Spells in Wizardry 7

Enchanted Blade

Magic Cost: 4

Enchanted Blade imbues all weapons wielded by the party with magic that increases their ability to hit and penetrate enemies' armour.

Spell Level: 2

Realm: Divine

Resistance: None

Spellbook: Theology

Type: Adventuring

Target: Party

Can Backfire:

Can Fizzle:

Spell Effects:

Power Level 1+1 To Hit for 35 rounds

Power Level 2+1.5 To Hit for 70 rounds

Power Level 3+2 To Hit for 105 rounds

Power Level 4+2.5 To Hit for 140 rounds

Power Level 15+3 To Hit for 175 rounds

Power Level 6+3.5 To Hit for 210 rounds

Power Level 7+4 To Hit for 245 rounds

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