Might And Magic II

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*T A$0000 (000000) L$5600 (022016) 086 CHAPTER.3.4
*T A$0000 (000000) L$3D00 (015616) 061 APPENDIX.A
*T A$0000 (000000) L$8400 (033792) 132 APPENDIX.B
*A A$0000 (000000) L$0174 (000372) 003 MM
*B A$1400 (005120) L$0400 (001024) 006 PAGE

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 ! --------------------- MIGHT  AND  MAGIC ---------------------------------!

                    !    TABLE OF CONTENTS   !

-- Main options menu .......................................
-- Create new characters....................................
-- View all characters......................................
-- Hirelings................................................
-- Character profile........................................
-- Delete a character.......................................
-- Rename a characters......................................
-- Transfer characters......................................
-- Go to town...............................................
-- Set up your party........................................

CHAPTER TWO : THE ADVENTURE BEGINS..........................
-- Moving & Mapping.........................................
-- Game commands while marching.............................

-- Encounter commands.......................................
-- Combat...................................................
-- Saving your game.........................................

-- The world................................................
-- Your characters..........................................
-- Weapons & Armor..........................................
-- monsters.................................................
-- quests...................................................
-- spells...................................................

APPENDIX A : DETAILS & OPTIONS..............................
-- Character statistics.....................................
-- Character classes........................................ 
-- Character race...........................................
-- Character alignment......................................
-- Sex of character.........................................
-- Character status.........................................
-- Secondary skills.........................................
-- Armor,Weapons & Equipment................................
-- Time travel..............................................
-- Auto-mapping.............................................

APPENDIX B : SPELLS.........................................
-- Spells...................................................
-- Clerical spells..........................................
-- Sorcerer spells..........................................

     --------------------  PROLOGUE  ---------------------------

     An account of Corak the mysterious' unsettling disappearance as told by
his apprentice,Gwyndon the Young:
     CORAK has always held many dire secrets,but recently he had shown signs of
being outwardly distressed.This troubled me greatly as what could distrurb one
so powerful and composed as CORAK the mysterious ? Was he not only high priest
as well as being regarded by all as a most accomplished warrior and being the
most powerful Archmage other than King Kalohn the Vanquished ? He was all that
the knowledgeable strive to be and what the ignorant claim to be.
     CORAK used to tell me stories of different,wondrous worlds with hideous
monsters and mighty warriors.I thought his stories mere fables or myths meant
to entertain me.Little did I know that he spoke the truth and a problem would 
arise from this truth that would drive him mad.
     One day while I was working on translation of a sorcerous scroll,Corak
burst into the library with a harried look on his brow.He told me of an alien
criminal from another reality who had  escaped into our beloved CRON! Corak
then promptly forgot that I was present and procceded to curse and mumble
profusely as he searched through the books for some lost text which contained a
gleaming of information which might help him expel the dangerous alien.Being
insatiably curious, I attempted to eavesdrop on the conversation he was having
with himself.He spoke of CRON being out of alignment with other worlds,of a
highly destrutive alien being named sheltem,and of an anointed champion who
could realign CRON before a horrific ware of fiery destruction would sweep
accross and detroy the land.
     After his foray in the library,Corak acted quite strangely during the next
few days.He would lock himself up in his private study for hours at a
time.Frightful noises emanated from behind the locked door and
then,suddenly,they would stop.He would emerge changed each time in some subtle
fashion.He would enter the study after devouring almost an entire banquet by
himself and exit with an appetite as if he had not earan in days.Other times he
would be wan and pale from long hours of intensive reseach done in the
library.He would then go to the study and exit in a few hours with a tan as if
he had just returned from Murray's resort Isle,basking in the sun there for a
     This weird behavior continued for almost a fortnight.One day,he left his
study after an unusually long session and immediately started screaming about
the end of the world and how he could not stop it.Amazingly,he was covered in
snow and yet it was mid-summer!He then looked about in desperation and withdrew
a strange,four-taloned claw which I had never even seen before.Corak the
uttered a spell which caused a blinding glow of sheer power to envelope his
body.He was terrible to behold,bathed in an eerie shower of what must of been
pure ethereal anergy,just standing there,exalting in his newfound might.
     Seconds later,a clap of thunder shook the building and Corak was gone.I
believe that he transported himself away in order to try to stop the mystifying
doom which lay upon CRON.Unfortunately,I have my doubts.Maybe the spell of
power was too much for Corak the Mysterious and he brought about his own
destruction.I do not know anything for sure.After all,I am now only an
apprentice witthout a master to tell me if I am right or wrong.
     A week later,pinehurst visited and went into Corak's study.The
strange,eerie noises started again and lord pinehurst was gone.I entered the
study and notined that one of Corak's machines was missing.Next day I received
a sealed letter delivered by special courier from lord pinehurst.He wrote that
he was fine,not to worry and that I should travel to Castle pinehurst to
continue my studyes.I go now and hope that this growing chaos in my life will
soon end .

 /DOUME le 14/02/89/

 ! ----------------------- MIGHT AND MAGIC II -------------------------------!
                        Gates to Another World

  Is an ongoing journey that can last up to hundreds of hours.As you begin,let
Chapters 1-3 of this book guide you through the firts steps of your journey.If
you are new to fantasy games,Chapter 4 will help acquaint you with the terms
and conventions of this newworld.As you gain in experience,your primary guide
will become your computer screen.Then you will find important reference
information,on game optoins and spells,in the appendices of this book.Migh and
magic one players should skim through the manual for new features.

                  !      HAPPY ADVENTURING !              !

      Start game    Allows you proceed with the game.It is recommended that    
                    you copy your disks before selecting this option.

      Demo          Demonstrates features of the game,ie. walking              
                    around,encourters,combat,etc...To return from the Demo     
                   press " ESC ".

      Copy disks    Allows you to make backup copies of your original          
                    disks.The Source disk is the original.The target disks is  
                   the disk you want to copy on to .

      # Of drives   Lets you play with one or two drives.This option also      
                    works with Copy disks.

          If you decide to play Might and magic using the pre-programmed       
          characters provided,you can skip this section.
          Much of the fun of any fantasy game,however,lies in the creation of  
          the characters with whom you go adventuring.If you are creating      
         characters for the first time,or need to refresh your memory on       
        characters optoins,read appendix A before continuing.The               
       information in that appendix will help you create more varied and       
      interesting characters,who have a greater chance of succeeding in        
     their quest.
          To create a new characters,diplay the main options menu and TYPE C.
          A character's class is determined by 7 vital statistics.

     SPEED          ACCURACY       LUCK

          Each statistic is randomly assigned a rating between 3 to 21,with 21 
          being the highest.To generate a new set of random rating,press       
         RETURN (or SPACE BAR for animation).
     You may exchange any of the statistics by pressing the letter of the
statistic you want to exchange.

     A character may belong to one of 8 classes.

     KNIGHT         PALADIN        ARCHER         CLERIC
     SORCERER       ROBBER         NINJA          BARBARIAN

     To the right of the sttistics are the eligible classes for the ratings
given .These are the classes from which you may choose.Notice how the eligible
classes change as you generate different sets of statistic ratings.
     To choose a class,type the NUMBER next to the desired class.At any time
before selecting a class ,you can return to the main options menu by pressing

     After selecting a class,choose the character's race.

     HUMAN          ELF       DWARF     GNOME     HALF-ORC
     To select race,type the NUMBER next to the desired race.
     You choise of race may change the rating given for one or more vital
statistics.If the change is not to your liking ,press ESC .All statistics will
return to the last ratings shown before you selected a class.Re-select
class,then try a different race.
     Different races offer different bonuses:

Allstatistics will return to the last ratings shown before you selected a
  -----      -------------------         ----    -------------------
  Human      no additional modifiers     Gnome      + 2 luck
                                                    - 1 speed
  Elf        + 1 intellect                          - 1 accuracy
             + 1 accuracy
             - 1 might                  Half-orc    + 1 might
             - 1 endurance                          + 1 endurance
                                                    - 1 intellect
  Dwarf      + 1 endurance                          + 1 personality
             + 1 luck                               - 1 luck
             - 1 intellect
             - 1 speed
     After assigning race,select the character's alignment.Your choices
                  GOOD        NEUTRAL       EVIL
     Select alignment by typing the NUMBER next to the desired alignment.If you
change your mind after making your selection,press ESC .The screen will return
to class options.Re-select class and race,then the desired alignment.
     Notice that a character's alignment does not affect any vital statistic
ratings.Alignment can be important to game play,however.For details on
alignment, refer to appendix A.

     Your choices are MALE or FEMALE.Sex does not affect a charater's vital
statistics,but may restrict activities during game play.See Appendix A for
     To select sex,type the NUMBER next to male or female.If you change your
mind ,press ESC.The screen will return to class options.

     The final step in creating a character is to name him/her.Type in ANY
NAME,up to 10 characters in length.Then press RETURN to save.
     It is a good idea to assign different names to each character,to avoid
possible confusion during game play.

     From the main options menu you can view a list of all characters and
Hirelings stored on your copy of disk B.

                            VIEW ALL
    A- Sir felgar       K/1       M-
    B- Terwin III       P/1       N-
    C- Sure valla       A/1       O-
    D- Gene Eric        C/1       P-
    E- Cassandra        S/1       Q-
    F- The hermit       R/1       R-
    G- Kato-San         N/1       S-
    H- Buba             B/1       T-
    I-                            U-
    J-                            V-
    K-                            W-
    L-                            X-

                    " A " - " X " to view
           "Space " For Hirelings

                  (  " ESC " To go back  )

   * KEY LETTER    for character
   * NAME           of character
   * CLASS          of character
   * TOWN          in which character is currently located
     From the view all list you can :
  1) press ESC to return to  the main options menu;
  2) Type the LETTER (A-X) of the character to view a detailed character
  3) Press the SPACE BAR to toggle between charaters and Hirelings.

