Category : Unprotects for Games and Such
Archive   : BANEHELP.ZIP
Filename : WIZ6.TXT
WARNING:
Please save your game often. And keep a backup copy of that save game around.
If you're playing on your hard drive, save your game to floppy every now and
again. If you're playing from floppies, save your games to alternating
formatted diskettes. Why? You never know when modern technology will meet a
magnet thus eliminating all your hard work.
Save Game Drive
---------------
You may save your game to any disk drive. Once you have entered
Wizardry, select the "Disk" option. Next, select "Game Configuration". Using
`the UP and DOWN arrow keys, move to the Save Game Drive option.
Hard Disk: To save the game to your hard drive, leave this
field blank. If you leave this field blank, Wizardry will save your game
to the default directory (the same directory where you installed the
program). If you wish to save the game to a different directory, you
should enter the device name and directory name followed by a backward
slash. For example, C:\BANE\. If you would like to save it to another
directory or path, the directory must exist beforehand; Wizardry will not
make the directory for you.
Floppies: If you'd like to save your game to a floppy drive, just type
the device name of the drive, such as A: (or B:). If you have a second disk
drive (B:), we recommend you use this drive to save your games to reduce
disk swapping. Before you save a game, however, make sure your save game
disk is formatted ahead of time. We recommend you save your game to
alternate floppy disks on a regular basis for backup purposes. So, just in
case something happens to your save game, you've got a backup.
Replacing "Replace"
-------------------
In the manual, you will find reference to an option called "Replace". Using this
command, you could replace one of your more experienced party members with a
newly created, level 1 character. This option has been removed from the game.
In effect, "Replace" defeated the essence of Bane of the Cosmic Forge...
creatively directing a single party throughout the entire adventure.
Therefore, this option is no longer available so you can enjoy the true essence
of Bane of the Cosmic Forge without compromise.
Spells
------
Fire Spells
-----------
Spell Name
Spellbook Base
Cast When Cost Affects Description
-------------------------------------------------------------------------
ENERGY BLAST 2 1 Monster A jolting spark of electric energy
Mage doing 1-7 hit points of damage per
Combat power level.
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BLINDING FLASH 3 1 Monster A giant flash of light which may
Alchemist per power temporarily blind opponents.
Combat level
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FIREBALL 6 3 Monsters Blazing fireballs which burn
Mage plus power opponents and can do 2-10 hit
Combat level points of fire damage per power
level.
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FIRE SHIELD 8 Party Creates a barrier impervious to
Mage fire which protects the party
Combat from fire-type spells.
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FIRE BOMB 8 4 Monsters An exploding, incendiary spell
Alchemist plus power which does 3-9 hit points of fire
Combat level damage per power level.
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LIGHTNING 8 3 Monsters A bolt of electrical energy hurled
Priest plus power at the opponents doing 1-10 hit
Combat level points of electrical damage per
power level.
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PRISMIC MISSILE 9 3 Monsters Also known as DANCING LIGHT and
Mage plus power RAINBOW RAYS, the various
Combat level spectrums have different random
effects upon the monsters.
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FIRESTORM 12 Cloud A sweeping cloud of fire that
Mage lasts for several rounds of combat
Combat and burns all monsters within it.
Monsters affected, duration and
damage done all depend on the
power level of spell.
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NUCLEAR BLAST 16 All Monsters A miniature fusion bomb. This
Mage spell burns all monsters and does
Combat 5-25 hits points of fire damage
per power level.
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Water Spells
------------
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CHILLING TOUCH 2 1 Monster A freezing blast of cold which
Mage does 1-6 hit points of cold
Combat damage per power level.
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STAMINA 2 1 Character Replenishes some of the
Priest, Psionic character's stamina. Amount
Alchemist depends on the power level.
Anytime
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TERROR 3 1 Group Evokes fear and terror in
Mage, Psionic monsters and may cause them to
Combat flee or otherwise reduce their
ability to fight against the
party.
