_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

THE BARD'S TALE2

FILE INFORMATION

FILENAME(S): THE BARD'S TALE2

FILE TYPE(S): SEQ

FILE SIZE: 18.8K

FIRST SEEN: 2025-12-02 02:00:40

APPEARS ON: 1 disk(s)

FILE HASH

1aca57453dad5ceb14d136530ca4ff5a17e82549f7881cdcd79acfd0fe86302a

FOUND ON DISKS (1 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
DISK SIDE A THE BARD'S TALE2 SEQ marcus 30 7 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00000070: 2D 2D 0D 0D 20 D4 48 45  20 C2 41 52 44 27 53 20  |--.. .HE .ARD'S |
00000080: D4 41 4C 45 20 49 53 20  41 20 47 41 4D 45 20 4F  |.ALE IS A GAME O|
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000000A0: 20 54 48 45 20 4F 4E 4C  59 20 57 41 59 20 54 4F  | THE ONLY WAY TO|
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000000D0: 20 CD 41 4E 47 41 52 20  41 4E 44 20 48 49 53 20  | .ANGAR AND HIS |
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00000520: 52 54 20 54 55 4E 45 20  54 4F 20 41 46 46 45 43  |RT TUNE TO AFFEC|
00000530: 54 20 54 48 45 20 50 41  52 54 59 20 4F 52 20 54  |T THE PARTY OR T|
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00000B10: 20 41 20 42 52 45 41 54  48 45 52 2E 0D 0D C1 54  | A BREATHER....T|
00000B20: 20 54 48 45 20 45 4E 44  20 4F 46 20 43 4F 4D 42  | THE END OF COMB|
00000B30: 41 54 2C 20 54 52 45 41  53 55 52 45 20 41 4E 44  |AT, TREASURE AND|
00000B40: 20 45 58 50 45 52 49 45  4E 43 45 20 50 4F 49 4E  | EXPERIENCE POIN|
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00000B60: 20 41 4D 4F 4E 47 20 0D  54 48 45 20 42 41 54 54  | AMONG .THE BATT|
00000B70: 4C 45 27 53 20 53 55 52  56 49 56 4F 52 53 2E 0D  |LE'S SURVIVORS..|
00000B80: 0D 0D 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |..              |
00000B90: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 D3  |               .|
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00000C50: 41 52 54 49 46 49 43 45  20 52 45 4C 41 54 45 44  |ARTIFICE RELATED|
00000C60: 20 0D 54 4F 20 41 53 50  45 4C 4C 2C 20 4F 52 0D  | .TO ASPELL, OR.|
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00000C80: 45 4D 53 45 4C 56 45 53  20 54 4F 20 54 48 45 20  |EMSELVES TO THE |
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00000CB0: 53 20 41 53 20 41 20 0D  43 4F 4D 52 41 44 45 2E  |S AS A .COMRADE.|
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00000D10: 44 20 47 45 4E 45 52 41  4C 4C 59 20 47 4F 20 41  |D GENERALLY GO A|
00000D20: 46 54 45 52 20 54 48 45  20 50 52 49 4D 41 52 59  |FTER THE PRIMARY|
00000D30: 20 47 52 4F 55 50 20 4F  46 20 4D 4F 4E 53 54 45  | GROUP OF MONSTE|
00000D40: 52 53 20 54 48 45 20 50  41 52 54 59 20 49 53 20  |RS THE PARTY IS |
00000D50: 46 41 43 49 4E 47 2E 20  0D D3 50 45 43 49 41 4C  |FACING. ..PECIAL|
00000D60: 53 20 41 52 45 20 43 4C  45 41 52 45 44 20 4F 55  |S ARE CLEARED OU|
00000D70: 54 20 4F 46 20 54 48 45  20 22 D3 22 20 53 4C 4F  |T OF THE "." SLO|
00000D80: 54 20 57 48 45 4E 20 4B  49 4C 4C 45 44 2E 20 C9  |T WHEN KILLED. .|
00000D90: 4C 4C 55 53 49 4F 4E 41  52 59 20 53 50 45 43 49  |LLUSIONARY SPECI|
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000029C0: 2D 2D 2D 2D 2D 2D 2D 0D  0D CC C5 D6 C5 CC 20 31  |-------....... 1|
000029D0: 0D 0D 31 29 20 CD 41 47  45 20 C6 4C 41 4D 45 3A  |..1) .AGE .LAME:|
000029E0: 20 C1 20 53 4D 41 4C 4C  2C 20 4D 4F 42 49 4C 45  | . SMALL, MOBILE|
000029F0: 20 22 54 4F 52 43 48 22  20 57 49 4C 4C 20 41 50  | "TORCH" WILL AP|
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00002A30: 52 41 56 45 4C 53 2E 0D  43 4F 44 45 3A 20 CD C1  |RAVELS..CODE: ..|
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00002A50: 0D 52 41 4E 47 45 3A 20  D6 C9 C5 D7 0D 44 55 52  |.RANGE: .....DUR|
00002A60: 41 54 49 4F 4E 3A 20 CD  C5 C4 C9 D5 CD 0D 0D 32  |ATION: ........2|
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00002A80: 4E 20 4F 46 20 42 4C 55  45 20 46 4C 41 4D 45 53  |N OF BLUE FLAMES|
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00002AA0: 20 54 48 45 20 43 41 53  54 45 52 27 53 20 46 49  | THE CASTER'S FI|
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00002AD0: 20 54 4F 20 41 20 53 45  4C 45 43 54 20 4F 50 50  | TO A SELECT OPP|
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00002B00: 45 3A 20 C1 D2 C6 C9 0D  50 4F 49 4E 54 20 43 4F  |E: .....POINT CO|
00002B10: 53 54 3A 20 33 0D 52 41  4E 47 45 3A 20 31 20 C6  |ST: 3.RANGE: 1 .|
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00002B70: 48 49 45 4C 44 22 20 4F  46 20 0D 4D 41 47 49 43  |HIELD" OF .MAGIC|
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00002B90: 44 45 20 4D 41 4E 59 20  42 4C 4F 57 53 20 54 48  |DE MANY BLOWS TH|
00002BA0: 41 54 20 57 4F 55 4C 44  20 4F 54 48 45 52 57 49  |AT WOULD OTHERWI|
00002BB0: 53 45 20 48 49 54 20 48  49 4D 2E 0D 43 4F 44 45  |SE HIT HIM..CODE|
00002BC0: 3A 20 D3 CF D3 C8 0D 50  4F 49 4E 54 20 43 4F 53  |: .....POINT COS|
00002BD0: 54 3A 20 33 0D 52 41 4E  47 45 3A 20 D3 C5 CC C6  |T: 3.RANGE: ....|
00002BE0: 0D 44 55 52 41 54 49 4F  4E 3A 20 C3 CF CD C2 C1  |.DURATION: .....|
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00002C30: 20 49 4E 20 54 48 45 20  0D 44 49 52 45 43 54 49  | IN THE .DIRECTI|
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00002C80: 45 3A 20 D4 D2 DA D0 0D  50 4F 49 4E 54 20 43 4F  |E: .....POINT CO|
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00002CB0: 2D 2D 2D 2D 0D 0D CC C5  D6 C5 CC 20 32 0D 0D 31  |----....... 2..1|
00002CC0: 29 20 C6 52 45 45 5A 45  20 C6 4F 45 53 3A 20 D4  |) .REEZE .OES: .|
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00002CF0: 48 20 41 20 4D 41 47 49  43 41 4C 20 46 4F 52 43  |H A MAGICAL FORC|
00002D00: 45 2C 20 53 4C 4F 57 49  4E 47 20 0D 54 48 45 49  |E, SLOWING .THEI|
00002D10: 52 20 4D 4F 56 45 4D 45  4E 54 53 20 41 4E 44 20  |R MOVEMENTS AND |
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00002D60: 3A 20 C7 D2 CF D5 D0 0D  44 55 52 41 54 49 4F 4E  |: ......DURATION|
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00002EB0: 54 54 41 43 4B 53 2E 0D  43 4F 44 45 3A 20 C2 C1  |TTACKS..CODE: ..|
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00002EE0: D2 0D 44 55 52 41 54 49  4F 4E 3A 20 C3 CF CD C2  |..DURATION: ....|
00002EF0: C1 D4 0D 0D 34 29 20 D7  4F 52 44 20 4F 46 20 C8  |....4) .ORD OF .|
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00002F70: 50 4F 49 4E 54 53 20 4F  46 20 44 41 4D 41 47 45  |POINTS OF DAMAGE|
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00002FA0: 3A 20 C3 C8 C1 D2 C1 C3  D4 C5 D2 0D 44 55 52 41  |: ..........DURA|
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00002FD0: 53 20 CD 41 47 45 53 54  41 52 3A 20 C1 20 42 52  |S .AGESTAR: . BR|
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00003060: 20 52 4F 55 4E 44 2E 0D  43 4F 44 45 3A 20 CD C1  | ROUND..CODE: ..|
00003070: D3 D4 0D 53 50 45 4C 4C  20 43 4F 53 54 3A 20 35  |...SPELL COST: 5|
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00003180: 20 54 48 45 4D 20 54 4F  20 46 4C 4F 41 54 20 4F  | THEM TO FLOAT O|
00003190: 56 45 52 20 54 52 41 50  53 20 4F 52 20 55 50 20  |VER TRAPS OR UP |
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000031C0: 4C 20 43 4F 53 54 3A 20  34 0D 52 41 4E 47 45 3A  |L COST: 4.RANGE:|
000031D0: 20 D0 C1 D2 D4 D9 0D 44  55 52 41 54 49 4F 4E 3A  | ......DURATION:|
000031E0: 20 D3 C8 CF D2 D4 0D 0D  34 29 20 D7 41 52 53 54  | .......4) .ARST|
000031F0: 52 49 4B 45 3A 20 C3 41  55 53 45 53 20 41 20 53  |RIKE: .AUSES A S|
00003200: 50 52 41 59 20 4F 46 20  45 4E 45 52 47 59 20 54  |PRAY OF ENERGY T|
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00003250: 20 4F 50 50 4F 4E 45 4E  54 53 20 46 4F 52 20 34  | OPPONENTS FOR 4|