     Hireling are characters that are not created,but hired at various inns
throughout the game.When hired they act,and are controlled as normal party
members except ;
  1) Initially there are no Hirelings for the characters to choose from.After
completeing various quest,deeds,ect.Hirelings will be made available to the
party at selected inns.
NOTE: After signing into an inn,check to see if any Hirelings have become
available for your party.
  2) At the end of each day you must pay the Hirelings daily fee.If you are
unable to pay the fee for that day they will leave your party and be waiting at
the inn which they were last saved.
  3) Hireling may be dismissed at any time and will return to the last inn at
which they stayed (see dismiss command).
  4) When viewing a Hireling,instead of gold being displayed their cost per day
will be shown.
  5) Hirelings are not included in the procced of Gathering or Sharing gold.
  6) Hirelings may train for free when gaining experience levels and
Spells,consequently their cost per day will increase.
  7) A hirelings name may not be changed nor may the Hireling be deleted.

     A character profile gives you all the facts and figures on a specific
character.It is an invaluable aid in decision making , when factors of strength
,vunerability,spells and wealth must be considered.Character profiles are
available at most times during game play.Only from the view all characters
list,however,can you display the profile of any character on the disk.All
information on the character profile screen is in abbreviated from.A detailed
description of each item on the screen is provided in Appendix A.Below is a
brief overview of the screen.
          Lvl       = EXPERIENCE LEVEL
          MGt       = MIGHT
          Int       = INTELLECT
          Per       = PERSONALITY
          End       = ENDURANCE
          Spd       = SPEED
          Acy       = ACCURACY
          Luc       = LUCK
          HP        = HIT POINTS
          SP        = SPELL POINTS
          AC        = ARMOR CLASS
          SL        = SPELL LEVEL
          Exp       = EXPERIENCE POINTS
         Cond       = CURRENT CONDITION
     To delete the character displayed by the character profile,hold down the
CONTROL (CTRL) key and press D.When asked:
" are you sure (Y/N)? "
Press Y to confirm.The character will then be deleted from the disk B copy
which you are using.

     To rename the character displayed by the character profile,hold down the
CONTROL key and N.Then the NEW NAME ,up to 10 characters ,and press RETURN .The
new name will replace the old name.

     You may transfer characters from Might and Magic 1 to Might and Magic
II.Be warned ,certain restrictions apply! The transfer feature copies the
entire 18 member roster,including empty spaces,from book 1 and places them
after the 6 pre-rolled characters in book II,replacing any characters made by
you in book II.To avoid any problems,transfer the old characters before
creating any new ones.The transferred characters are then modified as folloows:
     A : gold is set to 1000
     B : food is set to 40
     C : gems less than or equal to 100 remain the same while gems numbering   
         over 100 are reduced to 100
     D : character levels less than 7 remain the same,those 7 and above are    
         reset to 7 if book i was successfully completed ,or to 6 if it was    
    If you use the transfer feature more than once,realize that the 6 prerolled
Might and Magic II characters are always reset to their original statistics and
that any characters you may have placed in the first 6 slots will be replaced
by them.

     Each time you play Might and Magic II ,you party of adventurers sets out
from the inn in one of five towns:


     The town from which you set out is the town containing the characters in
your party.All characters,pre-programmed or created,first start out in town
1,so this is where you begin the game.Later as your party travels to and lodges
in other towns,you will set out from town 2-5.
     From the main options menu ,type G to go to the towns.The screen will show
the last town you signed into and the last characters you used will be selected
.(to quickly continue playing,press Z to exit) If there are no characters in
that town, no characters will appear in the list.
    From the  list of characters in the town,you can:

  1) VIEW THE CHARACTER PROFILE for any character on the list.Press ESC to     
     return to the list of characters in the town.
  2) Press SPACE BAR to switch between characters anbd Hirelings.

     TO ADD A CHARACTER to your party,hold down CONTROL and press the KEY
LETTER next to the character's name on the list of available characters.A will
appear next to the character's name,marking him/her as a member of your party .
A party of adventurers may consist of a combinaison of created characters and
Hirelings :
     a. One created character minimum and six maximum.

     b. Seven Hirelings maximum.

The total of (a) and (b) may not exceed eight.
         A standard party consists of 6 created characters and
2 Hirelings.Experimentation with other combinaison may prove more valuable.
When you have maked 8 party members,a message will indicate the party is
full.To add a character at this point,you must first remove a character.
         TO REMOVE A CHARACTER from your party,hold down CONTROL and press the
KEY LETTER next to the character's name.The marking the character as a member
of the party will disappear.
         As soon as you have marked one character as a member of your party,a
new command option - Z (exit) - will appear on the screen.Pressing Z will take
you to the 3-D view of the inn,from which you may start out on your adventure.

 NOTE: To stop the game and save information,you must get your party to the inn
in one of the five towns,and sign in.See chapter 3, BATTLE OVER.


                  THE ADVENTURE BEGINS
     After you give the Z command,you truly enter the world of Might and Magic
II .The screen shows a 3-D view of your present position,a list of possible
commands,and a list of characters in your party,shown in marching order.(if a
character is highlighted it indicates a condition other than good.)Since your
view of the world is from your party'sperspective,you do not see the members of
your party.
     You start inside the inn,facing the door.Turn around to sign back in,or
simply move your party forward to leave the inn.To move your party,use the
following keys:

          ( UP ARROWN   ) or RETURN       move forward
          ( DOWN ARROW  )                 move back
          ( LEFT ARROW  )                 turn left
          ( RIGHT ARROW )                 turn right

     When you press a forward or back movement key,the entire party moves one
square forward or backward.When you press the <- or -> key,the entire party
turns 90 degress in that direction.
    Unlocked doors open automatically as you move your party forward through
them.However,if a door is locked,you must unlock it with the UNLOK or BASH
command....or find a way around it.(Warning : many locked door are also
booby-trapped ,with the traps set to go off when you unlock or bash in the
     When you come up against an obstacle,such as wall or mountain,a message
will appear (i.e., SOLID,IMPASSABLE,ect...)These messages are particularly
useful when traveling in the dark or testing for secret passageways.
     Remember that you are now in a world of Magic and danger,where all is not
as it seems.dooors may lock behind you.Areas may be darkened spells,requiring
you to " feel " your way through them .Certain squares may teleport you across
vast distances,into unmappes areas.And of course,any square may contain
treasure or monsters.

     Take some time to explore Middlegate (the first town)when you start out.To
assist your party,a map of Middlegate is provided at the end of this book.The
map is laid out in square represents the distance covered by your party when
you press a movement key.
     The map indicates the corridors,open passageways,walls and doors of the
town.It also pinpoints key locations within the town - shops where items may be
purchased ,the temple where characters may be healed or cured the training
grounds where characters with sufficient experience points can advance in
experience level,and the inn.
     It does not tell you where monsters,treasure and other chance encounters
are located.
     Follow the map as you start to move through the town and notice how it
relates to the 3-D view on the screen.The screen allows you to see an area 3
squares wide by 4 squares deep,unless walls or other solid obstructions block
your view.
     You are here.
                  Section of Middlegate map.
!    N                                                ! By following the map
!    ^          !    !                      !      !  ! as you move through
!    "          !    !                      !      *  ! Middlegate,you will
!    "    !     !    !-----------**---------!      !  ! become familiar with
!         !     *                                  !  ! the 3-D perspective
!         !-----!    .      .      .        .      !  ! and gain valuable
!                                                     ! insign into the
!         !-----!    .      !--*---!        .      !  ! process of mapping.
!         !     *           !      !               !  ! After you move out of
!         !     !----!------!      !--------!------!  ! Middlegate,you will 
!                    !                      !         ! need to create your  
!                    !         X            !         ! own maps of
!         -----------!----------------------!         ! subsequent town,out
!                                                     ! door areas and
!-----------------------------------------------------! underground caverns.
     1- Photocopy and use the blank maps provided at the end of this book.Each
blank map is a dot grid,16 by 16 squares in area.Connect the dots to indicate
walls or other obstructions.Leave dots unconnected to indicate open
passageways.The area and level being mapped.
     2- Remember that the 3-D screen always shows what your party sees,as it
looks forward.At first ,stop each time your party moves a square,and add the
new square shown on the 3-D view to your map.

     3- If you have trouble visualizing your orientation ,turn the map when you
turn your party.If you turn your party RIGHT ,turn your map LEFT.Add the new
view shown on the screen to your map,before you move again.

     4- Mark locked doors,secret passageways,dark areas,special features
(especially outdoors) and messages.

     5- Mark areas where you can be sure of encountering monsters(such as a
dragon's lair),but don't bother marking every square in which you encounter
monsters or treasure.Chances are,they will appear in a different square next

     6- If you want exact coordinates,are unable to map  ,or do not want to
map,see sorcerer spell: LOCATION.

     7- The Sorcerer spells:Eagle Eye and Wizard eye,will also help in mapping.