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WEAKEN 4 3 Monsters Physically drains the monsters
Mage, Psionic plus power making them more vulnerable to
Combat level attack, and causing them to fight
and react poorly.
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SLOW 4 3 Monsters Slows monsters down. They can't
Priest, Psionic plus power move as fast to hit you, and are
Combat level easier to hit themselves.
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HASTE 5 Party Speeds up characters' movements
Priest, Psionic by giving them extra energy.
Combat Also helpful to counteract a
SLOW spell.
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CURE PARALYSIS 6 1 Character Attempts to cure one character of
Priest, Psionic paralysis. Success depends on
Alchemist strength of paralysis relative to
Anytime the strength of the spell.
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ICE SHIELD 8 Party A barricade which resists the
Mage affects of cold and protects the
Combat party from cold and cold-type
spells. Strength and duration
relative to the power level of
of the spell.
-------------------------------------------------------------------------
ICEBALL 8 4 Monsters A flurry of stinging ice balls
Mage plus power which cause 3-12 hit points of
Combat level ice damage per power level.
-------------------------------------------------------------------------
PARALYZE 5 1 Monster Attempts to solidify a monster.
Priest, Psionic Duration and success depend on the
Combat power level of spell.
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DEEP FREEZE 6 1 Monster Attempts to freeze a monster's
Mage bodily fluids solid doing 3-30 hit
Combat points of severe ice damage per
power level.
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Air Spells
----------
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POISION 2 1 Monster Turns the air poisonous around the
Alchemist monster, and causes 1-5 hit points
Combat damage per power level plus
poisoning. Strength of poison
relative to the power level of the
spell.
-------------------------------------------------------------------------
MISSILE SHIELD 5 Party Protects part from missiles,
Mage arrows and hurled weapons, etc.,
Combat by hardening the air around the
party into a shield.
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STINK BOMB 4 3 Monsters A odorous cloud of stinking fumes
Mage, Alchemist that can do 1-6 hit points damage
Combat per power level plus nausea.
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AIR POCKET 8 Party Protects party from air spells
Mage, Alchemist such as stinking clouds and
Combat suffocation by creating a pocket
of clean air around the party.
Strength and duration relative to
the power level of the spell.
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SILENCE 4 3 Monsters Causes air around monsters to stop
Priest, Psionic plus power transmitting sound, thus
Combat level preventing them from casting
spells. Strength and duration
relative to power level.
-------------------------------------------------------------------------
POISON GAS 7 Cloud Posion cloud which lasts several
Alchemist rounds and surrounds the monsters.
Combat Monsters inside the cloud suffer
from poisoning and damage. The
monsters affected, duration and
damage done all depend on the the
power level of the spell.
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CURE POISON 8 1 Character Attempts to cure one character of
Priest, Alchemist poisoning. Success depends on
Combat strength of poison relative to the
strength of the spell.
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WHIRLWIND 8 3 Monsters A swirling tornado whipping around
Priest plus power the monsters and blasting them
Combat level with 1-7 hit points damage per
power level.
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PURIFY AIR 10 Party Attempts to clean the air of any
Priest, Alchemist dangerous clouds such as FIRESTORM
Combat and POISON GAS. Success depends
on the strength and amount of
clouds relative to the strength of
the spell.
-------------------------------------------------------------------------
DEADLY POISON 8 1 Monster Kills monster outright or does
Alchemist extremely heavy poisoning plus
Combat 3-15 damage per power level.
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LEVITATE 12 Party Holds party in air several inches
Mage above the floor helping to prevent
Anytime damage in case they fall.
Duration of the spell is relative
to the power level of the spell.
-------------------------------------------------------------------------
TOXIC VAPORS 8 Cloud A giant, sticking cloud of vapors
Alchemist which surrounds the monsters and
Combat causes 2-6 hit points damage per
power level. Monsters affected
depends on the power level of the
spell.
-------------------------------------------------------------------------
NOXIOUS FUMES 10 3 Monsters Horrid smelling torrents which
Mage, Alchemist plus power blast the monsters' noses and
Combat level cause 1-6 hit points damage per
power level nausea.