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00003290: 20 C7 D2 CF D5 D0 0D 44  55 52 41 54 49 4F 4E 3A  | ......DURATION:|
000032A0: 20 2D 2D 2D 2D 2D 0D 0D  CC C5 D6 C5 CC 20 34 0D  | -----....... 4.|
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00003300: 20 41 4E 44 20 4A 4F 49  4E 20 54 48 45 20 50 41  | AND JOIN THE PA|
00003310: 52 54 59 2C 20 46 49 47  48 54 49 4E 47 20 49 4E  |RTY, FIGHTING IN|
00003320: 20 49 54 53 20 44 45 46  45 4E 53 45 2E 0D 43 4F  | ITS DEFENSE..CO|
00003330: 44 45 3A 20 C9 CE D7 CF  0D 53 50 45 4C 4C 20 43  |DE: .....SPELL C|
00003340: 4F 53 54 3A 20 36 0D 52  41 4E 47 45 3A 20 D3 D0  |OST: 6.RANGE: ..|
00003350: C5 C3 C9 C1 CC 0D 44 55  52 41 54 49 4F 4E 3A 20  |......DURATION: |
00003360: 2D 2D 2D 2D 2D 0D 0D 32  29 20 C6 4C 45 53 48 20  |-----..2) .LESH |
00003370: D2 45 53 54 4F 52 45 3A  20 D4 48 49 53 20 50 4F  |.ESTORE: .HIS PO|
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000033C0: 4D 42 45 52 20 41 4E 44  20 43 55 52 45 20 50 4F  |MBER AND CURE PO|
000033D0: 49 53 4F 4E 49 4E 47 20  41 4E 44 20 49 4E 53 41  |ISONING AND INSA|
000033E0: 4E 49 54 59 2E 0D 43 4F  44 45 3A 20 C6 CC D2 C5  |NITY..CODE: ....|
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00003410: 44 55 52 41 54 49 4F 4E  3A 20 2D 2D 2D 2D 2D 0D  |DURATION: -----.|
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00003430: 45 3A 20 D4 48 49 53 20  53 50 45 4C 4C 20 48 55  |E: .HIS SPELL HU|
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00003460: 20 54 48 45 20 4D 41 47  45 53 20 0D 46 49 4E 47  | THE MAGES .FING|
00003470: 45 52 20 49 4E 54 4F 20  41 20 53 45 4C 45 43 54  |ER INTO A SELECT|
00003480: 45 44 20 4D 4F 4E 53 54  45 52 2C 20 50 4F 49 53  |ED MONSTER, POIS|
00003490: 4F 4E 49 4E 47 20 49 54  2E 0D 43 4F 44 45 3A 20  |ONING IT..CODE: |
000034A0: D0 CF D3 D4 0D 53 50 45  4C 4C 20 43 4F 53 54 3A  |.....SPELL COST:|
000034B0: 20 36 0D 52 41 4E 47 45  3A 20 C6 CF C5 0D 44 55  | 6.RANGE: ....DU|
000034C0: 52 41 54 49 4F 4E 3A 20  2D 2D 2D 2D 2D 0D 0D CC  |RATION: -----...|
000034D0: C5 D6 C5 CC 20 35 0D 0D  31 29 20 C7 52 45 41 54  |.... 5..1) .REAT|
000034E0: 45 52 20 D2 45 56 45 4C  41 54 49 4F 4E 3A 20 D4  |ER .EVELATION: .|
000034F0: 48 49 53 20 53 50 45 4C  4C 20 46 55 4E 43 54 49  |HIS SPELL FUNCTI|
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00003510: 45 52 20 D2 45 4C 45 56  41 54 49 4F 4E 22 20 0D  |ER .ELEVATION" .|
00003520: 53 50 45 4C 4C 2C 20 4F  4E 4C 59 20 49 54 20 49  |SPELL, ONLY IT I|
00003530: 4C 4C 55 4D 49 4E 41 54  45 53 20 41 20 57 49 44  |LLUMINATES A WID|
00003540: 45 52 20 41 52 45 41 2E  0D 43 4F 44 45 3A 20 C7  |ER AREA..CODE: .|
00003550: D2 D2 C5 0D 53 50 45 4C  4C 20 43 4F 53 54 3A 20  |....SPELL COST: |
00003560: 37 0D 52 41 4E 47 45 3A  20 D6 C9 C5 D7 0D 44 55  |7.RANGE: .....DU|
00003570: 52 41 54 49 4F 4E 3A 20  CC CF CE C7 0D 0D 32 29  |RATION: ......2)|
00003580: 20 D7 52 41 54 48 20 CF  46 20 D6 41 4C 48 41 4C  | .RATH .F .ALHAL|
00003590: 4C 41 3A 20 CD 41 4B 45  53 20 41 20 4D 45 4D 42  |LA: .AKES A MEMB|
000035A0: 45 52 20 4F 46 20 59 4F  55 52 20 50 41 52 54 59  |ER OF YOUR PARTY|
000035B0: 20 46 49 47 48 54 20 57  49 54 48 20 53 54 52 45  | FIGHT WITH STRE|
000035C0: 4E 47 54 48 20 41 4E 44  20 0D 41 43 43 55 52 41  |NGTH AND .ACCURA|
000035D0: 43 59 20 4F 46 20 41 4E  43 49 45 4E 54 20 CE 4F  |CY OF ANCIENT .O|
000035E0: 52 53 45 20 48 45 52 4F  45 53 20 46 4F 52 20 54  |RSE HEROES FOR T|
000035F0: 48 45 20 45 4E 54 49 52  45 20 43 4F 4D 42 41 54  |HE ENTIRE COMBAT|
00003600: 2E 0D 43 4F 44 45 3A 20  D7 D2 CF D6 0D 53 50 45  |..CODE: .....SPE|
00003610: 4C 4C 20 43 4F 53 54 3A  20 37 0D 52 41 4E 47 45  |LL COST: 7.RANGE|
00003620: 3A 20 C3 C8 C1 D2 C1 C3  D4 C5 D2 0D 44 55 52 41  |: ..........DURA|
00003630: 54 49 4F 4E 3A 20 C3 CF  CD C2 C1 D4 0D 0D 33 29  |TION: ........3)|
00003640: 20 D3 48 4F 43 4B 2D D3  50 48 45 52 45 3A 20 C1  | .HOCK-.PHERE: .|
00003650: 20 4C 41 52 47 45 20 47  4C 4F 56 45 20 4F 46 20  | LARGE GLOVE OF |
00003660: 49 4E 54 45 4E 53 45 20  45 4C 45 43 54 52 49 43  |INTENSE ELECTRIC|
00003670: 41 4C 20 45 4E 45 52 47  59 20 45 4E 56 45 4C 4F  |AL ENERGY ENVELO|
00003680: 50 53 20 41 20 0D 47 52  4F 55 50 20 4F 46 20 45  |PS A .GROUP OF E|
00003690: 4E 45 4D 49 45 53 2C 20  44 4F 49 4E 47 20 38 2D  |NEMIES, DOING 8-|
000036A0: 33 32 20 48 49 54 53 20  4F 46 20 44 41 4D 41 47  |32 HITS OF DAMAG|
000036B0: 45 2E 0D 43 4F 44 45 3A  20 D3 C8 D3 D0 0D 53 50  |E..CODE: .....SP|
000036C0: 45 4C 4C 20 43 4F 53 54  3A 20 37 0D 52 41 4E 47  |ELL COST: 7.RANG|
000036D0: 45 3A 20 C7 D2 CF D5 D0  0D 44 55 52 41 54 49 4F  |E: ......DURATIO|
000036E0: 4E 3A 20 2D 2D 2D 2D 2D  0D 0D 4C 45 56 45 4C 20  |N: -----..LEVEL |
000036F0: 36 0D 0D 31 29 20 C5 4C  49 4B 27 53 20 C9 4E 53  |6..1) .LIK'S .NS|
00003700: 54 41 4E 54 20 CF 47 52  45 3A 20 D4 48 49 53 20  |TANT .GRE: .HIS |
00003710: 49 4E 43 41 4E 54 41 54  49 4F 4E 20 57 49 4C 4C  |INCANTATION WILL|
00003720: 20 43 41 55 53 45 20 41  20 52 45 41 4C 20 4F 47  | CAUSE A REAL OG|
00003730: 52 45 20 54 4F 20 41 50  50 45 41 52 20 0D 41 4E  |RE TO APPEAR .AN|
00003740: 44 20 4A 4F 49 4E 20 54  48 45 20 50 41 52 54 59  |D JOIN THE PARTY|
00003750: 2E 0D 43 4F 44 45 3A 20  C9 CE CF C7 0D 53 50 45  |..CODE: .....SPE|
00003760: 4C 4C 20 43 4F 53 54 3A  20 39 0D 52 41 4E 47 45  |LL COST: 9.RANGE|
00003770: 3A 20 D3 D0 C5 C3 C9 C1  CC 0D 44 55 52 41 54 49  |: ........DURATI|
00003780: 4F 4E 3A 20 2D 2D 2D 2D  2D 0D 0D 32 29 20 CD 41  |ON: -----..2) .A|
00003790: 4A 4F 52 20 CC 45 56 45  54 49 41 54 49 4F 4E 3A  |JOR .EVETIATION:|
000037A0: 20 D4 48 49 53 20 57 49  4C 4C 20 4D 41 4B 45 20  | .HIS WILL MAKE |
000037B0: 54 48 45 20 45 4E 54 49  52 45 20 50 41 52 54 59  |THE ENTIRE PARTY|
000037C0: 20 4C 45 56 49 54 41 54  45 20 41 53 20 44 4F 45  | LEVITATE AS DOE|
000037D0: 53 20 54 48 45 20 0D 4C  45 56 45 4C 20 33 20 53  |S THE .LEVEL 3 S|
000037E0: 50 45 4C 4C 2C 20 42 55  54 20 49 54 53 20 45 46  |PELL, BUT ITS EF|
000037F0: 46 45 43 54 53 20 57 49  4C 4C 20 4C 41 53 54 20  |FECTS WILL LAST |
00003800: 55 4E 54 49 4C 20 44 49  53 50 45 4C 4C 45 44 2E  |UNTIL DISPELLED.|
00003810: 0D 43 4F 44 45 3A 20 CD  C1 CC C5 0D 53 50 45 4C  |.CODE: .....SPEL|
00003820: 4C 20 43 4F 53 54 3A 20  38 0D 52 41 4E 47 45 3A  |L COST: 8.RANGE:|
00003830: 20 D0 C1 D2 D4 D9 0D 44  55 52 41 54 49 4F 4E 3A  | ......DURATION:|
00003840: 20 C9 CE C4 C5 C6 C9 CE  C1 D4 C5 20 0D 0D 4C 45  | .......... ..LE|
00003850: 56 45 4C 20 37 0D 0D 31  29 20 C6 4C 45 53 48 20  |VEL 7..1) .LESH |
00003860: C1 4E 45 57 3A 20 D4 48  49 53 20 53 50 45 4C 4C  |.NEW: .HIS SPELL|
00003870: 20 42 45 48 41 56 45 53  20 4C 49 4B 45 20 54 48  | BEHAVES LIKE TH|
00003880: 45 20 22 C6 4C 45 53 48  20 D2 45 53 54 4F 52 45  |E ".LESH .ESTORE|
00003890: 22 20 53 50 45 4C 4C 2C  20 45 58 43 45 50 54 20  |" SPELL, EXCEPT |
000038A0: 0D 54 48 41 54 20 49 54  20 57 49 4C 4C 20 41 46  |.THAT IT WILL AF|
000038B0: 46 45 43 54 20 45 56 45  52 59 20 4D 45 4D 42 45  |FECT EVERY MEMBE|
000038C0: 52 20 4F 46 20 54 48 45  20 50 41 52 54 59 2E 0D  |R OF THE PARTY..|
000038D0: 43 4F 44 45 3A 20 C6 CC  C1 CE 0D 53 50 45 4C 4C  |CODE: .....SPELL|
000038E0: 20 43 4F 53 54 3A 20 31  32 0D 52 41 4E 47 45 3A  | COST: 12.RANGE:|
000038F0: 20 D0 C1 D2 D4 D9 0D 44  55 52 41 54 49 4F 4E 3A  | ......DURATION:|
00003900: 20 2D 2D 2D 2D 2D 0D 0D  32 29 20 C1 50 50 4F 52  | -----..2) .PPOR|
00003910: 54 20 C1 52 43 41 4E 45  3A 20 C1 4C 4C 4F 57 53  |T .RCANE: .LLOWS|
00003920: 20 54 48 45 20 50 41 52  54 59 20 54 4F 20 54 45  | THE PARTY TO TE|
00003930: 4C 45 50 4F 52 54 20 41  4E 59 57 48 45 52 45 20  |LEPORT ANYWHERE |