           !     GAME COMMANDS WHILE MARCHING       !
!  COMMAND     !   PRESS      !   DESCRIPTION                                !
!  FORWARD     !  Return      ! Move entire party one square forward         !
!              !              !                                              !
!  BACK        !              ! Move entire party one square back            !
!              !              !                                              !
!  LEFT        !  <---        ! Turn entire party 90 degrees left            !
!              !              !                                              !
!  RIGHT       !  --->        ! Turn entire party 90 degrees right           !
!              !              !                                              !
!  BASH        !     B        ! Attempts to knock down a loked door.If       !
!              !              !  successful,the party moves forward through  !
!              !              !  the door.If the attempt fails,the party     !
!              !              !  does not move.In either case,bashing a      !
!              !              !  trapped door is likely to set off the       !
!              !              !  trap.                                       !
!              !              !                                              !
!  CONTROLS    !     C        ! Lets you select sounds,party disposition     !
!              !              !   and message delays.                        !
!              !              !  Party disposition-This is the party's       !
!              !              !  outlook and adventuring style.notice players!
!              !              !  should set their disposition to inconspicu- !
!              !              !  -ous until they become more familiar with   !
!              !              !  the game.When seeking more challenging      !
!              !              !  encounters and more valuable treasure ,the  !
!              !              !  AGGRESSIVE or THRILL Seeker options may     !
!              !              !  selected.We recommend the AVERAGE setting   !
!              !              !  for the majority of play.                   !
!              !              !                                              !
!  DISMISS     !     D        ! Lets you select a Hireling to dismiss.When   !
!              !              !  you rest,you pay the Hirelings.If you do not!
!              !              !  wish to pay a Hireling for the next day,you !
!              !              !  must dismiss him/her.Before resting,the     !
!              !              !  Hireling will return to the last inn in     !
!              !              !  which they stayed.                          !
!              !              !                                              !
!  EXCHANGE    !     E        ! Character changes battle position with any   !
!              !              !  other member of the party.A prompt asks with!
!              !              !  which party member the exchange is to take  !
!              !              !  place.Press ESC before selecting the excha- !
!              !              !  -nge party member to abort the command and  !
!              !              !  return to the combat options list for       !
!              !              !  another selection.                          !
!              !              !                                              !
!  QUICK REF   !     Q        ! Displays a brief overview of all party       !
!              !              !  member's:Hit points,Spell points,level,     !
!              !              !  Spell level,Armor Class,Age,Gems,Food,      !
!              !              !  Condition.To return to the 3-D screen,      !
!              !              !  press ESC .                                 !
!              !              !                                              !
!  REST        !     R        ! Rests party overnight in square currently    !
!              !              !  occupied.Rest restores all characters'      !
!              !              !  Hit points and/OR Spell points,unless       !
!              !              !  inhibited by special conditions.Rest        !
!              !              !  requires and uses 1 food unit from each     !
!              !              !  character's food supply.All protection      !
!              !              !  spells wear off during rest and must be re- !
!              !              !  -cast upon awakening.                       !
!              !              !  Party may encounter monsters during rest    !
!              !              !  If so,some members of the party will enter  !
!              !              !  the encounter with thier condition listed   !
!              !              !  as asleep.If the areas is too dangerous,the !
!              !              !  party will not be allowed to rest in that   !
!              !              !  square.Time does pass in the land of Cron   !
!              !              !  and many events are time related.See time   !
!              !              !  travel section,for more details (chapter 4) !
!              !              !                                              !
!  COMMAND     !   PRESS      !   DESCRIPTION                                !
! SEARCH       !     S        ! Finds treasure or other items hidden in      !
!              !              !  square occupied by party.You should  ALWAYS !
!              !              !  search after defeating a monster and before !
!              !              !  moving off the square in which the encounter!
!              !              !  occurred.However,you do not need to seach   !
!              !              !  immediately after combat.You may want to    !
!              !              !  rest,cure wounds,ect..first.                !
!              !              ! When a chest is found there are 3 options    !
!              !              !  available :                                 !
!              !              !                                              !
!              !              ! 1- OPEN IT--Simply opens the chest.If there  !
!              !              !   is a trap it will probably go off.         !
!              !              !                                              !
!              !              ! 2- FIND/REMOVE TRAP--Opens chest carefully,  !
!              !              !   using the robber's thieving ability and    !
!              !              !   reducing the chance of a trap being set    !
!              !              !   off.                                       !
!              !              ! 3- DETECT MAGIC/TRAP--Detect whether the     !
!              !              !   contents of the chest are magical and whe- !
!              !              !   -ther or not the chest has a trap.Map only !
!              !              !   be selected by a character with sorcerer   !
!              !              !   spells.                                    !
!              !              !                                              !
!   UNLOCK     !     U        ! Allows one character an attempt to pick the  !
!              !              !  lock on a door.Only a robber has any real   !
!              !              !  chance of success.If the attempt succeeds,  !
!              !              !  the door will be unlocked and any traps will!
!              !              !  be desarmed,so the party may move forward.  !
!              !              ! If the attempt fails,the door will remain    !
!              !              !  locked and any existing traps may be set    !
!              !              !  off.The attempt may be made again,but each  !
!              !              !  subsequent failure increases the likelihood !
!              !              !  of setting off traps.                       !
!              !              !                                              !
!  COMMAND     !   PRESS      !   DESCRIPTION                                !
!  VIEW CHAR   !      #       ! Displays the character profile for that      !
!              !              !  character.(see chapter 1 for a description  !
!              !              !  of character profile.)At the bottom of the  !
!              !              !  character profile is a set of options which !
!              !              !  may be exercised only while adventuring .   !
!              !              !                                              !
!              !              ! QUICK REF (press Q)displays a brief overview !
!              !              !  of all party member's Hit points,spell      !
!              !              !  points,armor Class and condition.From this  !
!              !              !  list,you can view an individual character   !
!              !              !  profile,by pressing HIS/HER                 !
!              !              !  CHARACTER NUMBER.To return to the original  !
!              !              !  screen,press ESC.                           !
!              !              !                                              !
!              !              ! CAST (press C).Displays a characters spell   !
!              !              !  book which lists all known spells for that  !
!              !              !  character.Then prompts you to cast a non-   !
!              !              !  combat spell,providing the character may    !
!              !              !  cast spells at that level and has the       !
!              !              !  required number of spell points and magical !
!              !              !  gems.Prompts qsk for spell level and number,!
!              !              !  and other information if needed.See         !
!              !              !  Appendix B for spell descriptions.          !
!              !              !                                              !
!              !              ! DISCARD (press D).Permanentely removes item  !
!              !              !  from character's backpack.Follow screen     !
!              !              !  prompts.                                    !
!              !              !                                              !
!              !              ! EQUIP (press E).Shifts an item from charac-  !
!              !              !  -ter's backpack to equipped area so charac- !
!              !              !  -ter may use it.A maximum of 6 items may be !
!              !              !  equipped at any given time.Not all items    !
!              !              !  must be equipped in order to be used (i.e., !
!              !              !  a portion may be used from the backpack).   !
!              !              ! Items which must be equipped include armor   !
!              !              !  and other clothing weapons,and shields.Res- !
!              !              !  trictions follow the laws of logic.A chara- !
!              !              !  cter can only wear one suit of armor at a   !
!              !              !  time;can only be equipped with one han-to   !
!              !              !  hand weapon and one missile weapon simul-   !
!              !              !  -taneously;cannot be equipped with a shield !
!              !              !  if equipped with a two-handed weapon;and so !
!              !              !  on.   NOTE: Equipping a character with      !
!              !              !  armor may affect HIS/HER armor class.       !
!              !              !                                              !
!              !              ! GATHER(press G).Transfers all gold,gems and  !
!              !              !  food carried by other party members to that !
!              !              !  character,up to the maximum amounnt of each !
!              !              !  item which the character can carry.         !
!              !              !                                              !
!              !              ! REMOVE (press R).Shifts item from equipped   !
!              !              !  list to backpack if there is room in the    !
!              !              !  character's backpack for the item .Follow   !
!              !              !  the screen prompts.                         !
!              !              !                                              !
!              !              ! SHARE (press S).Evenly distributes all gems, !
!              !              !  gold or food in the party's possession      !
!              !              !  among all party members.Follow the screen   !
!              !              !  prompts.                                    !
!              !              !                                              !
!              !              ! TRADE (press T).Transfers an amount of gems, !
!              !              !  gold or food,or a particular item,from      !
!              !              !  viewed character to another character.follow!
!              !              !  screen prompts.                             !
!              !              !                                              !
!              !              ! USE (press U).Activates an item that has     !
!              !              !  special powers.Items may or may not also    !
!              !              !  need to be equipped for use.Follow the      !
!              !              !  screen prompts.                             !
!              !              ! If an item has limited power,a spell can be  !
!              !              !  cast to reveal the number of charges remain-!
!              !              !  -ing.See Appendix B for spell descriptions. !
!              !              !                                              !
!  PROTECT     !     P        ! Display currently active spells covering the !
!              !              !  entire party.Light spells also show,in      !
!              !              !  parentheses,the current number of light     !
!              !              !  units available to the party.one light unit !
!              !              !  is needed to light up a dark square while   !
!              !              !  occupied by the party.Light units are auto- !
!              !              !  matically used when the party steps into a  !
!              !              !  darkened square.                            !
!              !              ! Magic shows the percentage of magic resista- !
!              !              ! -nce of the party.Forces shows the percentage!
!              !              !  of elemental forces resistance.Levitale,walk!
!              !              !  on water,and Guard Dog appear when they are !
!              !              !  active.If either of the spells Wizard Eye   !
!              !              !  (indoor)or Eagle Eye (outdoor)are active,   !
!              !              !  the upper right hand corner of the screen   !
!              !              !  will display a 5*5 overhead view of the     !
!              !              !  party's location and facing by an arrow at  !
!              !              !  the center.                                 !
!              !              !                                              !
!  MAP/LOCATION!      M       ! This options is not shown on the screen.By   !
!              !              !  pressing M,the equivalent of casting the    !
!              !              !  sorcerer spell location will occur.This     !
!              !              !  allows you to use the auto Mapping feature  !
!              !              !  more readily.(See auto Mapping,chapter four !
!              !              !  for more details.)                          !
!   COMMAND    !   PRESS      !   DESCRIPTION                                !
     Across the center of the screen is the status line which allows you to
toggle between options and the protection screen.It also displays the current
Day,Year,Facing of the party and other relevent event like encounters,solid
walls,locked doors,ect.....
     The character window at the bottom of the screen displays the characters
names in their marking order along with their current hit points.Other text may
also temporarily appear in this window.       


           !      MIGHT AND MAGIC --  CHAPTER THREE             !

           -------------  ENCOUTER WITH DANGER ------------------
     During your explorations,your party will encounter many
creatures,characters and special places.Encounters,while often filled with
danger,are necessary if your characters are to accumulate experience
points.Encounters,therefore,should not be avoided .Of course,if an encounter
appears to be more than your party can handle,do whatever is necessary to
     Most creatures that you encounter will be monsters.Monsters usually travel
in groups.A group may be homogenous or include a mixture of different types.
     There are hundreds of different monsters ,some timid,some highly
dangerous.Different monsters have different powers,capabilities,speeds and
armor classes.You will learn about each type of monster as you encounter and
(frequently)battle it.
     When an encounter occurs,the screen will change.The command/protection
list will be replaced with a list of creatures encountered.A picture of the
most powerful creature will appear in the center of the 3-D view.A set of
options will appear below the monster.
    Your encounter options will vary,depending on whether the
monster(s)surprise you,you surprise them,or neither party is surprised.