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ASPHYXIATION 12 1 Group Swallows air around monsters
Mage, Alchemist leaving none to breathe. Chance
Combat of monsters' death depends on
their strength and susceptibility
relative to the strength of the
spell. Creatures or things that
don't breathe, like rocks, can't
be asphyxiated.
-------------------------------------------------------------------------
DEADLY AIR 16 All Monsters Makes air surrounding the monsters
Alchemist entirely unbreathable and causes
Combat 4-16 hit points damage per power
level.
-------------------------------------------------------------------------
Earth Spells
------------
-------------------------------------------------------------------------
ACID SPLASH 2 1 Monster A rushing wave of bubbling acid
Alchemist which causes 1-7 hit points of
Combat damage per power level.
-------------------------------------------------------------------------
ITCHING SKIN 2 3 Monsters A sprinkle of powder which causes
Alchemist the monsters' skin to itch. It
Combat also irritates the monsters and
lessens their ability to attack
and defend.
-------------------------------------------------------------------------
ARMOR SHIELD 2 Party Creates a magical shield in front
Mage the party, and lowers AC of party
Combat members by one point per power
level.
-------------------------------------------------------------------------
DIRECTION 3 Party Shows direction party is facing
Mage (N, S, E, W) in the dungeon. The
Anytime duration of spell is relative to
its power level.
-------------------------------------------------------------------------
KNOCK-KNOCK 6 Locked Magically alters the lock on a
Mage, Psionic Doors and door (jammed or not) or a chest in
At A Door or Treasure an attempt to unlock it. When
Treasure Chest Chests used on a chest, there is a
percent chance that it may set the
trap off.
-------------------------------------------------------------------------
BLADES 6 3 Monsters Hurls slicing razor blades through
Priest, Psionic plus power the air doing 2-8 hit points
Combat level damage per power level.
-------------------------------------------------------------------------
ARMORPLATE 6 Party Creates a magic armor plating
Priest around the party, protecting them
Anytime and lowering their armor class.
-------------------------------------------------------------------------
WEB 7 1 Monster Attempts to capture 1 monster in a
Mage, Alchemist sticky web. Success depends on
Combat the strength of the monster
relative to the power level of the
spell.
-------------------------------------------------------------------------
ACID Earth 4 8
Mental Attack Mental 1 3
Sleep Mental 1 3
Bless Mental 1 4
Charm Mental 1 5
Cure Lessor Cnd Mental 2 4
Divine Trap Mental 2 4
Detect Secret Mental 2 5
Identify Mental 2 8
Hold Monsters Mental 3 6
Mindread Mental 3 8
Sane Mind Mental 3 10
Psionic Blast Mental 4 8
Illusion Mental 4 10
Wizard Eye Mental 4 10
Death Mental 5 10
Locate Object Mental 6 8
Mind Flay Mental 7 18
Heal Wounds Magic 1 4
Blink Magic 3 7
Lifesteal Magic 6 12
Resurrection Magic 7 20
---------------------------------------------------------------------------
RESURRECTION 20 1 Character Attempts to raise one character
Mage, Priest from the Dead. Success depends
Psionic on the character's life force
Anytime (vitality) relative to the power
level of the spell. Each time
a character is raised from the
dead, he or she loses one point
of vitality.
------------------------------------------------------------------------
DEATH WISH 20 All Monsters Attempts to kill all monsters
Priest outright through sheer magical
Combat force. Success depends on the
power of the monsters relative
to the power level of the spell.
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Alchemists' Spellbook
------------------------------------------------------------------------
Spell Realm Level Cost
Blinding Flash Fire 2 3
Fire Bomb Fire 4 8
Stamina Water 1 2
Cure Paralysis Water 3 6
Poision Air 1 2
Stink Bomb Air 3 4
Air Pocket Air 3 8
Posion Gas Air 4 7
Cure Poison Air 4 8
Deadly Poison
Another Quality VD Doc!
Thanks to Skid Row for the Originals!
Another Quality VD Doc!
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