00003940: 57 49 54 48 49 4E 20 41  20 44 55 4E 47 45 4F 4E  |WITHIN A DUNGEON|
00003950: 2C 20 0D 45 58 43 45 50  54 20 46 4F 52 20 50 4C  |, .EXCEPT FOR PL|
00003960: 41 43 45 53 20 50 52 4F  54 45 43 54 45 44 20 42  |ACES PROTECTED B|
00003970: 59 20 54 45 4C 45 50 4F  52 54 41 4C 20 53 48 49  |Y TELEPORTAL SHI|
00003980: 45 4C 44 53 2E 0D 43 4F  44 45 3A 20 C1 D0 C1 D2  |ELDS..CODE: ....|
00003990: 0D 53 50 45 4C 4C 20 43  4F 53 54 3A 20 31 35 0D  |.SPELL COST: 15.|
000039A0: 52 41 4E 47 45 3A 20 D0  C1 D2 D4 D9 0D 44 55 52  |RANGE: ......DUR|
000039B0: 41 54 49 4F 4E 3A 20 2D  2D 2D 2D 2D 0D 0D 0D 20  |ATION: -----... |
000039C0: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
000039D0: 20 20 20 20 20 20 20 20  20 20 20 CD C1 C7 C9 C3  |           .....|
000039E0: C9 C1 CE 20 D3 D0 C5 CC  CC D3 0D 20 20 20 20 20  |... .......     |
000039F0: 20 20 20 20 20 20 20 20  20 20 20 2D 2D 2D 2D 2D  |           -----|
00003A00: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |----------------|
00003A10: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |----------------|
00003A20: 2D 2D 0D 0D CC C5 D6 C5  CC 20 31 0D 0D 31 29 20  |--....... 1..1) |
00003A30: D6 4F 52 50 41 4C 20 D0  4C 41 54 49 4E 47 3A 20  |.ORPAL .LATING: |
00003A40: D4 48 49 53 20 53 50 45  4C 4C 20 43 41 55 53 45  |.HIS SPELL CAUSE|
00003A50: 53 20 54 48 45 20 57 45  41 50 4F 4E 20 28 4F 52  |S THE WEAPON (OR|
00003A60: 20 48 41 4E 44 53 29 20  4F 46 20 41 20 50 41 52  | HANDS) OF A PAR|
00003A70: 54 59 20 0D 4D 45 4D 42  45 52 20 54 4F 20 42 45  |TY .MEMBER TO BE|
00003A80: 20 43 4F 56 45 52 45 44  20 57 49 54 48 20 41 20  | COVERED WITH A |
00003A90: 4D 41 47 49 43 41 4C 20  46 49 45 4C 44 2C 20 57  |MAGICAL FIELD, W|
00003AA0: 48 49 43 48 20 43 41 55  53 45 53 20 48 49 4D 20  |HICH CAUSES HIM |
00003AB0: 54 4F 20 44 4F 20 41 4E  20 0D 41 44 44 49 54 49  |TO DO AN .ADDITI|
00003AC0: 4F 4E 41 4C 20 32 2D 38  20 50 4F 49 4E 54 53 20  |ONAL 2-8 POINTS |
00003AD0: 4F 46 20 44 41 4D 41 47  45 2E 0D 43 4F 44 45 3A  |OF DAMAGE..CODE:|
00003AE0: 20 D6 CF D0 CC 0D 53 50  45 4C 4C 20 43 4F 53 54  | .....SPELL COST|
00003AF0: 3A 20 33 0D 52 41 4E 47  45 3A 20 C3 C8 C1 D2 C1  |: 3.RANGE: .....|
00003B00: C3 D4 C5 D2 0D 44 55 52  41 54 49 4F 4E 3A 20 C3  |.....DURATION: .|
00003B10: CF CD C2 C1 D4 0D 0D 32  29 20 C1 49 52 20 C1 52  |.......2) .IR .R|
00003B20: 4D 4F 52 3A 20 D4 48 49  53 20 53 50 45 4C 4C 20  |MOR: .HIS SPELL |
00003B30: 57 49 4C 4C 20 4D 41 4B  45 20 54 48 45 20 41 49  |WILL MAKE THE AI|
00003B40: 52 20 41 52 4F 55 4E 44  20 54 48 45 20 43 41 53  |R AROUND THE CAS|
00003B50: 54 45 52 20 42 49 4E 44  20 49 54 53 45 4C 46 20  |TER BIND ITSELF |
00003B60: 0D 49 4E 54 4F 20 41 20  57 45 49 47 48 54 4C 45  |.INTO A WEIGHTLE|
00003B70: 53 53 20 53 55 49 54 20  4F 46 20 22 41 52 4D 4F  |SS SUIT OF "ARMO|
00003B80: 52 22 2E 0D 43 4F 44 45  3A 20 C1 C9 C1 D2 0D 53  |R"..CODE: .....S|
00003B90: 50 45 4C 4C 20 43 4F 53  54 3A 20 33 0D 52 41 4E  |PELL COST: 3.RAN|
00003BA0: 47 45 3A 20 D3 C5 CC C6  0D 44 55 52 41 54 49 4F  |GE: .....DURATIO|
00003BB0: 4E 3A 20 C3 CF CD C2 C1  D4 0D 0D 33 29 20 D3 41  |N: ........3) .A|
00003BC0: 42 48 41 52 27 53 20 D3  54 45 45 4C 49 47 48 54  |BHAR'S .TEELIGHT|
00003BD0: 20 53 50 45 4C 4C 3A 20  C3 41 55 53 45 53 20 41  | SPELL: .AUSES A|
00003BE0: 4C 4C 20 4D 45 54 41 4C  20 4E 45 41 52 20 54 48  |LL METAL NEAR TH|
00003BF0: 45 20 50 41 52 54 59 20  54 4F 20 47 4C 4F 57 20  |E PARTY TO GLOW |
00003C00: 57 49 54 48 20 41 20 0D  4D 41 47 49 43 41 4C 20  |WITH A .MAGICAL |
00003C10: 4C 49 47 48 54 2C 20 49  4C 4C 55 4D 49 4E 41 54  |LIGHT, ILLUMINAT|
00003C20: 49 4E 47 20 54 48 45 20  53 55 52 52 4F 55 4E 44  |ING THE SURROUND|
00003C30: 49 4E 47 20 41 52 45 41  2E 0D 43 4F 44 45 3A 20  |ING AREA..CODE: |
00003C40: D3 D4 CC C9 0D 53 50 45  4C 4C 20 43 4F 53 54 3A  |.....SPELL COST:|
00003C50: 20 32 0D 52 41 4E 47 45  3A 20 D6 C9 C5 D7 0D 44  | 2.RANGE: .....D|
00003C60: 55 52 41 54 49 4F 4E 3A  20 D3 C8 CF D2 D4 0D 0D  |URATION: .......|
00003C70: 34 29 20 D3 43 52 59 20  D3 49 54 45 3A 20 D4 48  |4) .CRY .ITE: .H|
00003C80: 45 20 57 41 4C 4C 53 20  54 48 45 4D 53 45 4C 56  |E WALLS THEMSELV|
00003C90: 45 53 20 57 49 4C 4C 20  53 50 45 41 4B 2C 20 55  |ES WILL SPEAK, U|
00003CA0: 4E 44 45 52 20 44 49 52  45 43 54 49 4F 4E 20 4F  |NDER DIRECTION O|
00003CB0: 46 20 54 48 49 53 20 0D  53 50 45 4C 4C 2C 20 52  |F THIS .SPELL, R|
00003CC0: 45 56 45 41 4C 49 4E 47  20 54 4F 20 54 48 45 20  |EVEALING TO THE |
00003CD0: 43 41 53 54 45 52 20 48  49 53 20 4C 4F 43 41 54  |CASTER HIS LOCAT|
00003CE0: 49 4F 4E 20 49 4E 20 54  48 45 20 4C 41 42 59 52  |ION IN THE LABYR|
00003CF0: 49 4E 54 48 2E 0D 43 4F  44 45 3A 20 D3 C3 D3 C9  |INTH..CODE: ....|
00003D00: 0D 53 50 45 4C 4C 20 43  4F 53 54 3A 20 32 0D 52  |.SPELL COST: 2.R|
00003D10: 41 4E 47 45 3A 20 D0 C1  D2 D4 D9 0D 44 55 52 41  |ANGE: ......DURA|
00003D20: 54 49 4F 4E 3A 20 2D 2D  2D 2D 2D 0D 0D CC C5 D6  |TION: -----.....|
00003D30: C5 CC 20 32 0D 0D 31 29  20 C8 4F 4C 59 20 D7 41  |.. 2..1) .OLY .A|
00003D40: 54 45 52 3A 20 C1 20 53  50 52 41 59 20 4F 46 20  |TER: . SPRAY OF |
00003D50: 57 41 54 45 52 20 57 49  4C 4C 20 45 4D 41 4E 41  |WATER WILL EMANA|
00003D60: 54 45 20 46 52 4F 4D 20  54 48 45 20 4D 41 47 45  |TE FROM THE MAGE|
00003D70: 27 53 20 46 49 4E 47 45  52 53 2C 20 44 4F 49 4E  |'S FINGERS, DOIN|
00003D80: 47 20 0D 36 2D 32 34 50  4F 49 4E 54 53 20 4F 46  |G .6-24POINTS OF|
00003D90: 20 44 41 4D 41 47 45 20  54 4F 20 41 4E 59 20 55  | DAMAGE TO ANY U|
00003DA0: 4E 44 45 41 44 20 46 4F  45 2E 20 28 45 2E 47 2E  |NDEAD FOE. (E.G.|
00003DB0: 20 53 4B 45 4C 45 54 4F  4E 2C 20 5A 4F 4D 42 49  | SKELETON, ZOMBI|
00003DC0: 45 2C 20 56 41 4D 50 49  52 45 29 0D 43 4F 44 45  |E, VAMPIRE).CODE|
00003DD0: 3A 20 C8 CF D7 C1 0D 53  50 45 4C 4C 20 43 4F 53  |: .....SPELL COS|
00003DE0: 54 3A 20 34 0D 52 41 4E  47 45 3A 20 31 20 C6 CF  |T: 4.RANGE: 1 ..|
00003DF0: C5 0D 44 55 52 41 54 49  4F 4E 3A 20 2D 2D 2D 2D  |..DURATION: ----|
00003E00: 2D 0D 0D 32 29 20 D7 49  54 48 45 52 20 D3 54 52  |-..2) .ITHER .TR|
00003E10: 49 4B 45 3A 20 C1 4E 59  20 46 4F 45 20 41 54 20  |IKE: .NY FOE AT |
00003E20: 57 48 4F 4D 20 54 48 49  53 20 53 50 45 4C 4C 20  |WHOM THIS SPELL |
00003E30: 49 53 20 43 41 53 54 20  49 53 20 4C 49 4B 45 4C  |IS CAST IS LIKEL|
00003E40: 59 20 54 4F 20 42 45 20  54 55 52 4E 45 44 20 0D  |Y TO BE TURNED .|
00003E50: 4F 4C 44 2C 54 48 55 53  20 52 45 44 55 43 49 4E  |OLD,THUS REDUCIN|
00003E60: 47 20 48 49 53 20 41 42  49 4C 49 54 59 20 54 4F  |G HIS ABILITY TO|
00003E70: 20 41 54 54 41 43 4B 20  41 4E 44 20 44 45 46 45  | ATTACK AND DEFE|
00003E80: 4E 44 20 49 4E 20 43 4F  4D 42 41 54 2E 0D 43 4F  |ND IN COMBAT..CO|
00003E90: 44 45 3A 20 D7 C9 D3 D4  0D 53 50 45 4C 4C 20 43  |DE: .....SPELL C|
00003EA0: 4F 53 54 3A 20 35 0D 52  41 4E 47 45 3A 20 31 20  |OST: 5.RANGE: 1 |
00003EB0: C6 CF C5 0D 44 55 52 41  54 49 4F 4E 3A 20 2D 2D  |....DURATION: --|
00003EC0: 2D 2D 2D 0D 0D 33 29 20  CD 41 47 45 20 C7 41 55  |---..3) .AGE .AU|
00003ED0: 4E 54 4C 45 54 53 3A 20  CD 41 4B 45 53 20 41 20  |NTLETS: .AKES A |
00003EE0: 50 41 52 54 59 20 4D 45  4D 42 45 52 27 53 20 48  |PARTY MEMBER'S H|
00003EF0: 41 4E 44 53 20 28 4F 52  20 57 45 41 50 4F 4E 29  |ANDS (OR WEAPON)|
00003F00: 20 4D 4F 52 45 20 44 45  41 44 4C 59 2C 20 0D 41  | MORE DEADLY, .A|
00003F10: 44 44 49 4E 47 20 34 2D  31 36 20 50 4F 49 4E 54  |DDING 4-16 POINT|
00003F20: 53 20 4F 46 20 44 41 4D  41 47 45 20 54 4F 20 45  |S OF DAMAGE TO E|
00003F30: 56 45 52 59 20 57 4F 55  4E 44 20 48 45 20 49 4E  |VERY WOUND HE IN|
00003F40: 46 4C 49 43 54 53 2E 0D  43 4F 44 45 3A 20 CD C1  |FLICTS..CODE: ..|