                PARTY,you go directly into combat.
               There are no other options.Combat is
                covered in this chapter three

                you have the option to advance or not.
               If you choose to avoid the monster(s),
                nothing further occurs.The encounter is
               over.If you do advance,you are given the
                same options as when neither party is
               IF NEITHER PARTY IS SURPRISED.You have
                several encounter options.Note that the
               option you choose may affect your character's

! COMMAND ! PRESS   ! EFFECT                                                 !
! ATTACK  !    A    ! This takes you to combat.See the section on combat.    !
!         !         !                                                        !
! BRIBE   !    B    ! Your party attempts to buy off the monsters with bribes!
!         !         !  If the monsters refuse your attempt,combat will begin.!
!         !         !  If the monsters accept your attempt,a prompt will ask !
!         !         !  " bribe with what : Food,Gold,Gems ".                 !
!         !         ! Select one of the options and another prompt will ask  !
!         !         !  how much.Type amount of bribe and press RETURN .If    !
!         !         !  they accept, encounter is over and they may even      !
!         !         !  choose to give you a message.If they refuse the bribe,!
!         !         !  the party will immmediately go to combat.             !
!         !         !                                                        !
! HIDE    !    H    ! This similar to run except the percentage of failling  !
!         !         !  is greater,but if you succeed you will remain in the  !
!         !         !  same square.                                          !
!         !         !                                                        !
! RUN     !    R    ! Your party attempts to flee from the monsters.If the   !
!         !         !  retreat succeeds,your party will be moved to the      !
!         !         !  safest square within the immediate 16*16 square area. !
!         !         !  (you may need to cast a spell to discover your exact  !
!         !         !  location.)                                            !
!         !         !  If the retreat fails,combat will begin.               !

     Combat is the heart of Might and Magic II.By battling and defeating
monsters and other creatures,your party will gain experience points and any
treasure which the monsters are carrying .Both are necessary for characters to
advance in skill level and ability .
     Only one character or monstyer acts at a time.The order in which both
characters and monsters act is based on their individual speed.The fastest
character or monster goes first,followed by the next fastest ,and so on.Each
character or monster attcks once per round.A new round starts after all
characters and monsters have had a turn.
     When a monsters name is highlighted,it is that monsters turn to act in the
combat round.
     The chara     cter's name appears below OPTIONS FOR :when it is HIS/HER
turn in the current combat round.
     A character's or monster's turn in combat is known as combat initiative.
                 On the right side of the screen is
                  a list of monsters,in the order in
                 which your party encounters them.
                 A in front of a character number
                  or monster letter indicates that
                 the character or monster may engage
                  in hand-to-hand combat.With the
                 exception of archers,characters who
                  can engage in hand-to-hand combat
                 cannot use missile weapons.
                 The character list at the bottom
                  of the screen can be used to
                 determine which character is in
                  which battle position.If a character's name is highlighted it
indicates a condition other than good.                   
     When a party member has the combat innitiative there are 9 battle options
     Once you complete a battle option,the results of your action appear on the
screen almost immediately.The message remains for the duration set by the DELAI
command or by default.

! COMMAND ! PRESS   ! EFFECT                                                 !
!         !         !                                                        !
! ATTACK  !    A    ! Character attacks monster in the A position .With      !
!         !         !  whatever weapon HE/SHE has equipped.If the monster in !
!         !         !  the A position dies as a result of the attack,all     !
!         !         !  other monsters move up one position.                  !
!         !         !                                                        !
! FIGHT   !    F    ! Character attacks monster in any hand-to-hand battle   !
!         !         !  position,with whatever weapon he/she has equipped.A   !
!         !         !  prompt ask which monster is being attacked.Abort the  !
!         !         !  command by pressing ESC before selecting a monster.   !
!         !         !  You will return to the combat options list for another!
!         !         !  selection.                                            !
!         !         !                                                        !
! SHOOT   !    S    ! Character fires missile weapon.This command appears for!
!         !         !  any party member who has missile weapon equipped and  !
!         !         !  is not engaged in hand-to-hand combat.It also appears !
!         !         !  for an archer,even if engaged in hand-to-hand combat. !
!         !         !  A prompt asks at which monster the character is       !
!         !         !  shooting.Press ESC before selecting a monster,to abort!
!         !         !  the command and return to the combat options list.    !
!         !         !                                                        !
! CAST    !    C    ! Character cast a combat spell.This command only appears!
!         !         !  for spell casters.prompts ask for spell level,spell   !
!         !         !  number,and any other information required.Press ESC   !
!         !         !  before entering final spell information,to abort com- !
!         !         !  mand and return to the combat options list.           !
!         !         !                                                        !
! USE     !   U     ! Character activates special power for any item in      !
!         !         !  his/her possession.A prompt shows all items in char-  !
!         !         !  -acter's possession and asks which is to be used.     !
!         !         !  Press ESC before selecting an item to abort the com-  !
!         !         !  mand and return to the combat options list.           !
!         !         !                                                        !
! BLOCK   !    B    ! Character increases his/her Armor Class for that round !
!         !         !  only.                                                 !
!         !         !                                                        !
! RUN     !    R    ! Character attempts to run away and seek safety.If the  !
!         !         !  character gets away.......                            !
!         !         ! A) and the party wins,he/she will rendezvous with party!
!         !         !    after combat.                                       !
!         !         ! B) and the party dies,he/she can attempt to return to  !
!         !         !    an inn and revive the party.                        !
!         !         ! C) and the rest of the party succeeds in running,all   !
!         !         !    will regroup immediately after combat.              !
!         !         !                                                        !
! EXCHANGE!    E    ! Character changes battle position with any other member!
!         !         !  of the party.A prompt asks wich party member the exc- !
!         !         !  -hange is to take place.Press ESC before selecting the!
!         !         !  exchange party member to abort the command and return !
!         !         !  to the combat options list for another selection.     !
!         !         !                                                        !
! VIEW    !    V    ! View a characters profile.                             !
!         !         !                                                        !
! COMMAND ! PRESS   ! EFFECT                                                 !
!    OTHER OPTIONS:                                                          !
!        !          !                                                        !
! DELAY  !     D    ! Allows you to set the duration of on-screen messages   !
!        !          !  to any member between 0 and 9.(0 is the shortest dura-!
!        !          !  toin,5 is the default.)                               !
!        !          !                                                        !
! PROTECT!     P    ! Allows you to see all currently active spells which    !
!        !          !  cover your entire party.                              !
!        !          !                                                        !
!QUICKREF!     Q    ! Displays the QUICKREF list of characters in your party,!
!        !          !  including Hit points,spell points,Armor Class and     !
!        !          !  condition.From this list you can view an individual   !
!        !          !  character profile,by pressing the CHARACTER NUMBER .To!
!        !          !  return to the combat screen,press ESC.                !
!        !          !                                                        !
!VIEW CHAR     #    ! Displays the character profile for that character.(See !
!        !          !  chapter 1 for a description of the character profile.)!
!        !          !  From the character profile,you may type Q to return to!
!        !          !  the quickref screen,or press ESC to return to combat. !
!        !          !                                                        !

     To speed up combat,hold down CTRL and A together.The character with the
combat initiative will:
          * attack the monster in position A,if engaged in han-to-hand
          * shoot the monster in position A,if not in hand-to-hand combat but
             in possission of a missile weapon;
          * block,if neither in hand-to-hand combat nor in possission of a
             missile weapon.

     Combat continues until either side retreats or is completely destroyed.At
the end of the battle,a message indicates the number of experience points
gained in combat for each surviving member of your party.Party members who are
dead,eradicated or turned to stone do not receive experience points.
     After combat,the screen returns to the 3-D view of the world,your journey
continues,and your party will return to its original marking order,regardless
of any position changes made during combat.
     IMPORTANT: Before moving your party off the square within which combat
occurred,SEARCH the square for treasure.Most monsters carry treasure of some
sort with them.
     You may,of course,take care of other business (healing wounds,
resting,ect....)before you seach the square.

     If you need to interrupt the game,but save the experience points and other
abilities gained by your characters during the most recent game session,you
must take your party to the inn in one of the five towns and SIGN IN.When you
enter the inn,you will be asked if you want to sign in.By answering Y (yes) you
will save your character's current statistics and status on your disk B
copy.Should your party die,all gold,items,and information gained since you last
visited an inn (saved the game)will be lost.Any important quest or clues found
during this time should be reaccomplished.
     The next time you play,you may resume the game from the inn and town
containing your party of advanturees...or start from another town with a
different party.

                 !  BEGINNERS GUIDE TO ADVENTURE !
     The object of an adventure game is the game itself, rather than a
particular goal.During the game,you assume the roles of the characters in your
party,sharing their uncertainties and adventures.
     There are certain conventions to most adventure games,which may vary in
detail but are essentially similar.These conventions are the subject of this
chapter.The details are covered in the following chapters and the appendixes of
this book.

     When you brgin,the uncharted world of Might and Magic II is as strange and
unfamiliar to you as it is to your characters.It is up to you to map the world
while treaveling through it.
     Throughout the world of Cron you will exoplore various townw,mysterious
caverns,dangerous dungeons,majestic castle,and treacherous outdoor terrains.
     In general,the more dangerous an areas is,themore treasure you can expect
to find there.....If you survive.
     Towns are important because they contain:

          * SHOPS where food,weapons,armor and other equipment may be
          * TEMPLES where sick or injured characters may be healed.
          * TRAINING GROUNDS where characters may advance to higher experience
                 levels,provided they have the required number of experience   
          * INNS where characters must be taken for safe harbor at the end of  
                each game session,if the game information is to be saved .
     Underground caverns and dungeons contain multiple levels,with the
danger(and possible gains) increasing at each lower level.
     Castles offer numerous quest that can prove rewarding in experience and
     The outdoor area is divided into five sections.The four elemental zones(
Water,Fire,Air,and Earth) and central world.
     While detailed maps of the world provide you with a certain measure of
security,they by no means guarantee your safety.Monsters may take up residence
at any time in areas that were once free of danger.Magical portals may appear
and disappear at random.Follow your maps,but be prepared to improvise.

     Any character that you create --regardless of class,race,alignment or
sex--starts out a little wet behind the ears.He/she is 18 years old and is at
experience level 1.
     EXPERIENCE POINTS reflect the amount of adventuring and combat experience
which the character has gained.

