Quest for Glory 1
Flame
Dart- A small ball of fire that can be used for heating things or as an
offensive spell.
Open-
This spell opens non barred doors and chests.
Fetch-
Makes a magic lasso that can bring a small, nonmoving object to the caster
or move small objects to different places.
Erasmus'
Razzle Dazzle- Makes a bright flash of light that temporarily blinds an
opponent. Useful in combat.
Trigger-
Releases magical energy and sets off spells. This is useful in disarming
chests and traps. It will also unleash all the energy in a magic
staff, causing it to explode and kill anyone near it.
Detect
Magic- Shows if there is magic in the area.
Calm-
Puts out fires and stops monsters from attacking you (though only before
combat).
Zap-
Puts a magical charge on a weapon. The weapon will do more damage
the next time you attack. After every hit you will have to cast the
spell again.
Quest for Glory 2
Force
Bolt- Makes a magic ball that hurts enemies and moves objects. Be
careful where you aim it since it bounces everywhere.
Levitate-
Lets the caster go up and down in the air, though not horizontally.
Reversal-
Makes a spell cast at you bounce back to the caster. This doesn't
work with area affecting spells like frostbite and dragon fire.
Quest for Glory 3
Juggling
Lights- Causes several balls of light to appear above the caster's head,
lighting up dark places.
Summon
Staff- Not a true spell, summon staff summons a wizard's magic staff.
The staff will either increase the power of the spell without using
extra mana (qfg3 and 4) or it will give the caster extra mana.
Lighting
Ball- Creates a ball of electricity that can be used to short circuit things
or hurt enemies. It costs more mana but does more damage and less
monsters are immune to it than flame dart.
Quest for Glory 4
Glide-
Lets the caster move across liquid surfaces without touching them.
Useful in swamps, lava pits, and thin ice. (Only in 4)
Aura-
Protects from special undead attacks like life draining. Works with
wraiths and ghosts in Hades.
Frostbite-
Makes a swirl of cold air, an area affect that harms more than one person.
It can damage enemies or make hot things cool. With flame dart it
can make things brittle.
Protection-
A layer of protection against physical attacks.
Hide-
Makes the caster invisible as long as he/she stands still. It is
broken once they move.
Resistance-
Lessens elemental attacks such as fire, lighting, and cold.
Boom-
Creates a magical skull bomb that stays in its place until something comes
within ten feet of it where it then explodes.
Fascination-
Makes swirling lights that distract dumb creatures and explode, causing
a small amount of damage.
Rest
In Peace (RIP)- Ensures a spell caster eight hours of undisturbed rest
in the wilderness.
Whirlwind-
Makes a vortex of air that holds a person in place and causes slight damage.
Thermonuclear
Attack- This spell causes all life within twenty five miles to die, leaving
the land a wasteland. This also kills the caster, making it an unpopular
spell.
Augment-
Boosts a wizard's skill in the next spell cast. This works like zap,
it must be cast before each spell to be boosted.
Shrink-
Makes the target become smaller, decreasing their morale as well as their
size.
First
Aid- A minor healing spell useful on yourself or allies.
Dragon
Fire- An area affecting spell, it forms the shape of a dragon that shoots
out fire from its mouth.
New Spells
(These spells aren't available in the game, I made them up or made pictures
for ones mentioned but unavailable.
This section will be updated with the rest of the site [aka semi-almost-kinda-regularly])
Dragon Frost- Basically
the same as dragon fire except it uses extreme cold instead of extreme
heat. (Katrina will use this in the dragon battle in Dragon Fire).
Poison- This spell creates
a toxic cloud that will poison anyone who comes in contact with it.
The poison wears away the victim but eventually dissipates. Higher
level versions of the spell make poison that kill the victim if not treated.
This can be used to poison weapons as well.
Fly- Lets the caster fly in the
air for as long as his or her mana lasts. Other actions can also
be done while in flight. (Used by Erana/Katrina in Dragon Fire)
Darkness- Opposite of juggling
lights, this spell takes away all light in a certain perimeter for a short
period of time. Useful for getting away from enemies if you know
where you are, also highly effective when used before dazzle, it blinds
enemies for longer periods of time. (Used by Leopardmen Shaman in
Wages of War)
Shapeshift- This powerful
spell transforms the target into a creature the caster has come into contact
with before. Effects are temporary unless a permanent spell is placed
on the target afterward. This can be cast on the caster, but the
shape will still remain until the spell wears off. (Used by Leopardmen
in Wages of War, Gypsies in Shadows of Darkness)
Petrify- Turns the
target into stone for a short amount of time unless a permanent spell is
placed on the statue afterwards.
Shield- Acts like a protection
spell but actually prevents weapons from touching the caster. This
drains the caster's mana every time the spell blocks a hit.