00003F50: C7 C1 0D 53 50 45 4C 4C  20 43 4F 53 54 3A 20 35  |...SPELL COST: 5|
00003F60: 0D 52 41 4E 47 45 3A 20  C3 C8 C1 D2 C1 C3 D4 C5  |.RANGE: ........|
00003F70: D2 0D 44 55 52 41 54 49  4F 4E 3A 20 C3 CF CD C2  |..DURATION: ....|
00003F80: C1 D4 0D 0D 34 29 20 C1  52 45 41 20 C5 4E 43 48  |....4) .REA .NCH|
00003F90: 41 4E 54 3A 20 D4 48 49  53 20 53 50 45 4C 4C 20  |ANT: .HIS SPELL |
00003FA0: 57 49 4C 4C 20 43 41 55  53 45 20 54 48 45 20 44  |WILL CAUSE THE D|
00003FB0: 55 4E 47 45 4F 4E 20 57  41 4C 4C 53 20 57 49 54  |UNGEON WALLS WIT|
00003FC0: 48 49 4E 20 33 30 20 46  45 45 54 20 4F 46 20 0D  |HIN 30 FEET OF .|
00003FD0: 41 20 53 54 41 49 52 57  41 59 20 54 4F 20 43 41  |A STAIRWAY TO CA|
00003FE0: 4C 4C 20 4F 55 54 2C 20  49 46 20 54 48 45 20 50  |LL OUT, IF THE P|
00003FF0: 41 52 54 59 20 49 53 20  54 52 41 56 45 4C 49 4E  |ARTY IS TRAVELIN|
00004000: 47 20 54 4F 57 41 52 44  20 49 54 2E 0D 43 4F 44  |G TOWARD IT..COD|
00004010: 45 3A 20 C1 D2 C5 CE 0D  53 50 45 4C 4C 20 43 4F  |E: .....SPELL CO|
00004020: 53 54 3A 20 35 0D 52 41  4E 47 45 3A 20 33 30 20  |ST: 5.RANGE: 30 |
00004030: C6 C5 C5 D4 0D 44 55 52  41 54 49 4F 4E 3A 20 D3  |.....DURATION: .|
00004040: C8 CF D2 D4 0D 0D CC C5  D6 C5 CC 20 33 0D 0D 31  |........... 3..1|
00004050: 29 20 D9 42 41 52 52 41  27 53 20 CD 59 53 54 49  |) .BARRA'S .YSTI|
00004060: 43 20 D3 48 49 45 4C 44  3A 20 D4 48 45 20 41 49  |C .HIELD: .HE AI|
00004070: 52 20 49 4E 20 46 52 4F  4E 54 20 4F 46 20 54 48  |R IN FRONT OF TH|
00004080: 45 20 50 41 52 54 59 20  57 49 4C 4C 20 42 49 4E  |E PARTY WILL BIN|
00004090: 44 20 49 54 53 45 4C 46  20 0D 49 4E 54 4F 20 4D  |D ITSELF .INTO M|
000040A0: 45 54 41 4C 4C 49 43 20  48 41 52 44 4E 45 53 53  |ETALLIC HARDNESS|
000040B0: 2C 20 41 4E 44 20 57 49  4C 4C 20 41 43 43 4F 4D  |, AND WILL ACCOM|
000040C0: 50 41 4E 59 20 54 48 45  20 50 41 52 54 59 20 57  |PANY THE PARTY W|
000040D0: 48 45 4E 20 49 54 20 4D  4F 56 45 53 2C 20 41 53  |HEN IT MOVES, AS|
000040E0: 20 41 20 0D 53 4F 52 54  20 4F 46 20 49 4E 56 49  | A .SORT OF INVI|
000040F0: 53 49 42 4C 45 20 22 53  48 49 45 4C 44 22 2E 0D  |SIBLE "SHIELD"..|
00004100: 43 4F 44 45 3A 20 CD D9  D3 C8 0D 53 50 45 4C 4C  |CODE: .....SPELL|
00004110: 20 43 4F 53 54 3A 20 36  0D 52 41 4E 47 45 3A 20  | COST: 6.RANGE: |
00004120: D0 C1 D2 D4 D9 0D 44 55  52 41 54 49 4F 4E 3A 20  |......DURATION: |
00004130: CD C5 C4 C9 D5 CD 0D 0D  32 29 20 CF 53 43 4F 4E  |........2) .SCON|
00004140: 27 53 20 CF 47 52 45 53  54 52 45 4E 47 54 48 3A  |'S .GRESTRENGTH:|
00004150: 20 C1 4C 4C 4F 57 53 20  41 20 4D 45 4D 42 45 52  | .LLOWS A MEMBER|
00004160: 4F 46 20 59 4F 55 52 20  50 41 52 54 59 20 54 4F  |OF YOUR PARTY TO|
00004170: 20 44 41 4D 41 47 45 20  4D 4F 4E 53 54 45 52 53  | DAMAGE MONSTERS|
00004180: 20 41 53 20 0D 49 46 20  48 45 20 57 45 52 45 20  | AS .IF HE WERE |
00004190: 41 53 20 49 4E 43 52 45  44 49 42 4C 59 20 53 54  |AS INCREDIBLY ST|
000041A0: 52 4F 4E 47 20 41 53 20  41 4E 20 4F 47 52 45 2E  |RONG AS AN OGRE.|
000041B0: 20 43 4F 44 45 3A 20 CF  C7 D3 D4 0D 53 50 45 4C  | CODE: .....SPEL|
000041C0: 4C 20 43 4F 53 54 3A 20  36 0D 52 41 4E 47 45 3A  |L COST: 6.RANGE:|
000041D0: 20 C3 C8 C1 D2 C1 C3 D4  C5 D2 0D 44 55 52 41 54  | ..........DURAT|
000041E0: 49 4F 4E 3A 20 C3 CF CD  C2 C1 D4 0D 0D 33 29 20  |ION: ........3) |
000041F0: CD 49 54 48 52 49 4C 20  CD 49 47 48 54 3A 20 C9  |.ITHRIL .IGHT: .|
00004200: 4E 43 52 45 41 53 45 53  20 54 48 45 20 41 52 4D  |NCREASES THE ARM|
00004210: 4F 52 20 50 52 4F 54 45  43 54 49 4F 4E 20 4F 46  |OR PROTECTION OF|
00004220: 20 45 41 43 48 20 50 41  52 54 59 20 4D 45 4D 42  | EACH PARTY MEMB|
00004230: 45 52 20 42 59 20 0D 45  4E 48 41 4E 43 49 4E 47  |ER BY .ENHANCING|
00004240: 20 54 48 45 49 52 20 41  52 4D 4F 52 27 53 20 4E  | THEIR ARMOR'S N|
00004250: 41 54 55 52 41 4C 20 53  54 52 45 4E 47 54 48 20  |ATURAL STRENGTH |
00004260: 42 59 20 4D 41 47 49 43  2E 0D 43 4F 44 45 3A 20  |BY MAGIC..CODE: |
00004270: CD C9 CD C9 0D 53 50 45  4C 4C 20 43 4F 53 54 3A  |.....SPELL COST:|
00004280: 20 37 0D 52 41 4E 47 45  3A 20 D0 C1 D2 D4 D9 0D  | 7.RANGE: ......|
00004290: 44 55 52 41 54 49 4F 4E  3A 20 C3 CF CD C2 C1 D4  |DURATION: ......|
000042A0: 0D 0D 34 29 20 D3 54 41  52 45 46 4C 41 52 45 3A  |..4) .TAREFLARE:|
000042B0: 20 D4 48 45 20 41 49 52  20 53 55 52 52 4F 55 4E  | .HE AIR SURROUN|
000042C0: 44 49 4E 47 20 41 20 47  52 4F 55 50 20 4F 46 20  |DING A GROUP OF |
000042D0: 45 4E 45 4D 49 45 53 20  57 49 4C 4C 20 49 4E 53  |ENEMIES WILL INS|
000042E0: 54 41 4E 54 4C 59 20 0D  49 47 4E 49 54 45 2C 20  |TANTLY .IGNITE, |
000042F0: 43 41 55 53 49 4E 47 20  54 48 45 4D 20 54 4F 20  |CAUSING THEM TO |
00004300: 42 55 52 4E 20 46 4F 52  20 36 20 54 4F 20 32 34  |BURN FOR 6 TO 24|
00004310: 20 44 41 4D 41 47 45 20  50 4F 49 4E 54 53 2E 0D  | DAMAGE POINTS..|
00004320: 43 4F 44 45 3A D3 D4 C6  CC 0D 53 50 45 4C 4C 20  |CODE:.....SPELL |
00004330: 43 4F 53 54 3A 20 36 0D  52 41 4E 47 45 3A 20 C7  |COST: 6.RANGE: .|
00004340: D2 CF D5 D0 0D 44 55 52  41 54 49 4F 4E 3A 20 2D  |.....DURATION: -|
00004350: 2D 2D 2D 2D 0D 0D CC C5  D6 C5 CC 20 34 0D 0D 31  |----....... 4..1|
00004360: 29 20 D3 50 45 43 54 52  45 20 D4 4F 55 43 48 3A  |) .PECTRE .OUCH:|
00004370: 20 D4 48 49 53 20 53 50  45 4C 4C 20 57 49 4C 4C  | .HIS SPELL WILL|
00004380: 20 44 52 41 49 4E 20 41  20 53 49 4E 47 4C 45 20  | DRAIN A SINGLE |
00004390: 45 4E 45 4D 59 20 4F 46  20 31 32 20 54 4F 20 34  |ENEMY OF 12 TO 4|
000043A0: 38 20 50 4F 49 4E 54 53  20 0D 4F 46 20 44 41 4D  |8 POINTS .OF DAM|
000043B0: 41 47 45 2C 20 41 53 20  49 46 20 54 4F 55 43 48  |AGE, AS IF TOUCH|
000043C0: 45 44 20 42 59 20 41 20  53 50 45 43 54 52 45 2E  |ED BY A SPECTRE.|
000043D0: 0D 43 4F 44 45 3A 20 D3  D0 D4 CF 0D 53 50 45 4C  |.CODE: .....SPEL|
000043E0: 4C 20 43 4F 53 54 3A 20  38 0D 52 41 4E 47 45 3A  |L COST: 8.RANGE:|
000043F0: 20 31 20 C6 CF C5 0D 44  55 52 41 54 49 4F 4E 3A  | 1 ....DURATION:|
00004400: 20 2D 2D 2D 2D 2D 0D 0D  32 29 20 C4 52 41 47 4F  | -----..2) .RAGO|
00004410: 4E 20 C2 52 45 41 54 48  3A 20 C1 4C 4C 4F 57 53  |N .REATH: .LLOWS|
00004420: 20 54 48 45 20 4D 41 47  45 20 54 4F 20 42 52 45  | THE MAGE TO BRE|
00004430: 41 54 48 45 20 46 49 52  45 20 41 54 20 41 20 47  |ATHE FIRE AT A G|
00004440: 52 4F 55 50 20 4F 46 20  46 4F 45 53 2C 20 44 4F  |ROUP OF FOES, DO|
00004450: 49 4E 47 20 0D 38 20 54  4F 20 33 32 20 50 4F 49  |ING .8 TO 32 POI|
00004460: 4E 54 53 20 4F 46 20 44  41 4D 41 47 45 20 54 4F  |NTS OF DAMAGE TO|
00004470: 20 45 41 43 48 2E 0D 43  4F 44 45 3A 20 C4 D2 C2  | EACH..CODE: ...|
00004480: D2 0D 53 50 45 4C 4C 20  43 4F 53 54 3A 20 37 0D  |..SPELL COST: 7.|
00004490: 52 41 4E 47 45 3A 20 C7  D2 CF D5 D0 0D 44 55 52  |RANGE: ......DUR|
000044A0: 41 54 49 4F 4E 3A 20 2D  2D 2D 2D 2D 0D 0D 33 29  |ATION: -----..3)|
000044B0: 20 D3 41 42 48 41 52 27  53 20 D3 54 4F 4E 45 4C  | .ABHAR'S .TONEL|
000044C0: 49 47 48 54 20 D3 50 45  4C 4C 3A 20 CD 41 4B 45  |IGHT .PELL: .AKE|
000044D0: 53 20 41 4C 4C 20 53 4F  4E 45 20 41 4E 44 20 45  |S ALL SONE AND E|
000044E0: 41 52 54 48 20 57 49 54  48 49 4E 20 52 41 4E 47  |ARTH WITHIN RANG|
000044F0: 45 20 4F 46 20 54 48 45  20 0D 50 41 52 54 59 20  |E OF THE .PARTY |
00004500: 54 4F 20 47 4C 4F 57 20  57 49 54 48 20 4D 41 47  |TO GLOW WITH MAG|
00004510: 49 43 41 4C 20 4C 49 47  48 54 2C 20 52 45 56 45  |ICAL LIGHT, REVE|
00004520: 41 4C 49 4E 47 20 45 56  45 4E 20 53 45 43 52 45  |ALING EVEN SECRE|
00004530: 54 20 44 4F 4F 52 53 2E  0D 43 4F 44 45 3A 20 D3  |T DOORS..CODE: .|
00004540: D4 D3 C9 0D 53 50 45 4C  4C 20 43 4F 53 54 3A 20  |....SPELL COST: |
00004550: 37 0D 52 41 4E 47 45 3A  20 D6 C9 C5 D7 0D 44 55  |7.RANGE: .....DU|