     A character's EXPERIENCE LEVEL is a measure of that character's power and
abilities.It reflects the amount of advanturing and combat experience which the
character has gained while traveling.At higher experience levels,a character is
able to cast more powerful spells,is able to inflict greater damage in
battle,and is able to sustain moredamage from physical attack.A character rises
to the nextexperience level only when he/she has accumulated the required
number of experience points,from defeating monsters in battle,completing
quests,or performing other dees of heroism.
     A character is defined by CLASS,RACE,ALIGNMENT and SEX,with class being
the most significant characteristic.
     It is important to note that while all characters of a particular class
share certain abilities and limitations they are not all
identical....particularly as the game progresses and they gain in experience at
different rates.Other vital statistics,as well as the character's race,also
subtly affect a character's abilities.
     All characteristics are explained fully in Appendix A,and must be chosen
by you when you create a character.

     Different classes of characters are permitted to wear different types of
armor and use different weapons.Weapon and armor restrictions are describeed in
detail in Appendix A.
     Other equipment items(compass,ropes,lanterns,ect..)are also available,and
may be purchased in town shops or found along the way.However,it is necessary
to choose carefully the articles which a character purchases or picks up.
     Each character has a BACKPACK,in which he/she may carry up to 6 items.Once
the pack is full,new items can be added only after discarting another item or
shifting it to another character's pack.
     In addition to the backpack,each character can wear or carry another 6
items which are EQUIPPED or readied for use.Items such as armor and most
weapons must be equipped in order to use them if a character goes into combat
with armor and weapons safely stashed in his/her pack,they will be of no use
whatsoever.There are restriction regarding the number and types of armor and
weapons which may simultaneously equipped.These restrictions are explained in
Appendix A.

     The term MONSTER is a little misleading,for it implies danger and
evil.There are over 250 types of monsters in the world of Might and Magic II
and each one is different.Some are highly dangerous and extremely difficult to
defeat.Some would rather be bribed than fight.Other are relatively timid and
will run away when you approach them.A few may even help you.
     In general,the monsters you encounter will be proportionate with the
overall experience level of your party.As your characters advance to higher
experience levels,they will encounter more dangerous monsters.Since monsters
usually guard treasure of one sort or another,more advanced characters will
also have greater opportunities to increase their wealth .

     As you journey,you will meet various inhabitants of the world (other than
monsters)who may offer you quests,or seek your assitance on their own
quests.You will always have the option of accepting or refusing any quest
offered.However,if you accept,you must complete the quest in order to gain
experience points.Mostquests can be executed simultaneously,however some may
require the services of a temple to release you to accomplish other quests.

     Only certain classes of characters may cast spells.(See Appendix A.)THere
are 96 different spells,divided into CLRIC and SORCERER spells,with 9 SPELL
LEVELS in each division.Characters who may cast cleric spells may not cast
sorcerer spellls,and vice versa.
     The level of spell which a character may cast is determined by his/her
experience level.
     All spells cost a certain number of SPELL POINTS .Higher level spells may
amso cost a number of magical GEMS.Most spell casting characters begin with a
small number of spell points and gain additional points with each experience
level reached.Gems must be found along the way.
     All spells are completely described in Appendix B of this book.

                         APPENDIX A
     Each character receives a random rating from 3 to 21,in each of 7 vital
statistics.Because these rating establish a character's strengths,weaknesses
and abilities,they also determine his/her class
     Throughout the game,a character's actions,discoveries and battles may
affect one or more of his/her vital statistics.Certain spells may even cause a
vital statistic to exceed the normal maximum rating of 21.If,however,any vital
statistic drops to 0,the result is death for the character.

      a character's strength.It affects damage done by a character
        in battle.
          A character's general knowledge.Affects sorcerer spell

            A character's general charisma.Affects cleric spell

          A character's stamina in battle.Affect Hit points(the amount of      
           damage that can be sustained before death.)

      A character's quickness and agility.Higher speeds increase a character's 
       Armor Class.Speed also determines the order of combat during the        
      battle,with the fastest character or monster going first.

         A character's ability to land a blow on the enemy during

     A character's chance of succeeding,when all else fails.A random element   
      whose effects cannot be predicted.

       Prime statistic (15 or greater): MIGHT.
       Hit points gained per experience level :1-12*.
       spell skills :None.

       A knight begins with the best all-around fighting skills of any         
       character.He/she can use any weapon or item of armor,unless of
        opposite alignment or designed exclusively for another class.

        Prime statistic513 or greater):MIGHT,PERSONALITY,ENDURANCE
        Hit points gained per experience level : 1-10*.
        spell skills:clerical,at higher experience levels.
        A paladin can use any weapon or item of armor,unless of general        
         fighting skills are equal to an archer's except that a paladin
          cannot use missile weapons during hand-to-hand combat.

       Prime statistic (13 or greater):INTELLECT,ACCURACY.
       Hit points gained per experience level: 1-10*.
       Spell skills:sorcerer,at higher experience levels.

       An archer can use any weapon,unless of opposite alignment or designed   
          exclusively for another class.An archer can wear only chain mail or  
         lighter armor,and cannot carry a shiel.An archer can use any          
        missile weapon,even during hand-to-hand combat.

       Prime statistic (13 or greater):PERSONALITY.
       HIt points gained per experience level:1-8*.
       Spell skills:cleric(defensive,healing).

       A cleric can use splint mail or lighter armor,and can carry a shiel .   
        Weapons are restrictedtoclubs,maces,cudgels,whips,mauls,flails,staffs  
       and hammers.A cleric may not use missile weapons.At higher experience   
      levels,cleric gains the ability to use higher level spells.
         Prime statistic (13 or greater):INTELLECT.
         Hit points gained per experience level: 1-6*.
         Spell skills:sorcerer (offensive,combative).

         A sorcerer may wear only padded armor and may not carry a           
shiel.Weapons are restricted to clubs,whips,pipes,staffs,knives and           
daggers.As a sorcerer advances in experience level,he/she gains the           
ability to use more powerful,high level spells.

       Prime statistic (13 or greater):LUCK.
       Hit points gained per experience level: 1-8*.
       Spell skills:pick locks,find traps,backstab.
       A robber's armor is limited to chain mail and shield.Weapons include    
        sling,crossbow and all one-handed weapons,such as a short sword or     
       dagger.As experience levels increase,the robber increases his/her       
      ability to pick locks and disarm traps and successufully backstab        
     during combat.A robber's fighting abilities equal those of a cleric.
         Robbers have the best chance to pick locks,find traps,as well as      
        having a special attack-backstab.A robbers first attack,if         
possible,will automatically attempt to be a backstab.A successful             
result will be displayed,incurring extra damage.

      Prime statistic (13 or greater):ALL
      Hit points gained per experience level:1-8*.
      Special skills:pick locks,find traps,backstab andassassinate.

      A ninja's armor is limited to ring mail or lighter armor and cannot      
       carry a shiel.A ninja can use most one handed weapons but only          
      swords specifically designed for a ninja.two handed weapons are          
     limited to staff and naginata.Most missile weapons can be used .          
    Ninja's have the same abilities as robbers except to a lesser degree.
        A ninja's first attack,if possible,will automatically attempt to be
        an assassination.A successful result will be displayed,incurring extra 

          Prime statistic (15 or greater):ENDURANCE
          Hit points gained per experience level: 1-2*.
          Special skills:None

          A barbarian begins with the greatest number of Hit points.Barbarians
          are limited to scale and lighter armor and can use most shields.
          A barbarian can use most weapons except swords.Missile weapons are   
         limited to slings and blowpipes.
          In selecting characters to make up a party of adventurers,it is a    
         good ideato start with one member from each class.This allows you
          to avail yourself of the special skills and abilities offered by
          each class.
          * The number of Hit points gained per experience level may be        
         increased by a character's endurance rating.The number of Hit points  
        with which each character starts the game is equal to the maximum
          number of points which each can gain per level,modified by
          endurance rating.

               Although there are no restrictions on the race to which any     
              character may belong,selection of certain races may change the   
             rating on one or more of a character's vital statistics.In        
            addition,different races have different hidden strengths,which
               do not show up in a character profile.In general,these

               HUMAN.strong resistance to sleep spells and poison.
               ELF. Some resistance to sleep spells.

               DWARF.Strong resistance to poison.

               GNOME.Some resistance to magic spells.

               HALF-ORC.Some resistance to sleep spells and poison.

               Although racial resistances are never noted during the          
              game,they may be important in overcoming the effects of
               various forms of magical attack.It is therefore a good
               idea to strive for a racially mixed group,when creating a       
     In Might and Magic II,and evil are not absolute,but rather a measure of
the character's inclinations when confronted by the unknown.Throughout the
game,a character's responses to encounters and combat can shift his/her
alignment,as can certain spells.
     A character's alignment will occqsionally restrict his/her activities
while adventuring.Certain places,items and weapons are designated good or
evil.These cannot be entered or used by a character of opposite alignment.A
neutral character can enter an alignment restricted place,but cannot use a
restrited item.

     Sex in Might and Magic II means gender.Any character may be either male or
female.Sex does not affect a character's vital statistic,or normally restrict
his/her activities during the game.However,it is still advisable to include
both male and female characters in your party,since you may encounter
items,places and/or activities that are available only to members of one sex or
the other.

     On the character profile screen you will find abbreviated information
about an individual character's status,in a member of different areas.these

CHARACTER OPTIONS: Assigned when you created the character.These include
name,sex,alignment,race and class.

LEVEL: THe experience level which the character has achieved.This starts at 1
and rises as the character gains experience through combat and training.At
higher levels,a character gains in abilities and power according to his/her
class (ie. a knight will attack more than once as his/her levels increase).

HIT POINTS: Number of damage points which the character can sustain in
combat.At 0 unconsciousness sets in.Any damage after that result in death.Shown
are the current number of points/the maximum number which can be accumlated.

SPELL POINTS: Number of points available for use in casting spells.Each spell
costs a certain number of spell points,usually equal to the level of the
spell.Shown are the current accumulation of points/the maximum accumulation of

ARMOR CLASS: This number denotes a character's vulnerability to physical attack
in combat.The higher the number,the less chance that a character will sustain
damage from an attack.Normally ranges from 0 to 30,depending on such things as
armor,shields speed,spells,ect.....

