Spells in Wizardry 7

Armormelt

Magic Cost: 8

Armormelt softens the armour of the enemy group, making them more vulnerable to attacks.

Spell Level: 4

Realm: Earth

Resistance: Special

Spellbook: Thaumaturgy, Theosophy

Type: Impeding

Target: Enemy Group

Can Backfire:

Can Fizzle:

Spell Effects:

Power Level 1-1 to AC if above 0; otherwise, set AC to -1

Power Level 2-2 to AC if above 0; otherwise, set AC to -2

Power Level 3-3 to AC if above 0; otherwise, set AC to -3

Power Level 4-4 to AC if above 0; otherwise, set AC to -4

Power Level 15-5 to AC if above 0; otherwise, set AC to -5

Power Level 6-6 to AC if above 0; otherwise, set AC to -6

Power Level 7-7 to AC if above 0; otherwise, set AC to -7

Items:

Armormelt

Fire Spells:

Blinding Flash Dazzling Lights Energy Blast Fire Bomb Fire Shield Fireball Firestorm Lightning Nuclear Blast Psionic Fires Prismic Missile

Water Spells:

Chilling Touch Cure Disease Cure Paralysis Deep Freeze Draining Cloud Haste Ice Shield Iceball Paralyze Restfull Slow Stamina Superman Terror Weaken

Air Spells:

Air Pocket Asphyxiation Cure Poison Deadly Air Deadly Poison Death Cloud Levitate Missile Shield Noxious Fumes Poison Poison Gas Purify Air Shrill Sound Silence Stink Bomb Toxic Vapors Whirlwind

Earth Spells:

Acid Bomb Acid Splash Armor Shield Armormelt Armorplate Blades Create Life Crush Cure Stone Direction Itching Skin Knock-Knock Web Whipping Rocks

Mental Spells:

Bless Charm Confusion Cure Lesser Cnd Death Detect Secret Divine Trap Hold Monsters Identify Illusion Locate Object Locate Person Mental Attack Mind Flay Mindread Psionic Blast Sane Mind Sleep Spooks Watchbells Wizard Eye

Divine Spells:

Anti-Magic Astral Gate Blink Conjuration Death Wish Dispel Undead Enchanted Blade Heal Wounds Healthfull Lifesteal Make Wounds Magic Missile Magic Screen Recharge Resurrection Remove Curse Word of Death Zap Undead