00004560: 52 41 54 49 4F 4E 3A 20  CD C5 C4 C9 D5 CD 0D 0D  |RATION: ........|
00004570: CC C5 D6 C5 CC 20 35 0D  0D 31 29 20 C1 4E 54 49  |..... 5..1) .NTI|
00004580: 2D CD 41 47 49 43 3A 20  C3 41 55 53 45 53 20 54  |-.AGIC: .AUSES T|
00004590: 48 45 20 47 52 4F 55 4E  44 20 54 4F 20 41 42 53  |HE GROUND TO ABS|
000045A0: 4F 52 42 20 41 20 50 4F  52 54 49 4F 4E 20 4F 46  |ORB A PORTION OF|
000045B0: 20 54 48 45 20 4D 41 47  49 43 41 4C 20 45 4E 45  | THE MAGICAL ENE|
000045C0: 4D 49 45 53 20 0D 43 41  53 54 20 41 54 20 54 48  |MIES .CAST AT TH|
000045D0: 45 20 50 41 52 54 59 2C  20 46 52 45 51 55 45 4E  |E PARTY, FREQUEN|
000045E0: 54 4C 59 20 41 4C 4C 4F  57 49 4E 47 20 54 48 45  |TLY ALLOWING THE|
000045F0: 20 4D 45 4D 42 45 52 53  20 54 4F 20 45 53 43 41  | MEMBERS TO ESCA|
00004600: 50 45 20 41 4C 4C 20 44  41 4D 41 47 45 2E 20 0D  |PE ALL DAMAGE. .|
00004610: C1 4C 53 4F 20 41 49 44  53 20 49 4E 20 44 49 53  |.LSO AIDS IN DIS|
00004620: 42 45 4C 49 45 56 49 4E  47 20 49 4C 4C 55 53 49  |BELIEVING ILLUSI|
00004630: 4F 4E 53 20 41 4E 44 20  49 4E 20 54 55 52 4E 49  |ONS AND IN TURNI|
00004640: 4E 47 20 42 41 43 4B 20  4D 41 47 49 43 41 4C 20  |NG BACK MAGICAL |
00004650: 46 49 52 45 2C 20 4C 49  4B 45 20 0D 41 20 44 52  |FIRE, LIKE .A DR|
00004660: 41 47 4F 4E 27 53 20 42  52 45 41 54 48 2E 20 20  |AGON'S BREATH.  |
00004670: 20 20 20 20 20 20 20 20  20 20 0D 43 4F 44 45 3A  |          .CODE:|
00004680: 20 C1 CE CD C1 0D 53 50  45 4C 4C 20 43 4F 53 54  | .....SPELL COST|
00004690: 3A 20 38 0D 52 41 4E 47  45 3A 20 D0 C1 D2 D4 D9  |: 8.RANGE: .....|
000046A0: 0D 44 55 52 41 54 49 4F  4E 3A 20 C3 CF CD C2 C1  |.DURATION: .....|
000046B0: D4 0D 0D 32 29 20 C1 4B  45 52 27 53 20 C1 4E 49  |...2) .KER'S .NI|
000046C0: 4D 41 54 45 44 20 D3 57  4F 52 44 3A 20 C1 20 4D  |MATED .WORD: . M|
000046D0: 41 47 49 43 41 4C 20 53  57 4F 52 44 20 57 49 4C  |AGICAL SWORD WIL|
000046E0: 4C 20 41 50 50 45 41 52  20 41 4E 44 20 46 49 47  |L APPEAR AND FIG|
000046F0: 48 54 20 4C 49 4B 45 20  41 20 0D 53 55 4D 4D 4F  |HT LIKE A .SUMMO|
00004700: 4E 45 44 20 4D 4F 4E 53  54 45 52 20 49 4E 20 44  |NED MONSTER IN D|
00004710: 45 46 45 4E 43 45 20 4F  46 20 54 48 45 20 50 41  |EFENCE OF THE PA|
00004720: 52 54 59 2E 0D 43 4F 44  45 3A 20 C1 CE D3 D7 0D  |RTY..CODE: .....|
00004730: 53 50 45 4C 4C 20 43 4F  53 54 3A 20 38 0D 52 41  |SPELL COST: 8.RA|
00004740: 4E 47 45 3A 20 D3 D0 C5  C3 C9 C1 CC 0D 44 55 52  |NGE: ........DUR|
00004750: 41 54 49 4F 4E 3A 20 C3  CF CD C2 C1 D4 0D 0D 33  |ATION: ........3|
00004760: 29 20 D3 54 4F 4E 45 20  D4 4F 55 43 48 3A 20 D4  |) .TONE .OUCH: .|
00004770: 48 49 53 20 53 50 45 4C  4C 20 57 49 4C 4C 20 4F  |HIS SPELL WILL O|
00004780: 46 54 45 4E 20 54 55 52  4E 20 41 4E 20 45 4E 45  |FTEN TURN AN ENE|
00004790: 4D 59 20 54 4F 20 53 54  4F 4E 45 2C 20 4F 52 20  |MY TO STONE, OR |
000047A0: 41 20 53 54 4F 4E 45 20  0D 4D 4F 4E 53 54 45 52  |A STONE .MONSTER|
000047B0: 20 46 52 4F 4D 20 4C 49  56 49 4E 47 20 53 54 4F  | FROM LIVING STO|
000047C0: 4E 45 20 54 4F 20 44 45  41 44 20 53 54 4F 4E 45  |NE TO DEAD STONE|
000047D0: 2E 20 C2 55 54 20 49 54  20 44 4F 45 53 4E 27 54  |. .UT IT DOESN'T|
000047E0: 20 41 4C 57 41 59 53 20  57 4F 52 4B 2E 0D 43 4F  | ALWAYS WORK..CO|
000047F0: 44 45 3A 20 D3 D4 D4 CF  0D 53 50 45 4C 4C 20 43  |DE: .....SPELL C|
00004800: 4F 53 54 3A 20 38 0D 52  41 4E 47 45 3A 20 31 20  |OST: 8.RANGE: 1 |
00004810: C6 CF C5 0D 44 55 52 41  54 49 4F 4E 3A 20 2D 2D  |....DURATION: --|
00004820: 2D 2D 2D 0D 0D CC C5 D6  C5 CC 20 36 0D 0D 31 29  |---....... 6..1)|
00004830: 20 D0 48 41 53 45 20 C4  4F 4F 52 3A 20 D4 48 49  | .HASE .OOR: .HI|
00004840: 53 20 49 4E 43 41 4E 54  41 54 49 4F 4E 20 57 49  |S INCANTATION WI|
00004850: 4C 4C 20 41 4C 54 45 52  20 54 48 45 20 53 54 55  |LL ALTER THE STU|
00004860: 43 54 55 52 45 20 4F 46  20 41 4C 4D 4F 53 54 20  |CTURE OF ALMOST |
00004870: 41 4E 59 20 57 41 4C 4C  20 0D 44 49 52 45 43 54  |ANY WALL .DIRECT|
00004880: 4C 59 20 49 4E 20 46 52  4F 4E 54 20 4F 46 20 54  |LY IN FRONT OF T|
00004890: 48 45 20 50 41 52 54 59  2C 20 54 55 52 4E 49 4E  |HE PARTY, TURNIN|
000048A0: 47 20 49 54 20 54 4F 41  49 52 20 46 4F 52 20 45  |G IT TOAIR FOR E|
000048B0: 58 41 43 54 4C 59 20 31  20 4D 4F 56 45 2E 0D 43  |XACTLY 1 MOVE..C|
000048C0: 4F 44 45 3A 20 D0 C8 C4  CF 0D 53 50 45 4C 4C 20  |ODE: .....SPELL |
000048D0: 43 4F 53 54 3A 20 39 0D  52 41 4E 47 45 3A 20 31  |COST: 9.RANGE: 1|
000048E0: 20 D7 C1 CC CC 0D 44 55  52 41 54 49 4F 4E 3A 20  | .....DURATION: |
000048F0: 31 20 CD CF D6 C5 0D 0D  32 29 20 D9 42 41 52 52  |1 ......2) .BARR|
00004900: 41 27 53 20 CD 59 53 54  49 43 41 4C 20 C3 4F 41  |A'S .YSTICAL .OA|
00004910: 54 20 4F 46 20 C1 52 4D  4F 52 3A 20 C3 41 55 53  |T OF .RMOR: .AUS|
00004920: 45 53 20 41 4E 20 45 46  46 45 43 54 54 20 4C 49  |ES AN EFFECTT LI|
00004930: 4B 45 20 22 41 49 52 20  41 52 4D 4F 52 22 20 54  |KE "AIR ARMOR" T|
00004940: 4F 20 0D 43 4F 56 45 52  20 45 56 45 52 59 20 4D  |O .COVER EVERY M|
00004950: 45 4D 42 45 52 20 4F 46  20 54 48 45 20 50 41 52  |EMBER OF THE PAR|
00004960: 54 59 2C 20 4C 41 53 54  49 4E 47 20 49 4E 44 45  |TY, LASTING INDE|
00004970: 46 49 4E 41 54 45 4C 59  2E 20 20 20 20 20 20 20  |FINATELY.       |
00004980: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00004990: 20 20 20 20 20 20 20 20  20 0D 43 4F 44 45 3A 20  |         .CODE: |
000049A0: D9 CD C3 C1 0D 53 50 45  4C 4C 20 43 4F 53 54 3A  |.....SPELL COST:|
000049B0: 20 31 30 0D 52 41 4E 47  45 3A 20 D0 C1 D2 D4 D9  | 10.RANGE: .....|
000049C0: 0D 44 55 52 41 54 49 4F  4E 3A 20 C9 CE C4 C5 C6  |.DURATION: .....|
000049D0: C9 CE C1 D4 C5 20 20 0D  0D CC C5 D6 C5 CC 20 37  |.....  ....... 7|
000049E0: 0D 0D 31 29 20 D2 45 53  54 4F 52 41 54 49 49 4F  |..1) .ESTORATIIO|
000049F0: 4E 3A 20 CD 41 4B 45 53  20 41 4C 4C 20 57 4F 55  |N: .AKES ALL WOU|
00004A00: 4E 44 53 20 44 49 53 41  50 50 45 41 52 20 41 53  |NDS DISAPPEAR AS|
00004A10: 20 59 4F 55 52 20 50 41  52 54 59 20 49 53 20 52  | YOUR PARTY IS R|
00004A20: 45 46 4F 52 47 45 44 20  49 4E 54 4F 20 0D 55 4E  |EFORGED INTO .UN|
00004A30: 46 4C 41 57 45 44 20 42  4F 44 49 45 53 2E 20 C3  |FLAWED BODIES. .|
00004A40: 55 52 45 53 20 50 4F 49  53 4F 4E 49 4E 47 20 26  |URES POISONING &|
00004A50: 20 49 4E 53 41 4E 49 54  59 2E 0D 43 4F 44 45 3A  | INSANITY..CODE:|
00004A60: 20 D2 C5 D3 D4 0D 53 50  45 4C 4C 20 43 4F 53 54  | .....SPELL COST|
00004A70: 3A 20 31 32 0D 52 41 4E  47 45 3A 20 D0 C1 D2 D4  |: 12.RANGE: ....|
00004A80: D9 0D 44 55 52 41 54 49  4F 4E 3A 20 2D 2D 2D 2D  |..DURATION: ----|
00004A90: 2D 0D 0D 32 29 20 C4 45  41 54 48 53 54 52 49 4B  |-..2) .EATHSTRIK|
00004AA0: 45 3A 20 D4 48 49 53 20  49 4E 43 41 4E 54 41 54  |E: .HIS INCANTAT|
00004AB0: 49 4F 4E 20 49 53 20 56  45 52 59 20 4C 49 4B 45  |ION IS VERY LIKE|
00004AC0: 4C 59 20 54 4F 20 49 4E  53 54 41 4E 54 4C 59 20  |LY TO INSTANTLY |
00004AD0: 4B 49 4C 4C 20 4F 4E 45  20 0D 53 45 4C 45 43 54  |KILL ONE .SELECT|
00004AE0: 45 44 20 45 4E 45 4D 59  2C 20 42 49 47 20 4F 52  |ED ENEMY, BIG OR|
00004AF0: 20 53 4D 41 4C 4C 2E 0D  43 4F 44 45 3A 20 C4 C5  | SMALL..CODE: ..|
00004B00: D3 D4 0D 53 50 45 4C 4C  20 43 4F 53 54 3A 20 31  |...SPELL COST: 1|
00004B10: 34 0D 52 41 4E 47 45 3A  20 31 20 C6 CF C5 0D 44  |4.RANGE: 1 ....D|
00004B20: 55 52 41 54 49 4F 4E 3A  20 2D 2D 2D 2D 2D 0D     |URATION: -----. |
                             THE COMBAT 
SYSTEM           .                 -----
----------------------------------.. THE
 BARD'S TALE IS A GAME OF FIGHTING. IT'S
 THE ONLY WAY TO BUILD .EXPERIENCE. FORT
UNATELY, MANGAR AND HIS GRUESOME CREATUR
ES ARE VERY EVIL, .SO DON'T WORRY ABOUT 
THEIR FEELINGS. KILL THEM, IF YOU CAN...