SPELL LEVEL: Shows the highest spell level that can be cast.

AGE: Starts at 18 and grows older as the game progresses.As a character
ages,his/her skills begin to deteriorate as vital statistic rating drop.After
about age 80,a character can die while resting overnight,from old age.Age can
be delayed or reversed by a rejuvenation spell.

EXPERIENCE POINTS: A running total of points gained from defeating
monsters,completing quests,ect...Experience points determine a character's
eligibility for various types of training and for advancement to the next
experience level.Approximately 2000 points are needed to advance from level 1
to 2.Point requirements generally double with each subsequent level.

THIEVERY: This is a measure of a character's ability to perform thieving skills
(pick locks,find traps,ect....).Certain items,as well as training can modify
this statistic.

SECONDARY SKILLS: characters may learn secondary skills while adventuring.A
character may only have two such skills at any one time.These skills provide
many benefits including the ones listed below:

          ARMS MASTER - increases accuracy with weapons

          ATHLETE - increases speed
          CARTOGRAPHER - enables the auto-mapping feature.

          CRUSADER - allows the character/party to be bestowed quests.

          DIPLOMAT - increases personality

          GAMBLER - increases luck

          GLADIATOR - increases might

          HERO/HEROINE - all stats are raised
          LINGUIST - increases intellect

          MERCHANT - receives most favorable price when buying or selling.

          MOUNTAINEER - allows passage over any mountain range if at least two 
                       party members retain this skill.

          NAVIGATOR - keeps party from becoming lost in large,open spaces.

          PATHFINDER - allows passage through any forest area if at least two  
                      party members retain this skill.

          PICKPOCKET - nicreases thievery

          SOLDIER - increases endurance
GOLD: Number of gold pieces which the character is carrying.Gold is needed to
purchase armor.weapons,food and other useful items.Gold must be acquired along
the way.

GEMS: Number of magical gem which the character is carrying.Gems,which must be
found,are required to cast many higher spells.

FOOD: The number of food units which a character is carrying.One unit equals a
one-day supply of food.One food unit is needed to regain Hit points and/or
spell points during rest.Each character starts with 10 food units and may carry
a maximum of 40 food units.

CONDITION: character's overall state; i.e.,good,poisoned,asleep,unconscious,
dead,etc...More than one condition (other than good) may exist simultaneously.
Any condition other than good should be remedied as soon as possible.

EQUIPPED: Displays items in character's possession which have been equipped for
use.Items which must be equipped before they can be used include
armor,shield,weapons,cloak,ect...(in general,any items may be equipped at a
time.Items are restricted by the laws of logic;i.e.,only one suit of armor at a
time,only one 2 handed weapon,and so forth.

BACKPACK: List items being carried in character's backpack.Items in backpack
are not(and may not need to be) equipped for use.Up to 6 items may be carried
in a backpack at a time.Items can be discarded,added or shifted while

     Various types of armor,weapons,and adventuring items
(rope,torches,ect....)are available for purchase,to help your party.Hundreds of
magical items,weapons and armor can also be found.
     Most standard articles,can be purchased in the various twon shops.When you
enter a shop,you will be presented with a list of available items and prices.As
a tule,the more expensive articles are more powerful,offer greater
     A WORD TO THE WISE: don't waste money purchasing items which your
character cannot equip due to class restrictions.
     During the course of play it will become neccessary for your party to
travel through time.You begin the game in the 10th century (the year 900).This
is the true time and visits to the past are merely temporary.Each century is
unique unto itself,therefore,places,people and things may not be present in all
centuries.While traveling in time,your stay in any century is limited to a
random amount of time.Consequently,while resting,you may be transported back to
the 10th century to the moment at which you left.

     Might and Magic II is equiped with a complete auto-mapping function.Every
square or location in which the party stands is remembered by the game.
     NOTE: You must have a character with cartographer secondary skills for    
          auto-mapping to work.
           When viewing the map from the location spell all the locations that
the party has been in for the current 16 * 16 area are shown.
     NOTE: You may only view the map of the area in which you are           
in,therefore,it may become desirable to copy the maps on to the               
mapping paper.

                  !      APPENDIX B     !
     There are 96 spells-48 clerical and 48 sorcerer-with 9 levels in each
division.A spell-caster may cast spells at any level up to the MAXIMUM level
shown on his/her character profile.The LEVEL NUMBER must be entered at the    
LEVEL: prompt when casting a spell.

     Spell levels are gained from the following table according to the level of
the caster.
              SPELL :           1  2  3  4  5  6  7  8  9
     LEVEL OF CASTER:           1  3  5  7  9 11 13 15 17

     Initially,when a new spell level is gained only some of the spells are
inscribed into the character's spell book.The remainder of the missing spells
must be purchased in twons(temples for cleric,Mage Guilds for sorcerers) or
found throughout the game.

     Each spell-casting character has a spell book which can be seen at an inn
while viewing a character or when casting a spell.The spell book will appear on
the screen with the spell number on top and the spell level at the hand
coliumn.A indicates that the spell is available.
     The spell descriptions in this appendix include:

     NUMBER: The number preceding the spell name.enter this number at the      
            NUMBER: Prompt when casting a spell.
     NAME: Generally descriptive of what the spell does.
     COST: The number of spell points(SP)and,in some cases,gems required and   
           used up in casting the spell.A spell point followed by /L means     
          per experience level of caster.
     TYPE: When and where the spell may be cast.Some spells may only be cast   
          during combat,some only in non-combat situations,some anytime.Most   
         spells may be cast anywhere,so this may be assumed unless a spell     
        is marked specifically indoor or outdoor.
     OBJECT: Character(s) or monster(s) affected by the spell.If a spell       
             affects a single character or monster,a prompt will ask which     
            character or monster,when you cast the spell.Some spells have an   
           area of effect (ie.not in hand-ti-hand monsters) and any            
          characters caught in this area will also be affected.
     DESCRIPTION: Additional information about the spell.
     NOTE: Most monsters have some type of defense against magic.There is no
guarantee that a spell cast against a monster will succeed,or inflict the full
damage intended.Spells which are cast for the duration of combat may be undone
by the monster before combat is over.after each round, a monster will attempt
to overcome any spell against him...and may succeed .Some monsters may even
cast a " dispel " removing all existing spell against both monsters and
          A quick reference spell chart can be found on the back of this
   1.   NAME: APPARITION                2. NAME: AWAKEN
       COST : 1 sp                        COST : 1 sp
       TYPE : Combat                      TYPE : Anytime
     OBJECT : 10 monsters               OBJECT : All sleeping party
DESCRIPTION : creates a            DESCRIPTION : Awakens all sleeping members
   frightening apparition in          of the party,instantaneously cancelling
   the mosters memory causing         the sleep condition.May be critical if
   them to be afraid,reducing         party is attacked during rest.
   their chance to hit.
   3.   NAME : BLESS                    4. NAME : FIRST AID
        COST : 1 sp                        COST : 1 sp
        TYPE : Combat                      TYPE : Anytime
      OBJECT : Entire party              OBJECT : 1 character
 DESCRIPTION : Increases the        DESCRIPTION : Heals minor battle wounds,
  accuracy with which all            restoring 8 hit points to that
  characters fight,for the           characters.
  duration ot combat.
   5.   NAME : LIGHT                    6. NAME : POWER CURE
        COST : 1 sp                        COST : 1/L+1 GEM
        TYPE : Non-combat                  TYPE : Anytime
      OBJECT : Entire party              OBJECT : 1 character
 DESCRIPTION : Gives the 1 light    DESCRIPTION : Restores character's
  factor,which is sufficient to      health and-1-10 hit points per
  light up 1 dark area.Multiple      experience level of caster.
  light spells can be cast to
  accumulate multiple light
        COST : 1 sp
        TYPE : Combat
      OBJECT : All undead monsters
 DESCRIPTION : Destroys some or all
  undead monsters,depending on caster's
  experience level and monster's power level.
   1.   NAME : CURE WOUNDS              2. NAME : HEROISM
        COST : 2 sp                        COST : 2 sp+ 1 GEM
        TYPE : Anytime                     TYPE : Combat
      OBJECT : 1 character               OBJECT : 1 character
 DESCRIPTION : Cures more serious   DESCRIPTION : Temporarily elevates a
  wounds,restoring 15 hit points     character 6 levels of experience.spell
  to the character.                  lasts for the duration of combat.
   3.   NAME : NATURE'S GATE            4. NAME : PAIN
        COST : 2 sp                        COST : 2 sp
        TYPE : Non-combat                  TYPE : Combat
      OBJECT : Entire party              OBJECT : 1 monster,not undead
 DESCRIPTION : Using the forces     DESCRIPTION : Cripples monster with pain
  of nature,opens a portal           inflicting 2-16 damage points,unless the
  between two locations in the       monster is immune to pain.
  land of Cron?These locations
  vary with time(days/years).
                 ELEMENTS                  COST : 2 sp
        COST : 2 sp+1 GEM                  TYPE : Combat
        TYPE : Anytime                   OBJECT : 4 monsters+1 per level
      OBJECT : Entire party         DESCRIPTION : Prevents the monsters from
 DESCRIPTION : Increases all         casting spells for the duration of combat
  character's resistance to          or until they overcome the spell.
  fear, clod,fire,poison,acid
  and electricity.Amount of the
  increase depends on the caster's
  experience level.Spell lasts 1day.
   7.   NAME : WEAKEN
        COST : 2 sp+1 GEM
        TYPE : Combat
      OBJECT : 10 monsters
 DESCRIPTION : Weakens all monsters affected,
  reduring their physical damage by half until
  the spell is overcome.
LEVEL 3  !

