Spells in Wizardry 7

Divine Trap

Magic Cost: 4

Divine Trap attempts to solve the trap's name. Inspection of the trap is required to disarm it.

Spell Level: 2

Realm: Mental

Resistance: None

Spellbook: Theology, Theosophy

Type: Non-Combat

Target: Trap

Can Backfire:

Can Fizzle:

Spell Effects:

Power Level 1Assists on very weak traps

Power Level 2Assists on weak traps

Power Level 3Assists on moderate traps

Power Level 4Assists on powerful traps

Power Level 15Assists on dangerous traps

Power Level 6Assists on deadly traps

Power Level 7Solves all traps

Items:

None

Used by Enemies:

None

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