 COMBAT WITH "MONSTERS" (THE GENERIC TER
MFOR ALL OPPONENTS) OCCURS BOTH .RANDOML
Y AND AT SET LOCATIONS. YOU CAN ALSO INI
TIATE INER-PARY COMBAT AT .ALMOST ANY TI
ME,IN CASE ONE OF YOUR MEMBERS IS TURNED
 TOTHE DARK SIDE. AT .THE OUTSET OF COMB
AT ALIST OF FOES WILL BE GIVEN, BROKEN D
OWN INTO THE .NUMBER OF FOES IN EACH GRO
UP. THE MAXIMUM IS 99 MONSTERS PER GROUP
, WITH UP .TO 4 GROUPS... COMBAT IS DIVI
DED INTO A SERIES OF "ROUNDS," LIKE A BO
XING MATCH. AT THE .START OF EACH ROUND,
 EACH OF YOUR CHARACTERS MUST DECIDE WHA
T ACTION HE .WILL UNDERTAKE IN THE UPCOM
ING MELEE, UNLESS, OF COURSE,YOUR PARTY 
DECIDES .TO RUN AWAY. A MENU OF POSSIBLE
 SELECTIONS WILL APPEAR FOR EACH CHARACT
ER. .THESE OPTIONS ARE AS FOLLOWS...1) A
TTACK FOES: TO PHYSICALY ASSAULT FOES IN
 THE FIRST OR SECOND GROUP OF .MONSTERS.
..2) PARTY ATTACK: TO ASSAULT ANOTHER ME
MBER OF THE PARTY, INCLUDING SPECIAL .ME
MBERS...3) DEFEND: DO NOT INTERACT THIS 
ROUND - REDUCES CHANCE OF BEING HIT...4)
 BARD SONG: BARDS CAN PLAY A SHORT TUNE 
TO AFFECT THE PARTY OR THE .FOREMOST GRO
UP OF MONSTERS IN SOME FASHION...5) CAST
 A SPELL: CAST A SPELL AT THE PARTY OR A
 GROUP OF FOES. THE SPELL .CODE MUST BE 
ENTERED, AND A TARGET IDENTIFIED...6) HI
DE IN SHADOWS: A ROGUE CAN TRY TO AVOID 
COMBAT ALTOGETHER BY HIDING .AND, IF SUC
ESSFUL, WILL BE SKIPPED AS A TARGET OF A
TTACK IN THE UPCOMING .COMBAT ROUND.... 
THE FIRST THREE CHARACTERS IN YOUR PARTY
 CAN BE ATTACKED PHYSICALLY BY .MONSTERS
, AND CAN ATTACK BACK. THE LAST THREE CH
ARACTERS CAN ONLY BE STRUCK .BY MAGICAL 
ATTACKS, AND CAN ONLY ATTACK BACK WITH M
AGIC. THIS SIMULATES .YOUR FIRST THREE C
HARACTERS BEING UP ON THE FRONT LINE OF 
ATTACK, WITH THE .LAST THREE CHARACTERS 
ACTING AS BACKUP IN CASE ONE OF THE FIRS
T THREE ARE .KILLED. THE FIRST TWO GROUP
S OF MONSTERS ARE IN A SIMULAR POSITION;
 THEY .ARE THE ONLY MONSTERS WHO CAN ATT
ACK OR BE ATTACKED PHYSICALLY... ONCE AL
L THE CHOICES FOR YOUR CHARACTERS HAVE B
EEN ENTERED, THE ROUND .BEGINS. THE MOST
 DEXTERIOUS CHARACTERS OR MONSTERS USUAL
LY MAKE THE FIRST .STRIKE, BUT LUCK, CHA
RACTER LEVEL AND CHARACTER CLASS ALSO AF
FECT THIS. IN .EVENLY MATCHED FIGHTES,TH
E OUTCOME OFTEN DEPENDS ON WHICH SIDE GE
TS IN THE .FIRST BLOW... THE RATE OF SCR
OLLING THE COMBATE MESSAGES CAN BE SPEED
ED OR SLOWED. .. AT THE END OF A COMBAT 
ROUND, DEAD MONSTERS WILL BE REMOVED FRO
M THE RANKS .OF YOUR FOES, AND DEAD CHAR
ACTERS WILL BE SHUFFLED BACK TO THE END 
OF YOUR .PARTY. A FRESH GROUP OF MONSTER
S MAY ALSO ADVANCE INTO THE FIRST 2 RANK
S TO .GIVE THEIR FELLOW MONSTERS A BREAT
HER...AT THE END OF COMBAT, TREASURE AND
 EXPERIENCE POINTS WILL BE SPLIT AMONG .
THE BATTLE'S SURVIVORS....              
               SPECIAL MEMBERS.. THE SPE
CIAL SLOT (MARKED "S") IS FOR MONSTERS W
HO CAN BECOME PART OF YOUR .PARTY.THEY C
AN JOIN BY:..1) BEING SUMMONED OR CREATE
D AS AN ILLUSION, OR SOME OTHER ARTIFICE
 RELATED .TO ASPELL, OR..2) INTRODUCE TH
EMSELVES TO THE PARTY AND OFFERING THEIR
 SERVICES AS A .COMRADE... SPECIALS CANN
OT BE CONTROLLED IN BATTLE;THEY CHOOSE T
HEIR OWN ATTACK MODE .AND GENERALLY GO A
FTER THE PRIMARY GROUP OF MONSTERS THE P
ARTY IS FACING. .SPECIALS ARE CLEARED OU
T OF THE "S" SLOT WHEN KILLED. ILLUSIONA
RY SPECIALS .(CREATED BY A SORCERER) ARE
 CLEARED OUT IF ANY FOES DISBELEIVE THEM
... IF A NON-ILLUSIONARY SPECIAL IS ATTA
CKED BY ANOTHER MEMEBER OF THE PARTY .FO
R ANY REASON, IT WILL TURN IMMEDIATLY HO
STILE AND FIGHT UNTIL DEFEATED!..       
         TIPS FROM THE UNDERGROUND: COMB
AT.             ------------------------
---------------..1) USUALLY THE HIGHEST 
DEXTERITY CHARACTER ATTACKS FIRST. FOR P
ARTICULARLY .NASTY MONSTERS (LIKE BLUE D
RAGONS) ATTACK WITH YOUR HIGHEST DEXTERI
TY .CHARACTERS FIRST.YOUR LESS DEXTEROUS
 CHARACTERS MAY NOT SURVIVE LONG ENOUGH 
.TO GET IN A FIRST STRIKE...2) USE YOUR 
SPELLS AND BARD SONGS TO LOWER THE ARMOR
 CLAS OF YOUR ENTIRE .PARTY. THE LOWER T
HE BETTER...3) IF YOU ARE ATTACKED BY MO
RE THEN 2 GROUPS OF MONSTERS, CONCENTRAT
E ON .MAGIC USERS FIRST. IF YOU CANNOT K
ILL OFF ALL THE MAGIC-USING MONSTERS, YO
U .MAY WANT TO CAST ANTI-MAGIC SPELLS TO
 PROTECT AGAINST ILLUSIONS, .POSSESSIONS
 AND OTHER SPELLS...4) YOU CAN MINIMIZE 
DAMAGE BY KILLING OF ALL BUT ONE MONSTER
 IN EITHER OF .THE FIRST 2 ATTACKING GRO
UPS. AS A GENERAL RULE, ATTACK GROUPS WI
TH ONLY .ONE MONSTER LAST, UNLESS IT IS 
A DEADLY MONSTER...5) MANY OF THE UNDEAD
 MONSTERS ARE CAPABLE OF DRAINING EXPERI
ENCE LEVELS, .TURNING CHARACTERS OLD AND
 GRAY OR EVEN TURNING THEM TO STONE. TRE
AT THE .UNDEAD WITH RESPECT. IN OTHER WO
RDS, KILL THEM QUICKLY..6) BE PREPARED T
O DIE A LOT WITH LEVEL AND 2 CHARACTERS.
 ESPECIALLY AT .NIGHT. ESPECIALLY WHEN Y
OU DON'T HAVE ANY WEAPONS AND ARE JUST W
ALKING TO .GARTH'S SHOPPE. IT MIGHT BE A
 GOOD IDEA TO STAY CLOSE TO A TEMPLE AT 
NIGHT, .SO YOU CAN QUICKLY HEAL ANY WOUN
DS...7) FILL THE SPECIAL SPOT QUICKLY. C
ONJURE OR SUMMON A MONSTER OR CREATE AN 
.ILLUSION, IF NECESSARY. THE SPECIAL MEM
BER WILL TAKE A LOT OF HEAT OFF YOUR .FI
GHTERS. MONSTERS TEND TO ATTACK SPECIAL 
MEMBERS FIRST...8) MONSTERS ARE SMART. T
HEY USUALLY ATTACK YOUR MOST VULNERABLE 
CHARACTERS .FIRST, UNLESS ONE OF YOUR ME
MBERS REPRESENTS A SIGNIFICANT THREAT...
                              THE MAGIC 
SYSTEM.                    -------------
--------------------------.. MAGIC IS PO
WER. IT CAN MAKE THE DIFFERENCE BETWEEN 
SUCCESS AND FAILURE IN .THE BARD'S TLAE.