   1.   NAME : COLD RAY                 2. NAME : CREATE FOOD
        COST : 3 sp+2 GEMS                 COST : 3 sp+2 GEMS
        TYPE : Combat,not in hand          TYPE : Non-combat
               to hand                   OBJECT : Spell caster
      OBJECT : 5 monsters           DESCRIPTION : Adds 8 food units to
 DESCRIPTION : Attacks with a        caster's food supply.Caster may then
  ray of intensive cold that         distribute food among other party
  penetrates to the monsters         members,if he/she desires.
  heart and inflicts 25 points
  of damage to each monster affected.
   3.   NAME : CURE POISON              4. NAME : IMMOBILIZE
        COST : 3 sp                        COST : 3 sp
        TYPE : Anytime                     TYPE : Combat
      OBJECT : 1 character               OBJECT : 5 monsters
  DECRIPTION : Flushes poison       DESCRIPTION : Immobilize any monster
   out of a character's system,      affected.
   instantaneously removing the
   poisoned condition.
   5.   NAME : LASTING LIGHT            6. NAME : WALK ON WATER
        COST : 3 sp                        COST : 3 sp+ 2 GEMS
        TYPE : Non-combat                  TYPE : Non-combat,outdoor
      OBJECT : Entire party              OBJECT : Entire party
 DESCRIPTION : Bestows 20 light     DESCRIPTION : Creates a floating sand
  factors on the party,for use       dune upon which the party may walk
  in dispelling darkness.            on.Lasts 1 day.
   1.   NAME : ACID SPRAY               2. NAME : AIR TRANSMUTATION
        COST : 4 sp+ 3 GEMS                COST : 4 sp+ 3 GEMS
        TYPE : Combat,not in hand to       TYPE : Non-combat,outdoor
               hand                      OBJECT : Entire party
      OBJECT : 3 monsters           DESCRIPTION : Transforms the party into
 DESCRIPTION : Sprays a corrosive    air,allowing the exploration of the
   stream of acid inflicting 6-60    elemental plane of air .
   points of damage,unless
   immune to acid.
        COST : 4 sp                        COST : 4 sp+ 3 GEMS
        TYPE : Anytime                     TYPE : Non-combat
      OBJECT : 1 character               OBJECT : 1 character
 DESCRIPTION : Restores full        DESCRIPTION : Restores a character's
  health to sick character           original alignment,after actions and
  instantaneously removing the       responses have caused it to shift.
  diseased condition.
   5.   NAME : SURFACE                  6. NAME : HOLY BONUS
        COST : 4 sp                        COST : 4 sp+ 3 GEMS
        TYPE : Non-combat                  TYPE : Combat
      OBJECT : Entire party              OBJECT : Entire party
 DESCRIPTION : Instantly transports DESCRIPTION : THE generous forces of the
  all party members from an          deity increase the damage done by party
  underground location to            members by 1 points per 2 levels of the
  grounds surface.                   caster.   
        COST : 5 sp+5 GEMS                 COST : 5 sp+ 5 GEMS
        TYPE : Combat                      TYPE : Combat
      OBJECT : 1 monster                 OBJECT : 10 monsters
 DESCRIPTION : Encases the target   DESCRIPTION : Send a swarm of killer
  in a field of air,inflicting 10    insects against the monsters,inflicting
  points of damage per combat        4-40 damage points against each monster.
  round and separating it from
  the battle until the spell is
  overcome or the monster is aatacked.
   3.   NAME : FRENZY                   4. NAME : PARALYZE
        COST : 5 sp+5 GEMS                 COST : 5 sp+5 GEMS
        TYPE : Combat                      TYPE : Combat
      OBJECT : 1 character,once per      OBJECT : 10 monsters
                character.          DESCRIPTION : Attempts to immobilize al!
 DESCRIPTION : Send one party         monsters and prevent them from fighting
  member into a frenzy,allowing       May be partially or completely effective
  him/her to attack all the           on some or all monsters.
  monsters on the screen.Drained
  from the experience the character
  loses 1 point of endurance and
  is then rendered unconscious.
        COST : 5 sp+5 GEMs
        TYPE : Anytime
      OBJECT : 1 character
 DESCRIPTION : Releases character
  from all undesirable conditions
  except dead,stoned or eradicated.
        COST : 6 sp+6 GEMS                 COST : 6 sp+6 GEMS
        TYPE : Non-combat                  TYPE : Non-combat
      OBJECT : Entire party              OBJECT : 1 character
 DESCRIPTION : Transforms the       DESCRIPTION : A fountain of youth that
  party into earth ,allowing         trims 1-10 years off a character's age,
  the exploration of the            restoring his/her abilities to the younger
  elemental plane of earth.         level.Spell carries some risk of producing
                                    the opposite effect.
        COST : 6 sp+6 GEMS                 COST : 6 sp+6 GEMS
        TYPE : Anytime                     TYPE : Combat
      OBJECT : 1 character               OBJECT : 1 monster
 DESCRIPTION : Re-animates a        DESCRIPTION : Encases the target in a
  character who has been turned      field of water,inflicting 20 points of
  to stone,removing the stoned       damage per combat round and separating
  condition.                         it from the battle until the spell is
                                     overcome or the monster is attacked.
        COST : 6 sp+6 GEMS
        TYPE : Non-combat,outdoor
      OBJECT : Entire party
 DESCRIPTION : Transforms the party into
  water,allowing the exploration of the
  elemental plane of water.
        COST : 7 sp+ 7 GEMS                COST : 7 sp+7 GEMS
        TYPE : Combat                      TYPE : Combat
      OBJECT : 1 monster                 OBJECT : 1 monster
 DESCRIPTION : Encases the target   DESCRIPTION : Creates a huge flail of fire
  in a field of earth,inflicting     striking a single opponent,inflicting
  40 points of damage per combat     100-400 points of damage.
  round and separating it from
  the battle until the spell is
  overcome or monster is attacked.
   3.   NAME : MOON RAY                 4. NAME : RAISE DEAD
        COST : 7 sp+7 GEMS                 COST : 7 sp+7 GEMS
        TYPE : Combat,outdoor              TYPE : Anytime
      OBJECT : 10 monsters               OBJECT : 1 character
 DESCRIPTION : Bathes all           DESCRIPTION : Brings the character back to
  combatants in a beneficent         life,removing the dead condition.Spell
  ray that bestows 10-100 hit        carries a moderate chance of failure and
  points from each monster.          a remote chance of eradirating the
                                     character.(NOTE:speell-caster and reci-
                                     pient age by 1 year.)
        COST : 8 sp+8 GEMs                 COST : 8 sp+8 GEMS
        TYPE : Combat                      TYPE : Non-combat,outdoor
      OBJECT : 1 monster                 OBJECT : Entire party
 DESCRIPTION : Encases the target   DESCRIPTION : Transforms the party into
  in a field of fire,inflicting      allowing the  exploration of the
  80 points of damage per combat     elemental plane of fire.
  round and separating it from
  the battle until the spell is
  overcome or the monster is attacked.
        COST : 8 sp+8 GEMS                 COST : 8 sp+8 GEMS
        TYPE : Combat                      TYPE : Non-combat
      OBJECT : 2 monsters                OBJECT : Entiree party
 DESCRIPTION : Increases the        DESCRIPTION : Opens a temporary portal to
  weight of monsters causing         any town and moves the party through the
  them to fall and subsequently      portal to that town.
  lose half their hit points.
        COST : 10 sp+20 GEMS               COST : 10 sp+10 GEMS
        TYPE : Combat                      TYPE : Combat
      OBJECT : Entire party              OBJECT : All
 DESCRIPTION : Intercedes with      DESCRIPTION : Utters a single word of
  supernatural forces to restore     devastating power,that destroys all
  all character's hit points and     undead monsters.
  remove all undesirable condition    ( NOTE: ages caster 1 year.) 
  except eradicated.
   (NOTE: spell-caster ages 5 years
          every time this spell is cast)
   3.   NAME : RESURRECTION             4. NAME : UNCURSE ITEM
        COST : 10 sp+10 GEMS               COST : 10 sp+50 GEMS
        TYPE : Non-combat                  TYPE : Non-combat
      OBJECT : 1 character               OBJECT : Spell caster
 DESCRIPTION : Remove the           DESCRIPTION : Attempt to remove the curse
  eradicated condition from          from an item in casters backpack.
  the character,adding 5 years
  to his/her age and subtracting
  1 endurance point from his/her
  vital statistics.There is a
  chance that the spell will fail.
  (NOTE: Ages caster 1 year.)
   1.   NAME : AWAKEN                   2. NAME : DETECT MAGIC
        COST : 1 sp                        COST : 1 sp
        TYPE : Anytime                     TYPE : Non-combat
      OBJECT : All sleeping              OBJECT : Items in spell casters
               party members                      backpack
 DESCRIPTION : Awakens all          DESCRIPTION : Reveals any magical items in
  sleeping members of the            caster's backpack,and notes the member of
  party,instantaneously              magical charges remaining in any item
  cancelling the sleep condition     which must be charged for use.Also
  May be critical if party is        detects any magic surrounding or inside
  attacked during rest.              a chest.
   3.   NAME : ENERGY BLAST             4. NAME : FLAME ARROW
        COST : 1/L+1 GEM                   COST : 1 sp
        TYPE : Combat                      TYPE : Combat
      OBJECT : 1 monster                 OBJECT : 1 monster
 DESCRIPTION : Zaps the monster     DESCRIPTION : Sends a burding shaft into
  with a blast of pure energy,       the monster,inflicting 2-8 points of fire
  inflicting 1-6 damage points       damage,unless monster is immune to fire.
  per experience level of caster.
   5.   NAME : LIGHT                    6. NAME : LOCATION
        COST : 1 sp                        COST : 1 sp
        TYPE : Non-combat                  TYPE : Non-combat
      OBJECT : Entire party              OBJECT : Entire party
 DESCRIPTION : Gives the party      DESCRIPTION : Gives precise information on
  1 light factor,sufficient to       party's location.Shows a map of the
  light a single darkened square     current 16 *16 area that the party has
  Multiple light spells can be       mapped and shows your present location
  cast,to accumulate light           on that map.May be critical when party
  spells can be cast,to              is lost or magically transported.In
  accumulate light factors.          general,this spell is the key to succes-
