and see what dangers await. Spell: ........ Sage Type: ......... Legend Lore Duration: ..... Immediate Area of Effect: none When this spell is cast, the Grand Druid Klaven Marr will give you a short clue depending on where you are. This should aid your Druid in his quest for enlightenment. Spell: ........ Strengthen Type: ......... Replenishment Duration: ..... Immediate Area of Effect: Elemental up to 160' from Druid This spell will make you elemental stronger and thus prolong its return to the elemental planes. Spell: ........ Banquet Type: ......... Replenishment Duration: ..... Immediate Area of Effect: Druid This spell makes the Druid feel like he has just eaten a large wholesome supper, thus raising his constitution back to its best. Spell: ........ Wine Type: ......... Replenishment/Curing Duration: ..... Immediate Area of Effect: Druid This spell creates a bottle of wine which the Druid must drink straight away. It will partially restore his constitution but it will also help to drive any poison from his system. Spell: ........ Create Light Type: ......... Visionary Duration: ..... Long Area of Effect: 5' radius about Druid This spell will create a circle of light about the Druid equal to the light created by a small flaming torch. This light will extinguish after some time however. Spell: ........ Crucifix Type: ......... Repellent/Illusion Duration: ..... Short Area of Effect: 40' radius about Druid This spell causes a Holy Cross to appear in the Druids hand for a short while. All undead and unholy creatures will instantly run in fear from such holy relics. Spell: ........ Key Type: ......... Unlocking/Opening Duration: ..... Immediate Area of Effect: Touch lock This spell is merely a Mages Cantrip. It causes all simple lock mechanisms to slide open thus allowing a locked door to be opened. Spell: ........ Antidote Type: ......... Curing Duration: ..... Immediate Area of Effect: Druid This is much more potent than wine and will instantly cure any poisoned Druid. Upon casting, it will create a brew of rare herbs which must be immediately drunk by the Druid. Spell: ........ Horn of Baeon Type: ......... Olde Mystic Duration: ..... unknown Area of Effect: unknown Grand Druids everywhere are puzzled about this spell. They know that when you cast it, a horn sound is created but nothing further happens. It is suspected that it is used for summoning of some sort. Spell: ........ Coin of Charon Type: ......... Mystic Duration: ..... unknown Area of Effect: unknown When this spell is cast, a small gold coin appears bearing the picture of a grim reaper. The coin has the value of one hundred silver pieces. Spell: ........ White Orb Type: ......... Destructive/Enlightenment Duration: ..... Eternal Area of Effect: Acamantor When a Druid casts this spell properly, he is recognised as having reached enlightenment and is entitled to enter the Circle of the Great Druids. THE LANDS OF BELORN There are ten lands in Belorn as well as Acamantor's five level tower. You start in the village of Ishmar. To the west, lie the lands of desert and fire. To the north of the desert lands, lie the rocky plains which lead north to the dark eerie caverns of darkness. To the north of Ishmar, lies the weird woodland and to the east lie the swamplands and the land of water. North of the land of water there lies the poisonous land of fungus which gives passage to the snowbound ice regions. To the far east, beyond the water, lies Acamantor's tower - surrounded by a moat with no bridge in sight. THE DEMON PRINCES Acamantor has also summoned the demon princes once more, and they help fortify Acamantor's grip on the lands of Belorn. The demon princes can be found in the lands of fire, desert and snow and in the bottom two dungeons of Acamantor's tower. To destroy a demon, you must fire at it many times whilst casting 'Deathlight' or 'Deathland'. When the demon starts to weaken, its colour will change and a few more swift shots should destroy it. But be warned, the demon will continually spit fireballs at you as you attempt to destroy it.