.. IT IS NOT ALWAYS NECESSARY OR WISE TO
 RELY ON MAGIC, THOUGH, BECAUSE MAGIC .I
S BY NO MEANS FOOLPROOF. THERE ARE SOME 
PLACES WHERE MAGIC NEVER .FUNCTIONS, AND
 SOME MONSTERS WHO ARE HIGHLY RESISTANT 
TO SPELLS. SOMETIMES .YOU JUST HAVE TO W
ADE IN WITH FIST FLYING AND GET DIRTY...
 THE BEST WAY TO TELL THAT YOUR PARTY HA
S WANDERED INTO AN ANTI-MAGIC ZONE .IS T
HAT ALL RESIDUAL SPELLS EXCEPT LIGHT SPE
LLS ARE CANCELLED... RESIDUAL SPELLS ARE
 MAGIC SPELLS THAT KEEP WORKING FOR MORE
 THEN JUST AN .INSTANT. LIGHT SPELLS, TR
AP DETECTION, DOOR DETECTION AND MAGICAL
 ARMOR ARE .SOME EXAMPLES. MOST RESIDUAL
 SPELLS CAUSE A GRAPHIC SYMBOL TO APPEAR
 IN THE .CENTRAL BLANK STRIP ON THE SCRE
EN, TO KEEP THE PLAYER AWARE THAT THE .D
URATION HAS NOT YET EXPIRED...ALL SPELLS
 HAVE POINT COST. IN OTHER WORDS, ALL SP
ELLS COST THE MAGE .CASTING THEM A BIT O
F HIS INTERNAL ENERGY. THIS ENERGY IS RE
TURNED .AUTOMATICALLY IN DIRECT SUNLIGHT
, AND MAY BE REGENRATED AT ROSCOE'S ENER
GY .EMPORIUM OR IN SPECIAL REGENERATING 
ZONES YOU MAY HAVE TO DISCOVER...THERE A
RE MAGICAL ITEMS HIDDEN IN THE DUNGEONS 
AND CARRIED BY THE MONSTERS .OF THE BARD
'S TALE. MAGICAL WEAPONS DO EXTRA DAMAGE
. MAGICAL ARMOR GIVES .EXTRA PROTECTION.
 OTHER MAGICAL ITEMS RADIATE SPECIAL ENE
RGIES. THERE ARE .EVEN MAGIC KEYS NAD TA
LISMANS NECESSARY TO GET INTO CERTAIN IM
PORTANT PARTS .OF THE GAME. THE MOST POW
ERFUL MAGIC ITEMS ARE SECRETED IN THE MO
ST .CHALLENGING DUNGEONS AND ARE GUARDED
 BY FEROCIOUS MONSTERS. WHEN YOU WIN .ON
E, YOU SHOULD BE VERY PROUD AND VERY HAP
PY. THERE CAN BE THE KEY TO .SUCCESS AGA
INST THE WICKEDEST OPPONENTS...TO CAST A
 SPELL, YOU TYPE IN 4-LETTER CODES WHICH
 ARE A ROUGH ABBREVIATION .OF THE SPELL 
NAME. THE ENTIRE LIST OF SPELLS,CODES, A
ND SPELL POINTS .REQUIRED ARE STATED LAT
ER IN THE DOCS...ALL MAGIC USERS, EVEN L
EVEL 1 NOVICES, START THE GAME WITH KNOW
LEDGE OF ALL .LEVEL 1 SPELLS IN THEIR MA
GICAL ART. RATHER THAN LEARNING ONE SPEL
L AT A .TIME, MAGIC USERS ALWAYS LEARN W
HOLE GROUPS ("SPELL LEVELS") OF SPELLS A
T .ONCE. IT'S THE CLOSEST THING TO MASS 
PRODUCTION IN SKARA BRAE. HERE IS A .DES
CRIPTION OF THE FOUR MAGICAL ARTS...1) C
ONJURING:.CONJURING DEALS WITH THE INSTA
NTANEOUS CREATION OF OBJECTS AND EFFECTS
 .THROUGH THE CHANNELING OF A MAGE'S POW
ER. CONJURER SPELLS ARE POTENT, BUT .NOT
 UNLIMITED IN EFFECT, SINCE THE EXERCISE
 OF CREATION TAKES A LARGE .AMOUNT OF EN
ERGY TO PRODUCE EVEN A MODERATE EFFECT..
.A CONJURER CAN ALSO PRODUCE NEW EFFECTS
 THAT DISTORT NON-SOLID THINGS TO .PRODU
CE NEW EFFECTS, LIKE THE DISTORTION OF S
PACE AND TIME REQUIRED TO .TELEPORT HUMA
N BODIES TO A NEW LOCATION...2) MAGIC:.M
AGIC (MEANING THE ART PRACTICED BY A MAG
ICIAN) DEALS WITH BESTOWING .MAGICAL EFF
ECTS ON COMMON OBJECTS. THE ITEMS DO NOT
 BECOME MAGICAL, BUT .RADIATE FIELDS OF 
POWER FOR THE DURATION OF A SPELL (WHICH
 IS USUALLY THE .LENGTH OF COMBAT)...THE
 GIST OF MAGIC IS THAT IT CAN INCREASE A
N ITEM'S CAPABILITY, OR CHANGE .ITS FORM
 TO SOMETHING TOTALLY DIFFERENT...SOME E
XAMPLES: MAKING A SWORD DO GREATER DAMAG
E, MAKING DUNGEON WALLS GLOW .WITH AMAGI
CAL LIGHT, OR CAUSING A WALL TO TOTALLY 
VANISH FOR 1 MOVE...3) SORCERY:.THE BYWO
RD OF SORCERY IS, "SEEING IS BELIEVING."
 SORCERY DOES NOT DEAL WITH .A PHYSICAL 
MANIFESTATION, BUT RATHER A CREATION OF 
ILLUSION AND A TAPPING .INTO A HEIGHTENE
ND SENSE OF AWARENESS... AN ILLUSION IS 
AN IMAGE ENVISIONED BY THE SPELL CASTER,
 WHICH HE THEN LAYS .OVER THE RETINAS OF
 ALL WHO WATCH, AUGUMENTING THIS WITH AP
PROPRIATE .STIMULATION OF NERVE ENDINGS 
TO FOOL THE OTHER FOUR SENSES. THE HUMAN
 MIND, .BELIEVING AN ILLUSIONARY CREATIO
N, TO BE REAL, CAN BE HURT OR EVEN KILLE
D .BY IT, UNLESS IT IS SOMEHOW DISBELIEV
ED... A SORCERER, WITH THE AID OF HIS AR
T, CAN ALSO PERCEIVE CERTAIN SPECIAL .TH
INGS HIDDEN FROM VIEW...4) WIZARDRY:.WIZ
ARDRY DEALS WITH THE SUMMONING AND CONTR
OL OF SUPERNATURAL CREATURES. .THE WIZAR
D HAS FEWER SPELLS THAN THE OTHER THREE 
CLASSES, BUT HIS ARE BY .FAR THE MOST PO
TENT... THE CREATURES HE CAN SUMMON COME
 FROM ANOTHER PLANE OF EXISTANCE, CALL T
HE .NEGATIVE PLANE. THEY CAN JOIN THE SP
ECIAL SLOT IN THE PARTY, AND WILL FIGHT 
.UNTIL DEFEATED... THE WIZARD HAS SOME A
BILITY TO TRAP AND CONTROL NORMAL MONSTE
RS, AS WELL... MAGES WHO HAVE LEARNED AT
 LEAST 3 SPELL LEVELS IN AN ART MAY ELEC
T TO .CHANGE TO ANOTHER MAGE CLASS AT AN
Y TIME. THUS, A LEVEL 5 CONJURER COULD .
CHOOSE TO BECOME A LEVEL 1 MAGICIAN. HIS
 EXPERIECE POINTS WOULD BE RESET TO .0, 
BUT HE WOULD RETAINHIS PREVIOUS ATTRIBUT
ES, HIT POINTS, SPELL POINTS, .AND ALL K
NOWLEDGE OF HIS CONJURER SPELLS. HE WOUL
D BE UNABLE TO LEARN ANY .HIGHER CONJURE
R SPELLS, HOWEVER; ONCE A MAGE LEAVES A 
MAGIC ART, HE CAN NOT .RETURN TO IT... A
 MAGE CAN BECOME A CONJURER, MAGICIAN, O
R SORCERER AS A SECOND CLASS. A .MAGE CA
N BECOME A CONJURER, MAGICIAN, SORCERER,
OR A WIZARD AS A THIRD .CLASS. A MAGE WH
O HAS KNOWLEDGE OF ALL 7 LEVELS OF SPELL
S IN ALL 4 CLASSES .IS CALLED AN ARCHMAG
E, AND IS ONE OF THE MOST POERFUL PERSON
AGES IN THE .WORLD OF THE BARD'S TALE...
                          CONJURER SPELL
S.              ------------------------
---------------..LEVEL 1..1) MAGE FLAME:
 A SMALL, MOBILE "TORCH" WILL APPERAR, A
ND FLOAT ABOVE THE .SPELL CASTER AS HE T
RAVELS..CODE: MAFL.POINT COST: 2.RANGE: 
VIEW.DURATION: MEDIUM..2) ARC FIRE: A FA
N OF BLUE FLAMES WILL SHOOT FROM THE CAS
TER'S FINGERS, .DOING 1-4 HITS OF DAMAGE
 TO A SELECT OPPONENT, TIMES CASTER'S LE
VEL..CODE: ARFI.POINT COST: 3.RANGE: 1 F
OE.DURATION: -----..3) SORCERER SHIELD: 
THE MAGE IS PROTECTED BY AN INVISIBLE "S
HIELD" OF .MAGIC, THAT TURNS ASIDE MANY 
BLOWS THAT WOULD OTHERWISE HIT HIM..CODE
: SOSH.POINT COST: 3.RANGE: SELF.DURATIO
N: COMBAT..4) TRAP ZAP: THIS SPELLS WILL
 DISARM ANY TRAP WITHIN 30 FEET, IN THE 
.DIRECTION THE PARTY IS FACING. IT WILL 
ALSO DISARM TRAPS ON CHESTS..CODE: TRZP.
POINT COST: 2.RANGE: 30 FEET.DURATION: -
----..LEVEL 2..1) FREEZE FOES: THIS SPEL
L BINDS YOUR ENEMIES WITH A MAGICAL FORC
E, SLOWING .THEIR MOVEMENTS AND MAKING M
AKING THEM EASIER TO HIT..CODE: FRFO.SPE
LL COST: 3.RANGE: GROUP.DURATION: COMBAT
..2) KIEL'S MAGIC COMPASS A: COMPASS OF 
SHIMMERING MAGELIGHT APPEARS ABOVE .THE 
PARTY, TELLING THEM WICH DIRECTION THEY 
FACE..CODE: MACO.SPELL COST: 3.RANGE: --
---.DURATION: MEDIUM..3) BATTLESKILL: TH
IS SPELL INCREASES ONE OF YOUR PARTY MEM
BER'S SKILL WITH .WEAPONS, INCREASING TH
E ACCURACY AND FEROCITY OF HIS ATTACKS..
CODE: BASK.SPELL COST: 4.RANGE: CHARACTE
R.DURATION: COMBAT..4) WORD OF HEALING: 
WITH THE UTTERANCE OF A SINGLE WORD THE 
SPELL CASTER .CAN CURE A PARTY MEMBER MI
NOR WOUNDS, HEALING 2-8 POINTS OF DAMAGE
..CODE: WOHL.SPELL COST: 4.RANGE: CHARAC
TER.DURATION: -----..LEVEL 3..1) ARCYNE'
S MAGESTAR: A BRIGHT FLARE WILL IGNITE I
N FRONT OF A GROUP OF .YOUR ENEMIES, TEM
PORARILY BLINDING THEM AND CAUSING THEM 
TO MISS THE NEXT .COMBAT ROUND..CODE: MA
ST.SPELL COST: 5.RANGE: GROUP.DURATION: 
-----..2) LESSER REVELATION: THIS IS AN 
EXTENDED "MAGE FLAME" SPELL WHICH ALSO .
