Spells in Wizardry 7

Sane Mind

Magic Cost: 10

Sane Mind attempts to cure the target of insanity.

Spell Level: 3

Realm: Mental

Resistance: None

Spellbook: Theology, Theosophy

Type: Curative

Target: Ally

Can Backfire:

Can Fizzle:

Spell Effects:

Power Level 1Reduces Insanity level by 25

Power Level 2Reduces Insanity level by 50

Power Level 3Reduces Insanity level by 75

Power Level 4Reduces Insanity level by 100

Power Level 15Reduces Insanity level by 125

Power Level 6Reduces Insanity level by 150

Power Level 7Cures Insanity

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