Open
|
General
|
QFG 1 - Zara's Magic Shop
|
Detect Magic
|
General
|
QFG 1 - Meeps
QFG 2 - Keapon Laffin
|
Open is a VERY useful spell, especially for the unskilled thief
and the wizard who is constantly misplacing his keys. This spell works
on boxes, locked and unlocked doors, just not barred ones.
|
All in all, this spell isn't too useful, though it is used in Mage's
Maze and W.I.T. It tells you if an object, place, or person has a spell
placed on them or are able to cast spells.
|
Trigger
|
General
|
QFG 1 - Hermit
QFG 2 - Keapon Laffin
|
Razzle Dazzle
|
Defense
|
QFG 1 - Erasmus
QFG 2 - Keapon Laffin
|
This spell causes another spell lying dormant on an object to activate.
It is used often in puzzles, but it's hard to figure out when to use it
because you don't know if a spell has already been placed on something.
Don't cast this if you have your staff out, as it will cause the staff's
energy to be released in a massive explosion.
|
Razzle Dazzle, or just Dazzle, blinds a monster letting you get
a swing in. It is better than calm because it can be used in close combat
and from afar, but it is used less in puzzles.
|
Zap
|
Indirect Offense
|
already have it if you're a wizard
|
Calm
|
Defense
|
QFG 1 - Erana's Peace
|
Zap is a spell which is available only to wizards who graduate
from the Famous Adventurers Correspondence School. It stores extra energy
in your weapon, making your next strike more damaging.
|
Calm is a spell which causes organisms with violent intent to settle
down. It also works on things that seem to be alive, such as fire. This
spell cannot be cast in close combat, but it is used often in puzzles.
|
Flame Dart
|
Offense
|
QFG 1 - Zara's Magic Shop
|
Fetch
|
General
|
QFG 1 - Zara's Magic Shop
|
Flame dart sends a ball of flame streaking toward your enemy, causing
damage. Normally, it would not be as powerful as other offensive spells
but a wizard is often most skilled in this one because it is learned earlier.
|
Fetch is a spell that moves objects, usually bringing them to you,
but it can carry them to other places. Very useful.
|
Force Bolt
|
Offense
|
QFG 2 - Keapon Laffin
|
Levitate
|
General
|
QFG 2 - Keapon Laffin
|
Force bolt is similar to flame dart, but monsters who resist flame
will feel this more. However, a wizard is usually more skilled in flame
dart so that spell is usually a better bet.
|
Levitate causes the caster to be lifted from the ground so that
he may get to things normally out of reach. Unfortunately, you may go only
up and down.
|
Reversal
|
Defense/Offense
|
QFG 2 - W.I.T.
|
Juggling Lights
|
General
|
QFG 3 - Present from Keapon
|
When cast, this spell causes the violent spells of others to be
reflected, so that they take the damage. It only works on spells that are
cast directly on to you and does nothing to spells cast in close combat.
|
This spell lets you see where you're going in the dark by circling
balls of light above your head. Sometimes you can do something similar
with flame dart, but this is the next best thing.
|
Summon Staff
|
General
|
QFG 3 - Quest given by Kreesha, Rakeesh's wife
|
Lightning Ball
|
Offense
|
QFG 3 - Johari, leopard woman
|
This is a really cool spell which, when active, multiplies the
power of your spells and eliminates the mana cost. On the down side, your
skill in the spell will not increase and the spell deactivates if you move.
|
Lightning ball is a really good offense spell, but it costs a ton
of mana points so a hero's whose main weapon is magic will have to lay
off it or else find himself suddenly defenseless.
|
Aura
|
Defense
|
QFG 4 - Given by the Gypsies
|
Protection
|
Defense
|
QFG 4 - Hidden in Erana's Garden
|
This spell protects you from the life sucking magic of the undead
- not useful on a regular basis, but a must for certain parts of QFG. Such
as fighting wraiths in #4 and Hades in #5.
|
The protection spell protects your hero from non magical attacks.
If you cast before every fight, it can save you from a ton of damage. Though
not extremely effective in #4, this spell works very well in QFG5.
|
Glide
|
General
|
QFG 4 - Given by Cranium
|
Frostbite
|
Offense
|
QFG 4 - Given by Katrina
|
Not the best spell in the world - you get it in QFG4, use it once
in the swamp, and the spell doesn't even exist in QFG5. Pretty stupid.
|
An alight spell in QFG4, though flame dart is still better. But
in QFG5, this spell is the best offensive spell for a wizard with high
magic and intelligence skills. Besides that, it's an area affect spell
so you can kill two with only one spell.
|
Augument
|
General
|
QFG 5 - Found on dead wizards
|
Shink
|
Offense
|
QFG 5 - Found in Hydra's cave
|
This spell increases your spell skill for the next spell you cast. It's not useful for all
spells, but is good to use before duration type spells - such as Protection.
|
Shrink isn't the best offense spell for normal use because it uses a lot of mana, but it is
really really cool and fun to use. It shrinks your opponent to about 1/4 of their normal
size so that they're easy to kill.
|
Boom
|
Offense
|
QFG 5 - Magic shop
|
Resistance
|
Defense
|
QFG
|
Though this spell really eats of the mana, it is fun to play around with. When you cast
it, a red skull appears and floats over the ground until someone gets close, then explodes.
Stick 'em where you know a monster will pass by, then watch 'em die.
|
This spell is similar to Protection, but it protects your hero from elemental damage
such as hot lava or poison. Cast this before fighting something with fire breath, or any other
elemental type damage.
|
Hide
|
Defense
|
QFG 4 - BabaYaga
|
RIP
|
General/Defense
|
QFG 5 - Magic Shop
|
This spell is extremely useful for wizards or thieves who don't which to fight, or want
to do so with a hit & run kind of tactic. Hide will turn you invisible as long as you keep still
and don't move.
|
RIP will help you to "rest in peace" when you want a good night's rest. When sleeping in
the forest or jungle, any monster could find you while you sleep and attack. This spell prevents
this from happening.
|
Thermonuclear Blast
|
Offense
|
QFG 5 - Magic Shop
|
Fasinate
|
Offense/Defense
|
QFG 5 - Magic Shop
|
The fabled Thermonuclear spell from the QFG3 manual finally is found in QFG5. This spell demolishes your hero and everything around him for a radius of 10 miles, so it can't be used on a regular basis.
|
Fasinate attracts stupid monsters with lights and damages them a small amount when they come close. Also not too useful, it doesn't damage enough to use as a regular offensive spell. But it is good for a wizard on the run who wants to baddies to be attracted away from himself.
|
Whirlwind
|
Offense
|
QFG 5 - Erasmus
|
This spell creates a whirlwind which catches a monster inside of it. The monster is then unable to move and you can blast him with spells. Useful when fighting just a couple difficult monsters.
|