REVEALS SECRET DOORS..CODE: LERE.SPELL C
OST: 5.RANGE: VIEW.DURATION: LONG..3) LE
VITATION: PARTIALLY NEGATES THE EFFECT O
F GRAVITY ON THE PARTY, .CAUSING THEM TO
 FLOAT OVER TRAPS OR UP THROUGH PORTALS.
.CODE: LEVI.SPELL COST: 4.RANGE: PARTY.D
URATION: SHORT..4) WARSTRIKE: CAUSES A S
PRAY OF ENERGY TO SPRING FROM THE CASTER
'S EXTENDED .FINGER, SIZZLING A GROUP OF
 OPPONENTS FOR 4-16 HITS DAMAGE..CODE: W
AST.SPELL COST: 5.RANGE: GROUP.DURATION:
 -----..LEVEL 4..1) ELIK'S INSTANT WOLF:
 WITH THIS SPELL,THE CASTER CAN MAKE A R
EAL WOLF .APPEAR AND JOIN THE PARTY, FIG
HTING IN ITS DEFENSE..CODE: INWO.SPELL C
OST: 6.RANGE: SPECIAL.DURATION: -----..2
) FLESH RESTORE: THIS POWERFUL HEALING S
PELL WILL RESTORE 6-24 HIT POINTS .TO A 
PARTY MEMBER AND CURE POISONING AND INSA
NITY..CODE: FLRE.SPELL COST: 6.RANGE: CH
ARACTER.DURATION: -----..3) POISON STRIK
E: THIS SPELL HURLS PORCUPINE-SHARP NEED
LES FROM THE MAGES .FINGER INTO A SELECT
ED MONSTER, POISONING IT..CODE: POST.SPE
LL COST: 6.RANGE: FOE.DURATION: -----..L
EVEL 5..1) GREATER REVELATION: THIS SPEL
L FUNCTIONS LIKE A "LESSER RELEVATION" .
SPELL, ONLY IT ILLUMINATES A WIDER AREA.
.CODE: GRRE.SPELL COST: 7.RANGE: VIEW.DU
RATION: LONG..2) WRATH OF VALHALLA: MAKE
S A MEMBER OF YOUR PARTY FIGHT WITH STRE
NGTH AND .ACCURACY OF ANCIENT NORSE HERO
ES FOR THE ENTIRE COMBAT..CODE: WROV.SPE
LL COST: 7.RANGE: CHARACTER.DURATION: CO
MBAT..3) SHOCK-SPHERE: A LARGE GLOVE OF 
INTENSE ELECTRICAL ENERGY ENVELOPS A .GR
OUP OF ENEMIES, DOING 8-32 HITS OF DAMAG
E..CODE: SHSP.SPELL COST: 7.RANGE: GROUP
.DURATION: -----..LEVEL 6..1) ELIK'S INS
TANT OGRE: THIS INCANTATION WILL CAUSE A
 REAL OGRE TO APPEAR .AND JOIN THE PARTY
..CODE: INOG.SPELL COST: 9.RANGE: SPECIA
L.DURATION: -----..2) MAJOR LEVETIATION:
 THIS WILL MAKE THE ENTIRE PARTY LEVITAT
E AS DOES THE .LEVEL 3 SPELL, BUT ITS EF
FECTS WILL LAST UNTIL DISPELLED..CODE: M
ALE.SPELL COST: 8.RANGE: PARTY.DURATION:
 INDEFINATE ..LEVEL 7..1) FLESH ANEW: TH
IS SPELL BEHAVES LIKE THE "FLESH RESTORE
" SPELL, EXCEPT .THAT IT WILL AFFECT EVE
RY MEMBER OF THE PARTY..CODE: FLAN.SPELL
 COST: 12.RANGE: PARTY.DURATION: -----..
2) APPORT ARCANE: ALLOWS THE PARTY TO TE
LEPORT ANYWHERE WITHIN A DUNGEON, .EXCEP
T FOR PLACES PROTECTED BY TELEPORTAL SHI
ELDS..CODE: APAR.SPELL COST: 15.RANGE: P
ARTY.DURATION: -----...                 
           MAGICIAN SPELLS.             
   -------------------------------------
--..LEVEL 1..1) VORPAL PLATING: THIS SPE
LL CAUSES THE WEAPON (OR HANDS) OF A PAR
TY .MEMBER TO BE COVERED WITH A MAGICAL 
FIELD, WHICH CAUSES HIM TO DO AN .ADDITI
ONAL 2-8 POINTS OF DAMAGE..CODE: VOPL.SP
ELL COST: 3.RANGE: CHARACTER.DURATION: C
OMBAT..2) AIR ARMOR: THIS SPELL WILL MAK
E THE AIR AROUND THE CASTER BIND ITSELF 
.INTO A WEIGHTLESS SUIT OF "ARMOR"..CODE
: AIAR.SPELL COST: 3.RANGE: SELF.DURATIO
N: COMBAT..3) SABHAR'S STEELIGHT SPELL: 
CAUSES ALL METAL NEAR THE PARTY TO GLOW 
WITH A .MAGICAL LIGHT, ILLUMINATING THE 
SURROUNDING AREA..CODE: STLI.SPELL COST:
 2.RANGE: VIEW.DURATION: SHORT..4) SCRY 
SITE: THE WALLS THEMSELVES WILL SPEAK, U
NDER DIRECTION OF THIS .SPELL, REVEALING
 TO THE CASTER HIS LOCATION IN THE LABYR
INTH..CODE: SCSI.SPELL COST: 2.RANGE: PA
RTY.DURATION: -----..LEVEL 2..1) HOLY WA
TER: A SPRAY OF WATER WILL EMANATE FROM 
THE MAGE'S FINGERS, DOING .6-24POINTS OF
 DAMAGE TO ANY UNDEAD FOE. (E.G. SKELETO
N, ZOMBIE, VAMPIRE).CODE: HOWA.SPELL COS
T: 4.RANGE: 1 FOE.DURATION: -----..2) WI
THER STRIKE: ANY FOE AT WHOM THIS SPELL 
IS CAST IS LIKELY TO BE TURNED .OLD,THUS
 REDUCING HIS ABILITY TO ATTACK AND DEFE
ND IN COMBAT..CODE: WIST.SPELL COST: 5.R
ANGE: 1 FOE.DURATION: -----..3) MAGE GAU
NTLETS: MAKES A PARTY MEMBER'S HANDS (OR
 WEAPON) MORE DEADLY, .ADDING 4-16 POINT
S OF DAMAGE TO EVERY WOUND HE INFLICTS..
CODE: MAGA.SPELL COST: 5.RANGE: CHARACTE
R.DURATION: COMBAT..4) AREA ENCHANT: THI
S SPELL WILL CAUSE THE DUNGEON WALLS WIT
HIN 30 FEET OF .A STAIRWAY TO CALL OUT, 
IF THE PARTY IS TRAVELING TOWARD IT..COD
E: AREN.SPELL COST: 5.RANGE: 30 FEET.DUR
ATION: SHORT..LEVEL 3..1) YBARRA'S MYSTI
C SHIELD: THE AIR IN FRONT OF THE PARTY 
WILL BIND ITSELF .INTO METALLIC HARDNESS
, AND WILL ACCOMPANY THE PARTY WHEN IT M
OVES, AS A .SORT OF INVISIBLE "SHIELD"..
CODE: MYSH.SPELL COST: 6.RANGE: PARTY.DU
RATION: MEDIUM..2) OSCON'S OGRESTRENGTH:
 ALLOWS A MEMBEROF YOUR PARTY TO DAMAGE 
MONSTERS AS .IF HE WERE AS INCREDIBLY ST
RONG AS AN OGRE. CODE: OGST.SPELL COST: 
6.RANGE: CHARACTER.DURATION: COMBAT..3) 
MITHRIL MIGHT: INCREASES THE ARMOR PROTE
CTION OF EACH PARTY MEMBER BY .ENHANCING
 THEIR ARMOR'S NATURAL STRENGTH BY MAGIC
..CODE: MIMI.SPELL COST: 7.RANGE: PARTY.
DURATION: COMBAT..4) STAREFLARE: THE AIR
 SURROUNDING A GROUP OF ENEMIES WILL INS
TANTLY .IGNITE, CAUSING THEM TO BURN FOR
 6 TO 24 DAMAGE POINTS..CODE:STFL.SPELL 
COST: 6.RANGE: GROUP.DURATION: -----..LE
VEL 4..1) SPECTRE TOUCH: THIS SPELL WILL
 DRAIN A SINGLE ENEMY OF 12 TO 48 POINTS
 .OF DAMAGE, AS IF TOUCHED BY A SPECTRE.
.CODE: SPTO.SPELL COST: 8.RANGE: 1 FOE.D
URATION: -----..2) DRAGON BREATH: ALLOWS
 THE MAGE TO BREATHE FIRE AT A GROUP OF 
FOES, DOING .8 TO 32 POINTS OF DAMAGE TO
 EACH..CODE: DRBR.SPELL COST: 7.RANGE: G
ROUP.DURATION: -----..3) SABHAR'S STONEL
IGHT SPELL: MAKES ALL SONE AND EARTH WIT
HIN RANGE OF THE .PARTY TO GLOW WITH MAG
ICAL LIGHT, REVEALING EVEN SECRET DOORS.
.CODE: STSI.SPELL COST: 7.RANGE: VIEW.DU
RATION: MEDIUM..LEVEL 5..1) ANTI-MAGIC: 
CAUSES THE GROUND TO ABSORB A PORTION OF
 THE MAGICAL ENEMIES .CAST AT THE PARTY,
 FREQUENTLY ALLOWING THE MEMBERS TO ESCA
PE ALL DAMAGE. .ALSO AIDS IN DISBELIEVIN
G ILLUSIONS AND IN TURNING BACK MAGICAL 
FIRE, LIKE .A DRAGON'S BREATH.          
  .CODE: ANMA.SPELL COST: 8.RANGE: PARTY
.DURATION: COMBAT..2) AKER'S ANIMATED SW
ORD: A MAGICAL SWORD WILL APPEAR AND FIG
HT LIKE A .SUMMONED MONSTER IN DEFENCE O
F THE PARTY..CODE: ANSW.SPELL COST: 8.RA
NGE: SPECIAL.DURATION: COMBAT..3) STONE 
TOUCH: THIS SPELL WILL OFTEN TURN AN ENE
MY TO STONE, OR A STONE .MONSTER FROM LI
VING STONE TO DEAD STONE. BUT IT DOESN'T
 ALWAYS WORK..CODE: STTO.SPELL COST: 8.R
ANGE: 1 FOE.DURATION: -----..LEVEL 6..1)
 PHASE DOOR: THIS INCANTATION WILL ALTER
 THE STUCTURE OF ALMOST ANY WALL .DIRECT
LY IN FRONT OF THE PARTY, TURNING IT TOA
IR FOR EXACTLY 1 MOVE..CODE: PHDO.SPELL 
COST: 9.RANGE: 1 WALL.DURATION: 1 MOVE..
2) YBARRA'S MYSTICAL COAT OF ARMOR: CAUS
ES AN EFFECTT LIKE "AIR ARMOR" TO .COVER
 EVERY MEMBER OF THE PARTY, LASTING INDE
FINATELY.                               
 .CODE: YMCA.SPELL COST: 10.RANGE: PARTY
.DURATION: INDEFINATE  ..LEVEL 7..1) RES
TORATIION: MAKES ALL WOUNDS DISAPPEAR AS
 YOUR PARTY IS REFORGED INTO .UNFLAWED B
ODIES. CURES POISONING & INSANITY..CODE:
 REST.SPELL COST: 12.RANGE: PARTY.DURATI
ON: -----..2) DEATHSTRIKE: THIS INCANTAT
ION IS VERY LIKELY TO INSTANTLY KILL ONE
 .SELECTED ENEMY, BIG OR SMALL..CODE: DE
ST.SPELL COST: 14.RANGE: 1 FOE.DURATION:
 -----.
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