                                     sful mapping.
   7.   NAME : SLEEP
        COST : 1 sp
        TYPE : Combat
      OBJECT : 4 monsters +1 monster/L of caster
 DESCRIPTION : Sends monsters into a deep
  sleep,preventing them from attacking.
  Effective until monster is damaged or
  overcomes the spell.
   1.   NAME : EAGLE EYE                2. NAME : ELECTRIC ARROW
        COST : 2/L                         COST : 2 sp
        TYPE : Non-combat,outdoor          TYPE : Combat
      OBJECT : 5 steps per level         OBJECT : 1 monster
               of caster.           DESCRIPTION : Electrocutes a monster,
DESCRIPTION  : An eagle eye view     inflicting 4-16 damage points,unless
 of the outdoor terrain appears      monster is immune to electrical attack.
 on the screen,providing a 5*5
 overhead view of the area and
 your party's location.
   3.   NAME : IDENTIFY MONSTER         4. NAME : JUMP
        COST : 2 sp+1 GEM                  COST : 2 sp           
        TYPE : Combat                      TYPE : Non-combat
      OBJECT : 1 monster                 OBJECT : Entire party
 DESCRIPTION : Informs caster       DESCRIPTION : Moves the party 2 squares
  of the current condition of        forward,providing there are no magical
  any one monster during             obstructions (force fields,ect...)
  combat.                            in the way.
   5.   NAME : LEVITATE                 6. NAME : LLOYD'S BEACON
        COST :2 sp                         COST : 2 sp+1 GEM
        TYPE :Non-combat                   TYPE : Non-combat,dungeon
      OBJECT : Entire party              OBJECT : Entire party
 DESCRIPTION : Raises all           DESCRIPTION : Leaves a beacon at your
  characters above ground            current location so that you may
  level,protecting them              instantaneously return to that location
  from various dangers for 1 day     the next time you cast this spell.
        COST : 1/L+1 GEM
        TYPE : Entire party
 DESCRIPTION : Increases all character's
  resistance to magic.Amount of the
  increase depends on experience level of
  caster.Spell lasts 1 day.
   1.   NAME : ACID STREAM              2. NAME : FLY
        COST : 1/L+2 GEMS                  COST : 3 sp
        TYPE : Combat                      TYPE : Non-combat,outdoor
      OBJECT : 1 monster                 OBJECT : Entire party
 DESCRIPTION : Sprays a burning     DESCRIPTION : Grants magical flight to all
  stream of acid inflicting 2-8      characters,allowing the party as a whole
  points of damage per level of      to move to any other outdoor area.The  
  caster,unless immune to acid.      party will land in the safest square in
                                     that area.
   3.   NAME : INVISIBILITY             4. NAME : LIGHTNING
        COST : 3 sp                        COST : 1/L+2 GEMS
        TYPE : Combat                      TYPE : Combat
      OBJECT : Entire party              OBJECT : 4 monsters
 DESCRIPTION : Drops a cloak of     DESCRIPTION : Blasts the monsters with a
  invisibility over all characters   gigantic lightning bolt that inflicts 1-6
  greatly decreasing the monsters    damage points per level of caster.
  chance of hitting them.
   5.   NAME : WEB                      6. NAME : WIZARD EYE
        COST : 3 sp+2 GEMS                 COST : 3/L+2 GEMS
        TYPE : Combat,not in hand          TYPE : Non-combat,indoor
               to hand                   OBJECT : 5 steps per level of caster
      OBJECT : 4 monsters +1        DESCRIPTION : Uses the magical eye of a
 DESCRIPTION : Wraps monsters in     powerful wizard to show a 5*5 overhead
  a supernatural web,preventing      view of your party's location in any
  them from fighting for the         indoor maze.
  duration of combat or until
  they escape.      
   1.   NAME : COLD BEAM                2. NAME : FEEBLE MIND
        COST : 1/L+3 GEMS                  COST : 4 sp+3 GEMS
        TYPE : Combat                      TYPE : Combat
      OBJECT : 1 monster                 OBJECT : 5 monsters
 DESCRIPTION : Attacks wich a       DESCRIPTION : Erases the monsters brain
  beam of intense cold that          removing all its abilities for the
  penetrates to the monster's        duration of combat or until the monster
  heart and inflicts 6 damage        overcome the spell.
  point monster is immune to cold.
   3.   NAME : FIRE BALL                4. NAME : GUARD DOG
        COST : 1/L+3 GEMS                  COST :  4 sp
        TYPE : Combat,not in hand to       TYPE : Non-combat
      OBJECT : 6 monsters                OBJECT : Entire party
 DESCRIPTION : Rolls a deadly ball  DESCRIPTION : Places a supernatural guard
  of fire into the monster's midst   over party,preventing surprise attacks
  inflicting 1-6 damage points per   for 1 day.
  level of caster.
   5.   NAME : SHIELD                   6. NAME : TIME DISTORTION
        COST : 4 sp                        COST : 4 sp+3 GEMS
        TYPE : Combat                      TYPE : Combat
      OBJECT : Entire party              OBJECT : Entire party
 DESCRIPTION : Creates an           DESCRIPTION : Creates a warp in time that
  invisible shield which             enables the party to retreat safely from
  surrounds the party and            most battles.
  protects all characters
  from most missile weapons
  for the duration of combat.
   1.   NAME : DISRUPT                  2. NAME : FINGERS OF DEATH
        COST : 5 sp+5 GEMS                 COST : 5 sp+5 GEMS
        TYPE : Combat,not in hand          TYPE : Combat
               to hand
      OBJECT : 1 monster                 OBJECT : 3 monsters(not undead)
 DESCRIPTION : Creates a            DESCRIPTION : Channels the ancient power
  powerful energy field that         of all dead sorcerers through the caster,
  disrupts the molecular bonds       resulting in death to the monsters at
  of the target,inflicting 100       whom the caster points a finger.
  points of damage.
   3.   NAME : SAND STORM               4. NAME : SHELTER
        COST : 2/L+5 GEMS                  COST : 5 sp
        TYPE : Combat,outdoor              TYPE : Non-combat
      OBJECT : 10 monsters               OBJECT : Entire party
 DESCRIPTION : Calls upon the       DESCRIPTION : Provides 1 day's rest free
  forces of nature to create a       of the danger of encounter.
  violent sand storm inflicting
  1-8 points of damage per level of caster.
        COST : 5 sp
        TYPE : Non-combat
      OBJECT : Entire party
 DESCRIPTION : Instantly moves the
  party from its present position,up to 9
  squares in any direction.       
        COST : 6 sp+6 GEMS                 COST : 6 sp+6 GEMS
        TYPE : Combat                      TYPE : Combat
      OBJECT : 3 monsters                OBJECT : All
 DESCRIPTION : Inflicts 50          DESCRIPTION : surrounds the battle with
  damage points while desin-         a magical energy field preventing all
  tegrating parts or all of the      from escaping.
        COST : 2/L+6 GEMS                  COST : 6 sp+6 GEMS
        TYPE : Combat,not in hand          TYPE : Non-combat
               to hand 
      OBJECT : 3 monsters                OBJECT : spell caster
 DESCRIPTION : Shoots a fantastic   DESCRIPTION : Restore 1-6 charges to any
  beam of cold at 3 monsters,        item in caster's backpack that still has
  crystalizing them and inflicting   1 magical charge remaining some risk that
  10 damage points per level of      the spell will fail and destroy the
   caster.                           item.
        COST : 2/L+6 GEMS
        TYPE : Combat
      OBJECT : 1 monster
 DESCRIPTION : Shoots an intense beam
  of electricity,shocking a monster
  with 20 damage points per level of caster.
        COST : 3/L+7 GEMS                  COST : 7 sp+100 GEMS
        TYPE : Combat                      TYPE : Non-combat
      OBJECT : 10 monsters               OBJECT : Spell caster
 DESCRIPTION : A magical sword      DESCRIPTION : Allows the caster to exactly
  that moves with lightning          duplicate any 1 item in his/her backpack
  speed and inflicts 1-12            provided that there is room in the
  damage points per level of         caster's pack for the new item.Small
  caster.                            chance that the spell will fail and
                                     destroy the original item.
        COST : 7 sp+7 GEMS                 COST : 7 sp+7 gems
        TYPE : Non-combat                  TYPE : Combat
      OBJECT : Entire party              OBJECT : 10 monsters 
 DESCRIPTION : Alters all           DESCRIPTION : A powerful,but erratic spell
  character's molecular struture     that has completely unpredictable
  long enough to allow them to       effects.
  move 1 square forward through
  any barrier(force field,wall,
   1.   NAME : INCINERATE               2. NAME : MEGA VOLTS              
        COST : 3/L+8 GEMS                  COST : 3/L+8 GEMS
        TYPE : Combat                      TYPE : Combat
      OBJECT : 1 monster                 OBJECT : 10 monsters
 DESCRIPTION : Engulfs a monster    DESCRIPTION : Creates a chain of electri-
  with the heat of a thousand        city connecting all opponents with the
  fires doing 20-40 damage points    deadly voltage doing 4-16 damage points
  per level of caster.               per level of caster.
   3.   NAME : METEOR SHOWER            4. NAME : POWER SHIELD
        COST : 8+1 per monster+8GEMS       COST : 8 sp+8 GEMS
        TYPE : Combat,outdoor              TYPE : Combat 
      OBJECT : All(limited by            OBJECT : Entire party  
               spell points) 
 DESCRIPTION : Buries all           DESCRIPTION : Reduces the damage inflicted
  monsters under a hail of           on all characters by any attack,by 1/2.
  meteors,inflicting 5-50            Lasts for the duration of combat.
  damage points on each monster.
   1.   NAME : IMPLOSION                2. NAME : INFERNO
        COST : 10 sp+10 GEMS               COST : 3/L+10 GEMS
        TYPE : Combat                      TYPE : Combat
      OBJECT : 1 monster                 OBJECT : 10 monsters
 DESCRIPTION : Creates a hole in    DESCRIPTION : Unleashes the heat of the
  space,at the center of target      sun on all monsters shown,doing 1-20
  creature,sucking it into           points damage per level of caster.
   3.   NAME : STAR BURST               4. NAME : ENCHANT ITEM
        COST : 10+1 per monster            COST : 50 per plus of item
               + 20 GEMS                          + 50 GEMS
        TYPE : Combat,outdoor              TYPE : Non-combat
      OBJECT : All(limited by spell      OBJECT : Spell caster
 DESCRIPTION : Showers all          DESCRIPTION : Attempts to raise the magic
  with pieces of an exploding        ability of an item by increasing it's
  star,doing 20-200 points of        '+' by 1.