Spells in Wizardry 7

Charm

Magic Cost: 5

Charm Attempts to persuade the target not to attack in combat. When used outside of battle, it attempts to make the NPC friendly to the party.

Spell Level: 1

Realm: Mental

Resistance: Hypnosis

Spellbook: Alchemy, Theology, Theosophy

Type: Baleful

Target: Enemy

Can Backfire:

Can Fizzle:

Spell Effects:

Power Level 1Lasts 2-3 Rounds

Power Level 2Lasts 3-6 Rounds

Power Level 3Lasts 4-9 Rounds

Power Level 4Lasts 5-12 Rounds

Power Level 15Lasts 6-15 Rounds

Power Level 6Lasts 7-18 Rounds

Power Level 7Lasts 8-21 Rounds

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